This is a quirky, thoughtful adventure, exploring a magical forest and investigating missing villagers threatened by something dark at the forest's heart, presented in a thoroughly professional manner with beautiful watercolour page features that suit the mystical and sombre tone and nature of the adventure perfectly.
You don't often see Wood Woads, so it's awesome to discover in the synopsis that there are eleven in play!
The prologue contains a run down of the dramatis personae, including the villagers, locations and rumours for the village of Redvale, presented in a paired-back and easy to reference manner. Along with the hooks, there are many ways for this to fit into your game, as well as enough seeds and background information for you to either expand on the village or to make it easy to plough on into the forest of adventure
The first box text of chapter one sets the tone for the adventure, both in the eerie silence and the evoking quality of the writing throughout. It sets the scene and vibe so vividly in a so few lines. This is hardly surprising for a fantasy author, but I certainly want to read more of Beth's literature from these tantalising snippets.
The first encounter could be difficult for the party, but have no fear as extensive "DM Encounter Tactics Notes" are provided to help balance or save the party from dying so soon. This, along with the Sidekicks in the appendix, are features designed to aid one-on-one and smaller groups, allowing for more flexibility of play and less reworking for DMs.
The random encounters with the various denizens, from the majestic to the unsettling and dangerous, along with the curse that effects the character's sight, truly bring the forest to life and add some real flavour to the trek into the woods. They also provide a moral question of whether the party are more shoot first, ask questions later or more respectful of the local fauna. Choices made here have ramifications later, which is a lovely way to give random encounters mode weight.
The second chapter contains a wonderfully atmospheric introduction of an important NPC, and possible ally, in the form a strong willed Druid, Adelle. Her personality, motivations and information are detailed here, and the full statblocks for her and her Grove can be found in the appendix. This allows for the less diplomatic and more kill all the things characters who are the reason we can't have nice things, as well as the possibility of gaining an ally and/ or more favourable terrain to fall back to if the final battle gets too hot. There are also multiple possibilities for how things can and/ or will turn out in the night, adding to the drama, randomnes and/ or options for the DM.
The final chapter chapter brings you to the heart of the forest and the canker that resides within it. We are introduced the the BBEG and discover more about our possible ally and their connection...see some revealing gruesomeness before the final battle. The full character and history of the functionally immortal Dark Phoenix Druid, Eranya, are laid out, as is an offer so magically beneficial to give the party pause for thought and discussion...although some players will do the maths that they could kill the BBEG and take all their goodies.
The fate of the forest and the village still hang in the balance with there being many different ways this encounter/ adventure can be resolved, far more than kill or not. Magic binds the forest, the village and the Sorceress' bloodline. How the party handles things could leave a variety of situations that could lend the benefit of shadows or rhe threat scouring fire in their further adventures.
The appendices contain a beautiful battle map of Eranya's glade, full statblocks for Adelle and Eranya, with unique features of their two separate Circle of the Phoenix Druid class, and the latter's optional devastating Lair Actions. Also included are the statblocks for Adelle's Blackwood Grove with some handy actions and ways to make a woad, I mean load of friends, an Archer NPC, Wood Woad and Minor Phoenix and two unique magic items. Finally, the Archer and Adelle are both detailed in the Sidekick format.
This is by no means the longest supplement, coming in at 17 pages including appendix, but there is a true heart this adventure in the care and quality of the writing and presentation worth more than its $2 price tag. Every story needs something unique and the thought that has gone into this one, to give the player's pause, ramifications to their actions and hard decisions, sets this apart as something special.
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