Through Ashen Paths: The Lost Souls of Wyrmwood

Setting: The Wyrmwood Glen

Deep within the forest known as Wyrmwood lies the Ashen Paths, a place twisted by dark magic and the lost spirits of those who ventured too far into its depths. The trees, thickly intertwined with wisps of smoke, appear charred as if a great fire has swept through the area. Ghostly echoes of laughter and cries emanate from between the gnarled branches, inviting unwary travelers deeper into the woods. The air carries a heavy scent of ash and decay, frustrating a sense of direction and time.

Players find themselves traveling through Wyrmwood, having been tasked with recovering the fabled Emberstone—a crystal said to harbor the flames of the Elemental Plane of Fire, capable of reigniting the dying embers of the nearby town of Talnen, afflicted by a relentless cold due to unnatural winter weather. However, to retrieve the Emberstone, the party must confront both the malevolent spirit of an ancient guardian of the forest and the lost souls trapped within its dark embrace.

Goal: Recover the Emberstone

The players must navigate the Ashen Paths, solve the mystery of the guardian, and finally retrieve the Emberstone from the heart of Wyrmwood. Time is of the essence, as with every passing hour, the cold enveloping Talnen creeps closer to freezing the town entirely.

The Ashen Entrance

Upon arrival, the party finds themselves at the mouth of the Ashen Paths. A narrow trail winds beneath arching branches, with the path littered with the remnants of scorched leaves and ash. At the entrance, they encounter the first layer of challenge—a mystical barrier that emits an eerie glow.

Encounter - The Ashen Gate

Traps:

  • Darkfire Ward: The party must identify that touching the ash-laden stones causes a Fireball effect centered on the caster, producing a radius of burning flame. Characters must make a DC 14 Dexterity saving throw, taking 3d6 fire damage on a failure (half on a success) per round they remain in contact.

Engagement:

To bypass the Darkfire Ward, players can make an Arcana check (DC 15) to dispel the magic. Alternatively, players may make a Survival check (DC 14) to locate a safe route around the trap.

The Whispers of Wyrmwood

As players forge ahead, they hear disembodied voices, the laughter of children, and the distant wails of tormented souls.

Challenge - The Souls' Puzzle

The players find themselves in a small grove shrouded in fog. A cluster of spirits appears, pleading for help. The spirits wish to recount their memories to the players, but their fragmented recollections are lost in despair:

Puzzle:

  • The goal is to piece together a coherent story from the fractured memories of these souls.
  • Players must piece together fragments of sentences emerging from the ghosts through Insight checks (DC 13) or through Persuasion to gain their trust. Successfully interpreting their memories reveals that they were part of a tragedy caused by the guardian of the Emberstone.

Confrontation - The Guardian

As the pieces come together, the mournful spirits materialize into one collective entity: The Guardian of Wyrmwood, a fearsome treant with burning eyes, wrought from the sorrow of the lost souls. The spirit reveals its true form, which is twisted and sorrowful, commanding the surrounding flora to come to life for a confrontation.

Encounter - Soulbound Treant

Monster:

  • Soulbound Treant: AC 16, HP 85. It can cast Hypnotic Pattern and Wall of Fire while using its animated wooden limbs to attack the players.

Legendary Actions:

  • At the end of every party member's turn, the treant can perform the following:
    • Withering Branch: One target within melee range takes 2d6 slashing damage and must succeed on a DC 15 Constitution saving throw or have disadvantage on their next attack.
    • Ghostly Advance: Move through a tree, reappearing 30 feet away.

Tactics:

The treant will use terrain advantages, utilizing the trees to launch surprise attacks, and distract players with illusions of the previous souls it swallowed, creating confusions during combat.

The Emberstone Chamber

Upon defeating the Guardian, the atmosphere changes, the fog lifts, revealing the true path to the Emberstone. They stumble upon a hidden entrance leading to a cavernous chamber with an ember-lit altar at the center, hosting the legendary Emberstone.

Encounter - The Emberstone’s Protection

As they approach the stone, three elemental wraiths (Fire, Air, and Earth), cloaked in swirling and sparking energy, rise from the ground to defend their precious Emberstone—while the spirits reveal they’ve chosen to protect it from being misused yet again.

Monsters:

  • Elemental Wraiths: AC 15, HP 40 each. They can use elemental blasts that deal 2d8 damage of their respective type. They’re resistant to the damage that they deal out.

Filtering the Elements:

  • Players must convince the wraiths that they only wish to restore balance and save Talnen. This can be achieved via a DC 16 Charisma check (Persuasion) or by performing a suitable sacrificial act, such as offering an enchanted item to prove their intent.

Resolution: The Rebirth of Talnen

Once satisfied, the wraiths recede, allowing the party access to the Emberstone, which radiates warmth and light. As they take it, the realm shifts, clearing the lingering darkness and releasing the souls of the guardian, breaking their chains.

With the Emberstone in hand, the adventurers can return swiftly to Talnen, rekindling hope and warmth as they reignite the town with the flames contained within the stone. The townsfolk will be forever grateful, and the players can expect rewards of treasure, renown, and perhaps a new ally in their future adventures.

As twilight falls, the spirits of Wyrmwood finally find peace, their echoes fading into the gently swaying trees, and a sense of calm envelops the forest, hinting at the potential for new growth and life to blossom once more.