Oakenheart Letter Booklet

Download as pdf or txt
Download as pdf or txt
You are on page 1of 6

6.

Glowing Bones
• Small cave, leads downwards. Weird glowing bones emerging from
the ground.
• The thicket doesn't spread here, it's only dirt and rock. Oakenheart
• The Unicorn is hiding here, knowing that the bones emit a
supernatural energy that repels the treant.

Carl, The Unicorn Writing by Matheus H. Morais aka Xenio


Map by Dyson Logos
6 HP, 12 DEX, 15 WIL, horn (d8) Art from Public Domain
• A bit battered and dirty, but still looking majestic. Proud, but getting
despaired. Was misguided here by someone who knows of the
Treant. About the Dungeon
• Just wants to escape alive, will offer its valuable hairs for help. If This short dungeon presents a dark thicket where the trees grow abnormally
pressed enough, might accept joining the PCs as payment. rampant, turning the forest into a maze of wood. It can be placed near any
• Can teleport a short visible distance once per day. isolated settlement.

Intro
In the last few months, what was a calm forest of oak trees has grown
violently into a sinister labyrinth of wild vegetation, it doesn't seem to be
stopping. More worryingly, a mysterious creature that changes shape has
taken refuge there, and attacks the settlement at night.
Despaired, the villagers ask the adventurers to root out this evil, Promising
simple, but devoted rewards.

In truth, the people know what's really happening, and are sending
people to their doom.
Map 4. Quicksand
• Apparently dry sandy soil, soft quicksand underneath.
• Roots and branches spread sparsely, can be used as a precarious
bridge.
• Any commotion here will be heard by the Treant, who will shake the
roots to throw invaders in the quicksand.
• Wandering encounters here will always be Wooden Spawns.

5. The Heart
• Large clearing, the vegetation here is under control. A massive oak is
on the center:

Treant

10 HP, 3 Armor, 15 STR, 3 DEX, roots (d8+d8)

General Ambiance: • A human face made of bark on the trunk of a massive tree. The whole
• Thick and tall vegetation, creating a natural labyrinth. thicket is a extension of its roots.
• Trees have branches and roots much longer than normal. • Can control the growth of the trees, spreading the trees at impressive
• Everything looks dry and colorless, but still holding strong. speed.
• Outside of insects, there's no sign of animals here. • It drains energy from fresh bodies, any amount can be used. It
• Given enough attention, adventurers can notice that some branches prefers Humans for some reason.
and roots are shaped like animal parts (head of a deer, a rabbit, horse • Some people from the nearest settlement have a deal with the treant.
legs, etc). If further investigated, human-shaped parts can also be They feed him, and he doesn't threaten them or expand too near the
found. settlement.
3. Graveyard Wandering Encounters
• Denser vegetation, hard to define which branch comes from which 1. Wooden Spawns
trunk. 2. 1d2 Ghosts
• Most of the branches look like body parts here. 3. Skull Spider
• All sorts of trash and remains are scattered in the ground, notably: 4. 1d4 Kobolds
– 4d20 gold pieces;
– 3 Turquoise Gems worth 40gp each;
Wooden Spawns
– A flask with a liquid that smells acrid (Potion of Water 2d6 HP, 14 DEX, 6 WIL, bite(d6), Detachment
Breathing);
• Small figures made of wood, looks like oversized saplings with legs.
– A small bag full of bird skeletons;
• Run, jump and climb at surprising speed.
– A crude map of relatively nearby fortress;
• Spawned by the Treant to protect it and catch possible runaways.
– A shield with a knight's crest;
– A lead bowl and spoon; Ghost
A creature is camouflaged in the vegetation: 6 HP, 3 Armor, 14 WIL, draining touch (d6)

Wood Skeleton • The spirit of a restless dead who have been consumed by the Treant.
• Wants to burn the thicket, will help PCs who agree to it, and lash out
4 HP, 3 Armor, 6 DEX, 8 WIL, wooden fists (d6)
against those who don't.
• A humanoid figure made of bark. Looks like a battered, but very well- • Can possess a victim that fails a WIL save, taking control of their
made sculpture of a man. Amidst all the branches, is almost body.
impossible to detect.
• Is rooted in place, mostly merged with the trees. Attacks anything
that comes close enough.
• It's feral and irrational, but amidst wooden clicks, it speaks in a
ghostly voice "Tricked, sent to die".
Skull Spider 1. Slaughter Room
8 HP, 3 STR, 15 DEX, sting (d8) • Room smells faintly of rot.
• Floor is covered by a thick layer of fallen leaves and all sorts of dead
• A tarantula-like spider that resides in a skull, like a crab resides in a
foliage.
shell.
• Under the leaves, the floor is filled with armed bear traps. All rusted,
• Quick and sneaky, uses the thick vegetation to stalk prey unseen.
battered and with signals of recent use, but no prey or body remains
• Critical Damage: Delivers a virulent poison to the victim, who loses 1 can be found.
STR each hour until properly treated.

2. Bloodbeaver Hideout
• Small cramped hole, filled with bodies of Wooden Spawns and small
animals.
• A weird beast is huddled here:

Bloodbeaver

8 HP, 2 Armor, 14 STR, 8 WIL, bite (d10)

Kobold • A weird dog-sized rodent. Covered in wild hair, its vital parts are
protected by a bone exoskeleton.
3 HP, 8 STR, 13 DEX, bite (d6) • Ferocious, attacks anything that comes close and fights to death.
• Small canine humanoids with hairless, scaly, red-brown skin. Can However, it's too coward to actually leave this hideout and try to
see perfectly in the dark, but are harmed by direct sunlight. escape the thicket.
• Fight dirty, ambushing their victims in cramped spaces and running • Critical Damage: Feeds in the victim's blood, fully recovering HP.
away as soon as the tide turns. Are here trying to ambush adventurers The rotting corpse of an adventurer can be found here, on its possessions:
and take their possessions.
• Critical Damage: The Kobold bites a finger off the victim. • 30gp and 32 sp;
• An envelope with a list of names and a small clockwork piece;
• A weapon: Golden Tongue(d8). A shiny golden rapier. When it draws
blood, both the wielder and the harmed can't lie to each other until
the next dawn.

You might also like