Plots Overview

Plots

Major plotline

Cold beuty of the deep

Cold beuty of the deep
Generic article | Mar 18, 2025

The Wild hunt

The Wild hunt
Generic article | Feb 9, 2025

The River Nymph

Description: Naila, the river nymph, was once a serene and benevolent spirit who presided over the river that winds through Ravenshollow. Known for her shimmering silver hair and voice like flowing water, she ensured the health of the river and its surrounding ecosystem. Naila was particularly fond of the village children, who would sometimes glimpse her dancing in the shallows or hear her soft laughter as they played by the riverbank.

The River Nymph
Generic article | May 4, 2025

The Holy man

The Holy man
Generic article | Feb 14, 2025

The Faelan Curse

The Curse and Transformation

The curse was unleashed after the Faelan family moved to Ravenshollow, tied to a powerful and malevolent entity within the Gloomwood Forest. One fateful night, Liora wandered too far into the woods and encountered a hidden glade, an ancient and forbidden place that locals say holds an old, dark power. When she returned, she was feverish and had no memory of what she had seen. Soon after, the transformations began, and the family realized that something from the forest had claimed her.

The Faelan Curse
Generic article | May 14, 2025

Iona Briar’s Dark Weavings: The Loom of Envy

Iona Briar, driven by jealousy and bitterness, has taken her craft as a weaver and seamstress to a dark, arcane level. No longer content with simply creating beautiful garments and tapestries, she has begun to weave curses of envy into her work, using strands of her victims’ essence to rob them of their most valued traits. This sinister practice not only fulfills her own desires but also subtly drains the vitality and fortune of those she envies, leaving them diminished and weakened.

The Loom of Envy
Generic article | Feb 14, 2025

The Lord and the Lady

Plotline: The wealthy merchant Gregor Vane, owner of Vane Manor, is afflicted with a mysterious illness that no healer in the village has been able to cure. Whispers in Ravenshollow suggest that his family is under a curse connected to their estate, tied to ancient dealings with the forest or a spirit bound to the land. Gregor’s wife, Roslyn, secretly hires the adventurers to find the source of the curse and lift it—before Gregor succumbs to madness.

Motivation: The adventurers are offered both payment and access to Vane Manor’s library and treasury, which are rumored to hold rare books and magical items. They must delve into the hidden histories of the manor and its ties to the forest spirits to break the curse.

The Lord and the Lady
Generic article | May 18, 2025

The Darkening of the Forest

Plotline: Rumors have spread about a growing darkness within the Gloomwood Forest, twisting plants, animals, and even people who venture too far inside. Nearby villages report strange sightings and an increase in violent animal attacks. A well-known scholar or druid has tasked the adventurers with investigating the source of this corruption and stopping its spread before it reaches more populated areas.

Motivation: The adventurers are hired to uncover the origins of this darkness and find a way to stop it. The party may also be motivated to seek rare plants or mystical items rumored to grow only in the deepest parts of the Gloomwood.

Darkening of the Forest
Generic article | Feb 8, 2025

Trials of an old man

Trials of an Old man
Plot | Apr 16, 2025

Minor plotlines - Town

The Blighted Harvest

Event: A farmer named Hale Tanner bursts into the village square, shouting angrily about a blighted crop. His entire field of potatoes has rotted overnight, the plants blackened and the tubers turned to mush. He accuses Mira Ashford of giving him cursed seeds, despite her previous reputation as a trusted herbalist.
Possible Encounters:

Hale’s accusation escalates into a heated argument with Mira, drawing a crowd of villagers. The players can intervene, either calming Hale or siding with Mira. Investigating the blighted field may reveal dark, twisted roots beneath the soil—evidence of the forest’s corruption spreading beyond its borders.

If the players choose to help Mira, they might discover traces of dark magic at the site, hinting at Isolde’s growing influence or sabotage from the Black Talon Mercenaries seeking to discredit Mira’s herbal remedies.

Impact: This event reflects the villagers' growing mistrust of each other and the witches. If left unresolved, it could lead to further accusations and division within the community.

The Nightly Howls

Event: For several nights in a row, eerie howls have echoed through the village, chilling the blood of anyone who hears them. The sound seems to come from the edge of the forest, and rumors spread that the witches have conjured a new guardian beast to punish the villagers for their growing distrust.
Possible Encounters:

The players are approached by a small group of terrified villagers, led by Gareth Stonewell, who asks them to investigate the source of the howls. They offer a modest reward, but it’s clear they’re acting out of desperation.

When the players investigate, they find tracks leading into the forest—large, clawed footprints unlike any known animal in the area. Following the trail leads to a clearing where they encounter a shadow wolf, a creature conjured by the dark entity to sow fear and panic.

Impact: Successfully dealing with the creature might restore some of the villagers’ faith in the players, while failure could increase the villagers’ fear and suspicion of the witches and the forest.

The Missing Fisherman

Event: Jonas Reed, a local fisherman known for his stoic demeanor, has gone missing. He was last seen heading to the river at dusk, muttering about needing a good catch to make up for a poor week of fishing. His wife, Elsie, is frantic, insisting that something has taken him.
Possible Encounters:

The players are asked to help search for Jonas along the riverbank. They find his fishing gear abandoned near the water, but there’s no sign of him. Further searching reveals strange, wet footprints leading away from the river and into the forest.

Following the trail, the players discover Jonas deep in the forest, staring vacantly into a dark pool. He’s in a trance-like state, muttering about “the beautiful voice” that called to him from the water. The players must find a way to break the enchantment or risk losing him to the Dreamstealer’s influence.

Impact: If Jonas is rescued, he becomes a source of valuable information about the dark entity’s presence. If not, his disappearance feeds into the growing fear of the forest and the rumors of dark magic spreading through the village.

The Baker’s Spoiled Dough

Event: Master Cobb, the village baker, has been plagued by a strange problem—every loaf of bread he bakes turns out sour and spoiled, despite using the same ingredients he always has. He believes someone is sabotaging his flour supply and accuses a rival baker from a nearby town of trying to ruin his business.
Possible Encounters:

The players are asked to investigate the source of the spoiled dough. Examining the flour reveals small, blackened grains mixed in—signs of a curse or a deliberate tampering.

Speaking with Mira Ashford, the players learn that the black grains are from a rare, toxic fungus known as Witch’s Blight, which can only be found deep in the forest. The players must decide whether to confront the rival baker or investigate the forest for the source of the contamination.

Impact: This event could serve as a hint that the dark entity or Isolde is targeting specific businesses in the village to spread chaos and distrust. Resolving the issue may earn the players favor with the villagers or expose deeper, underlying plots.

The Disputed Orchard

Event: Two villagers, Emmett Drury and Willa Marlow, are in a heated argument over a small, abandoned orchard at the edge of the village. Both claim the orchard as part of their family’s land, but the old deeds are unclear. The argument has escalated to the point where they’re each asking the players to back their claim.
Possible Encounters:

Investigating the orchard, the players find it overgrown but strangely fertile, with vibrant fruit that seems unaffected by the blight spreading through the rest of the village. The fruit, however, has a faint, unsettling glow under moonlight.

As the players try to mediate the dispute, they realize that the orchard was once enchanted by Selene to produce fruit year-round. The enchantment has been twisted by the dark entity’s influence, causing the fruit to grow unnaturally. Eating it induces vivid, unsettling dreams.

Impact: How the players resolve the dispute could sway public opinion in the village. Siding with Emmett or Willa might create tension, while choosing to leave the orchard to the witches could further strain relations between the villagers and the forest.

The Accusation at the Well

Event: Dara Finch, a young woman from a poor family, accuses a wealthier merchant’s son, Lucas Wainwright, of pushing her younger brother into the well during a game. The boy survived, but he is now feverish and unresponsive, claiming he saw “something dark” in the water. Lucas denies the accusation, and the situation threatens to turn into a brawl.

Possible Encounters:

The players are asked to mediate the dispute. Dara insists that Lucas was jealous of her brother’s toy, while Lucas claims it was an accident. Investigating the well reveals faint traces of dark magic, suggesting the Dreamstealer’s influence.

If the players dive into the well to search for clues, they may find an old, cracked mirror fragment at the bottom—a remnant of one of Isolde’s early experiments with dream magic, now infused with the dark entity’s power.

Impact: If the players side with Dara, the Wainwright family may hold a grudge against them, but it could strengthen their bond with the poorer villagers. Siding with Lucas might earn favor with the wealthy families but increase tension among the common folk.

The Secret Vigil

Event: A small group of villagers has begun meeting in secret, holding late-night vigils near the old, abandoned shrine in the forest. Led by a pious woman named Marian Vale, they believe the old gods are angry and are trying to appease them with offerings of bread, milk, and herbs.
Possible Encounters:

The players stumble upon one of these vigils while traveling through the forest. Marian invites them to join, but the atmosphere is tense. One of the participants, Edwin Holt, seems particularly nervous, clutching a crude charm made of black feathers.

Speaking with Edwin privately reveals that he’s been having disturbing dreams, where a voice tells him to “bring more offerings.” The players can choose to confront Marian about the group’s activities or follow Edwin deeper into the forest to uncover the source of the whispers.

Impact: This event could be an early sign of the dark entity’s influence spreading beyond Father Lucian Reyne. It also provides an opportunity for the players to learn about the old gods and the ancient traditions of the village, potentially gaining a valuable ally in Marian if they handle the situation delicately.

The Disappearance of a Noble’s Relative

Plotline: A young nobleman or woman from a nearby town has gone missing, last seen traveling near Ravenshollow. Their family, concerned and desperate, has offered a reward for their safe return. Clues lead the adventurers to the Gallows Tree and the Ravenstone, suggesting an ancient rite or creature of the forest has claimed the lost noble. Villagers speak in hushed tones of old, binding pacts with the spirits that may be coming due once again.

Motivation: The adventurers are hired to locate the missing person, with the promise of a generous reward. As they search, they find themselves drawn into the eerie, mystical landscape around Ravenshollow and uncover buried secrets that could tie the village’s fate to that of the missing noble.

The Ghosts of Ravenshollow

Plotline: A local legend tells of spirits bound to certain landmarks around the village, particularly the Gallows Tree, the Ravenstone, and the old well at Wrenwood Farm. Recently, villagers have reported ghostly sightings, and strange lights have been seen wandering between these locations at night. These spirits are restless, suggesting that ancient wrongs are surfacing. The adventurers must uncover the truth behind these hauntings and either put the spirits to rest or face the consequences.

Motivation: The adventurers are drawn by rumors of supernatural disturbances, haunted landmarks, and potential treasures hidden with the spirits. The village offers little in coin, but old artifacts or items of power might be found as rewards for putting the spirits to rest.

The Harvest Festival of the Old Gods

Plotline: The villagers prepare for an annual festival that honors the Old Gods, hoping to keep their favor and stave off the dark forces encroaching from the Gloomwood. However, this year, strange signs have begun appearing—a raven marked with blood, crops spoiling overnight, and livestock behaving oddly. The village elder, Cedric, fears that an ancient covenant has been broken and invites the adventurers to join the festival and protect the villagers. Strange rites, old songs, and ancient spirits are expected to appear as the festival unfolds.

Motivation: The adventurers are drawn by Cedric’s invitation, either as guardians or as curious outsiders. They may hope to gain the favor of the Old Gods, seek mystical knowledge, or simply enjoy the festival, only to uncover a dark twist as old rites turn deadly.

The Secrets of Briarpatch Farm

Plotline: Briarpatch Farm’s sprawling berry patches and dense orchards are known for their unusual and valuable fruits, used by herbalists and alchemists. However, strange things have been happening in the orchards—trees seem to shift, and sounds echo that don’t belong to any animal known to the villagers. The adventurers are hired to investigate, discovering that something ancient and fey-like dwells among the brambles, protecting a secret within the farm’s boundaries.

Motivation: The adventurers could be lured by the promise of rare herbs and enchanted fruits for their own purposes. They may also be hired by Mira Ashford, the village herbalist, who wishes to uncover what’s truly hiding in the farm’s overgrown patches.

The Poisoned Waters of Fenrow Farm

Plotline: The land around Fenrow Farm has become unusually marshy, with pools of dark, stagnant water forming near the fields. Crops have begun to wilt, and animals are falling ill with an unnatural affliction. Local villagers believe the farm has been cursed or tainted by dark magic. The adventurers are asked to investigate the source of the corruption, discovering that it may stem from an ancient artifact buried in the earth or a long-forgotten spell cast by the forest itself.

Motivation: The adventurers may be drawn by the chance to cleanse the land of dark magic, to find the artifact for themselves, or to help a desperate farming family who cannot otherwise pay. The promise of rare herbs that only grow in the marshy land around Fenrow Farm may entice them as well.

The Disappearing Offerings at the Temple of the Old Gods

Plotline: Villagers have begun noticing that offerings left at the Temple of the Old Gods are vanishing—herbs, coins, and even small carvings left by the townsfolk disappear overnight. Those who pray at the temple claim they sense something watching, and some villagers have fallen ill after leaving offerings. The adventurers are asked to investigate, suspecting either a spirit, a thief, or something far darker lingering within the temple grounds.

Motivation: The adventurers are hired by the village elder Cedric, with the promise of blessings from the Old Gods or unique artifacts stored in the temple. Alternatively, they may be intrigued by the challenge of facing a spirit or uncovering a hidden thief.

The Call of the Ravenstone, the Ravenstone Prophecy

Plotline: A strange phenomenon has started occurring around the Ravenstone—a monolith believed to be tied to ancient powers. On certain nights, villagers report hearing a faint, melodic hum near the stone and strange symbols appearing faintly on its surface. The adventurers are drawn to investigate, and as they approach the Ravenstone, they begin having dreams that hint at lost memories, powerful artifacts, or buried knowledge within Ravenshollow itself.

Motivation: The Ravenstone may call to the adventurers personally, whispering hints about powerful artifacts hidden within the village, or offering them visions of their own pasts and futures. The party may choose to heed the call in search of knowledge, power, or answers about their own origins, only to find themselves entangled in Ravenshollow’s fate.

Overview: The Ravenstone, an ancient landmark on the outskirts of the village, begins to glow faintly, and the ravens that once perched atop it have returned. Mara Wren, a young artist, has begun sketching visions of an ancient evil emerging from the forest. She believes the Ravenstone holds the key to stopping it, but others think the stone itself may be the source of the darkening.

Adventure Plot:

Hook: The adventurers hear rumors of Mara Wren’s drawings—eerie, prophetic images of creatures rising from the woods. She begs the adventurers to investigate the Ravenstone and unravel its mysteries, believing her life is tied to it.

Exploration: The players investigate the Ravenstone and discover strange runes that seem to shift when touched. A group of villagers, led by Gregor Vane, believes the Ravenstone is a source of power and wishes to harness it, though his true goal may be darker.

Climax: When the adventurers activate the stone, they release an ancient guardian spirit that has been watching over the village for centuries. However, the spirit warns that the stone’s power is waning, and the entity in the forest seeks to corrupt it. The adventurers must either protect the stone or risk it falling into the hands of Gregor’s followers, who wish to use it for their own gain.

Complication: Mara’s drawings may start to show events happening before they occur, creating a time-sensitive race to prevent the darkest of her visions from becoming reality.

The Vanishing Herd

Overview: The Thornfield Farm’s sheep have been disappearing during the night. The family is desperate to stop the loss of livestock, but what was first thought to be wolves has turned out to be something far more sinister.

Adventure Plot:

Hook: The Thornfield family begs the adventurers for help after discovering mutilated remains of several sheep near the forest's edge. Old Nan, the farm’s shepherd, swears she saw strange shadows moving through the fields on the last full moon.

Exploration: As the players investigate, they discover strange footprints near the sheep pens that are neither human nor animal, leading them toward the Thornbriar Hollow.

Climax: Inside the hollow, they find that the sheep are being lured by a corrupted spirit using the Briar Heart’s power to transform them into vicious shadow creatures. The adventurers must defeat the spirit and cleanse the Briar Heart to stop the corruption from spreading further.

Complication: The spirit, in its death throes, may offer cryptic warnings about greater dangers lurking in the heart of the forest, suggesting the corruption is deeper than they realize.

The Cursed Trinket

Event: A traveling merchant named Rufus Crane arrives in the village with an assortment of oddities. Among his wares is a small silver pendant that he claims brings good luck. In truth, the pendant is cursed; whoever wears it begins to experience vivid nightmares of being hunted through the forest by a shadowy figure.
Possible Encounters:

The merchant unknowingly sells the pendant to a villager, who soon falls ill, plagued by insomnia and night terrors. The players are asked by the villager’s family to investigate the cause of the illness.

Rufus, realizing the pendant is causing trouble, tries to dispose of it by leaving it at the well. The Dreamstealer senses the curse and uses the pendant as a focal point for its dark magic, amplifying its influence over the village.

Ties to Larger Events: The pendant was originally crafted by Isolde, infused with a fragment of her dark magic. If the players trace its origin, they might discover more about Isolde’s experiments and her growing alliance with the entity.

The Haunted Orchard

Event: An old orchard at the edge of the forest has started bearing fruit again after years of being barren. The apples look perfect—shiny, red, and plump—but those who eat them fall into a deep, unshakable melancholy, filled with overwhelming feelings of loss and regret.
Possible Encounters:

The orchard was once tended by an old man who lost his family to a forest sickness. His restless spirit now lingers there, grieving. The players could help lay his spirit to rest by finding his family’s graves deep in the forest.

A local baker, eager to use the newfound bounty, unknowingly bakes the apples into pies that he sells to the villagers. The resulting wave of depression among those who eat them leads the villagers to suspect witchcraft.

Ties to Larger Events: The orchard’s sudden fertility is due to Isolde’s dark rituals, which have disrupted the natural cycle of growth in the forest. The melancholic effect of the apples could hint at the emotional toll of the dark magic seeping into the land.

The Witch’s Gift

Event: A small, beautifully carved wooden box appears at the doorstep of a random villager. Inside is a simple, enchanted token—a sprig of dried lavender tied with a silver ribbon. The gift is a charm of protection, left by Agatha in a bid to help the villagers despite the growing hostility.
Possible Encounters:

The villager who receives the gift is unsure what to make of it. If they use the charm, it wards off nightmares and brings a brief sense of peace, but it also marks them as a target for the dark entity’s retaliation.

Father Lucian Reyne sees the gift as evidence of witchcraft and demands the villagers destroy it, leading to a heated confrontation. The players must decide whether to support the charm’s use or side with Lucian.

Ties to Larger Events: This event highlights Agatha’s attempt to maintain a connection with the villagers, even as the entity sows discord. It could serve as a test of the players’ loyalty and their willingness to trust the witches.

The Curse of the Hollow Hearth

Overview: The Hollow Hearth Inn has become the center of strange occurrences. Tamsin Holloway claims to have seen shadowy figures wandering through the rooms at night, and guests have started hearing eerie whispers in their sleep. Some believe the inn is cursed, while others think it’s a result of the forest’s growing corruption.

Adventure Plot:

Hook: The adventurers are staying at the Hollow Hearth when they experience strange dreams and wake to find cryptic symbols drawn on the walls. Tamsin begs them to investigate, as she fears the inn may be cursed or haunted.

Exploration: As they search the inn, the players find that hidden rooms beneath the inn have been sealed for decades. They uncover old family secrets, learning that the Holloway family once made a pact with forest spirits to ensure their inn thrived. However, the spirits have become corrupted, and the pact has twisted into something dark.

Climax: The adventurers must confront the restless spirits beneath the inn and break the curse. They may need to perform a ritual to appease the spirits, or they could try to banish them permanently.

Complication: The inn may not be the only building affected by this curse. The adventurers may discover that other parts of the village are tied to the same dark pact, suggesting that Ravenshollow’s entire foundation is built on ancient magic now turned malevolent.

The Disappearing Millstones

Overview: The village mill has stopped working mysteriously, and the large millstones have gone missing overnight. Without the mill, the village cannot grind grain, which is quickly leading to hunger and unrest. The miller, Jasper Holloway, suspects dark creatures from the forest have stolen them.

Adventure Plot:

Hook: The adventurers are approached by Mira Ashford, the herbalist, who believes that a gremlin-like fey creature is responsible for the thefts. She fears the Whispering Bog is the creature's lair and asks the players to investigate.

Exploration: The adventurers track the missing millstones to the Whispering Bog, where they find a group of mischievous bog fey who have stolen the stones as part of a prank. However, these fey are more sinister than they seem and are in league with the dark entity.

Climax: The adventurers must defeat the bog fey and recover the millstones before the village runs out of food. Alternatively, they could negotiate with the fey to return the stones, though this may require sacrificing something valuable in return.

Complication: The adventurers discover that the bog fey are planning to flood the village, using the power of the Mossy Henge to channel the river’s waters into Ravenshollow. They must act quickly to stop this catastrophe.

These adventure plots offer opportunities for the players to explore the dark mysteries of the Gloomwood Forest, interact with the villagers of Ravenshollow, and unravel the creeping corruption. Each plot can be woven into the larger narrative of the forest’s darkening, allowing for ongoing consequences and building tension as the players encounter increasingly powerful forces working against the village.

The Farmer’s Curse

Overview: Aidan Wren, a once-thriving farmer, has been cursed with failing crops and blighted land. No matter what he does, his fields continue to wither, and rumors have begun to spread that Aidan may have angered the old gods. Some believe he made a deal with the dark spirits of the forest, and now he is paying the price.

Adventure Plot:

Hook: Aidan approaches the adventurers, desperate for help. He claims that a dark figure visited him one night and offered him a way to save his farm, but now his land is cursed. He fears the entity will come for his family next.

Exploration: As the adventurers investigate, they find that Aidan did indeed make a bargain with a dark spirit, promising his firstborn child in exchange for a prosperous harvest. The spirit now stalks the Wren family, and strange occurrences have started happening around their home—whispers in the wind, shadows moving in the corners of their vision, and withered handprints appearing on the windows.

Climax: The adventurers must confront the dark spirit and either find a way to break the bargain or make a new deal to save Aidan’s family. They may need to perform a ritual to banish the spirit or offer it something of equal value to what it was promised.

Complication: Aidan’s wife, Catherine, might be hiding her own secret: she knew about the bargain and supported it out of desperation, believing it was the only way to save their farm. This revelation could complicate the adventurers’ moral stance on how to handle the situation.

The Hunter’s Dilemma

Overview: Eadric Barrow, a skilled hunter, has been finding strange creatures in his traps—twisted versions of the animals he once hunted, corrupted by the forest’s darkening magic. Recently, one of these creatures bit him, and he has started showing signs of affliction: heightened senses, a craving for raw meat, and disturbing dreams of running through the forest at night.

Adventure Plot:

Hook: Eadric comes to the adventurers, seeking a cure for his condition before it fully transforms him. He fears becoming a beast like the creatures he’s been hunting. He asks the adventurers to help him track down the source of the corruption before it consumes him.

Exploration: As they investigate, the adventurers find that the corruption stems from a hidden grove deep within the Gloomwood, where an ancient forest beast has been awoken by the dark magic. The creature is spreading its influence through the animals, twisting them into monstrous forms.

Climax: The adventurers must defeat or banish the beast, but doing so could sever Eadric’s only chance of understanding his affliction. Alternatively, they could try to negotiate with the beast, striking a deal that could save Eadric but at a potential cost to the forest or village.

Complication: Eadric may be tempted to embrace his new powers rather than fight them, seeing it as a way to protect the village from the growing darkness. The adventurers will need to decide whether to help him master his transformation or try to save him from it.

The Widow’s Sorrow

Overview: Elara Finch, a widow, has been trying to communicate with her deceased husband through rituals she learned from Mira Ashford, the herbalist. However, something has gone terribly wrong. Instead of reaching her husband, she has attracted the attention of a vengeful spirit that now haunts her home, growing more powerful with each passing day.

Adventure Plot:

Hook: Elara begs the adventurers for help, claiming her house is haunted by a spirit that grows angrier each night. Objects move on their own, windows shatter, and Elara herself has started to show signs of possession, with unexplained bruises and whispers filling her mind.

Exploration: As the adventurers investigate, they discover that Elara’s husband’s death was not natural—he was murdered, and the spirit haunting her is a spurned lover from his past. The spirit seeks revenge, not just on Elara, but on anyone who was involved in covering up the truth.

Climax: The adventurers must find a way to lay the spirit to rest, either by uncovering the truth about her death or by performing a banishment ritual before Elara is fully possessed.

Complication: Elara may refuse to believe the truth about her husband’s infidelity, complicating the adventurers’ attempts to put the spirit to rest. If they fail, the spirit may lash out, seeking vengeance on the entire village.

1. The Stranger’s Bargain

A mysterious traveler arrives at the Hollow Hearth Inn, wrapped in a weather-beaten cloak and bearing strange wares—rare herbs, talismans against the dark, and old forest relics. He claims to be a wandering hedge-mage, offering protective charms to the fearful villagers. However, Mira Ashford recognizes one charm as witchcraft tied to Isolde’s magic—suggesting the stranger may be her agent or worse, a pawn of the dark entity.

  • Tension Point: The villagers are divided—some desperate for protection despite the risk, others see his arrival as a sign of worsening corruption.
  • Deeper Mystery: The stranger speaks of an ancient debt that someone in Vane Manor has yet to pay. Could Gregor Vane have struck a bargain he now seeks to escape?

2. Missing in the Marsh

A Fenrow farmhand sent to gather peat from The Fens goes missing. Only his bloodstained shovel is found near the bog’s edge, along with strange tracks that Old Man Cedric claims belong to no beast of this world. Some whisper the Underworldly are rising again, while others suspect Jonas Fenrow, increasingly paranoid, may be hiding the truth to protect his family.

  • Tension Point: Ronan Thatcher pushes for an armed search party, while Father Lucian insists that prayer and vigilance will ward off further loss—deepening the rift between practical and spiritual factions.
  • Deeper Mystery: The tracks point to an ancient barrow mound—a place even feral elves avoid. What lurks beneath, and why has it begun to stir?

3. The Shepherd’s Warning

One night, Old Nan from Thornfield Farm arrives in Ravenshollow, ashen-faced and clutching a dead lamb. She claims the Gloomhounds have grown bolder, no longer lingering at the edge of the forest but crossing into farmland under the cover of fog. Tomlin, the Thornfield sheepdog, is missing, and Helga Thornfield demands the village take action before more livestock—or lives—are lost.

  • Tension Point: This stirs debate—Osric Thornfield wants militia patrols, but Gareth Stonewell argues it is too risky, fearing it may provoke the forest’s darker inhabitants.
  • Deeper Mystery: Mira Ashford recognizes marks on the lamb as signs of an old blood ritual—one that suggests someone within the village may be calling the hounds closer.

4. A Widow’s Claim

Miriam Holloway, still grieving her missing husband, Samuel, accuses Mathis Gravel of selling secrets that led to Samuel’s disappearance. Mathis denies it, but rumors spread that Samuel uncovered something forbidden in the eastern woods—and Mathis profited from his silencing.

  • Tension Point: Edwin Holloway and Ronan Thatcher want to drive Mathis from the village, while Iona Briar subtly defends him, deepening suspicions of dark ties between them.
  • Deeper Mystery: Miriam speaks of strange symbols Samuel had been carving before he vanished—symbols Eadric Barrow recognizes from the old tombs beneath The Gallows Tree.

5. The Hunter’s Shadow

A scouting party returns shaken, claiming they were stalked by a Dark Rider near Thornbriar Hollow. Yet Aidan Faelan insists he saw something else—a lone figure on foot, antler-crowned, watching from the shadows. Whispers spread that The Hunter, an ancient spirit of the Wild Hunt, is testing the village’s resolve—or marking his next prey.

  • Tension Point: Eoin Faelan fears his family’s curse may draw the Hunter’s gaze, while Father Lucian seizes on the sighting as proof of the witches’ sins unleashing the forest’s wrath.
  • Deeper Mystery: If the Hunter has returned, what debt is he here to collect—and who has already been marked for his hunt?

Minor plotlines - The Forest

The Innkeeper’s Daughter

Overview: Tamsin Holloway, the innkeeper’s daughter, has been acting strangely, disappearing for hours at a time and returning with muddy clothes and a distant look in her eyes. Some villagers believe she is being drawn into the forest, but she refuses to speak about where she has been. Edwin Holloway, her father, is desperate for help.

Adventure Plot:

Hook: Edwin asks the adventurers to follow Tamsin and find out where she is going, as he fears she is under some kind of enchantment. He worries she has been marked by the forest spirits.

Exploration: As they follow her, the adventurers discover that Tamsin is meeting with a group of forest fey who have promised her forbidden knowledge in exchange for her loyalty. She is slowly being lured deeper into the dark magic of the Gloomwood, enticed by the power she could wield.

Climax: The adventurers must confront Tamsin at a secret fey gathering, where the fey plan to bind her to the forest permanently. To save her, they will need to break the fey’s hold on her, but doing so could anger the fey and draw their wrath on the village.

Complication: Tamsin may not want to be saved, believing the power the fey offer is her destiny. The adventurers must decide whether to forcefully intervene or respect her choice, knowing that it could lead her down a dark path.

The Lost Guardian of the Great Elder Tree

Overview: The Great Elder Tree has long resisted the corruption spreading through the forest, but now its roots are cracking, and the spirits within are growing weaker. Agatha suspects that the forest guardian spirit tied to the tree has been captured by Isolde’s dark magic. Without the guardian, the forest’s protection will falter.

Adventure Plot:

Hook: Agatha asks the adventurers for aid, explaining that the Great Elder Tree’s ancient spirit is missing. She fears that without the guardian, the tree will succumb to corruption, and the forest’s last bastion of resistance will fall.

Exploration: The players must travel to the deepest part of the forest, where the Dream Tree in the Feywild Glade is still intact. They discover that the spirit is trapped there, bound by shadowy fey that serve the dark entity. The adventurers must negotiate or battle the fey to free the guardian.

Climax: The adventurers must perform a ritual beneath the Great Elder Tree to restore the guardian spirit. During the ritual, they are attacked by creatures sent by Isolde and the dark entity, forcing them to defend the tree while completing the rite.

Complication: The guardian, once freed, may reveal that Isolde’s power is greater than Agatha knows, suggesting that the sisters’ bond is close to being shattered completely. The players must decide whether to share this information with Agatha or withhold it.

The Disappearance of Rowan Fenton

Overview: Rowan Fenton, a shy boy from the Fenton family, has gone missing after wandering too close to the Whispering Bog. Strange footprints were found near his favorite hiding spot, leading deeper into the swamp. His family is desperate to find him, fearing that he’s fallen victim to the bog’s whispers.

Adventure Plot:

Hook: The adventurers are asked by the Tob Fenton to search for Rowan, who was last seen playing near the bog. Villagers are too afraid to enter the mists that have grown thicker and darker in recent days.

Exploration: As the adventurers enter the Whispering Bog, they must navigate the treacherous waters and avoid the Spirit Pools that now emanate dark magic. They find eerie drawings of strange creatures near Rowan’s favorite hiding spots, suggesting he’s been led deeper into the bog by something.

Climax: The adventurers discover that Rowan is being lured by a bog spirit that seeks to claim his soul as part of an ancient pact with the dark entity. To save him, they must defeat the spirit and navigate the Mossy Henge, using its power to break the pact.

Complication: If Rowan is rescued, he may have visions of the future, offering cryptic warnings about the entity or suggesting that something much worse is to come from the bog.

The Haunting of the Whispering Lakes

Overview: Several villagers have gone missing near the Whispering Lakes, and those who return speak of dark figures in the mist. The Silverleaf Groves that once protected the lakes are fading, and something terrible now lurks beneath the waters.

Adventure Plot:

Hook: The adventurers are approached by a villager who has lost a loved one in the woods. They plead for help after hearing that a few survivors have returned but have been changed, their minds muddled, and unable to speak of what they saw.

Exploration: As the players head to the lakes, they find that the Silverleaf Groves are decaying, and the area is thick with unnatural mist. They spot shadowy figures near the water—villagers who have been turned into spectral servants of the entity beneath the lake.

Climax: The players discover that a corrupted wraith is using the power of the Glimmerstone at the lakes to draw people in, using their fear to fuel its growing influence. To stop the wraith, the players must defeat it and restore the Silverleaf Grove, or the lakes will become a full-fledged site of dark magic.

Complication: One of the missing villagers might still be alive but possessed by the wraith’s influence. The players must decide whether to try to save or kill the villager.

The Singing Willows

Event: Deep in the forest, there’s a small grove of Singing Willows, ancient trees that emit a soft, haunting melody when the wind blows through their branches. Recently, the music has become discordant and unsettling, echoing through the forest at night. Those who listen too long find themselves falling into a trance-like state, hearing whispers that lure them deeper into the forest.
Possible Encounters:

A lost child from the village is found wandering aimlessly near the grove, muttering about “the beautiful song.” The child is unresponsive and needs help to break the enchantment.

A small group of villagers has set up a makeshift shrine near the grove, believing the trees to be a source of divine guidance. They may become hostile if the players suggest the trees are cursed or corrupted.

Ties to Larger Events: The discordant song is a result of the dark entity’s influence, warping the natural magic of the Singing Willows. Investigating the grove could provide clues about the entity’s growing presence.

The Vanishing Lights

Event: At dusk, strange, flickering lights have been seen dancing through the trees at the edge of the forest. The lights resemble the soft glow of fireflies but move with an almost sentient quality, luring curious villagers and travelers off the path.
Possible Encounters:

A young couple from the village, eager for adventure, followed the lights into the forest and have not returned. Their families beg the players to search for them.

The lights are actually Wisp Fiends, malevolent forest spirits twisted by the dark entity’s corruption. They lead victims into a hidden swamp, where they become trapped in a thick, sticky mire, vulnerable to attack.

Ties to Larger Events: The Wisp Fiends were once benevolent forest spirits that guided lost travelers to safety. Their transformation signals the extent of the entity’s corruption. Encountering them could provide the players with a chance to learn about the forest’s changing nature and the need to restore balance.

The Forgotten Shrine

Event: Deep within the forest, the players come across an old, overgrown shrine dedicated to an unknown deity. The stone is cracked and covered in moss, but the air around it feels charged with a strange energy. Offerings—wilted flowers, broken trinkets, and animal bones—are scattered at its base.
Possible Encounters:

A wandering forest spirit haunts the shrine, mourning its abandonment. It mistakes the players for worshippers and pleads for them to make an offering, promising blessings if they do.

An ambitious villager, desperate for help, has been leaving offerings at the shrine in secret, hoping to harness its power. The player’s discovery could either help the villager or expose their desperate actions, causing a stir in the village.

Ties to Larger Events: The shrine was once a place of power for the witches, particularly Agatha. If the players restore the shrine, they might gain a powerful boon or insight into the forest’s history, but doing so could also draw the attention of the dark entity, which seeks to destroy all remnants of the old magic.

The Shattered Mirror Pool

Event: A small, crystal-clear pool deep in the forest has become a place of twisted reflection. The surface appears cracked, like shattered glass, and those who look into it see disturbing images—nightmarish versions of themselves or moments of their past they’d rather forget.
Possible Encounters:

A villager who was recently jilted by their lover has gone missing, last seen near the pool. They are found standing in a trance, staring into the water, reliving the moment of their heartbreak over and over.

The pool is guarded by a guardian spirit, now corrupted and monstrous. It demands that anyone who approaches make a blood sacrifice before they can leave.

Ties to Larger Events: The Shattered Mirror Pool was once a place of divination for Selene. The dark entity’s influence has tainted it, turning it into a trap for the unwary. Restoring the pool’s magic could help Selene regain some of her lost power and sanity.


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