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The Sickness Beneath the Boughs - AI-generated fantasy Quest

The Sickness Beneath the Boughs

5 scenes · about 3.5 hours · 2 encounters

The Sickness Beneath the Boughs

Follow the bitter water to the roots of a dying forest.

Read aloud

Outside Candosville, a towering cottonwood shimmers in the wind though the air is still. A gentle voice rises from its roots: "I am Grandmother Cottonwood. The forest is sick, and something at its heart is poisoning the trees. Go into the woods, find what is doing this, and end it before the sickness reaches the village."

Run the session

Scene
1/5
A Voice in the Leaves
Objectives
0/4

Objectives

A complication

Cheat sheet

Objectives

  1. 1Find the source of the forest's sickness.
  2. 2Stop the creatures protecting the blighted heart.
  3. 3Cleanse the heart of the forest.
  4. 4Discover what happened to the dryads and reassure Candosville.Optional

The clock

After each major delay or failed expedition beat, the blight advances toward Candosville. After three such delays, the village creek becomes unsafe to drink from until the heart is cleansed.

Scenes

  1. 0:00A Voice in the Leaves
  2. 0:20The Bitter Creek
  3. 0:55Hunters in the Canopy
  4. 1:40The Three Root-Markers
  5. 2:20The Rootbound Dead

Cast

  • Grandmother CottonwoodQuestgiver and ancient forest spirit
  • Tamsin ReedWitness and Candosville herbalist
  • Elder VeyraAntagonist and undead dryad
  • MossbackWildcard and old woodland guardian

The hook

Set the scene

Read the hook aloud outside Candosville. Grandmother Cottonwood's bark parts like a face, and a single dark leaf falls from her crown despite the calm weather. She points toward the forest road, where a thin stream runs black between the roots.

How Grandmother Cottonwood asks

Grandmother Cottonwood manifests beside the road outside Candosville.

Rumours

Roll a rumour

1“The creek smells like wet iron above the old footbridge.”
2“A woodcutter saw two long-limbed shadows move between the treetops, but found no tracks afterward.”
3“The dryads once guarded the oldest grove and were known to be gentle with travelers who respected the trees.”
4“Grandmother Cottonwood has not spoken to Candosville in years, but her leaves began falling black only recently.”

Scenes

about 3.5 hours
  1. 0:00

    20 min

    socialThe table is here

    1. A Voice in the Leaves

    The forest road just outside Candosville, beneath the broad crown of Grandmother Cottonwood.

    Meet Grandmother Cottonwood, learn the stakes, and receive a trail marker pointing toward the sickened creek.

    NextTamsin Reed can point out the first signs of blight and lead the party to the creek trail.

  2. 0:20

    35 min

    exploration

    2. The Bitter Creek

    A damp woodland trail beside a creek with darkened water, dead ferns, and unusually quiet animal life.

    Track the sickness through the forest. Characters can inspect the creek, follow disturbed earth, and identify that the damage grows stronger toward the old grove.

    NextA set of heavy tracks leads into a ravine where the Grimstalkers have made a hunting ground.

  3. 0:55

    45 min

    combat

    3. Hunters in the Canopy

    A narrow ravine under dense boughs, with fallen logs and slick stones.

    Survive an ambush by two Grimstalkers and learn that the predators are drawn to the blight rather than its source.

    Hunters in the Canopy

    NextBeyond the ravine, the party finds a line of exposed roots leading to the old grove.

  4. 1:40

    40 min

    skill

    4. The Three Root-Markers

    A circular grove around a dark spring, where three ancient stone markers are tangled in exposed roots.

    At the old grove, investigate the three root-markers and solve the cleansing puzzle. Each marker bears a distinct carving: a leaf, a stream, or a sun. The party must turn them so their carved lines point inward in the order leaf, stream, sun, matching the clues found on the trail. If they test the mechanism, explain that the wrong order makes the roots recoil but does not permanently lock the puzzle.

    NextCompleting the alignment exposes the blighted knot and draws the undead dryads out of the trees.

  5. 2:20

    60 min

    combat

    5. The Rootbound Dead

    The corrupted clearing around the spring and the exposed roots of the ancient heart tree.

    Defeat or release the three Undead Dryads, then cleanse the exposed heartwood by pouring clean water over the knot while the root-markers remain aligned.

    The Rootbound Dead

    NextWhen the spring clears, return to Grandmother Cottonwood to report what happened and receive her thanks.

Behind it

What people believe

Grandmother Cottonwood has asked the adventurers to investigate a spreading sickness in the forest outside Candosville.

Background

Beyond Candosville, the old forest is tended by Grandmother Cottonwood, a spirit bound to a vast, ancient tree.

The stakes

If the party fails, the blight reaches Candosville's creek, the forest's oldest grove may die, and the dryads remain trapped in undeath.

Encounters

2
  • Hunters in the Canopy

    Combat

    A steep-sided ravine under dense boughs, with slick stones, fallen logs, and several climbable trees. The ravine floor is difficult to cross at speed.

    Foes

    • Grimstalker 1, custom forest predator

    • Grimstalker 2, custom forest predator

    ComplicationThe Grimstalkers use the tangled terrain to separate characters and strike from cover. A character who spends an action observing the canopy or tracking the creatures can identify a likely approach lane.

    ScalingFor a smaller or lower-level party, use one Grimstalker or have the second flee when badly hurt. For a larger or higher-level party, add a hazard such as a collapsing branch or give the Grimstalkers a coordinated ambush. Use level-appropriate Pathfinder 2E statistics or custom creature statistics for the supplied foes.

  • The Rootbound Dead

    Combat

    A clearing around exposed roots and a dark spring. Roots create narrow lanes and low barriers; the spring's edge is slick. The corrupted heartwood is visible at the center.

    Foes

    • Undead Dryad 1, custom corrupted spirit

    • Undead Dryad 2, custom corrupted spirit

    • Undead Dryad 3, custom corrupted spirit

    ComplicationThe dryads fight to defend the corrupted roots, but the party can disrupt their coordination by damaging or cleansing visible blight nodes. A dryad that is isolated from the node hesitates and may be reached through conversation.

    ScalingFor a smaller or lower-level party, begin with two dryads and have the third arrive only if the party is doing well. For a larger or higher-level party, strengthen the root hazard or let the dryads use the terrain more effectively. Use level-appropriate Pathfinder 2E statistics or custom creature statistics for the supplied foes.

Cast

4
  • Grandmother Cottonwood

    QuestgiverQuestgiver and ancient forest spirit

    WantsRestore the forest's health while preventing the adventurers from harming innocent woodland creatures.

    “The roots are crying beneath our feet. Find what is poisoning them, and let the heart breathe again.”
  • Tamsin Reed

    Witness and Candosville herbalist

    WantsProtect Candosville and prove that the forest's sickness is not a natural blight.

    “I followed the creek upstream. The water tastes like a handful of old coins, and the birds won't cross it.”
  • Elder Veyra

    Antagonist and undead dryad

    WantsThe undead dryad is compelled to defend the corruption, but a remnant of her former self wants release.

    “We were bound to these roots in life. Now we guard the wound that keeps us from resting.”
  • Mossback

    Wildcard and old woodland guardian

    WantsA wary, territorial forest guardian wants to drive intruders away, though it can be persuaded to help if the party shows care for the woods.

    “It is not too late to turn back. The forest has already chosen what it will keep.”

How it ends

Rewards

Experience: Award XP appropriate to the system's difficulty and the party's level for overcoming the encounters, solving the puzzle, and resolving the forest's threat. In Pathfinder 2E, use the applicable encounter and accomplishment XP rules for the hazards and creatures actually used.
Gold: A modest purse of 15-25 gp from Candosville's grateful residents, or equivalent value in supplies.
In the story: The party becomes known as protectors of the forest and gains access to Grandmother Cottonwood's guidance and the goodwill of Candosville's herbalists.
Standing: The party earns lasting goodwill from Grandmother Cottonwood and the forest's nearby inhabitants. Candosville residents trust them with future work involving the woods.

Items

  • A vial of clear spring water, a custom consumable that can serve as a useful clue or ingredient in a later nature-themed adventure.

  • A carved cottonwood charm, a custom token that allows its bearer to recognize the forest's safe trails when Grandmother Cottonwood's influence reaches them.

On a win

With the guardians stopped and the heartwood cleansed, clear water returns to the spring.

What it leaves open

A small patch of blighted ground remains beyond the cleared spring, suggesting another old root-knot may exist elsewhere.
Mossback asks the party to carry a warning to a neighboring woodland spirit whose territory has gone silent.
Tamsin discovers that some of the blackened water has reached an abandoned mill channel, where something has begun to grow in the damp stones.

If it fails

The party does not find the source of the blight before the forest's corruption reaches the creek.
The sickness spreads into the outer groves. Candosville loses access to clean water from the forest, and Grandmother Cottonwood can offer only limited guidance until the party returns.
The party leaves the root clearing without defeating or otherwise stopping the dryads.
The undead dryads remain bound to the roots. They retreat into the woods and may threaten travelers again, while the heart of the forest continues to weaken.
The party destroys the corrupted heartwood without completing the cleansing puzzle or taking precautions.
The heartwood is damaged further, making restoration slower and causing a lasting scar in the clearing. Grandmother Cottonwood survives, but her reach and influence diminish.

Complications (d6)

  1. 1A windfall tree blocks the trail. Moving it takes time, and its hollow trunk contains a nest of biting insects that swarm anyone who disturbs it.
  2. 2A patch of blackened leaves releases choking spores. Characters who rush through lose time coughing and must clean or replace exposed food and water.
  3. 3A frightened deer bolts across the party's path with a length of thorny vine tangled around one leg. Freeing it earns a safer route, while ignoring it draws the attention of nearby woodland creatures.
  4. 4The creek rises suddenly after a distant collapse. The party must find a crossing or spend time following the bank to a ford.
  5. 5A dryad's whisper imitates Tamsin Reed's voice from deeper in the woods, offering false directions toward a sinkhole.
  6. 6The blight pulses through the ground. The next clue or puzzle symbol is briefly obscured by falling leaves, forcing the party to recheck their evidence before proceeding.

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