Skip to content
CreatePricing
The Roots of Mourning - AI-generated fantasy Quest

The Roots of Mourning

4 scenes · about 3.5 hours · 2 encounters

The Roots of Mourning

As the shadows grow long, the village of Oakhaven faces a choice between a cleansing fire and a thorny rebirth.

Read aloud

The scent of damp rot hangs heavy as black vines slowly tighten their grip around the stone cottages of Oakhaven. Two voices rise above the village's panic, each offering a different path into the suffocating gloom. The forest is screaming, and the wood is hungry.

Run the session

Scene
1/4
The Sundered Square
Objectives
0/3

Objectives

A complication

Cheat sheet

Objectives

  1. 1Reach the Wailing Arch
  2. 2Neutralize the Thistle-Gorged Shambler
  3. 3The Final Choice

The clock

Every hour of rest allows the forest to encroach further. If the party takes more than two long rests, the village is destroyed.

Scenes

  1. 0:00The Sundered Square
  2. 0:30The Wailing Arch
  3. 1:15Thorn-Grip Passage
  4. 2:15The Heart of the Woods

Cast

  • KaelenQuestgiver / Ally
  • SylasQuestgiver / Ally
  • Elder VornAntagonist / Witness

The hook

Set the scene

The village of Oakhaven is literally being swallowed. Black, pulsing vines have wrapped around the tavern's chimney, and the ground beneath your boots feels like it is breathing. In the center of the muddy square, two figures stand arguing over a map of the forest.

How Kaelen and Sylas asks

The party is approached in the town square where Kaelen (militant and desperate) and Sylas (serene and grave) demand they choose a strategy immediately.

Rumours

Roll a rumour

1“The trees at the forest edge move five feet closer every midnight.”
2“Kaelen was seen buying three barrels of alchemists fire from the local merchant.”
3“Sylas claims the forest isn't attacking, it is crying for help.”
4“Birds have stopped singing within ten miles of the Wailing Arch.”

Scenes

about 3.5 hours
  1. 0:00

    30 min

    SocialThe table is here

    1. The Sundered Square

    Oakhaven Town Center, muddy and overgrown.

    The party chooses to follow Kaelen's destructive path or Sylas's restorative path.

    NextThe party heads into the treeline following their chosen guide.

  2. 0:30

    45 min

    Skill

    2. The Wailing Arch

    A stone gateway surrounded by screaming winds.

    The party must survive a barrage of psychic screams while solving the archway's locking mechanism.

    NextThe archway crumbles, revealing the path to the inner thicket.

  3. 1:15

    60 min

    Combat

    3. Thorn-Grip Passage

    A dense tunnel of razor-sharp vines.

    A massive Shambler emerges from the ground to protect the sanctum.

    The Thistle-Gorged Shambler

    NextWith the guardian fallen, the path to the Heart lies open.

  4. 2:15

    60 min

    Combat / Social

    4. The Heart of the Woods

    A clearing with a massive, pulsing black tree.

    The final confrontation with the corrupted druids and the choice of fire or healing.

    The Blight-Callers

    NextThe forest either ignites in flame or blooms in a burst of silver light.

Behind it

What people believe

A dark corruption has seized the woods and is physically pulling Oakhaven into the earth.

Background

A century ago, the Druid Circle of the Verdant Hand swore to protect Oakhaven in exchange for a sacred tithe of seeds.

The stakes

The total destruction of Oakhaven and the permanent transformation of the regional Druid Circle into a chaotic evil faction.

Encounters

2
  • The Thistle-Gorged Shambler

    Combat

    Difficult terrain thicket with 15ft high vine walls.

    Foes

    • 1 Shambling Mound (undead variant)

    • 4 Needle Blights

    ComplicationOn initiative count 20, the vines lash out at anyone not standing on stone, dealing 2d6 slashing damage.

    ScalingAdd two additional Needle Blights for every player above four.

  • The Blight-Callers

    Combat

    Open clearing around a 40ft tall pulsing tree.

    Foes

    • 2 Druids of the Circle (Stat block: Druid with Blight spell)

    • 1 Treant (corrupted)

    ComplicationThe Heart of the Woods pulses every 2 rounds, forcing a DC 14 Wisdom save or becoming frightened.

    ScalingReduce the Treant to an Awakened Tree for lower level parties.

Cast

3
  • Kaelen

    Questgiver / Ally (The Burn)

    WantsTo save Oakhaven at any cost, believing fire is the only cure for rot.

    “Nature is a beast that needs to be put down once it catches the rabies. Light the torches.”
  • Sylas

    Questgiver / Ally (The Bloom)

    WantsTo preserve the ancient bond and heal the forest without further bloodshed.

    “If we answer their grief with fire, we will only ensure our own ashes follow theirs.”
  • Elder Vorn

    Antagonist / Witness

    WantsPunish Oakhaven for the broken pact.

    “The wood remembers the fire you brought. Now you shall feel the shade we offer.”

How it ends

Rewards

Experience: 3500
Gold: 1200
In the story: The forest either becomes a charred wasteland that never grows again or a luminous grove that protects Oakhaven.
Standing: High reputation with the Druids of the Verdant Hand (Bloom) or the Oakhaven Militia (Burn).

Items

  • Staff of the Woodlands (Bloom outcome)

  • Circlet of Blasting (Burn outcome)

On a win

With the Heart's fate decided, the unnatural pressure over Oakhaven lifts.

What it leaves open

The druids who survived now seek vengeance for their lost Heart.
A merchant's guild from the south arrives to buy the 'miracle wood' that grew from the Bloom.
Kaelen disappears after the quest, taking the stolen artifacts from the grove with him.

If it fails

Party is defeated in the Heart.
Oakhaven is completely consumed by the forest, and the party is turned into wood-woads.
The party takes too long to reach the Arch.
Key NPCs in town perish as their homes are crushed.

Complications (d6)

  1. 1Hallucinogenic Pollen: All party members must succeed a DC 13 Constitution save or gain one level of exhaustion.
  2. 2Sudden Overgrowth: The path behind the party seals completely. There is no retreat.
  3. 3Twisted Shadows: The party's shadows detach and move independently, causing disadvantage on Stealth.
  4. 4The Whispering Wood: The forest mimic's the voices of the party's loved ones, forcing a DC 12 Wisdom save to avoid being Charmed.
  5. 5Thorn Surge: 1d4 characters are grappled by rising roots (Escape DC 14).
  6. 6Rot-Geyser: A pocket of swamp gas explodes, dealing 4d6 poison damage in a 20ft radius.

Media

0 images

No images yet.

Visual sheet

Turn The Roots of Mourning into a sheet

A high-res, share-ready sheet you can post or print.