Walk in the Woods

Whispering Woods

Forest Encounters

1. Meet the Wild life

Explore the mystical fauna that inhabit the illusion-laced forest. These creatures are not just passive observers—they interact with the environment and the emotions of those who pass through.

2. Trial of Light

Bioluminescent wildlife guides the way through a pitch-black glade. The party must follow the Glowfeather Owls and Glowback Frogs while avoiding Whispermoth swarms that feed on fear.

Whispermoth Swarm Table

d6 Effect
1–2 Disorientation: All characters suffer –2 to Trait rolls for 1 round.
3–4 Fear Surge: Make a Fear Check at –1.
5 Memory Flicker: One character sees a false vision of a loved one—must make a Smarts roll to resist following it.
6 Psychic Drain: One character loses 1 Benny or suffers 1 level of Fatigue (player’s choice).

3. Trial of Thorns and Bloom

The party enters a corrupted thicket where razorvine and parasitic flora intertwine. As they push forward, they are ambushed by Rootlings and Marionette Flesh-Puppets while tendrils lash out and spore clouds distort perception. The party must destroy the central Bloomheart to cleanse the area and escape its hallucinatory grip, all while adapting to terrain hazards and maintaining combat coordination.

4. Trial of the Hollow

A spectral encounter where Hollow Ones rise from the mist, mimicking the voices of the party’s loved ones in loving and desperate tones. If a character engages emotionally—speaks to them, reaches out, or responds—the Hollow One flips into a violent frenzy and attacks with brutal force.

5. Trial of Grief

The party enters a twisted maze deep within the forest, where the Hollow Ones perform grotesque pantomimes of grief. Each performance reenacts a moment of profound sorrow, twisted into cruel mockery.

6. Trial of the Maw

Near the heart of the forest, the Maw Beneath stirs. The party must resist its psychic pull, navigate warped terrain, and survive tendril attacks while maintaining their grip on reality.

7. Sacrifice/Exit

It will let them leave if they offer a sacrifice. The forest presents a choice: a memory, a possession, or a secret. The party must decide what to give up to proceed.

It will let them leave if they offer a sacrifice. The forest presents a choice:

Offering Type Description Consequence
Memory Something deeply personal, such as a childhood joy or bond with a loved one. –1 to Spirit rolls until the memory is reclaimed.
Possession A treasured item or heirloom, symbolic of identity or power. Lose access to a key ability or item.
Secret A hidden truth or unresolved guilt. The forest may whisper it to an NPC, altering relationships. The secret becomes known to others, changing future interactions.

The party must decide what to give up to proceed.

OLD SHIT

✅ Puzzle Rules

  1. Start at shockDenial
  2. Down → anger
  3. Down ** ← ** Left to bargaining
  4. Down to Hope ← Left to depression
  5. Down to Closure → to acceptance
shock ache denial guilt sorrow
loss silence rage grief anger
regret numb bargaining memory pain
testing depression hope emptiness despair
fear closure longing sadness acceptance