DDEX1-8 Tales Trees Tell
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TaleT 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 commo on 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 and d 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 Lind dsay, Shelly Mazzzanoble, Chris Tulach D D&D Adventurerss League Administrators: Robert Adducci, Bill Ben nham, Travis Wooodall, Claire Hofffman, Greg Marrks, Alan Patrick D Debut: October 3, 3 2014 R Release: Novemb ber 1, 2014 D DUNGEONS & DR RAGONS, D&D, Wizards W of the Coast, Forgotten Reaalms, the dragon ampersand, Playeer’s Handbook, Moonster Manual, Du ungeon M Master’s Guide, D& &D Adventurers Leeague, D&D Enco ounters, D&D Expeditions, D&D Eppics, all other Wizaards of the Coast product names, aand th 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 p 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 u unauthorized use of the material or artwork contained d herein is prohib bited without the eexpress written peermission of Wizards of the Coast. © ©2014 Wizards off the Coast LLC, PO P Box 707, Rento on, WA 98057-0707, USA. Manufacttured by Hasbro S SA, Rue Emile-Boééchat 31, 2800 D Delémont, CH. Represented by Hassbro Europe, 4 Thee Square, Stockleyy Park, Uxbridge, M Middlesex, UB11 1ET, UK. Not for resale. r Permission granted to print or o photocopy this document for perrsonal use only. Introduction TM Welcome to Drums in the Marsh, a D&D Expeditions adventure, part of the official D&D Adventurers TM League organized play system and the Tyranny of DragonsTM storyline season. This adventure is designed for three to seven 1st4th level characters, and is optimized for five 3rd level characters. Characters outside this level range cannot participate in this adventure. Players with ineligble characters can create a new 1st-level character or use a pregenerated character. This adventure begins in Kabel's Hill; a small farming town north of the city of Phlan. The adventurers's path then turns towards the Quivering Forest to the east, an ancient enchanted forest. Within, they encounter a hungry displacer beast, a village of xenophobic elves and finally, an ancient green hag. The D&D Adventurers League This adventure is official for D&D Adventurers League play. The D&D Adventurers League is the official organized play system for DUNGEONS & DRAGONS®. Players can create characters and participate in any adventure allowed as a part of the D&D Adventurers League. As they adventure, players track their characters’ experience, treasure, and other rewards, and can take those characters through other adventures that will continue their story. D&D Adventurers League play is broken up into storyline seasons. When players create characters, they attach those characters to a storyline season, which determines what rules they’re allowed to use to create and advance their characters. Players can continue to play their characters after the storyline season has finished, possibly participating in a second or third storyline with those same characters. A character’s level is the only limitation for adventure play. A player cannot use a character of a level higher or lower than the level range of a D&D Adventurers League adventure. If you’re running this adventure as a part of a store event or at certain conventions, you’ll need a DCI number. This number is your official Wizards of the Coast organized play identifier. If you don’t have a number, you can obtain one at a store event. Check with your organizer for details. For more information on playing, running games as a Dungeon Master, and organizing games for the D&D Adventurers League, please visit the D&D Adventurers League home. Preparing the Adventure Before you show up to Dungeon Master this adventure for a group of players, you should do the following to prepare. • • • • • Make sure to have a copy of the most current version of the D&D basic rules or the Player’s HandbookTM. Read through the adventure, taking notes of anything you’d like to highlight or remind yourself while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in a combat. Get familiar with the monster statistics in the Appendix. Gather together any resources you’d like to use to aid you in Dungeon Mastering, such as notecards, a DM screen, miniatures, battlemaps, etc. If you know the composition of the group beforehand, you can make adjustments as noted throughout the adventure. Before Play at the Table Ask the players to provide you with relevant character information. This includes: • • • • Character name and level Character race and class Passive Wisdom (Perception)—the most common passive ability check Anything notable as specified by the adventure (such as backgrounds, traits, flaws, and so on) Players that have characters outside the adventure’s level range cannot participate in the adventure with those characters. Players with ineligible characters can make a new 1st-level character or use a pregenerated character. Players can play an adventure they previously played or ran as a Dungeon Master, but not with the same character (if applicable). Ensure that each player has an official adventure logsheet for his or her character (if not, get one from the organizer). The player will fill out the adventure name, session number, date, and your name and DCI number. In addition, the player also fills in the starting values for Tales Trees Tell Not for resale. Permission granted to print or photocopy this document for personal use only. 2 5 down You’ve now determined the average party level (APL) for the adventure. You may adjust the adventure beyond the guidelines given in the adventure. To reinforce this golden rule. and being overwhelmed makes for a frustrating game. This is especially important and applicable outside of combat. you can do a quick scan of a player’s character sheet to ensure that nothing looks out of order. Permission granted to print or photocopy this document for personal use only. Tales Trees Tell Not for resale. Adjusting the Adventure Throughout this adventure. Players should select their characters’ spells and other daily options prior to the start of the adventure. and feel free to use a different adjustment during the adventure if the recommended party strength feels off for the group. try to feel out (or ask) what they like in a game. unless the adventure specifies otherwise. five categories of party strength have been created for you to use as a guide. and attempt to give each of them the experience they’re after when they play D&D. APL less than 5 characters. APL greater than 5 characters. He or she will fill in the other values and write notes at the conclusion of the session. For example. do the following: • • • Add up the total levels of all the characters Divide the total by the number of characters Round fractions of . Each sidebar may or may not offer suggestions for certain party strengths. downtime. keep in mind the following: • • You are empowered to make adjustments to the adventure and make decisions about how the group interacts with the world of this adventure. if you’re playing with a group of inexperienced players. but feel free to adjust the adventure for groups that are having too easy or too hard of a time. Most of the time. you have the most important role in facilitating the enjoyment of the game for the players. you don’t have to make adjustments. If you have time.XP. Therefore. Don’t make the adventure too easy or too difficult for a group. you might want to make it a little harder.5 or greater up. or they can do so at the end of the adventure or episode. gold. If a particular recommendation is not offered for your group. you might want to make the adventure a little easier. this is used for combat encounters. APL greater than 6-7 characters. Use these as a guide. or for other reasons. feel free to restrict item use or ask them to use a standard ability score array. APL equivalent 3-4 characters. Give everyone a chance to shine. you may see sidebars to help you make adjustments to this adventure for smaller/larger groups and characters. APL less than 6-7 characters. Determining Party Strength Party Composition 3-4 characters. APL equivalent 5 characters. they can declare their activity and spend the days now. Always follow this golden rule when you DM for a group: Make decisions and adjudications that enhance the fun of the adventure when possible. To figure out the party strength for the adventure. This adventure is optimized for a party of five 3rdlevel characters. round frations of less than . renown. consult the following table. You help guide the narrative and bring the words on these pages to life. APL less than 3-4 characters. and number of permanent magic items. for very experienced players. Each player is responsible for maintaining an accurate logsheet. If you see magic items of very high rarities or strange arrays of ability scores. APL greater than Party Strength Very weak Weak Average Weak Average Strong Average Strong Very strong Average party strength indicates no recommended adjustments to the adventure. To figure out whether you need to adjust the adventure. Point players to the D&D Adventurers League Player’s Guide for reference. Gauge the experience of the players (not the characters) with the game. you can ask players to provide documentation for the irregularities. 3 . Dungeon Mastering the Adventure As the DM of the session. APL equivalent 6-7 characters. Feel free to reread the adventure description to help give players hints about what they might face. If they cannot. If players wish to spend downtime days and it’s the beginning of an adventure or episode. Never being challenged makes for a boring game. The outcome of a fun game session often creates stories that live well beyond the play at the table. of higher/lower levels that the optimized group size. diseased. players must declare whether or not they are spending any days of downtime. Give the players appropriate hints so they can make informed choices about how to proceed. and Other Debilitating Effects A character still affected by diseases. Since you might not have the same characters return from session to session. Death. it’s about facilitating a fun.250 gp Acolyte Background A character possessing the acolyte background requesting spellcasting services at a temple of his or her faith may request one spell per day from the Spellcasting Services table for free. and interactions without getting frustrated over lack of information. In addition. Adjust the pacing accordingly. whenever a character spends downtime days. challenging game environment for the players. being the DM isn’t about following the adventure’s text word-for-word. Some downtime activities help with lifestyle expenses or add lifestyle expenses. here are the rules when bad things happen to characters. Disease. Spellcasting Services Any settlement the size of a town or larger can provide some spellcasting services. unless otherwise noted. including factionspecific activities. and keep the game session moving along appropriately. The number of spells available to be cast as a service is limited to a maximum of three per day total. feel free to modify the text as you see fit. This helps to encourage immersion in the adventure and gives players “little victories” for figuring out good choices from clues. Spellcasting Services Spell Cure wounds (1st level) Identify Lesser restoration Prayer of healing (2nd level) Remove curse Speak with dead Divination Greater restoration Raise dead Cost 10 gp 20 gp 40 gp 40 gp 90 gp 90 gp 210 gp 450 gp 1.• • • Be mindful of pacing. provide them with a full play experience. and characters get poisoned. Permission granted to print or photocopy this document for personal use only. Alternatively. or die. 4 . Try to be aware of running long or short. At the same time. Watch for stalling. as well as information-gathering spells. especially when dialogue is present. Poison. In short. Costs are per day. Spell services generally available include healing and recovery spells. characters need to be able to travel to the settlement to obtain these services. if the party finishes an adventure. and other similar effects at the conclusion of an adventure can spend downtime days recuperating until such time as he or she resolves the effect to its conclusion (see the recuperating activity in the D&D basic rules). Downtime and Lifestyle At the beginning of each play session. and Recovery Sometimes bad things happen. make sure that the players don’t finish too early. if any. The following options are available to players during downtime (see the D&D basic rules or the D&D Adventurers League Player’s Guide for more information): • • • • • • Catching up Crafting (exception: multiple characters cannot commit to crafting a single item) Practicing a profession Recuperating Spellcasting services (end of the adventure only) Training Other downtime options might be available during adventures or unlocked through play. If a Tales Trees Tell Not for resale. that character also spends the requisite expense for his or her lifestyle. since play loses momentum when this happens. The Dungeon Master’s Guide TM has more information on the art of running a D&D game. they can be assumed to return to the settlement closest to the adventure location. poisons. The player records the downtime spent on the adventure logsheet. combat. Character Disease. Read-aloud text is just a suggestion. so a character that spends ten days of downtime also spends ten days of expenses maintaining his or her lifestyle. Other spell services might be available as specified in the adventure. Players should be given clues and hints when appropriate so they can tackle puzzles. The only cost paid for the spell is the base price for the consumed material component. The next morning. prone to all manner of odd behavior. The fey would later honor their part of the bargain and spare the town from destruction at the hand of the Netherese. or similar magic. tiny communities where they can bring their grain for sale and transport. A raise dead spell cast in this manner costs the character 1. this option is no longer available. except that some or all of the 1. Halvin was an eccentric. In response to the dangers inherent in scratching out a living beyond the protective walls of Phlan.250 gp. But just like the town itself. a local woodworker. Create a New 1st-Level Character. a pact was enacted between the town and the dark fey of the Quivering Forest to the north. And so. the rich and fertile lands along the Stojanow River north of Phlan have always been important as a source of food for the town. that sort of thing. Once a character reaches 5th level. the fey within are the subject of more stories than one can count. each carrying a letter signed by each resident of Kabel's Hill. Faction Charity. If the character is of level 1 to 4 and a member of a faction. the farmers built fortified hamlets at strategic locations along the river. the party can take the body back to civilization and use the dead character’s funds to pay for a raise dead spell. Adventure Background Shortly after the Zhentarim liberated and assumed control of Phlan. In these backwater parts of the Moonsea. The community is little more than a wide place in the road. and ability checks by 1. they decided to mount a secret expedition to find Halvin and return him to Kabel's Hill in the hopes that the fey had not already found him. Dead Character Pays for Raise Dead. the townsfolk nothing of it. unruly children taken away by the fey. each downtime day spent after raise dead reduces the penalty to attack rolls. Upon learning that Halvin may have trekked into the Forest. six hale and hearty men set out into the forest. and shelter during times of strife. 5 . Tales Trees Tell Not for resale. In exchange for forbidding travel and logging in the forest. If the dead character is unwilling or unable to exercise any of the other options. in addition to any other benefits the downtime activity might provide. that character begins the next session still affected by the debilitating effect. The Quivering Forest—an enchanted wood known for its secretive denizens—has long been restricted. A character subject to a raise dead spell is affected negatively until all long rests have been completed during an adventure. However. They know the only way Phlan is to survive is if the people can eat. As above. the folks of Kabel's Hill investigated Halvin's home and found distressing things. eventually. Among them was a journal with an old map of the Quivering Forest. the outlying farms suffered a similar fate. Death A character who dies during the course of the adventure has a few options at the end of the session (or whenever arriving back in civilization) if no one in the adventuring party has immediate access to a raise dead or revivify spell. disappeared. the player creates a new character. the dead character’s body can be returned to civilization and a patron from the faction ensures that he or she receives a raise dead spell.250 gp for the raise dead spell is paid for by the party at the end of the session. Halvin Graingle. a tiny thorp where the Stojanow and the Quivering Forest come into close proximity. One such place is Kabel's Hill. Farmers grow crops while doing their best in fending off the predations of wild beasts and other dangers that roam the unsettled wilds. the people of Kabel's Hill got well and truly worried. these outlying farms would build anew. off limits to all travel and woodcutting by the old decree. Character’s Party Pays for Raise Dead. complete with a path leading deep into the forest. the fey pledge to protect Phlan. a fate that Zhentil Keep and the Citadel of the Raven were less successful at avoiding. Each time in its history Phlan has been razed. At first. and cannot replay that episode or adventure with that character again. The new character does not have any items or rewards possessed by the dead character. the foolish farmer who didn't leave an offering from the year’s first harvest. If the character’s body is recoverable (it’s not missing any vital organs and is mostly whole) and the player would like the character to be returned to life. Strange things are afoot in Kabel's Hill however. Permission granted to print or photocopy this document for personal use only. saving throws.character doesn’t resolve the effect between sessions. Alternatively. Other characters are under no obligation to spend their funds to bring back a dead party member. However. A month ago. any character invoking this charity forfeits all XP and rewards from that session (even those earned prior to death during that session). Meanwhile. a stopping point on the way to other places. an elf ranger who refused to the town's request to accompany the villagers into the forest. he forged an alliance with the dark fey of the Quivering Forest. Halvin posed as a woodworker and moved to Kabel's Hill six months ago to begin his work. but they slew one of them. a half dozen men have yet to arrive from a venture into the Quivering Forest. Jeny Greenteeth. the adventurers can go to the cabin of Serelis. purportedly in search of wood. Upon arriving in Kabel's Hill. If the characters gain the ranger's trust.That was two tendays ago. The adventurers meet Millivent in the Tales Trees Tell Not for resale. Adventurers are flocking to Phlan to seek their fortunes. they have sent word to Phlan for help. driving them off with arrows. assumed control of the Cinnabar Throne. There. they can investigate the mutilated livestock. Upon leaving the ranger's cabin. the adventurers are attacked by the hag's minions. And so. This pact bestowed upon Phlan the protection of the forest and its denizens in exchange for forbidding travel and logging within its borders. the residents of Kabel's Hill haven't destroyed the carcasses. Halvin Graingle Considered largely to be a hermit who keeps to himself. He took up residence in an old. Here the adventurers find clues indicating that the cows were killed by some sort of poisonous creature. What was once simply a missing persons matter has devolved into very real danger for the combine. prompted into action. The adventurers. was that Halvin is not who he appears to be. all while ensuring that the pact between the fey and the town of Phlan remains intact. and they aren't pleased. all while keeping a low profile. Since then the pact has established a tenuous peace between the city and the forest. using it to craft simple items to sell. Ultimately. 6 . It would seem that the fey have learned of the town's actions. He was a member of the Cult of the Dragon and struck out to meet with the dark fey that reside within the Quivering Forest. a peat farmer who resides not too far from Kabel’s Hill. and he was slain by the hag. Finally. This agreement would prove to be Phlan's salvation when the fey prevented the cities destruction at the hands of the Netherese. There they encounter a hungry displacer beast and eventually come to the elven town of Greenhall. to strike a new pact with them—one that may render the town of Phlan utterly defenseless. Permission granted to print or photocopy this document for personal use only. They can also head to Halvin Graingle's shack. Once the adventurers arrive. they find some cryptic notes that lead them to believe he is up to no good. the group locates the hovel of Jeny Greenteeth. a fate that Zhentil Keep was unable to avoid. an imp that has been creating its own nuisance while Halvin has been away. First. Eventually the adventurers head into the Quivering Forest itself. he acts as a guide and lead the characters to Greenhall. can branch off in a number of different directions. and glory. There has been no word from the recovery party. his attempts at negotiation met with failure. and the other townsfolk are beginning to get worried. danger. what the residents of Kabel's Hill don't realize. the adventurers learn the fate of both Halvin and the villagers sent to find him and must avoid suffering the same fate themselves. During the course of discussion. The Pact The Dirt Farmers Any adventurers who participated in DDEX1-1 Defiance in Phlan—specifically Mission 2—are likely to have met Millivent Moss. Here. the characters learn that it is these elves encountered the villagers. And so. Part 1. Most of them escaped. Part 3. When the other folk of the hamlet told him stories about the fey. Though it happened almost a tenday ago. The air is charged with the prospects of riches. things take a turn for the worse. The elves may provide aid to the adventurers or they may drive them off as they did the adventures. Part 2. however. Halvin set off into the forest and eventually happened across the hag. but eventually. The following adventure hooks can be used to draw the characters into the story. abandoned farmhouse on the outskirts of town and began collecting fallen timber. their warnings ultimately fell upon deaf ears. primarily furniture and tool handles. Overview Adventure Hooks This adventure is set in three parts. When the first Lord Protector. but refused to aid them. They may also encounter his familiar. There the adventurers discover what Halvin has been up to that might have precipitated his trip into the forest. Cvaal Daoran. things he knew the farmers would need. They ventured within to seek out a seventh villager who had earlier passed beyond the forest's boundaries. While it is not known why they are going. who is stretched too thin to do so themselves. please adjust the depictions accordingly.market at Podol’s Plaza where she informs the party of the goings on in the small farming combine. the first encounter with Pipyap in “Animal Slaughter” in Part 2. Enclave. Permission granted to print or photocopy this document for personal use only. 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. The barge runners also bring rumors of kidnappings occurring in the small village. and if players are sensitive to it. and the discovery of the villagers’ fate in in “Jeny Greenteeth’s Hovel” in Part 3. Slipping through the Fist’s Fingers Any adventurers who have established a good working relationship with the Knights of the Black Fist may are told that grain isn't the only thing being shipped downriver from Kabel's Hill. in particular the discovery of the villager in “Message Received” in Part 1. their presence in the forest is sure to outrage the dark fey who live within. Please warn the players beforehand that there is some possibility that the adventure’s depictions might be a little extreme. 7 . Creepy and Horrifying This adventure has a few moments which can be a bit extreme for some players. The adventurers are asked to investigate these rumors on behalf of the Black Fist. How much of this is fact and how much is embellishment remains to be seen. Tales Trees Tell Not for resale. ship it downriver fo or sale in Phlaan. and fo rriver. the town seems odd dly abandoned when the adve enturers a arrive. but he ca an straightten out a sicklee blade and ma ake nails withou ut batting an eye. lightly fortified f hamle et settled rroughly a day an nd a half north h along a narrow w stretch of th he Stojanow River. The docks aare run by a ma an named Brick klan Kabel's Hill (wh hich Marth. of the local folk k have gathered in the ccommon room of The Leaky Bucket. wiith steepp peaked roofs off thin wooden shingles s to keep p winter ssnows from mo ounding too hig gh. Doc ks Local faarmers sell theeir harvest here e. Most of the houses and shop ps are cconstructed of walls w made of double-layers d of o roughly p planed half-logss. b tucke ed away The village itsself is a dozen buildings nside a wooden n palisade. a blackssmith and stablles. but seldom do peo ople stop and sstay for any longer than they have h to. nough to hold a wagon and a few passengerrs. A singlee horseshoe naiiled to a plank on the front off the building in ndicates the na ature of the bussiness. Desspite the weatheer--or rather perrhaps because of it--the fields in the area arre fat with wheaat and vegetablles. one of the weaalthier men in K really issn't saying mucch). The rroad through to own leads dow wn to the water's edge. adventurers and o others on their way somewherre else along th he Stojanow take a room forr the night. crates. A All costs for go oods and services in Kabel'ss Hill establishm ments are stan ndard rates. At th he onset of the adventure. A single b barge is tied up p here. where grain inside. everyone is in the Bucket. Ratess and Prices. Hurgg is not a particu ularly skilled smith. Each rooff has a slanted nd a conveyor p platform runs ffrom trapdooor set into it. Barrge captains bu uy the grain. selll them. Leaky B ns of interest in n Kabel’s Hill th hat the There aare six location charactters might visitt. aracters arrive. and then ship the go oods d downriver for re esale. R The small collection of houses h and b barns sits atop a low rise on th he western ban nk of the S Stojanow and iss a mere hour away a from the edge of the Q Quivering Forest on horsebacck. stay for a drink or two o at The L Leaky Bucket (tthe local waterring hole). s primarilyy as a way statiion for Kabel's Hill serves or grains and goods g headed to o Phlan by trravelers. if the reest doesn't alreeady make it ob bvious. and a dock with a fe erry. wooden. Occasion nally. Blaccksmith The tow wn blacksmith is a man name ed Hurg Pilauw wer. the gaps filled with mud. The froont of his shop iis open to the a air. roun conicall roofs stands h here. The granariies are currentlly about half fu ull with grain. Weather and d Terrain. Architecture e. B so no one o is about in n any of the oth her establishments. The farme ers bring th heir harvested crops and othe er homespun goods g to K Kabel's Hill. Because of this. large en Gran naries Goods tthat are not im mmediately sold d are stored herre either u until the next barge-runner makes the trip frrom Phlan oor it is sold and d used locally fo or food or seed d. and d piles of scrap p iron are stack ked neatly iinside. he day is rainy and the last ve estiges of a partticularly th n nasty storm are e blowing them mselves out. and the aniimals grazingg in meadows aare fatter still. in turn. On the eve ning that the characters arrivve.. and ssends riders south to warn of approaching danger. a general store and g granaries. re eady to be looaded onto the barges and shiipped downrive er to Phlan. Resid dents. s w where defenderrs can keep watch or fire misssile weapons fr from partial covver. nd structures w with Theree are three tall. sstay the night at the inn. T Tales Trees Tell Not for resale. 8 . G Genera al Feattures T The general fea atures of the co onstruction and d a architectural styyle of the hamllet of Kabel's Hill H are as fo follows: Palisade Walll. and then t head b back to their ho omesteads. kkegs. The peo ople of Kabel's Hill are nervou us. an near th he ground to a p position in the m midst of the n can be hauled up to be depo osited granariies.Part 1: Kabbel’s Hill H K Kabel's Hill is a small. anvil. if not all. Pe ermission granted to print or photocopy this docume nt for personal usse only. as listed in the E Equipment chaapter of the Play ayer's Handboo ok. inclluding a small inn i and in tavern. It also actts as a forward outpost for the e town. the place is in n an uproar. and a forge e. It is then sold d to the barrge-runners wh ho. When the cha M Most. The wall sta ands 10 feet hig gh and has ssimple triangula ar platforms with w ladders spa aced a approximately every e 80 feet allong its inside surface. w where a set of w wooden docks juts out into the e river beside a large wareho ouse. you can't bring that thing in here!" If at any point the characters ask what is going on.I don't see why not. Rain has filled the bucket to the top and water trickles out from a more than a dozen places. The Leaky Bucket This inn and taproom is more like a tiny bed-andbreakfast than a proper tavern. 9 . The inn's sign. All of people seem to be talking at once. Hupe and Grinna Brightbell. Permission granted to print or photocopy this document for personal use only. nothing to concern you fine folk about. more likely to help someone for no other reason than because he's afraid of what they may do if he says no. cloth.. Despite its backwater location. Grinna happily explains some of the mundane details of the town's recent troubles. She is. essentially a large barn with stalls and a fenced area in the back.. Grinna more than makes up for. however. the ruckus stops and everyone stops mid-sentence to stare at them. the proprietor of the place. an amazing cook and wildly popular in Kabel's Hill. A few of the villagers went to pay him a visit to see if he was ok. A month ago. As the adventurers enter. opinionated. including tools. After the initial shock of seeing strangers in the midst of their meeting. Quote: "Well. Halvin is largely considered to be an eccentric hermit who survives off of money earned from selling wood carvings.Colvin’s General Goods Colvin Brenick. The word "Inn" has been painted on its side in what appears to be pitch. Hupe says simply "we're just having a bit of trouble. rough Six months or so ago. is simply an old bucket dangling from a post that has been driven into the ground in front of the two-story building. He is kind. As the adventurers arrive." If pressed. rope. gesturing and arguing with one another. A female halfling woman stands next to him shouting at everyone (including the other halfling) at the top of her lungs. seed. She is spunky. Hupe Brightbell. bulkier items. the halfling proprietors. tables with benches. • Before you even enter the place. Above them all one voice bellows.. the inn is filled with people. amazingly fresh mead and food so good that it gives even the Laughing Goblin's cabbage soup a run for its money. hiring a couple of the local boys to work there. Roleplaying Hupe Brightbell Hupe is a painfully meek little man. the Leaky Bucket has great fare. The Brightbells from the Leaky Bucket across the road manage the place. The interior of the "Bucket" consists mainly of a single. but it's comfortable and peaceful. Grinna. A male halfling stands on one of the benches. He only stocks the bare essentials for farming." Roleplaying Grinna Brightbell What her husband lacks. and that sort of thing. but pulls it off and wrings it when he is nervous. Quote: "I don't care what my husband said. and he was nowhere to be found. large front room with two long. There is a locked shed out back where Colvin stores larger. a man named Halvin Graingle moved into an abandoned barn a few hours walk east of Kabel's Hill. if it can be called that. only opens a couple of hours each morning or by special request. he suddenly stopped coming to town. but it is obvious that he is all too aware that people take advantage of that kindness. the locals begin murmuring to one another again. He can special order desired items from Phlan. "It's been over two tendays! What do you • plan to do?!" • The locals have all gathered here to discuss what the missing townsfolk.. there is a host of locals gathered in the taproom arguing loudly. It's not fancy. and doesn't hesitate to speak her mind. asking politely if he can help them. The halfling. If this is the first location that the characters visit upon arriving in Kabel's Hill. Anyone with a compliment for her cooking is sure to win a place in her heart. Stables This building is as plain and utilitarian as they come. but it takes a while for the same barge captain who took the order to return with it later. seemingly trying in vain to calm everyone down.um. Hupe wrings his towel and suggests they talk to his wife. He typically carries a damp bar towel thrown over his shoulder. jumps off the bench and greets the characters. live here and rent out the spare rooms upstairs to the barge captains and occasional adventurers who show up and need a bed for the night. both of her hands wrapped menacingly around the handle of a rather large iron skillet. They have a couple of long trestle tables with benches in the front room and serve food and drinks communal style to their guests. His Tales Trees Tell Not for resale. you can hear a number of excited and angry voices emanating from inside. blood streaming his eyes and mouth. throwing herself at Grinna's feet and clawing madly at the halfling's clothes with one hand and pointing out the door with the other. replacing the latter with stones. an elven settlement. one of the scruffier villagers hollers out "T'was prolly dem damned faeries tha' killed my cows! Damn their eyes! Damn their wings!" The man is thoroughly drunk. Almost as an afterthought. pinning the letters to him. an Tales Trees Tell Not for resale. However. the villagers decided that a few of them would go and see if they could find Halvin before he was found by the fey. but they found a crude map of the area in his home. a number of townsfolk have gathered around the adventurers. The most concerning of which was Greenhall. While invisible. Removing the stone is relatively simple. A successful DC 15 Charisma (Persuasion) check convinces Hupe to pitch in an additional 50 gp of his own money. The villagers unanimously agreed that Halvin had gone into the forest. within the Quivering Forest. The map had a couple areas inside the forest labeled. lidless eyes. "We don't go into the Quivering Forest and the Quivering Forest doesn't come and steal our children in the night. a total of 50 gp. Most of what the villagers know about Jeny Greenteeth is typical faerie story stuff. a hag that purportedly lives nearby. Permission granted to print or photocopy this document for personal use only." She and Hupe offer this to the adventurers free of charge. Any adventurer with a passive Wisdom (Insight) score of 10 or higher notices that the villages are giving a wide berth to any elves or half-elves in the party. A heartbeat later. various villagers cry out in alarm and issue prayers to the gods for protection. even going so far as to offer them a drink. Grinna eventually shoos the rabble away and offer the adventurers a hot meal and a drink to "clear the road dust out of their mouths. he obstinately invites "any of ya fools tha' don' believe me ta come and take a look fer yerselves!" At this point. increasing the pot to 100 gp if the adventurers successfully find out what's become of the missing villagers. The hag found the notes that each of the villagers carried and drove a hairpin through them and into his chest. They are carved to resemble large. Message Received Once the adventurers have sufficiently questioned the locals and are ready to move on. A nearby resident emphasizes this. Hanging from it is an adult human male. As the adventurers wrestle their way through the throng. While she is doing this. The nervous buzz of the Leaky Bucket's common room is shattered by a scream of terror. The man is Rerk. she carried Rerk to Kabel's Hill and hung him from the signpost while everyone was in the Leaky Bucket. a young human woman bursts in through the front door. he offers its contents. If asked why. After a few of the others in the room chuckle at him. "They know! They what we did!" she cries. Hupe makes a round around the room and the villagers drop a few coins into a hat. The map had some vague notes but there were a few things that scared the villagers. she eats children. The hag cut out his tongue and put out his eyes. others not so much. In exchange for tracking down the missing villagers. but laments the loss of a few of his prize cows. Jeny Greenteeth. • • • Rerk's eyes have been put out and replaced by polished. etc. listening in on their conversation with Grinna." Because of this shaky truce with the fey. something that is expressly forbidden. 10 . The adventurers can learn the following from inspecting Rerk. she makes crops die. No sooner than she collapses than everyone in the inn shoves and pushes to get outside first. That was two tendays ago and they've heard neither hide nor hair of them since. It also detailed a course deeper into the forest. but he adamantly refused and insisted that they send anyone into the forest only to their own peril. His group successfully found their way to the hag. They sought out the services of Serelis Greenleaf--a half-elf ranger that lives in the local area--as a guide. a local farm hand and one of the six men who ventured into the Forest in pursuit of Halvin. black stones. The villagers identify the stones as the personal sigil of Jeny Greenteeth.• • • • • • • home still had his possessions inside. the villagers politely say that people in these parts pay proper respect to the fey. a horrible sight is spotted outside the inn. some silent. The two dozen or so people from inside the inn are gathered around the town's central signpost. Permission granted to print or photocopy this document for personal use only. Two failed saves kill Rerk. The ranger who the townsfolk asked to escort them into the forest. An identify spell identifies the hairpin as a scrying focus." Treasure Rerk has none of his possessions on his person except the clothing on his back. Despite his injuries. The pin is long and well-crafted. A foot-long bone pin has been driven through a sheet of paper into Rerk's chest. allowing Jeny Greenteeth to see and hear everything within 30 feet of it. Because of his current condition. The letters all read the same thing: can investigate the reports of slain livestock. It is possible to remove the pin without killing Rerk. If so. Rerk is alive. We seek only to retrieve a lost friend who does not fully understand what his trespasses signify. He does nothing but scream for ten minutes before finally passing out. the hairpin is a scrying sensor. Any adventurer expressing a desire to go into the forest is met with gasps of shock and alarm. It is. The locals can take the Characters to where the cow was slain. The most obvious options are: Investigate The Livestock Deaths. "I told you he was up to no good!" after the fact. The shock is simply too much for Rerk to bear. The hairpin is worth 50 gp. “Kabel’s Hill honors the long-standing truce between the people of Phlan and the people of the Quivering Forest. Failure causes Rerk to incur one failed death save. they want to see what he must be hiding. Once the pin is removed. Search Halvin Graingle's Barn. A handful of people. however. The characters Tales Trees Tell Not for resale. he awakens immediately. decorated with a piece of highly polished jet. but begins screaming uncontrollably in pain and terror. after all. When subject to a detect magic spell. 11 . Find Serelis. the sort who are always suspicious and saying. but just the same. Venture into the Quivering Forest. where to go first. it radiates strong divination magic. effectively pinning it to him. He lapses into a comatose state for five days before he recovers. Developments From here the adventurers have a choice to make. A clever adventurer may heal Rerk with magic. Any townsperson present informs the adventurers that they are the letters that each member of the rescue party was given before entering the forest. The villagers loudly protest this decision ("look what happened to Rerk!"). Unbeknownst to the adventurers (unless otherwise detected). The citizens can give the heroes directions to Serelis's cabin in the woods. That said. They have no idea what anyone should be looking for. but requires a successful DC 15 Wisdom (Medicine) check. an excursion into the forest that has caused this whole mess. he is already considered to have failed one death save. think a group should head over to the woodworker's home and poke around. the letters are easy enough to identify. the villagers are essentially powerless to stop them.• • • • • adventurer who succeeds at a DC 15 Intelligence (History) check remembers that Jeny Greenteeth was one of the fey who entered into the original pact with Phlan in 1380 DR. He usses a tiny foldin ng Pipyaap is friendly fo knife too saw strips of m meat from the cow. or a devil. Livesstock sounds. he showss leads them arround the back k of a shabby b barn. thunder. There are no n sources o of light save forr those that the adventurers po ossess. manure e. Once e they sufficien ntly ars. Halvin n Graingle's im panying Halvin n on his trip into o the forest. too full to flyy. h foot-tall creature picks ittself up off the ground. he is honest an nd forthright in hiis dealingss. 12 . Hee even goes so ffar as to offer th he adventurerss a rather cchoice morsel o or two. T The T Three cows lay piiled near some scrub bushes that surround a laarge outcropping g of rock too big to remove from the farmer's fi field. having been carved off with h a knife.. In examining the dead cowss. T These are the trracks of Pipyap p. the blade of a small knife parts the hide and opens the cow width-wise acro oss its belly. the e adventurers ca an in nvestigate any number of loca ations. Each off the three lo ocations has su ubtle changes depending d on the order in w which they are visited. Pipyap appea One of tthe more recentl y deceased cowss shudders for a momentt. Rolepllaying Pipyap Pipyap iss a friendly. he carves off a chunk aand tosses it in nto his mouth. he is verry. While he is not above violen nce and gen erally meanness . raining h heavily with intermittent lightn ning and thund der. they have all been b torn o open and it's obvvious that large portions p of the caarcasses are ggone. The weather is still inclement. Despite the cloud covver. cclearly by poiso on. A few carrion birds fly away as yo our arrival. has been busyy in his m master's absencce. Pipyap. "I d didn't see ya.Parrt 2: Outsid O de Kabel’ K s Hilll U Upon leaving Kabel’s K Hill. Fresh hly turned eartth. G General Featuress T The following general g featuress of the area su urrounding K Kabel’s Hill are e as follows: Weather. Sound. Sudden nly. Each in variious stages of rot. as if from a stinger. as if som meone butchere ed them for m meat but had no o idea exactly how. Pipyap absoluttely loves being o on the Material P Plan and has no desire to retu urn to the Nine H Hells. Aside from that t the cows are a ccompleted mutiilated. Light. In lieu of This is Pipyap. Smells. he relates the followin ng information n. squaw wking in d disapproval at yo our intrusion. Every once in a wh hile. Once th here. Halvi vin's House Firrst. Pe ermission granted to print or photocopy this docume nt for personal usse only. Pip pyap accomp stayed b behind. H Halvin's imp fam miliar. The adventturers may havve followeed the trail of th he predator from m the barn beh hind Halvin' s house to thiss location. A Animal Slaughterr If the characterrs decide to investigate the myysterious gs. mal Slaughter F First. claawed tracks witth blood eading intermiingled with theem and perhapss drag marks le away. rain. Because off this. "Oh. ra ain. there is sometthing moving under its skin. s and can n see that th he area around d the wound is swollen and diiscolored. T Tales Trees Tell Not for resale." mp familiar. chatting a away while h he does so. h eya. Anyy Anim adventu urer within 5 feeet of a dead co ow who also succeed ds on a DC 12 Wisdom (Percception) check noticess very small. scalyy creaturee with leathery w ings spills out on nto the ground. theere. the area is well-lit d during the day and a dark at nig ght. A blo oody small. He hass whiled away tthe time gorgin ng himselff on livestock aand more or lesss being cruel a and malevo olent. a apologizing to tthe adventu urers for being g so rude as to ttalk with his mouth full. albe it ill-willed imp. the drunk fa armer is all too happy to liivestock killing leead them to hiss farm on the outskirts o of tow wn. He has been ravaging the local liivestock. they can find a small p puncture wound d. walkingg back to Halviin farmhouse. Pipyaap freely talks tto the adventurrers about Halvvin. The resst he packs into oa small b burlap satchel w with a dispropo ortionately larg ge button kkeeping it closed. very careful to o avoid getting hiimself killed Quotte: "Have you trieed this stuff? It's ggreat!" Pipya p The advventurer’s enco ounter with Pip pyap varies depend ding on the ordeer in which the ey investigate Halvin’ s Home and An nimal Slaughte er. Pipyap iss not here." it says. Over th he course of thee conversation. H He is talkative bu ut has a plainlyy visible mean-strreak. investiggated the cows. Halvin has only occupied the main kitchen/dining area and one bedroom. Any adventurer who suggests that they need Pipyap's help in making sure that Halvin is safe or by offering him food makes the check with advantage. If any adventurer succeeds at a DC 10 Charisma (Persuasion) check. and had a general idea of where he might find the hag. Permission granted to print or photocopy this document for personal use only. and vines have grown up to cover most of it. a garnet (5 gp). and only then on a successful DC 13 Wisdom (Perception) check. he says simply "Even fiends know better than to cross a hag. Pipyap usually sleeps here. He didn't say when he'd be back. He went into the Quivering Forest. Behind the panel is a small. Halvin's House First. and only an adventurer investigating the interior of the cupboards notices a false panel inside. If any character spends at least 10 minutes studying the diary. The approach to the farmhouse leads you into a small hollow within a copse of trees right on the edge of the forest proper. he turns invisible on his turn and flies away. The last one was a doozey. he simply ran out of patience. He knew that Greenhall was the closest thing to an elvish settlement in this part of the forest. He had been sending letters and gifts to the elves and fey of the forest to no avail. as evidenced by the loose boards and shingles. Either his messages were not being received or they were being ignored. The diary has a dragon head embossed onto its cover and is filled with many cryptic notes. and maps. If slain. but he makes pretty dumb decisions. inside of which is a pouch with 15 gp tucked inside. Treasure Halvin secreted away his valuables well. specifically to convince the fey to break their pact with the town and sit idle while the Cult plunders it. Pipyap is faithful. • • • XP Reward If the adventurers befriend Pipyap in this encounter reward each player 25 XP. and a diary. After months of no progress in obtaining permission to enter the forest. If Serelis is with the adventurers. the imp mulls the idea over and acquiesces after a moment's deliberation. If attacked. they learn the following information. leaving behind nothing but a tiny folding knife and a small burlap satchel stuffed with raw meat. Kabel's Hill. The barn is uninhabited." There is nothing remarkable about the house. The last entry is just over a month old. The adventurer’s encounter with Pipyap varies depending on the order in which they investigate Halvin’s Home and Animal Slaughter. Pipyap Halvin's imp familiar. He simply says he doesn't know and leaves it at that. but he promised me he would be. however. While they do not find the imp here. outside or in. The house has definitely seen better days.• • • • Halvin is a really swell guy. With some skill and luck. • • Halvin was sent to Phlan to treat with the fey of the Quivering Forest. 13 . but the familiar refused to go with Halvin into the forest and has been left to fend for himself ever since. and the Quivering Forest. ornate silver box with the likeness of a dragon head etched onto the lid (15 gp). the peeling whitewash. sketches. much of them of the area around Phlan. • Halvin Graingle’s Barn When the characters decide to investigate the woodworker's secluded farmhouse. but only because they probably deserved it. "Even I thought that was stupid. leans even more. Pipyap's body boils away into a cloud of sulfurous smoke. Pipyap can be convinced to accompany the adventurers into the forest. Jeny Greenteeth. they do find a pile of hay Tales Trees Tell Not for resale. and decided simply to enter on his own and visit them personally. and won't knowingly betray Halvin's identity or goals in the forest." If asked why. Halvin was feeding him well enough. and cannot be trusted. A small barn. Pipyap sure does miss him. hiding out during the day and hunting at night. he urges that they not instill too much trust in the imp. Hupe Brightbell and the rest of the villagers can point them in the right direction. He expressed disappointment in his familiar who apparently was too scared to go into the forest." He's been killing cows in the fields. leaving the rest of the house dim and dusty. and the handful of stones that have fallen from the leaning chimney. around in the back. "Fiends and their ilk are borne of deceit and malice. his swollen belly heaves up and down in concert with his labored snoring. No one actually goes to the cabin. contented sigh. Suddenly. Pipyap is faithful. The folk of Kabel's Hill asked that Serelis . Pipyap absolutely loves being on the Material Plan and has no desire to return to the Nine Hells. • • was stupid. he turns invisible on his turn and flies away. Because of this. and a scroll of chromatic orb. the creature jerks awake and props himself up on an elbow. it's considered off limits. scaled creature with leathery wings and a grossly distended belly. He went into the Quivering Forest. they hear his loud snores as he sleeps off his last meal. "Fiends and their ilk are borne of deceit and malice. he urges that they not instill too much trust in the imp. Treasure Any adventurer searching in the pile of hay finds a hoard of small trinkets that Pipyap has found in his time away from Halvin. rubbing an eye with a fist while errant strands of hay cling to the side of his face. leaving behind nothing but a small. very careful to avoid getting himself killed. Inside they find Halvin’s familiar. a bone comb worth 5 gp. neatly baled and stacked in the rear of the barn. If Pipyap is in the barn when the adventurers enter it. Serelis simply appears from time to time to check on everyone and see if they need anything. dunks his cup in and takes a swig. The path itself is little more than an animal run. Beside the bale that Pipyap is nesting in is a half-full milk can. They also find a trail of blood leading out of the barn and towards the location of the attacks against the livestock (Animal Slaughter. He simply says he doesn't know and leaves it at that. In a burlap sack.he's been using as a nest towards the rear of the barn. Pipyap's body boils away into a cloud of sulfurous smoke. then Hupe Brightbell can explain that there is a path heading into the woods and can tell them where to find it. "Even I thought that Serelis is a half-elf ranger who acts as an occasional gobetween for the locals and the elves in the Quivering Forest. Animal Slaughter First. In the month since Halvin left. but he makes pretty dumb decisions. The characters follow it for a mile or so and then reach the place. Roleplaying Pipyap Pipyap is a friendly. tin cup. above). he is honest and forthright in his dealings. The last one was a doozey. and cannot be trusted. but he promised me he would be. which is why it left a noticeable trail. He is talkative but has a plainly visible mean-streak. he's killed three cows. Upon waking. Tales Trees Tell Not for resale. The adventurers may have followed the trail of the predator from the dead cow back to the barn behind Halvin's house. If any adventurer succeeds at a DC 15 Charisma (Persuasion) check. stained through with blood. Pipyap can be convinced to accompany the adventurers into the forest. The satchel is empty save for a tiny folding knife--also stained with blood. • Halvin is a really swell guy. If slain. falling onto his back in the hay and letting out a long. "What time is it?!" he gasps. While he is not above violence and generally meanness. he hops to the rim. Pipyap freely talks to the adventurers about Halvin. he says simply "Even fiends know better than to cross a hag. Resting on his back. he relates the following information. he has hidden 10 gp in various coins. If attacked. but has been eating so much that he hasn't been able to fly home and had to waddle along the ground. since it is in the woods. burlap satchel is on the floor next to Pipyap. Pipyap is sleeping in the barn. If Serelis is with the adventurers. XP Reward If the adventurers befriend Pipyap in this encounter reward each player 25 XP. Over the course of the conversation. Permission granted to print or photocopy this document for personal use only. he is very. however. his snoring becomes loud and ragged. narrow and twisting through the forest. With some skill and luck. Serelis’s Cabin A small. Quote: "Have you tried this stuff? It's great!" When the adventurers arrive." He didn't say when he'd be back. and won't knowingly betray Halvin's identity or goals in the forest. Its lid lay discarded on the floor. Asleep on a pile of hay is a small. albeit ill-willed imp. and after a few choking coughs. 14 ." The snoring grows louder as you round a large pile of moldering hay." If asked why. the imp mulls the idea over and acquiesces after a moment's deliberation. If the adventurer making the check offers him food or tells the imp that that the group need his help in making sure that Halvin is safe. Pipyap. the check is made with advantage. If the adventurers still have the hairpin that pinned the letters to Rerk's chest. The only sign of occupancy is the small garden along one side of the cabin. If the adventurers have not already. the windows of the cabin explode in a shower of glass as masses of writhing vines creep into the cabin. it saddens him. falling flat to the floor. In response to this. Treasure The ranger does not have much in the way of possessions. the residents of Kabel's Hill asked that he lead a small group into the Quivering Forest to treat with the elves of Greenhall. See Jeny's Vengeance. 15 . he adamantly refuses to lead the adventurers to Jeny Greenteeth. Jeny animates the scarecrow in his garden and turns some of the plants in the area into four needle blights. It happens again a heartbeat later and the door bursts from its hinges. he summarizes his earlier encounter with the departing villagers. and won't speak of her unless the adventurers broach the subject first. Almost at the same time. He can be convinced to join the expedition by any adventurer presenting a suitably compelling case that succeeds at a DC 10 Charisma (Persuasion) check. read the following. As unsurprising as it was. a good cloak. Tales Trees Tell Not for resale. a loose stone pulls out to reveal a small niche with a pouch containing 30 gp and a pair of amethysts worth 10 gp each. He cautioned them against their voyage. but they wouldn't hear it. Jeny Greenteeth is watching and listening in on everything that transpires during this encounter. a jagged tear across its face twisted in a malevolent sneer. Serelis is genuinely disappointed to hear that the villagers haven't returned and quite taken aback when the adventurers detail Rerk's appearance. he is ready with the hour. but he feels partly responsible for the missing villagers. The idyllic garden is being tended to by a half-elf. though this is more to confirm whether or not the woodworker planned on trekking into Jeny's neck of the woods. Serelis offers the adventurers each a glass of homemade hard cider. • • • Two tendays ago. This was also met with disregard. Permission granted to print or photocopy this document for personal use only.The first time the heroes reach the clearing where Serelis's cabin is located. Each was given a sword. insisting that the fey would react poorly to their intrusion." Once settled. suggesting that going to Greenhall is stupid enough without also wanting to walk into "such a den of malevolent evil. claiming that it's "his life's work. Serelis objects to the adventurers taking them if caught. Jeny has been watching and listening their exchange. Even if the adventurers are successful. twisting path opens at last into a small glade. He hesitantly outfitted the villagers with equipment more suitable than the rake and shovels they were armed with. below. reward each player 25 XP. coalescing into vaguely humanoid shapes. he drops his hoe where he stands and ushers the adventurers into his cabin. Developments Serelis does not wish to go into the forest. If the adventurers show him Jeny's hairpin. Noticing your approach he stops working and props his elbow on the end of the shovel he holds." Once the adventurers have succeeded in enlisting Serelis's aid. "I take it that they haven't returned yet?" he says with a note of concern in his voice. Jeny’s Vengeance If the adventurers are carrying hairpin when they visit Serelis. The narrow. Serelis has no reason to believe that Jeny Greenteeth has anything to do with the missing villagers. and the warning that their plans would result in nothing but tragedy. Bang! The door to Serelis's cabin shudders as something slams into it. He told them that the elves were the least of his concern. A man-sized pile of straw and burlap stands in the door way. he also suggests that they visit Halvin's house. with a number of herbs and vegetables growing in neat rows watched over by a scarecrow. a tenday's worth of rations. where a picturesque babbling stream tumbles past a cabin built of natural timbers and a sod roof. Angered at both Serelis's change of heart and the adventurer's meddling. the check to obtain his assistance is made with disadvantage as this convinces him that Jeny is involved. though if a character searches carefully (DC 15) around the fireplace. XP Reward If the adventurers convince Serelis to join their excursion into the forest. The elves trade goods found only within the Quivering Forest to the Emerald Enclave. Tales Trees Tell Not for resale. They stress that it is vitally important to remain on the path. 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. the only thing Serelis. The loss of this trade would be devastating to the faction. where Serelis led the delegation in and where Khurmel Faunt later returned. arriving on the evening of the second day. 16 . Permission granted to print or photocopy this document for personal use only. If the characters enter the woods and follow the trail. they eventually reach Greenhall after traveling for two full days.. he implores the adventurers that they treat peacefully with the elves. Emerald Enclave If a member of the Emerald Enclave is present among the group. • Very weak party: remove the needle blights • Weak party: remove two needle blights • Strong party: add one scarecrow • Very strong party: add one scarecrow and two needle blights Where to Now? If the characters decide to try to find the elves. but if they must. The druid cautions them not to enter the forest. These are not cumulative. the adventurers encounter a halfling druid named Grissen just before they enter the forest.Adjusting the Encounter Here are recommendations for adjusting this combat encounter. and leavin ng other gifts b beside each adventu urer while theyy rest. rotting vegeta ation and meat. the pixies of tthe area have g jaded aand paranoid beecause of Jeny Greenteeth's presencce. Here H and there e. A pixie castss fly on a sleeping adventurerr who begins to drift away fo or a minute. Durring the evening g. Light. th hey encounter a displacer bea ast. and what lo ocal flora is safe to eat. T The pixies smeaar an adventurrer's possession ns with hooney that attraccts biting ants. T The pixies mayy create effigiess of the chaaracters out of ssticks painted w with what appe ears to be bloood. most of wh hich seen mank kind for centuriies. G Genera al Feattures T The following general g featuress of the Quivering Forest a are as follows: her is still incle ement. 1 hp). the pixiees graduate to more maliciou us pranks. the pixies ggauge the adve enturer's dispossition by simp ply watching an nd giving them presents. To some. 5 feet to o the ground be elow. Animals tthat see trespa assers in the forrest are quicck to run and tell the hag wha at they've seen. Though the weath bove shields the e characters fro om most of th hick canopy ab th he rain. colors muted.Part P 3: The Quivvering g Foreest H Having (hopefu ully) secured Se erelis' aid. The Quivering Forrest is a place of ssupernatural ho orror. tthe presence off the adventure ers is a curiosityy.. grown Whilee good-aligned. The pixies fill a an adventu urer's boots wiith nettles. tthe sleeping ad but pain nfully. a and sounds mu uffled. Thee Pixiess The Qu uivering Forestt is home to a g great many diffe erent creaturres. the silence is deafening. aand are the ageents of Jeny Greenteeeth. If the adventurers a ven nture into the forest f during he day. h Jeny Green nteeth. or m men groaning. D During the trip. The only otther light is tha at which the a adventurers briing. T Though not eno ough to obscure e vision. They are eemaciated and of a dour dispo osition. tu o Sounds. Even then the light seemss pale and d does not provid de the familiar warmth w that it otherwise w would. Fauna. for th he most part. It is p possible to treaat with the pixie es and encoura age them too come out of h hiding. They are qu uite curious and d play tricks on n the adventu urers as they trravel through th he forest. h harmless. Sereelis If the h alf-elf agreed to o accompany th he adventurerss to This the foreest. W When these noiises are absentt. th he sounds of th he character's breathing b and the t d drumming of th heir heartbeat in their ears is the t only n noise to be hearrd. whicch deliver painful stings w when donned. There is not even the sllightest breeze here. w who The Quivering Forest is a te errifying place. Selune's liight is not able to penetrate to the floor belo ow. the Weather. Theirr superioor invisibility m makes it quite diifficult to catch h them in the aact. This is im mmediately notticeable once th he adventurerss have entered. he guides tthe group first tto Greenhall. he offers suggesttions on coursee. Despitte this. The ttricks are. T trip takkes two days. In the e beginniing. Eventtually. Once within n the forest. the pixiees in this area o of the Quiverin ng Forest speak Elvish in n addition to Syylvan. a pixie fades into view w in the center of the adventurrers's h the adventure ers.. it is da amp and cchilly. Pe ermission granted to print or photocopy this docume nt for personal usse only. If n not pulled and held dventurer is dro opped harmlesssly. to others. it is a sign of h hostile trespasss. and eeventually the hag. Characters fin nd their bootlacces tied together. Because e of their proxim mity to Greeenhall. Small creatures can n be seen in the e forest. camp aand speaks with T Tales Trees Tell Not for resale. These T animals are a few and far betw ween though. Smells. fat. placce garlands of u unusual flowerrs on their heeads. Through hout all of it. a patrol of elves. the adven nturers hear un nusual and in nexplicable sou unds—babies la aughing. clinging fog covers c the foresst floor. Rain. th hey have attraccted the attentiion of a group of o pixies. 17 . the forest iss completely da ark. down. possesssions disappeaaring and found d later hanging from trees.. wome en crying. camp locatio ons. Theyy fill the advventurers's packs to bursting w with berries an nd other taasty treats. freshly urned earth. If an urer politely assks the pixies tto come out of hiding adventu and succceeds at a DC C 15 Charisma ((Persuasion) ch heck. the loud cracck of a b breaking stick and a rustling of brush as some ething huge a and unseen mo oves just beyond d the characterr's vision. Squirre els drop a acorns and bird ds swoop and dive d at the adve enturers as th hey pass benea ath the trees. icy drops d still fall here h and th here and a wett. the thicck canopy blotss out most of th he sun's light th a and the forest iss dimly lit. such a as squirrels and d small birds (A AC 14. the adventurers a vventure to the Quivering Q Forest. a forest w where the shad dows are unusu ually deep. He holds a strung shortbow. His arrow-ridden body lay in the middle of the path as a warning for any other outsiders who would presume to ask the elves for help in violating the terms of the pact. One pixie spoke to the men and they said they were looking for Halvin. the adventurers won't be able to glean much from the pixies. Dinner. Once they have sufficiently inspected the body. His clothes are simple homespun and he carries no weapon. These are not cumulative. if he is present. the displacer beast fights to the death. filling the air with the drone of their wings. Developments If the adventurers do not follow the displacer beast. they saw a very unkind man in the forest. and a shabby longsword is sheathed at his hip. 18 . The men went to Greenhall. It's been a very exciting time in the forest. • Very weak party: remove the displacer beasts. It is clear to anyone investigating the body that the villager was killed by numerous arrow wounds. They cry in terror and turn invisible if asked to go. As you approach. The displacer beasts are a strike-and-withdraw hunters and fight until one is reduced below 40 hit points before disengaging and fleeing. Otherwise. Once an adventurers successfully interacts with the pixies. During this second encounter. Adjusting the Encounter Here are recommendations for adjusting this combat encounter. The village consists of approximately 150 elves of varying age. If none of the adventurers speak Elvish. but the elves drove them away with arrows. Two tendays ago. a black cloud of flies takes flight. but continue to leave them small treats and gifts. One of the men died. They don't like going there anymore. He didn't like their tricks either. the displacer beast ambushes the adventurers 60 feet into the forest. The pixie are happy to point the adventurers towards Greenhall and Jeny Greenteeth's hovel. killing one in the process. they do not tolerate trespassers. add three panthers • Weak party: each displacer beast has 65 hit points and withdraws from combat when reduced to 30 hit points • Strong party: add one displacer beast • Very strong party: add one displacer beast. The pixies simply don't have the patience to converse through drawings in the dirt or through a game of charades. they come upon the dead villager. you find the body of a male human lying face down in the dirt with a half dozen arrows embedded in his back. The unkind man used magic on them and they all died.• • • • • • • The elves of Greenhall are boring and rudely unappreciative of the pixies's tricks. If the adventurers follow. They don't know what a Halvin is. Any adventurer who succeeds at a DC 15 Wisdom (Perception) check notices the impending ambush and is not surprised during the first round of combat. You smell it before you see it. the fey no longer play tricks on the adventurers. but the men's description matched that of the first man who killed the elves. but a successful DC 10 Wisdom (Medicine) check reveals that it has been dead for a tenday and a half. A month ago. The pixies told the elves about him. they simply turn invisible and fly away. When an elvish patrol found the villagers searching for Halvin the elves refused to help them and chased them off. their activity coupled with the smell of the rotting corpse has attracted two displacer beasts. the creatures move in to attack. it tracks the group for a half hour before attacking again. and a group of them came to investigate. Permission granted to print or photocopy this document for personal use only. The pixies live in fear of the old woman. a whole group of men came into the forest. each displacer beast has 105 hit points and withdraws from combat when reduced to 50 hit points Tales Trees Tell Not for resale. ambushing the adventurers this time. Rounding a bend in the path. He also wears a satchel slung over his shoulder. After two days of uneventful travel. Serelis is able to translate. The pixies are getting all kinds of visitors. Interrupted The elvish community of Greenhall has been in this area of the Quivering Forest for hundreds of years and its residents learned quickly of the need for peace with Jeny Greenteeth. gaining surprise unless a character has a passive Wisdom (Perception) score of 15 or higher. lest they face the hag's wrath. If they get the impression that the adventurers don't understand. Following the trail is surprisingly easy and requires only a successful DC 5 Wisdom (Survival) check. She eats any pixies that she catches and decorates her cottage with their wings. the flap buckled closed. Because of this. They both intentionally leave a visible trail into the forest in the hopes that the adventurers follow it. but refuse to go near the hag's home. Unbeknownst to the adventurers. Treasure The rotting body has 10 days of trail rations. Do it quickly else we cut you down where you stand. saying that "She is an ancient creature and not to be trifled with. • • You enter a wide glade of surpassing beauty surrounded by a ring of tall trees. the adventurers learn the following: • XP Reward • Reward each player 25 XP if they find the dead villager in the displacer beast’s lair. If the adventurers left Kabel's Hill in the morning. If the adventurers fail the check. If successful. a single ruby worth 40 gp. the elves offer only the barest modicum of hospitality." If the adventurers have Jeny's hairpin from their encounter with Rerk. change reinforcement tribal warriors to scouts • Very strong party: add two spies to the welcoming party. the elves say that is a matter to speak to the fey about." The welcoming party consists of five elf scouts and one elf hunter (use spy statistics) intending to deter the adventurers from entering the village. he rolls his eyes. The elves provide directions on how to find the hag. The elves freely admit to attacking the villagers to drive them away from Greenhall. boasting that the trees of the forest drank deep of the blood of the Netherese. If adventurers are successful in their pleas. The group of villagers were the first humans they’ve seen in a century. The map is a rough sketch of the local area. If Pipyap is present. but upon failing the check three times. Upon seeing you. calling them "laughably naïve". If the adventurers mention that they wish to see Jeny Greenteeth." If asked about the pact between the fey and the town of Phlan. some water and a handful of trail bread. but offer the adventurers warning in dealing with her. and neither do you. insane or otherwise. 10 arrows. the adventurers find a second. • Very weak party: change the welcoming party to one scout and three tribal warriors • Weak party: change scouts to tribal warriors • Strong party: add one spy to the welcoming party. they arrive as evening falls on the elven encampment. They know only that town owes their survival to the denizens of the forest. and a well-made chain shirt worth 50 gp. These are not cumulative. anyone who wishes to may locate the displacer beast’s lair by finding tracks and succeeding at a DC 10 Wisdom (Survival) check. Additionally. makes rude noises. The lair holds 200 gp in coins. The elves take back their food and water and attack the group if they do not leave or otherwise try to persuade the elves to let them stay. They stop 30 feet away from you and spread out. 19 . The villager's pack contains a finely-crafted dagger worth 35 gp and 15 gp in gold coins. and a crude map of the area tucked into the satchel. half-eaten villager. the check is made with • The elves did encounter the villagers a tenday and a half ago. Any attempts to intimidate the elves automatically fail and cause further Charisma (Persuasion) checks to be made with disadvantage. the elves cry out in disgust and alarm and demand that the adventurers leave immediately. • Greenhall The trip to Greenhall from the forest's edge takes three full days. the elves say "Enough! We've wasted too long on your pointless banter!" and attack to drive the adventurers out." The elves had not seen a woodworker. "They had no business being here. accessed by spiraling staircases that circling the thick • trunks of the trees. and depicts Greenhall as being another day's travel away. before one calls out in elvish. Any adventurer succeeding at a DC 15 Charisma (Deception or Persuasion) check is able to suitably explain why they are in the forest. the elves laugh at the adventurers mockingly. The villagers had run out of food and rambling about an insane woodworker who "didn't mean the elves any harm. and encourages the group to kill the elves and steal their food. Adjusting the Encounter Here are recommendations for adjusting this combat encounter. A handful of elves meander about daily life here. Because of his disruptive presence. change three reinforcement tribal warriors to five scouts Tales Trees Tell Not for resale. During discussion with the elves. a dagger. Small shelters have been built half way up the way up. "You should not be here! Leave this place and take your town stink with you. some of them call out in alarm and flee into the shelters while others grab weapons and head in your direction. they may attempt it again. Read or paraphrase the following the first time the characters visit. disadvantage. in addition to the shortbow and longsword. Permission granted to print or photocopy this document for personal use only. or should an adventurer try to free the villagers or knock on the door to the cabin. A well-made cloak embroidered with a delicate leaf pattern hangs on a peg near the cabin's door. clutching at the front of her shirt. "We certainly don’t get visitors around these parts very often. Inside are two humans. Tales Trees Tell Not for resale. Hit: 4 (1d8) piercing damage. lending you your first view of the sky in days. This continues until the adventurers flee. he shouts that "this fight cannot be won!" and flees into the forest. The door to the cottage opens and a rather surprised looking elderly human woman stands in the doorway. Smoke trickles out of the cabin's small stone chimney.Reinforcements General Features The residents of Greenhall spring to its defense at the first sign of trouble. Allow the adventurers an opportunity to explore the clearing a bit. Permission granted to print or photocopy this document for personal use only. wood smoke. reward each player 75 XP. one target. from Serelis. the adventurers arrive at Jeny Greenteeth's home. Jeny Greenteeth makes herself known. Additionally. The ever-present canopy is open here. The area immediately surrounding the cooking is well-lit. An open cook pit is in the center of the clearing. Curiously. • • • • Emerald Enclave • If the adventurers treat peacefully with the elves of Greenhall. it is dimly lit with the dying light of dusk. sit down by the fire and warm yourselves. If Serelis is with the party when the first group of reinforcements arrives. bubbling and sending delicious-smelling steam into the air. you gave me quite a start!" the kind-faced woman exclaims. You round a bend in the path and come to a large clearing. but they do not speak. The elderly and adolescent residents of Greenhall fire down arrows while those capable of holding a sword rush into battle. no matter what time the adventurers arrive in the glade. Sounds. Flickering light shines through the front window of the cabin. grown over with moss on the far side of the glade. Thick fog gathers around the trunks of the trees circling the clearing. make one ranged weapon attack against one character: +3 to hit. These are the two surviving members of the expedition from Kabel's Hill. the archers fire arrows harmlessly into the forest but do not follow suit. My goodness. flowers. and shush the adventurers should they make too much noise. Smells. Delicious food. A large cage is suspended from an iron post jutting out from the side of the cabin. Light. over which a large cooking pot hangs from a tripod of iron rods. Both of the people inside appear to be unharmed and look genuinely happy to see the adventurers. The sky is clear and stars sparkle overhead. If the adventurers follow suit. There is a small cottage of nearly • The cauldron is simply an iron cook pot filled with what appears to be a savory stew that smells quite delicious. Adventurers who come back to retrieve those left behind find that they have been stabilized—their wounds bound with bandages intertwined with flowers. After they've poked about the clearing a bit. clearly the work of the pixies. Please. three elves (use tribal warrior statistics) join combat and engage the adventurers in melee. XP Reward If the adventurers treat peacefully with the elves of Greenhall. At the start of each round after the third. The crack and snap of burning logs. all members of the Emerald Enclave that are present earn one renown point. The warmth and light of the fire warms you to the bones. banishing the forest's oppressive gloom. Any unconscious characters are dragged to the edge of the glade. • Jeny Greenteeth’s Hovel Whether they receive directions from the elves. Firewood is stacked neatly along the wall of the cabin. stacked logs with a roof of tidily arranged shingles. or manage on their own. bubbling stew. The following general features of the Jeny Greenteeth's hovel are as follows: Weather. 20 . The weather in Jeny's glade is quite different than that elsewhere in the forest. "Apparently they didn't get the message. Jeny was surprised to find out that he was a member of the Cult of the Dragon." Halvin soon disclosed that he was sent to her to try to sway her to end the pact that binds the fey to Phlan's defense. In order to convince Jeny not to ally with the Cult of the Dragon and to maintain the old pact the adventurers must convince her. The Pact. "The pact was broken when those backwater simpletons planted their first footstep in the forest!" The Bodies. The adventurers were more foolish to follow them--foolish indeed! If asked. such an endeavor is risky. Tales Trees Tell Not for resale. Quote: "Hush now dearie. She dismisses her illusory appearance." • • • She is aware of the pact between the fey and the town of Phlan. she reveals: • • • • • Halvin came to visit a couple tendays ago. the villagers or whether or not she's actually a hag with responses such as "we'll talk of those things after we've eaten. but almost as if on cue. or I'll carve out your eyes. Her hair is tied back in a neat bun held in place with a foot-long bone hair pin identical to that recovered from Rerk in Kabel's Hill. Halvin was quite rude and unappreciative of her hospitality. Allow the characters to state their cases. and must make a group DC 12 Charisma (Persuasion) check." The villagers were presumptuous indeed. dearie" or "there will be time for those questions soon enough love. she has her doubts about whether the pact has been worth the trouble. Convincing Jeny At this point. She refuses to go into further detail about what happened. She answers questions about the pact. the dynamic of the conversation changes drastically at this point. In fact. They were more receptive of her hospitality. Someone may find a tooth in their food. bread. which he tucks into greedily. If Pipyap is with the group.This is the hag Jeny Greenteeth. The dice rolls determine success or failure. too. hobbling inside to fetch bowls and plates for everyone. However. Pipyap (or an adventurer who accepted Jeny's offer of food) notices something amiss with the fare. that character makes the check with disadvantage. but for now let's eat. She loathes humanity with every fiber of her being and lives to make it miserable. Five villagers showed up a tenday ago. Of the five." Over the course of the discussion. saying "I won't trouble you with the details. she dismisses the question nonchalantly. she shrugs nonchalantly and says simply. 21 . if the spell doesn’t take. Jeny answers most of the adventurers questions. Developments If the adventurers confront the hag. They were foolish to think that they had permission to come into the forest. however: As the adventurers eat (or not). she even gives him one." Jeny happily engages the adventurers in conversation so long as they don't let on that they know who she is or are otherwise onto her game. If the adventurers ask where the bodies are. she is an exceptional actor and plays the sweet. She has known that the adventurers were coming for some time and has used her illusory appearance ability to take on a form more likely to be trusted by the adventurers. She wears a simple floral-print dressing gown over a clear. having run out of food a few days prior. and pudding. she was one of the fey that originally entered into the agreement with the town. before ladling them full and distributing them throughout the group. She also speaks about the pact. grant advantage to a character’s check if the character comes up with compelling terms or reasoning behind it. Should an adventurer attempt to cast a spell to influence Jeny. Only when she is certain that her audience is not receptive to her act does she break character and reveal her true form and demeanor. but good roleplaying should be recognized. • Roleplaying Jeny Greenteeth Jeny Greenteeth is the living and breathing personification of hate and malice. lacy apron. doting grandmother without fail. the adventurers may wish to convince Jeny that she should maintain the pact with the town and not enter into a pact with the Cult of the Dragon. It is only now that she admits to her true nature. though. her features melting away to reveal her true form. so she killed him. or notice an eyeball floating in the cooking pot. Jeny insists that the group have stew. "I hadn't the foggiest notion of what they'd want with dear old me. The meal is more than it seems. If the adventurers ask Jeny about the status of the pact and the impact that the villagers's actions had on it. The pact has only been violated once and that was when Lord Protector Talaric Daoran sent some men to chop down some of our trees. she sent one home as a warning to Kabel's Hill that further incursions would not be tolerated. Permission granted to print or photocopy this document for personal use only. Even the chest itself is valuable.Great Success. If the hag decides to ally with the Cult of the Dragon. Jeny Greenteeth rewards the group with the cloak of elvenkind that hangs from a peg near her cabin door. the hag allies with the Cult of the Dragon. she uses her mimicry ability. reward each player 150 XP. Success. Throughout combat. Permission granted to print or photocopy this document for personal use only. casting vicious mockery when there are no targets within 30 feet. reward each player 100 XP. She dismisses the adventurers from her glade and the town of Phlan no longer has the protection of the fey. the pact between the fey and the town is dissolved. the adventurers made an abysmal showing and not only failed to iron the terms of a new pact with the hag. The pact between the fey and the town of Phlan is dismantled. 22 . the town of Phlan loses a major ally in the hag and the other fey of the Quivering Forest. but offended her to boot. Tactics If the adventurers attack Jeny. The group is free to take the remaining two villagers back to Kabel's Hill. Jeny Greenteeth fights until she is reduced to 25 hit points or less before using invisible passage and fleeing into the forest. the adventurers manage to convince her not to ally with the Cult of the Dragon. If the adventurers deter her from allying with the Cult of the Dragon. If less than half of the group succeeds on the Charisma (Persuasion) check. reward each player 50 XP. but fail to convince Jeny to reinstate the pact. Maybe I'll put out your eyes and deliver them to King Witchthorn. Tales Trees Tell Not for resale. The town of Phlan retains the protection of the fey.” below). Without the pact. the town needs all the help it can get. dearie. Treasure If the group sufficiently pleases Jeny Greenteeth. Conclusion Regardless of the group's success or failure in negotiating the pact with Jeny Greenteeth. she addresses that adventurer once more in the voice of a gentle old woman. The hag lashes out with her claws almost exclusively. a cloak of elvenkind is hanging from a peg by the front door. Give your name and DCI number (if applicable) so players can record who ran the session. laden with treasure (see “Treasure. a copper diadem inlaid with pieces of amber (35 gp). she attacks. she provides them a chest filled with treasure. If any of the players participated in DDEP1-1 Corruption in Kryptgarden and swore an oath to King Witchthorn. the chest is found inside her cottage. the people of Kabel's Hill are pleased with the characters's efforts and Hupe provides the reward as promised. XP Rewards If the adventurers convince Jeny to maintain the pact in their negotiations. if the group defeats the hag in combat. and bids them never to return to the Quivering Forest again. The chest contains 125 gp in various coins. If the adventurers stay in her glad and continue to attempt to persuade her she becomes hostile and attacks. The larger problem is the pact. worth 50 gp to the right buyer. What's worse. Should this happen. and Jeny Greenteeth allies with the Cult of the Dragon. Similarly. And with things the way they are. Lastly. a single garnet (5 gp). She also gives the group a chest made of a beautiful purple-hued hardwood (Morcant Burl). cursing the adventurers's names as she does so. and a set of silver flatware (5 gp). Otherwise. repeating memorable things that the adventurers have said during their voyage to her cottage in their own voice. "You reek of the fey. Rewards Make sure note their rewards on their adventure logsheets. she gives the adventurers the cloak of elvenkind that hangs from a peg near her cabin door. three pieces of jade (10 gp each)." She focuses her attacks on that adventurer. Jeny demands that the two remaining villagers remain in her glade. She dismisses the adventurers from her glade. The group is free to take the remaining two villagers back to Kabel's Hill. if the adventurers refuse to leave her glade after failing the negotiation process. As a parting gesture. she defends herself. despite the actions of Halvin and the villagers. If half or more of the group succeeds on the Charisma (Persuasion) check. If everyone in the group succeeds on the Charisma (Persuasion) check. Failure. the adventurers are successful in convincing Jeny Greenteeth to maintaining the pact. and the Quivering Forest shall no long come to the town's aid. If they successfully free the two surviving villagers. however. then things truly are dire. Consumable magic items should be divided up however the group sees fit. A description of this item can be found in the basic rules or the Dungeon Master’s Guide. Permanent magic items are divided according to a system. See the sidebar if the adventure awards permanent magic items. The maximum total award for each character participating in this adventure is 750 experience points. If there is a tie in the total number of permanent magic items owned by contesting characters. divided up amongst the party. Each character’s logsheet contains a column to record permanent magic items for ease of reference. uncommon This supple light green cloak embroidered with a delicate leaf pattern makes the wearer feel comfortable whenever worn. For non-combat experience.Treasure Awards Experience Total up all combat experience earned for defeated foes. the rewards are listed per character. the item’s owner is determined randomly by the DM. Wondrous item. Spell Scroll: Chromatic Orb XP per Character 100 150 75 50 25 25 The minimum total award for each character participating in this adventure is 600 experience points. If more than one character is interested in a specific consumable magic item. Treasure The characters receive the following treasure. Renown All faction members earn one renown point for participating in this adventure. Give all characters in the party non-combat experience awards unless otherwise noted. • If all the players at the table agree on one character taking possession of a permanent magic item. Gold piece values listed for sellable gear are calculated at their selling price. the DM can determine who gets it randomly should the group be unable to decide. A description of spell scrolls can be found in the basic rules or Dungeon Master’s Guide. Permission granted to print or photocopy this document for personal use only. not their purchase price. Characters should attempt to divide treasure evenly whenever possible. common This spell scroll contains a single chromatic orb spell. and divide by the number of characters present in the combat. Emerald Enclave characters earn one additional renown point for peacefully encountering the elves of Greenhall. Permanent Magic Item Distribution D&D Adventurers League has a system in place to determine who is awarded permanent magic items at the end of a session. suffering no harm from temperatures as cold as 0 ̊ F or as warm as 120 ̊ F. • In the event that one or more characters indicate an interest in possessing a permanent magic item. that character gets the item. the character that possesses the fewest permanent magic items gets the item. Tales Trees Tell Not for resale. 23 . Combat Awards Name of Foe Jeny Greenteeth (green hag) Displacer beast Elf hunter (spy) Pipyap (imp) Scarecrow Elf scout Needle blight Panther Elf warrior (tribal warrior) XP per Foe 700 700 200 200 200 100 50 50 25 Non-Combat Awards Task or Accomplishment Maintaining the Pact Deter Jeny from allying with the Cult Settle peace with the elves Free the surviving villagers Gain Serelis's support Gain Pipyap's support Item Name Jeny's chest Displacer beast's lair Hupe's payment Jeny's hairpin Serelis's stash Villagers's payment Halvin's stash Pipyap's satchel GP Value 250 300 50 50 50 50 35 15 Cloak of Elvenkind Wondrous item. D Downtime d dayss at the E Each character receives ten downtime cconclusion of th his adventure. D DM Rewa ards 0 XP and ten downtime d dayss for running Y You receive 200 th his session. Pe ermission granted to print or photocopy this docume nt for personal usse only. 24 . T Tales Trees Tell Not for resale. magic. T This trait is also disrupted d while the displacer beasst is in ncapacitated or has h a speed of 0. She can inn nately cast the followin g spells. Stealth +33 Skills Arrcana +3. miinor illusion. Sylvan Challengge 3 (700 XP) Amphibiious. Otherwi se.. Drraconic. M Melee Weapon Atttack: +6 to hit.Appen A ndix: Monst M ter/NP PC Sta atistiics D Displac cer Bea ast Greeen Ha ag LLarge monstrosity. A creature that h ears the sounds can tell they are imitation om (Insight) cheeck. The displacer beast makes m two attackks with its teentacles. passive Perception P 11 LLanguages — C Challenge 3 (700 XP) A Avoidance. Illusory A Appearance. Hit: 13 ((2d8 + 4) slashin ng damage. passive Percepttion 14 Languagges Common. The haag magically turn ns invisible until sshe attacks oor casts a spell. If the displacer beast is subjected to an n effect that aallows it to make a saving throw to take only half damage. Hit: 7 (1d6 6 + 4) bludgeonin ng damage plus 3 (1d6) p piercing damage.. and o only half damage if it fails. A T Tales Trees Tell Not for resale. lawful l evil Medium ffey. The hag’s innate speellcasting ability iis Charism ma (spell save DC C 12). she leaves no only by physical evidence of her passage. The hag can mimic animal sounds and humano oid voices. viciou us mockery Mimicryy. ccausing attack rolls against it to have disadvantage. the hag could aappear to have sm mooth skin. reeach 5 ft. STR 18 (+4) X DEX 15 (+ +2) CON 16 (+3) INT 6 (−2) WIS 1) 12 (+1 CHA 8 (−1) S Senses darkvision n 60 ft. Perceptio Senses ddarkvision 60 ft. reach 10 0 ft. one tarrget. o or until her conceentration ends (aas if concent rating on a spell)). butt someone touch hing her would feeel her rough flessh. ns with a succes sful DC 14 Wisdo A Actions Actio ons M Multiattack. Thee hag covers hersself and anythingg she is wearing or carrying with a magical illusio on that makes heer look her general size aand humanoid sh hape. so she can be tracked o Any equipment she wears or carriies is invisible wiith her. d it in nstead takes no damage d if it succceeds on the saviing throw. 25 . Armor C Class 17 (natural armor) Hit Poin nts 82 (11d8 + 333) Speed 300 ft. D Displacement. The hag can n breathe air and d water. The chhanges wrought by this effect fail to hold up to ph hysical inspectioon. 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 disguised d. Innate SSpellcasting. like anotther creature of h The illussion ends if the h hag takes a bonus action to end itt or if she diess.. this traait is disrupted un ntil the end of itss next turn. one taarget. Decepttion +4. T Tentacle. Melee Weapon W Attack: +6 6 to hit. Claws.. For example. Invisiblee Passage. neutral evil A Armor Class 13 (n natural armor) H Hit Points 85 (10d10 + 30) S Speed 40 ft. While invisiblee. Pe ermission granted to print or photocopy this docume nt for personal usse only. If it is hit by aan attack. requirin ng no material co omponents: At will: ddancing lights.. Th he displacer beast projects a magical illusion that makes it app pear to be standin ng near its actual location. STR 18 (+4)) DEX 12 (+1) C CON 166 (+3) INT 13 (+1)) WIS 14 (+2) C CHA 144 (+2) on +4. Pounce. Insight +3. Magic Resistance. climb 20 ft. and the target must make on a DC 11 Constitution saving throw. Needles. or back into its true form. piercing. Any equipment the imp wears or carries is invisible with it. Actions Sting (Bite in Beast Form).).). Hit: 5 (1d4 + 3) piercing damage.. Stealth +6 Senses passive Perception 14 Languages — Challenge 1/4 (50 XP) Keen Smell. Hit: 6 (2d4 + 1) piercing damage. one target... or a spider (20 ft. reach 5 ft. Its statistics are the same in each form.). The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.. If the target is prone.. STR 6 (−2) DEX 17 (+3) CON 13 (+1) INT 11 (+0) WIS 12 (+1) CHA 14 (+2) Skills Deception +4. Permission granted to print or photocopy this document for personal use only. Magical darkness doesn’t impede the imp’s darkvision. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). range 30/60 ft. passive Perception 11 Languages Infernal. fly 40 ft. passive Perception 9 Languages understands Common but can’t speak Challenge 1/4 (50 XP) Actions Claws. Hit: 8 (2d6 + 1) piercing damage. 26 . Actions Bite. fly 60 ft. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn. Melee Weapon Attack: +3 to hit. The panther has advantage on Wisdom (Perception) checks that rely on smell.Imp Needle Blight Tiny fiend (devil. neutral evil Armor Class 13 Hit Points 10 (3d4 + 3) Speed 20 ft. lawful evil Medium plant. Panther Medium beast.. Persuasion +4. reach 5 ft. Tales Trees Tell Not for resale. (blind beyond this radius). Melee Weapon Attack: +5 to hit. The imp has advantage on saving throws against spells and other magical effects. Melee Weapon Attack: +4 to hit. a raven (20 ft. STR 14 (+2) DEX 15 (+2) CON 10 (+0) INT 3 (−4) WIS 14 (+2) CHA 7 (−2) Skills Perception +4. the panther can make one bite attack against it as a bonus action. or half as much damage on a successful one. bludgeoning. shapechanger). climb 40 ft.. Claw. and slashing from nonmagical weapons that aren’t silvered Damage Immunities fire. one target. Common Challenge 1 (200 XP) Shapechanger. STR 12 (+1) DEX 12 (+1) CON 13 (+1) INT 4 (−3) WIS 8 (−1) CHA 3 (−4) Condition Immunities blinded. one target. unaligned Armor Class 12 Hit Points 13 (3d8) Speed 50 ft. Stealth +5 Damage Resistances cold. Hit: 5 (1d6 + 2) piercing damage. except for the speed changes noted. Devil’s Sight. taking 10 (3d6) poison damage on a failed save... one target. Hit: 4 (1d4 + 2) slashing damage. one target. reach 5 ft. It reverts to its true form if it dies. that target must succeed on a DC 12 Strength saving throw or be knocked prone. Invisibility.. poison Condition Immunities poisoned Senses darkvision 120 ft. Melee Weapon Attack: +4 to hit. Ranged Weapon Attack: +3 to hit. Armor Class 12 (natural armor) Hit Points 11 (2d8 + 2) Speed 30 ft. Any equipment it is wearing or carrying isn’t transformed. reach 5 ft. deafened Senses blindsight 60 ft. Survival +5 Senses passive Perception 15 Languages any one language (usually Common) Challenge 1/2 (100 XP) Keen Hearing and Sight. piercing. The pixie’s innate spellcasting ability is Charisma (spell save DC 12). Shortsword. Scarecrow Actions Medium construct. and slashing from nonmagical weapons Damage Immunities poison Condition Immunities charmed. fly 30 ft. Scout Medium humanoid (any race). the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow’s next turn. reach 5 ft.. Melee Weapon Attack: +4 to hit. one target. exhaustion. poisoned. Hit: 6 (1d8 + 2) piercing damage. requiring only its pixie dust as a component: At will: druidcraft 1/day each: confusion.. passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 1 (200 XP) False Appearance. Perception +5. frightened. The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). STR 11 (+0) DEX 13 (+1) CON 11 (+0) INT 10 (+0) WIS 10 (+0) CHA 13 (+1) Longbow. phantasmal force.Actions Pixie Multiattack. sleep Actions Superior Invisibility. STR 2 (−4) DEX 20 (+5) CON 8 (−1) INT 10 (+0) WIS 14 (+2) CHA 15 (+2) Skills Perception +4. it is indistinguishable from an ordinary. unconscious Senses darkvision 60 ft. The scarecrow makes two claw attacks. Stealth +7 Senses passive Perception 14 Languages Sylvan Challenge 1/4 (50 XP) Magic Resistance. dancing lights. The scarecrow targets one creature it can see within 30 feet of it. Tiny fey. chaotic evil Multiattack. Armor Class 15 Hit Points 1 (1d4 − 1) Speed 10 ft. The pixie has advantage on saving throws against spells and other magical effects. It can innately cast the following spells. The scout makes two melee attacks or two ranged attacks. Stealth +6. Armor Class 11 Hit Points 36 (8d8) Speed 30 ft. ranged 150/600 ft. reach 5 ft. it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow’s next turn. fly. 27 . one target. If the target is a creature. STR 11 (+0) DEX 14 (+2) CON 12 (+1) INT 11 (+0) WIS 13 (+1) CHA 11 (+0) Skills Nature +4.. Damage Vulnerabilities fire Damage Resistances bludgeoning. any alignment Armor Class 13 (leather armor) Hit Points 16 (3d8 + 3) Speed 30 ft. Hit: 5 (1d6 + 2) piercing damage. Innate Spellcasting. If the target can see the scarecrow. The frightened target is paralyzed. detect evil and good. polymorph.. Any equipment the pixie wears or carries is invisible with it. entangle. Ranged Weapon Attack: +4 to hit. neutral good Claw. inanimate scarecrow. one target. Hit: 6 (2d4 + 1) slashing damage. Permission granted to print or photocopy this document for personal use only. paralyzed. Terrifying Glare. dispel magic. Tales Trees Tell Not for resale. While the scarecrow remains motionless. detect thoughts. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.. Melee Weapon Attack: +3 to hit. or 5 (1d8 + 1) piercing dam mage if used with two hands to make a melee atttack.. STR 13 (+1)) DEX 11 (+0) C CON 122 (+1) INT 8 (−1) WIS 11 (+0) C CHA 8 (−1) on 10 Senses ppassive Perceptio Languagges any one language Challengge 1/8 (25 XP) Pack Tacctics. The spy makes two melee m attacks. Perception P +6. STR 10 (+0) X DEX 15 (+ +2) CON 10 (+0) INT 12 (+1) WIS 2) 14 (+2 CHA 16 (+3) S Skills Deception +5. S Shortsword. The warrio r has advantage on an attack roll against a creature if at leeast one of the warrior’s allies is w within 5 feet off the creature and d the ally isn’t inccapacitated. M Melee or Ranged W Weapon Attack: + +3 to hit. On O each of its turns. or Hide action n.S Spy Triibal Wa arrior M Medium humanoid d (any race). Meleee Weapon Attackk: +4 to hit. Pe ermission granted to print or photocopy this docume nt for personal usse only. reach 5 ft. + Insight +4. Disengag ge. range 30/120 ft ft. one target. Sleight of Hand +4. any alignment A Armor Class 12 H Hit Points 27 (6d8) S Speed 30 ft. T Tales Trees Tell Not for resale. The spy deeals an extra 7 (2 2d6) damage w when it hits a targ get with a weapon attack and hass advantage o on the attack roll. reach 5 ft. any allignment Medium humanoid (any raace). one targget. Investigation +5. S Sneak Attack (1/T Turn). A Actions M Multiattack. 28 . one taarget. or when the targ get is within 5 feeet of an ally of the spy that isn’t incapacitated an nd the spy doesn’’t have d disadvantage on the t attack roll.. H Hand Crossbow. Hitt: 5 (1d6 + 2) pieercing damage.. Armor C Class 12 (hide arm mor) Hit Poin nts 11 (2d8 + 2) Speed 300 ft. Persuasion +5. Actio ons Spear. or range 200/60 ft. Hit: 4 (1d6 + 1) piercing damage. Ranged R Weapon Attack: A +4 to hit. Stealth +4 S Senses passive Peerception 16 LLanguages any tw wo languages C Challenge 1 (200 XP) C Cunning Action. the spy can use a bonus aaction to take thee Dash.. Hit: 5 (1d6 6 + 2) piercing daamage.
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