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The Bell Wood has always been rumored to be a dangerous place, full of strange creatures and odd
happenings. Timber from the wood is highly sought after for its reputed magical properties, so brave
foresters sometimes dare the wood to harvest trees to finance their futures.
But this time, people are dying. Loggers are vanishing, their mutilated bodies recovered from the
undergrowth hours or days later. What has changed in the wood? Can anyone solve the mystery? And
can they survive the investigation?
by Jonathan Garland
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers League, all other
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Not for resale. Permission granted to print or photocopy this document for personal use only . DEATH IN THE WOOD
1
Introduction
Triple Kingdom adventures are a series of D&D modules
that can be played in isolation or as part of a campaign. Synopsis of this adventure
The Bell Wood has always been rumored to be a
Dungeon Masters should feel free to play in the world of magical place, full of strange creatures and odd
the Triple Kingdom, or to transplant these adventures in happenings. But the timber harvested from the wood is
their own campaign world, as they choose. highly sought after for its reputed magical properties, so
brave foresters sometimes dare the wood to harvest
The Triple Kingdom trees to finance their futures.
Just over 100 years ago, the Kingdoms of Esterra, Allora But this time, people are dying. Loggers are vanishing,
and Bann were demoted to duchies when King Bron the their mutilated bodies recovered from the undergrowth
Unifier (called "The Conquerer" by some) welded the hours or days later. What has changed in the wood? Can
three into the Triple Kingdom. anyone solve the mystery? And can they survive the
investigation?
The territories within the kingdom stretch from high
moors, dark forests and high mountains in the north; to
expansive savanna in the west; to rich lowland plains What's really going on
bounded by ocean to the south and southeast. An Manfred Smith, camp boss of the loggers currently
archipelago sits off the coast to the southeast, and a desert harvesting trees from the Bell Wood, flew into a jealous
lies beyond the northern mountains. Any kind of terrain rage and killed Erin Markham's fiance William in the
you can imagine exists in or near the Triple Kingdom. wood not far from the camp two months ago.
The kingdom faces internal struggles from families that That violent death, committed in a magical place like Bell
lost power during the unification, from groups that use Wood, has spawned a Gulthias tree that grows from the
the unrest to further their own enterprises and agendas, site of the murder and is poisoning the wood around it.
and from allied races such as elves and gnomes on
kingdom borders to the east. There is also pressure from The influence of the tree is creating blights, ambulatory
outside the kingdom, where orcs, goblins and other races plant creatures that prey on anyone who strays too far
see a soft target ripe for plundering. inside the boundaries of the wood.
Wherever you travel in the Triple Kingdom, there is work Nobody, including Manfred, knows what is causing the
for adventurers. deaths. The sheriff has posted a reward for information
leading to a resolution to the mystery.
The Barony of Woodside Erin wants to know what happened to William, whose
body has never been found. Manfred wants to ensure his
Woodside is the main town of the barony of the same
act of murder remains undetected. The sheriff wants the
name. It is close to the center of the kingdom; six days
mystery solved.
to the south west of the capital, Kingsholm, on the main
road to the cities of Esterra and Landsend, in the Duchy To successfully complete the adventure, the PCs should
of Esterra. uncover the mystery, investigate the scene of the deaths,
destroy the Gulthias tree poisoning the wood, and
The economy of Woodside is driven by timber,
uncover evidence of William's murder by Manfred.
harvested from the several nearby tree farms or from the
Bell Wood to the south, which is rumored to be
magical. The barony also is famous for its apple brandy.
The town of Woodside is surrounded by a wooden
palisade of thick and sturdy construction. Timber is the
predominant building material inside the town walls.
Some stone buildings can be found but they are a rarity.
Baroness Mathilda Carnarvon rules Woodside on behalf
of the king, supported by a range of administrative and
ecclesiastical advisors.
The city watch is run by Sheriff Shale Rockbrother, a
dwarf. The barony also maintains a company of soldiers
that are headquartered in the town.
2
Things the PCs can learn
Part 1: Woodside The merchants are not local and have no information,
but Erin, the loggers and the bar staff know the
The Two Short Planks Inn following:
The Two Short Planks Inn is a comfortable The laborers are loggers from a camp in the
establishment catering mostly to the middle class. It is Bell Wood, about two hours south of
frequented by merchants passing through town to sell Woodside.
their wares and purchase new stock.
The Bell Wood is reputed to be magical, with
Player Characters (PCs) can purchase food, drink and strange beasts and odd happenings.
accommodation at the Two Short Planks at Modest
Timber harvested from the Bell Wood can be
rates, as described under Expenses (PHB, pg 157-158).
sold for a large profit, because of its reputed
The inn is run by Meredith Bannerman, a middle-aged magical properties, but few are brave enough
widow, and her son Gareth. to do so when there are many cultivated tree
farms close by.
The Two Short Planks Inn consists of a bar and dining area A group of loggers has been working in the
on the ground floor, with accommodation on the floor Bell Wood for two months, led by Manfred
above. Tonight about half of the tables in the bar have Smith, the camp boss.
customers; some merchants, drinking wine and talking Four loggers have disappeared, starting about a
business; a group of muscled laborers, nursing ale and month ago, their bodies found in the bushes the
grievances; and your group of adventurers. The woman next day.
behind the bar is kept busy with orders, and a young man
hustles about, clearing and wiping tables.
There is a reward for information leading to an
arrest or a solution to the mystery.
There is a bang and all eyes flick to the suddenly open door Erin's fiance William has been missing for
as a large man enters. He looks around the room, then goes almost two months.
to the bar and orders a drink. His hands are shaking and he Erin wears around her neck a pendant made of
looks unsteady. A couple of the laborers leave their group half a silver piece, cut in two by an axe.
to join him. A young woman follows him into the room. William wears the matching other half.
Manfred previously courted Erin, before she
"Another death," she says, angrily. "That's four bodies started seeing William.
found in a month. And still no sign of my William! When
are you fools going to bring him home to me?" The fight
After a period of time, the party will be drawn into a
"That's enough, Erin," says the big man, white-knuckled
fight with the loggers. If the PCs are talking with Erin,
hands clasping the mug of ale placed in front of him. "You
one or more of the loggers will try to stop her giving
haven't seen what we've seen. The way those men died...
information by removing her. If Erin is alone, one of the
flesh torn and wrapped in bramble and vines until they
loggers will try to escort her home, and she will resist
could hardly be seen. It's the stuff of nightmares." (if the party don't rescue her, she will call on them for
aid).
He drains his mug, hand still shaking. "I'm done. I won't go
back into that wood."
The loggers will tell the party to mind their own
business. If the warning is not immediately heeded, they
will begin throwing punches. The rest of the bar quickly
The big man moves to join the other laborers at their table. empties when the violence starts.
Erin looks for a moment like she will follow him, but then
takes a seat at the bar and hangs her head. This is a bar fight. It will be fists only, unless the one of
the party draws a weapon, or casts a spell. Then it will
become a brawl, with bottles and chairs swung and
The room, which had fallen silent, now stirs again with the
flung. The loggers will fight smart, one or two
buzz of gossip and speculation.
attempting to grapple PCs and/or shove them prone, so
they can gang up on them.
As soon as the fight starts, people start calling for the
watch. The watch should arrive before anyone escapes
Not for resale. Permission granted to print or photocopy this document for personal use only . DEATH IN THE WOOD
3
the goal is to have the party wake up in jail. But if they The guard leads your group out of the cells and through a
get creative and get away, let them do it! corridor to a spacious room with a large desk and a row of
Loggers chairs against the wall. Erin, the girl from the bar, sits in
There are eight loggers. Their stats are identical to one of the chairs. A dwarf, bristling with black hair and
those of the Bandit (MM pg 343). black looks, stomps out from behind the desk and glares at
you.
AC 12 HP 11 Speed 30ft
Fist Attack +3; Damage 1 (bludgeoning)
This is the Sheriff of Woodside, Shale Rockbrother. It's
Improvised club (eg: bottle or chair) Attack +3;
unusual to see a non-human in a position of authority in
Damage 1d4 (bludgeoning)
the Triple Kingdom. The dwarf is firm but fair in his
XP 25 each
dealings, with absolute loyalty to the baroness.
He has limited resources to commit to investigating
At the beginning of the fourth round of combat, the
crime outside the town walls, so he has not been able to
Woodside Town Watch will arrive. Anyone resisting
come to a conclusion about the logger deaths or
arrest is clubbed into submission.
Willam's disappearance.
Those still conscious are forced to carry unconscious
companions and are taken to the watch house, deprived "Well, you look a sorry lot this morning," he says. "I'm the
of their equipment and thrown into the cells with very sheriff of Woodside and I don't tolerate that kind of
little conversation. The guards will not negotiate with violence and destruction of property in my town. Normally,
them in any way. I would have no hesitation in dropping the lot of you in a
dark hole and leaving you there to rot.
Guards
There are eight guards. For complete stats, see MM pg
347. However, witnesses (he waves at Erin) have assured the
watch that none of you started the fight and that you were
AC 12 HP 11 Speed 30ft acting in self defence. So on this occasion, you get to walk
Club Att +3; Damage 1d4+1 (bludgeoning) away and I don't have to see you cluttering up my nice
XP 25 each clean watch house. Collect your gear and get out of my
sight."
The outcome
The PCs should now be in jail. If one or more escape, If the PCs killed anyone during the fight, add this:
they will find it near impossible to rescue their
colleagues from the watch house. Multiple checks "Oh, by the way," says the sheriff, turning back in your
would be required to get them past walls, locked doors direction, "There were deaths last night. That's
and alert guards. unacceptable, even in self-defence. So when I say 'get out', I
mean out of town. I don't want you in Woodside."
If the PCs all escape, they may choose to move directly
to the logger camp, in which case they will not have the
encounter with the sheriff. Things the PCs can learn
The watch house The sheriff, the guards and Erin all know the following:
If the PCs are arrested, they will spend an uneventful Erin reported her fiance William missing
night in jail. This confers the all the benefits of a long almost two months ago. His body hasn't been
rest. found.
The other four deaths started about a month
You are startled awake by a loud bang. Through blurred ago. All those bodies were found within a day,
vision and a sore head, you see you are in a jail cell. Groans each wrapped in bramble and vine under a
sound all around you, indicating that at least some of your bush, flesh torn and ripped. The wounds are
party is here as well. inconsistent with blades but are closer to the
tearing made by thorns or claws.
A guard rattles his keys as he unlocks the door, making There is a reward of 100gp for information that
more noise than is strictly necessary. He grins. leads to an arrest or a solution to the mystery
of the dead loggers. There is a further 100gp
"Come on," he says. "Sheriff wants a word."
for an answer to the whereabouts of Erin's
fiance William.
4
Logger camp boss Manfred has a history of
violence, and has been thrown in the cells
several times for causing a public disturbance.
Outcomes
Erin is waiting for them, ready to guide them to the
camp. If the PCs have not yet decided this is their next
step, she will remind them they owe her for confirming
they acted in self defence during the fight.
Not for resale. Permission granted to print or photocopy this document for personal use only . DEATH IN THE WOOD
5
Part 2: Into the wood The big man looks over your group. He doesn't seem
pleased.
The logger camp You're wrong, Erin, and one day you'll realize that. We're
working here. Keep your friends out of the way or they'll be
There is an air of disquiet in the camp. The deaths have on the receiving end of my axe, he says, holding up the
made people nervous and some have quit. weapon in a threatening manner.
There are about a dozen people engaged in various tasks
in or near the camp. Most are loggers but there is also a The big logger turns and walks away.
wagon driver, smoking a pipe while he waits for his
load to be tied down, and a cook, cleaning up the Keen-eyed PCs will note (DC 12) that there is a large
breakfast things. notch in the blade of Manfred's axe. If mentioned,
Manfred boasts he has used this axe for many years and
You pass through agricultural land on your way south. A it has more wear than any other axe in the camp.
couple of carts laden with goods for market pass you on
their way north to Woodside. In the distance, the looming The PCs can wander the camp without challenge as
green menace of the wood grows ever larger. long as they don't interfere with any of the work. If they
make a nuisance of themselves, Manfred will object and
try to force them to leave.
Bell Wood extends as far as you can see to your right and
left, seemingly barely containing the dark shadows cast by Manfred
huge trees crowded close together. This is old-growth Manfred has stats identical to a Thug. For complete
forest, untouched by civilization. stats, see MM pg 350.
AC 11 HP 32 Speed 30ft
Until now. A cluster of tents is home to the loggers, who Axe Attack +4; Damage 1d8+2 (slashing)
are harvesting the trees for market in Woodside and Skills Mulitattack (2 melee attacks)
beyond. You can see gaps and stumps at the edge of the XP 100
wood where trees have fallen, several still laying on the
ground while loggers trim branches with their axes.
Elsewhere, timber that has been reduced to manageable size The body found yesterday is still in camp, isolated in a
is stacked under waterproof covers, ready to be loaded onto tent waiting for transport. If PCs examine it, a
one of several huge wagons specially designed for transport successful investigation check (DC 10) will reveal that
of large, long loads. the body is covered with lacerations. The wounds are
inconsistent with blades but are closer to the tearing
made by thorns or claws. In some places, thorns and
A big man with a wild, dark beard and huge arms walks tendrils of vine are still present, penetrating the skin as
toward you, raising his axe to rest on his shoulder as he if growing inward.
approaches.
The wounds show signs of a struggle, such as someone
caught in clinging vines attempting to escape. None of
This is Manfred, the camp boss. He is gruff and
the wounds are deep enough to kill on their own, so
unwelcoming. He doesn't want the PCs here but has
cause of death appears to be blood loss over a period of
other things to worry about, so won't do more than
time.
verbally warn them off unless they make trouble. If the
PCs goad him into a fight, others will quickly jump in
to separate them, at which point he will hurl an insult at Things the PCs can learn
the group and stalk off.
Any of the loggers, the cook or the wagon driver knows
He will at first ignore the party while he addresses Erin. the following:
It's hard to find privacy in the camp. People
What are you doing here, Erin? he demands. There's no
sometimes wander into the woods looking for
news and you're just in the way.
quiet, though nobody wants to risk it now.
6
The four bodies were found not far from each If challenged:
other, just far enough away to be out of earshot
of the camp. "You chop our trees! You anger the wood! You kill each
The trees and undergrowth in the area around other and evil grows from your ugliness! Go away and
where the bodies were found is showing signs leave the wood alone!"
of decay, with green leaves turning brown and
foliage choked out by brambles, vines and The PCs can try to persuade the sprite of their good
weeds. intentions (DC 14). If they bribe him with food (DC 8),
he will get wide eyes and quickly become friendly.
Outcomes Hunter will take the measure of whoever is trying to
persuade him to help them by using his Heart Sight. He
The PCs should now have enough information to go
will zip closer to the person, look into their eyes from a
into the wood to investigate the place where the bodies
disturbingly close distance, and then place his hand over
were found.
the PC's heart, closing his eyes while he reads his/her
Unless the PCs are persuasive (DC 14), Erin will emotional state.
accompany them. If she is present for any of the
Hunter refers to himself in the third person ("Hunter
fighting that follows, she will stay back out of the way.
will show you!).
Twig Blights
There are six Twig Blights. For complete stats, see MM
The Gulthias Tree
After following the tracks of the Blights for a few
pg 32.
hundred paces, the PCs find the tree.
AC 13 HP 4 Speed 20ft
Claws Attack +3; Damage 1d4+1 (piercing) As you walk further into the wood, the foliage around you
Skills Stealth +3 becomes more and more ruined. The canopy has large
Damage Vulnerability Fire ragged holes open to the sky, where leaves and branches
Condition immunities Blinded, Deafened have withered and died. Bark falls in dead, dry strands from
Senses Blindsight 60ft diseased tree trunks. Green undergrowth is crowded out and
XP 25 each choked by brown weeds and twisting vines.
If using fire on the blights, PCs run the risk of setting Ahead of you, the dying and diseased wood opens into a
the wood on fire. If they act quickly, flames can be clearing. Almost nothing grows here. Apart from a few
easily doused (DC 5). bare, brown bushes and a couple of patches of thin, dying
grass, the clearing is nothing but an area of bare dirt.
Hunter may return if the PCs are persuasive (DC 14). If
so, he will check the Blights are really dead, then poke
them with his sword and swagger about as if he killed In the middle of the clearing is a tree. It is small not much
them himself. He will point the way to the tree but will taller than a man. But it is completely devoid of leaves. The
not accompany the PCs for any reason. If pressed, he trunk and limbs are black, dripping some kind of deep red
will vanish again. sap that seems to coat the tree in glistening slime. It stands
crookedly, like a hunchback, its trunk gnarled and twisted
over, black roots thrust into the ground like claws.
8
The tree will show no sign of movement until the PCs If the PCs investigate the body, they will find
approach to melee distance. The Blights will not attack a wound in the skull. Investigation (DC 12)
until the tree moves. will reveal that it the result of a heavy blow
If PCs attempt to remain outside the tree's 10ft reach, it with a notched blade.
will uproot itself and move to attack, using its Near the body is a leather pouch containing
Entangling Plants ability to hold them until it can close 1gp and 14sp.
to melee distance.
Outcomes
You feel a tremor in the ground as the tree moves and
twists. Roots claw free of the dirt with a cloud of dust as the The PCs can destroy the tree and the root by burning it
sap-coated black trunk moves toward you. all in a pyre, or by scattering holy water on the site. If
anyone tries to dig up the root, or otherwise touches it
with their bare hand, they must make a CON save
Gulthias Tree (DC 12) or be poisoned until their next long rest.
The tree has stats identical to a Vine Blight, but with
maximum HP. For complete stats, see MM pg 32. If the tree and root are not destroyed, the Gulthias Tree
will grow back in a month.
AC 12 HP 40 Speed 10ft
Constrict Attack +4; Reach 10ft; Damage 2d6+2 The PCs can prove Manfred guilty of murder by
(bludgeoning) + target grappled & restrained (escape presenting William's skull and Manfred's axe to the
DC 12) sheriff, along with Erin's testimony about the
Special ability Entangling plants (recharge 56) identifying pendant on the body.
Skills Stealth +1 Manfred will not give up his axe willingly but the
Condition immunities Blinded, Deafened loggers will not leap to his defence. If PCs can make a
Senses Blindsight 60ft convincing argument (DC 13) the loggers will assist in
XP 100 restraining Manfred and removing his axe.
If the PCs choose not to confront Manfred but to take
Twig Blights their information to the sheriff and let him handle the
There are four Twig Blights. For complete stats, see arrest, the sheriff will send out guards, as described in
MM pg 32. Concluding the adventure.
AC 13 HP 4 Speed 20ft
Claws Attack +3; Damage 1d4+1 (piercing)
Skills Stealth +3
Damage Vulnerability Fire
Condition immunities Blinded, Deafened
Senses Blindsight 60ft
XP 25 each
Not for resale. Permission granted to print or photocopy this document for personal use only . DEATH IN THE WOOD
9
Concluding the The sheriff motions for guards to take Manfred into custody
and the big logger is escorted from the room to the cells.
adventure
The sheriff goes behind the desk and produces two pouches
from a drawer. He throws them on the desk, where they
land with the muted sound of coins clinking.
Claiming the reward Your reward, says the sheriff. For solving the
To successfully complete this adventure, the PCs should: disappearance of the logger William and for investigating
and resolving the cause of the deaths of loggers in the Bell
find and destroy the Gulthias tree Wood.
deliver evidence of Manfred's murder of
William, or deliver Manfred himself. He looks over your group with a careful eye.
The PCs can claim the reward if they provide evidence.
If the PCs deliver evidence of Manfred's murder of Perhaps you're not as useless as you appear, he says.
William, the sheriff will send out guards to arrest him. That was an impressive piece of work. There are people in
Woodside who may have work for a group like yourselves
The sheriff listens to you as you describe what you have who have proven they can get things done. Let's hope that
uncovered. He scratches his chin through the wiry black all our interactions in future are as pleasant as this one.
bristle of his beard. Now get out of my watch house. I have work to do.
Well now, that's interesting, he says. Very interesting. I'll And the sheriff turns his back on you, dismissing you, as he
send out some of my guards to investigate. I think Manfred leaves the room to begin Manfred's interrogation.
and I should have a chat. If your information leads to
anything, you'll be able to claim the reward money. I'll let Congratulations! You have successfully completed this
you know in a few hours. adventure!
10
The encounter should occur when the PCs reach the
The Blights marked square.
Each square represents 5ft. There are four blights north of the PCs, and two blights
south, all within 40ft.
Not for resale. Permission granted to print or photocopy this document for personal use only . DEATH IN THE WOOD
11
The PCs begin at the entry to the clearing at the
The Gulthias Tree bottom of the map.
Each square represents 5ft. There are four Blights between the PCs and the
Gulthias Tree.
12