Campaign Overview

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Beyond the border towns lies the Darkwood, a sentient forest that drains color and memory. The trees murmur of a pact with a shadow cult seeking eternal night. Three hooks draw the PCs: the dusk-bleached village of Greyfen begs for help; a dryad named Liora pleads to free kin seized by roots; and a torn map hints at seven glades where a sacred relic, the Sunstone, was shattered. Main quest: recover the seven Sunstone fragments and reassemble the Sunstone to halt the Eclipse Rite, a ritual meant to crown night as sovereign. Time is short—the new moon approaches, and if the ritual completes before the Heart of the Forest awakens, the realm falls into permanent twilight. Adventure structure: The forest is divided into seven glades, each guarding a shard and a trial. Veil of Mists tests wit and nerve with riddles; Thornroot Hollow deploys living vines and a treant sentinel; Mirror Pool reveals truth in reflections; Echoing Grave reawakens memories and restless dead; Silken Canopy ensnares with illusions; Whispering Thicket bargains with trickster fey; the Heart of the Forest holds the Noctis Cult and the final confrontation. Side quests include freeing Liora’s kin from root prisons and lifting a curse blighting Greyfen’s crops. Central events: The forest shifts with the moon. Each shard claimed strengthens wards that reveal safe paths but draw heavier predators. The eclipse nears: if the PCs falter, perpetual night, blighted fields, and vanished travelers spread beyond Greyfen. If they persevere, daylight returns, and the forest grants boons and magic items—the Sunstone Amulet that glows in darkness, Brambleblade, Pathwarden Boots, and nature’s favor for future quests.

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