Kid Campaign / The Corruption of Willowspring
Created: 2025-06-11 03:57:01 | Last updated: 2025-06-11 17:10:27 | Status: Public
The Corruption of Willowspring
Three-Session D&D Campaign for Young Adventurers
Campaign Overview
- Duration: Three 1-hour sessions
- Party Size: Four level 1 characters
- Target Age: 10-year-olds familiar with adventure tropes
- Themes: Mystery, corruption vs. purity, teamwork, genuine heroism
Pre-Game Setup
Character Creation Brief
“You are weary adventurers who have heard rumors of strange happenings in the peaceful village of Millhaven. Whether you seek gold, glory, or simply a good meal and warm bed, your paths converge at the Crooked Barrel Inn. Come prepared to face mysterious corruption, solve ancient puzzles, and battle creatures of shadow.”
Background Integration
Each character arrives from a different direction after their own solo adventure:
- From the North (2 characters): Fleeing goblin raids or investigating missing caravans
- From the East (1 character): Following rumors of treasure or magical phenomena
- From the West (1 character): Seeking knowledge in ancient libraries or hunting a personal nemesis
Map
Session 1: The Darkening Mystery
Estimated Time: 60 minutes
Opening: The Leafy Mug (Crooked Barrel) Inn (10 minutes)
The innkeeper, Martha Brightwater (friendly, middle-aged, worried), serves breakfast while explaining the crisis:
“Oh, thank the gods! You all look like proper adventurers. We desperately need help. Three days ago, the children started having terrible nightmares about a ‘shadow voice’ calling from the old Willowspring well. It began when merchant Jasper Thornwick went to investigate strange purple lights in the Whispering Woods. He never returned, and now the woods whisper awful things to anyone who gets close.”
DM Note: Let each player introduce their character and explain why they’d want to help.
Investigation: The Whispering Woods (25 minutes)
Environmental Description
The once-beautiful willow forest now bleeds purple sap from cracked bark. Leaves whisper fragments of an ancient, malevolent incantation in Common: “Shadow rises… light fades… the deep ones wake…”
Skill Check Examples
- Perception DC 10: Notice the purple sap pattern leads deeper into the woods
- Nature DC 12: Recognize this isn’t natural disease but magical corruption
- Arcana DC 10: The whispers are fragments of a binding spell gone wrong
Encounter: Corrupted Jasper
Jasper Thornwick (Human Commoner with 8 HP) has been partially possessed. His eyes glow purple, and he attacks alongside two Corrupted Wolves (use Wolf stats but purple-tinged fur and glowing eyes).
Combat Notes:
- Pre-roll initiative to save time
- Jasper fights reluctantly (attacks at disadvantage)
- When reduced to 2 HP, the possession breaks
After Combat: Jasper gasps: “The well… something ancient… purple crystal feeding on fear… I couldn’t resist its call…” then collapses unconscious but stable.
Discovery: The Weeping Stone Well (20 minutes)
The Corrupted Wellspring
Once a beautiful stone well surrounded by flowering vines, now cracked and oozing purple corruption. Strange symbols glow around the rim, pulsing like a heartbeat.
The Symbol Puzzle
Riddle: “What flows upward when it should flow down, speaks loudest when making no sound?”
Answer: Corruption/Evil (accept creative interpretations)
Skill Check Options:
- Investigation DC 10: Notice the symbols can be rearranged
- Religion DC 12: Recognize symbols of binding and imprisonment
- Arcana DC 10: Understand this is a magical lock
Session 1 Cliffhanger (5 minutes)
As the lock opens with a grinding sound, a bone-chilling roar echoes from deep below. Shadowy tendrils reach up from the depths, and the corruption spreads visibly across the ground toward the party’s feet.
“You hear Martha’s voice calling from the inn behind you, but the shadows are already wrapping around your ankles. Do you jump into the well to escape the spreading corruption, or try to flee back to safety?”
Session 2: Descent into Darkness
Estimated Time: 60 minutes
Opening Recap (5 minutes)
Briefly remind players of last session’s events and let them decide how to handle the cliffhanger.
Level 1: The Sunken Garden (20 minutes)
Environmental Description
An underground garden sanctuary transformed into a nightmare. Crystalline flowers with razor petals snap at movement, and corrupted vines writhe along the walls. Ancient murals depict a beautiful earth spirit being bound by shadow magic.
Stealth Challenge
Objective: Navigate past the predatory crystal flowers
Options:
- Stealth DC 10: Sneak past carefully
- Animal Handling DC 12: Calm the corrupted plants
- Intimidation DC 10: Scare them into submission
- Creative Solutions: Encourage and reward outside-the-box thinking
The Friendship Encounter: Pip the Corrupted Sprite
A tiny Forest Sprite (3 HP, frightened, purple-tinged wings) cowers behind a broken statue. It’s scared and confused by its corruption.
Combat or Friendship Options:
- Attack: Easy combat (AC 12, dies in one hit)
- Befriend: Persuasion DC 10 or offer food/kind gesture
- Reward for Friendship: Pip knows secret passages and warns of traps ahead
Level 2: The Whispering Gallery (20 minutes)
Environmental Description
A long corridor lined with purple crystal formations that echo voices in sinister, distorted ways, trying to turn party members against each other.
The Echo Challenge
Mechanic: Each player makes a Wisdom saving throw (DC 10). Those who fail hear their voice saying cruel things about their allies.
Success: Recognize the echoes as false
Failure: Must roleplay brief suspicion of an ally (easily overcome with team support)
Combat: The Fallen Guardians
Three Skeletons (use basic stats) of previous adventurers animate and attack. Their rusty weapons and cracked armor tell of ancient sacrifice.
Treasure: A journal from the skeleton leader reveals:
“Day 12: The shadow demon feeds on fear and grows stronger as corruption spreads. The earth spirit Willowspring is the key—she’s imprisoned, not destroyed. If we can free her…”
Level 3: The Fractured Sanctum Entrance (10 minutes)
Environmental Description
The corridor opens into a vast underground chamber. A massive purple crystal pulses with malevolent energy at the center, and within it, a faint golden light flickers—the imprisoned earth spirit Willowspring.
The Shadow Demon’s Taunt
Morghast (a writhing mass of shadow with glowing purple eyes) speaks without appearing:
“More little heroes come to feed my crystal. Your fear will be… delicious.”
Illusions of each character’s worst fear briefly manifest (spiders, heights, loved ones in danger, etc.).
Session 2 Cliffhanger (5 minutes)
Just as shadow-spawn begin materializing around the crystal, Willowspring’s voice speaks telepathically to the party:
“Heroes! I can grant you power to fight, but freeing me will collapse this place. Are you brave enough to risk everything to save the world above?”
The crystal flares with golden light as Morghast roars in fury.
Session 3: Light Against Shadow
Estimated Time: 60 minutes
Opening: The Choice (5 minutes)
Let players decide whether to accept Willowspring’s power, setting up their approach to the final battle.
The Final Battle: Morghast Unleashed (30 minutes)
The Shadow Demon
Morghast reveals its true form: a writhing mass of darkness with spectral claws and multiple glowing purple eyes.
Stats:
- AC 12, HP 25
- Life Drain: Touch attack, 1d4+2 damage, heals Morghast for damage dealt
- Fear Aura: At start of each turn, all within 15 feet make Wisdom save DC 11 or be frightened until end of turn
- Shadow Spawn: Can summon 2 Shadows (3 HP each) as a bonus action
Willowspring’s Gift
If accepted, each party member gains one of:
- Radiant Weapon: +1 to hit, weapon glows and deals extra 1d4 radiant damage
- Spirit Shield: +1 AC, advantage on fear saves
- Cleansing Touch: Can heal 1d4+1 HP once per battle
- Truth Sight: Can see through illusions and invisible creatures
The Corruption Puzzle
While fighting, characters can attempt to reverse the corruption ritual:
Objective: Rearrange 4 magical crystals around the chamber
Mechanics: Each crystal requires an action and Athletics DC 12 to move
Team Approach: Multiple characters can help (advantage on rolls)
Success: Weakens Morghast (reduce HP by 10)
The Great Escape: Cleansing Collapse (20 minutes)
The Collapse Begins
With Morghast destroyed, Willowspring begins purifying the corruption, but the magical backlash will collapse the entire complex.
“The chamber shakes violently as golden light spreads through the cracks. ‘Run, heroes!’ Willowspring’s voice echoes. ‘My cleansing will bring this place down!’”
Escape Challenge Sequence
Round 1: Athletics DC 10 to dodge falling crystal formations
Round 2: Perception DC 10 to spot the correct passage as tunnels branch
Round 3: Acrobatics DC 10 to leap across a widening chasm
Round 4: Teamwork challenge—must help any ally who failed previous checks
Failure Consequences: 1d4 damage per failed save, but no character death
Success Rewards: Describe heroic moments as characters help each other escape
Resolution: Heroes’ Dawn (5 minutes)
The New Morning
The party emerges as the sun rises. The Whispering Woods are already returning to their natural green as Willowspring’s magic spreads across the land.
Martha Brightwater greets them with tears of joy, the village children’s nightmares have ended, and Jasper has fully recovered. The grateful village offers rewards:
- 50 gold pieces each
- Permanent room at the Crooked Barrel Inn
- Local reputation as heroes
Campaign Conclusion
End with Martha asking: “So, heroes, what new adventures might you seek next?” —setting up potential future campaigns.
DM Toolkit
Quick Skill Check Reference
- Easy Tasks: DC 10 (climbing a rope, finding obvious clues)
- Moderate Tasks: DC 12 (picking a simple lock, remembering obscure lore)
- Hard Tasks: DC 15 (scaling a sheer wall, deciphering ancient text)
Combat Quick Stats
- Corrupted Wolf: AC 13, HP 11, Bite +4 (1d6+2)
- Skeleton: AC 13, HP 13, Shortsword +4 (1d6+2)
- Shadow Spawn: AC 12, HP 3, Touch +3 (1d4 necrotic)
- Morghast: AC 12, HP 25, Claw +5 (1d6+3), Life Drain +5 (1d4+2)
Time Management Tips
- Set visible timer for each encounter
- Pre-roll initiative for all NPCs
- Use “Yes, and…” approach to keep creative solutions moving
- Have backup encounters ready if sessions run short
- Prepare summary sentences if sessions run long
Handling Headstrong Players
- Offer 2-3 clear options at decision points
- Acknowledge bold ideas first: “That’s creative thinking! Here’s what happens…”
- Use environmental cues instead of direct suggestions: “You notice…” rather than “You should…”
- Let natural consequences teach without being punitive
Emergency Backup Encounters
- Short on Time: Skip a combat, have enemies flee or surrender
- Too Much Time: Add a trapped corridor or corrupted animal encounter
- Players Stuck: Have Pip the Sprite or Willowspring offer a hint
Cliffhanger Timing
Watch for the 50-55 minute mark and begin transitioning to your planned cliffhanger. If running short, add dramatic description. If running long, accelerate to the key moment.
Success Indicators
- Players are engaged and making decisions quickly
- Combat encounters resolve in 15-20 minutes
- Players work together to solve challenges
- Everyone gets spotlight moments to shine
- Sessions end with players eager for the next one
“The best DM is one who makes the players feel like heroes. Trust your instincts, embrace the chaos, and remember—if everyone’s having fun, you’re doing it right!”