**Veins of the Old Forest: Echoes of the Past**
Setting: The Enchanted Veins of Eldergrove
Deep within the ancient Eldergrove Forest, a quiet tension hums amid the towering, moss-covered trees. The air is thick with the scent of damp earth and wildflowers, and the sun filters through the emerald canopy, casting dappled shadows on the forest floor. Yet, a series of recently unearthed glades and unexplainable phenomena indicate something is amiss.
The entrance to the heart of the forest is marked by a grand, twisted tree known as the Sentinel Oak, rumored to have stood for over a thousand years. Travelers speak of its massive roots that stretch deep into the ground, rumored to form a natural maze of underground tunnels. Whispers in taverns mention that those who venture too deep into the woods may encounter remnants of an ancient civilization or awaken the restless spirits of the departed.
As the party approaches the area rumored to be the most affected by the disturbances, they experience an unsettling feeling—a palpable energy in the air, as if the trees themselves are watching, holding their breath.
Characters: The Restless Spirits and Their Guardians
The players may encounter several unique characters within the forest:
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Elowen the Keeper: An enigmatic Druidess bound to the forest, Elowen has witnessed the disturbances firsthand. She appears as a tall figure draped in a robe made of leaves and vines, her hair resembling a cascading waterfall of green and gold. She knows about the spirits and the ancient civilization but requires assistance to access the hidden knowledge of the forest. Her demeanor oscillates between wise and distraught.
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The Wraiths of the Eldergrove: The spirits of long-forgotten guardians of the forest, these ethereal beings wander the depths, their forms wavering between light and shadow. They possess a deep connection to the forest's workings and are bound to protect its secrets. Their motivations are unclear, but it is said they wander in search of something lost—a key to their eternal rest.
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Dergal the Woodbeast: A monstrous embodiment of the forest's fury, Dergal takes the form of a massive, twisted tree-giant. His bark-like skin bristles with vines and thorns, and his eyes glow with a sinister emerald light. He acts as the guardian of the forest’s heart, defending it against those he perceives as a threat.
The Goal: Discovering the Source of Disturbance
The players must navigate through the Eldergrove and uncover the source of the disruptions that threaten the balance of magic within the forest. They must learn how to appease both the Wraiths and discover what has driven Dergal into a fury. The ultimate goal is to retrieve a hidden artifact known as the Heartwood Shard, which, when placed at the base of the Sentinel Oak, can restore harmony.
The Journey into the Forest
As the party enters Eldergrove, they immediately sense the magic of the forest at work. The trees seem to shift slightly, paths appearing where none were before, and strange murmurs beckon them forward. A series of living traps await them, showcasing the forest’s vigilance and its desire to protect its secrets.
The Living Thicket
As the players move deeper into the forest, they come across an area thick with brambles and thorny plants. To pass through, the players must either find a way to negotiate with the animated flora. A Wisdom (Nature) check (DC 15) may allow them to recognize the wayward tendrils as a form of sentient plant creatures. If successful, they could convince the plants to create a path.
If the party fails, however, they have activated a trap, unleashing a swarm of Needleblight Vines (use standard stats for Awakened Shrub but add poison damage) that lash out at the group. The players must defeat them to proceed.
The Enchanted Stream
The players soon reach a bubbling stream filled with glowing, bioluminescent fish. They must cross a narrow log that bridges the gap. However, the log is home to the Glimmerfish Spirits, who challenge each player to a riddle contest (use standard riddles with a variation of at least 2). For every riddle lost, a player risks falling into the stream, taking 2d6 psychic damage as the creatures snatch at their souls temporarily.
Once across, the players find their way into a summoning circle marked with ancient runes. These runes are connected to the spirits haunting the woods.
Confronting the Wraiths
In a clearing, ghostly figures emerge—the Wraiths of Eldergrove. The players must converse with them to gain the necessary knowledge about the Heartwood Shard. The Wraiths will only reveal the location of the artifact if the players manage to prove their worth.
They can achieve this by providing an offering of rare items or demonstrating their combat skills. A combat encounter may ensue if players struggle to communicate. The Wraiths will attack using spectral weapons, making use of the environment by summoning wind and woods to aid them (consider spectral stats with heightened mobility).
After defeating or impressing the Wraiths, they reveal the location of the Heartwood Shard—within the roots of the Sentinel Oak. However, they warn that Dergal has been stirred into madness by recent greed from adventurers, and they plead for the players' help in calming him.
The Guardian of the Forest: Dergal’s Wrath
As the players approach the Sentinel Oak, they hear a deep rumbling. Dergal emerges, colossal and rage-filled.
The Battle with Dergal
Dergal attacks with powerful melee attacks (great club-like arms) and can also use the surrounding forest to his advantage, summoning branches and vines to ensnare players (use grapple mechanics as needed). His severe vulnerability to fire-based spells may inspire creative tactics from players, forcing them to think on their feet.
During the encounter, Dergal will shout out torment and grievance about the forest’s defilement. If players can find a way to communicate and express that they are there to heal the forest rather than harm it (using Diplomacy or Persuasion), they may stall for time. During this period, they can retrieve the Heartwood Shard if any player made it past the Wraiths.
Sealing the Deal
As players manage to either defeat Dergal or convince him of their intentions, they can use the Heartwood Shard at the base of the Sentinel Oak. The shard will resonate with a pulse of magic, unfurling brilliant green energy that floods the forest, calming Dergal and soothing the restless Wraiths.
The spirits will regard the players with newfound respect and gratitude, rewarding them with insight into the eldritch lore of Eldergrove, or perhaps offering a boon tied to nature’s magic. The adventure concludes with the assurance that balance is maintained and their place as champions of the forest is honored.
As the players depart, the undulating whispers of the forest echo with threads of promise, twinkling lights of the Glimmerfish illuminating their path home as the future of Eldergrove remains entwined with their deeds.