The Siege of Oakhollow Warren
The Siege of Oakhollow Warren
The woodland realm of Oakhollow Warren faces destruction as a mercenary band of corrupted griffons, led by the warlord Talon, besieges the warren's eastern gate. The woodland council of talking animals appeals to the party for aid, revealing that Talon seeks a sacred artifact—the Acorn of the First Forest—hidden within the warren's depths. The heroes must rally the animal defenders, break the siege, and uncover why Talon has turned to darkness.
Talon
Griffon (corrupted) · Primary Antagonist, Warlord
Clover
Rabbit · Ally, Tactical Scout
The Warren Under Siege
Read Aloud
You push through dense bramble thickets and emerge into a vast natural amphitheater carved into the forest floor—Oakhollow Warren. Before you, the warren's eastern gate, a massive wooden construct woven from ancient oak branches, trembles under a relentless barrage of talon strikes and flame. Above the gate, griffons circle with predatory grace, their cries echoing through the canopy. Behind the gate, defenders huddle—badgers, hedgehogs, and foxes struggling to hold the line. The stench of scorched fur and blood hangs heavy in the air, mixing with the acrid smoke of small fires. Through a gap in the gate, you glimpse Hickory the squirrel waving frantically, his voice calling your names above the chaos.
Description
The party arrives at Oakhollow Warren just as Talon's siege reaches a critical point. The eastern gate is under assault by four corrupted griffons under Talon's command. The warren's own defenders are numerous but disorganized and taking heavy casualties. Hickory, the warren's eldest council member, recognizes the party and immediately places them at the forefront of the defense. The gate won't hold for more than one more assault round. The party must decide quickly: reinforce the gate with magic and martial strength, mount a counter-offensive against the aerial griffons, or attempt a daring flanking maneuver through the warren's hidden passages to strike at Talon's command structure directly.
DM Notes
This is a scene-setting moment before combat. Allow players to interact with Hickory and ask questions. Encourage them to propose creative solutions. Award inspiration to clever tactics (e.g., using terrain, coordinating with NPC defenders). If they ask about Talon, Hickory reveals that the griffon was once an ally who protected the warren—his sudden turn to darkness is mysterious. The hidden passages Hickory mentions lead to Talon's siege camp (where a mysterious hooded figure might be glimpsed). A DC 14 Wisdom (Insight) check reveals that Hickory is hiding guilt about his past relationship with Talon. Let this knowledge flavor roleplaying for later scenes.
Clover's Guidance
Read Aloud
As Hickory ushers you inside the warren gate (which groans shut behind you with a deafening thud), a sleek brown rabbit darts from behind a oak-root pillar, her shortbow already nocked. Her violet eyes lock on yours with fierce determination. 'No time for pleasantries,' she says, her voice rapid-fire. 'I'm Clover. I've been scouting Talon's movements. His main force is dug in north of here—about two hundred yards through the Thornwood Thicket. But here's the problem: he's got a second group moving to flank us through the Mossy Ravine to the south. If they breach simultaneously with another gate assault, we're finished. I can guide you through the warren's secret paths—we have maybe ten minutes before that flanking force reaches the ravine.' She glances nervously toward the gate, where fresh impact sounds echo.
Description
Clover arrives as a fully-realized ally, providing tactical intel that splits the party's focus. She reveals that Talon commands not just a single siege force but a coordinated multi-pronged assault. Clover offers three options: (1) strike at Talon's main camp to disrupt the flanking maneuver, (2) defend the southern ravine to prevent the flank, or (3) attempt a daring rescue of captured warren defenders being held near Talon's command tent (which Clover glimpsed during reconnaissance). Each path has different mechanical and narrative weight. Clover will accompany whichever group the party chooses, acting as a skilled scout and providing advantage on Stealth checks in forest terrain.
DM Notes
This scene establishes Clover as a trusted ally and introduces the secondary conflict—the flanking assault. Encourage the party to ask Clover questions about the terrain, enemy positions, and the warren's defenders. If they ask about the hooded figure, Clover mentions seeing someone cloaked in twilight-grey moving among Talon's camp—she couldn't see their face. A DC 15 Intelligence (Investigation) check from a party member who interacts with Clover's tactical map (traced in dirt) reveals that the flanking route passes directly under an ancient deadfall—ideal for an ambush. Clover's grief becomes apparent if anyone mentions the siege casualties; she loses her nervous humor briefly and speaks with quiet intensity before rallying.
Confrontation at the Command Post
Read Aloud
The hidden path Clover led you through opens into a small clearing ringed by ancient oaks, their bark scarred and blackened from griffon claws. At the clearing's center, Talon stands atop a stone outcropping, wings spread wide, addressing a motley army of corrupted weasels, crows, and smaller griffon mercenaries. His voice is deep and commanding, his words cutting: 'The warren falls today. The Acorn will be mine, and the age of peace dies with this forest.' Behind him, you spot a twilight-cloaked figure—utterly silent, utterly still—whose presence seems to swallow light. As the figure senses your arrival, they raise one pale hand, and a wave of dark energy washes over the clearing. Talon's head snaps around, his amber eyes fixing on your group with predatory hunger.
Description
The party arrives at Talon's command post just as the warlord is rallying his forces. Talon immediately recognizes them as a legitimate threat and prepares for combat. The hooded figure—identifiable as a shadow fey warlock (a mysterious agent of a darker power)—does not engage directly but begins to weave damaging spells. The clearing provides natural cover (fallen logs, standing stones), and Clover will provide tactical support from elevated positions. The party gains the initiative to set the scene. If they attempt to parley, Talon scorns them: 'I was once like you—weak, sentimental, bound by duty to those who cage the strong. The chains are broken.' Any mention of his past friendship with Hickory causes him visible pain, which he immediately suppresses with rage. Combat is inevitable, but roleplay before the encounter enriches the scene.
DM Notes
This is a pivotal dramatic moment before the major combat encounter. Allow extended roleplay here. If a party member attempts to reach Talon emotionally (invoking his past with Hickory, questioning the hooded figure's influence), grant advantage on Charisma (Persuasion) checks and allow them to plant seeds of doubt that may pay off in later sessions. The hooded figure can be engaged with, but attacking it proves futile—it's a Shade (not a true creature), and direct combat is mechanically punitive. Encourage the party to focus on Talon and the corrupted minions. Before combat starts, allow a final round of queries. Talon will boast about his army numbering in the dozens, and the shadow fey figure will whisper one unsettling line: 'The First Forest's light ends today.' This should make clear that the Acorn's protection is specifically at stake.
Talon's Last Stand
hardMonsters
Tactics
Talon leads with a vicious opening assault (multiattack: beak and talons) targeting the party's highest-AC character to test defenses. He uses his flight to maintain distance while engaging. The shadow fey warlock casts hex and eldritch blast on squishy targets (monks, wizards, rogues), using cover religiously. The dire weasels flank party members in melee, triggering pack tactics bonus to hit (advantage on attacks if an ally is adjacent). The giant crows swarm to distract and harry ranged characters, diving in and out. Talon will prioritize killing anyone who speaks his true name or invokes Hickory—this provokes him into reckless charges where he can be maneuvered into opportunity attacks. The warlock will flee if reduced below 15 HP, forcing a pursuit or allowing Talon to become desperate and more dangerous.
Terrain
Ancient oak clearing with three 10-foot-tall standing stones providing three-quarters cover. Fallen logs (5 feet high) create difficult terrain and half cover. A 15-foot-deep ravine runs along the clearing's west edge (Athletics DC 12 to climb). Canopy is dense—shadows provide dim light. Three small bonfires (likely ignited by the siege) burn near the clearing's edge, creating areas of bright light but also hazardous terrain (2d6 fire damage if forced into flames). Clover provides ranged support from a rocky outcrop 60 feet away, giving advantage on one attack per round to any party member she's protecting.
The Flanking Force in Ravine Mossy
mediumMonsters
Tactics
This encounter occurs if the party splits to defend the southern ravine while others engage Talon. The Badger Captain, a veteran of many forest conflicts, leads a disciplined militia assault. He uses superiority tactics: drawing enemies toward the ravine's narrow choke point, using pack tactics with subordinates, and exploiting cover. He won't fight to the death—if reduced to 20 HP or fewer, he orders a tactical retreat, though the soldiers may not all obey. The captain carries a crude war horn; if he sounds it (action), reinforcements arrive in 2 rounds (two more dire weasels and a giant crow), modeling Talon's larger army. This encounter should feel winnable but pressured.
Terrain
Mossy Ravine with a 20-foot width and 12-foot depth. The ravine floor is muddy and overgrown with phosphorescent moss (provides dim light). Tree roots dangle from the walls, providing handholds (Strength DC 12 to climb without falling). The deadfall Clover identified is a massive fallen oak spanning the ravine halfway through the clearing—it provides excellent cover and chokepoint positioning. Shallow streams run through the ravine floor (nonmagical, no mechanical effect). The warrenfolk have built a palisade on the southern edge; it provides three-quarters cover to defenders but is crumbling in places (Athletics DC 10 to breach).
Treasure & Rewards
A blackened iron talon capable of channeling corrupting magic. Functions as a +1 melee weapon (beak/claw attack) with the property that once per day, the wielder can cast inflict wounds (3rd level) without using a spell slot. The claw was bound to Talon to amplify his natural attacks; removing it requires a DC 15 Arcana check or a dispel magic spell. Non-griffons find the claw awkward but functional as a +1 shortsword or hand axe.
A cloak woven from shadow and starlight. The wearer gains advantage on Stealth checks in dim light or darkness, and can use an action to become invisible in shadows for up to 1 minute (recharges on a short rest). The cloak is worth 800 gold pieces and is coveted by Archfey-touched nobles throughout the realm.
A glowing golden acorn the size of a human fist, housed in a wooden reliquary carved by ancient woodland druids. The Acorn radiates golden light in a 10-foot radius and protects the Warren from extraplanar intrusion and curse effects. Talon sought to destroy it (or pervert it to his use). Its presence in the Warren restored, the animal defenders gain renewed hope and the party gains the warren's eternal gratitude. The Acorn cannot be removed from the Warren without severe supernatural consequences—any who attempt theft must make a DC 18 Wisdom save or suffer a curse of misfortune (-1 to all d20 rolls for 1 year).
Hickory and the Warren grant the party the title of 'Defenders of Oakhollow.' They are given a small wooden token carved in the shape of an oak leaf, which grants them safe harbor in any woodland realm that respects the First Forest's traditions. They may call upon Clover for aid once per month. Hickory also reveals the location of an ancient druid's tower three days' journey north—a lead for future adventures. The party is invited to a grand feast in the Warren's heart, where the warren council debates the mystery of Talon's corruption and the identity of the shadow fey agent.
Story Hooks
Talon's corruption was clearly inflicted by the shadow fey warlock—a mysterious agent serving a greater power beyond the material plane. The hooded figure escaped during the battle, and its true identity remains a mystery. A thread of investigation: Who is the shadow fey? What power does it serve? Why does it seek the Acorn specifically? Additionally, Talon himself is not dead—merely defeated and captured. During the feast, Hickory privately shares his guilt: perhaps Talon can be redeemed, and the mysterious corruptor held accountable. This opens a redemption subplot for future sessions. Finally, the druid's tower holds answers about the Acorn and the First Forest's ancient magic—a direct path to the campaign's deeper mysteries.
Conclusion
Wrap Up
The battle concluded, the party stands victorious in the clearing as Talon is subdued or captured, and the flanking force retreats or is routed. The immediate siege is broken. Clover guides the party back to Oakhollow Warren's heart, where cheers erupt from the defending animals. Hickory embraces the heroes with genuine gratitude, tears streaming down his silver-furred face. He leads them to the Acorn's sacred chamber deep within the warren—a natural cavern glowing with bioluminescent fungi, where the Acorn sits on an ancient stone pedestal, its golden light restored now that corrupting forces have been driven back. The party is celebrated as saviors. That evening, a grand feast is held, with the Warren's council, including representatives of all animal folk—badgers, rabbits, foxes, hedgehogs, squirrels—gathering to honor the party and discuss what comes next.
Cliffhanger
During the feast, Hickory pulls the party aside and reveals a troubling truth: The shadow fey warlock—the cloaked figure—escaped into the deep forest. Before fleeing, it whispered something to Talon in a language Hickory recognizes as Sylvan, the tongue of the Feywild. The words translated roughly to 'The Acorn's light delays the inevitable. The Twilight Court will have what it seeks.' This suggests the Acorn is not a solution but merely a temporary barrier against a larger, far more dangerous invasion from the Feywild itself. Worse still, Talon's capture reveals something shocking: the griffon is not an unwilling victim of corruption—he willingly accepted a pact with the Twilight Court in exchange for power. This suggests darker forces are turning more woodland creatures to their side, and the Warren may be merely the first battleground in a much larger conflict.
Next Session Hooks
- The investigation into the Twilight Court's plans: What do they truly want? Why target the Warren? The party must journey north to the druid's tower to uncover the Acorn's history and purpose.
- A subplot of redemption and interrogation: Talon is imprisoned in the Warren's deep vaults. Hickory wishes to understand why his old friend fell to corruption and whether he can be redeemed—or if dark forces have permanently twisted him. The party may uncover clues to the Twilight Court's influence through Talon's fractured memories.
- The mystery of recruitment: More woodland creatures are being corrupted by the Twilight Court. The party learns of disappearances in nearby forests. Investigating these missing animals could lead them to hidden Fey portals and expose a deeper conspiracy within the forest realms themselves.
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