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2587584-Defense of The Dryad - Logo Fix
2587584-Defense of The Dryad - Logo Fix
Defense of the Dryad - Not for Resale - Permission granted to photocopy this document for personal use only.
Defense of the Dryad
“...J. G. Campbell tells us that in the Highlands Concept, Theme And Inspiration
of Scotland they [faeries] were regarded as
"the counterparts of mankind, but substantial
and unreal, outwardly invisible." They differ This adventure is designed specifically with
from mortals in the possession of magical beginner players as a primary focus, using familiar
power, but are strangely dependent in many iconic scenery that is still non-specific enough to
ways on man. They are generally considered neatly fit into a new campaign or into an on-going
by the folk at large as of a nature between one. It could easily be adapted into the various
spirits and men. "They are," says Wentz, "a official Dungeons and Dragons planes and
distinct race between our own and that of settings.
spirits.”
—Lewis Spence, Personally speaking; one of the most rewarding
aspects of table-top role-playing games is
on British Fairy Origins, 1946. providing an excellent introduction to the hobby for
newcomers and further connecting these
~ individuals to the wider community as a whole.
Sharing and nurturing the spirit of creativity and
storytelling is undoubtedly a positive influence for
Using The Guide all walks of life. The goal is to make the experience
as accessible and successful as possible, as such
- expect the information to be presented in a
“Defense of the Dryad” i s a 4-to-6 hour, single or walk-through, friendly and casual kind of way.
duo session adventure designed for roughly four
players with characters of first to fourth level. This
adventure guide has been optimised specifically
for level three. Please refer to additional notes for The adventure itself is partly inspired by a certain
adapting the suggested material for your particular popular “tower-defense” styled game, but features
adventuring group. many themes that players have come to expect
This adventure is designed for use with the D&D and enjoy from Dungeons and Dragons, including:
5th edition ruleset, in particular the Player’s character role-playing opportunities, an ongoing
Handbook and the Monster Manual, both of which background plot and tactical heroic turn-based
are considered essential for play. Making handy combat! The adventure is intended to have an
copies of monster stat-blocks and of character “episode from a TV series” styled atmosphere and
names and personalities is also suggested. pacing.
It is recommended that the DM reads the Though if there is a preference for more purely
document prior to play and prospective players role-play orientated experience or something more
should avoid reading due to potential spoilers! similar to a challenging “boss rush mode” these
options are also available later within the guide.
These alternatives offer additional replayability or if
Text inside this box is suggested for reading out loud or you have a mixed group of old and new players.
paraphrased as the Dungeon Master, for the benefit of The adventure guide is designed to give the tools
the players. This guide will suggest the right moment to to enable the DM to provide a fun session quickly
share the information within. This will usually be flavour and in a quality manner.
text, ‘a cutscene’ or world information.
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Story Overview
“Fey were creatures from the Feywild, a parallel Most of the forest’s inhabitants have left, losing
plane to the Prime. Many were typified as having faith and leaving to tend nature elsewhere,
supernatural abilities and a connection to nature or seemingly accepting of the wood’s new undeniable
to some other force or place. The language of the fate. Others have gone missing, presumed to have
fey was called Sylvan. Fae, or faeries, as many succumbed to the darkness and corruption; be it in
liked to be called, were creatures of any size, death or worse.
shape, texture, or smell, that exemplified and
inhabited natural wonder. They went by many
names, like "Green Folk" or "Fair Folk"... Warning signs are erected along the border of the
trees, offering a looming warning of certain doom
They were ruled by noble eladrins and other for all who enter. The city folk and nearby villagers
archfey.” - Volo. all but suggest the location is an accursed lost
cause and all reasonable people would do best to
leave well alone...
Wild and ancient forests are unknowable, dynamic
places. Few maps are the complete truth and the
ones that are accurate are usually not accurate for
long. The medieval forest is a haven and hunting
ground, it is a vast home and habitat, it’s alluringly
mysterious and full of wonder but it still remains
highly dangerous for the unwary. Truly it is the last A woodland Animal Messenger arrives to present the
bastion of natural chaos, free from the poisonous, adventurers with a mysterious letter. The critter is noisy
strangling influence of civilization. and insistent, demanding of attention.
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Adventure Summary
The flavour and ultimate design and outcome of
each encounter will depend on the DM. This guide
Should the players accept the quest, the will provide a main suggestion in addition to
characters proceed onwards towards the dark, bespoke lists of potential randomly-selected
corrupted and imposing forest landscape. encounters.
The adventurers have the opportunity for a night's
rest in an abandoned ranger’s hut on the border of
the woods. This is to ensure the players and Adventure Hooks
characters have an opportunity to introduce and
describe themselves and that the characters are
While the adventurers have been offered a
fully prepared for the quest ahead.
potential issue to solve and an incentive for their
While the journey itself is uncomfortable and good actions, establishing a closer link with some
tiresome; the grove that the party is seeking of the story elements can be useful for play, and
makes itself apparent sooner rather than later. inspiring for backstory creation:
This is courtesy of the friendly disposition of the
adventurers and the magical invitations they keep
on their persons. D6 of suggested connections:
The grove itself is a beautiful and stark contrast to
the corrupted forest that surrounds it, though there 1) You were raised in or nearby to the forest. You, or your
is very little time to savour the view as there is an family, feel a deep connection and personal sadness with the
ongoing and vicious combat ensuing just as the current misfortune.
characters arrive.
2) Your business, career or work has been majorly affected. The
Should the party succeed, Lady Daevra introduces Guilds have been uncooperative with presenting a viable
herself, thanks the party and offers more story solution.
information. After a short rest, another encounter
3) You personally know the Dryad, Lady Daevra. You may have
occurs escalating in difficulty and consequence. trained under her tutelage or you are an old acquaintance of
A night’s long rest is then interrupted by another some kind.
brief encounter, but characters should be granted
4) Your ongoing research has led you to find answers in the
a full refreshment by morning due to the grove’s nearby forest. This corruption is an academic problem that
innate magical nature. requires study.
The party is subject to a direct brutal assault in one
5) Being involved in the quest is the perfect alibi. The feywilde
final time in a boss-style encounter! would be a great place to lay low for a little while. An archfey
The aggressing forces then change their tact, favour couldn’t hurt either.
instead resorting to cunning and trickery for their
atron / druidic circle / ranger
6) Your deity of worship / warlock p
objective. rder may have a vested interest in the
conclave / paladin o
The next attempt in either capturing the grove or conservation of the First Tree.
destroying the First Tree is then thwarted as the
opposing forces are either defeated, the corruption
is somehow cured or additional allies arrive to Should the players have existing backstories or other ideas they
further secure the area. are keen to play out, feel free to adapt the suggestions, or use
other inspiration entirely. Encourage good role-playing or strong
The adventurers have survived the ordeal and the characterisation primarily.
tree remains intact. They are successful and
rewarded, and will forever remember the time that
they played D&D and all had the opportunity to be
cool forest champions (or so we may all hope)!
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Adventure Location
The ranger’s hut itself is a humble small shack with a
The flavour of the setting has already been low ceiling, but ample room enough inside and nearby
suggested, but the vast majority of the game takes for a small party of adventurers.
place within the sacred grove of the First Tree.
The lower walls are made of rough stone and mortar,
This grove is a roughly 25 x 25 square battle-grid, the walls are thick planks, with a reed and thatched
with each square scaled to an individual 5ft square
triangular roof. The flooring itself mostly just trodden and
space. The grove features an ornate 12ft tall wall
dried grasses.
on all sides and an open archway along one of
these walls. The First Tree itself is situated near The belongings and furniture have already been taken,
the center of this grove, but it doesn’t need to be
but there’s plenty of dry firewood ready for use.
perfectly central.
You may find an example of the battle-grid in the
appendix to this adventure guide, but feel free to
create or use another example to suit your The only other thing of note the wary adventurer
particular needs. may find peculiar is a distinct and unnatural quiet
that surrounds them. Any tracks that are found are
DM’s may also find it useful to have to hand a old, and the subject that created them is likely long
couple of spare forest or cave styled battle-grids to gone.
hand, just in the unlikely event that the characters
decide to abandon or flee the grove, or if they are
searching nearby and otherwise seeking the This is the beloved “and the characters all meet in
source of the forest’s corruption. the tavern” scene, allowing the players and
Though this would doom the First Tree and the characters the opportunity to meet and make
Grove as mentioned by Lady Daevra, this may be themselves known. Players have the opportunity to
the ultimate ‘greater good’ act and provide a cool describe their characters and classes, but ongoing
springboard for another adventure! campaigns can use this time for an evening’s free
downtime, for beloved campfire talk or to discuss
any action plans going forward.
So, if the adventurers have been so kind as to In addition, they are waylaid by a series of
accept the invitation of the quest in good faith, the encounters until they are forced into an
characters may begin play as they come together uncomfortable night’s rest and eventually go into
at a recently abandoned ranger’s hut on the edge hiding. Please refer to the list of suggested
of the afflicted forest... potential night encounters found at the end of the
adventure guide.
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Onward to the Grove
The sounds of local fauna are all but silent and the path
is almost totally occupied by thick shrubbery. Vines
cover the area like a spider’s web - with dark leaves and
wild, massive thorns.
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The Grove finds the Adventurers When the adventurers approach the grove, even a
low passive perception score would reveal:
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Chop Down That Tree! Languages: Understands all languages it
spoke in life but cannot speak (Draconic,
The adventurers have a single turn to prepare any Common.)
buffs or to ready specific actions before combat is
Challenge rating: 1/4 (50 XP)
truly underway. Neither group is surprised and a
straight initiative rolls can then be made. Pack Tactics. The kobold has advantage on an
attack roll against a creature if at least one of
the kobold's allies is within 5 ft. of the creature
The Dryad, Lady Daevra, Paladin of the and the ally isn't incapacitated.
Ancients - is under attack by a large group of
Handaxe. Melee Weapon Attack: +4 to hit,
Kobold Skeletons. They are crudely dressed in
reach 5 ft., one target. Hit: (1d6+0) slashing
black-dyed sack-cloth burlap robes, and wield
damage.
hand-axes. They screech and hiss noisily and are
alert to the situation. Loot: 1x Handaxe, 1x ruined, hooded black
sack-cloth robe (for small sized), A
The Kobold Skeletons’ primary goal is to defeat
miscellaneous pile of undead Kobold bones.
the Dryad and to chop down the tree, they can
defend themselves and their group, but the tree is
their priority.
There are 8 Kobold Skeletons that surround
Lady Daevra at the beginning of the turn, though
the DM may use up to 16 Kobold Skeletons for a
particularly strong group, or as few as 4-6 if
required.
Kobold Skeleton
Small Undead, Lawful Evil.
Armor Class: 13 (Armor Scraps)
Hit Points: 11 (2d8+2)
Speed: 30 ft.
Attributes:
STR 10 (+0)
DEX 14 (+2)
CON 15 (+2)
INT 8 (-1)
WIS 7 (-2)
CHA 8 (-1)
Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 Ft.
Passive Perception: 9
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The main NPC for the adventure certainly isn’t Speak with Beasts and Plants: The dryad can
going to just go down without a fight! She has communicate with beasts and plants as if they
been defending the tree until now single-handedly, shared a language.
and is only now getting into deep trouble and
in-over-her-head. Thankfully the adventurers have
arrived just in time to lend much needed aid.
Club. Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: (1d4+2) bludgeoning
Lady Daevra, damage (Paladin Combat Style: Dueling).
Dryad & Paladin of the Ancients Club (with shillelagh). Melee Weapon Attack:
Medium Fey, Lawful Good. +6 to hit, reach 5 ft., one target. Hit: (1d8 + 6)
bludgeoning damage (Paladin Combat Style:
ctive and
Armor Class: 13 (18 with Barkskin a Dueling).
Shield equipped)
Hit Points: 28 (3d10 + 1d8)
Speed: 0ft.
Features:
STR 10 (+0)
Fey Charm: The dryad targets one humanoid or
DEX 12 (+1) beast that she can see within 30 feet of her. If
CON 11 (+0) the target can see the dryad, it must succeed
on a DC 14 Wisdom saving throw or be
INT 14 (+2) magically charmed. The charmed creature
WIS 15 (+2) regards the dryad as a trusted friend to be
heeded and protected. Although the target isn't
CHA 18 (+4) under the dryad's control, it takes the dryad's
Skills: Perception +4, Stealth +5 requests or actions in the most favorable way
it can.
Senses: Darkvision 60 Ft.
Passive Perception: 14
Each time the dryad or its allies do anything
Languages: Elvish, Sylvan, Common. harmful to the target, it can repeat the saving
Challenge rating: 2 (450 XP) throw, ending the effect on itself on a success.
Otherwise, the effect lasts 24 hours or until the
Innate Spellcasting: The dryad's innate dryad dies, is on a different plane of existence
spellcasting ability is Charisma (spell save DC from the target, or ends the effect as a bonus
14). The dryad can innately cast the following action. If a target's saving throw is successful,
spells, requiring no material components: the target is immune to the dryad's Fey Charm
At will: druidcraft, shillelagh. for the next 24 hours.
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Lay on Hands: Her blessed touch can heal Under normal circumstances; she is a diplomat
wounds. She has a pool of Healing power that and courtier for the woodlands’ visitors of every
replenishes when she takes a Long Rest. With variety until the corruption struck the land and all
the pool, she can restore a total number of Hit the beings that were able to had begun to flee.
Points equal to her Paladin level x 5 (15 in
Refusing and being unable to flee, Lady Daevra is
total).
the last knight standing in the most dire of
As an action, she can touch a creature and circumstances.
draw power from the pool to restore a number
She defends the First Tree, not only for nature’s
of Hit Points to that creature, up to the
sake, but because it is one of the main portals of
maximum amount remaining in her pool.
which allows travel between the prime material
Alternatively, she can expend 5 Hit Points from plane and the interconnected Feywild plane, and
her pool of Healing to cure the target of one as such is important for very many people,
disease or neutralize one poison affecting it. creatures and for the flow of magic.
She can cure multiple Diseases and neutralize
Action in the face of hopelessness is the bravest
multiple Poisons with a single use of Lay on
and most profound thing one can do.
Hands, expending Hit Points separately for
each one.
This feature has no effect on Undead and
Constructs.
Equipment: Club (wooden, fashioned into the
shape of a knightly longsword, masterwork in
quality),
Shield (wooden, fashioned into the shape of a
knightly heater shield, masterwork in quality),
A bunch of 10x Goodberries ( as per the spell).
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The First Tree itself is a giant, ancient Oak tree A Formal Introductions
which has an obvious magical aura and presence,
but due to its primal form and planar nature as a
portal - it is but a tree in its purest physical sense. After the combat has concluded, should the Lady
Should Lady Daevra be slain in the course of her Daevra and the First Tree survive the encounter,
duty, the tree then subsequently has the following she beckons to the party and formally introduces
attributes: herself, offering goodberries and healing via her
lay on hands P aladin ability. She relays her titles
and offers a very warm welcome to the
The First Tree adventurers whom she is very glad to see.
Armor Class: 13 She is thankful and appreciative, but reminds the
HP: 62 (7d12+14) adventurers to stay on their toes and alert as she
is sure that there is more combat to be seen. It has
Vulnerabilities: Slashing, Fire been a few days since she last spoke to the fleeing
Damage Resistance: non-magical piercing, Animal Messengers, let alone brave adventurers.
non-magical bludgeoning. She finds their company refreshing and welcome.
She explains that time is of the essence as the
Seelie Council are deliberating the ancient laws
and debating if it is worthwhile to save The First
Tree and the grove, and even Lady Daevra
herself. The local druids and nature clerics have all
but fled and have abandoned the area, their posts
This scene is designed to help the players feel and renounced their vows.
empowered and confident in combat, striking the Ideally she would prefer not to perish or be slain by
undead Kobold mooks and minions down the hands of these foul aggressors. She just needs
powerfully into little piles of bones. Lady Daevra is a little support, a little time and a lot of hope to see
a capable warrior, but shouldn’t outshadow the through this particularly tumultuous time. Naturally,
player's heroics. she re-confirms the offered rewards.
Be tactical with your use of the Kobolds, however,
ensure that the Lady Daevra and the party are
constantly being harassed by Pack Tactic attacks Should the adventurers decline the quest or
with advantage in order to maintain high tension otherwise take a dislike to the noble and
throughout the encounter. They have 30ft of good-intentioned Lady Daevra, she would plead
movement and are more than willing to dash to and insist that they would stay being as politely
dangerous areas. persuasive or negotiable as reasonably possible.
As the Kobolds are undead and act to their Should this fail, she would attempt to use her Fey
instruction, they would not flee combat for Charm Dryad ability on whichever target she
self-preservation, they would continue to attack to perceives to be the social face or moral compass
the best of their ability until they would all fall or the of the adventuring party, or alternatively the
tree is felled. loudest protestor. She is subtle in this ability use,
and it brings her great personal shame as it
As with all encounters, it’s important to remember opposes her oaths. She would later release the
that the game is not the players verses the DM. Be charm when appropriate, sincerely apologise and
challenging, but fair. It is a game and thus the only seek atonement with the party.
goal is to ensure everyone has fun!
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It is then when Lady Daevra beckons and Gnome Cunning: He has advantage on all
introduces Doo’rad Rockholme, a kindly Intelligence, Wisdom, and Charisma saving
Charlatan Rock Gnome Forge-Domain Cleric throws against magic.
whom lives within the sacred walls. in a large
Artificer’s Lore: Add twice his proficiency
boulder in the gardens. While he emerges from a
bonus to History checks related to magic
crack in the rocks as a tiny creature, they return to
items, alchemical objects, or technological
their small size to warmly greet the party.
devices.
While not much of a fighter, Doo’rad has travelled
Tinkerer: He is proficient with tinker's tools and
a long way to finally reside within the gardens,
can use them to construct simple tiny
finding the woodland and their Fae company an
clockwork devices that persist for 24 hours
inspiring, stimulating place. Science imitates the
before requiring repair.
natural world, after-all. Doo’rad pursues an
‘honest’ living by acting as a spell-service provider Channel Divinity: Artisan's Blessing: He can
and merchant for the grove. use his Channel Divinity (1/day) to conduct an
hour-long ritual that crafts a non-magical item
Their main income of providing souvenirs for the
that must include some metal: a simple or
passing adventurers and nature folk had dried up
martial weapon, a suit of armor, ten pieces of
as late, so he too is very excited about the latest
ammunition, a set of tools, or another metal
arrivals. Doo’rad is gregarious, laid-back
object. or an object that uses a metal
well-travelled and eccentric but will immediately
component. The thing you create can be
flee and hide at any sign of violence.
something that is worth no more than 100 gp.
Divine Spellcasting:
Doo’rad Rockholme Cantrips: Guidance, Mending, Spare the Dying.
Rock Gnome Forge Cleric 3 spell-slots of prepared 1st level spells:
Small Humanoid, Chaotic Good. Identify, Detect Magic, Detect Poison and
Disease (all ritual-cast applicable).
Armor Class: 16 (Scale-mail & Shield)
Equipment: Light Hammer (Gnomish in
Hit Points: 15 (2d8+1) design), Scale-mail armor (Ornate, well-kept),
Speed: 25ft Shield (in the shape of the symbol of Gond),
spell-component pouch, a forgery kit, smithy’s
STR 8 (-1) tools’ and tinkerer’s tools.
DEX 10 (+0)
CON 12 (+1)
INT 14 (+2)
WIS 16 (+3)
CHA 14 (+2)
Skills: Deception +4, History +7, Medicine +5,
Sleight of Hand +2
Senses: Darkvision 60 Ft.
Passive Perception: 13
Languages: Gnomish, Common.
Challenge rating: 1/2 (100 XP)
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Doo’rad Rockholme will offer their services, Blight that Tree!
striking a deal that he would assist the party,
performing their services for free or at only cost
price providing they continue to defend Lady
The adventurers and their allies only have enough
Daevra and the tree and help in returning their
time for a short-rest before…
usual clienttell to the region.
While Doo’rad is fond of the Lady Daevra, she While the tell-tale signs of recent combat still linger; a
insteads tolerates him, seeing him as a friend but peculiar sound disrupts the peace. The sounds of a
quite strange and only very occasionally irritating. nearby rotten tree beyond the walls of the orchard
cracks, creaks and splinters very loudly. There is a
booming swoosh of air and the ruffled sound of many
branches and leaves coming to their final rest. No birds
take flight, for there are none present.
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A group of 4x Violet Fungus Mycanoid Hybrids Cursed Awakened Thorn Shrub
and 4x Cursed Awakened Thorn Shrubs
approach the grove from where the adventurers Small Plant, Unaligned.
themselves entered the area. If they had set up a Armor Class: 9
palisade or fortification barring this entry, the
creatures would assault that obstacle granting Hit Points: 9 (3d6-1)
savvy players the advantage of a surprise round. Speed: 20 ft.
As previously suggested, feel free to add 1-2 more STR 2 (-4)
of each for a powerful group or if there are extra
adventurers at the play-table, or to use 1-2 less DEX 10 (+0)
creatures should it be required. CON 8 (-1)
INT 2 (-4)
Violet Fungus Mycanoid Hybrid WIS 10 (+0)
Medium Plant, Unaligned. CHA 10 (+0)
Armor Class: 11 (Natural Armor) Vulnerabilities: Fire, Slashing.
Hit Points: 19 (3d8+6) Damage Resistance Piercing, Bludgeoning.
Speed: 20ft Senses: Passive Perception: 10.
STR: 16 (+3) Challenge 1/8 (25 XP)
DEX: 10 (+0) False Appearance: While the Cursed Awakened
Thorn Shrub remains motionless, it is
CON: 14 (+2)
indistinguishable from a normal shrub.
INT: 2 (-4)
Tendrils: Melee Weapon Attack: +2 to hit, reach
WIS: 12 (+1) 5 ft., one target. Hit: 1 slashing damage, and
the target is Grappled (escape DC 9). Until this
CHA: 6 (-2)
grapple ends, the Cursed Awakened Thorn
Condition Immunities: Blinded, Deafened, Shrub can't use its tendrils on another target.
Frightened.
Loot: Awakened Thorn Shrub Pieces.
Senses: Blindsense: 30ft (blind beyond this
measurement).
Passive Perception: 11
Challenge Rating: 1 (200 XP)
False Appearance. While the Violet Fungus
Mycanoid Hybrid remains motionless, it is
indistinguishable from an ordinary fungus.
Multiattack: The fungus makes 1d4 Rotting
Touch attacks.
Rotting Touch: Melee Weapon Attack: +2 to hit,
reach 5 ft., one creature. Hit: (1d8+3) necrotic
damage per Rotting Touch attack.
Loot: Violet Fungus Mycanoid Flesh.
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This encounter is designed to present a strong and
individual challenge or duel for each of the
characters; presenting a physically powerful foe
where always attacking head-on each turn may not
always be the most ideal action.
Be aware of their powerful Rotting Touch attack; if
possible, spread the 1d4 attacks over multiple
targets when in reach. Unless the creature
succeeds on a critical hit, it should be unlikely that
the monster performs a one-hit KO, but it is a
possibility. The fungus creatures would move onto
their other active targets and the tree instead of
making coup-de-grace actions.
The awakened shrubs are designed to be
dastardly minions, to hold the adventurers and
prevent them from moving with their tendrils and
provide flanking bonuses. Imagine the punk who
holds their target while the enforcer goes for their
haymaker - it’s that kind of unfair imagery we’re
trying to provoke.
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Add another ghoul if the party is powerful and The ghoul night-time encounter is supposed to
capable. Alternatively, feel free to use only one draw upon horror themes. It should be ferocious
Ghoul if the party requires it. and scary high-risk combat. Consider making this
a “theatre of the mind” battle to prevent the players
from knowing exactly where the enemies are at all
times.
This is to introduce the player’s to experience the
classic D&D squirming discomfort of having to
Ghoul make save-or-suffer rolls. Try to encourage an
Medium Undead, Chaotic Evil. emphasis on effective teamwork.
Armor Class: 13 (Armor Scraps) The description of the event and the positioning of
the Ghouls will depend on the success of their
Hit Points: 20 (5d8+2) stealth checks into the area, how far they proceed
Speed: 30 ft. without being spotted, and how successful the
player’s characters are in their perception checks.
STR 13 (+1)
DEX 15 (+2)
CON 10 (+0) Burn down that tree!
INT 7 (-2)
WIS 10 (+0) The characters survive the night, although their
night’s rest and recuperation is interrupted, they
CHA 6 (-2) are magically invigorated by the strong positive
Damage Immunities: Poison energy of the grove and of the First Tree. It’s
almost as if the Tree itself is grateful of it’s new
Condition Immunities: Charmed, Exhaustion, guardians. The Lady Daevra produces additional
Poisoned Goodberries f or the party, and Doo’rad continues
Senses: Darkvision 60 Ft. any overnight work he has agreed to do…
Passive Perception: 8
Languages Common Dawn breaks and the sun rises triumphantly like a
Challenge Rating: 1 (200 XP) beacon of hope in stark contrast to the growing black
thunder-less clouds that loom overhead. It isn't long
Claws. Melee Weapon Attack: +4 to hit, reach 5 before the sun fades from view and becomes filtered,
ft., one target. Hit: (2d4 + 2) slashing damage. If weakened behind the unnatural weather.
the target is a creature other than an elf or
It is from this last glimpse of fiery sunlight that a faint
undead, it must succeed on a DC 10
red shimmer, just for the slightest moment, can be
Constitution saving throw or be paralyzed for 1 made out before it is gone above the clouds and out
minute. The target can repeat the saving throw of view.
at the end of each of its turns, ending the effect
on itself on a success The morning proceeds peacefully; as pleasant as a
band of adventurers and dryad can muster granting
Bite. Melee Weapon Attack: +2 to hit, reach 5 the circumstance and ominous background.
ft., one creature. Hit: (2d6 + 2) piercing damage
(Ghouls will bite when otherwise restrained.) It is not too long for the red-flash to reappear, now
descending directly above the camp in an aggressive
nose-dive, large red reptilian wings can be seen
unfurling and a wicked fiery grin of a small dragon
wyrmling.
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Fire Breath (Recharge 5-6). The dragon exhales
Attached by ropes a small humanoid flails wildly
about in some semblance of a makeshift saddle fire in a 15-foot cone. Each creature in that area
clearly not designed for the dive. must make a DC 13 Dexterity saving throw,
taking 24 (7d6) fire damage on a failed save, or
half as much damage (12) on a successful one.
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Allow the players a turn to position and ready Try to avoid keeping the dragon in flight and away
themselves as the dragon roars and swoops in from any melee-focused adventurers, allow them
from above, and then get ready to roll a straight to fight and feel brave and heroic! Explain or
initiative check with no surprise round. roleplay that the dragon prefers to duel and bite or
complain that flying and breath attacks at the same
The young dragon wyrmling will want to engage
time are difficult and uncomfortable.
and fight and test themselves against the
adventurers, focusing on the strongest amongst The dragon is young and unwise and drawn to
them, or whoever hit them the hardest in the last taunts, they’re looking to prove themselves with a
turn. youthful and naive reckless exuberance, so allow
the players to plan and use this to their advantage.
The goblin, however, will try to reason and wrangle
with the dragon, pleading that they focus on their As mentioned; the goblin is the ‘key’ for solving the
mission and instead focus on attacking Lady encounter, being the ‘brains’ of the operation.
Daevra and the First Tree. Allow the goblin to use their Nimble Escape action
to hide from the adventurers - they would lean or
Should the dragon fall below half of their total hit
climb over to the other side of their saddle from the
points, they become fearful and shaken and
direction of attacks, bestowing the offensive action
consider fleeing, and will almost certainly
against them at disadvantage.
disengage when at a quarter of their total hit points
or less. Although there are no dungeons provided in this
adventure, there certainly is potential to fight a
The goblin mentor will stay with the dragon in life
dragon! An iconic, memorable monster and
and death and will refuse to dismount unless
hopefully an equally memorable battle for your
otherwise forced. The dragon is especially
table. Use this for an opportunity for role-playing
protective of the goblin, unless otherwise
between the ‘mighty dragon’ and their nemesis.
distracted. Should the goblin be slain, the dragon
will become fearful and shaken and will be much
more likely to flee.
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A Change in Tact.
With the fires put out, the adventurers have the
opportunity for a short rest as the afternoon of the
Ogre Sage
second day rolls in…
Large Giant, Chaotic Evil.
In direct opposition to the previous encounter, loud,
thunderous stomps shake the floor of the forest Armor Class: 11 (Hide Armor).
interior, each step a minor localised quake that Hit Points: 66 (7d10+21)
shatters the dry wilted floor.
Speed: 40 ft.
Two very large but empty hands peek around the
main gate, "Parley," a loud rumbling deep voice STR 19 (+4)
states. "I’m not here to hurt you, I am only here to
DEX 8 (-1)
talk." the voice continues as they move around to
reveal themselves. CON 16 (+3)
It quickly becomes apparent that before you is a huge INT 16 (+3)
Ogre, unarmed besides some very worn Leather
Armor, a blue-dyed felt wide-brimmed hat and lots of WIS 10 (-0)
straps for their travel pack concealed by a large CHA 7 (-2)
travelling cloak.
Senses: Darkvision 60 Ft.,
Passive Perception: 10.
A single Ogre Sage with Enlarge / Reduce cast Languages Common, Giant.
upon themselves approaches the grove, seeking
an audience with the party. They are cunning, alert Challenge Rating: 3 (700 XP)
and will defend themselves at any provocation, Greatclub. Melee Weapon Attack: +6 to hit,
then focusing on self-preservation and making an reach 5 ft., one target. Hit: (2d8 + 4)
escape. bludgeoning damage.
They offer a challenge, a final one-on-one to settle Spellcasting:
their differences and the fate of the grove. They
explain that their employer is willing to offer a lot of Cantrips: Booming Blade, Gust, Move Earth,
gold for a satisfactory end to the conflict, but will Thunderclap.
refuse any attempt to provide any further 4 slots of 1st-level spells: Catapult, Earth
information. Tremor, Jump, Thunderwave.
They would agree to a contest of some variety - 2 slots of 2nd-level spells: Enlarge / Reduce,
the Ogre would prefer a duel of some kind, be it of Shatter.
the martial or spellcasting, though the ogre would
humor a contest of skill. The deal would be; if the Loot: Hide-armor (suitable for a Large
Ogre won, the adventurers would leave, and if the humanoid), a studded and reinforced Ogre
adventurers win, the Ogre would stay and lend Greatclub, a sack of 6x copper-tipped spears, a
their aid to the defense of the grove. large spellbook with the above spells (and any
other Ogre themed cantrips or 1st-2nd level
This is a ruse, lies and deceit in order to get spells that the DM may find appropriate to offer
unaccosted access to the grove, and in range... in addition.)
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When the time comes for combat or the contest to
occur, the Ogre produces a copper-tipped spear
and uses Catapult t o launch it directly into the First
Tree, using their subsequent turns to use spells to
push away the adventurers if they are assailed
while they make their escape.
It is up to the discretion of the DM if this huge
“copper nail” have any effect on the tree. It could
be struck with a similar blight curse of the
surrounding forest, or be poisoned for dramatic
effect… Or just a foolish attempt at an old
woodland myth.
Don’t hesitate for the Ogre to use Jump and to hop
the walls of the grove, unless the adventurers have
a good method to do the same, it can indicate the
end of the encounter at that point.
In this scene we’re trying to evoke the “aha! I knew
it!” reaction of someone suspicious and then
turning traitor, or of a creature appealing and
taking advantage of the adventurer's good nature.
Don’t be afraid to give the Ogre an interesting
personality or voice, they’re deeply smart -- just
uncharismatic!
Like the boss-style encounter, this scene is
intended to be more like a social puzzle to be
solved, rather than a more traditional
kill-it-until-it’s-dead combat.
The Finale!
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The First-Tree is being attacked at the roots and
being dug out from underneath to be felled. 24
Fiendish Badgers burrow just underneath the
Just as soon as one situation ends, another begins. surface, presenting a difficult to manage disaster
One could be forgiven for feeling that the situation is for the adventurers!
dire and hope is lost...
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Should the adventurers also have a method of
burrowing, they can engage the creatures directly,
providing they are willing to shrink down to the size
of tiny creatures, Doo’rad may offer them this
Oberon’s avatar takes on a god-like visage,
solution unless the characters have any other
creating a profound sense of awe in the power
ideas. Allow the adventurers the attempt to attack
of their aura and presence. Not quite omnipotent
through the loosened ground as a last-ditch effort
in this realm, but almost.
at disadvantage.
If they do decide to engage directly, try and evoke Their image takes the shape of a very large,
an other-worldly image of facing down a giant and very muscular and eerily beautiful green-tinted
terrifying fiendish badger whilst shrunk down to Elf. They’re bare-chested and rippling with
minute proportions in the burrowed tunnels. muscle. They have no face, their entire head
takes the shape of plain, smooth, un-featured
Try to emulate a giant creature battle such as in
oak, only the elven tell-tale ears appear to be
film and TV!
present.
The combat does not proceed for too many turns
before: To further complement their aesthetic; various
stems and branches grow naturally and without
A distant battle-trumpet and warhorn melody harm across their shoulders and back - echoing
can be heard, for those of a militaristic the antlers of their travelling companion.
background, it is reminiscent of a kind of
Cavalry Charge tune, albeit somehow more They're donned in a long skirt of dark and
simultaneously more beautiful and horrifying infinite swirling leaves and a very many trinkets
than one could conjure using mundane means. and accessories of a natural origin. They bring
nothing with them except an impossibly large
With a brilliant flash of green light and beautiful and imposing long-bow, which is equally as
shimmering particles, the adventurers are ornate as their wielder.
returned to grove in their normal state and the
fiendish badger threat below burrow to the
surface and flee in every direction in a mad
panic.
"Thank you, adventurers, you may be at ease."
A giant albino elk comes to a graceful stop in a kindly voice says within the adventurers minds
the grove after stepping through the portal of the with a carefree ease. "We have company." he
First Tree. A marvelous creature with a look of mentions without any powerful emotion, pointing
sentience and keen intelligence, it's covered in at the center courtyard.
mythical mithril barding of an elven design.
Without introduction a terrifying image shocks
The miraculous fae beast bows lowly to allow any observer, a Skeletal Dragon, a Dracolich,
it's rider to dismount with graceful ease. A faerie stands to attention. On every long and thin
sprite darts into the direct vision and view of section of bone a long and green silk banner
each of the characters, each unfurling an official drapes and floats in the breeze and massive
scroll with additional fanfare; undead eyes glow with a pure blue electrical
arcane energy. Their arrival was uncannily
"Presenting; Oberon, the Green King, beloved silent, much to everyone’s alarm.
by all of the Seelie Court, Great-Hunter of the
Beastlands, Archfey, keeper of the Oathbow, ‘he "Oberon, we meet at last." says the Dracolich.
who dances with summer’ and member of the "Dretchroyaster, indeed. Let us begin."
Feywilde Council." Oberon replies.
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This is the final cutscene for the adventure, the
defense of the tree is a success and the
adventurers are heroes!
While this is the intended storyline for the
adventure and the provided example feel free to
adapt the NPC’s and villains to your particular
campaigns needs.
racolich,
The “big-bad-evil” in this instance is a D
but they present themselves as an illusion during
this final scene; maintaining the purely
non-combative intention. It is unlikely the
adventurers would survive any crossfire between a
Dracolich and Archfey within the recommended
character level for this adventure!
Remember: the difference between barbarism and
villainy is the flair for the dramatic! Dretchroyaster
revels in this. Ensure there is peril and drama to
the action, ensure there is personality, character
and rationale supporting every decision. Lean into
the theatrical tragedy element.
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The Epilogue
If the adventurers request magical equipment - up
to two magic items of a common or a single
The adventurers may participate in a conversation uncommon rarity item would be appropriate for this
with Oberon and Dretchroyaster as they explain level of play.
both of their positions. It is likely a larger conflict is
As the DM, use your discretion for which direction
about to begin. Oberon may imply that these
you would like the story to progress and how
heroes will be key in the coming skirmishes and
powerful you would enjoy your player’s characters
may offer to appoint the player characters as
to be.
allies, ambassadors or knights.
Sometimes aiding in a character’s issues within
Dretchroyaster vows to continue their terrible
their backstory or their current problems can be
plans, and dispels their communication illusion. In
more fun and provide more opportunities for
any case, the adventurers are no longer in
role-play and perhaps open up other plot-points.
immediate danger and can claim their quest
rewards! Try to encourage a “yes, but!” approach to handing
out loot or rewards, to provide a hook going
The challenge rating of each of the creatures and
forwards.
encounters are provided in each stat-block, but if
you are running a milestone system for levelling If the character is disappointed, try and think of a
characters it is suggested that you allow your placeholder appropriate equivalent reward for
players to indeed level up by the conclusion of the them to hold onto in the mean-time.
adventure.
The adventures gain a contract or token that
allows them to freely gain access to the Feywilde
by the use of portals, such as The First Tree, or
any other they come across in their careers.
The adventurers may be encouraged to adventure
within the Feywild in order to acquire further
experience, power and magical items in which to
return and defeat the forces of the fiendish
Dretchroyaster.
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Complications
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In Conclusion
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Additional Encounter Tables
1) 1x Raven per adventurer perches nearby and 1) 4x Flying Sword (Flying Axes) assault the tree,
mimics the adventurers; teasing them. They fly away chopping spookily without the need of a user!
when attacked, if able.
2) 6x Axe Beak bird-beasts stampede into the
2) 1x Giant Elk and 3x Deer struggle as they’re grove, attacking anything within range with an
caught up in thorny vines. They’re helpless and are irritated frenzy.
very vocal and highly distressed.
3) A group of 4x Satyr arrive seeking revelry, things
3) 1x Shadow per adventurer attacks the party. It quickly turn aggressive and violent if denied. They
appears as if the characters own shadows betray are Unseelie agents!
them!
4) 1x Brown Bear is hungry and very protective of
4) 4x Rust Monster wander nearby in the search of their 2x Black Bear (Brown Cubs) . They wander into
iron and steel, they catch a scent of the adventurers. the grove seeking shelter, perceiving the
adventurers as rivals.
5) 2x Death Dog come across the adventurers in
their forest patrol, barking loudly, raising an alarm 5) 3x Swarm of Ravens (Woodpeckers) fly like bolts
and attacking viciously. It’s obvious that they are towards Lady Daevra and the Tree, hammering them
highly diseased. with their beaks. Adventurers should be wary how
they aim their attacks!
6) 1x Skeletal Warhorse and their mounted 1x
Animated Armor prevents the party from moving 6) A Skeletal Minotaur approaches the camp, it is
onwards. If slain, It takes 24 hours for them to silent, determined and wields Hew, the magical
reassemble and resume the chase. +1 tree-felling great-axe!
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D6 Blight that Tree! alternatives: D6 Slay the Defenders! alternatives:
1) 10x Diseased Giant Rat horde into the grove and 1) A team of 4x Spy Assassin scale the walls and try
the adventurers, they burst with a horrible nastiness to catch the adventurers unawares as they attempt
when slain. their nights’ rest.
2) 5x Dust Mephit arrive to sand and erode the tree 2) One of the adventurers suffers an eldritch
at an incredible pace, controlling the adventurers nightmare and a Gibbering Mouther emerges from
with blindness and sleep! within one of them!
3) A group of 8x Cultist arrive delivering an 3) 2x Gnoll Lancers r ide 2x Giant Hyenas i nto the
apocalyptic sermon. They have learned the cantrip camp and prepare to joust the adventurers. They’re
Acid Splash, and bombard the sacred tree. They joined by 2x Hyenas w ho aid their hunt like
revel in their certain demise. blood-hounds. They all laugh menacingly.
4) 2x Giant Spider and 2x Swarm of Spiders 4) An angry mob of 16x Commoner all wear a
descend silently from the accursed trees that peculiar Crown of Madness, they have rusty farmer
overhang the grove and attempt to surprise the tools and burning torches!
adventurers. Arachnophobes beware!
5) 2x Giant Vulture and 1x Swarm of Ravens glide
5) A lone adventurer approaches the grove, they overhead in the sky, waiting the next moment an
appear to be an attractive female mage of some adventurer falls. They strike when they perceive
kind. They act suspiciously and uncannily for they fresh dead meat. The caws are ominus.
are a vengeful Sea Hag!
6) A Werewolf and their Worg companion howl
6) 1x Gelatinous Cube is being lured into the but once in the distance. They are crazed,
bility.
grove by an Imp using their Invisibility a frenzied and ambush the camp!
The Imp hopes the cube surprises the party. The
Imp would attempt to shove a dventurers into the
cube at the worst possible moments.
Alternatively, use this as an opportunity to
allow the players, the characters and the
friendly NPC’s to have a little downtime, to
Alternatively, consider setting up a kind of have a little banter about the days’ encounters
negotiation scene between an envoy or and to plan for tomorrow.
diplomat of the agressing forces. Be noble
The peace can act as a pleasant contrast to
and polite, and try to tempt the characters
the obvious danger of the adventure. This can
away from the grove and the Lady. Be
be an ideal time for a break in the game
insistent and firm and that the First Tree’s fate
session.
is sealed.
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D6 Burn that Tree! alternatives: D6 A change in Tact alternatives:
1) A party of 10x Goblin storm the camp, they each 1) An ancient cursed king arrives, they’re a
have a flask of alchemist fire in each hand. They Mummy and require an answer from a riddle
relish in the chaos and mischief! to be finally free.
2) 4x Magma Memphit attack the tree, each having 2) A ‘biker’ gang of 6x Goblin Worg-Riders
a small chance to call other memphit t o battle, each challenge the party to a race through the
also exploding in a spectacular fiery death! Wildfire cursed forest. Winner takes control of the
is imminent... grove.
3) A rival band of 4x Deep Gnomes arrive and call 3) A Doppelganger and their Changeling
out Doo’rad Rockhome. They’re Unseelie allied partner arrive, they say they’ll impersonate
inventors, and wield Wands of Burning Hands! and ruin the lives of the party unless they
leave.
4) A den of 10x Boar (Fire Pigs) are doused in oil
and set aflame, they stampede the grove with 4) A Succubus / Incubus arrives, and makes
terrible desperate squeals. deliberate lewd advances towards the party.
Their intentions are not pure.
5) 1x Captain and 4x Noble have set up a
Trebuchet catapult nearby, their first shot lands a 5) A party of 8x Drow arrive and unfurl a folding
large boulder in the grove. They have their gaming table. They challenge the party to
measurement, and begin loading fire-pots. gamble for the prize of the First Tree.
6) A Half-Red Dragon Champion (a Red 6) A rival band of adventurers arrive, they
Dragonkin Fighter) arrives, declaring the are suspiciously similar to the party and
adventurers surrender. They’re solemn and also hold invitations. They insist on taking
mounted upon a loyal Draft Horse. over the operation.
Alternatively, consider having a Druid, Cleric or Alternatively, this scene is the perfect opportunity
Shaman of some variety return to the grove, but to unveil any betrayals that you may have been
condemn the actions of the adventurers and the considering. It may come from the NPC’s, the
Lady. larger forces working behind the scenes or to play
The defense of the Tree goes against the true on any of the existing tensions between the
Druidic philosophy about the brutality of nature. characters themselves.
The visitor would plead to listeners about what Perhaps Lady Daevra tests the goodness of the
they are doing is inherently wrong. adventurer by stating that in-fact, there is no
reward offered, or challenges a character for poor
behaviour, badly dressing and amoral choices.
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D6 The Finale! alternatives: Space for notes:
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Example of the Grove of the First
Tree, Battle-map
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Credits & Acknowledgements
Doo’rad Rockholme
Sacred Grove Battlemap
Gnomish Experimentor
By: Caeora
By: Jesper Ejsing
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