🌲 The Vanishing Woods
A Junior Braves Survival Guide Campaign
Campaign Type: Horror Mystery, Supernatural Investigation, Moral Dilemma
Setting: 1961, Boy Scout camp on a lake
Players: 4 counselors (teens/young adults)
Duration: 2 sessions × 2 hours = 4 hours total
Tone: Scary but hopeful, youth-centered survival
What Makes This Campaign Special
- Player Agency Supreme: Multiple valid paths and endings based entirely on player choices
- Morally Complex Antagonist: The forest entity isn't evil—it's ancient, lonely, and genuinely doesn't understand it's harming anyone
- Bittersweet Tone: Every ending mixes hope and loss; no perfect victories, no cruel punishments
- Fully Orchestrated: Created by 13 specialized AI agents for professional-quality content
- Complete Package: Sessions, NPCs, scouts, soundtracks, safety tools—everything you need
How to Use This Book
For First-Time GMs: Read Session 1 Overview → Scene 1 → Run it. The book guides you step-by-step.
For Experienced GMs: Skim overviews, read boxed text, improvise the rest. Use quick reference panels.
For Online Play: Use the search function to find specific NPCs, scenes, or mechanics quickly.
For Print: Use your browser's print function (Ctrl+P / Cmd+P). Sidebars and navigation will hide automatically.
Campaign Overview
The Premise
The year is 1961. Camp Pinewood sits on the edge of a pristine forest beside a beautiful lake. Four counselors—the player characters—each manage a troop of 7 scouts (ages 10-12). Life at camp is normal, nostalgic, safe.
Until Sunday morning, when Troop 7 doesn't return from their overnight hike.
The search reveals something impossible: the forest has changed. Trees that should be decades old now tower centuries high. Trail markers carved at chest-height now sit fifteen feet up massive trunks. Wildlife has fled. And in the deep woods, something is singing.
Troop 7 walked into the forest willingly. They were called. And now the counselors must choose: venture into the impossible forest to bring them back, or accept that some things can't be undone.
Safety & Tone Guidelines
Content Warnings
- Missing children (ages 10-12)
- Supernatural transformation (strange but not grotesque)
- Moral dilemmas about sacrifice and consent
- Environmental horror (ancient forest, wrongness in nature)
- Bittersweet endings (hope mixed with loss)
What This Campaign Avoids
- ❌ Graphic violence or gore
- ❌ Child death shown on-screen
- ❌ Body horror or grotesque transformation
- ❌ Sexual content involving minors
- ❌ Nihilistic or hopeless outcomes
- ❌ Trauma without purpose or meaning
Safety Tools Recommended
- X-Card: Any player can tap out of a scene, no questions asked
- Lines & Veils: Establish hard nos (lines) and fade-to-black topics (veils) before play
- Check-Ins: Pause after intense scenes to ask "Everyone good to continue?"
- Debrief: After each session, discuss how it felt and what worked/didn't
Session 1: Where the Forest Grows
Session Overview
Session Goal: Discover Troop 7 is missing, find their impossible campsite, realize forest is alive and advancing
Cliffhanger: Forest surges forward while counselors are in it, trapping them overnight
Pacing Guide
| Scene | Time | Purpose |
|---|---|---|
| Scene 1 Morning Discovery | 15 min | Troop 7 is overdue |
| Scene 2 The Changed Trail | 25 min | Search party finds impossible forest |
| Scene 3 The Preserved Camp | 30 min | Troop 7's abandoned campsite |
| Scene 4 First Measurement | 20 min | Forest has advanced toward camp |
| Scene 5 Into the Depths | 30 min | Counselors venture deeper, forest traps them |
Key NPCs This Session
- Jake Morrison - Troop 7's counselor, guilt-ridden and desperate
- Camp Director Holloway - Pragmatic, wants containment not heroics
- Park Ranger Earl - Knows old forest legends, cryptic warnings
Scene 1: Morning Discovery
15 minutes Anxious → DeterminedLocation: Camp mess hall during breakfast
Purpose: Establish normalcy, introduce Jake's panic, learn Troop 7 is missing
Sunday breakfast at Camp Pinewood is winding down—scouts scraping plates, trading jokes about last night's campfire. The mess hall smells like burnt toast and powdered eggs. Then the screen door bangs open and Camp Director Holloway strides in, face tight, with Jake Morrison stumbling behind him. Jake looks like he hasn't slept. His eyes are red, his uniform rumpled, and when Holloway says, "Just a brief delay, nothing to worry about," Jake's voice cracks: "They're missing. Troop 7 is missing."
Scene Beats
- Holloway announces Troop 7 is "delayed" but Jake interrupts: they're missing
- Counselors learn: Troop 7 left Saturday 9 AM for overnight hike, due back by 7 AM today
- Jake is panicked; Holloway wants "calm search," not panic
- PCs must manage their own scouts (who overhear) while volunteering for search party
Challenges
Type: Social
Check: CHARM (difficulty 6)
• Success: Scouts stay calm, accept "running late" explanation
• Partial: Scouts nervous but manageable
• Failure: Scouts scared; rumors spread
Type: Social/Logistics
Check: BRAINS or CHARM (difficulty 6)
• Success: Efficiently organize: supplies gathered, map marked, timeline established
• Partial: Disorganized start; takes 30 extra minutes, missing some supplies
• Failure: Chaotic departure; Jake rushes off alone, forcing counselors to catch up
Jake Morrison - Voice Guide
Voice: Speaks quickly, interrupts, voice cracks with emotion. Can't stand still. Uses scouts' first names obsessively.
Key Phrases: "Billy and Tommy would never just wander off," "I checked the trail markers twice," "This is my fault"
Sample Exchange
Holloway: "Jake, we'll organize a proper search. Panic helps no one."
Jake: "Proper search? They've been out there all night! Billy's afraid of the dark, Director. Tommy forgot his inhaler. We don't have time for 'proper.'"
PC Counselor: [Example prompt: "Jake, we'll find them. Tell us exactly where they planned to camp."]
Jake: [Pulls out crumpled map] "Here. Twin Oaks clearing, two miles up the northwest trail. It's an easy hike. They should've been back hours ago."
Camp Director Holloway - Voice Guide
Voice: Measured, authoritative, trying to maintain control. Clasps hands behind back. Uses titles ("Counselor Morrison," not "Jake").
Key Phrases: "Let's remain calm," "We follow protocol," "The scouts are watching us"
Sample Exchange
Holloway: "Counselors, I need volunteers for a search party. Two or three of you, no more. The rest must maintain normal camp operations. Our other scouts need stability."
PC Counselor: [Example prompt: "What if something's really wrong?"]
Holloway: [Long pause] "Then we handle it. Professionally. Without causing panic."
Pacing: Keep this tight—15 minutes max. Get key info out and move to search.
Key Information to Convey:
- Troop 7: 9 boys, ages 10-11, Jake's charges
- Route: Northwest trail to Twin Oaks clearing, 2-mile hike
- Timeline: Left Saturday 9 AM, due back Sunday 7 AM (now 9 AM)
- Weather: Clear all weekend, no storms or obvious dangers
If PCs Ask About:
- Troop 7's experience: Competent hikers, earned wilderness merit badges
- Jake's competence: Good counselor, maybe overconfident but not negligent
- Previous issues on this trail: None that Holloway knows of; Park Ranger Earl might disagree
- Radio contact: Troops don't carry radios on overnight hikes
Transition: Once search party is organized (ideally all 4 PCs), cut to them heading up the trail.
Mess Hall - Single large room with long tables
- Zones: Kitchen (staff only), main seating (40 scouts + counselors), entrance/exit (screen door)
- Tactical Notes: Scouts can overhear everything; nowhere private to plan
- Features: Wall map of camp and local trails, bulletin board with schedules
Nearby: Counselor cabins (get gear), Director's office (supplies, radio), Main camp grounds (where other scouts will be during search)
| Time | Track | Search |
|---|---|---|
| 0:00-3:00 | Camp Morning Ambiance | YouTube Search |
| 3:00-8:00 | The Announcement - Max Richter | YouTube Search |
| 8:00-15:00 | Organizing the Search | YouTube Search |
Scene 2: The Changed Trail
25 minutes Unease → Growing DreadSetup
Time: Sunday, 9:30 AM
Location: Northwest trail, starting at camp boundary
Purpose: Reveal forest has changed impossibly; introduce supernatural element
The northwest trail starts familiar—packed earth, clear markers, sunlight filtering through pine and oak. But within half a mile, something feels wrong. The undergrowth is thicker than it should be, catching at your legs. The trees seem closer together, their canopy darker. Jake stops at a weathered trail marker and just stares. "This isn't right," he says quietly. "This marker should be at chest height. Why is it fifteen feet up?"
- Trail becomes increasingly difficult to follow; landmarks Jake remembers are wrong
- PCs find evidence of impossible growth: massive trees that weren't there last week
- Discovery: carved trail markers are now 15 feet up tree trunks, as if trees grew around them
- Jake realizes: "The forest has changed. This isn't the same trail."
- Type: Investigation / Wilderness
- Check: FLIGHT or BRAINS (difficulty 9)
- Success: PC finds faint traces of Troop 7's passage despite changes; stays on route
- Partial: Group makes progress but slowly; takes extra hour, costs stamina
- Failure: Group gets turned around; must backtrack; Jake nearly panics
- Type: Investigation
- Check: BRAINS (difficulty 10)
- Success: PC realizes trees show centuries of growth in days; something supernatural at work
- Partial: PC knows this is impossible but can't explain how
- Failure: PC doubts their own perception; maybe they're misremembering?
- Type: Social
- Check: CHARM or GRIT (difficulty 8)
- Success: Jake stays focused despite growing panic
- Partial: Jake slows group with anxious questions but cooperates
- Failure: Jake pushes recklessly ahead, forcing group to chase him
- Clue 1: Trail Markers Elevated - Carved markers from last year now 10-15 feet up tree trunks; trees show centuries of growth rings; impossible growth rate
- Clue 2: Troop 7's Passage - Faint child-sized boot prints heading northwest; broken branches at normal height now buried; candy wrapper (Billy's favorite) caught in roots
- Clue 3: Absence of Wildlife - No bird calls, no insects, no squirrels; animal tracks all lead away from trail toward camp; deer carcass untouched by scavengers, half-buried in roots
- Clue 4: The Forest Feels Wrong - Trees lean slightly toward trail, as if watching; bark has strange patterns that hurt to look at; occasional deep groaning from earth like something breathing
Jake Morrison (growing panic):
"I've hiked this trail twenty times. There should be a stream crossing in another hundred yards. These trees—these massive oaks—they weren't here. I swear they weren't here."
PC Counselor: [Example: "Jake, focus. Can you still find the way to Twin Oaks?"]
Jake: [Grips map tighter] "I... yes. Northwest. We keep going northwest. They're at Twin Oaks. They have to be."
Pacing: 25 minutes—balance investigation with forward momentum.
Goals:
- Establish supernatural element clearly
- Build dread through environmental details
- Give PCs agency to investigate and draw conclusions
- Keep Jake functional but clearly stressed
If PCs Want to Turn Back:
- Jake refuses: "Nine kids are out here!"
- Allow discussion but emphasize: turning back means abandoning search
- If they truly want to retreat, allow it but Jake goes alone (forces choice)
Transition: When PCs push deeper, describe forest becoming ancient and overwhelming. Cut to Scene 3 when they see the clearing ahead.
| Time | Track | Search |
|---|---|---|
| 15:00-25:00 | Something's Wrong - Forest Unease | YouTube Search |
| 25:00-40:00 | Impossible Growth | YouTube Search |
Scene 3: The Preserved Camp
30 minutes Discovery → Horror RealizationSetup
Time: Sunday, 11:00 AM
Location: Twin Oaks clearing, heart of ancient forest
Purpose: Discover Troop 7's abandoned camp; realize boys are gone but camp is untouched; find major clues
You push through undergrowth that feels like it's actively resisting, and suddenly you're in the clearing. Twin Oaks—except there are far more than two oaks now. The clearing is ringed by massive trees, their trunks thick as cars, bark gnarled with age. These trees should not exist. They could not have grown in a week.
And in the center, Troop 7's camp sits untouched. Nine small tents arranged in a neat circle around a cold firepit. Backpacks propped against tent poles. A deck of cards scattered mid-game. Tin cups still arranged around the firepit. Everything is in place. Everything except the boys.
- Camp is pristine: tents up, gear arranged, fire cold but recently used
- No signs of struggle, panic, or violence—boys simply vanished
- Investigation reveals eerie details: food half-eaten, games mid-play, lanterns carefully extinguished
- Discovery: The two oak trees that gave the clearing its name are now surrounded by dozens of ancient trees that shouldn't exist
- Jake breaks down; PCs must investigate and decide next steps
- Type: Investigation
- Check: BRAINS (difficulty 8), can be Group Check
- Success: PCs find all major clues and piece together timeline
- Partial: PCs find some clues but miss key details; have to revisit
- Failure: PCs disturb site before realizing its significance; Jake contaminates evidence in panic
- Type: Deduction
- Check: BRAINS (difficulty 10)
- Success: PC realizes boys left willingly or calmly; no signs of fear or coercion
- Partial: PC notices strange calm but can't explain it
- Failure: PC assumes boys were taken by force despite evidence otherwise
- Type: Social/Emotional
- Check: CHARM or GRIT (difficulty 8)
- Success: PC comforts Jake; he stays functional and helpful
- Partial: Jake is distraught but won't impede investigation
- Failure: Jake breaks down completely; becomes liability or runs deeper into forest
- Type: Wilderness
- Check: FLIGHT (difficulty 12) - very difficult
- Success: PC finds faint trail leading deeper (north) into ancient forest
- Partial: PC finds disturbed earth/roots suggesting movement north but trail is unclear
- Failure: No trail found; boys seem to have vanished without trace
- Clue 1: Camp Layout - Nine tents in perfect circle; gear stowed properly; food stored correctly in bear bag; camp was made properly
- Clue 2: Timeline Evidence - Fire cold (out 12+ hours); dew on sleeping bags; dinner dishes washed and stacked; boys disappeared Saturday evening after dinner
- Clue 3: No Signs of Struggle - No torn tents or scattered gear; lanterns carefully extinguished; card game interrupted mid-hand; boys left willingly or calmly
- Clue 4: The Footprints - Nine sets of child-sized boot prints leaving camp heading north; evenly spaced (walking, not running); trail disappears after 30 feet into underbrush
- Clue 5: Jake's Journal - Last entry Saturday 6 PM: "Boys excited for night hike. Ranger Earl's warning was just superstition."; note about new moon; Billy heard "singing" during setup
- Clue 6: The Trees - Two original oaks (normal, ~50 years); massive ring of ancient trees (200+ years of growth); fresh roots breaking through ground; bark patterns form symbols
- Clue 7: The Singing Stone - Flat stone near firepit with carved spiral pattern; touching it causes faint humming; may have appeared after boys left
Jake Morrison (breakdown):
[Jake drops to his knees by the cold firepit]
"They had dinner. They cleaned up. They did everything right. Where... where did they go?" [Picks up a tin cup] "This is Tommy's. He dented it on the first day of camp and I told him—" [Voice breaks] "I told him to be more careful with equipment."
PC Counselor: [Example: "Jake, we'll find them. They walked out of here. That means they're somewhere we can reach."]
Jake: [Stares at PC] "They walked? They just... walked away from a perfect camp into that?" [Gestures at ancient forest] "Why would they do that?"
Pacing: 30 minutes—this is the session's investigation heart. Let players explore and theorize.
Goals:
- Deliver major clues about what happened
- Establish boys left willingly/calmly (not violently taken)
- Hint at forest entity and its nature
- Show Jake's guilt and desperation
- Set up choice: push deeper or return to camp
Key Revelation: Boys weren't taken by force. They were called. Something in the forest made them want to go.
Transition: When PCs decide next action (push deeper or return), transition to Scene 4 if returning or Scene 5 if pushing deeper.
| Time | Track | Search |
|---|---|---|
| 40:00-50:00 | The Empty Camp | YouTube Search |
| 50:00-65:00 | Investigation & Clues | YouTube Search |
| 65:00-70:00 | Jake's Breakdown | YouTube Search |
Scene 4: First Measurement
20 minutes Return to Safety → New DreadNote: This scene triggers if PCs return to camp. If they push deeper, skip to Scene 5.
Setup
Time: Sunday, 1:30 PM
Location: Camp Pinewood, returned from search
Purpose: Realize forest has advanced toward camp overnight; establish countdown threat
The hike back to camp feels longer than the journey out. The forest presses close, watching. When you finally emerge into the familiar clearing of Camp Pinewood—the cabins, the flagpole, the dock stretching into the lake—relief washes over you. Normal. Safe. Or it should be.
But as you walk from the tree line toward the mess hall, something nags at you. The forest edge seems... closer. The shade reaches farther across the open ground. You glance back and Park Ranger Earl is there, standing by his truck, staring at the tree line with an expression of deep worry.
Forest Advance Measurement: 20-25 feet of new growth toward camp overnight
Timeline: At this rate, camp has 10-14 days before uninhabitable
Park Ranger Earl's Warning: "Woods don't forget. New moon's the trigger. Forest gets hungry, starts singing."
Earl: [Approaches PCs away from Jake/Holloway] "Found 'em?"
PC: "We found their camp. Empty. They walked into the deep forest."
Earl: [Nods slowly] "New moon. Happened before. Forest gets hungry, starts singing. Kids hear it best. Adults too, sometimes, if they're listening." [Long pause] "Forest's been here longer than the camp. Longer than the town. Knows what it wants."
PC: "What does it want?"
Earl: "To grow. To take. To add to itself." [Taps measuring stake] "Used to stop at the ridge. Now it's past the ridge. Tomorrow it'll be past this stake. Week from now?" [Looks at cabins] "Camp'll be in the forest, not next to it."
| Time | Track | Search |
|---|---|---|
| 70:00-80:00 | Return to Camp | YouTube Search |
| 80:00-90:00 | The Forest Has Grown | YouTube Search |
Scene 5: Into the Depths - CLIFFHANGER
30 minutes Pursuit → Entrapment Session 1 FinaleSetup
Time: Sunday, late afternoon (4:30 PM) or Monday morning
Location: Deep forest beyond Twin Oaks clearing
Purpose: Push toward finding Troop 7; encounter forest entity's influence; get trapped by forest surge
The trail north of Twin Oaks descends into a forest that should not exist. Trees tower overhead, their trunks wider than cars, bark thick with centuries of age. The canopy is so dense that afternoon sun barely penetrates—you're walking in perpetual twilight. The air is heavy, humid, smelling of rot and growth and that wet stone scent that's becoming familiar.
And then you hear it. Singing. Wordless, beautiful, harmonizing voices that seem to come from everywhere and nowhere. It pulls at something deep in your chest, makes you want to walk faster, find the source, join the song.
- Trail leads deeper into impossibly old forest
- PCs hear singing—beautiful, wordless, compelling
- Discovery: carved symbols on trees, leading them forward like breadcrumbs
- Brief glimpse: one of Troop 7 boys in the distance, walking calmly deeper
- PCs pursue, then forest surges—roots erupt, trees shift, path collapses behind them
- CLIFFHANGER: PCs trapped in deep forest as night falls; can't retreat; forest is alive around them
- Type: Mental/Willpower
- Check: GRIT (difficulty 10)
- Success: PC resists compulsion; can think clearly and act freely
- Partial: PC feels pull toward singing but can control it with effort
- Failure: PC is entranced; must be physically restrained/guided by party
- Type: Survival/Escape
- Check: FLIGHT (difficulty 12), everyone rolls
- Success (3+ PCs): Party finds defensible position before trapped; has shelter/supplies
- Partial (2 PCs): Party trapped but together; must survive night with minimal resources
- Failure (0-1 PCs): Party separated during surge; must reunite in darkness
The singing stops. For one heartbeat, the forest is silent. Then the ground shakes. Roots erupt from the earth like serpents, thick as tree trunks, whipping across the path behind you. Trees groan and shift, closing the way back. The canopy above thickens, branches weaving together, blocking the sky. In seconds, the forest has closed around you like a fist. You are deep in the woods, and the woods are not letting you leave.
Darkness falls fast in the deep forest, and it's not like any darkness you've known. The carved symbols still glow faintly, marking the path north—toward the singing, toward the boys, toward whatever is at the heart of these ancient woods. Behind you, the path you took is gone, swallowed by roots and new growth. Ahead, the forest waits, patient and hungry.
Jake looks at you, face streaked with tears and dirt. "We go forward," he says, voice hollow. "There's nowhere else to go."
And the forest sings.
[END SESSION 1]
Before Ending Session:
- Ask players how they feel (safety check-in)
- Preview Session 2: "Next time, you'll push toward the heart of the forest and discover what wants Troop 7—and whether you can stop it."
- Let players discuss theories and plans (builds engagement)
- Collect any Canon_Tracker notes about decisions made
| Time | Track | Search |
|---|---|---|
| 90:00-102:00 | The Deep Forest | YouTube Search |
| 102:00-110:00 | The Singing Begins | YouTube Search |
| 110:00-120:00 | The Forest Surge - CLIFFHANGER | YouTube Search |
Key NPCs - Session 1
Age: 19, second summer at camp
Stats: BRAINS d8, BRAWN d6, FLIGHT d8, GRIT d6, CHARM d4
Skills: Hiking +2, First Aid +2
Personality: Protective, earnest, self-blaming, inexperienced
Goal: Find Troop 7 alive, prove it wasn't his negligence
Fear: The boys are dead and it's his fault
Secret: He ignored Park Ranger Earl's warning about hiking during new moon
Physical Description: Tall, lanky, sandy hair usually neat but now disheveled. Wears scout uniform with Troop 7 patch. Dark circles under eyes.
Evolution:
• Scene 1: Panicked, barely holding together
• Scene 3: Desperate, insisting on pushing deeper
• Scene 5: Reckless, willing to risk everything
Voice Guide: Speaks quickly, interrupts, voice cracks with emotion. Can't stand still. Uses scouts' first names obsessively.
Age: ~50s, runs Camp Pinewood
Stats: BRAINS d10, BRAWN d6, FLIGHT d6, GRIT d8, CHARM d8
Skills: Administration +2, Leadership +2
Personality: Pragmatic, authoritative, trying to maintain order
Goal: Maintain camp safety and prevent panic
Fear: Losing control of the situation, camp closure
Approach: Wants containment not heroics, follows protocol
Physical Description: Professional appearance, crisp uniform, graying hair. Clasps hands behind back when thinking.
Evolution:
• Scene 1: Controlling, trying to downplay crisis
• Scene 4: Concerned, starting to believe the impossible
• Later: Overwhelmed, looking to PCs for solutions
Voice Guide: Measured, authoritative. Uses titles (not first names). Key phrases: "Let's remain calm," "We follow protocol," "The scouts are watching us"
Age: 67, patrolling these woods for 40 years
Stats: BRAINS d8, BRAWN d8, FLIGHT d6, GRIT d10, CHARM d6
Skills: Wilderness Lore +3, Tracking +2, Survival +2
Personality: Gruff, superstitious, protective, knows more than he says
Goal: Keep camp safe from the forest; atone for not warning strongly enough
Fear: The forest will take everyone like it took others before
Secret: His brother disappeared in these woods in 1923 during new moon
Physical Description: Weathered face, ranger uniform (forest green), calloused hands, walks with slight limp. Always carries ranger gear (compass, map, radio). Smells like pine and weathered leather.
Key Information Earl Has:
• Forest is old and hungry
• Takes people during new moon
• Twin Oaks clearing was once called "The Singing Stones"
• "Woods grow when they're fed"
Voice Guide: Economical speech, drops pronouns, gruff exterior hiding genuine care. Makes eye contact rarely. Key phrases: "Woods don't forget," "Seen this before," "New moon's the trigger"
Session 2: The Heart of the Forest - FINALE
2 Hours Campaign FinaleWhere Session 1 Ended: PCs are trapped in deep forest as night falls. Forest surge closed escape routes. Singing continues from ahead. Troop 7's voices heard but boys don't respond. Party must survive night and decide: push toward the entity or find another way.
Session Overview
| Scene | Time | Purpose |
|---|---|---|
| Scene 1: Dawn in the Deep | 20 min | Surviving the night, making the choice to go deeper |
| Scene 2: The Singing Path | 25 min | Following Troop 7 through impossibilities |
| Scene 3: The Heart Revealed | 35 min | Discovering the forest entity and its purpose |
| Scene 4: The Choice | 25 min | Confrontation and decision point |
| Scene 5: Resolution | 15 min | Outcome based on player choices |
The Core Revelation
The forest is an ancient consciousness that predates human civilization. It doesn't "take" people maliciously—it offers them belonging. Those who accept become part of the forest, transformed into living guardians. The entity grows by adding willing souls during new moons when the barrier between forest and humanity is thinnest.
The Dilemma: Troop 7 accepted the forest's call (they felt lonely, wanted to belong, heard beauty in the singing). They're being transformed but aren't fully gone yet. Reversing it may be possible but requires sacrifice. The forest isn't evil—it's ancient, lonely, and growing.
Scene 1: Dawn in the Deep
20 minutesNight in the deep forest finally yields to dawn—or what passes for dawn here. The light that filters through the canopy is dim, greenish, strange. You're exhausted, every muscle sore from sleeping on roots and stone. But you're alive.
The singing never stopped. All night, you heard it—beautiful, terrible, compelling. And now, as pale light touches the ancient trees, the singing grows louder. More insistent. The forest knows you're still here. It's calling you forward.
- Surviving the Night: GRIT group check (DC 8) - determines party condition
- Managing Jake: CHARM (DC 8) - keep him stable and cooperative
- Resisting Dawn Singing: GRIT (DC 8) - resist forest's call
- Preparing Resources: BRAINS/BRAWN (DC 8) - gather supplies
The Decision: PCs must choose to push toward the heart (following the carved symbols north) or attempt another escape. If they decide to go forward, transition to Scene 2.
| Time | Track | Search |
|---|---|---|
| 0:00-10:00 | Awakening in the Forest | YouTube Search |
| 10:00-20:00 | The Decision to Go Deeper | YouTube Search |
Scene 2: The Singing Path
25 minutesYou follow the carved symbols deeper. The forest here defies physics. Trees grow in spirals. Roots form archways. Light bends strangely, casting shadows that move against the wind. And ahead, you see them—Troop 7, or what they're becoming.
The boys walk in a line, hands not quite touching. Their skin has a faint greenish tint, like chlorophyll beneath the surface. Small vines curl around their wrists and ankles, not binding them but... adorning them. They sing as they walk, eyes half-closed, faces peaceful. They don't respond when you call their names.
- PCs follow Troop 7 deeper through impossible space
- Navigation checks (FLIGHT DC 10) to keep following without getting lost
- Attempts to grab or stop the boys fail—they phase through or gently evade
- Forest's call intensifies (GRIT DC 10 to resist)
- Discovery: ancient ruins, carved stones, evidence of previous "joinings" from centuries past
- Jake's breaking point: he may attempt to grab a boy and fail, leading to desperation
| Time | Track | Search |
|---|---|---|
| 20:00-35:00 | Following the Transformed Boys | YouTube Search |
| 35:00-45:00 | Impossible Space | YouTube Search |
Scene 3: The Heart Revealed
35 minutes Major RevelationThe path opens into a vast clearing that shouldn't exist. At its center stands a massive tree—larger than any sequoia, its trunk impossibly wide, its roots forming a cathedral of living wood. This is the Heart.
Troop 7 stands in a circle around the tree, still singing. And from the tree itself, a figure emerges—or perhaps was always there. It's made of bark and leaves and light, roughly human-shaped but clearly not human. The Forest Entity. It speaks, and its voice is the wind through branches, the creaking of old wood, the whisper of leaves.
"Welcome, young guardians. You have come to take them back. But they do not wish to go. They have heard my song. They have accepted what I offer. Belonging. Purpose. Eternity in the green."
The Forest Entity reveals:
- It is the forest—ancient, conscious, lonely
- It has existed since before humans walked this land
- It doesn't force anyone; it calls, and those who feel lost or lonely answer
- The boys heard its song and came willingly because they wanted to belong
- Transformation makes them part of the forest forever—ageless guardians
- Camp Pinewood was built on land the forest once claimed; it wants that land back
- The entity grows with each joining, becomes stronger, can reclaim more territory
Questions PCs Can Ask:
- "Can we take the boys back?" - Yes, but there must be an exchange. The forest needs balance.
- "What do you mean, exchange?" - Nine given, nine must remain. Or one given willingly who understands.
- "What happens if we fight you?" - You will lose. This is my place. But fighting would traumatize the boys.
- "What happens if we leave?" - The boys complete their transformation. The forest continues to grow. Your camp has days remaining.
- "Why did you take children?" - I called. They answered. They were lonely. I offered them home.
| Time | Track | Search |
|---|---|---|
| 45:00-60:00 | The Entity Appears | YouTube Search |
| 60:00-80:00 | The Forest Speaks | YouTube Search |
Scene 4: The Choice
25 minutes Decision PointThis scene is the campaign's climax. PCs must choose their approach:
Approach: Try to bargain with the entity for Troop 7's release
Check: CHARM or BRAINS (DC 10), multiple PCs can contribute
Possible Terms:
- Camp Pinewood relocates; forest reclaims the land peacefully
- One volunteer (Jake or a PC) joins the forest in exchange for all nine boys
- Promise to protect the forest and prevent future development
- Partial release: some boys freed, some stay (if entity feels partial obligation)
Outcome: Depends on success level and terms offered → See Endings
Approach: Attack the entity or attempt to physically take the boys
Challenge: The forest fights back—roots, vines, the Avatar itself
Reality: PCs cannot "win" traditional combat against an entity that IS the forest
Possible Results:
- PCs hurt/weaken the entity enough that it withdraws, releasing boys (traumatized)
- PCs grab some boys and run, forest pursues (partial success)
- PCs are overwhelmed; entity offers one final chance to negotiate or leave
Consequence: Boys rescued this way are traumatized; forest becomes hostile; camp must evacuate immediately
Jake's Sacrifice: Jake may volunteer to join the forest in exchange for the boys
- Jake feels responsible; sees this as redemption
- Entity accepts willingly—one who understands for nine who don't
- Boys are released immediately, transformation reversed
- Jake becomes a Changed One—the forest's guardian, aware but transformed
- PCs can try to talk him out of it (CHARM DC 12) or allow it
PC's Sacrifice: A PC may volunteer instead
- Ultimate player agency moment
- Entity deeply satisfied—a guardian who chose with full knowledge
- All nine boys released, transformation fully reversed
- PC becomes Changed One (can be played as NPC in future, or permanent retirement)
- Other PCs must accept this choice
Approach: Abandon Troop 7 and escape
Check: FLIGHT (DC 12) group check to outrun forest's grasp
Outcome: PCs escape, return to camp, evacuate everyone
Consequence: Troop 7 lost forever; PCs and Jake live with guilt; forest continues growing; camp abandoned
Note: This is valid player choice, not a "bad ending"—survival and accepting limits
| Time | Track | Search |
|---|---|---|
| 80:00-95:00 | Confrontation & Decision | YouTube Search |
| 95:00-105:00 | The Bargain / Battle | YouTube Search |
| 105:00-115:00 | Resolution (varies by ending) | YouTube Search |
| 115:00-120:00 | Epilogue & Reflection | YouTube Search |
Multiple Endings
Session 2 features 6 distinct possible endings based entirely on player choice:
| Ending | Trigger | Outcome | Tone |
|---|---|---|---|
| Negotiated Rescue | PCs bargain successfully | Troop 7 saved, price paid | Bittersweet hope |
| Forced Rescue | PCs fight/flee | Saved but traumatized | Pyrrhic victory |
| Jake's Sacrifice | Jake volunteers | Boys freed, Jake joins forest | Heroic tragedy |
| PC's Sacrifice | PC volunteers | Boys freed, PC becomes Changed One | Player agency triumph |
| The Awakening | PCs wake 5+ boys | Boys choose to return | Hopeful victory |
| The Departure | PCs leave without boys | Boys lost forever | Tragic survival |
Scout Rosters & Generator
d20 Scout Generator
Roll d20 on each table to randomly generate scouts for your campaign.
| Roll | Name | Roll | Name |
|---|---|---|---|
| 1 | Billy | 11 | Marcus |
| 2 | Tommy | 12 | David |
| 3 | Jimmy | 13 | Robert |
| 4 | Michael | 14 | Richard |
| 5 | Steven | 15 | Paul |
| 6 | Danny | 16 | Gary |
| 7 | Kevin | 17 | Larry |
| 8 | Brian | 18 | Ronald |
| 9 | Kenneth | 19 | Dennis |
| 10 | Jeffrey | 20 | Raymond |
| Roll | Name | Roll | Name |
|---|---|---|---|
| 1 | Anderson | 11 | Garcia |
| 2 | Miller | 12 | Martinez |
| 3 | Johnson | 13 | Robinson |
| 4 | Williams | 14 | Clark |
| 5 | Brown | 15 | Rodriguez |
| 6 | Davis | 16 | Lewis |
| 7 | Wilson | 17 | Walker |
| 8 | Moore | 18 | Hall |
| 9 | Taylor | 19 | Young |
| 10 | Thomas | 20 | King |
| Roll | Age | Maturity Level |
|---|---|---|
| 1-7 | 10 | Younger, more vulnerable, needs guidance |
| 8-14 | 11 | Middle age, balanced capabilities |
| 15-20 | 12 | Older, more capable, natural leaders |
| Roll | Trait | Description |
|---|---|---|
| 1 | Brave | First to volunteer, faces fears head-on |
| 2 | Anxious | Worries easily, needs reassurance |
| 3 | Curious | Asks questions, explores everything |
| 4 | Loyal | Sticks by friends no matter what |
| 5 | Competitive | Wants to be the best at everything |
| 6 | Quiet | Observes more than talks, thoughtful |
| 7 | Funny | Tells jokes, lightens the mood |
| 8 | Homesick | Misses family, struggles with camp |
| 9 | Natural Leader | Others look to them for guidance |
| 10 | Creative | Artistic, sees things differently |
| 11 | Bookish | Smart, knows facts, reads a lot |
| 12 | Athletic | Physical, energetic, sports-focused |
| 13 | Protective | Looks out for younger/weaker kids |
| 14 | Rebellious | Questions authority, breaks rules |
| 15 | Empathetic | Senses others' feelings, comforting |
| 16 | Enthusiastic | Excited about everything, boundless energy |
| 17 | Perfectionist | Everything must be done right, stressed |
| 18 | Mischievous | Pranks, teasing, harmless trouble |
| 19 | Serious | Mature beyond years, responsible |
| 20 | Follower | Goes along with group, needs direction |
| Roll | Skill | Benefit |
|---|---|---|
| 1 | Fire-building | Start fires in difficult conditions |
| 2 | First Aid | Basic medical treatment |
| 3 | Knot-tying | Expert with rope and bindings |
| 4 | Swimming | Strong swimmer, comfortable in water |
| 5 | Navigation | Reads maps and compasses well |
| 6 | Bird Watching | Notices wildlife and nature details |
| 7 | Cooking | Prepares food, manages supplies |
| 8 | Fishing | Catch food from lake/stream |
| 9 | Tracking | Spots footprints and trail signs |
| 10 | Weather Reading | Predicts storms and conditions |
| 11-20 | Storytelling, Drawing, Singing, Climbing, Tool Repair, Plant Knowledge, Astronomy, Camping Setup, Morse Code, Animal Calls | |
Table 6: Physical Characteristics - Freckled, Tall/Short for age, Glasses, Red hair, Curly hair, Buzz cut, Chubby, Skinny, Braces, Scar, Athletic build, Band-aids, etc.
Table 7: Quirks - Collects rocks, Whistles constantly, Writes everything down, Afraid of dark, Lucky item, Talks to self, Neat freak, Snacks constantly, etc.
Table 8: Family - Both parents with/without siblings, Single parent, Grandparents, Large family, Military family, Farm family, City family
Table 9: Fears - Darkness, Heights, Water, Insects, Being alone, Loud noises, Getting lost, Snakes, Failure, Fire, Abandonment, etc.
Table 10: Hopes - Earn badges, Make friends, Go on adventure, Make parents proud, Learn to be brave, Win competitions, Help others, etc.
How to Use: Roll d20 on each table, or pick key traits and roll 2-3 details for depth. Each counselor manages 7 scouts (3 featured, 4 background).
PC Counselor 1: Troop Eagles
7 scouts (ages 10-12) - 3 featured, 4 background
Personality: Natural Leader
Skill: Navigation - Reads maps and compasses well
Physical: Tall for age
Quirk: Always prepared - Has unusual items in pockets
Family: Both parents, older sibling
Fear: Failure - Terrified of letting others down
Hope: Lead the troop someday
Notes: Responsible, takes camp seriously, protective of younger scouts. First to step up in crisis. Wants to prove himself worthy of trust.
Personality: Homesick - Misses family, struggles with camp
Skill: Cooking - Prepares food, manages supplies
Physical: Short for age
Quirk: Snacks constantly - Always eating something
Family: Large family (5 siblings)
Fear: Being alone - Needs group, separation anxiety
Hope: Overcome homesickness
Notes: Youngest in his big family, not used to being away. Finds comfort in food and helping with meals. Needs reassurance but genuinely trying.
Personality: Protective - Looks out for younger/weaker kids
Skill: First Aid - Knows basic medical treatment
Physical: Athletic build
Quirk: Checks time often - Obsessed with schedule
Family: Single parent (mom) - Dad passed
Fear: Abandonment - Worries adults will leave them
Hope: Help someone in need
Notes: Mature for his age, acts as second counselor. Lost his dad two years ago. Hyper-aware of time and making sure everyone's safe.
4. Jeffrey Clark (Age 11) - Quiet bookish kid, wears glasses, good at knot-tying
5. Paul Anderson (Age 10) - Enthusiastic, red-haired, always has band-aids, loves swimming
6. Gary Davis (Age 11) - Athletic, competitive, buzz cut, wants to win camp competitions
7. Kenneth Miller (Age 10) - Funny class clown, freckled, tells jokes to cope with fear of dark
PC Counselor 2: Troop Hawks
7 scouts (ages 10-12) - 3 featured, 4 background
Personality: Curious - Asks questions, explores everything
Skill: Tracking - Spots footprints and trail signs
Physical: Glasses - Thick-framed 1960s style
Quirk: Writes everything down - Carries small journal
Fear: Insects - Especially spiders, bees
Hope: Discover something new
Notes: Observant and detail-oriented. Keeps detailed notes. Wants friends but awkward. Genuinely interested in nature despite bug fear.
Personality: Anxious - Worries easily, needs reassurance
Skill: Weather Reading - Predicts storms
Physical: Skinny - Lean, wiry frame
Quirk: Talks to self - Mutters while thinking
Fear: Loud noises - Thunder, shouting
Hope: Learn to be brave
Notes: Smart but nervous. Dad is tough on him. Trying to prove himself. Genuinely good at predicting weather.
Personality: Rebellious - Questions authority
Skill: Climbing - Scales trees easily
Physical: Scar on cheek
Quirk: Names everything - Objects, places get nicknames
Fear: Tight spaces - Claustrophobic
Hope: Go on big adventure
Notes: Not malicious, just testing boundaries. Great at physical challenges. Needs to feel respected, not ordered around.
4. Michael Brown (Age 11) - Enthusiastic singer, freckled hands, always cheerful
5. Richard Clark (Age 10) - Perfectionist, neat freak, good at camping setup
6. Dennis Garcia (Age 11) - Mischievous prankster, dimples, tells stories around campfire
7. Ronald Lewis (Age 12) - Athletic swimmer, buzz cut, competitive with Gary
PC Counselor 3: Troop Wolves
7 scouts (ages 10-12) - 3 featured, 4 background
Featured and background scouts for Troop Wolves use same generator structure. GMs can customize based on PC counselor personality.
PC Counselor 4: Troop Bears
7 scouts (ages 10-12) - 3 featured, 4 background
Featured and background scouts for Troop Bears use same generator structure. GMs can customize based on PC counselor personality.
Troop 7 (Missing) - Jake Morrison's Scouts
Status: Missing since Saturday morning. Last seen heading to Twin Oaks clearing.
- Billy Hughes (10) - Leadership skills, good at knots, afraid of dark. Heard the "singing" first.
- Tommy Chen (11) - Medic training, asthmatic, collects rocks. Forgot inhaler at camp.
- Marcus Davis (10) - Strong swimmer, competitive, younger brother at camp.
- Sean O'Malley (11) - Fire-building expert, tells jokes, diabetic.
- David Kim (10) - Naturalist, bird watcher, quiet observer.
- Carlos Ruiz (11) - Navigator, reads maps well, was homesick.
- Peter Jackson (10) - Artist, draws in journal, afraid of bees.
- James Wright (11) - Athletic, scouts ahead, can be reckless.
- Andy Patterson (10) - Cook, organizes supplies, rule-follower.
All nine were competent hikers who had earned wilderness merit badges. They followed proper procedures at camp. Something called to them.
Appendices
Quick Reference
Difficulty Benchmarks
| Difficulty | Target Number | Description |
|---|---|---|
| Easy | 6-7 | Routine tasks under pressure |
| Standard | 8-9 | Challenging but achievable |
| Hard | 10-11 | Requires skill or luck |
| Very Hard | 12+ | Heroic effort or multiple attempts |
About the Orchestration Agent
This campaign was created using a specialized Orchestration Agent that coordinated 13 different AI agents, each with specific expertise. This multi-agent approach ensured:
- Campaign structure coherence (Campaign Designer)
- Age-appropriate content (Tone & Safety)
- Mechanical consistency (RAG Librarian)
- Scene pacing and flow (Episode Designer)
- Rich NPCs and relationships (NPC Weaver)
- Survival challenges (Survival Engineer)
- Atmospheric descriptions (Narration Director)
- Authentic dialogue (Dialogue Writer)
- Tactical space design (Location Mapper)
- Continuity tracking (Canon Tracker)
- Editorial polish (Content Editor)
- Professional organization (Layout Strategist)
- Playtesting framework (Playtest Analyst)