Professional Documents
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T es Trreess Tell
D
Despite the sha aky alliance tha
at exists with th
he elves of the Quivering
Q Foreest, they do nott suffer trespasss in their realm
m
liightly, especiallly from commoon folk from ne earby Phlan. A woodworker’ss recent blundeer into the foresst might set offf a
d
diplomatic incid dent. Can you help find him and
a mollify the aggravated elvves? An adventture for 1st-4th h level characte ers.
Adventure Code: DDEX
X1-8
C
Credits
A
Adventure Design
n: Thomas Reid
D
Development andd Editing: Claire Hoffman,
H Chris Tulach,
T Travis Wo
oodall
D
D&D Organized Play:
P Chris Tulach
D
D&D R&D Playerr Experience: Greeg Bilsland
D
D&D Adventurerss League Wizardss Team: Greg Bilsland, Chris Linddsay, Shelly Mazzzanoble, Chris Tulach
D
D&D Adventurerss League Administrators: Robert Adducci, Bill Bennham, Travis Wooodall, Claire Hofffman, Greg Marrks, Alan Patrick
D
Debut: October 3,
3 2014
R
Release: Novembber 1, 2014
D
DUNGEONS & DR
RAGONS, D&D, Wizards
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ungeon
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heir respective log
gos are trademarkks of Wizards of th
he Coast in the US
SA and other counntries. All characteers and their distinctive likenesses are
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property of Wizard
ds of the Coast. Th
his material is pro
otected under the copyright
c laws of the United Statess of America. Any reproduction or
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unauthorized use of the material or artwork contained
d herein is prohib
bited without the eexpress written peermission of Wizards of the Coast.
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©2014 Wizards off the Coast LLC, PO
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on, WA 98057-0707, USA. Manufacttured by Hasbro S
SA, Rue Emile-Boééchat 31, 2800
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Other downtime options might be available during Disease, Poison, and Other Debilitating
adventures or unlocked through play, including faction- Effects
specific activities. A character still affected by diseases, poisons, and other
In addition, whenever a character spends downtime similar effects at the conclusion of an adventure can
days, that character also spends the requisite expense spend downtime days recuperating until such time as he
for his or her lifestyle. Costs are per day, so a character or she resolves the effect to its conclusion (see the
that spends ten days of downtime also spends ten days recuperating activity in the D&D basic rules). If a
of expenses maintaining his or her lifestyle. Some
Enclave, to Arms!
Any adventurers who are members of the Emerald
Enclave have received word that the residents of Kabel's
Hill are planning an excursion into the Quivering Forest.
While it is not known why they are going, their presence
in the forest is sure to outrage the dark fey who live
within.
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Colvin’s General Goods tables with benches. As the adventurers arrive, the inn is
filled with people.
Colvin Brenick, the proprietor of the place, only opens a All of people seem to be talking at once, gesturing and
couple of hours each morning or by special request. He arguing with one another. A male halfling stands on one
only stocks the bare essentials for farming, including of the benches, seemingly trying in vain to calm
tools, seed, cloth, rope, and that sort of thing. He can everyone down. A female halfling woman stands next to
special order desired items from Phlan, but it takes a him shouting at everyone (including the other halfling) at
while for the same barge captain who took the order to the top of her lungs; both of her hands wrapped
return with it later. There is a locked shed out back menacingly around the handle of a rather large iron
where Colvin stores larger, bulkier items. skillet.
As the adventurers enter, the ruckus stops and
Stables everyone stops mid-sentence to stare at them. After the
initial shock of seeing strangers in the midst of their
This building is as plain and utilitarian as they come,
meeting, the locals begin murmuring to one another
essentially a large barn with stalls and a fenced area in
again. The halfling, Hupe Brightbell, jumps off the bench
the back. The Brightbells from the Leaky Bucket across
and greets the characters, asking politely if he can help
the road manage the place, hiring a couple of the local
them.
boys to work there.
Treasure
Rerk has none of his possessions on his person except
the clothing on his back. The hairpin is worth 50 gp.
Unbeknownst to the adventurers (unless otherwise
detected), the hairpin is a scrying sensor; allowing Jeny
Greenteeth to see and hear everything within 30 feet of
it.
Developments
From here the adventurers have a choice to make;
where to go first. The most obvious options are:
Investigate The Livestock Deaths. The characters
T
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• Halvin is a really swell guy, but he makes pretty There is nothing remarkable about the house, outside or
dumb decisions. The last one was a doozey. He in. Halvin has only occupied the main kitchen/dining
went into the Quivering Forest. "Even I thought that area and one bedroom, leaving the rest of the house dim
was stupid." and dusty.
• If asked why, he says simply "Even fiends know
better than to cross a hag." Treasure
• He's been killing cows in the fields, but only Halvin secreted away his valuables well, and only an
because they probably deserved it. adventurer investigating the interior of the cupboards
• He didn't say when he'd be back, but he promised notices a false panel inside, and only then on a
me he would be. Pipyap sure does miss him. successful DC 13 Wisdom (Perception) check. Behind
the panel is a small, ornate silver box with the likeness
Pipyap is faithful, however, and won't knowingly betray of a dragon head etched onto the lid (15 gp), inside of
Halvin's identity or goals in the forest. He simply says he which is a pouch with 15 gp tucked inside, a garnet (5
doesn't know and leaves it at that. If attacked, he turns gp), and a diary.
invisible on his turn and flies away. If slain, Pipyap's The diary has a dragon head embossed onto its cover
body boils away into a cloud of sulfurous smoke, leaving and is filled with many cryptic notes, sketches, and
behind nothing but a tiny folding knife and a small maps, much of them of the area around Phlan, Kabel's
burlap satchel stuffed with raw meat. Hill, and the Quivering Forest. If any character spends at
With some skill and luck, Pipyap can be convinced to least 10 minutes studying the diary, they learn the
accompany the adventurers into the forest. If any following information.
adventurer succeeds at a DC 10 Charisma (Persuasion)
check, the imp mulls the idea over and acquiesces after • Halvin was sent to Phlan to treat with the fey of the
a moment's deliberation. Any adventurer who suggests Quivering Forest; specifically to convince the fey to
that they need Pipyap's help in making sure that Halvin break their pact with the town and sit idle while the
is safe or by offering him food makes the check with Cult plunders it.
advantage. • He had been sending letters and gifts to the elves
If Serelis is with the adventurers, he urges that they and fey of the forest to no avail. Either his messages
not instill too much trust in the imp. "Fiends and their were not being received or they were being ignored.
ilk are borne of deceit and malice, and cannot be • After months of no progress in obtaining permis-
trusted." sion to enter the forest, he simply ran out of pa-
tience, and decided simply to enter on his own and
XP Reward visit them personally.
If the adventurers befriend Pipyap in this encounter • He knew that Greenhall was the closest thing to an
reward each player 25 XP. elvish settlement in this part of the forest, and had a
general idea of where he might find the hag, Jeny
Halvin Graingle’s Barn Greenteeth.
• He expressed disappointment in his familiar who
When the characters decide to investigate the
apparently was too scared to go into the forest.
woodworker's secluded farmhouse, Hupe Brightbell and
• The last entry is just over a month old.
the rest of the villagers can point them in the right
direction. Pipyap
Halvin's imp familiar, Pipyap usually sleeps here, hiding
out during the day and hunting at night. Halvin was
The approach to the farmhouse leads you into a small hollow
feeding him well enough, but the familiar refused to go
within a copse of trees right on the edge of the forest proper.
with Halvin into the forest and has been left to fend for
The house has definitely seen better days, as evidenced by the
himself ever since. The adventurer’s encounter with
loose boards and shingles, the peeling whitewash, and the
Pipyap varies depending on the order in which they
handful of stones that have fallen from the leaning chimney. A
investigate Halvin’s Home and Animal Slaughter.
small barn, around in the back, leans even more, and vines
Halvin's House First. The barn is uninhabited. While
have grown up to cover most of it.
they do not find the imp here, they do find a pile of hay
Where to Now?
If the characters decide to try to find the elves, the only
thing Serelis, Hupe, and the rest of the villagers can tell
them is that there is a faint trail that leads through the
forest which eventually leads to Greenhall. They stress
that it is vitally important to remain on the path., where
Serelis led the delegation in and where Khurmel Faunt
later returned. If the characters enter the woods and
follow the trail, they eventually reach Greenhall after
traveling for two full days; arriving on the evening of the
second day.
Emerald Enclave
If a member of the Emerald Enclave is present among
the group, the adventurers encounter a halfling druid
named Grissen just before they enter the forest. The
druid cautions them not to enter the forest, but if they
must, he implores the adventurers that they treat
peacefully with the elves. The elves trade goods found
only within the Quivering Forest to the Emerald
Enclave. The loss of this trade would be devastating to
the faction.
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• The elves of Greenhall are boring and rudely You smell it before you see it. Rounding a bend in the path,
unappreciative of the pixies's tricks. They don't like you find the body of a male human lying face down in the dirt
going there anymore. with a half dozen arrows embedded in his back. As you
• The pixies live in fear of the old woman. She eats approach, a black cloud of flies takes flight, filling the air with
any pixies that she catches and decorates her
the drone of their wings.
cottage with their wings.
His clothes are simple homespun and he carries no weapon.
• It's been a very exciting time in the forest. The
He holds a strung shortbow, and a shabby longsword is
pixies are getting all kinds of visitors.
sheathed at his hip. He also wears a satchel slung over his
• A month ago, they saw a very unkind man in the
shoulder; the flap buckled closed.
forest. He didn't like their tricks either. The pixies
told the elves about him, and a group of them came
It is clear to anyone investigating the body that the
to investigate. The unkind man used magic on them
villager was killed by numerous arrow wounds, but a
and they all died.
successful DC 10 Wisdom (Medicine) check reveals that
• Two tendays ago, a whole group of men came into
it has been dead for a tenday and a half.
the forest. One pixie spoke to the men and they said
Unbeknownst to the adventurers, their activity
they were looking for Halvin. They don't know what
coupled with the smell of the rotting corpse has
a Halvin is, but the men's description matched that
attracted two displacer beasts. Once they have
of the first man who killed the elves.
sufficiently inspected the body, the creatures move in to
• The men went to Greenhall, but the elves drove
attack.
them away with arrows. One of the men died.
The displacer beasts are a strike-and-withdraw
• The pixie are happy to point the adventurers
hunters and fight until one is reduced below 40 hit
towards Greenhall and Jeny Greenteeth's hovel, but
points before disengaging and fleeing. They both
refuse to go near the hag's home. They cry in terror
intentionally leave a visible trail into the forest in the
and turn invisible if asked to go.
hopes that the adventurers follow it. Following the trail
is surprisingly easy and requires only a successful DC 5
If none of the adventurers speak Elvish, Serelis is able
Wisdom (Survival) check. If the adventurers follow, the
to translate, if he is present. Otherwise, the adventurers
displacer beast ambushes the adventurers 60 feet into
won't be able to glean much from the pixies. The pixies
the forest; gaining surprise unless a character has a
simply don't have the patience to converse through
passive Wisdom (Perception) score of 15 or higher.
drawings in the dirt or through a game of charades. If
During this second encounter, the displacer beast fights
they get the impression that the adventurers don't
to the death.
understand, they simply turn invisible and fly away.
Once an adventurers successfully interacts with the Developments
pixies, the fey no longer play tricks on the adventurers,
but continue to leave them small treats and gifts. If the adventurers do not follow the displacer beast, it
tracks the group for a half hour before attacking again;
Dinner, Interrupted ambushing the adventurers this time. Any adventurer
who succeeds at a DC 15 Wisdom (Perception) check
The elvish community of Greenhall has been in this area
notices the impending ambush and is not surprised
of the Quivering Forest for hundreds of years and its
during the first round of combat.
residents learned quickly of the need for peace with Jeny
Greenteeth. Because of this, they do not tolerate
trespassers, lest they face the hag's wrath. The village Adjusting the Encounter
Here are recommendations for adjusting this combat
consists of approximately 150 elves of varying age.
encounter. These are not cumulative.
When an elvish patrol found the villagers searching for • Very weak party: remove the displacer beasts; add three
Halvin the elves refused to help them and chased them panthers
off; killing one in the process. His arrow-ridden body lay • Weak party: each displacer beast has 65 hit points and
in the middle of the path as a warning for any other withdraws from combat when reduced to 30 hit points
• Strong party: add one displacer beast
outsiders who would presume to ask the elves for help • Very strong party: add one displacer beast; each displacer
in violating the terms of the pact. After two days of beast has 105 hit points and withdraws from combat when
uneventful travel, they come upon the dead villager. reduced to 50 hit points
The welcoming party consists of five elf scouts and one Adjusting the Encounter
elf hunter (use spy statistics) intending to deter the Here are recommendations for adjusting this combat
adventurers from entering the village. encounter. These are not cumulative.
Any adventurer succeeding at a DC 15 Charisma • Very weak party: change the welcoming party to one scout
and three tribal warriors
(Deception or Persuasion) check is able to suitably
• Weak party: change scouts to tribal warriors
explain why they are in the forest. If Pipyap is present, • Strong party: add one spy to the welcoming party; change
he rolls his eyes, makes rude noises, and encourages the reinforcement tribal warriors to scouts
group to kill the elves and steal their food. Because of • Very strong party: add two spies to the welcoming party;
change three reinforcement tribal warriors to five scouts
his disruptive presence, the check is made with
D
DM Rewa
ards
You receive 200
Y 0 XP and ten downtime
d dayss for running
th
his session.
T
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Appen
A ndix: Monst
M ter/NP
PC Sta
atistiics
D
Displac
cer Bea
ast Greeen Ha
ag
LLarge monstrosity, lawful
l evil Medium ffey, neutral evil
A
Armor Class 13 (nnatural armor) Armor CClass 17 (natural armor)
H
Hit Points 85 (10d10 + 30) Hit Poin
nts 82 (11d8 + 333)
S
Speed 40 ft. Speed 300 ft.
SSenses darkvision
n 60 ft., passive Perception
P 11 Skills Arrcana +3, Decepttion +4, Perceptio
on +4, Stealth +33
LLanguages — Senses ddarkvision 60 ft., passive Percepttion 14
CChallenge 3 (700 XP) Languagges Common, Drraconic, Sylvan
Challengge 3 (700 XP)
AAvoidance. If the displacer beast is subjected to an n effect that
aallows it to make a saving throw to take only half damage,
d it Amphibiious. The hag can
n breathe air and
d water.
innstead takes no damage
d if it succceeds on the saviing throw, and Innate SSpellcasting. The hag’s innate speellcasting ability iis
oonly half damage if it fails. Charismma (spell save DC C 12). She can inn
nately cast the
DDisplacement. Th he displacer beast projects a magical illusion followin g spells, requirin
ng no material coomponents:
that makes it app pear to be standin ng near its actual location, At will: ddancing lights, miinor illusion, viciou
us mockery
ccausing attack rolls against it to have disadvantage. If it is hit by
aan attack, this traait is disrupted unntil the end of itss next turn. Mimicryy. The hag can mimic animal sounds and humano oid
TThis trait is also disrupted
d while the displacer beasst is voices. A creature that h ears the sounds can tell they are
inncapacitated or has
h a speed of 0. imitation
ns with a succes sful DC 14 Wisdoom (Insight) cheeck.
A
Actions Actio
ons
M
Multiattack. The displacer beast makes
m two attackks with its Claws. MMelee Weapon Atttack: +6 to hit, reeach 5 ft., one tarrget.
teentacles. Hit: 13 ((2d8 + 4) slashin
ng damage.
T
Tentacle. Melee Weapon
W Attack: +6
6 to hit, reach 10
0 ft., one Illusory A
Appearance. Thee hag covers hersself and anythingg she is
taarget. Hit: 7 (1d6
6 + 4) bludgeoninng damage plus 3 (1d6) wearing or carrying with a magical illusio on that makes heer look
p
piercing damage. like anotther creature of h
her general size aand humanoid sh hape.
The illussion ends if the h
hag takes a bonus action to end itt or if
she diess.
The chhanges wrought by this effect fail to hold up to phhysical
inspectioon. For example,, the hag could aappear to have sm mooth
skin, butt someone touch hing her would feeel her rough flessh.
Otherwi se, a creature must take an action to visually insp pect
the illus ion and succeed on a DC 20 Inteelligence (Investiggation)
check too discern that thee hag is disguisedd.
Invisiblee Passage. The haag magically turnns invisible until sshe
attacks oor casts a spell, o
or until her conceentration ends (aas if
concent rating on a spell)). While invisiblee, she leaves no
physical evidence of her passage, so she can be tracked o only by
magic. A Any equipment she wears or carriies is invisible wiith her.
T
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Imp Needle Blight
Tiny fiend (devil, shapechanger), lawful evil Medium plant, neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (−2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 13 (+1) 4 (−3) 8 (−1) 3 (−4)
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 Condition Immunities blinded, deafened
Damage Resistances cold; bludgeoning, piercing, and slashing Senses blindsight 60 ft. (blind beyond this radius),
from nonmagical weapons that aren’t silvered passive Perception 9
Damage Immunities fire, poison Languages understands Common but can’t speak
Condition Immunities poisoned Challenge 1/4 (50 XP)
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Common
Challenge 1 (200 XP) Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Shapechanger. The imp can use its action to polymorph into a Hit: 6 (2d4 + 1) piercing damage.
beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly
60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true Needles. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one
form. Its statistics are the same in each form, except for the target. Hit: 8 (2d6 + 1) piercing damage.
speed changes noted. Any equipment it is wearing or carrying
isn’t transformed. It reverts to its true form if it dies.
Devil’s Sight. Magical darkness doesn’t impede the imp’s
Panther
darkvision. Medium beast, unaligned
Magic Resistance. The imp has advantage on saving throws Armor Class 12
against spells and other magical effects. Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.
Actions
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, STR DEX CON INT WIS CHA
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and 14 (+2) 15 (+2) 10 (+0) 3 (−4) 14 (+2) 7 (−2)
the target must make on a DC 11 Constitution saving throw,
Skills Perception +4, Stealth +6
taking 10 (3d6) poison damage on a failed save, or half as
Senses passive Perception 14
much damage on a successful one.
Languages —
Invisibility. The imp magically turns invisible until it attacks or Challenge 1/4 (50 XP)
until its concentration ends (as if concentrating on a spell). Any
equipment the imp wears or carries is invisible with it. Keen Smell. The panther has advantage on Wisdom
(Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 12 Strength saving throw or
be knocked prone. If the target is prone, the panther can make
one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.
STR DEX CON INT WIS CHA Terrifying Glare. The scarecrow targets one creature it can see
2 (−4) 20 (+5) 8 (−1) 10 (+0) 14 (+2) 15 (+2) within 30 feet of it. If the target can see the scarecrow, the
target must succeed on a DC 11 Wisdom saving throw or be
Skills Perception +4, Stealth +7 magically frightened until the end of the scarecrow’s next turn.
Senses passive Perception 14 The frightened target is paralyzed.
Languages Sylvan
Challenge 1/4 (50 XP)
Scarecrow Actions
Multiattack. The scout makes two melee attacks or two ranged
Medium construct, chaotic evil
attacks.
Armor Class 11 Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Hit Points 36 (8d8) target. Hit: 5 (1d6 + 2) piercing damage.
Speed 30 ft.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft.,
STR DEX CON INT WIS CHA one target. Hit: 6 (1d8 + 2) piercing damage.
11 (+0) 13 (+1) 11 (+0) 10 (+0) 10 (+0) 13 (+1)
A
Armor Class 12 Armor CClass 12 (hide arm
mor)
H
Hit Points 27 (6d8) Hit Poin
nts 11 (2d8 + 2)
S
Speed 30 ft. Speed 300 ft.
A
Actions
M
Multiattack. The spy makes two melee
m attacks.
S
Shortsword. Meleee Weapon Attackk: +4 to hit, reach 5 ft., one
taarget. Hit: 5 (1d6
6 + 2) piercing daamage.
H
Hand Crossbow. Ranged
R Weapon Attack:
A +4 to hit, range 30/120
ft
ft., one target. Hitt: 5 (1d6 + 2) pieercing damage.
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