The Shattered Grove: Beneath the Eldertree's Shadow
The Setting: Eldertree and the Shattered Grove
Deep in the heart of the Whispering Woods, far beyond well-trodden paths and covered in perpetual twilight, lies the Shattered Grove, a mysterious and ancient place. Dominating the landscape is the Eldertree, an enormous, gnarled tree that towers over the grove and teems with life, displaying vibrant foliage that changes colors with the seasons. However, a cataclysmic event has fractured the grove, sending malevolent energy spreading like a blight.
Vines strangle the trunks of nearby trees, and the air is filled with unsettling whispers that seem to come from the very leaves of the Eldertree. Strained souls of nature manifest through grotesque creatures, twisted sprites, and corrupted animals that guard the heart of the grove. The party learns that a potent magical artifact known as the Seed of Terra, an essential component for restoring balance to nature, is hidden within the Eldertree's embrace.
The Characters: Guardians of the Grove
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Yara, the Nature Warden: A fierce but benevolent elf ranger who has tried to protect the grove from corruption since the disaster struck. She uses her knowledge of the land to aid the party.
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Coryn, the Spirit of the Eldertree: An ancient dryad intimately connected with the Eldertree. Once a kind and wise figure, she has been driven to madness by the negative energies flooding the grove. She acts as both a guide and a foe, influenced by her shattered sanity.
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Twisted Sentinels: Corrupted beings that were once guardians of the grove, now transformed into nightmarish forms. These make up the looming threat within the forest; they include Blighted Treants and Vengeful Dryads.
The Objective: Restore Balance to Nature
The adventurers are tasked to recover the Seed of Terra, located beneath the roots of the Eldertree. This artifact can reverse the corruption plaguing the grove and return Coryn back to her original self, allowing balance to be restored to the Whispering Woods.
First Encounter: The Vines of Entrapment
As the party ventures into the Shattered Grove, they are immediately confronted by the corrupted nature around them. Before they can reach the Eldertree, they must navigate through a dense area overrun with animated vines.
Environmental Challenge:
The area is littered with patches of brambles and expansive coils of enchanted vines. Characters must make Dexterity saving throws (DC 15) to avoid becoming ensnared. Failure results in being restrained until they break free with a Strength check (DC 13). Additionally, while restrained, the character takes 1d6 poison damage at the start of their turns.
Monster Encounter: Twisted Sentinels
As the vines lash out, the players will face 2 Blighted Treants and 2 Vengeful Dryads. The Blighted Treants use their massive branches to strike down players caught in the vines, while the Vengeful Dryads attempt to control the battlefield, using entangle spells and burdening the characters with disadvantage on their attack rolls.
Combat Tactics:
- The Blighted Treants will focus on restraining characters, while the Vengeful Dryads will harass the party from a distance with their spells.
- The dryads will use misdirection, creating illusions to confuse the players about their true location.
Potential Rewards:
Upon defeating the enemies, the party can harvest some of the unique foliage glowing sporadically throughout the area. Identifying the plants may lead them to discover salves that grant temporary resistance to poison or potions useful for restoring health.
Second Encounter: Riddles of the Eldertree
With the corruption temporarily staved off, the party finally approaches the Eldertree. Capitalizing on the silence following the battle, the Eldertree's essence calls to them, revealing an entrance spiraling down into its roots—the Chamber of Whispers.
Puzzle Challenge: The Ancient Riddles
Entering this dimly lit chamber, they find three ancient wooden pillars inscribed with riddles. To proceed to the Heart of the Tree, they must answer the riddles correctly. Each failure echoes haunting whispers, summoning ethereal tendrils that lash at players for 1d6 necrotic damage.
- "I speak without a mouth and hear without ears. I have no body, but I come alive with the wind. What am I?" (Answer: An Echo)
- "The more you take, the more you leave behind. What am I?" (Answer: Footsteps)
- "I am not alive, but I can grow; I don't have lungs, but I need air. What am I?" (Answer: Fire)
Each correct answer allows the party to progress, while each incorrect answer causes a subset of necrotic vines to lash out at them. Upon solving all riddles, the players find a hidden compartment in one of the pillars revealing a magic item—a Ring of Verdant Shielding, which grants advantage on saving throws against poison and disease.
Final Encounter: Confrontation with Coryn
Once they have passed the riddles, the adventurers reach the Heart of the Eldertree, a vibrant crystalline structure surrounded by the last remnants of life force in the grove. However, they find Coryn in a tormented state and unable to differentiate friend from foe. The energy emanating from her has created crystal-like constructs around her—animated guardian creatures bent on keeping her safe from what they perceive as intruders.
Monster Encounter: Crystal Guardians
As the party approaches her, Coryn, in her frenzy, summons 3 Crystal Guardians (use stats for Stone Golems but with radiant damage effects). These constructs will fight fiercely, using their brute strength and ability to create deceptive illusions of themselves to confound the players.
Combat Tactics:
- Strong melee attacks combined with the radiant damage may shock and deter characters.
- Coryn, still partially sane, will use fend off attacks directed at her, refunding damage to attackers while she is defending herself.
Resolution Options:
- If the party opts to defeat Coryn, they can retrieve the Seed of Terra from her body but will condemn the grove to deeper corruption.
- Alternatively, if they successfully talk her down and utilize friendly communication (Persuasion DC 16), they can remind Coryn of her directive to protect the grove. This may help her reclaim her sanity, leading to her voluntarily giving the party the Seed of Terra.
- Upon restoring Coryn to her rational self, a bond is formed, and she can offer a sanctuary spell that will protect the party from future threats and provide an escape route.
Conclusion: Restoration
With the Seed of Terra secured, the adventurers can choose to return to the grove's heart and plant the artifact. Upon doing so, a cascade of green energy will erupt from the root system throughout the grove, purging the corruption as the Eldertree radiates a bright, revitalizing light.
Coryn is fully restored, and gratitude flows from her as the grove begins to heal. The party’s actions have not only saved Coryn but have also ensured the survival of the Whispering Woods, and with their newly earned magic item, they continue their journey stronger than ever, bound by their new ally and the memories of what they endured together.