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DDEX1-08 Tales Trees Tell (5e)
DDEX1-08 Tales Trees Tell (5e)
DDEX1-08 Tales Trees Tell (5e)
T es Trreess Tell
D
Despite the sha aky alliance tha
at exists with th
he elves of the Quivering
Q Foreest, they do nott suffer trespasss in their realm
m
liightly, especiallly from commoon folk from ne earby Phlan. A woodworker’ss recent blundeer into the foresst might set offf a
d
diplomatic incid dent. Can you help find him and
a mollify the aggravated elvves? An adventture for 1st-4th h level characte ers.
Adventure Code: DDEX
X1-8
C
Credits
A
Adventure Design
n: Thomas Reid
D
Development andd Editing: Claire Hoffman,
H Chris Tulach,
T Travis Wo
oodall
D
D&D Organized Play:
P Chris Tulach
D
D&D R&D Playerr Experience: Greeg Bilsland
D
D&D Adventurerss League Wizardss Team: Greg Bilsland, Chris Linddsay, Shelly Mazzzanoble, Chris Tulach
D&D Adventurerss League Administrators: Robert Adducci, Bill Ben
D nham, Travis Wooodall, Claire Hofffman, Greg Marrks, Alan Patrick
D
Debut: October 3,
3 2014
R
Release: Novembber 1, 2014
D
DUNGEONS & DR
RAGONS, D&D, Wizards
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.
Other downtime options might be available during Disease, Poison, and Other Debilitating
adventures or unlocked through play, including faction- Effects
specific activities. A character still affected by diseases, poisons, and other
In addition, whenever a character spends downtime similar effects at the conclusion of an adventure can
days, that character also spends the requisite expense spend downtime days recuperating until such time as he
for his or her lifestyle. Costs are per day, so a character or she resolves the effect to its conclusion (see the
that spends ten days of downtime also spends ten days recuperating activity in the D&D basic rules). If a
of expenses maintaining his or her lifestyle. Some
Enclave, to Arms!
Any adventurers who are members of the Emerald
Enclave have received word that the residents of Kabel's
Hill are planning an excursion into the Quivering Forest.
While it is not known why they are going, their presence
in the forest is sure to outrage the dark fey who live
within.
T
Tales Trees Tell
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 8
Treasure
Rerk has none of his possessions on his person except
the clothing on his back. The hairpin is worth 50 gp.
Unbeknownst to the adventurers (unless otherwise
detected), the hairpin is a scrying sensor; allowing Jeny
Greenteeth to see and hear everything within 30 feet of
it.
Developments
From here the adventurers have a choice to make;
where to go first. The most obvious options are:
Investigate The Livestock Deaths. The characters
T
Tales Trees Tell
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ermission granted to print or photocopy this docume nt for personal usse only. 12
Where to Now?
If the characters decide to try to find the elves, the only
thing Serelis, Hupe, and the rest of the villagers can tell
them is that there is a faint trail that leads through the
forest which eventually leads to Greenhall. They stress
that it is vitally important to remain on the path., where
Serelis led the delegation in and where Khurmel Faunt
later returned. If the characters enter the woods and
follow the trail, they eventually reach Greenhall after
traveling for two full days; arriving on the evening of the
second day.
Emerald Enclave
If a member of the Emerald Enclave is present among
the group, the adventurers encounter a halfling druid
named Grissen just before they enter the forest. The
druid cautions them not to enter the forest, but if they
must, he implores the adventurers that they treat
peacefully with the elves. The elves trade goods found
only within the Quivering Forest to the Emerald
Enclave. The loss of this trade would be devastating to
the faction.
T
Tales Trees Tell
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ermission granted to print or photocopy this docume nt for personal usse only. 17
The welcoming party consists of five elf scouts and one Adjusting the Encounter
elf hunter (use spy statistics) intending to deter the Here are recommendations for adjusting this combat
adventurers from entering the village. encounter. These are not cumulative.
Any adventurer succeeding at a DC 15 Charisma • Very weak party: change the welcoming party to one scout
and three tribal warriors
(Deception or Persuasion) check is able to suitably
• Weak party: change scouts to tribal warriors
explain why they are in the forest. If Pipyap is present, • Strong party: add one spy to the welcoming party; change
he rolls his eyes, makes rude noises, and encourages the reinforcement tribal warriors to scouts
group to kill the elves and steal their food. Because of • Very strong party: add two spies to the welcoming party;
change three reinforcement tribal warriors to five scouts
his disruptive presence, the check is made with
D
DM Rewa
ards
You receive 200
Y 0 XP and ten downtime
d dayss for running
th
his session.
T
Tales Trees Tell
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ermission granted to print or photocopy this docume nt for personal usse only. 24
A
Armor Class 13 (nnatural armor) Armor CClass 17 (natural armor)
Hit Points 85 (10d10 + 30)
H Hit Poin
nts 82 (11d8 + 333)
S
Speed 40 ft. Speed 300 ft.
SSenses darkvision
n 60 ft., passive Perception
P 11 Skills Arrcana +3, Decepttion +4, Perceptio
on +4, Stealth +33
LLanguages — Senses ddarkvision 60 ft., passive Percepttion 14
CChallenge 3 (700 XP) Languagges Common, Drraconic, Sylvan
Challengge 3 (700 XP)
AAvoidance. If the displacer beast is subjected to an n effect that
aallows it to make a saving throw to take only half damage,
d it Amphibiious. The hag can
n breathe air and
d water.
innstead takes no damage
d if it succceeds on the saviing throw, and Innate SSpellcasting. The hag’s innate speellcasting ability iis
oonly half damage if it fails. Charismma (spell save DC C 12). She can inn
nately cast the
DDisplacement. Th he displacer beast projects a magical illusion followin g spells, requirin
ng no material coomponents:
that makes it app pear to be standin ng near its actual location, At will: ddancing lights, miinor illusion, viciou
us mockery
ccausing attack rolls against it to have disadvantage. If it is hit by
aan attack, this traait is disrupted unntil the end of itss next turn. Mimicryy. The hag can mimic animal sounds and humano oid
TThis trait is also disrupted
d while the displacer beasst is voices. A creature that h ears the sounds can tell they are
inncapacitated or has
h a speed of 0. ns with a succes sful DC 14 Wisdo
imitation om (Insight) cheeck.
A
Actions Actio
ons
M
Multiattack. The displacer beast makes
m two attackks with its Claws. MMelee Weapon Atttack: +6 to hit, reeach 5 ft., one tarrget.
teentacles. Hit: 13 ((2d8 + 4) slashin
ng damage.
T
Tentacle. Melee Weapon
W Attack: +6
6 to hit, reach 10
0 ft., one Illusory A
Appearance. Thee hag covers hersself and anythingg she is
taarget. Hit: 7 (1d6
6 + 4) bludgeoninng damage plus 3 (1d6) wearing or carrying with a magical illusio on that makes heer look
p
piercing damage. like anotther creature of h
her general size aand humanoid sh hape.
The illussion ends if the h
hag takes a bonus action to end itt or if
she diess.
The chhanges wrought by this effect fail to hold up to phhysical
inspectioon. For example,, the hag could aappear to have sm mooth
skin, butt someone touch hing her would feeel her rough flessh.
Otherwi se, a creature must take an action to visually insp pect
the illus ion and succeed on a DC 20 Inteelligence (Investiggation)
check too discern that thee hag is disguisedd.
Invisiblee Passage. The haag magically turnns invisible until sshe
attacks oor casts a spell, o
or until her conceentration ends (aas if
concent rating on a spell)). While invisiblee, she leaves no
physical evidence of her passage, so she can be tracked o only by
magic. A Any equipment she wears or carriies is invisible wiith her.
T
Tales Trees Tell
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 25
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (−2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 13 (+1) 4 (−3) 8 (−1) 3 (−4)
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 Condition Immunities blinded, deafened
Damage Resistances cold; bludgeoning, piercing, and slashing Senses blindsight 60 ft. (blind beyond this radius),
from nonmagical weapons that aren’t silvered passive Perception 9
Damage Immunities fire, poison Languages understands Common but can’t speak
Condition Immunities poisoned Challenge 1/4 (50 XP)
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Common
Challenge 1 (200 XP) Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Shapechanger. The imp can use its action to polymorph into a Hit: 6 (2d4 + 1) piercing damage.
beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly
60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true Needles. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one
form. Its statistics are the same in each form, except for the target. Hit: 8 (2d6 + 1) piercing damage.
speed changes noted. Any equipment it is wearing or carrying
isn’t transformed. It reverts to its true form if it dies.
Devil’s Sight. Magical darkness doesn’t impede the imp’s
Panther
darkvision. Medium beast, unaligned
Magic Resistance. The imp has advantage on saving throws Armor Class 12
against spells and other magical effects. Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.
Actions
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, STR DEX CON INT WIS CHA
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and 14 (+2) 15 (+2) 10 (+0) 3 (−4) 14 (+2) 7 (−2)
the target must make on a DC 11 Constitution saving throw,
Skills Perception +4, Stealth +6
taking 10 (3d6) poison damage on a failed save, or half as
Senses passive Perception 14
much damage on a successful one.
Languages —
Invisibility. The imp magically turns invisible until it attacks or Challenge 1/4 (50 XP)
until its concentration ends (as if concentrating on a spell). Any
equipment the imp wears or carries is invisible with it. Keen Smell. The panther has advantage on Wisdom
(Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 12 Strength saving throw or
be knocked prone. If the target is prone, the panther can make
one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.
STR DEX CON INT WIS CHA Terrifying Glare. The scarecrow targets one creature it can see
2 (−4) 20 (+5) 8 (−1) 10 (+0) 14 (+2) 15 (+2) within 30 feet of it. If the target can see the scarecrow, the
target must succeed on a DC 11 Wisdom saving throw or be
Skills Perception +4, Stealth +7 magically frightened until the end of the scarecrow’s next turn.
Senses passive Perception 14 The frightened target is paralyzed.
Languages Sylvan
Challenge 1/4 (50 XP)
Scarecrow Actions
Multiattack. The scout makes two melee attacks or two ranged
Medium construct, chaotic evil
attacks.
Armor Class 11 Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Hit Points 36 (8d8) target. Hit: 5 (1d6 + 2) piercing damage.
Speed 30 ft.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft.,
STR DEX CON INT WIS CHA one target. Hit: 6 (1d8 + 2) piercing damage.
11 (+0) 13 (+1) 11 (+0) 10 (+0) 10 (+0) 13 (+1)
A
Armor Class 12 Armor CClass 12 (hide arm
mor)
H
Hit Points 27 (6d8) Hit Poin
nts 11 (2d8 + 2)
S
Speed 30 ft. Speed 300 ft.
A
Actions
M
Multiattack. The spy makes two melee
m attacks.
S
Shortsword. Meleee Weapon Attackk: +4 to hit, reach 5 ft., one
taarget. Hit: 5 (1d6
6 + 2) piercing daamage.
H
Hand Crossbow. Ranged
R Weapon Attack:
A +4 to hit, range 30/120
ft
ft., one target. Hitt: 5 (1d6 + 2) pieercing damage.
T
Tales Trees Tell
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 28