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Shadows Beneath the Ancient Boughs

The High Forest heroic Lv. 5 · 6 players

Shadows Beneath the Ancient Boughs

The Nazz Gang, a ruthless criminal syndicate operating from the fringes of the High Forest, has tasked the party with retrieving a stolen jade idol — the Eye of Turlang — from a rival faction, the Ironbark Poachers, who have made camp deep in the ancient woodland. The party must infiltrate, outmaneuver, or destroy the poachers to recover the idol through stealth, brute force, or clever misdirection. Along the way, three desperate souls in the forest offer side quests that could earn powerful allies, extra coin, or crucial information — but every detour costs precious time before the Nazz Gang loses patience.

intrigueexplorationmoral ambiguity

Read Aloud

You stand at the muddy edge of Tall Trees, a ramshackle logging settlement crouching beneath the western eaves of the High Forest. The smell of pine resin and cheap tallow candles fills the air of the Stumped Boar tavern, where a one-eyed half-orc named Greth Nazz drums thick fingers on a scarred table. A leather satchel hits the wood with a heavy thud — the sound of coin — and Greth's single amber eye fixes on each of you in turn, slow and calculating. "The Ironbark Poachers took something from me," he says, his voice like gravel dragged over slate. "A jade idol, palm-sized, carved like a sleeping eye. I want it back. I don't care how you do it." Crude sketches of the poacher camp — just north, three hours' march into the trees — are pinned beneath the satchel. Old bloodstains on the map's edge hint that this errand has already cost Greth at least one prior crew.

Description

This opening scene is the quest briefing. Greth Nazz meets the party inside the Stumped Boar tavern in Tall Trees. He offers 500 gold pieces up front (the satchel) and promises a further 500 gp upon delivery of the Eye of Turlang. He reveals the idol's general location — the Ironbark Poacher camp north of the settlement — and provides a rough map. He does not explain WHY the idol is valuable, only that it belongs to him. A DC 14 Wisdom (Insight) check reveals Greth is more nervous than he lets on — the idol is clearly more than a trinket. A DC 15 Intelligence (History) check lets a character recall that the Eye of Turlang is rumored to be a focus object tied to Turlang the Treant, the ancient awakened treant who guards the High Forest's heart.

DM Notes

Use this scene to let the party plan. Greth will not negotiate the price upward — but a DC 13 Charisma (Persuasion) check convinces him to include a rough sketch of the camp layout (two guard posts, a central fire, a locked wagon). He will not accompany them. If the party asks about the poachers, he tells them the Ironbark crew numbers around a dozen cutthroats led by a man called Varrek Holt. Emphasize player agency: stealth, deception, combat, and framing are all explicitly valid approaches. Introduce the three side quest NPCs as patrons also present in the tavern — Mira the cartographer, Brother Aldric the wandering priest, and Sylvara the wood elf tracker — each of whom approaches the party separately after Greth leaves.

Read Aloud

Before you can fold the map and step into the night, three figures drift toward your table like moths drawn to a flame. The first is a freckled human woman with ink-stained fingers and a leather satchel bristling with rolled parchment, her eyes alight with the particular desperation of someone who has lost something irreplaceable. The second is a heavyset human man in a travel-worn friar's robe, a holy symbol of Mielikki pressed between both palms, his lips moving silently as though in constant prayer. The third hangs back in the shadows by the bar — a lean wood elf with a long scar across her jaw and eyes that never stop moving, nursing a drink she has not touched since you sat down. Each of them wants something from the forest. Each of them is watching you decide whether to care.

Description

Three optional side quests are introduced here. Each NPC offers a reward and connects to the broader session map. SIDE QUEST 1 — Mira Duncastle (Human Cartographer): Her survey journal was stolen by the same Ironbark Poachers — it contains three seasons of mapping work. She offers her completed regional map (a valuable navigation tool) plus 150 gp for its return. The journal is in the same locked wagon as the Eye of Turlang, making this easy to combine with the main quest. SIDE QUEST 2 — Brother Aldric Sorn (Priest of Mielikki): A wounded unicorn called Silverthread has been spotted northeast of the camp, tangled in iron-barbed snares set by the poachers. Aldric cannot fight his way through the forest alone. He asks the party to free the unicorn and remove the snare field. Reward: Brother Aldric provides a Blessing of Mielikki (each party member gains the benefits of the Bless spell for the first hour of their next combat, no concentration required). The unicorn, once freed, may become a fleeting ally. SIDE QUEST 3 — Sylvara Nightbrook (Wood Elf Tracker): Sylvara has been tracking a Hill Giant that has been smashing through the forest's northern edge, destroying ancient groves. She suspects the Ironbark Poachers are deliberately goading the giant toward elven settlements to create a distraction. She asks the party to find proof of this scheme and, if possible, redirect the giant away from the settlements. Reward: Sylvara joins the party as a temporary guide (granting advantage on Survival checks in the High Forest for the session) and gifts a Quiver of Elvenkind (20 arrows, deals +1d4 force damage on a hit).

DM Notes

This scene is purely social and exploratory — no combat. Let the party split attention across NPCs naturally. Each side quest is self-contained but offers meaningful rewards that affect later encounters. DC 12 Charisma (Persuasion) gets Mira to share a rough sketch of where the wagon is in the camp. DC 14 Wisdom (Insight) on Sylvara reveals she is hiding the fact that she has already scouted the camp — if pressed (DC 13 Charisma Persuasion), she reveals there are two guards always posted near a large locked chest inside the central tent, possibly hinting the idol is there instead of the wagon. Brother Aldric simply pleads; no check needed to accept his quest. The DM should make clear that side quests are optional detours — the party can skip any or all of them.