The Bleeding Root
The Bleeding Root
Read aloud
The leaves of the Weeping Canopy drip sap the color of old blood, and beneath your boots the roots pulse out of time with your heartbeat. Two Eco-Sovereign Coalition survey teams have vanished there. Their envoy asks you to find the source before the blight reaches Sylvros's deeper leyline conduits.
Run the session
Cheat sheet
Objectives
- 1Find the path of the void-blighted root-conduits and reach the Sunken Grove Shrine.
- 2Restore the shrine's ancient warding and awaken the Sylvros Tide-Root Amulet.
- 3Stop the source of the corruption.
- 4Rescue Warden-Convener Yssa Thornweave and restore the Coalition's confidence.Optional
The clock
As time passes, black sap advances from node to node. Track major delays or retreats through the expedition: after each full day without progress, the Coalition reports that another root-node has darkened. If the party spends three full days without purifying the shrine or stopping the Archdruid, the blight reaches a deeper conduit and increases the consequences of failure.
Scenes
- 0:00The Map That Ends at the Trees
- 0:45The Weeping Canopy Threshold
- 2:45The Hollow That Watches
- 4:45The Warden Still Listening
- 5:45The Unbroken Rite
- 7:15The Patriarch's Hollow
Cast
- Envoy Maerwen Silverboughquestgiver
- Warden-Convener Yssa Thornweaveally and witness
- The Root-Hollow Patriarchantagonist
The hook
Set the scene
At the edge of the Weeping Canopy, Envoy Maerwen Silverbough shows the party a survey map stained by red sap. The inked root-lines stop at the forest's threshold, where the paper has softened as if soaked in rain. A cold, sweet smell rises from the soil, and beyond it the canopy sheds slow drops onto the leaves below. Maerwen asks the party to find the missing surveyors if possible, trace the infection to its source, and keep it from reaching the deeper conduits.
How Envoy Maerwen Silverbough asks
Envoy Maerwen Silverbough requests a private meeting at the Coalition's field command near the Evergreen Courts.
She offers maps and guides to the Weeping Canopy's edge, but makes clear that the party must earn the Coalition's trust through its choices, not merely by accepting the assignment.
Rumours
Scenes
about 10 hours0:00
45 min
socialThe table is here
1. The Map That Ends at the Trees
A rain-darkened Coalition shelter at the Evergreen Courts, where damp maps and sealed sample jars sit beneath a canopy of woven branches.
At the Coalition field command, Maerwen explains the missing teams, shares what little the scouts mapped, and asks the party to judge how much risk it is willing to accept to recover survivors as well as stop the blight.
NextA Coalition guide walks the party to the forest boundary, then withdraws as the first drops of red sap strike the trail.
0:45
120 min
exploration
2. The Weeping Canopy Threshold
A close, wet forest where leaves bead with old-blood-colored sap and the soil pulses with a faint, alien rhythm.
The party crosses the Weeping Canopy Threshold, contends with the Stalkers and spore hazard, and attempts to read the Root-Song. Success identifies the safest conduit and grants advantage on the first attack against the Archdruid. Failure disturbs a dormant node and triggers the spore hazard.
The Weeping Canopy ThresholdNextThe party follows the conduit's downward slope through a curtain of hanging roots, whose wet tendrils brush their shoulders as the forest opens into a hollow.
2:45
120 min
combat
3. The Hollow That Watches
A cathedral-like hollow of dead trunks threaded with black veins, where motionless corrupted fauna watch from the dark.
The party crosses the Rootbound Hollow against four Void-Touched Grovewardens. The hollow's dead trunks create cover and chokepoints, while the Wardens' howl can break the party's formation.
The Rootbound HollowNextAs the last Warden falls or retreats, the black veins dim along a narrow passage, revealing the first cut stones of the Sunken Grove Shrine.
4:45
60 min
social
4. The Warden Still Listening
The Sunken Grove Shrine, where old carved roots ring a basin clogged with black sap. The air smells of wet stone, bitter resin, and a faint trace of clean water.
The party finds Yssa pinned by fallen roots and must decide how to approach her grief and anger. A successful Persuasion or Insight check, supported by genuine sympathy rather than orders, earns her trust and advantage on the shrine's Religion or History check. She helps even if the check fails, but offers no bonus.
NextOnce freed, Yssa presses her field notes into the party's hands and points toward the basin, where black sap draws itself into a slow spiral.
5:45
90 min
skill
5. The Unbroken Rite
A buried shrine centered on a basin of black sap, a collapsed conduit, and weathered carvings that show roots braided around a wave.
The party conducts the three-successes-before-three-failures shrine challenge. Success restores the ward, earns 2 Coalition influence points, and unlocks the Tide-Root Amulet's Stage 3 Exalted state. Failure triggers the specified backlash and Leyline Resonance Stack consequence.
The Sunken Grove ShrineNextAs clean water rises through the basin, a green pulse races into the surrounding roots. The ground answers with a deep crack from the direction of the Patriarch's Hollow.
7:15
150 min
combat
6. The Patriarch's Hollow
A clearing of difficult terrain where dead roots converge on a black oak. The hollow trunk shifts as though something inside it is trying to breathe.
The party confronts the Void-Blighted Archdruid. At half its maximum hit points, the boss shifts into its Rotten Heart Eruption phase, cleansing conditions in keeping with the campaign's major-boss phase-shift rule. The party must defeat it or force it to lose its hold on the network.
The Patriarch's HollowNextWhen the Patriarch's hold breaks, the oak splits and the clearing's roots turn toward the purified shrine. The party follows the first clean trickle of water back toward the canopy's edge.
Behind it
What people believe
The Weeping Canopy's ancient root-conduits are infected by a void-blight, and the Eco-Sovereign Coalition has lost two survey teams trying to trace it.
The party must reach the Sunken Grove Shrine, restore its old warding, secure Coalition support, and stop the Void-Blighted Archdruid before the corruption spreads farther into Sylvros.
Background
Four years into the interbellum, leyline degradation in Sylvros has spread into the living root-conduits beneath the Evergreen Courts.
The Eco-Sovereign Coalition has lost two survey teams in the Weeping Canopy, where the old network now draws power toward a presence that is hostile to the forest. The party must trace the corruption, restore an ancient ward, and confront the source before it reaches deeper into Sylvros's leyline network.
The stakes
If the party fails, void-blight spreads through Sylvros's root-conduits, the Coalition loses confidence and resources, and the corruption may worsen the planetary leyline degradation already threatening Arcanterra.
Success protects the Evergreen Courts and gives the Coalition a stronger voice in the wider effort to address that crisis.
Encounters
4The Weeping Canopy Threshold
combat
A close-grown forest of slick leaves, blood-colored sap, root-hollows, and uneven ground. The canopy is low enough to snag gear, and the soil pulses faintly underfoot.
Foes
3 Bleeding Root Stalkers
ComplicationCanopy disturbance releases a spore cloud in a 20-foot radius. Each creature in the area makes a DC 21 Constitution saving throw or becomes poisoned for 1 hour and takes 3d8 poison damage at the start of each of its turns until that condition ends. The cloud is a custom hazard; use the listed effects as adventure-specific rules.
ScalingFor a party struggling with the encounter, use 2 Stalkers or reduce each Stalker's hit points to 150. For a party handling it comfortably, add a fourth Stalker. Stalker statistics are custom: AC 20, HP 195, Strength 22, Dexterity 14, Constitution 19. Each makes two Root-Lash attacks, +11 to hit, reach 15 feet, dealing 19 (3d8 + 6) bludgeoning plus 9 (2d8) necrotic damage on a hit. The target is restrained, escape DC 20, until it breaks free or the Stalker is destroyed.
The Rootbound Hollow
combat
A hollowed-out cathedral of dead trunks, with pulsing black veins along the wood and enough fallen timber to provide intermittent cover. Corrupted fauna watch from the shadows.
Foes
4 Void-Touched Grovewardens
ComplicationA Void Howl can panic the party just as the hollow's root-mass blocks escape routes. The wardens' necrotic and poison immunities make ordinary attempts to exploit those damage types ineffective.
ScalingEach Warden is a custom CR 14 foe: AC 19, HP 180, speed 40 feet, immunity to necrotic and poison damage. Each makes three Claw attacks, +11 to hit, reach 10 feet, dealing 18 (2d10 + 7) slashing plus 7 (2d6) necrotic damage per hit. Void Howl, Recharge 5–6: creatures within 30 feet make a DC 20 Wisdom saving throw or become frightened until the end of their next turn. To reduce difficulty, use 3 Wardens. For a strong party, add a fifth Warden or have one arrive after the first round.
The Sunken Grove Shrine
skill
An ancient stone-and-root shrine sunk beneath the forest floor. Its basin is choked with black sap, while fragments of original Sylvros warding remain visible under the grime.
ComplicationIf the party fails to purge the shrine, each character suffers 4d10 necrotic damage that ignores resistance, and every character gains one Leyline Resonance Stack, a campaign-specific consequence. Resolve its longer-term effects using the campaign's established rules.
ScalingRun as a conversation followed by a three-successes-before-three-failures skill challenge. The checks are DC 22: Nature or Medicine to draw corruption out of the basin using the Tide-Root Amulet's water-channeling properties; Religion or History to recite the original warding rite; Survival or Athletics to clear the collapsed root-mass. Yssa's help grants advantage on the Religion or History check if the party earns her trust. Her survival and rescue are worth an additional Coalition influence point independently of the skill challenge.
The Patriarch's Hollow
combat
A clearing of dead roots converging on a black ancient oak. The ground is difficult terrain, and the oak's hollow trunk frames the boss's emergence. When the phase shift begins, the trunk splits and releases a wet, copper-scented vapor.
Foes
Void-Blighted Archdruid, the Root-Hollow Patriarch
ComplicationThe clearing is difficult terrain throughout the fight. A creature that ends its turn on bare corrupted root takes 2d8 necrotic damage unless the party succeeded at Reading the Root-Song. At half its maximum hit points, the Archdruid enters its Rotten Heart Eruption phase, cleansing conditions as described by the campaign's boss phase-shift rule.
ScalingThe Archdruid is the custom CR 22 boss specified for this adventure. Use its campaign stat block if available, including its Rotten Heart Eruption phase transition at half hit points. If no such stat block is available, prepare the boss before play rather than treating an invented block as official 5e content. To reduce difficulty, allow the party's successful shrine purification to suppress one lair effect or remove a defensive resource. To increase difficulty, let the Patriarch begin with one nearby corrupted root-node still active.
Cast
3Envoy Maerwen Silverbough
Questgiverquestgiver, an Eco-Sovereign Coalition representative
WantsSecure the party's help and protect Sylvros's root-conduits without surrendering Coalition authority over the crisis.
“The roots are not sick. They are being taught to hunger.”
Warden-Convener Yssa Thornweave
ally and witness, a half-elf Coalition warden trapped in the Sunken Grove Shrine
WantsHonor her lost survey partner, survive, and prevent anyone else from entering the shrine unprepared.
“I kept listening for my partner's whistle. Then I stopped, because I could hear the trees answering instead.”
The Root-Hollow Patriarch
antagonist, the Void-Blighted Archdruid
WantsUse the root-conduits to anchor the void-blighted presence in Sylvros and reshape the forest around its will.
“You call it corruption because you remember when the roots served you.”
How it ends
Rewards
Items
The Sylvros Tide-Root Amulet reaches its Stage 3 Exalted state when the shrine is successfully purified. Use the campaign's established artifact progression and awakening rules for its specific powers.
On a win
The shrine's basin runs clear, and its restored warding sends a steady green pulse through the conduits.
The Patriarch falls or loses its hold on the network, while the forest's roots begin drawing clean water and light again. If rescued, Yssa returns to Coalition command with the rite intact. The Coalition recognizes the party's actions, and the Tide-Root Amulet reaches its Stage 3 Exalted state after the shrine is successfully purified.
What it leaves open
If it fails
- The party abandons the operation or fails to provide credible evidence that the root-conduits can be protected.
- The Coalition remains wary and withholds field teams, supplies, and political backing for later work in Sylvros.
- The party fails the Sunken Grove Shrine skill challenge.
- The shrine remains tainted, and the party suffers the listed Bleeding Root Backlash. The Tide-Root Amulet's Exalted awakening is delayed until the rite is completed successfully.
- The Archdruid escapes or the party retreats before destroying or severing its hold on the root network.
- The corruption reaches a deeper conduit. Later Sylvros operations begin with additional contamination, and Coalition leaders must divert resources to containment.
- The party leaves the Sunken Grove Shrine without freeing Yssa.
- Yssa survives only if the party makes a deliberate effort to free and escort her. If left behind, her disappearance deepens Coalition distrust and leaves the original warding rite harder to reconstruct.
Complications (d6)
- 1Sap beads burst from the canopy when a branch is struck. Creatures in the affected 20-foot radius face the Corrupted Spore Cloud hazard.
- 2A root-conduit bucks beneath the ground, opening a narrow fissure across the party's route. Crossing it requires a detour or coordinated effort, and the fissure leaks a sharp, metallic odor.
- 3A pulse travels through the black-veined roots. Any creature touching them hears a familiar voice calling from deeper in the forest, though the words are not their own.
- 4A dead tree collapses across the trail, exposing a cluster of dormant root-nodes. Moving the trunk carelessly releases spores; clearing it slowly costs time.
- 5The lost survey partner's field notes are found caught in a root cleft. They contain part of the warding rite, but retrieving them disturbs the root-mass and draws nearby stalkers.
- 6A surge of leyline energy makes the roots glow pale green for one minute. During that time, the party can follow the true conduit toward the shrine, but the Patriarch senses anyone who uses the glow to advance.
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