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The Burning Grove

Forgotten Realmsdark Lv. 5 · 4 players

The Burning Grove

A druidic forest lies under siege by the Scarlet Flame cult, who burn sections of ancient woodland while keeping the trees alive through dark magic to harvest their agony as a power source for a forbidden ritual. The party must infiltrate the burning grove, disrupt the cult's incantations, and decide whether to save the forest or sacrifice it to prevent something worse from awakening.

corruptionsacrificenature's wrath

Read Aloud

The village of Millstone sits at the forest's edge, choked with refugees. Smoke pillars black as tar rise from the treeline a mile away, carrying a sickly sweet smell of burning sap and something else—something wrong, like sulfur mixed with screams. Survivors huddle around cook fires, their eyes hollow. An old woman grabs your sleeve as you pass, her hand trembling: "They don't just burn it. The trees... the trees are *crying*. I heard them." A young druid in singed robes sits apart, carving symbols into bark—not in prayer, but in rage. When you approach, he looks up with tears mixing with soot on his face: "Callindor's Heart. The great oak at the forest's center. If they complete the ritual at moonrise, they'll sever it. Everything dies."

Description

The party arrives at Millstone village, a frontier settlement now overwhelmed with displaced forest folk. The scene is one of desperation: families crowded into storage buildings, smoke hanging low, the acrid smell omnipresent. Dead saplings have been uprooted and used to block roads—a futile gesture. A rough map scratched into a wooden board shows the cult's camp positioned around the sacred oak. The druid, Fennix Leafbinder, is a young half-elf driven by desperation. He carries evidence of the ritual: charred pages from a cult tome describing the harvesting of "arboreal essence" and detailed diagrams of a summoning circle centered on Callindor's Heart. The village council offers what aid they can: a guide (who is terrified), three days' worth of provisions, and knowledge that the cult arrived only a week ago but moved with impossible speed and coordination.

DM Notes

Introduce the moral weight of the crisis without resolving it yet. Fennix is emotionally volatile but knowledgeable—he can provide tactical details (the camp has roughly 30 cultists, three ritual anchors placed around the grove, and a leader called the Flame Prophet). Allow the party to gather supplies and ask questions. Perception check (DC 12) on the charred tome pages reveals that the ritual requires moonrise—about 12 hours—and consumes 10 trees per hour once fully activated. A Survival check (DC 13) allows the barbarian or thief to find tracks leading into the forest suggesting a smuggler's path the cultists used, avoiding the main roads. Emphasize that time is limited but not impossible.

Read Aloud

You push through the scorched undergrowth and the forest changes. Trees still stand, but they weep. Bark blackened and split by heat, yet green leaves still cling to branches, maintained by some profane magic. Vines writhe without wind, their movements frantic and pained. The ground is warm beneath your feet. Ahead, you see the first anchor—a stone pillar driven into the earth, its surface crawling with purple runes that pulse like a heartbeat. Around it, three trees burn *from within*, their interiors glowing orange while their exterior bark remains intact, forced to endure. The trees' creaking sounds almost human.

Description

The party enters the burning grove. This is an area of controlled devastation: the cult has cordoned off sections of forest roughly 200 feet across, creating a perimeter of unburned (but dying) woodland. Each of the three ritual anchors radiates necrotic energy and maintains a small pocket of living but burning trees. The sight is visually nauseating—leaves wither in real time, flowers blacken, small animals' charred bodies litter the ground. The temperature fluctuates wildly between intense heat and unnatural cold where the magic concentrates. A Perception check (DC 14) spots cultist patrol markers (painted symbols on trees) and a well-worn path leading toward the central camp. An Arcana check (DC 13) identifies the rune-work as binding magic, designed to keep the trees alive specifically to prolong their suffering. The environment is hostile but not immediately combative—the cultists believe themselves unobserved.

DM Notes

This scene establishes atmosphere and provides a skill challenge before combat. Describe the wrongness of living trees burning without dying. A wizard or cleric might feel the necrotic corruption in the air as a faint pressure. If the party damages an anchor, they feel a backlash of anguished energy (10 necrotic damage, no save, as the trees scream). One anchor can be destroyed by the party as a demonstration of success, but destroying all three will trigger an immediate response from the cultists and alert the camp. Allow creative solutions: an Insight check (DC 12) suggests that the runes might be disrupted by a counter-spell or by severing the ley-line the stones tap into (a natural crystal formation visible in the earth beneath the stones). Destroying runes hastily causes 15 necrotic damage to the destroyer. The path is not hidden; scouts likely use it hourly, so the party should move carefully or plan to hide.