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, the air at the camp, 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 Dark Elf (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. Lumberjacks whisper in tight circles, looking sickly, some whose eyes weep black sap. The Blackwood’s treeline looms like a wall of dying giants, their dark bark blistered with creeping fungus. A grim‑faced ranger approaches, cloak torn, bowstring frayed.
“Thank the gods the Adventurer's Guild sent you, the forest is dying,” he rasps. “And soon, so will we.............. unless you can help, what are your names brave Heroes?"
Once the players introduce themselves to the Ranger, he replies
The Ranger steps closer, his cloak heavy with rain and forest muck. His voice is steady, but the strain shows.
“Name’s Thalen Reedmark, Ranger‑Captain of this frontier. We’ve got trouble—bad trouble.”
“A sacred elven relic, the Verdant Core, was stolen from a hidden shrine of Lunara, the Moon‑Goddess of renewal. That relic keeps our soil and water clean. Without it, the blight spreads faster every day.”
His weary eyes scan the forest's treeline for a second.
“My rangers are stretched thin. The woods are crawling with bog crawlers and marsh wraiths from Deadman's Marsh nearby—too many for us to handle alone. To top it off, there have been reports of dangerous Void-Magic in the area. If we can’t recover the Core soon, we’ll have to abandon these poor souls and the lumber camp.”
He gazes at the sickly woodsmen in the camp, then he looks each hero in the eye.
“I’m asking you to go where we can’t. Find the thieves. Bring the relic home before these workers and this forest and die, you are our only hope..."
His is Ranger‑Captain Thalen Reedmark
A sacred elven relic—the Verdant Core—was stolen from a hidden shrine of Lunara.
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 (bog crawlers and mash wraiths)
He begs the heroes to retrieve the relic before the lumber camp workers lose their souls to this dark corruption.
The Void-Magic is random and an echo of the dark sorcery of the Sundering.
Moderate (10) Folk Lore: Identify the Verdant Core as an ancient elven seed‑stone.
Easy (8) Awareness or Wilderness Lore (TN 8): Notice claw marks and strange drag‑trails leading into the forest.
Moderate (10) Healing or Magic: Diagnose the blight as magical corruption, not disease.
Easy (8) Magic or Folklore: Void-Magic:Â
"During the fall of the Crownwood in the Shadow War, when the wretched Dark Elves unleashed the Sundering. Their void-magic poisoned the very roots of the elven capital of Tir’Vanyel, a catastrophic surge of shadow-sorcery that caused the great lake to swell, drowning and warping everything it touched. The High Houses had no choice but to flee or suffer, but sadly many perished. The mages of Penville have reported strange and chaotic void-magic still present in the Blackwood, even decades after the catastrophic event...... Be warned......."
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 6): Stay on the trail. "The tracks appear to vanish into the muck...."
Awareness (TN 8): Avoid natural sinkholes and rotted root‑bridges. "Hmmm, that looks like it could be a sinkhole straight ahead...." or "The bridge ahead made of roots, dosent look that strong...."
Agility (TN 8): Leap over creeping rot‑vines that lash at ankles. "Watch out for those moving vines!"
Awareness (TN 8): Half submerged body: Loot a spear (Might+3), a rusty helmet, torch, tailors kit, lantern, a muddy light crossbow (Off 8) and 4 bolts.
Magic or Magic Resistance (TN 8): Magic Sense. "There feels as if some dark chaotic magic is distubing the ground....."
Halfway through the journey:
A thunderful 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 that way.......
Slowly like black snow, fine dark particles fall from the sky..... Your eyes and throat begin to burn, as slowly you begin coughing, then choking.........
Effects:
All heroes must pass Endurance (TN 10) or take 1d6 toxic damage from the release of spores. (TN 8 - if they take precausions, face coverings)
What the Hell was that? - The Sundering Echo World Lore or Magic (TN 8)Â
"During the fall of the Crownwood in the Shadow War, when the wretched Dark Elves unleashed the Sundering. Their void-magic poisoned the very roots of the elven capital of Tir’Vanyel, a catastrophic surge of shadow-sorcery that caused the great lake to swell, drowning and warping everything it touched. The High Houses had no choice but to flee or suffer, but sadly many perished. The mages of Penville have reported strange and chaotic void-magic still present in the Blackwood, even decades after the catastrophic event...... Be warned......."
The swampy ground ahead 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.
To make this encounter more thilling start the first round of combat with 2 Bog-Crawlers, then have another 2 emerge from the muck behind the Heroes at the start of round 2 to add more tension.......
Type: Beast (Common)
Rank: Skilled (3) Predator
Speed: 8 (Swim 8)
HP: 17
Defense: 2 Fend / Dodge TN 10 Resist 10
Offense: 6 (Gnashing Bite) TN 10 or Leech Vomit — 4 Paces, Ranged TN 10, Offense: d6
Key Skills:
Competent (3) Brawl, Might, Endurance, Awareness, Roguery, Dark Sight, Marksmanship, Magic Resistance
Useless (0) All other SkillsÂ
Loot:
1d3 Bog‑Leech Sacs (used in crafting toxins)
Nearby is a half eaten body with a damp hessian sack containing Rope, Water Skin, Bandages, a short sword (Might+3), 3gc
MAP for SCENE III — AMBUSH OF THE BOG‑CRAWLERS
Ahead lies a narrow path between two dead ironwoods. Vines hang like nooses. The air smells of rust and mushrooms.
A moldering skeleton in decaying leathers hangs from the vines, up ahead....
If anyone gets within 5 paces of the skeleton (without a successful search for traps)
A faint twang echoes—too late. Spore‑covered branches drop from above, jagged as spears.
The Mouldy Skeleton is wearing - Rusted Ring Mail Armour (Def 6), below it in the ferms are a Mouldy Wooden Shield and a Spear (Might+3)
Trigger: Tripwire (Awareness TN 10 to spot, TN 10 Craftmanship to disarm)
Avoid: Agility TN 12
Failure: 1d6 piercing + Spore Infection (Endurance TN 10 or loose 1 Endurance each day for d3 days). Healing TN 12 to cure.
As soon as the Heroes either set of the trap or start to disarm it the Dark Elves strike with bow shots from their hiding spots in the trees. (put them on opposite sides of the map, so they are not together).
Roll for surprize! Those not occupied with the skeleton or trap make a Reaction Roll Agilty TN 12 to act in the surprize round.
Type: Humanoid (Skilled)
Rank: Skilled Skirmisher
Speed: 10
HP: 16
Defense: 2 (Dark Leather) Dodge 12 Parry 12 Resist 12
Offense: 5 (Curved Blade) or 6 (Composite Bow) +d6 Poison, Stab 12 Shoot 12
Key Skills:
Fair (5) Roguery, Agility, Awareness, Dark Sight, Marksmanship, Wilderness Lore, Magic Resistance, Sword-Play
Competent (3) All other Skills
Useless (0) Magic
Loot:
50gc, Spore‑Venom vial (d6 poison), Bone‑handled knife, Composite Bow, d6 Arrows, Dark Leather Armour (Def 2)
Healers Kit, Lock Picks, Helaing Potion (10HP), Fletchers Kit, Scroll of Heal Light Wounds, Brass Key shaped like a dragonfly
MAP for SCENE IV — THE Dark Elf TRAPPER’S GATE
Read‑Aloud Text
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.
“A forest titan twisted by rot, drawn to the relic’s purity.”
Rank: Elite Brute
Role: Corrupted Beast
Speed: 6
Defense: 8 (Bone‑Plated Hide) Fend TN 15 Dodge TN 13 Resist M TN 15
HP: 8d6+8 (44)
Offense: Massive Claw 12 and Crushing Bite 12 Â TN 15
Corrupted Spore Aura: 1d6 toxic damage to all within 2 paces at start of their turn
Remarkable (8) Might, Endurance, Dark Sight, Brawl, Magic Resistance
Good (6) Â Agility, Awareness
Useless (0) All other SkillsÂ
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)
In the muck on the floor:
a broad sword, light crossbow, Helmet, shield, gem 100gc, Enchanted Ring of the Cat (+1 Dark Sight)
In the battered slime encrusted chest: Brass Lock (Dark Elves have key)
Lightning Trap: Reaction Roll Magic Resistance (11) or d6+6 to all in 5 paces
Moderate (10) Rougery, Awearness or Craftmanship to spot or disarm or pick
100gc, silvered mirror, Potion of Protection (10 HP), Potion of Healing (10 HP), Scroll of Bravery, Wand of Levitation (8 Charges), Battle Axe of the Bull (+1 Might)
MAP FOR SCENE V — THE HOLLOW TREE VAULT (CLIMAX)
Heroes may attempt to sever the root‑web holding the relic above the beast.
Marksmanship, Sword-Play or Magic (TN 12)
Success drops the relic, creating a 3Ă—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 to logging camp opens, the blight retreating like a wounded beast.
The camp is alive with noise. Laughter, clattering mugs, and the sharp scent of spilled ale drift through the clearing. Lumberjacks—once pale and hollow‑eyed—now raise their tankards high, color returning to their faces as if the forest itself has released its grip on them.
Ranger‑Captain Thalen Reedmark steps forward, cloak still torn, but his eyes bright with relief. He rests a hand on the Verdant Heart, now pulsing with gentle green light.
“You did it,” he says, voice thick with gratitude. “By Lunara’s grace… you actually did it.”
He turns to the gathered workers, raising his voice.
“These heroes saved the Blackwood—and all of us with it!”
A cheer erupts. Someone hands you a foaming mug. Someone else claps you on the back hard enough to rattle your ribs.
Thalen opens a small iron‑bound coffer and presses a heavy pouch into your hands.
“One hundred gold coins. Earned a dozen times over.”
Then he produces a shard of living crystal—green, veined with silver, warm to the touch.
“A fragment of the Verdant Heart. A Verdant Shard. It carries a sliver of the relic’s power—life, renewal… and a touch of the forest’s will. Use it wisely.”
He steps closer, lowering his voice so only you can hear.
“And if you’ll have it… the Blackwood Rangers would count you as allies. A standing bond. A call answered, should either of us need the other.”
He straightens, offering a respectful nod.
“As a final token—choose one: a free training with my rangers. Marksmanship… or Wilderness Lore. No charge. You’ve earned that much and more.”
Around you, the celebration swells. The forest feels lighter. The blight recedes. And for the first time since entering the Blackwood… you can breathe easy.
100 gold pieces pooled by the loggers camp
Alliance with the Ranger Guild
One off, Free training in Marksmanship or Wilderness LoreÂ
Verdant Shard
Fine‑quality magic amulet
Cures poison or disease (as the Spell) 5 Charges
Thalen Reedmark is a weathered human ranger in his late forties, lean from years of patrolling the Blackwood’s shifting borders. His cloak is patched from hard use, and his bowstring is frayed from constant tension. Deep lines mark his face, not from age alone but from long nights spent tracking predators and keeping the settlement alive with too few hands.
His left arm bears old claw scars from a ridge‑maw attack, and he wears a simple iron ring carved with the emblem of the Ranger Guild. Despite his exhaustion, he carries himself with the calm focus of someone who has survived far worse than blight and beasts.
Thalen is practical, direct, and unflinchingly honest. He has no patience for politics or ceremony—only results. He speaks plainly, often with a dry edge, but never without purpose. He respects competence above all else and warms quickly to heroes who demonstrate it.
Acts as the quest giver and primary contact.
Provides local knowledge of the Blackwood and its dangers.
Cannot accompany the heroes due to increased predator attacks elsewhere.
Offers material support (supplies, maps, warnings) but not manpower.
Becomes a long‑term ally if the Verdant Core is recovered.
Protect the settlement at any cost.
Prevent the Blackwood from collapsing into full corruption.
Maintain the Ranger Guild’s fragile hold on the frontier.
Speak in short, clipped sentences.
Rarely smiles, but shows respect through nods or quiet approval.
Always scanning the treeline, even during conversation.
Treats the heroes as equals once they accept the mission.
Veteran scout of the Blackwood, Expert bowman, Tracking, navigation, forest hazards, Quick reactions despite age, Hardened by decades outdoors
Rank & Role: Veteran Humanoid (Ranger Captain)
Speed: 14
HP: 44
Defense: 3 (Leather Coat & Bracers) Parry 13 Dodge 16 Resist 16
Offense: 10 (Fine Longbow) Shoot TN 16
Skills:
Exceptional (9) Awareness, Marksmanship, Wilderness Lore, Agility, Endurance
Good (6) All other Skills
Useless (0) Magic
Attack:
Longbow Shot — Off 10; Mighty Blow: pins target’s limb or gear (normal damage, and restricts movement or action)
Traits:
Ranger’s Discipline: Once per encounter, may grant an ally +1 to a single roll by calling out guidance
Loot:
6 gc, Ranger Guild Token, Reedmark’s Field Notes (advantage on next Wilderness Lore check), Fine Longbow, 2d6 arrows, hunting knife