# [[The Shadegreave]]
The Shadegreave is a forest in [[ttrpgs/The Slayers Five/The Feywild|The Feywild]] on the edge of [[Xari]]. It is a forest, but it is a singular sentient entity that can call upon everything in its domain when necessary.
Friendly: `dice: [[The Shadegreave#^friendly]]`
Hostile: `dice: [[The Shadegreave#^hostile]]`
## Status
The Shadegreave is always watching and tallying up the characters' activities.
| Character | Status |
| --------- | ------ |
| Boris | 0 |
| Ora | 0 |
| Jamedi | -3 |
| Lira | 1 |
| Flint | 1 |
### Things that affect Shadegreave status
| Action | Status |
| --------------------------------------------------------- | -------- |
| Damaging the Shadegreave | -1 to -4 |
| Break a sworn oath | -2 |
| Destroying a creature acting on behalf of the Shadegreave | -4 |
| Save an agent of the Shadegreave | +1 |
| Defeat an intelligent undead of at least CR 5 | +1 |
| Protect the Shadegreave from an imminent threat | +1 or +2 |
| Restore a damaged portion of the Shadegreave | +1 or +2 |
| Show mercy in combat | +1 |
### Effects of status
| Status | Standing |
| ------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 0 or lower | Invader of the Shadegreave. The forest will (at the GM's discretion) act to hinder you. The forest is hostile towards you. |
| 1-10 | Uninvited Guest of the Shadegreave. You are largely ignored as the forest monitors your deeds. The forest is indifferent to your presence. |
| 11-20 | Guest of the Shadegreave. You have proven to the forest that your actions will not cause it harm. While you act in its best interests, it may favor you in times of duress. |
| 21-30 | Friend of the Shadegreave. Your actions have benefited the Shadegreave, and it is friendly towards you. Once per week you can use an action to call upon the forest to aid you. Additionally, while you act on behalf of the Shadegreave, it might aid you of its own volition. |
| 30 or higher | Hero of the Shadegreave. You have shown time and time again that the forest is under your protection, and the Shadegreave reciprocates by aiding you. Once per day you can use an action to call upon the Shadegreave for aid. Additionally, while you act on its behalf, it may aid you of its own volition. |
### Friendly Effects
`dice: [[The Shadegreave#^friendly]]`
| dice: 1d12 | Effect |
| ---------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | You find ample trails, spoor, and deer-sign around every corner. once daily the character automatically succeeds on a Wisdom (Survival) check to hunt wild game. |
| 2 | A stream, brook, or small pond seems to always be just off the trail. Once daily the character automatically succeeds on a Wisdom (Survival) check to find clean, fresh water. |
| 3 | The inhabitants of the forest are uncharacteristically curious of you. Wisdom (Animal Handling) checks targeting beasts in the forest are made with advantage. |
| 4 | A cool breeze and plentiful shade aid your trek through the forest. Constitution saves to avoid levels of exhaustion due to environmental effects are made with a +2 bonus in the forest. |
| 5 | The flora and fauna of the forest reveal their secrets to you. All Intelligence (Nature) checks in the forest are made with a +2 bonus. |
| 6 | The forest alters the path to aid you in your journey. While travelling, your party covers an additional 1 mile per hour. |
| 7 | The ground always seems to be clear wherever you travel. Difficult terrain does not slow your travel. |
| 8 | A branch, tree, or cover is always nearby. Once per day the character has advantage on a Dexterity (Stealth) check to hide. |
| 9 | Your steps are muffled by the soft undergrowth and terrain. All Dexterity (Stealth) checks in the forest are made with a +2 bonus. |
| 10 | The inhabitants of the forest watch over you protectively. Wisdom (Perception) checks in the forest are made with a +2 bonus. |
| 11 | The canopy of the forest extends over your every step. Characters who have Sunlight Sensitivity are never in direct sunlight. |
| 12 | There is always a branch or handhold within reach. All Strength (Athletics) checks to climb in the forest are made with a +2 bonus. |
^friendly
### Hostile Effects
`dice: [[The Shadegreave#^hostile]]`
| dice: 1d12 | Effect |
| ---------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | The animals of the forest avoid you at all cost. Any Wisdom (Survival) checks to hunt game in the forest are made with disadvantage. |
| 2 | Sinkholes, quicksand, and brambles appear in your path. While traveling, your party covers 1 less mile per hour than normal. |
| 3 | When given the opportunity to flee or attack, beasts will choose to attack you. |
| 4 | Difficult terrain is riddled with brambles that deal 1 piercing damage per 10 feet travelled; succeeding on a DC 10 Dexterity saving throw prevents this damage. |
| 5 | Tree branches are out of reach, and rock faces are sheer or choppy. Strength (Athletics) checks to clibm in the forest are made with a -2 penalty. |
| 6 | Brackish, still water is abundant, and clean water is rare. Wisdom (Survival) checks to find potable water in the forest are made with a -2 penalty. If the check fails by 5 or less, water is still found, but it is tainted. Characters who drink tainted water must succeed on a DC 13 Constitution save or be poisoned for `dice: 1d4` hours. |
| 7 | Malevolent intent emanates from the forest, putting the character on edge. The character has a -2 penalty on saving throws against fear effects. |
| 8 | Shadows and strange sounds are everywhere, confusing your senses. Wisdom (Perception) checks in the forest are made with a -2 penalty. |
| 9 | Foliage and objects in the forest move away from you at inconvenient times. Dexterity (Stealth) checks in the forest are made with a -2 penalty. |
| 10 | A root is always underfoot. When taking the Dash action, a DC 12 Dexterity check is required or the character falls prone. |
| 11 | Biting insects plague the character, making it difficult to focus on the task. Intelligence (Investigation) checks in the forest are made with a -2 penalty. |
| 12 | Toxic plants line your path. The character inadvertently leads the party into a patch of poisonous plants. All characters must succeed on a DC 10 Constitution save or be poisoned for `dice: 1d2` hours. |
^hostile