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In the Heart of the Forest

A Dark Woodland Adventure


1-on-1 or Parties
Level 5 or 6

by Beth Ball
In the Heart of the Forest

A Dark Woodland Adventure


Introduction: A huge thank you to Jeff Stevens for my scholarship to the RPG Writer
Workshop that guided me through making this adventure. I appreciate it so much!
Additional thanks to Ashley Warren, for heading up the workshop, and to Makenzie
DeArmas and Collette Quach for the encouragement and ideas along the way!
And finally, to Jonathan, for helping me when I was stuck and for the constant support and
belief in my writing J
Art Credit: Cover Photo by Marko Blažević on Unsplash
Other pictures by: Wizards of the Coast stock art and Design Cuts resources

A one-shot adventure for 5th-6th level characters.


The adventure contains two possible sidekick characters and leveling
tables to aid one-on-one and small-party play.

by Beth Ball


DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK

Not for resale. Permission granted to print or photocopy this document for personal use only.
In the Heart of the Forest 1
Synopsis Adventure Hooks
In this adventure, the characters gather information The most direct route to the party’s next destination
in the small village of Redvale on the outskirts of the is through a dark part of the forest. They stop in the
Blackwoods Forest. They go into the forest in search nearby town for supplies before continuing their
of Adelle, a druid whose other eleven Circle members travels and hear strange rumors about the forest they
have disappeared within the last year. need to navigate.
Inside the forest, they discover several undead
beings, including a wood woad, who guides them to The party reads a posting on a job board asking for a
Adelle. She and her Circle learned a year before of a band of explorers willing to help a small village exact
sorceress’s plan to extend her power beyond the justice on a dangerous individual.
forest, a death sentence for the village of Redvale and
the lands beyond. Their only recourse, they decided, If the party has nature-based magic users present,
was to transform themselves into wood woads, they might sense a darkness or faultline in the Weave.
eternal forest guardians, which would allow them to When they pursue this feeling, they stumble upon
contain her influence. Adelle is the last one left. Redvale to find out what’s going on.
She is suspicious of the party at first, but she might
help them get to the center of the forest to investigate If the party is already in a town, perhaps they begin to
the dark sorceress and try to put a stop to her hear rumors a druid woman in the forest whose
destructive plans. entire Circle has disappeared, including a young local
man, Cyrus. They’re all presumed dead. A few who

How to Use this


have gone into the forest recently haven’t returned at
all. It would be best if the party steered clear of the
druid.

Adventure Adventure
This adventure is setting neutral and could be easily

Background
placed in the Forgotten Realms, at the edge of the
Moonwood, for instance, or any homebrew location
that has dark forests.
This adventure assumes that you have access to In ages past, the village of Redvale made a pact with a
the Players Handbook (PHB), the Monster sorceress: they would give her control over the heart
Manual (MM), and the Dungeon Master’s Guide (DMG). of their forest in exchange for plentiful harvests. The
Items or creatures that are not referenced in these sorceress has abided by this pact until now. Her
texts will be referenced in the appendix. powers are growing, and she’s preparing to extend
her reach.
Text box example: Text that appears in a box like this Nearly one year ago, the local druid circle learned
of the sorceress’s plans as her power and dark
may be read aloud, paraphrased, or omitted as you
influence began to spread.
prefer. It is intended to help describe scenarios and Secretly, one by one, the druids have been
environments. transforming themselves into wood woads to spare
the village and countryside from an expansion of the
sorceress’s control. The ritual requires a full moon, so
Sidebar example they performed one ceremony each month. It has
Text that appears in sidebars is also optional and intended been eleven months and a few weeks, and the full
to provide extra background information or lore that may moon is approaching.
be helpful as you flesh out the adventure. The village remained unaware of the sacrifices until
a local man, Cyrus, who left to join the druids a few
Creatures with stat blocks, magic items, or important years before, disappeared entirely one month ago.
tables appear in bold with reference information They think the final druid, Adelle, killed him, and they
directly following in parentheses: 3x Goblins (MM want justice.
166). This means that the party encounters three They have no memory of the sorceress’s bargain,
goblins. The goblin stat block may be found in the and they have a deep distrust of the druids and their
Monster Manual on page 166. magic.

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In the Heart of the Forest 2
Characters
Adelle—The final druid of the Blackwoods Circle. She Prologue: Redvale
feels an enormous responsibility for the fate of the The following tables are meant to make the party’s
forest, the druids, and the village. She keeps a close information-gathering in Redvale easier. Below, you
secret: she is the descendant of the sorceress within will find some possible location names, townsfolk,
the forest. Adelle could serve as a sidekick character and rumors. The preceding adventure hooks will also
for 1-on-1 play. See Appendix D for her stat block and help with information for the villagers to
instructions on how to run a sidekick. communicate.
Adelle enters the adventure in Chapter Two.
Information about her personality and characteristics Villagers
is detailed at the beginning of that chapter. Quincey— outgoing innkeeper of the Scarlet Leaf Inn
and Tavern, he has lots of free-wheeling stories and
Cyrus—The last druid, besides Adelle, to undergo the his own fair share of forest lore.
transformation and become a wood woad. However, Lorelei—village trapper, she knows about the three who
in an unusual twist to the ceremony, Cyrus has went into the forest before: Cyrus’s brother Delric and
retained some of his own personality. This is perhaps his close friend Neil disappeared a week ago. Her
caused by his birth outside the forest, unlike the other former assistant Julien was the first to investigate and
druids, or maybe his care for Adelle. He finds and has been gone for a month. She will go with the party
helps the party on their journey and aims to assist to find him if they need a guide.
them in bringing an end to the sorceress. Eloise—capable village mayor, she’s relieved the
adventurers have arrived when they did. It’s high time
Lorelei—The village trapper and one of the few still for law and order to be restored, even inside the
willing to go into the forest. Lorelei could also serve as borders of the forest.
a sidekick character for 1-on-1 play, especially as the William—Cyrus’s cousin, one of the few willing to say
party navigates Chapter One and before they meet that the three who went into the forest weren’t
Adelle. See Appendix D for her stat block and necessarily the most capable. It never sat right with
instructions on how to run a sidekick. the village, Cyrus leaving town to settle in the depths
of the Blackwoods with a bunch of hermits.
Erayna—The shadow sorceress whose sights have
expanded beyond the borders of the Blackwoods
Forest. She has faced others who tried to remove her Buildings and Locations
from power before, and she is not afraid to do so Scarlet Leaf Inn and Tavern
again. Vale Market
Erayna enters the adventure in Chapter Three. Blackwoods General Store
Information about her personality and characteristics Fireside Bookshop
is detailed at the beginning of that chapter.
Rumors
Lucia, one of the oldest women in the village: Legends
tell of a fountain of youth in the heart of the forest,
said to be surrounded by beautiful red flowers. It’s for
them that the town was named.
Martin, a middle-aged farmer: Most people won’t say
so, and some don’t remember, but there was a time,
several decades ago, when people disappeared into
the forest and didn’t come out again.
Evie, a dark-haired woman with symbolic tattoos on her
hands and across her collarbones: She doesn’t want
to tell her fellow townsfolk as it would arouse
suspicion, but the harvest moon bade ill for this
season, warning of death. And, if they’re looking for
Adelle, she can be found in the eastern reaches of the
forest, among the scarlet blossoms.

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In the Heart of the Forest 3
Other Forest Forces
Chapter One: After the wraith encounter, the party continues on

Through the Fog


through the forest, unsure of what else might lie in
wait in the dense fog.

Careful of step, those yet living must be. Unimagined As the horrible screams of the wraith fade away, the
treasure, the discerning may see. mist around you thickens. The swirling smoke has risen
—Karylenn, Evie’s mother to waist-high, and a heavy silence presses in.
Against the advice of the townsfolk of Redvale, the
adventurers make their way into the forest in search The following random encounter table serves to
of the druid woman they’ve been warned about. further set the mood of the forest and what watches
Three other villagers have disappeared within the them from behind the trees.
last month and may still be alive somewhere in the See “A Wood Woad in Waiting” in the next section if
forest. the party turns violent toward the forest or its
peaceful inhabitants.
The Blackwood is an old forest. Almost from first entry,
Possible Forest Denizens
the dense fog that hangs about the tree roots obscures
d6 Creature or Effect
the light and sounds from the vale beyond. 1 A dryad (MM 121) emerges from a nearby
It’s quiet here. Aside from your own footfalls, you hear tree. She silently observes the party. While
nothing but the dark branches of foliage caressing one she does not speak to them, she does point
the way to Adelle’s glade if asked
another or a raven’s occasional cry. respectfully.
2 A dire wolf (MM 321) steps out of the the
mist on a rise a stone’s throw away from the
Movement in the Mist party. As they watch, it howls, and its pack
comes to stand beside it. They fade back into
After an hour of travel, a successful DC 15 Wisdom the forest away from the adventurers.
(Perception) check alerts the party to something 3 Haunting giggles echo through the tree
moving towards them in the woods. branches overhead. The party cannot find
After a few tense moments, a wraith (Appendix B, the culprits but eventually can conclude that
MM 302) appears. It screams at the party members pixies (MM 253) might be responsible for the
and flies forward with its hands outstretched. sounds.
4 Everyone in the party needs to succeed on a
DM Encounter Tactics Notes: DC 15 Dexterity saving throw. Those who fail
If the fight starts to go very poorly and Lorelei isn’t are tripped up by tree roots and come
already with the party, she can emerge from the crashing to the forest floor.
woods after a few rounds and help. Lorelei uses the 5 Two beautiful glowing lights blink into
Archer stat block (Appendix B). existence ahead of the party but in a
It might be difficult for the party to flee as the different direction from where they’ve been
heading. The lights are will-o’-wisps (MM
wraith is fast, but it could be scared away by the
301) and they attack the party if they draw
dryad (MM 121), dire wolves (MM 321), or giant
near enough.
elk (MM 325) from the random encounters table in 6 A giant elk (MM 325) with pale, pearlescent
the next section. horns crosses in front of the party, appearing
You may wish to negate the “create specter” action almost out of nowhere. Seeing such a rare
to help the party if things turn more quickly than creature, said to foreshadow a great event,
expected and/or to allow the party to roll death saves heightens the gravity of the adventurers’
rather than having their character die if their hit point quest.
maximum is reduced to 0.

Curse of the Blackwoods


As the adventurers travel deeper into the forest, the mist
thickens. All creatures whose passive Perception is below
13 must make vision-based skill checks at disadvantage.

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In the Heart of the Forest 4
A Wood Woad in Waiting
Shortly after the party’s forest encounters, a wood
woad (Appendix B) appears. It watches them from a
distance unless they attempt violence against any of
the peaceful creatures in the Possible Forest Denizens
chart.
The wood woad cannot speak, and it approaches
slowly, trying to judge if they mean it harm or not. So
long as the party is calm and is not utilizing fire, it
walks up to them and communicate, through simple
gestures, that it can guide them to the place they’re
looking for.

Wood Woad Lore


Those in the party who are proficient in Intelligence
(Nature) must succeed on a DC 15 check to try to recall
how wood woads are created.
• A wood woad is a powerful plant in humanoid form
invested with the soul of someone who gave up life to
become an eternal guardian.
Born of Sacrifice. The ritual to create a wood woad is a
primeval secret passed down through generations of
savage societies and dark druid circles. Performing the
ritual isn’t necessarily an act of evil, if the victim-to-be has
entered into a bargain that requires it to be a willing
sacrifice.
In the ritual a living person’s chest is pierced and the
heart removed. A seed is then pushed into the heart, and it
is placed in a tree. Any hollow or crook will do, but often a
special cavity is carved out of the trunk. The tree is then
bathed and watered with the blood of the sacrificed victim,
and the body is buried among the tree’s roots. After three
days, a sprout emerges from the ground at the base of the
tree and swiftly grows into humanoid form.
This new body, armored in tough bark and bearing a
gnarled club and shield, is at once ready to perform its
duty. The one who performed the ritual sets the wood
woad to its task, and the creature follows those orders
unceasingly.
It is unusual for a wood woad to have retained a
sense of self as this wood woad has. While it cannot
directly disobey Adelle’s commands, it desires to save
her from its own fate and to find a new way of
protecting the forest.

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In the Heart of the Forest 5
Chapter Two: The
After hours of traveling through the forest, you finally
draw near to the glade you’ve been seeking. The trees
open up ahead of you to show, at the bottom of the hill,

Druid Grove a circle of pale silver trees surrounded by gorgeous


scarlet blossoms.
I’m not afraid. You’re right. It’s just another way of
living. We’ll all be closer, even than before. A successful DC 16 Wisdom (Perception) check
—Cryus’s final words reveals a small tent and fire pit in the clearing ahead.
As the party walks down the hill and comes upon

Adelle
the glade, a successful DC 18 Wisdom (Perception)
check alerts them to a growing darkness: the forest is
Chaotic Neutral Female Elf encroaching behind them as they walk forward. By
Long black hair, piercing hazel eyes, coppery skin the time they make it to the ring of trees, the area
behind them is surrounded by ten feet of vines.
Ideal: Nearly anything is possible if one only has the
courage to attempt it. The natural world provides, The clearing inside the trees begins to fill with fog,
though not always in the way one expects. obscuring their sight into the grove. Adelle calls out to
Flaw: I can only rely on myself, and I owe my Circle a the party and questions who’s trying to come into her
great debt for the sacrifices they made. It’s up to me grove. If the party can persuade her that they don’t
to ensure that their lives weren’t wasted. mean her any harm, she lets them enter.
Secret: I know who lurks in the center of the forest: Adelle receives the wood woad well and tells him,
Erayna, the shadow sorceress. The secret I would in Druidic, to continue his watch. Though she tries to
like to take to my grave is that she is my ancestor, hide it, Adelle is impressed that the adventurers
and we possess the same form of druidic magic. caught the wood woad’s attention and favor.
Motivation: I want to prevent the spread of Erayna’s
power beyond the heart of the forest. I don’t plan When the party enters, they see that she’s preparing
on the lives of her Circle being wasted. to leave.
Characteristics: I am confident and quick to answer
questions, but I am suspicious of outsiders and
cagey, especially about topics related to the The druid is stand-offish and suspicious even as she
sacrifices we’ve made and my ancestry. dismisses the gathering fog. Dark symbols and stacks of
Adelle’s stat block and the druid grove’s can be found bones litter the space around her grove. Each of these is
in Appendix B. surrounded by a cluster of scarlet flowers.

Adelle keeps the protective vines around her grove


while she and the party discuss what happened to
Cyrus and her Circle. While she speaks with them, she
plays with an acorn pendant on a chain around her
neck. It contains 2 Blackwoods Seeds (Appendix C).

Adelle’s Information
Adelle isn’t keen to share very much about herself or
her Circle, but she explains her fears for the
sorceress’s expansion of power.
• If the sorceress isn’t held in check by the wood
woads or defeated and prevented from rising from
the dead again, she will wipe out the village and
likely much of the surrounding area as she expands
her horizons.
• Redvale’s deal with her is the only enchantment
preventing the forest from overtaking the town.

Not for resale. Permission granted to print or photocopy this document for personal use only.
In the Heart of the Forest 6
• Erayna is virtually immortal and has the ability to
rise from the dead. Life and death mean nothing to
her, and she uses their power to wield over others.
• She has a rough sketch of Erayna’s courtyard that
she can share with the party so they know what to
expect. The courtyard lies to the northeast, amidst a
vast collection of the scarlet blossoms. The map can
be found in Appendix A.

Blackwoods Druid Grove


The stat block for Adelle’s grove can be found in
Appendix B. The previous description includes the
flavor of these effects, but if the party finds
themselves in a combat with Adelle or in possession
of the Seeds of the Blackwoods (Appendix C), that
stat block may be useful.

Alternatively, if the party needs to flee during the
combat in Chapter 3, Erayna may pursue them to
Adelle’s grove, which would have the protections she
and the other druids established.
Moonlit Scenarios
The following scenarios assume that Adelle grew to
trust the party but still believes she will be more
A Place to Rest successful on her own. If they are very convincing in
When the party reaches a satisfying conclusion to winning her over or express a strong desire to go
their conversation with Adelle, she suggests that they with her to the heart of the forest, she may decide not
take a rest for the night. to leave on her own.
• If no one in the party has been left on watch, Adelle
As the final rays of light extinguish themselves among leaves to handle the sorceress on her own.
the branches, Adelle flicks her wrist and the small piles • If the party does stay on watch, she waits and
of stone in front of all but one of the grove’s twelve shows them the way the next day.
• If Adelle leaves, the wood woad tries to wake
trees ignites, casting a dim glow over the area.
someone up to get them to go after her. If the party
doesn’t, they find the sorceress performing the
The Druids’ Burial Place wood woad ceremony on Adelle’s body when they
arrive.
Each of Adelle’s druid circle members are buried under
• If they go after her, she can be stopped and saved.
one of the grove’s trees. The twelfth tree is for Adelle
herself. She snaps at anyone who attempts to disturb the
piles of rocks that mark the druids’ bodies’ resting places.
Adelle assures the party that the wood woad will
watch over them as they sleep and that the area is
quite secure. She thickens the fog after she calls for
everyone to rest for the evening and goes to sit in
front of her tree to meditate.

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In the Heart of the Forest 7
Chapter Three:
The Heart of the Forest
In a past age, Erayna made a deal with the populace of
Redvale to provide safety and abundance so long as they

The Red Glade left the heart of the forest to her. At the time, her
courtyard was part of a grand castle, but the forest has
Fire is immortal: even in death, it fosters new reclaimed all but the central stones.
beginnings.
For the town’s prosperity to continue, a member of
—Evelyn, the first phoenix druid
Erayna’s line must hold sway in the center of the forest.
There is a glade deep within the forest where the Adelle is not the first of Erayna’s descendants to try to
scarlet flowers gather. There, the party finds the seize control from her, and the sorceress doubts she’ll be
shadow sorceress. They have an idea of the glade’s the last.
layout from Adelle, and the wood woad guides them
to it if she has gone ahead. So long as they are with Erayna’s power is druidic in nature and operates between
the wood woad, they won’t have to worry about
the forces of life and death, smoke and flame. Their family
anything attacking them.
line, among communities of druids, is known as the Circle
of the Phoenix, a rare lineage promising near-immortality.
Erayna Erayna’s shadowy cloak and black antlers symbolize her
Chaotic Evil Female Elf
power in the forest, a physical manifestation of her
Ideal: Immortality and rebirth are for the powerful, influence. If she is killed and another wears the cloak and
and it is they who should hold sway across the red-flowered crown, Erayna cannot regenerate and return.
world.
Flaw: I see little difference between life and death. If the two articles are destroyed and no one controls the
My powers are a force to bend others to my will. courtyard, the town of Redvale slowly dwindles and dies as
Secret: I am bound, for now, to the heart of the forest
the Darkwood reclaims its former domain.
by my own ancient vow unless my control over the
undead increases enough to allow me to spread my
influence across the land. Any allies of Adelle are
frightening as my heir could take my place, though I Stepping into the Glade
find it unlikely.
Motivation: I want to prevent Adelle from A courtyard emerges from the mist in the clearing
completing the dark druidic sacrifice and turning ahead. The red flowers drape like spilled blood over
herself into a wood woad. I wish to retain the most
every vertical surface.
powerful position in my family line, and I don’t
want a collection of eternal trees to hold me back.
Characteristics: I am elegant and careful with what I
say. I delight in the little twists that precise
If Adelle went ahead of the party
language provides and seek to use these tricks to
my advantage whenever possible. The sound of muffled screaming reaches you just as the
Erayna’s stat block can be found in Appendix B. courtyard comes into view.

Just as Adelle said, something is amiss in the center of In the courtyard, a cloaked figure bends over Adelle’s
the forest. Everything here is gray, as though it’s been body, carving her heart out of her chest. The figure
turned into stone or ash. Everything, that is, except the pauses when the party enters the clearing or if they
red flowers. They’re lush and plentiful. shout or attack.
A cool breeze blows in your direction as you continue
If Adelle is still with the party
forward. Each footstep crunches against the frosty
ground.
In the center of the courtyard, a raised dais waits.

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In the Heart of the Forest 8
A smoky being walks out of the mist, body wreathed The Encounter
in shadow, and takes its place in the middle of the Erayna is a powerful foe, and the balance of the
raised platform. encounter shifts significantly depending on whether
or not Adelle is present. The wood woad helps the
Erayna Addresses the Party party, but it struggles against Erayna’s fire damage.
“Why is it you’ve come?” the figure asks. “This is not a If you need to make adjustments, consider negating
place for mortals. We told Julien as much, but he Erayna’s Fire Storm ability.
refused to understand. We sensed when you
dispatched him yesterday. That is very good.” Possible Solutions
This is a breakdown of several possible outcomes of
At this point, Erayna drops her shadowy cloak and the party’s conflict, assuming they don’t accept
allow it to fall to the ground. A fire pit on each of the Erayna’s offer. However, this list is not all-inclusive,
four corners of the dais roars to life. and is meant as a guide. The party’s creative problem
Standing before the party, they see an ageless, solving and unique solutions should take precedence
beautiful elven woman with dark auburn hair clad in over any of the listed outcomes.
gray armor, wearing a crown woven from the red
flowers and bearing a set of black antlers. • If the party is unable to save Adelle or to stop the
sorceress, they can return her heart to the tree in
Erayna’s Offer Adelle’s grove and try to perform the ritual. A
Erayna is a reasonable ruler and doesn’t desire a successful DC 15 Intelligence (Nature) check allows
great deal of fuss. If the party would be willing to turn them to complete the ritual, and Adelle arises as a
Adelle over to her, or simply to walk away, she can wood woad three days later. The druids are then
offer them great riches and a powerful magical powerful enough to contain Erayna.
reward. She extends a ring carved from black antlers, • If the party is unable to save Adelle, they can help
bearing a ruby in the center. her to become the glade’s sorceress by wrapping
The ring, called the Phoenix Heart (Appendix C), her in Erayna’s shadow cloak. Since she is part of
has the ability to prevent its wearer from dying and to Erayna’s lineage, she can bear the mantle and wrest
bring someone of their choice back from the dead. control of the forest’s heart from the sorceress.
They’ve chosen a noble but dangerous path. They Adelle attunes to the cloak and flower crown and
should make sure to protect themselves. reemerge as a force of life within the forest.
• If Adelle and all of the party members survive,
Accepting Erayna’s Offer someone stills need to take Erayna’s place at the
heart of the forest. Adelle is reluctant at first but
If Adelle is not incapacitated and believes Erayna’s offer
does so. She can take on the cloak and crown as in
may be tempting to the party, she tries to persuade them
the previous scenario.
not to accept it and warns them that it may be a trick.
If the party accepts the offer regardless, Adelle focuses Rewards
her ire on Erayna and attacks her. The wood woad comes If Erayna dies, her body transforms into a ruby worth
to her aid. After two rounds, Adelle and the wood woad 1000 gp. She also leaves behind the Phoenix Heart
attempt to flee and return to the Blackwoods Druid Grove ring. The town awards the party 200 gp for news of
to complete the final sacrifice and make Adelle the final the three missing villagers. Adelle helps them
wood woad. understand that the wraith and two will-o’-wisps they
saw were the men they were looking for.
DM Flexibility: This can be an interesting moment to

challenge and test your players. As written, there is
nothing wrong with the ring, but the party has no reason
to trust Erayna, so a healthy doubt as to the ring’s magical
qualities could increase the stakes in this instance.

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In the Heart of the Forest 9
Appendix A: Maps
Erayna’s Glade

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In the Heart of the Forest 10
Appendix B: Stat
ACTIONS
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4

Blocks
(1d8) bludgeoning damage if used with two hands, plus
4 (1d8) fire damage.

Longbow. Ranged Weapon Attack: +5 to hit, range


Adelle 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Medium humanoid (elf), neutral
Armor Class 15 (leather armor, wooden shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft. Blackwoods Druid Grove
90 foot cube of forest, neutral
STR DEX CON INT WIS CHA
Solid Fog. Any number of 5-foot squares on the ground
11 (+0) 14 (+2) 14 (+2) 10 (+0) 17 (+3) 13 (+1) fill with thick fog, making them heavily obscured. The
fog reaches 10 feet high. In addition, every foot of
Saving Throws Intelligence +3, Wisdom +6 movement through the fog costs 2 extra feet. To a
Skills Insight +6, Medicine +6, Nature +3, Perception +6 creature immune to this effect, the fog obscures
Damage Resistances fire nothing and looks like soft mist, with motes of green
Senses Darkvision 60 ft., passive Perception 16 light floating in the air.
Languages Common, Druidic, Elvish, Ignan, Sylvan Grasping Undergrowth. Any number of 5-foot squares
Challenge 4 (1,100 XP) on the ground that aren’t filled with fog fill with
grasping weeds and vines, as if they were affected by
Spellcasting. Adelle is a 9th-level spellcaster. Her an entangle spell. To a creature immune to this effect,
spellcasting ability is Wisdom (spell save DC 14; +6 to the weeds and vines feel soft and reshape themselves
hit with spell attacks). She has the following druid to serve as temporary seats or beds.
spells prepared: Grove Guardians. You can animate up to four trees in
Cantrips (at will): control flames, create bonfire, the area, causing them to uproot themselves from the
druidcraft, produce flame ground. These trees have the same statistics as an
awakened tree (MM 317) except they can’t speak, and
1st Level (four slots): detect magic, entangle, faerie fire
their bark is covered with druidic symbols. If any
2nd Level (three slots): animal messenger, flame blade, creature not immune to this effect enters the warded
warding wind area, the grove guardian fight until they have driven off
3rd Level (three slots): conjure animals, daylight, fire or slain the intruders. The grove guardians also obey
arrows the druid’s spoken commands (no action required by
4th Level (three slots): wall of fire, wrath of nature the druid) that the druid issues while in the area. If the
druid doesn’t give them any commands and no
5th Level (two slots): reincarnate
intruders are present, the grove guardians do nothing.
The grove guardians can’t leave the warded area.
Blessing of the Phoenix (1/Day). Adelle can call forth When the spell ends, the magic animating them
the spirit of the phoenix to influence the world around disappears, and the trees take root again if possible.
her. As a bonus action, she can magically summon an Additional Spell Effect. The druid can place their choice
incorporeal spirit to a point she can see within 60 feet. of one of the following magical effects within the
The spirit creates an aura in a 30-foot radius around warded area:
that point. It counts as neither a creature nor an
object, though it has the spectral appearance of a giant • A constant gust of wind in two locations of their
phoenix. choice
The phoenix represents rebirth and renewal. When • Spike growth in one location of their choice
Adelle casts a spell that restores hit points to any • Wind wall in two locations of their choice
creature inside or outside the aura, each of her allies in
To a creature immune to this effect, the winds are a
the aura also regains 9 hit points.
fragrant, gentle breeze, and the area of spike growth is
harmless.
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In the Heart of the Forest 11
Archer
Medium humanoid, lawful good
Armor Class 16 (studded leather)
Hit Points 75 (10d8 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0)

Skills Acrobatics +6, Perception +5


Senses passive Perception 15
Languages Common, Elvish
Challenge 3 (700 XP)

Archer’s Eye (3/Day). As a bonus action, the archer can


add 1d10 to its next attack or damage roll with a
longbow or shortbow.

ACTIONS
Multiattack. The archer makes two attacks with its
longbow.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5


ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Longbow. Ranged Weapon Attack: +6 to hit, range


160/600 ft., one target. Hit: 8 (1d8 + 4) piercing
damage.

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In the Heart of the Forest 12
Erayna ACTIONS
Medium humanoid (elf), neutral evil Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage plus 9
Armor Class 16 (natural armor)
(2d8) fire damage.
Hit Points 93 (17d8 + 17)
Speed 30 ft.
Phoenix Shape (1/Day). Erayna magically polymorphs
STR DEX CON INT WIS CHA into a minor phoenix (Appendix B) and can remain in
this form for up to 5 hours. Erayna’s equipment melds
10 (+0) 14 (+2) 12 (+1) 12 (+1) 20 (+5) 11 (+0)
into her new form. Erayna reverts to her true form if
she dies or falls unconscious. Erayna can revert to her
Saving Throws Int. +5, Wis. +9 true form using a bonus action on her turn.
Skills Nature +5, Persuasion +4, Stealth +6 While in a new form, Erayna regains her game
Damage Immunities fire statistics and ability to understand languages, but her
Senses darkvision 60 ft., Perception +9 AC, movement modes, Strength, and Dexterity are
Languages Common, Druidic, Elvish, Ignan, Sylvan replaced by those of the minor phoenix, and she gains
Challenge 7 (2,900 XP) any special senses, proficiencies, traits, actions, and
reactions that the minor phoenix has but that she
Fiery Death and Rebirth. When Erayna (a Circle of the lacks.
Phoenix druid) dies, she explodes. Each creature within The minor phoenix’s attacks count as magical for the
60 feet of her must make a DC 17 Dexterity saving purpose of overcoming resistances and immunity to
throw, taking 11 (2d10) fire damage on a failed save, or nonmagical attacks.
half as much damage on a successful one. The fire
ignites flammable objects in the area that aren’t worn LAIR ACTIONS
or carried. When fighting inside her lair (the Red Glade), Erayna
The explosion destroys Erayna’s body and leaves can use lair actions. On initiative count 20 (losing
behind a large egg-shaped ruby worth 1000 gp. The initiative ties), Erayna can take one lair action to cause
ruby is immune to all damage, and after 1d6 days, one of the following effects: Erayna can’t use the same
Erayna’s new form emerges so long as she controls the lair action two rounds in a row:
Blackwoods Shadow Cloak and the Scarlet Mantle. If
Erayna is killed and the items are under the control of Fire Storm. A storm made up of sheets of roaring flame
someone else, her spirit leaves the ruby, and it appears inside the lair. The fire erupts from the scarlet
becomes a lifeless, valuable gemstone. flowers within a 40 foot radius of Erayna’s choosing.
Each creature in the area and within 5 feet of one of
Spellcasting. Erayna is an 11th-level spellcaster. Her the flowers must make a Dexterity saving throw. It
spellcasting ability is Wisdom (spell save DC 17, +9 to takes 11 (2d10) fire damage on a failed save, or half as
hit with spell attacks). She has the following druid much on a successful one.
spells prepared: The fire damages objects in the area and ignites
Cantrips (at will): control flames, create bonfire, flammable objects that aren’t being worn or carried.
druidcraft, produce flame The scarlet flowers are unaffected by this spell.
1st level (4 slots): charm person, entangle, faerie fire,
fog cloud Scarlet Entangling. Red-flowered weeds and vines
2nd level (3 slots): flame blade, flaming sphere, heat sprout in an additional 20 foot-radius square from
metal, hold person existing patches of flowers in a 10-foot radius sphere.
For the duration, these plants turn the ground in the
3rd level (3 slots): call lightning, flame arrows, sleet area into difficult terrain.
storm A creature in the area when the vines erupt (50-foot
4th level (3 slots): blight, confusion, wall of fire square maximum assuming a solid 10-foot radius
5th level (2 slots): antilife shell, conjure elemental (fire), sphere) must succeed on a DC 17 Strength saving
contagion throw or be restrained by the entangling plants until
6th level (1 slot): investiture of flame the end of the lair’s turn the next round. A creature
restrained by the plants can use its action to make a DC
17 Strength check. On a success, it frees itself.
After a fire storm, the additional growth wilts away.

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In the Heart of the Forest 13
Wood Woad
Medium plant, lawful neutral
Armor Class 18 (natural armor, shield)
Hit Points 73 (10d8 + 30)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 16 (+3) 10 (+0) 13 (+1) 8 (-1)

Skills Athletics +7, Perception +4, Stealth +4


Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Damage Immunities necrotic, poisoned
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 14
Minor Phoenix
Languages Sylvan
Large elemental, neutral
Challenge 5 (1,800 XP)
Armor Class 13 Magic Club. In the wood woad’s hand, its club is
Hit Points 90 (12d10 + 24) magical and deals 7 (3d4) extra damage (included in its
Speed 20 ft., fly 80 ft. attacks).
Plant Camouflage. The wood woad has advantage on
STR DEX CON INT WIS CHA
Dexterity (Stealth) checks it makes in any terrain with
12 (+1) 18 (+4) 14 (+2) 10 (+0) 16 (+3) 14 (+2)
ample obscuring plant life.
Damage Immunities fire, poison Regeneration. The wood woad regains 10 hit points at
Condition Immunities poisoned the start of its turn if it is in contact with the ground. If
Senses darkvision 60 ft., passive Perception 13 the wood woad takes fire damage, this trait doesn’t
Languages Ignan, Sylvan function at the start of the wood woad’s next turn. The
Challenge 3 (700 XP) wood woad dies only if it starts its turn with 0 hit
Fire Form. The phoenix can move through a space as points and doesn’t regenerate.
narrow as 1 inch wide without squeezing. Any creature Tree Stride. Once on each of its turns, the wood woad
that touches the phoenix or hits it with a melee attack can use 10 feet of its movement to step magically into
while with 5 feet of it takes 5 (1d10) fire damage. In one living tree within 5 feet of it and emerge from a
addition, the phoenix can enter a hostile creature’s second living tree within 60 feet of it that it can see,
space and stop there. The first time it enters a appearing in an unoccupied space within 5 feet of the
creature’s space on a turn, that creature takes 5 (1d10) second tree. Both trees must be Large or bigger.
fire damage. With a touch, the phoenix can also ignite
flammable objects that aren’t worn or carried (no ACTIONS
action required). Multiattack. The wood woad makes two attacks with
Flyby. The phoenix doesn’t provoke opportunity its club.
attacks when it flies out of an enemy’s reach.
Illumination. The phoenix sheds bright light in a 60- Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one
foot radius and dim light for an additional 30 feet. target. Hit: 14 (4d4 + 4) bludgeoning damage.

ACTIONS
Multiattack. The phoenix makes two attacks: one with
its beak and one with its fiery talons.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 11 (2d6 + 4) fire damage.

Fiery Talons. Melee Weapon Attack: +6 to hit, reach 5


ft., one target. Hit: 8 (1d8 + 4) fire damage.
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In the Heart of the Forest 14
Wraith
Medium undead, neutral evil
Armor Class 13
Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

Damage Resistances acid, cold, fire, lightning, thunder;


bludgeoning, piercing, and slashing from nonmagical
attacks not made with silvered weapons
Damage Immunities necrotic, poisoned
Condition Immunities charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life (Common)
Challenge 5 (1,800 XP)

Incorporeal Movement. The wraith can move through


other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

ACTIONS
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 21 (4d8 + 3) necrotic damage. The
target must succeed on a DC 14 Constitution saving
throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction
lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0.

Create Specter. The wraith targets a humanoid within


10 feet of it that has been dead for no longer than 1
minute and died violently. The target’s spirit rises as a
specter in the space of its corpse or in the nearest
unoccupied space. The specter is under the wraith’s
control. The wraith can have no more than seven
specters under its control at one time.

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In the Heart of the Forest 15
Appendix C:
Magic Items
Blackwoods Seeds
Wondrous item, very rare
Held on a small golden chain, these two seeds are
kept inside a magical acorn pendant. Possession of a
seed allows its bearer to create a wood woad if the
subject is a willing sacrifice who will serve the
Darkwood Forest. So long as one seed is within the
necklace, the wearer can control the Blackwoods
druid grove (Appendix B).

Phoenix Heart Ring


Wondrous item, very rare (requires attunement)
While wearing this ring, you gain the effects of the
death ward spell. The first time you would drop to 0
hit points as a result of taking damage, you instead
drop to 1 hit point. The ring cannot be used again in
this way until two dawns have passed.
The ring’s true life-giving powers can only be used
once per year. The wearer can cast raise dead on one
creature. After the spell has been cast, a year must
pass before the ring is used in this way again.

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In the Heart of the Forest 16
Sidekick NPCs
Appendix D: Lorelei Mavrey
Sidekicks Neutral Good Female Half-Elf
Short brown hair, olive complexion, warm brown eyes
Ideal: Preparation and curiosity, in balance, provide
Sidekick Mechanics enough excitement to make life interesting and
enough wisdom to make it long.
The Essentials Kit from Wizards of the Coast briefly
Flaw: I become sulky when I miss a shot or feel that
outlines sidekick mechanics for adding an extra
I’m not useful. I prefer to be active and on the
character to a one-on-one or small party game. You
move.
can also visit dndduet.com/sidekick for more
Secret: I am not as fearless actually inside the
information about including a sidekick in your party.
Darkwood Forest as I would like to be.
To add a sidekick, you’ll want to decide if the DM
Motivation: I want to find my assistant, Julien, even
or player will run the character, both in combat and
though he was acting strangely before he left.
in RP. For example, you may choose for the DM to do
Characteristics: I am quiet when first meeting
the role-play for the sidekick and the player to
others. I like to observe them and understand
control them during combat.
them before making myself emotionally
For running the character during combat, choose
vulnerable.
if you would rather have them go on the PC’s turn or
if you would prefer they make their own initiative
Archer
roll. If they go on their own turn, add their Dexterity
Medium humanoid, lawful good
modifier to your roll for their initiative.
Stat blocks function as a simplified character Armor Class 16 (studded leather)
sheet, and everything you need for the sidekick’s Hit Points 75 (10d8 + 30)
turn can be found under Actions. Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0)

Skills Acrobatics +6, Perception +5


Senses passive Perception 15
Languages Common, Elvish
Challenge 3 (700 XP)

Archer’s Eye (3/Day). As a bonus action, the archer can


add 1d10 to its next attack or damage roll with a
longbow or shortbow.

ACTIONS
Multiattack. The archer makes two attacks with its
longbow.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5


ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Longbow. Ranged Weapon Attack: +6 to hit, range


160/600 ft., one target. Hit: 8 (1d8 + 4) piercing
damage.

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In the Heart of the Forest 17
Adelle
Chaotic neutral female elf
Long black hair, piercing hazel eyes, coppery skin
Ideal: Nearly anything is possible if one only has the
courage to attempt it. The natural world provides,
though not always in the way one expects.
Flaw: I can only rely on myself, and I owe my Circle a
great debt for the sacrifices they made. It’s up to
me to ensure that their lives weren’t wasted.
Motivation: I want to prevent the spread of Erayna’s
power beyond the heart of the forest. I don’t plan
on the lives of her Circle being wasted.
Characteristics: I am confident and quick to answer
questions, but I am suspicious of outsiders and
cagey, especially about topics related to myself
and my Circle.

Circle of the Phoenix druid


Medium humanoid (elf), neutral Blessing of the Phoenix (1/Day). Adelle can call forth
the spirit of the phoenix to influence the world around
Armor Class 15 (leather armor, wooden shield)
her. As a bonus action, she can magically summon an
Hit Points 65 (10d8 + 20)
incorporeal spirit to a point she can see within 60 feet.
Speed 30 ft.
The spirit creates an aura in a 30-foot radius around
that point. It counts as neither a creature nor an
STR DEX CON INT WIS CHA
object, though it has the spectral appearance of a giant
11 (+0) 14 (+2) 14 (+2) 10 (+0) 17 (+3) 13 (+1) phoenix.
The phoenix represents rebirth and renewal. When
Saving Throws Intelligence +3, Wisdom +6 Adelle casts a spell that restores hit points to any
Skills Insight +6, Medicine +6, Nature +3, Perception +6 creature inside or outside the aura, each of her allies in
Damage Resistances fire the aura also regains 9 hit points.
Senses Darkvision 60 ft., passive Perception 16
Languages Common, Druidic, Elvish, Ignan, Sylvan ACTIONS
Challenge 4 (1,100 XP) Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4
Spellcasting. Adelle is a 9th-level spellcaster. Her (1d8) bludgeoning damage if used with two hands, plus
spellcasting ability is Wisdom (spell save DC 14; +6 to 4 (1d8) fire damage.
hit with spell attacks). She has the following druid
spells prepared: Longbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Cantrips (at will): control flames, create bonfire,
druidcraft, produce flame
1st Level (four slots): detect magic, entangle, faerie fire
2nd Level (three slots): animal messenger, flame blade,
warding wind
3rd Level (three slots): conjure animals, daylight, fire
arrows
4th Level (three slots): wall of fire, wrath of nature
5th Level (two slots): reincarnate

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In the Heart of the Forest 18
Sidekicks
ACTIONS
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5
Archer ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4
1st-level Medium humanoid (1d8) bludgeoning damage if used with two hands.
Armor Class 14 (studded leather)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
Sidekick Leveling Table
Archer Beyond 1st Level
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
Level Hit Points New Features
2nd 19 (3d8 + 6) Hunter’s Skill (2/Day). As
a bonus action, the archer
Saving Throws Dexterity +4 can add 1d8 to its next
Skills Acrobatics +4, Perception +3 damage roll with a
Senses passive Perception 13 longbow.
Languages Common, plus one of your choice 3rd 26 (4d8 + 8) Archer’s Awareness
(2/Day). As an action, the
archer can focus its
Eagle Eye. The archer gains a +2 bonus to ranged
awareness on the
attack rolls. surrounding region. For 1
minute, the archer can
ACTIONS sense whether the
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 following types of
ft., one target. Hit: 5 (1d6 + 2) piercing damage. creatures are present
within 1 mile: aberrations,
Longbow. Ranged Weapon Attack: +6 to hit, range celestials, dragons,
elementals, fey, fiends,
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
and undead. The archer
damage. cannot sense the
creatures’ location or
number.
Circle of the Phoenix druid 4th 32 (5d8 + 10) Ability Score
1st-level Medium humanoid Improvement. The
archer’s Dex. score
Armor Class 14 (leather armor, wooden shield)
increases by 2, raising the
Hit Points 9 (2d8) modifier by 1, so increase
Speed 30 ft. the archer’s Dex saving
throw and Acrobatics
STR DEX CON INT WIS CHA bonus by 1, and increase
10 (+0) 12 (+1) 10 (+0) 14 (+2) 15 (+2) 13 (+1) the bonuses to hit and
damage of the archer’s
melee and ranged weapon
Saving Throws Wisdom +4 attacks by 1.
Skills Insight +4, Medicine +4, Nature +4 5th 39 (6d8 + 12) Proficiency Bonus. The
Senses passive Perception 12 archer’s proficiency bonus
Languages Common, Druidic, plus one of your choice increases by 1, so make
the following changes in
the stat block: increase
Spellcasting. The druid’s spellcasting ability is Wisdom the bonuses in the Saving
(spell save DC 12, +4 to hit with spell attacks). The Throws and Skills entries
druid has the following spells prepared: by 1, increase the passive
Cantrips (at will): druidcraft, produce flame Perception by 1, and
increase the bonuses to
1st Level (2 slots): entangle, faerie fire hit of the weapon attacks
by 1.

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In the Heart of the Forest 19
6th 45 (7d8 + 14) Extra Attack. The archer Spellcasting. The druid
can attack twice, instead learns another cantrip:
of once, whenever it takes shillelagh.
the Attack action on its 5th 27 (6d8) Proficiency Bonus. The
turn. druid’s proficiency bonus
increases by 1, so make
the following changes in
Phoenix Druid Beyond 1st Level the stat block: increase
the bonuses in the Saving
Level Hit Points New Features Throws and Skills entries
by 1, and increase the
2nd 13 (3d8) Blessing of the Phoenix
bonuses to hit of its spell
(2/Day). The druid can call
and weapon attacks by 1.
forth the spirit of the
phoenix to influence the
Spellcasting. The druid
world around it. As a
gains one 1st-level spell
bonus action, the druid
slot and two 2nd level
can magically summon an
spell slots. The druid also
incorporeal spirit to a
learns one 2nd-level spell:
point the druid can see
flame blade.
within 60 feet. The spirit
6th 31 (7d8) Fiery Core. The druid adds
creates an aura in a 30-
4 (1d8) fire damage to all
foot radius around that
melee attacks. The druid
point. It counts as neither
also gains resistance to
a creature nor an object,
fire damage.
though it has the spectral
appearance of a giant
phoenix.
The phoenix represents
rebirth and renewal.
When the druid casts a
spell that restores hit
points to any creature
inside or outside the aura,
each of the druid’s allies in
the aura gains hit points
equal to the druid’s level.

Spellcasting. The druid


learns another 1st-level
spell: healing word.
3rd 18 (4d8) Spellcasting. The druid
gains one 1st-level spell
slot. The druid also learns
another 1st-level spell: fog
cloud.
4th 22 (5d8) Ability Score
Improvement. The druid’s
Wis. score increases by 2,
raising the modifier by 1,
so increase the following
numbers by 1: the druid’s
spell save DC and the
bonus to hit of spell
attacks, the bonuses to
Insight and Medicine, the
Wisdom saving throw
bonus, and the passive
Perception.

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In the Heart of the Forest 20

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