Session Prep Bundlesettlement-starter

eine kleine siedlung tief in den wäldern versteckt wo sich reisende ausruhen und ihre vorräte auffrischen können.

Recipe: Settlement Starter

New
Contextual Narrative

Where the Lanterns Hide Among the Roots

Beyond the last marked road, where the trees grow so tightly together that daylight becomes green twilight, a narrow trail descends into Dornruh. Smoke rises from low wooden roofs half-hidden beneath moss and branches. Lanterns hang from elevated walkways, their warm glow reflected in rain-dark leaves, while watchful faces peer from shuttered windows. Travelers who find the settlement are offered hot stew, dry blankets, and directions—but never asked too many questions, and never encouraged to stay after the third night. Dornruh was founded beside an ancient stone road that no longer leads where any map claims. Its people survive through herbs, honey, timber, smoked meat, and the steady stream of wanderers seeking a safe place beneath the boughs. Lately, however, the forest has begun to rearrange itself. Trails return travelers to the same clearing, familiar landmarks vanish overnight, and those who walk alone hear footsteps beneath the roots. The elders blame smugglers, spirits, or outsiders. Beneath the tavern, an older truth is stirring: the settlement was built over a sealed waystation, and whatever was imprisoned there has begun to remember the road.

Carved into a foundation stone beneath the Hearth Under Boughs

Those who seek Dornruh may rest beneath our roof. Those who seek what sleeps below must pay in memories.

Dornruh
Settlement

Dornruh

Dornruh is a small woodland refuge built where an old stone road crosses a reliable spring deep inside ancient, mist-covered forest. Its founders were charcoal burners, herbalists, escaped soldiers, and wandering traders who needed a place beyond the reach of armies and tax collectors. Three generations later, the settlement rests on raised walkways above wet ground, protected by ravines, thorn walls, and a strict promise that its location must remain hidden.

Approximately eighty-seven permanent residents, with numbers swelling by ten to twenty travelers during safer seasons. Most households include several trades, since everyone hunts, preserves food, repairs structures, or watches the paths when needed. The population includes humans, dwarves, halflings, and half-elves, with no single lineage large enough to dominate the council.Population
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The Hearth Under Boughs, commonly called The Bent Lantern or The Last Dry Cloak
Tavern

The Hearth Under Boughs, commonly called The Bent Lantern or The Last Dry Cloak

The tavern creaks whenever someone lies about where they have been. Maela claims this is merely the oak settling, but regulars treat the sound as a warning. Rainwater trickles down one interior wall even during dry weather, forming a pattern that resembles a map. The hearth smoke sometimes smells of wet stone rather than wood. Every table bears a small notch cut into its edge, marking the number of days its original owner stayed in Dornruh. Maela never allows anyone to sit with their back to the cellar door.

TavernView
Fenroot Remedies
Shop

Fenroot Remedies

Fenroot Remedies is built around the hollow trunk of an ancient fallen tree, and its shelves follow the curve of the wood. Bundles of herbs hang from the rafters like small sleeping birds, filling the air with scents of cedar, vinegar, mushrooms, and smoke. Rainwater runs through carved gutters into barrels beside the entrance, while a rack of waterproof cloaks and rope coils stands beneath a hand-painted sign showing a green root wrapped around a silver knife. Mira Fenroot is a compact, weathered woman in her early fifties with gray-streaked dark hair, a patched russet coat, and sharp green eyes that miss very little. She is practical, suspicious of wealthy outsiders, and quick to test whether a customer knows the difference between a useful remedy and an expensive fraud. She keeps a hooked walking staff within reach and records nearly every unusual purchase in a coded journal. Mira believes the forest's changing paths are caused by poisoned roots or unnatural magic beneath the soil. She supplies most of Dornruh's dried food, basic salves, rope, candles, and travel gear, so hunters, charcoal burners, guides, and caravans all depend on her shop. She also trades regularly with the herbalist faction on the Elder Council, though their relationship is strained by the dwindling supply of silverleaf from the forbidden ruin. Mira knows that several missing travelers purchased Ashvein Herb shortly before they disappeared. She suspects the herb is a marker or ingredient connected to Dornruh's secret trade routes, but hesitates to reveal what she knows because exposing the routes could damage the settlement's economy and put innocent local traders at risk. She may share the truth with a party that protects a vulnerable traveler, refuses payment from a wealthy exploiter, or brings proof that the forest paths are being altered by something unnatural.

Shop
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Rusk & Nail
Shop

Rusk & Nail

Rusk & Nail smells of pine tar, smoked meat, wet wool, and lamp oil. Every useful surface is crowded with practical goods, handwritten price tags, and bundles marked for travelers who may never return. Tovin Rusk is charming, quick with a joke, and always willing to offer a discount that creates a future obligation. He wants Dornruh to become a recognized stop on regional trade routes, which puts him at odds with locals who believe the settlement survives only because outsiders do not know where it is. The tavern sends travelers to him for supplies, while the Elder Council pressures him to stop advertising the settlement's location. Tovin knows that several missing travelers purchased goods here, and he has quietly kept their unclaimed deposits rather than report every detail. He is not eager to harm the characters, but he will lie about the vanished merchant until convinced that cooperation is safer than silence. The shop's locked cabinet contains confiscated goods from that merchant, including the black iron compass. If the characters treat Tovin respectfully, he may reveal the compass and ask them to investigate the buried ruin. If they threaten, rob, or publicly shame him, he hides the compass and directs suspicion toward the Elder Council. Cheap goods such as spare bootlaces, bent tent pegs, cracked cups, lamp wicks, empty sacks, bundles of kindling, and single smoked sausages can be purchased for 1 to 5 cp each.

Shop
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Rootbound Waystation
Dungeon

Rootbound Waystation

Beneath the quiet forest settlement of Dornruh lies the Rootbound Waystation, an ancient refuge built around a magical waystone. Its upper tunnels have collapsed into storage vaults and bunks, while deeper chambers descend into a flooded shrine and a sealed prison where an intelligence of the forest still dreams.

12Rooms
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Key Personas

Ysra Vale

Ysra Vale

Ysra is controlled, observant, and stern, but not cold. She is generous with food and shelter to exhausted travelers while being merciless toward anyone who endangers Dornruh. In public, she projects certainty and treats doubt as a luxury. In private, she is haunted by grief and speaks to her missing granddaughter as though Elian might answer. With children and animals she becomes unexpectedly gentle. When cornered, her protectiveness turns authoritarian, and she will call for closed gates, confiscated weapons, or temporary imprisonment without apology.

Maela Voss

Maela Voss

Maela is warm with strangers, stern with regulars, and almost painfully attentive to anyone who seems lost. She can make a traveler feel protected within minutes, yet she becomes evasive whenever conversation turns toward the settlement's history. In a crowded room she is sociable and dryly humorous. Alone with someone she trusts, she is exhausted, self-critical, and prone to long silences. She is generous with food and shelter but fiercely possessive of information, believing that knowledge is a dangerous currency. Her greatest internal conflict is that she wants the truth exposed while fearing that truth will kill the people she has spent half her life protecting.

Tavin Reed

Tavin is brave, observant, and intensely protective, but their courage often outruns their judgment. They are warm and teasing with travelers, suspicious and argumentative with authority, and unusually tender toward injured animals. Tavin wants to be seen as reliable, yet secretly craves someone else taking command when the dreams become unbearable. They believe the forest should be understood rather than feared, but the buried ruin has begun teaching them that some things may deserve fear.

Bundle Contents

08Items

Generated entities

Regional Effect

The Remembering Road

The ancient waystone beneath Dornruh is waking, causing the forest to subtly rearrange itself. Paths bend toward old ruins, familiar trees appear in the wrong places, and travelers may remember destinations they have never visited.

Mechanic

Once per day, navigation through the surrounding forest requires a DC 14 Survival check; on a failure, the party loses 1d4 hours and gains one level of exhaustion if they fail by 5 or more.

Connections

The Hearth Under Boughs, commonly called The Bent Lantern or The Last Dry Cloak

SERVES_TRAVELERSDornruh

Fenroot Remedies

SUPPLIESDornruh

Rusk & Nail

SUPPLIESDornruh

Ysra Vale

LEADSDornruh

Ysra Vale

RIVALS_WITHRusk & Nail

Maela Voss

WORKS_ATThe Hearth Under Boughs, commonly called The Bent Lantern or The Last Dry Cloak

Maela Voss

ALLIED_WITHYsra Vale

Tavin Reed

GUIDES_TODornruh

Tavin Reed

RIVALS_WITHYsra Vale

Tavin Reed

TREATED_BYFenroot Remedies

The Hearth Under Boughs, commonly called The Bent Lantern or The Last Dry Cloak

CONCEALS_ENTRANCE_TORootbound Waystation

Rusk & Nail

STORES_ARTIFACT_FROMRootbound Waystation

Fenroot Remedies

PROVIDES_TRACKING_REMEDY_FORRootbound Waystation

Tavin Reed

MARKED_BYRootbound Waystation

Dornruh

BUILT_ABOVERootbound Waystation

Quest Objectives

Find the cause of the shifting forest paths and locate the missing travelers before the next moonless night.

The characters discover the Rootbound Waystation and return at least one missing traveler, earning the settlement's trust and access to its hidden stores.
If the characters fail or delay, Dornruh's routes collapse into a looping maze, cutting off food and medicine deliveries while the forest intelligence begins calling residents into the woods.

Uncover the truth behind the Elder Council's secrecy and decide whether Dornruh should remain hidden or open its routes to wider trade.

The characters broker a workable agreement between the secrecy faction and the merchants, preventing a civil dispute while preserving the settlement's safety.
If the characters choose the wrong faction or expose the secret recklessly, the Elder Council declares them enemies, the gates close, and the dungeon's guardians become fully active.

Recover silverleaf from the forbidden grove and use it to reveal the original binding marks within the underground ruin.

The binding marks become visible, allowing the characters to negotiate with or re-seal the ancient forest intelligence on terms that protect Dornruh.
If the characters fail to protect the dwindling silverleaf supply, the awakening entity can no longer be tracked or contained, and the forest begins swallowing the settlement's outer homes.