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Oakenheart

Writing by Matheus H. Morais aka Xenio


Map by Dyson Logos
Art from Public Domain

About the Dungeon


This short dungeon presents a dark thicket where the trees grow abnormally
rampant, turning the forest into a maze of wood. It can be placed near any
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

General Ambiance:
• Thick and tall vegetation, creating a natural labyrinth.
• Trees have branches and roots much longer than normal.
• Everything looks dry and colorless, but still holding strong.
• Outside of insects, there's no sign of animals here.
• Given enough attention, adventurers can notice that some branches
and roots are shaped like animal parts (head of a deer, a rabbit, horse
legs, etc). If further investigated, human-shaped parts can also be
found.
Wandering Encounters
1. Wooden Spawns
2. 1d2 Ghosts
3. Skull Spider
4. 1d4 Kobolds

Wooden Spawns

2d6 HP, 14 DEX, 6 WIL, bite(d6), Detachment

• Small figures made of wood, looks like oversized saplings with legs.
• Run, jump and climb at surprising speed.
• Spawned by the Treant to protect it and catch possible runaways.

Ghost

6 HP, 3 Armor, 14 WIL, draining touch (d6)

• 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
against those who don't.
• Can possess a victim that fails a WIL save, taking control of their
body.
Skull Spider

8 HP, 3 STR, 15 DEX, sting (d8)

• A tarantula-like spider that resides in a skull, like a crab resides in a


shell.
• Quick and sneaky, uses the thick vegetation to stalk prey unseen.
• Critical Damage: Delivers a virulent poison to the victim, who loses 1
STR each hour until properly treated.

Kobold

3 HP, 8 STR, 13 DEX, bite (d6)

• Small canine humanoids with hairless, scaly, red-brown skin. Can


see perfectly in the dark, but are harmed by direct sunlight.
• Fight dirty, ambushing their victims in cramped spaces and running
away as soon as the tide turns. Are here trying to ambush adventurers
and take their possessions.
• Critical Damage: The Kobold bites a finger off the victim.
1. Slaughter Room
• Room smells faintly of rot.
• Floor is covered by a thick layer of fallen leaves and all sorts of dead
foliage.
• Under the leaves, the floor is filled with armed bear traps. All rusted,
battered and with signals of recent use, but no prey or body remains
can be found.

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)

• A weird dog-sized rodent. Covered in wild hair, its vital parts are
protected by a bone exoskeleton.
• Ferocious, attacks anything that comes close and fights to death.
However, it's too coward to actually leave this hideout and try to
escape the thicket.
• Critical Damage: Feeds in the victim's blood, fully recovering HP.

The rotting corpse of an adventurer can be found here, on its possessions:

• 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.
3. Graveyard
• Denser vegetation, hard to define which branch comes from which
trunk.
• Most of the branches look like body parts here.
• All sorts of trash and remains are scattered in the ground, notably:
– 4d20 gold pieces;
– 3 Turquoise Gems worth 40gp each;
– A flask with a liquid that smells acrid (Potion of Water
Breathing);
– A small bag full of bird skeletons;
– A crude map of relatively nearby fortress;
– A shield with a knight's crest;
– A lead bowl and spoon;

A creature is camouflaged in the vegetation:

Wood Skeleton

4 HP, 3 Armor, 6 DEX, 8 WIL, wooden fists (d6)

• A humanoid figure made of bark. Looks like a battered, but very well-
made sculpture of a man. Amidst all the branches, is almost
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".
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)

• A human face made of bark on the trunk of a massive tree. The whole
thicket is a extension of its roots.
• Can control the growth of the trees, spreading the trees at impressive
speed.
• It drains energy from fresh bodies, any amount can be used. It
prefers Humans for some reason.
• Some people from the nearest settlement have a deal with the treant.
They feed him, and he doesn't threaten them or expand too near the
settlement.
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.
• The Unicorn is hiding here, knowing that the bones emit a
supernatural energy that repels the treant.

Carl, The Unicorn

6 HP, 12 DEX, 15 WIL, horn (d8)

• A bit battered and dirty, but still looking majestic. Proud, but getting
despaired. Was misguided here by someone who knows of the
Treant.
• Just wants to escape alive, will offer its valuable hairs for help. If
pressed enough, might accept joining the PCs as payment.
• Can teleport a short visible distance once per day.

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