A sacred elven relic—the Verdant Core—has been stolen from a hidden shrine deep within the Blackwood Forest. Without it, a creeping blight poisons the land, livestock rot in their pens, and the forest itself begins to twist into unnatural forms.
The heroes must track the thieves into the corrupted woods, survive mutated beasts and cunning Umbrith traps, and confront a monstrous abomination drawn to the relic’s power.
A Sundering Echo—a violent pulse of void‑magic—erupts mid‑journey, sealing the heroes inside the tainted forest and forcing them deeper toward the Hollow Tree Vault.
The air tastes of rot and wood‑smoke. Farmers whisper in tight circles, clutching sickly livestock whose eyes weep black sap. The Blackwood’s treeline looms like a wall of dying giants, their bark blistered with creeping fungus. A grim‑faced ranger captain approaches, cloak torn, bowstring frayed.
“The forest is dying,” he rasps. “And soon, so will we.”
A sacred elven relic—the Verdant Core—was stolen from a hidden shrine.
The relic purifies water and soil; without it, the blight spreads unchecked.
The ranger captain is a Legendary Hero, but his forces are overwhelmed by aggressive forest predators.
He begs the heroes to retrieve the relic before the settlement collapses.
Folk Lore (TN 10): Identify the Verdant Core as an ancient elven seed‑stone.
Awareness (TN 8): Notice claw marks and strange drag‑trails leading into the forest.
Healing (TN 9): Diagnose the blight as magical corruption, not disease.
The Blackwood swallows you whole. Branches knit overhead like ribs of a dead titan. The air grows thick—wet, fungal, wrong. Every step sinks into moss that pulses faintly beneath your boots, as though breathing.
Somewhere ahead, something large moves through the brush… and something smaller follows it.
Wilderness Lore (TN 10): Stay on the trail.
Awareness (TN 9): Avoid natural sinkholes and rotted root‑bridges.
Agility (TN 8): Leap over creeping rot‑vines that lash at ankles.
Halfway through the journey:
A thunderless boom tears through the forest. Trees rot in seconds, collapsing in waves. The ground splits, vomiting black spores. The path behind you is buried beneath a wall of dead timber.
There is no turning back.
Effects:
All heroes must pass Endurance (TN 10) or take 1d3 toxic damage.
The forest becomes Hostile Terrain: all movement costs +1 pace for the next hour.
The swampy ground quivers. Bubbles rise. Then—silence.
A pair of glowing eyes breach the muck, followed by a maw of needle‑teeth. More shapes stir beneath the water.
The Bog‑Crawlers have found you.
(Cited from your uploaded document: “Born of corrupted forest beasts… jaws snap with brutal force… their spit carries parasitic leeches…”)
Type: Beast (Common)
Rank: Novice Predator
Speed: 10 (Swim 10)
HP: 25
Defense: 3
Offense: 1d6+6 (Gnashing Bite)
Key Skills:
Brawl 6
Might 6
Endurance 5
Awareness 5
Roguery 5
Attacks:
Gnashing Bite — TN 14, 1d6+6; nat 2 Grapples
Leech Spit — TN 12, 1d3 + inflicts Leech Rot (–1 Endurance for 1 hour)
Traits:
Swamp Ambusher: +2 to first attack if emerging from water
Rot‑Touched: Immune to poison
Loot:
1d3 Bog‑Leech Sacs (used in crafting toxins)
A narrow choke‑point between two dead ironwoods. Vines hang like nooses. The air smells of rust and mushrooms.
A faint twang echoes—too late.
Spore‑covered branches drop from above, jagged as spears.
Trigger: Tripwire (Awareness TN 10 to spot)
Avoid: Agility TN 12
Failure: 1d6 piercing + Spore Infection (Endurance TN 10 or take 1d3 toxic damage for 3 rounds)
Type: Humanoid (Skilled)
Rank: Skilled Skirmisher
Speed: 9
HP: 18
Defense: 2
Offense: 1d6+4 (Curved Blade)
Key Skills:
Roguery 7
Agility 6
Awareness 6
Marksmanship 5
Wilderness Lore 4
Traits:
Shadow‑Step: +1 to ambush attempts
Toxin‑Crafter: Carries 1 dose of Spore‑Venom (1d3 toxic)
Loot:
2d6 gc
Spore‑Venom vial
Bone‑handled knife
The dead ironwood rises like a cathedral of rot. Its trunk is hollowed into a vast chamber, roots curling like ribs around a pulsing green glow.
The Verdant Core hangs suspended in a web of roots—just out of reach.
Below it, a massive shape heaves in the mud. Fur sloughs off in clumps. Bone plates jut from its spine. Its breath is a wet, bubbling growl.
The Grizzly‑Abomination turns toward you.
Full DoomBlade Stat Block
(Built using the rules from “The Forging of DoomBlade Beasts”)
“A forest titan twisted by rot, drawn to the relic’s purity.”
Rank: Elite Brute
Role: Corrupted Beast
Speed: 6
Defense: 5 (Bone‑Plated Hide)
HP: 8d6+8 (avg 36)
Offense:
Massive Claw: 1d6+8
Bone‑Spike Gore: 2d6+6
Corrupted Spore Aura: 1d3 toxic to all within 2 paces at start of their turn
Might 8 (Remarkable)
Endurance 7 (Excellent)
Awareness 6 (Good)
Brawl 7 (Excellent)
Agility 4 (Competent)
Dark Sight 5 (Fair)
Magic Resistance 5 (Fair)
All others: Poor (1) or Useless (0)
Rot‑Frenzy: When below half HP, gains +2 Offense
Spore Burst (1/encounter): 2d6 toxic in 5‑pace radius, Endurance TN 12 halves
Relic‑Drawn: Will not flee; obsessed with the Verdant Core
Unnatural Bulk: Immune to Grapple
Smash the strongest foe
Protect the Verdant Core
Destroy anything that emits light or purity
Bone‑Plated Hide (crafting armor)
Rot‑Gland (toxin crafting)
Abomination Fang (weapon upgrade)
2d6 gc
Rare Beast Bits
Corrupted Heart‑Seed (can be purified into a healing charm)
Heroes may attempt to sever the root‑web holding the relic above the beast.
Craftsmanship or Wilderness Lore (TN 12)
Success drops the relic, creating a 3×3 Purification Zone:
Negates the Spore Aura
Deals 1d6 radiant damage to the Abomination each round
Grants heroes +1 to all rolls inside the zone
The Verdant Core pulses with gentle green light as you lift it free. The forest exhales—a long, shuddering sigh—as the rot recoils from its presence.
The path home opens, the blight retreating like a wounded beast.
150 gold pieces pooled by the settlement
Alliance with the Ranger Guild
Free training in Marksmanship or Wilderness Lore
Verdant Shard
Fine‑quality item
Grants +1 Endurance against poison & disease permanently