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  Sylvan Blood 
  1 
  Sylvan Blood 
   
   
   
   
  Within an ancient sanctuary grove where fey and druids once lived in peace. 
  Blood now soaks the ground… 
  It started with love, turned to hate and now is driven by madness. 
   
  A 3-hour story of love and pain for 7th level characters 
  Using the 5th edition of the most played role playing game in the world. 
   
   
   by G Christopher Dyson 
   
   
   
   
  
   
    
   
   
  Sylvan Blood 
  2 
  Sylvan Blood 
   
  There is a sacredness in tears.  
   
  They are not the mark of weakness, but of 
  power.  
   
  They speak more eloquently than ten  
  thousand tongues.  
   
  They are messengers of overwhelming grief, of 
  deep contrition and unspeakable love. 
   
   - Washington Irving (1783-1859) 
   
  Introduction 
  The story of Sylvan Blood came about somewhere 
  between 2002 and 2004. In a previous edition of 
  the great game I had noticed that a basic satyr met 
  all of the pre-requisites for the assassin prestige 
  class without needing to take any levels of base 
  classes. It seemed an interesting combination and 
  the character of this satyr assassin began to form. 
   
  I played with the idea on and off and looked for a 
  way to incorporate it into a story. 
   
  What played out was the idea of a league of fey 
  assassins that would be curiously different to 
  other assassin clans. These guys would not care 
  about money or politics, but something had to 
  drive them. They had potential to be a great threat, 
  but needed motivation. 
   
  Then there was also this curious rarely used 
  reincarnation spell and questions that I was 
  asking: What do you do with the old body? How 
  would someone recognize you? And what if it goes 
  wrong, what if you don’t adapt to your new body. 
  Back in 1982, I watched a time travelling doctor 
  change and struggle to identify who he now was. 
  Could a reincarnation have the same problems as a 
  regeneration and what would druids use in place 
  of a zero chamber? 
   
  All questions that had potential to be answered in 
  a story. 
   
  Until now, all of the Rats in the Rain modules have 
  been warm-ups, test runs and learning exercises. 
  Sylvan Blood is the story I wanted to tell right and 
  I hope I have learned enough from the last few 
  modules to do this one right. 
  Level of play 
  This module is designed for a group of 4-6 seventh 
  level characters in a balanced party. 
   
  It could be adapted for a stronger or weaker group.  
   
  It is best to do the first encounter as written and 
  modify the following encounters based on the 
  results of that fight,  
  Adaptability 
  If played as a League of Rats game, this module 
  would be set in the Golden Kingdom town of 
  Vollenchia. A mostly human city on the southern 
  coast with a long stretch of elven lands to the 
  north west, dwarven hills to the north and gnoll 
  pride lands to the south.  
   
  It is a fairly dry city, so long periods of rain are 
  unusual. 
   
   
   
  The module could be adapted to be set in any 
  location such as a city near deep water in realms 
  that have been forgotten. 
   
  It could also be placed in any large city in a world 
  of your own device. 
   
  Most of this adventure takes place in the forested 
  mountains to the north west of the city and the 
  lake that sits in the foot hills. 
   
  
   
    
   
   
  Sylvan Blood 
  3 
  Background 
  Years ago, the druids in the Vollenchia region held 
  a certain spot as sacred. Deep within the Serra 
  Caldrona wilderness. The druids had a circle of 
  standing stones and a sacred altar. Amongst other 
  things this was the place fallen druids were 
  brought to for reincarnation rituals. 
   
  The forest had a large fey population that lived in 
  peace with the druids. 
   
  Amongst their number was the satyr Kaillz, whose 
  love for the elven druid Syaphath earned him 
  mockery amongst his own kind; though in time, 
  the pair became inseparable. Their love became 
  the stuff of legends. Kaillz was no ordinary satyr, 
  he was trained as an assassin, a master of deadly 
  weapons and traps. Secretly he was a member of 
  the sylvan Blood, a clan of assassins made of up fey 
  and elves who specialized in woodland killings. 
  For his heart to find love was unusual and many 
  felt that only Syaphath could love him. 
   
  To all things there came an end, for the Caldrona 
  region was rich in gold and the dwarven clans 
  sought it for their own wealth. 
   
  Eight years ago, greed and nature collided and 
  became an all out war.  
   
   
   
  Druids and fey creatures defended the woods 
  against dwarven axes and creatures released from 
  the mountain depths. 
   
  At the height of the conflict, Kaillz and Syaphath 
  were guarding the sanctuary grove when they 
  were attacked.  
   
  Two members of the duergar assassin clan known 
  as the Grey Mist infiltrated the grove. Unknown to 
  either side, the two rival assassin clans would not 
  strike directly at each other. 
   
  Instead, they worked together furthering a plot of 
  the Sylvan Blood whose leader wanted Kaillz to 
  learn a lesson in humility. 
   
  The Satyr watched in horror as his lover was slain, 
  but he retaliated and single handedly drove the 
  attackers out. He stalked the fleeing dwarven lord 
  for three days before slaying him and his council.  
   
  By the time he returned to the grove, the druids 
  had reincarnated Syaphath, she had risen again, in 
  the body of a tiefling. She travelled south to the 
  river folk of the Allerton to recover. Her old body 
  still lay in the grove for the druids had no time to 
  properly bury it. Kaillz found his lifeless lover and 
  his rage turned to madness. On her body he found 
  the sign of the Sylvan Blood and knew his own clan 
  had ended her life. Broken by the betrayal, his 
  unforgiving merciless heart drove him to kill or 
  drive away anyone approaching the grove.  
   
  Even the leader of the Sylvan Blood was surprised 
  by how deadly this made him. 
   
  The area became a sacred place for him. He filled it 
  with traps and hunted down any invaders with 
  deadly force – This included the druids he had 
  once called friends.  
   
  So skilled was Kaillz with stealth that the druids 
  never knew he was still there. All they knew was 
  that they could no longer visit their sanctuary for 
  fear of death.  
   
  The dwarves set up guards to keep anyone out of 
  the area believing a fey monstrosity was left to 
  plague the region. 
   
  The druids kept their distance believing the 
  dwarves still controlled the forest and defended it 
  with duergar assassins. 
   
  Both were wrong. 
   
  The druids blamed the dwarves and the dwarves 
  blamed the druids; and all the while, Kaillz 
  brooded and blamed everyone. 
   
  
   
    
   
   
  Sylvan Blood 
  4 
  Outline 
  Part 1: Jasper Graine’s reincarnation seems to be 
  unstable. He needs to visit the sanctuary grove, but 
  knows the risks. A druid associate recruits the 
  party to assist. 
   
  Part 2: The party travels to the river Allerton and 
  meets Griethion Bloom a tielfing druid who was 
  there when the grove fell. She directs the party to 
  the Andorran miners currently operating in the 
  mountains to the north. 
   
  Part 3: Hunting for fun and profit. An optional side 
  quest for bored players. 
   
  Part 4: Contacting the miners, the party hears the 
  opposite story. 
   
  Part 5: With both parties wanting answers, the 
  party travels to the sanctuary grove and find 
  bodies. 
   
  Part 6: The party falls among traps and is attacked 
  by the satyr assassin. 
   
  Part 7: The party is confronted by a local leader of 
  the Sylvan Blood 
   
  Adventure Hooks 
   
  If the characters have played the Rats in the Rain 
  series of modules, they will already know Jasper 
  Grain and may consider him a friend. They would 
  have known of his death and reincarnation, so the 
  following hook involving Tiskallia will work. 
   
  If they do not know Jasper, the introduction will 
  need to change. 
   
  If necessary, begin with this: 
   
  Over the last few weeks, the sewers of Vollenchia 
  have hosted many dramatic events, central to 
  them all was a druid named Jasper Grain who was 
  sworn to protect the sewers. 
   
  Jasper had been an associate of yours, sometimes 
  seen in the tavern. Then things changed. They say 
  he was killed, but came back in a different body. 
  He spends a lot more time in the taverns and you 
  have shared more than a few drinks with him, and 
  been involved in more than a bit of trouble. 
   
  Part 1: Memories of another life 
   
  Read Aloud: 
   
  Though he wears the body of a gnome, Jasper 
  Grain has spent the last few years as a human. His 
  home has been beneath the streets – away from 
  society, perhaps he felt so wrong in his body that 
  he wanted to hide. 
   
  He hasn’t been back to the sewers in over a month. 
  Instead he has wondered from one bar to another 
  testing his fortitude with endless rounds of drinks 
  and bar fights. 
   
  “You are his friends,” Tiskallia the druid says 
  simply. The wood elven woman had appeared in 
  town a few days earlier. She had tracked Jasper 
  down, found he was in trouble and came looking 
  for friends who could help. 
   
  She didn’t find friends, she found you. 
   
  “You were the closest thing he had to friends. 
  Maybe that means something. He has gone through 
  a big change and it takes time to accept a new 
  body, even one so similar to his first body, but he is 
  struggling. In the old days we would have him rest 
  up in the sanctuary grove and there he could come 
  to terms with his body, but without it, he is 
  changing inside as much as out.. Even worse he is 
  becoming dangerous. An unhinged druid is a 
  danger to everyone.” 
   
  “We need to bring him in and see if my circle can 
  help him. That is where you come in. I want you to 
  capture him, bind him and bring him to me. 
  Together we’ll take him to Allerton where we can 
  help him find his feet. 
   
  The initial mission is a simple snatch and grab 
  operation. Tiskallia is not offering any great 
  rewards, just asking the group to help her and 
  Jasper out. 
   
  Finding Jasper is easy as he is making no effort to 
  avoid being found. Capturing him should also be 
  easy. 
   
  Due to his inebriation, he has disadvantage on all 
  rolls and the fights he has been in have left him on 
  half hit points. If given a chance he will summon 
  five giants wasps to defend him after which he will 
  battle with a shillelagh. 
   
   
  
   
    
   
   
  Sylvan Blood 
  5 
   
  Roleplaying Jasper: 
   
  The gnomish druid is suffering from a combination 
  of mental illnesses brought about by an unstable 
  reincarnation. He is also very drunk. He will react 
  quickly, harshly and often inappropriately.  
   
   
   
  Once he is captured, Tiskallia will ask the group to 
  come with her to Allerton, a small village by the 
  lake where Jasper can be helped. 
   
  The journey is about two hundred and fifty miles 
  which will take about ten days. 
   
   
   
  Tip: 
   
  For characters at this level, most random 
  encounters while travelling are insignificant, so 
  not worth role playing out. It is worth giving a 
  quick summary of the journey. 
   
  By all means throw in a random encounter if you 
  want to break things up, but there will be time 
  enough for battle later. With two NPCs in the party 
  (one of them unstable) it’s a good idea to avoid 
  battles.  
   
  It is a while before the first fight though, so you 
  might choose to add a random encounter here. I 
  suggest a wyvern. 
   
  Read Aloud: 
   
  The trip from Vollenchia is a long one. Ten days 
  with an unhappy gnome. Once he sobers up, it 
  seems safe to remove his bindings. He grumbles 
  and complains but accepts he has no real choice, 
  but to come along. Sometimes his mind seems 
  clear, other times he rambles or speaks in odd 
  languages. Sometimes he tells stories of 
  adventures he never had. Jasper would make a 
  poor bard. 
   
  On the second day, a group of bandits harass the 
  group, but are quickly dealt with. 
   
  On the third day, rain falls turning the road to mud 
  and on the sixth day a small pack of gnolls accosts 
  the group. Again they are speedily dealt with.  
   
  That night, there is trouble from kobolds. 
   
  On the next two days elven soldiers appear on the 
  road as their troops head west to their homelands. 
   
  It is the middle of the eleventh day when the small 
  lake town of Allerton appears before you. 
   
  
   
    
   
   
  Sylvan Blood 
  6 
  Part 2: Druids of the lake 
  Tiskallia is well know in Allerton, so there is no 
  trouble getting into the town. It is a small village 
  beside a large lake. Fishing boats are the most 
  significant feature. 
   
  As would have been explained on the journey, 
  Allerton is home to about three hundred people, 
  mostly human, and wood elf. The majority of the 
  population are fishermen or run businesses that 
  support fishing. A small circle of druid dwell here 
  and have for the last eight years since they fled the 
  sanctuary grove as refugees. 
   
   
   
  The village is peaceful and idyllic. Tiskallia quickly 
  organizes rooms at the inn and she goes to meet 
  with her druid circle. While she is gone, the 
  characters may choose to meet some of the locals 
  and learn a little about the druid they are dealing 
  with. 
   
  The druids have been living here for eight 
  years. 
   
  The druids are quite peaceful, though one of 
  them (a tiefling) seems to occasionally be 
  mad. 
   
  The druids were chased from their home by 
  an army of dwarves. 
   
  They spent a lot of time mourning when 
  they first arrived. 
   
  A few years ago, the druids sent someone 
  back to their original home, but they never 
  returned. 
   
  Having the druids around is good for 
  business. Fish stocks have grown and the 
  lake has been safer. 
   
  The druids are mostly wood elves so they fit 
  in well, though there are a few other races 
  (such as the tiefling) 
   
  About 12 druids are in town at any one time. 
  A lot of them seem to be students. 
   
  The druids have pretty much settled in to 
  town as if they expect not to leave. 
   
  Tiskallia is well liked in town. She is one of 
  the teachers of the younger druids. 
   
  Tiskallia came to Allerton about six years 
  ago 
   
  Tiskallia is currently in a romantic 
  relationship with the elderst son of a boat 
  builder. She’s too old for him. 
   
  Jasper has never been seen here in either his 
  human or gnomish form. 
   
  People are worried about the problems 
  between elf and orc to the far west, but do 
  not expect to have trouble here. 
   
  A pair of wyvern have been spotted in the 
  air north of the town, but nobody has been 
  attacked yet. 
   
  An itinerant elf that often comes through 
  town is highly suspicious. 
   
  If the character succeed in a DC 20 persuasion 
  check, they can also learn the following 
   
  The itinerant elf is actually a member of the 
  sylvan blood, a clan of fey-descendant 
  assassins. 
   
   
   
  After a few hours, Tiskallia returns alone. 
   
  Read Aloud: 
   
  The wood elf druid finds you at the tavern. Jasper 
  is not with her. 
   
  “The elders are working with him,” she explains, 
  “They agree with me that he hasn’t settled into his 
  new body yet. They are going to perform some 
  rituals, try some wildshape meditation and see 
  how it goes, but the worry is that he focuses on 
  city sewers which is outside our experience. 
  Things may take time. 
   
  “It would be good if you could stay a few days until 
  things improve.” 
   
  Tiskallia will offer to organize some work for them 
  while they are in town. 
   
  
   
    
   
   
  Sylvan Blood 
  7 
  Part 3: Hunting for fun and profit 
  Part 3 is an optional side-quest should the 
  characters not want to sit around being bored. 
   
   
  Tip: 
   
  Players can avoid boredom by moving to the next 
  part, so characters becoming bored is not much of 
  an issue. 
   
  On the other hand, players will rarely turn down 
  the chance to gain treasure and experience. 
   
  On the party’s second day in town, one of the local 
  traders will approach them. 
   
  Read aloud: 
   
  As you wait patiently (or as you wait impatiently – 
  there is no real difference) an elven gentleman 
  approaches you, “I’m told you are good at sorting 
  out trouble?” he says, making it sound like a 
  question, “my business requires access to the 
  shore not far from here, but the area is dangerous 
  now. Some beast has set up their lair nearby and 
  we can’t get any business done.” 
   
  The elf, named Roanas is harvesting a particular 
  type of reed that is crushed up and used in 
  medicine that he sells.  
   
  There is now a pair of Chuul dwelling in the area 
  and he needs them removed to continue his 
  business. The offer is 100gp to get rid of them. If 
  the players feel the need to negotiate, he will pay 
  125gp 
   
  The spot by the river can easily be found, as can 
  the tracks left by chuul, for they are hardly the 
  most subtle of creatures. 
   
  They can be tracked down to a flooded cave by the 
  water’s edge. 
   
  The chuul have no treasure of their own, but 
  should they be defeated, the bodies of past victims 
  carry 120gp worth of gems, coins and jewelry. 
  There is also a ring of swimming and a suit of +1 
  studded leather. 
   
  Should the party return with proof of their victory, 
  Roanas will pay the promised amount. 
   
  Part 4: Need for alliances 
   
  After a few days Tiskallia will approach the party 
  once again. 
   
  Read Aloud: 
   
  At long last Tiskallia returns, she brings with her 
  an older looking human. The man has white hair 
  and wears the vestments of a druid. 
   
  “This is Lars,” she says, “He’s been trying to help 
  Jasper.” 
   
  The old man nods, “Yes, he is struggling. In the old 
  days we used to do these reincarnations in sacred 
  places. It helped in situations like this. Our 
  sanctuary grove is not far from here, but we can’t 
  access it. It’s a long story, but all our problem 
  really is, is that a dwarven mining company took 
  over the area and now they won’t let us back in. 
   
  “Can you talk to them? They say the area is not 
  safe, but safe from what? They never told us that. 
  Can you make it safe again?” 
   
  By now the players will be used to druids not 
  offering monetary rewards, but Lars can offer a 
  magic item that the order has used while living in 
  Allerton. “A folding boat would be of little use if we 
  moved back to the forest” 
   
  He will suggest the characters first talk to 
  Griethion, a tielfing druid living in town who was 
  the last one to see the grove when the dwarves 
  arrived. 
   
  Griethion lives on a small island not far from the 
  town. It is easy to take a barge across. 
   
  The tiefling woman looks quite young, perhaps in 
  her early twenties, she seems sad and has a 
  haunted look in her eyes. 
   
   
  Roleplaying Griethion 
   
  Griethion is consumed with melancholy even after 
  all these years. She speaks slowly using few words 
  and sometimes only nods or shakes her head. 
   
  It may take some work for the characters to get 
  any useful information from her. 
   
   
  
   
    
   
   
  Sylvan Blood 
  8 
  Piece by piece she will relate parts of the story of 
  the sanctuary grove. 
   
  Years ago, the druids lived around the grove. 
   
  There were no wyverns in the area back 
  then. 
   
  Dwarven miners wanted to dig there, there 
  were battles. 
   
  She was killed by a duergar assassin. 
   
  When she woke, she had to flee. 
   
  Before her death, she was a wood elf. 
   
  She will show the party a horn which is all 
  that remains of her love. 
  The players may assume the horn is that of a 
  tiefling, but a DC 12 nature check will reveal it is 
  from a goat or satyr. 
   
  A DC 15 persuasion check will reveal the 
  following: 
   
  Her lover was slain in that battle as well, 
  though not reincarnated.  
   
  It took too long to find his remains, most of 
  which are beyond the dwarven line. 
   
  A DC 20 persuasion roll will reveal the following: 
   
  Her lover was a satyr and a member of the 
  Sylvan Blood.  
   
  The Blood did not approve of her. They had 
  wanted their relationship to end. 
   
  Griethion will give a little bit of information about 
  the layout of the area, but will not add much more. 
   
  When the characters leave she will say “I must go 
  back to the grove. If you find a way, I shall follow.” 
   
  Lars will then suggest, or ask, that the characters 
  investigate the dwarves either by speaking with 
  one of the guards or by trying to speak with the 
  leader of the mining group. 
   
  As always there are options. The characters could 
  approach directly, capture a guard or simply 
  attempt to sneak past. 
   
  There are actually not many guards and mostly 
  stationed a mile or so apart. There are some signs 
  up as well warning of danger, so entry to the area 
  is not impossible. Fences have been erected to 
  close off roads and these points are manned. 
   
  If they sneak past a guard, they will quickly 
  encounter a wyvern. After three rounds, a second 
  will appear (one would be a fair fight. At this point 
  its better to turn the party around) 
   
   
   
   
  If they speak to a guard (regardless of whether 
  they subdue him first) he will report that: 
   
   
  The area is dangerous and people are being 
  turned back for their on protection. 
   
  Dangers are caused by wild fey assassins, 
  wyverns and other dangerous presences. 
   
  The mining company is not currently 
  working in the area. 
   
  The bosses can be found further north in the 
  hill area of northern Caldrona. The guard 
  can give directions. 
   
  The guards are there to protect the claim on 
  the area. If it becomes safe, they will start 
  mining straight away. 
   
  The druids are not permitted to return as it 
  is dangerous and might invalidate the claim. 
   
  A DC 12  insight check will assure characters that 
  the guard is telling what he believes is the truth, 
  but he is uncertain if this is really case. 
   
  Any further questioning and he will ask the group 
  to speak to his boss at the base camp. 
   
  If the characters return and report to Lars, he will 
  sound outraged and remind everyone that it was 
  duergar assassins that caused the druids to flee, 
  not fey. He believes the dwarves are still a threat. 
   
  If the character approach the dwarven manager, 
  they will find him at a well manned camp a day’s 
  journey to the north. 
   
  The mine manager is Fundin Goldsmelter who will 
  tell the characters not to go near the grove. 
   
  He will explain that he was there when the 
  druids and their foul kin ran his mining 
  company out of the forest. 
   
  He will deny involvement of duergar 
  (though duergar assassins were employed 
  back then) 
   
  He has a horn taken from a satyr that killed 
  several of his men. 
   
  
   
    
   
   
  Sylvan Blood 
  9 
  Read Aloud: 
   
  Fundin Sighs, “We were just surveying, planning, 
  we hadn’t even knocked a tree over. We came 
  across this grove. It was quiet, too quiet. An 
  arrow came out of nowhere and struck my 
  assistant down, so we pulled back. 
   
  “My boss then took another group in. He wanted 
  to talk, but came back missing two men. 
   
  “They were using the trees as cover, so we 
  started to cut and burn. Dwarven blood was 
  spilled. We weren’t going to back down. 
   
  “There were fights, battles, lots of them against 
  satyrs, elves, animals of the forest, but they 
  wouldn’t stand up and fight fair! 
   
  “So we played dirty too, called in some allies 
  from the down below who knew a thing or two 
  about death and assassins. 
   
  “We got some magic too. Rock gnomes and their 
  machines. 
   
  “I was with the boss and six others on a mission. 
  We went back to that grove and found an elf girl 
  with a satyr. I don’t want to speak about what 
  they was doing. We paused. That gave the satyr 
  a chance to strike. He fired an arrow, clean killed 
  one of the men, then he ducked behind cover. 
  Two of the boys chased him. 
   
   
   
   
   
   
   
   
  Read Aloud: 
   
  “The elf girl, she hit back hard too, hurling magic 
  lightning at two of my men. She didn’t see the grey 
  dwarves though. They used their own poison and 
  took her down. Then the satyr came back. He 
  chased us out of there. I was running for 
  reinforcement, but I knew he’d kill me if he could. 
  He’d gone mad, even for a fey. 
   
  “I took an arrow in the back, fell down, near died. 
  When I came to, it was just bodies and one broken 
  horn. 
   
  “We sent men back in. None ever came out again. 
  The rest of them druids, they ran south and we let 
  them go, but this forest has dwarven blood on it. 
  It’s gonna stay ours.  
   
  “I seen trees come alive in there. Sprites and magic 
  dust that’ll eat your brain, but there is gold in there 
  too. One day, we’ll take it again.” 
   
   
  If asked, Fundin will not be able to explain what 
  happened to the satyr and his words become 
  clouded by anger and ancient oaths of revenge. 
   
  If quizzed, he may just remember this: 
   
  Read Aloud: 
   
  Them grey folk, they didn’t kill the girl. She was 
  still alive. I remember looking back and there was 
  this shadow moving behind her and a tree reached 
  out with a vine that grappled her neck. I never 
  understood that… 
   
  The last thing he will say, as they leave is: 
   
   
  “One thousand gold” he says slowly, “Clear it out, 
  stop them, get us back in business and there is one 
  thousand gold for you. 
   
  When the party leaves the mine, they will be 
  followed by two Grey Mist assassins, both invisible. 
  The Grey Mist do not want anyone investigating 
  the incident from eight years ago because it 
  involved their relationship with a rival assassin 
  clan. They aim to keep both clans a secret. 
   
  At this point, the secrets are mostly out and a swift 
  death is probably their best option. 
   
  
   
    
   
   
  Sylvan Blood 
  10 
  Roll stealth for the duergar and have the 
  characters make perception checks. If any 
  characters succeed they will have heard a sound, 
  but will not be able to see anything following them. 
   
  The duergar will attack, either when they have a 
  good position, or when they are spotted. 
   
  Tactics: 
  They will attack while invisible using poison 
  coated picks. Due to the invisibility, they will 
  attack with advantage and gain their sneak attack 
  dice as well as poison damage. They will then 
  spend ki points to get bonus attacks. 
   
  In the second round they will spend ki points to 
  use enlarge. They will stick close to each other to 
  continue to use sneak attacks. 
   
  From the third round, they will use ki points to 
  dodge. 
   
  If defeated, each duergar carries a pick, two 
  daggers, 50gp and two vials of serpent venom 
  poison. 
   
  If captured and questioned they will make an 
  insight roll with advantage to resist any 
  persuasion, deception of intimidation attempts. 
   
  Should they become talkative they will admit to 
  being part of the grey mist and that they will be 
  slain if they reveal anything about their own clan. 
   
  This does not prohibit them speaking about the 
  Sylvan Blood, so they will say that the Sylvan 
  Blood assassin clan controls the sanctuary grove 
  and the surrounding forest, but that even they 
  have lost control. One of their own has turned 
  against his allies. They blood tried to teach him a 
  lesson and it backfired. 
   
  Read Aloud: 
   
  “If you ever want a favor from the Grey Mist, let us 
  go now. 
   
  “If you ever want a favor from the Sylvan Blood, 
  solve their problem for them. You just bested two 
  of us, you may just be able to survive against him.” 
   
  Part 5: The Sanctuary Grove 
  By now, all roads should lead towards the grove. 
  Players should be concerned about going in, but 
  they will know this is their destination. 
   
  If necessary, have Lars ask them to do a quick 
  reconnaissance mission to confirm the duergars’ 
  story, but most likely they will choose to go there 
  themselves now as there is simply no other source 
  of information. 
   
  Give the party time to rest, they should be at full 
  strength when they approach the grove. 
   
  Allow them to purchase antitoxin should they wish. 
  Someone in Allerton will be selling it. 
   
  Read Aloud: 
   
  The path through the trees is quiet: deathly quiet. 
  Even the birds and insects seem subdued. They are 
  present, but quiet and on edge. 
   
  The woods seem devoid of fey spirits and their 
  magic. 
   
  The canopy of the forest is overgrown shielding 
  the forest floor from the rays of the sun. 
   
   
  Tip: 
   
  Atmosphere is optional. Some just want to get to 
  the fight, but some love it and it is easy to create. 
   
  Think about the setting and then use short 
  descriptive sentences with pauses in between. Just 
  a few and players get the idea. Don’t rush. If you 
  rush they will only want to get to the end. 
   
  Read Aloud: 
   
  Hanging from a tree you spot humanoid remains 
  hanging. Not much is left of the skin to hold it 
  together. Already two limbs are missing. 
   
  Then there is a skull; horned like a tiefling sitting 
  alone in the low branch of a tree. It is easy to tell 
  these are warnings. 
   
  Not far from these sits a dwarven helmet split in 
  two by a rusted dwarven axe. 
   
  The forest pauses in silence as if taking a breath. 
   
  
   
    
   
   
  Sylvan Blood 
  11 
  Describe to the party that the forest is overgrown. 
  Paths once existed, but have not been tended or 
  used in eight years. They is no obvious way in. 
  Movement is slow. 
   
   
   
  All terrain should be considered rough. Successful 
  survival rolls by the leaders will allow the party to 
  move faster, but this has no real affect on the 
  module. 
   
  Have the characters at the front of the party make 
  perception checks.  
   
   
  Tip: 
   
  If everyone makes perception checks, you can 
  almost guarantee someone will succeed, so limit it 
  to just the front line. This will also prompt the 
  players to think about their marching order. 
   
   Ahead of the group will be a covered pit trap. A DC 
  15 perception check is required to notice and 
  avoid it. If they do not spot it, the first character to 
  step on it will activate the trap. Allow them a DC 
  20 dexterity saving throw to get off as it collapses 
  or to grasp onto something. 
   
  If not, they will fall thirty feet onto poison spikes. 
   
  The total damage will be: 
   3d6 from falling 
   2d10 piercing damage from the spikes 
   A DC 13 constitution save with 4d10 poison 
  damage on a failed save, or half that if they 
  succeed. 
   
  Once they have passed this trap, have the front line 
  roll another perception check. 
   
  This time it is to spot a trip line. A DC 15 
  perception check will spot the line, a strong cord 
  covered in moss is hooked up to a heavy branch tat 
  will fall on the party if it is triggered. 
   
  The branch will do 6d6 bludgeoning damage to the 
  front line of characters. A successful DC 15 
  dexterity saving throw will reduce that to half. 
   
  It doesn’t matter which way the characters travel, 
  the whole area is trapped, but it will get boring to 
  face an endless series of traps. 
   
  Once again, have the characters make perception 
  checks. A successful DC 24 spot check will allow 
  someone to spot Kaillz before he fires his first 
  arrow. 
   
   
  Theatre of the mind. 
   
  Players will want to put their miniatures on the 
  map. If you do this, it will make the battle a lot 
  harder for the DM to run and give Kaillz a 
  disadvantage. The best way to run this, is by using 
  the theatre of the mind. Describe it and let the 
  players imagine where they are. Kaillz will dart 
  from tree to tree hiding as he goes. There should 
  be mystery about his location. A combat map takes 
  the mystery away. 
   
  Tactics for Kaillz: 
   
  After the party have passed two traps, Kaillz will 
  have hidden and has dipped six arrows in wyvern 
  poison. He silently casts blur the round before he 
  attacks. 
   
  He will pick a target. His preference for a target in 
  order will be: 
   A druid 
   A dwarf (not necessarily the best tactic, but he 
  has reason to hate them) 
   A spellcaster 
   The nearest threat. 
   
  If his first target failed their perception check 
  (even if someone else succeeded) Kaillz will do an 
  assassination strike against them. 
   He gains advantage on his attack roll and will 
  automatically get a critical hit on a success. 
   
  After his attack, Kaillz will move to another hiding 
  spot and use a cunning action to make a new 
  stealth roll. “You see him duck behind a tree, then 
  you lose sight of him” 
   
  
   
    
   
   
  Sylvan Blood 
  12 
   
  Note that in this circumstance, he has +7 to hit 
  with advantage. 
   
  His bow does 1d6+6 piercing damage plus 3d6 
  sneak attack damage and 7d6 poison damage with 
  a DC 15 constitution save for half poison damage. 
   
  All of these dice are doubled on a critical hit. 
   
  The target will potentially take 22d6+6 damage 
  which will incapacitate most level 7 characters. 
   
  Don’t hold back. Scare them and make them think. 
  Make them use their healing resources. 
   
   
  In the subsequent rounds, roll Kailz’ stealth check 
  and allow anyone looking for him to make a 
  perception check. He will continue firing one 
  arrow per round and will rely on the blur spell to 
  protect him. 
   
  If characters are pursuing him, he will target the 
  closest one. 
   
  If the target fails their spot check, Kailz will have 
  advantage on his attack and gain sneak attack dice. 
   
  The first six arrows he fires will have wyvern 
  poison. 
   
  Should the characters attempt to open a dialogue, 
  he will ignore them. He is quite mad and still 
  burning with anger. 
   
   
  Tip: 
   
  If the players are smart, they can handle this. The 
  tactical use of spells to aid their perception will 
  make a big difference, as will holding actions to 
  attack when he is visible. If they use antitoxin that 
  will help a lot. 
   
  Inexperienced players or an unprepared or 
  unbalanced party will struggle. You can adjust the 
  difficulty by reducing the number of poisoned 
  arrows he has available or by ending his blur spell 
  (you can fudge his concentration check in the 
  party’s favor – act disappointed when it happens 
  though) 
   
   
   
  Should the party retreat, have Kaillz fire one more 
  arrow and then let them go. For fun, you can have 
  them trigger a trap on the way out. 
   
  If they do this, let them regroup, remind them 
  there is no time limit and maybe give some tips 
  about holding actions, using antitoxin and using 
  spells to improve their perception. Their second 
  attempt will be much better and surprise even 
  them. 
  Wrapping Up 
  Eventually Kaillz will fall. 
   
  When this happens a monkey will come down 
  from a tree. 
   
  Read Aloud 
   
  The satyr lies lifeless on the ground: His body 
  broken and his blood along with yours feeds the 
  plants and insects. 
   
  Only now do you notices his horn have been 
  broken and are now just stumps. 
   
  The is a rustle in the branches of a nearby tree and 
  you spot a monkey descending. 
   
  It seems at odds with the rest of the forest, s 
  though its presence were not natural. 
   
  The small simian looks at you and seems to smile, 
  then it turns and looks at the satyr. 
   
  Its body then changes and takes on the form of 
  Griethion the tiefling you had met back in Allerton. 
   
  She falls to her knees by the satyr’s side and 
  tenderly holds his body. Tears run from her eyes 
  as she gently strokes his face. 
   
   
  If you happen to have a copy of Songs of Love and 
  Death by Beyond the Black, now would be a good 
  time to play it in the background. 
   
  If you want to take this seriously I would follow it 
  up with Death is Not the End by Edenbridge 
   
   
   
   
   
   
   
  
   
    
   
   
  Sylvan Blood 
  13 
   
  “My love,” she says. “I knew they could not kill you. 
  I knew you were still here. I feared it. 
   
  “They gave me your horn, said you were dead, but 
  in my heart I knew you lived.” 
   
   
   
   
  The druid cries. 
   
  Unless actually attacked, she will ignore the 
  characters as she mourns. This will give the party 
  a moment to regroup and deal with their own 
  fallen characters. 
   
  Minutes will pass before a woman emerges from 
  the trees. She looks elven, or part elven though she 
  seems more like a dryad or fey spirit. Her body is 
  draped in green. 
   
  Read Aloud: 
   
  From within the trees, you spot a lithe elven 
  woman, parts part elven or a fey spirit whose body 
  is draped in green. She looks over the scene of the 
  fallen satyr and the mourning tiefling. 
   
  “It is over,” she says simply, “the lesson is learned.” 
   
   
  Then by way of explanation she will add 
   
   
  Kaillz worked form me, for the sylvan blood. He 
  broke our law by falling in love. We warned him. 
  He didn’t listen. So, we let the Grey Mist come onto 
  our territory. We let them attack Kaillz, but we 
  slew Syaphath to teach the Blood a lesson. 
   
  Never did we know what that would lead to. Poor 
  Kaillz finding her old body after she was brought 
  back. We never knew how destructive he would 
  be. 
   
   
  “I think now we were wrong. Love has turned him 
  into a deadlier killer than he was before. 
   
  “I think perhaps that this time I will let you be 
  together. Imagine how broken he will be when he 
  learned you yet live. When loss and fear and 
  hatred consume him. 
   
  “I give you my leave to bring him back that he may 
  serve the Blood forever. Our new weapon, we will 
  need his anchor to control him I think…” 
   
  The girl then turns and leaves. 
   
   
   
  Any attempts to pursue, kill or capture the girl will 
  fail as she vanishes amongst the trees. 
   
  With the satyr defeated, the sanctuary grove can 
  be accessed again. 
   
  This will allow Jasper to stabalise his mind. It will 
  allow the druids to reincarnate Kaillz and any 
  fallen member of the party. 
   
  Kaillz will learn the hard way that his love was 
  brought back in a changed body with a changed 
  name. To protect his love, he will agree to serve 
  the Blood faithfully. 
   
  If they have not already taken it, he will offer his 
  bow to whichever character struck him down. 
    
  Finally, they will promise the party aid should they 
  ever need it. 
  
   
    
   
   
  Sylvan Blood 
  14 
  Rewards 
  There is very little gold to be found in this module, 
  though there are several magic items: 
   
  The Chuul had 120gp worth of gems, coins and 
  jewelry plus a 100gp reward. 
  There is also a ring of swimming and a suit of +1 
  studded leather. 
   
  The dwarves will not pay the promised 1,000gp, as 
  they cannot access the gold in the area. 
   
  The duergar each carry 50gp and two vials of 
  serpent venom poison. 
   
  Lars will provide the promised folding boat 
   
  Kayllis will give up his +1 shortbow. 
   
  Experience Points 
  Experience Points for individual monsters are 
  listed with their stats. These should be divided 
  amongst the characters. 
   
  Additional bonuses: 
  By-passing traps  
   
  500 XP per trap 
  Letting the duergar go 
   
  100 XP 
   
  Character Directory 
   
  Fundin Goldsmelter: Dwarven miner, now 
  running operations in the area. He was present a 
  the original battle. 
   
  Griethion Bloom: The new name of Syaphath, a 
  druid once an elf, now a tiefling in love with the 
  assassin. 
   
  Grindella: A sewer druid living in Vollenchia 
   
  Jasper Graine: A sewer druid living in Vollenchia, 
  once a gnome, reincarnated into a human and then 
  reincarnated into a gnome again. 
   
  Kaillz: A satyr assassin belonging to the Sylvan 
  Blood 
   
  Lars: A senior druid amongst the folk of Allerton 
   
  Roanas: An elven merchant living at Allerton 
   
  Tiskallia: A druid now dwelling in Allerton, but an 
  associate of Jasper. 
   
   
   
   
  NPC/Monster Stats 
   
  Chuul Large aberration chaotic evil 
  Armor Class 16 (natural armor) 
  Hit Points 93 (11d10 + 33) 
  Speed 30 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 
  (+4) 
  10 
  (+0) 
  16 
  (+3) 
  5 
  (−3) 
  11 
  (+0) 
  5 
  (−3) 
   
  Skills Perception +4  
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 14 
  Languages understands Deep Speech but can’t 
  speak 
  Challenge 4 (1,100 XP) 
  Amphibious. The chuul can breathe air and water. 
  Sense Magic. The chuul senses magic within 120 
  feet of it at will. This trait otherwise works like the 
  detect magic spell but isn’t itself magical. 
  Actions  
  Multiattack. The chuul makes two pincer attacks. 
  If the chuul is grappling a creature, the chuul can 
  also use its tentacles once. 
  Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  The target is grappled (escape DC 14) if it is a 
  Large or smaller creature and the chuul doesn’t 
  have two other creatures grappled. 
  Tentacles. One creature grappled by the chuul 
  must succeed on a DC 13 Constitution saving 
  throw or be poisoned for 1 minute. Until this 
  poison ends, the target is paralyzed. The target can 
  repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. 
   
   
   
  
   
    
   
   
  Sylvan Blood 
  15 
  Duergar Assassin (Grey Mist) 
  Medium humanoid (dwarf) lawful evil Ninja 7 
  Armor Class 16 (Unarmoured) 
  Hit Points 75 
  Speed 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 
  (+2) 
  16 
  (+3) 
  14 
  (+2) 
  11 
  (+0) 
  16 
  (+3) 
  9 
  (−1) 
   
  Damage Resistances poison 
  Senses darkvision 120 ft., passive Perception 16 
  Skills: Perception +6, Stealth +6, Insight +6 
  Languages Dwarvish, Undercommon 
  Challenge 7 (2,900 XP) 
  Duergar Resilience. The duergar has advantage 
  on saving throws against poison, spells, and 
  illusions, as well as to resist being charmed or 
  paralyzed. 
  Sunlight Sensitivity. While in sunlight, the 
  duergar has disadvantage on attack rolls, as well 
  as on Wisdom (Perception) checks that rely on 
  sight. 
  Actions 
  Multiattack. The Grey mist assassin makes two 
  weapon attacks with their pick. 
  Enlarge (Recharges after a Short or Long Rest). 
  For 1 minute, the duergar magically increases in 
  size, along with anything it is wearing or carrying. 
  While enlarged, the duergar is Large, doubles its 
  damage dice on Strength‐based weapon attacks 
  (included in the attacks), and makes Strength 
  checks and Strength saving throws with advantage. 
  If the duergar lacks the room to become Large, it 
  attains the maximum size possible in the space 
  available. 
  War Pick. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 
  11 (2d8 + 2) piercing damage while enlarged. 
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage, or 7 
  (2d4 + 3) piercing damage while enlarged. 
  Invisibility (Recharges after a Short or Long 
  Rest). The duergar magically turns invisible until it 
  attacks, casts a spell, or uses its Enlarge, or until its 
  concentration is broken, up to 1 hour (as if 
  concentrating on a spell). Any equipment the 
  duergar wears or carries is invisible with it. 
  Sneak Attack: Once per round, the Grey Mist 
  assassin does an additional 3d6 sneak attack 
  damage if  he has advantage or his opponent has 
  another enemy within 5 feet. 
  Cunning Action: The assassin can take a bonus 
  action on each of his turns in combat. This action 
  can be used only to take the Dash, Disengage, or 
  Hide action. 
  Uncanny Dodge: when an attacker that the 
  assassin can see hits him with an attack, he can use 
  his reaction to halve the attack’s damage against 
  you. 
  Evasion: When the assassin is subjected to an 
  effect that allows them to make a Dexterity saving 
  throw to take only half damage, they instead take 
  no damage if they succeed on the saving throw, 
  and only half damage if they fail. 
  Ki: The Grey Mist Assassin has 7 points of ki.  
  Flurry of blows: They may spend 1 ki point to 
  make an additional two off-hand weapon attacks 
  as a bonus action. 
  Patient Defence: They may spend 1 ki point to 
  take a dodge action as a bonus action. 
  Strategic movement: They can spend one ki point 
  to, as a bonus action, apply poison to a weapon, 
  drink a potion, throw a vial of acid or alchemists 
  fire. 
  Grey Mist: They may spend a ki point to use 
  enlarge or invisibility as a bonus action 
  Deflect Missiles: The assassin can use their 
  reaction to deflect or catch a missile when they are 
  hit by a ranged weapon attack. When they do so, 
  the damage they take from the attack is reduced by 
  1d10+10. If they reduce the damage to 0, they can 
  catch the missile if it is small enough for them to 
  hold in one hand and they have at least one hand 
  free. If they catch a missile in this way, they can 
  spend 1 ki point to make a ranged attack with the 
  weapon or piece of ammunition just caught, as 
  part of the same reaction. 
  Poison: The duergar use serpent venom poison 
  This poison must be harvested from a dead or 
  incapacitated giant poisonous snake. A creature 
  subjected to this poison must succeed on a DC 11 
  Constitution saving throw, taking 10 (3d6) poison 
  damage on a failed save, or half as much damage 
  on a successful one. 
   
   
  Guard Medium humanoid  
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 
  (+1) 
  12 
  (+1) 
  12 
  (+1) 
  10 
  (+0) 
  11 
  (+0) 
  10 
  (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
   
  
   
    
   
   
  Sylvan Blood 
  16 
  Actions Spear. Melee or Ranged Weapon Attack: 
  +3 to hit, reach 5 ft. or range 20/60 ft., one target. 
  Hit: 4 (1d6 +1) piercing damage, or 5 (1d8 +  1) 
  piercing damage if used with two hands to make a 
  melee attack. 
   
   
  Jasper Medium humanoid 
  Armor Class 15 (Dragon scale) 
  Hit Points 27 
  Speed 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  (+0) 
  10 
  (+0) 
  12 
  (+1) 
  13 
  (+1) 
  16 
  (+3) 
  13 
  (+1) 
   
  Skills Meommon, Gnomish, Druidic 
  Challenge 2 (450 XP) 
  Spellcasting. 
  5th-level spellcaster. Its spellcasting ability is 
  Wisdom (spell save DC 13, +5 to hit with spell  
  Cantrips (at will): 
  Shillelagh 
  Produce Flame 
  Druid Craft 
  1st level (4 slots): Cure wounds, Longstrider 
  2nd level (3 slots): Lesser restoration, Darkness 
  3rd level (2 slots): Conjure Animals, Gaseous Form 
  Actions 
  Shillelagh. 
  Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8+3) bludgeoning damage.  
   
   
  Kaillz Satyr, Rogue (Assassin) 5, Sorcerer 
  (Draconic) 3 
  Armor Class 18 (draconic scales) 
  Hit Points 107  
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 
  (+1) 
  20 
  (+5) 
  14 
  (+2) 
  12 
  (+1) 
  10 
  (+0) 
  18 
  (+4) 
   
  Skills Perception +4, Performance +8, Stealth +9 
  Senses passive Perception 14 
  Languages Common, Elvish, Sylvan 
  Challenge 8 (3,900 XP) 
  Magic Resistance. The satyr has advantage on 
  saving throws against spells and other magical 
  effects. 
   
   
   
  Actions 
  Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 3 (1d4 + 1) bludgeoning damage. 
  Shortsword. Melee Weapon Attack: +9 to hit, reach 
  5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. 
  Shortbow +1. Ranged Weapon Attack: +10 to hit, 
  range 80/320 ft., one target. Hit:9 (1d6 + 6) 
  piercing damage. 
  Sneak Attack: Kaillz does an additional 3d6 sneak 
  attack damage  
  Poison: Kaillz coats dips his arrows heads in 
  wyvern poison. A creature subjected to this poison 
  must make a DC 15 Constitution saving throw, 
  taking 24 (7d6) poison damage on a failed save, or 
  half as much damage on a successful one. 
  Assassinate: Kaillz has advantage on any 
  opponent he acts before in the first round of 
  combat and applies and automatically gets a 
  critical hit if the enemy is surprised. 
  Spells:  
  Cantrips: True Strike,  
  Level 1: Alarm, Fog cloud, grease 
  Level 2: Blur, Invisibility 
  Metamagic: Subtle spell 
   
   
  Wyvern Large dragon, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 110 (13d10 + 39) 
  Speed 20 ft., fly 80 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 
  (+4) 
  10 
  (+0) 
  16 
  (+3) 
  5 
  (−3) 
  12 
  (+1) 
  6 
  (−2) 
   
  Skills Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages — 
  Challenge 6 (2,300 XP) 
  Actions 
  Multiattack. The wyvern makes two attacks: one 
  with its bite and one with its stinger. While flying, 
  it can use its claws in place of one other attack. 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one creature. Hit: 11 (2d6 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) slashing damage. 
  Stinger. Melee Weapon Attack: +7 to hit, reach 10 
  ft., one creature. Hit: 11 (2d6 + 4) piercing damage. 
  The target must make a DC 15 Constitution saving 
  throw, taking 24 (7d6) poison damage on a failed 
  save, or half as much damage on a successful one. 
   
   
   
    
  
   
    
   
   
  Sylvan Blood 
  17 
   
  Maps 
   
  If a map of the forest is needed, then by all means use this or a part of this, but since all battles take place in non-
  descript forest, a map with a bunch of random trees will do. 
   
   
   
  
   
    
   
   
  Sylvan Blood 
  18 
  New Rules 
   
  Ninja 
  With not a sound, the shadows seemed to move, 
  though nothing but the wind seemed to be there. 
  All that remained was a merchant’s body, a pool of 
  blood and no sign of the killer.  
  An elf clad in black clothes leaps from rooftop to 
  rooftop, his feet sure of every step, his ears 
  focused on the voices in the street below. He 
  watches silently waiting for a change to strike.  
  High on the clifftop a tiefling watches the sunrise, 
  her shortsword has tasted blood and now she 
  meditates and focuses her soul ready for the next 
  mission. She is at peace. 
  Master of stealth 
  The ninja is a specialist at stealth and deception; 
  both tools used to get close to an enemy, strike fast 
  and escape. They work best alone, but can be a 
  valuable addition to a party.  
  Their tools are not just weapons, but the state of 
  mind that allows them to achieve almost super 
  human abilities. By concentrating on their spirit, 
  their physical abilities are enhanced. 
  At peace in the storm 
  Not every eastern assassin can call himself ninja, 
  the title is reserved for those special ones who can 
  extend their abilities as needed and who are 
  willing to do whatever it takes to succeed. 
  Not every ninja is a cold blooded killer. Many use 
  their abilities to pursue good. Not all dress in black. 
  In fact, the wisest ones will dress to blend in, but 
  the one thing they all have in common is the 
  spiritual centring derived from years of training. 
  Most will be found in service to their clan or 
  warlord, but it is not uncommon for a ninja to 
  travel alone in search of enlightenment. 
  Creating a ninja 
  The ninja is a new character class. As you create a 
  ninja, consider what makes this character different 
  to a rogue. Why did they pursue a life of discipline 
  and the specific training of a ninja? 
  How did they find a mentor, or how did the mentor 
  find them? 
   
  Quick Build 
  To quickly build an effective ninja, dexterity 
  should be the highest ability score followed by 
  wisdom. Constitution is the next most important 
  ability. Choose the acolyte background 
  Class features 
  As a ninja, you have the following class features. 
  Hit Points 
  Hit Dice: 1d8 per ninja level 
  Hit Points at 1st level:  8 plus your constitution 
  modifier 
  Hit Points at higher levels: 1d8 (or 5) plus your 
  constitution modifier per ninja level after 1st 
  Proficiencies 
  Armour: none 
  Weapons: Simple, shortsword, whip, blowgun, 
  hand-crossbow, net 
  Saving Throws: Dexterity, Wisdom 
  Skills: choose four from acrobatics, athletics, 
  deception, insight, intimidation, investigation, 
  perception, persuasion, sleight of hand, stealth 
  Tools: poisoners kit, disguise kit 
  Equipment 
  You start with the following equipment, in 
  addition to the equipment from your background 
   
  (a) a shortsword or (b) a club 
   
  (a) a shortbow and quiver or 20 arrows or 
  (b) a simple weapon of your choice 
   
  (a) a burglar’s pack or (b) a dungeoneer’s 
  pack 
   
  Two daggers and dark clothing 
   
   
  Level 
  Sneak 
  attack 
  Ki 
  Points 
  Features 
  1st 
  1d6 
  - 
  Unarmoured 
  Defence, Sneak 
  Attack 
  2nd 
  1d6 
  2 
  Ki, Cunning Action 
  3rd 
  1d6 
  3 
  Monastic Tradition 
  4th 
  2d6 
  4 
  Ability Score 
  Improvement 
  5th 
  2d6 
  5 
  Extra Attack 
  6th 
  2d6 
  6 
  monastic tradition 
  7th 
  3d6 
  7 
  Uncanny Dodge, 
  Slow Fall 
  8th 
  3d6 
  8 
  Ability Score 
  improvement 
  9th 
  3d6 
  9 
  Deflect Missiles 
  10th 
  4d6 
  10 
  Evasion 
   
  
   
    
   
   
  Sylvan Blood 
  19 
  Unarmoured Defence 
  Beginning at 1st level, while you are wearing no 
  armour and not wielding a shield, your AC equals 
  10 + your Dexterity modifier + your Wisdom 
  modifier. 
  Sneak Attack 
  Beginning at 1st level, you know how to strike 
  subtly and exploit a foe’s distraction. This 
  functions exactly as described for a Rogue on page 
  96 of the Core Rules. The amount of the extra 
  damage increases as you gain levels in this class, as 
  shown in the Sneak Attack column of the Ninja 
  table. 
  Ki 
  Starting at 2nd level, your training allows you to 
  harness the mystic energy of ki. Your access to this 
  energy is represented by a number of ki points. 
  Your ninja level determines the number of points 
  you have, as shown in the Ki Points column of the 
  Ninja Monk table. These can be used in the same 
  way as described for a monk on page 78 of the 
  Core Rules except that flurry of blows can be used 
  for offhand weapon attacks, and the character 
  gains the following additional use for ki points. 
  Strategic movement – you can spend one ki point 
  to, as a bonus action, apply poison to a weapon, 
  drink a potion, throw a vial of acid or alchemists 
  fire or, in certain campaign settings throw an 
  explosive. 
  Cunning Action 
  Starting at 2nd level, your quick thinking and 
  agility allow you to move and act quickly. You can 
  take a bonus action on each of your turns in 
  combat. This action can be used only to take the 
  Dash, Disengage, or Hide action. 
  Monastic Tradition 
  When you reach 3rd level, you commit yourself to 
  a monastic tradition: The Way of Shadow or the 
  Way of the Four Elements, all detailed in the 
  monk’s description on pages 80 and 81 of the Core 
  Rules. Your tradition grants you features at 3rd 
  level and again at 6th, 11th, and 17th level. 
  Ability Score Improvement 
  When you reach 4th level, and again at 8th, 12th, 
  16th, and 19th level, you can increase one ability 
  score of your choice by 2, or you can increase two 
  ability scores of your choice by 1. As normal, you 
  can’t increase an ability score above 20 using this 
  feature. 
  Extra Attack 
  Beginning at 5th level, you can attack twice, 
  instead of once, whenever you take the Attack 
  action on your turn. 
  Uncanny Dodge 
  Starting at 7th level, when an attacker that you can 
  see hits you with an attack, you can use your 
  reaction to halve the attack’s damage against you. 
  Slowfall 
  Beginning at 7th level, you can use your reaction 
  when you fall to reduce any falling damage you 
  take by an amount equal to five times your ninja 
  level. 
  Deflect Missiles 
  Starting at 9th level, you can use your reaction to 
  deflect or catch the missile when you are hit by a 
  ranged weapon attack. 
  Evasion 
  At 10th level, your instinctive agility lets you 
  dodge out of the way of certain area effects, such 
  as a blue dragon’s lightning breath or a fireball 
  spell. When you are subjected to an effect that 
  allows you to make a Dexterity saving throw to 
  take only half damage, you instead take no damage 
  if you succeed on the saving throw, and only half 
  damage if you fail. 
   
  The full Ninja rules appear in Warriors of Destiny. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
    
   
   
  Sylvan Blood 
  20 
  Coming Soon: 
   
  The Right Stuff 
  Beginning with a search for an engineer kidnapped 
  from an airship builder, the party must race 
  against time to discover a new flying machine that 
  will take them higher and faster than they have 
  even been before. 
   
   
   
  Take a ride to the edge of the atmosphere and 
  witness a sense of wonder long forgotten. 
   
  A one-off adventure for 3rd to 5th level characters 
   
   
   
   
  Endloser Kiroona 
  In the bitter cold of the north… 
  Between the greed of dwarves and the legacy of 
  the dragonborn… 
  Between ancient hatred and rising jealousy… 
  Two cities far apart joined in destiny by the 
  underground highway must stand together as the 
  Endloser Kiroona falls.  
   
   
   
  A one-off adventure for 3rd to 8th level characters 
   
  Acknowledgements 
   
  With thanks to: 
   
  My play testers, who remain 
  anonymous for their own protection 
  (when I find things that don’t balance I 
  always blame the play testers for not 
  spotting that) 
   
  A little inspiration from Beyond the 
  Black and Edenbridge 
   
  Drakan Games for their map drawing 
  guide. 
   
  Lord Zsezse Works for cover art 
   
  Roshan Pietersz for the Rats in the Rain 
  logo 
   
  Dias Ex Machina Games for the 5E logo  
   
  All other images from pixabay are 
  distributed royalty free. Please advise 
  immediately if this is not the case. 
   
  Wizards of the Coast for the SRD 5E 
  rules and OGL 
  OPEN GAME LICENSE  
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  Sylvan Blood 
  21 
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  Copyright 2000, Wizards of the Coast, Inc. System 
  Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris 
  Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
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