Professional Documents
Culture Documents
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 commo
on folk from ne
earby Phlan. A woodworkerss 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.
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, Playeers Handbook, Moonster Manual, Du
ungeon
M
Masters 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.
Introduction
TM
Party Strength
Very weak
Weak
Average
Weak
Average
Strong
Average
Strong
Very strong
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
Spellcasting Services
Any settlement the size of a town or larger can provide
some spellcasting services. characters need to be able to
travel to the settlement to obtain these services.
Alternatively, if the party finishes an adventure, they can
be assumed to return to the settlement closest to the
adventure location.
Spell services generally available include healing and
recovery spells, as well as information-gathering spells.
Other spell services might be available as specified in
the adventure. The number of spells available to be cast
as a service is limited to a maximum of three per day
total, unless otherwise noted.
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
1,250 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.
The only cost paid for the spell is the base price for the
consumed material component, if any.
Character Disease,
Death, and Recovery
Sometimes bad things happen, and characters get
poisoned, diseased, or die. Since you might not have the
same characters return from session to session, here
are the rules when bad things happen to characters.
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, or similar magic. A character subject to a raise
dead spell is affected negatively until all long rests have
been completed during an adventure. Alternatively, each
downtime day spent after raise dead reduces the penalty
to attack rolls, saving throws, and ability checks by 1, in
addition to any other benefits the downtime activity
might provide.
Create a New 1st-Level Character. If the dead
character is unwilling or unable to exercise any of the
other options, the player creates a new character. The
new character does not have any items or rewards
possessed by the dead character.
Dead Character Pays for Raise Dead. If the
characters body is recoverable (its not missing any vital
organs and is mostly whole) and the player would like
the character to be returned to life, the party can take
the body back to civilization and use the dead
characters funds to pay for a raise dead spell. A raise
dead spell cast in this manner costs the character 1,250
gp.
Characters Party Pays for Raise Dead. As above,
except that some or all of the 1,250 gp for the raise dead
spell is paid for by the party at the end of the session.
Other characters are under no obligation to spend their
funds to bring back a dead party member.
Faction Charity. If the character is of level 1 to 4 and
a member of a faction, the dead characters body can be
returned to civilization and a patron from the faction
ensures that he or she receives a raise dead spell.
However, any character invoking this charity forfeits all
XP and rewards from that session (even those earned
prior to death during that session), and cannot replay
that episode or adventure with that character again.
Once a character reaches 5th level, this option is no
longer available.
Adventure Background
Shortly after the Zhentarim liberated and assumed
control of Phlan, a pact was enacted between the town
and the dark fey of the Quivering Forest to the north. In
exchange for forbidding travel and logging in the forest,
Overview
Adventure Hooks
Halvin Graingle
Considered largely to be a hermit who keeps to himself,
what the residents of Kabel's Hill don't realize, however,
was that Halvin is not who he appears to be. 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, to strike a new pact with themone that may
render the town of Phlan utterly defenseless.
And so, Halvin posed as a woodworker and moved to
Kabel's Hill six months ago to begin his work, all while
keeping a low profile. He took up residence in an old,
abandoned farmhouse on the outskirts of town and
began collecting fallen timber, using it to craft simple
items to sell, primarily furniture and tool handles, things
he knew the farmers would need. When the other folk of
the hamlet told him stories about the fey, their warnings
ultimately fell upon deaf ears.
Halvin set off into the forest and eventually happened
across the hag, Jeny Greenteeth. Ultimately, his
attempts at negotiation met with failure, and he was
slain by the hag.
The Pact
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.
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. 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,
s
w
where defenderrs can keep watch or fire misssile weapons
fr
from partial covver.
Architecture
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, the gaps filled with mud, wiith steepp
peaked roofs off thin wooden shingles
s
to keep
p winter
ssnows from mo
ounding too hig
gh.
Weather and
d Terrain. At th
he onset of the adventure,
he day is rainy and the last ve
estiges of a partticularly
th
n
nasty storm are
e blowing them
mselves out. Desspite the
Doc ks
Local faarmers sell theeir harvest here
e. It is then sold
d to
the barrge-runners wh
ho, in turn, ship it downriver fo
or sale
in Phlaan. The docks aare run by a ma
an named Brick
klan
Kabel's Hill (wh
hich
Marth; 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, w
where a set of w
wooden docks juts out into the
e river
beside a large wareho
ouse. A single b
barge is tied up
p here,
nough to hold a wagon and a few passengerrs.
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. The
granariies are currentlly about half fu
ull with grain; re
eady
to be looaded onto the barges and shiipped downrive
er to
Phlan.
nd structures w
with
Theree are three tall, wooden, roun
conicall roofs stands h
here. Each rooff has a slanted
nd a conveyor p
platform runs ffrom
trapdooor set into it, 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, where grain
inside.
Blaccksmith
The tow
wn blacksmith is a man name
ed Hurg Pilauw
wer.
The froont of his shop iis open to the a
air, and a forge
e,
anvil, kkegs, crates, and
d piles of scrap
p iron are stack
ked
neatly iinside. A singlee horseshoe naiiled to a plank on the
front off the building in
ndicates the na
ature of the bussiness,
if the reest doesn't alreeady make it ob
bvious.
Hurgg is not a particu
ularly skilled smith, but he ca
an
straightten out a sicklee blade and ma
ake nails withou
ut
batting an eye.
T
Tales Trees Tell
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only.
Stables
This building is as plain and utilitarian as they come,
essentially a large barn with stalls and a fenced area in
the back. The Brightbells from the Leaky Bucket across
the road manage the place, hiring a couple of the local
boys to work there.
Before you even enter the place, you can hear a number of
excited and angry voices emanating from inside. Above them
all one voice bellows, "It's been over two tendays! What do you
plan to do?!"
Message Received
Once the adventurers have sufficiently questioned the
locals and are ready to move on, a horrible sight is
spotted outside the inn.
The nervous buzz of the Leaky Bucket's common room is
shattered by a scream of terror. A heartbeat later, a young
human woman bursts in through the front door.
"They know! They what we did!" she cries, 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.
10
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
11
Parrt 2: Outsid
O
de
Kabel
K
s Hilll
U
Upon leaving Kabels
K
Hill, 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.
G
General Featuress
T
The following general
g
featuress of the area su
urrounding
K
Kabels Hill are
e as follows:
Weather. The weather is still inclement; raining
h
heavily with intermittent lightn
ning and thund
der.
Light. Despite the cloud covver, the area is well-lit
d
during the day and
a dark at nig
ght. There are no
n sources
o
of light save forr those that the adventurers po
ossess.
Sound. Livesstock sounds, ra
ain, thunder.
Smells. Fresh
hly turned eartth, rain, manure
e.
A
Animal Slaughterr
If the characterrs decide to investigate the myysterious
gs, the drunk fa
armer is all too happy to
liivestock killing
leead them to hiss farm on the outskirts
o
of tow
wn. Once
th
here, he showss leads them arround the back
k of a shabby
b
barn.
Rolepllaying Pipyap
Pipyap iss a friendly, albe it ill-willed imp. H
He is talkative bu
ut has
a plainlyy visible mean-strreak. While he is not above violen
nce
and gen erally meanness , he is honest an
nd forthright in hiis
dealingss. Pipyap absoluttely loves being o
on the Material P
Plan
and has no desire to retu
urn to the Nine H
Hells. Because off this,
he is verry, very careful to
o avoid getting hiimself killed
Quotte: "Have you trieed this stuff? It's ggreat!"
Pipya p
The advventurers enco
ounter with Pip
pyap varies
depend
ding on the ordeer in which the
ey investigate
Halvin s Home and An
nimal Slaughte
er.
mal Slaughter F
First. Pipyap iss not here. 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, claawed tracks witth blood
eading
intermiingled with theem and perhapss drag marks le
away. T
These are the trracks of Pipyap
p, too full to flyy,
walkingg back to Halviin farmhouse.
Halvi
vin's House Firrst. The adventturers may havve
followeed the trail of th
he predator from
m the barn beh
hind
Halvin' s house to thiss location. Once
e they sufficien
ntly
ars.
investiggated the cows, Pipyap appea
One of tthe more recentl y deceased cowss shudders for a
momentt; there is sometthing moving under its skin.
Sudden
nly, the blade of a small knife parts the hide and opens
the cow width-wise acro
oss its belly. A blo
oody small, scalyy
creaturee with leathery w ings spills out on
nto the ground. 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. Each in variious stages of rot, they have all been
b
torn
o
open and it's obvvious that large portions
p
of the caarcasses are
ggone; having been carved off with
h a knife.
A few carrion birds fly away as yo
our arrival; squaw
wking in
d
disapproval at yo
our intrusion.
H
Halvin's imp fam
miliar, Pipyap, has been busyy in his
m
master's absencce. He has been ravaging the local
liivestock.
In examining the dead cowss, they can find a small
p
puncture wound
d, as if from a stinger,
s
and can
n see that
th
he area around
d the wound is swollen and diiscolored;
cclearly by poiso
on. Aside from that
t
the cows are
a
ccompleted mutiilated, as if som
meone butchere
ed them for
m
meat but had no
o idea exactly how.
h
mp familiar. In lieu of
This is Pipyap, Halvin
n Graingle's im
panying Halvin
n on his trip into
o the forest, Pip
pyap
accomp
stayed b
behind. He hass whiled away tthe time gorgin
ng
himselff on livestock aand more or lesss being cruel a
and
malevo
olent.
or a devil. He usses a tiny foldin
ng
Pipyaap is friendly fo
knife too saw strips of m
meat from the cow, chatting a
away
while h
he does so. Every once in a wh
hile, he carves off a
chunk aand tosses it in
nto his mouth; a
apologizing to tthe
adventu
urers for being
g so rude as to ttalk with his mouth
full. Hee even goes so ffar as to offer th
he adventurerss a
rather cchoice morsel o
or two. The resst he packs into
oa
small b
burlap satchel w
with a dispropo
ortionately larg
ge
button kkeeping it closed.
Pipyaap freely talks tto the adventurrers about Halvvin.
Over th
he course of thee conversation,, he relates the
followin
ng information
n.
T
Tales Trees Tell
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only.
12
Treasure
Halvin secreted away his valuables well, and only an
adventurer investigating the interior of the cupboards
notices a false panel inside, and only then on a
successful DC 13 Wisdom (Perception) check. Behind
the panel is a small, ornate silver box with the likeness
of a dragon head etched onto the lid (15 gp), inside of
which is a pouch with 15 gp tucked inside, a garnet (5
gp), and a diary.
The diary has a dragon head embossed onto its cover
and is filled with many cryptic notes, sketches, and
maps, much of them of the area around Phlan, Kabel's
Hill, and the Quivering Forest. If any character spends at
least 10 minutes studying the diary, they learn the
following information.
XP Reward
If the adventurers befriend Pipyap in this encounter
reward each player 25 XP.
Pipyap
Halvin's imp familiar, Pipyap usually sleeps here, hiding
out during the day and hunting at night. Halvin was
feeding him well enough, but the familiar refused to go
with Halvin into the forest and has been left to fend for
himself ever since. The adventurers encounter with
Pipyap varies depending on the order in which they
investigate Halvins Home and Animal Slaughter.
Halvin's House First. The barn is uninhabited. While
they do not find the imp here, they do find a pile of hay
13
Roleplaying Pipyap
Pipyap is a friendly, albeit ill-willed imp. He is talkative but has
a plainly visible mean-streak. While he is not above violence
and generally meanness, he is honest and forthright in his
dealings. Pipyap absolutely loves being on the Material Plan
and has no desire to return to the Nine Hells. Because of this,
he is very, very careful to avoid getting himself killed.
Quote: "Have you tried this stuff? It's great!"
was stupid."
If asked why, he says simply "Even fiends know
better than to cross a hag."
He didn't say when he'd be back, but he promised
me he would be.
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. In a burlap sack, he has hidden 10 gp in
various coins, a bone comb worth 5 gp, and a scroll of
chromatic orb.
XP Reward
If the adventurers befriend Pipyap in this encounter
reward each player 25 XP.
Sereliss Cabin
A small, burlap satchel is on the floor next to Pipyap,
stained through with blood. Beside the bale that Pipyap
is nesting in is a half-full milk can. Its lid lay discarded
on the floor. Upon waking, he hops to the rim, dunks his
cup in and takes a swig; falling onto his back in the hay
and letting out a long, contented sigh.
Pipyap freely talks to the adventurers about Halvin.
Over the course of the conversation, he relates the
following information.
Serelis is a half-elf ranger who acts as an occasional gobetween for the locals and the elves in the Quivering
Forest. The folk of Kabel's Hill asked that Serelis , then
Hupe Brightbell can explain that there is a path heading
into the woods and can tell them where to find it. No one
actually goes to the cabin; since it is in the woods, it's
considered off limits. Serelis simply appears from time
to time to check on everyone and see if they need
anything.
The path itself is little more than an animal run,
narrow and twisting through the forest. The characters
follow it for a mile or so and then reach the place.
14
Developments
Serelis does not wish to go into the forest, but he feels
partly responsible for the missing villagers. 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. Serelis has no
Treasure
The ranger does not have much in the way of
possessions, though if a character searches carefully
(DC 15) around the fireplace, 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. Serelis objects to
the adventurers taking them if caught.
XP Reward
If the adventurers convince Serelis to join their
excursion into the forest, reward each player 25 XP.
Jenys Vengeance
If the adventurers are carrying hairpin when they visit
Serelis, Jeny has been watching and listening their
exchange.
Bang! The door to Serelis's cabin shudders as something
slams into it. It happens again a heartbeat later and the door
bursts from its hinges; falling flat to the floor. A man-sized pile
of straw and burlap stands in the door way; a jagged tear
across its face twisted in a malevolent sneer.
Almost at the same time, the windows of the cabin explode in
a shower of glass as masses of writhing vines creep into the
cabin, coalescing into vaguely humanoid shapes.
15
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.
16
Part
P
3: The
Quivvering
g Foreest
H
Having (hopefu
ully) secured Se
erelis' aid, the adventurers
a
vventure to the Quivering
Q
Forest. Once within
n the forest,
th
hey encounter a displacer bea
ast, a patrol of elves, and
eeventually the hag,
h
Jeny Green
nteeth. Through
hout all of it,
th
hey have attraccted the attentiion of a group of
o pixies,
w
who
The Quivering Forest is a te
errifying place; a forest
w
where the shad
dows are unusu
ually deep, colors muted,
a
and sounds mu
uffled. This is im
mmediately notticeable once
th
he adventurerss have entered.
G
Genera
al Feattures
T
The following general
g
featuress of the Quivering Forest
a
are as follows:
her is still incle
ement, the
Weather. Though the weath
bove shields the
e characters fro
om most of
th
hick canopy ab
th
he rain. Despitte this, fat, icy drops
d
still fall here
h
and
th
here and a wett, clinging fog covers
c
the foresst floor.
T
Though not eno
ough to obscure
e vision, it is da
amp and
cchilly. There is not even the sllightest breeze here.
Light. If the adventurers
a
ven
nture into the forest
f
during
he day, the thicck canopy blotss out most of th
he sun's light
th
a
and the forest iss dimly lit. Durring the evening
g, the forest
iss completely da
ark; Selune's liight is not able to penetrate
to the floor belo
ow. The only otther light is tha
at which the
a
adventurers briing. Even then the light seemss pale and
d
does not provid
de the familiar warmth
w
that it otherwise
w
would.
Smells. Rain, rotting vegeta
ation and meat,, freshly
urned earth.
tu
o
Sounds. The Quivering Forrest is a place of
ssupernatural ho
orror; the adven
nturers hear un
nusual and
in
nexplicable sou
undsbabies la
aughing, wome
en crying, or
m
men groaning. Here
H
and there
e, 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.
W
When these noiises are absentt, the silence is deafening;
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.
Fauna. Small creatures can
n be seen in the
e forest, such
a
as squirrels and
d small birds (A
AC 14, 1 hp). They are
eemaciated and of a dour dispo
osition. Squirre
els drop
a
acorns and bird
ds swoop and dive
d at the adve
enturers as
th
hey pass benea
ath the trees. These
T
animals are
a few and
far betw
ween though, aand are the ageents of Jeny
Greenteeeth. Animals tthat see trespa
assers in the forrest
are quicck to run and tell the hag wha
at they've seen.
Sereelis
If the h alf-elf agreed to
o accompany th
he adventurerss to
This
the foreest, he guides tthe group first tto Greenhall. T
trip takkes two days. D
During the trip, he offers
suggesttions on coursee, camp locatio
ons, and what lo
ocal
flora is safe to eat.
Thee Pixiess
The Qu
uivering Forestt is home to a g
great many diffe
erent
creaturres; most of wh
hich seen mank
kind for centuriies. To
some, tthe presence off the adventure
ers is a curiosityy; to
others, it is a sign of h
hostile trespasss.
grown
Whilee good-aligned,, the pixies of tthe area have g
jaded aand paranoid beecause of Jeny Greenteeth's
presencce. They are qu
uite curious and
d play tricks on
n the
adventu
urers as they trravel through th
he forest. Theirr
superioor invisibility m
makes it quite diifficult to catch
h them
in the aact.
The ttricks are, for th
he most part, h
harmless. In the
e
beginniing, the pixies ggauge the adve
enturer's dispossition
by simp
ply watching an
nd giving them presents. Theyy fill
the advventurers's packs to bursting w
with berries an
nd
other taasty treats; placce garlands of u
unusual flowerrs on
their heeads, and leavin
ng other gifts b
beside each
adventu
urer while theyy rest.
Eventtually, the pixiees graduate to more maliciou
us
pranks.. Characters fin
nd their bootlacces tied together;
possesssions disappeaaring and found
d later hanging from
trees. T
The pixies smeaar an adventurrer's possession
ns
with hooney that attraccts biting ants. The pixies fill a
an
adventu
urer's boots wiith nettles, whicch deliver painful
stings w
when donned. T
The pixies mayy create effigiess of
the chaaracters out of ssticks painted w
with what appe
ears to
be bloood. A pixie castss fly on a sleeping adventurerr who
begins to drift away fo
or a minute. If n
not pulled and held
dventurer is dro
opped harmlesssly,
down, tthe sleeping ad
but pain
nfully, 5 feet to
o the ground be
elow.
It is p
possible to treaat with the pixie
es and encoura
age
them too come out of h
hiding. Because
e of their proxim
mity
to Greeenhall, the pixiees in this area o
of the Quiverin
ng
Forest speak Elvish in
n addition to Syylvan. If an
urer politely assks the pixies tto come out of hiding
adventu
and succceeds at a DC
C 15 Charisma ((Persuasion) ch
heck,
a pixie fades into view
w in the center of the adventurrers's
h the adventure
ers.
camp aand speaks with
T
Tales Trees Tell
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only.
17
Dinner, 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. Because of this, they do not tolerate
trespassers, lest they face the hag's wrath. The village
consists of approximately 150 elves of varying age.
When an elvish patrol found the villagers searching for
Halvin the elves refused to help them and chased them
off; killing one in the process. 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. After two days of
uneventful travel, they come upon the dead villager.
You smell it before you see it. Rounding a bend in the path,
you find the body of a male human lying face down in the dirt
with a half dozen arrows embedded in his back. As you
approach, a black cloud of flies takes flight, filling the air with
the drone of their wings.
His clothes are simple homespun and he carries no weapon.
He holds a strung shortbow, and a shabby longsword is
sheathed at his hip. He also wears a satchel slung over his
shoulder; the flap buckled closed.
Developments
If the adventurers do not follow the displacer beast, it
tracks the group for a half hour before attacking again;
ambushing the adventurers this time. 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.
18
Treasure
The rotting body has 10 days of trail rations, a dagger,
10 arrows, a single ruby worth 40 gp, and a crude map
of the area tucked into the satchel, in addition to the
shortbow and longsword. The map is a rough sketch of
the local area, and depicts Greenhall as being another
day's travel away.
Additionally, anyone who wishes to may locate the
displacer beasts lair by finding tracks and succeeding at
a DC 10 Wisdom (Survival) check. If successful, the
adventurers find a second, half-eaten villager. The lair
holds 200 gp in coins, and a well-made chain shirt worth
50 gp. The villager's pack contains a finely-crafted
dagger worth 35 gp and 15 gp in gold coins.
XP Reward
Greenhall
The trip to Greenhall from the forest's edge takes three
full days. If the adventurers left Kabel's Hill in the
morning, they arrive as evening falls on the elven
encampment.
Read or paraphrase the following the first time the
characters visit.
19
Reinforcements
General Features
XP Reward
If the adventurers treat peacefully with the elves of
Greenhall, reward each player 75 XP.
Emerald Enclave
20
Developments
If the adventurers confront the hag, the dynamic of the
conversation changes drastically at this point. It is only
now that she admits to her true nature. She dismisses
her illusory appearance; her features melting away to
reveal her true form. She also speaks about the pact.
Convincing Jeny
At this point, 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. Allow the
characters to state their cases. 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, and
must make a group DC 12 Charisma (Persuasion)
check. The dice rolls determine success or failure, but
good roleplaying should be recognized; grant advantage
to a characters check if the character comes up with
compelling terms or reasoning behind it. Should an
adventurer attempt to cast a spell to influence Jeny, such
an endeavor is risky; if the spell doesnt take, that
character makes the check with disadvantage.
21
Tactics
If the adventurers attack Jeny, she defends herself.
Similarly, if the adventurers refuse to leave her glade
after failing the negotiation process, she attacks.
The hag lashes out with her claws almost exclusively,
casting vicious mockery when there are no targets
within 30 feet. Throughout combat, she uses her
mimicry ability; repeating memorable things that the
adventurers have said during their voyage to her cottage
in their own voice.
If any of the players participated in DDEP1-1
Corruption in Kryptgarden and swore an oath to King
Witchthorn, she addresses that adventurer once more
in the voice of a gentle old woman, "You reek of the fey,
dearie. Maybe I'll put out your eyes and deliver them to
Treasure
If the group sufficiently pleases Jeny Greenteeth, she
provides them a chest filled with treasure. Otherwise, if
the group defeats the hag in combat, the chest is found
inside her cottage.
The chest contains 125 gp in various coins, a copper
diadem inlaid with pieces of amber (35 gp), three pieces
of jade (10 gp each), a single garnet (5 gp), and a set of
silver flatware (5 gp). Even the chest itself is valuable;
worth 50 gp to the right buyer.
Lastly, a cloak of elvenkind is hanging from a peg by
the front door.
XP Rewards
If the adventurers convince Jeny to maintain the pact in
their negotiations, reward each player 100 XP. If the
adventurers deter her from allying with the Cult of the
Dragon, reward each player 150 XP.
If they successfully free the two surviving villagers,
reward each player 50 XP.
Conclusion
Regardless of the group's success or failure in
negotiating the pact with Jeny Greenteeth, the people of
Kabel's Hill are pleased with the characters's efforts and
Hupe provides the reward as promised.
The larger problem is the pact. Without the pact, the
town of Phlan loses a major ally in the hag and the other
fey of the Quivering Forest. And with things the way they
are, the town needs all the help it can get. If the hag
decides to ally with the Cult of the Dragon, then things
truly are dire.
Rewards
Make sure note their rewards on their adventure
logsheets. Give your name and DCI number (if
applicable) so players can record who ran the session.
22
Treasure Awards
Experience
Total up all combat experience earned for defeated
foes, and divide by the number of characters present in
the combat. For non-combat experience, the rewards
are listed per character. Give all characters in the party
non-combat experience awards unless otherwise noted.
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, uncommon
This supple light green cloak embroidered with a
delicate leaf pattern makes the wearer feel comfortable
whenever worn, suffering no harm from temperatures as
cold as 0 F or as warm as 120 F. A description of this
item can be found in the basic rules or the Dungeon
Masters Guide.
Treasure
The characters receive the following treasure, divided
up amongst the party. Characters should attempt to
divide treasure evenly whenever possible. Gold piece
values listed for sellable gear are calculated at their
selling price, not their purchase price.
Consumable magic items should be divided up
however the group sees fit. If more than one character is
interested in a specific consumable magic item, the DM
can determine who gets it randomly should the group be
unable to decide.
Permanent magic items are divided according to a
system. See the sidebar if the adventure awards
permanent magic items.
Renown
All faction members earn one renown point for
participating in this adventure.
Emerald Enclave characters earn one additional
renown point for peacefully encountering the elves of
Greenhall.
23
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.
T
Tales Trees Tell
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only.
24
Appen
A ndix: Monst
M
ter/NP
PC Sta
atistiics
D
Displac
cer Bea
ast
Greeen Ha
ag
A
Armor Class 13 (n
natural armor)
H
Hit Points 85 (10d10 + 30)
S
Speed 40 ft.
Armor C
Class 17 (natural armor)
Hit Poin
nts 82 (11d8 + 333)
Speed 300 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., passive Perception
P
11
LLanguages
C
Challenge 3 (700 XP)
A
Avoidance. 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
in
nstead takes no damage
d
if it succceeds on the saviing throw, and
o
only half damage if it fails.
D
Displacement. Th
he displacer beast projects a magical illusion
that makes it app
pear to be standin
ng near its actual location,
ccausing attack rolls against it to have disadvantage. If it is hit by
aan attack, this traait is disrupted un
ntil the end of itss next turn.
T
This trait is also disrupted
d
while the displacer beasst is
in
ncapacitated or has
h a speed of 0.
STR
18 (+4))
DEX
12 (+1)
C
CON
166 (+3)
INT
13 (+1))
WIS
14 (+2)
C
CHA
144 (+2)
A
Actions
Actio
ons
M
Multiattack. The displacer beast makes
m
two attackks with its
teentacles.
Claws. M
Melee Weapon Atttack: +6 to hit, reeach 5 ft., one tarrget.
Hit: 13 ((2d8 + 4) slashin
ng damage.
T
Tentacle. Melee Weapon
W
Attack: +6
6 to hit, reach 10
0 ft., one
taarget. Hit: 7 (1d6
6 + 4) bludgeonin
ng damage plus 3 (1d6)
p
piercing damage.
Illusory A
Appearance. 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.
like anotther creature of h
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 ph
hysical
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 disguised
d.
Invisiblee Passage. The haag magically turn
ns 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
only by
physical evidence of her passage, so she can be tracked o
Any equipment she wears or carriies is invisible wiith her.
magic. A
T
Tales Trees Tell
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only.
25
Imp
Needle Blight
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.
STR
6 (2)
DEX
17 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Actions
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and
the target must make on a DC 11 Constitution saving throw,
taking 10 (3d6) poison damage on a failed save, or half as
much damage on a successful one.
Invisibility. The imp magically turns invisible until it attacks or
until its concentration ends (as if concentrating on a spell). Any
equipment the imp wears or carries is invisible with it.
STR
12 (+1)
DEX
12 (+1)
CON
13 (+1)
INT
4 (3)
WIS
8 (1)
CHA
3 (4)
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) piercing damage.
Needles. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one
target. Hit: 8 (2d6 + 1) piercing damage.
Panther
Medium beast, unaligned
Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.
STR
14 (+2)
DEX
15 (+2)
CON
10 (+0)
INT
3 (4)
WIS
14 (+2)
CHA
7 (2)
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.
26
Actions
Pixie
Armor Class 15
Hit Points 1 (1d4 1)
Speed 10 ft., fly 30 ft.
STR
2 (4)
DEX
20 (+5)
CON
8 (1)
INT
10 (+0)
WIS
14 (+2)
CHA
15 (+2)
Actions
Superior Invisibility. The pixie magically turns invisible until its
concentration ends (as if concentrating on a spell). Any
equipment the pixie wears or carries is invisible with it.
Scout
Medium humanoid (any race), any alignment
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
13 (+1)
CHA
11 (+0)
Scarecrow
Actions
Armor Class 11
Hit Points 36 (8d8)
Speed 30 ft.
STR
11 (+0)
DEX
13 (+1)
CON
11 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
13 (+1)
27
S
Spy
Triibal Wa
arrior
M
Medium humanoid
d (any race), any allignment
A
Armor Class 12
H
Hit Points 27 (6d8)
S
Speed 30 ft.
Armor C
Class 12 (hide arm
mor)
Hit Poin
nts 11 (2d8 + 2)
Speed 300 ft.
STR
10 (+0)
X
DEX
15 (+
+2)
CON
10 (+0)
INT
12 (+1)
WIS
2)
14 (+2
CHA
16 (+3)
S
Skills Deception +5,
+ Insight +4, Investigation +5, Perception
P
+6,
Persuasion +5, Sleight of Hand +4, Stealth +4
S
Senses passive Peerception 16
LLanguages any tw
wo languages
C
Challenge 1 (200 XP)
C
Cunning Action. On
O each of its turns, the spy can use a bonus
aaction to take thee Dash, Disengag
ge, or Hide action
n.
S
Sneak Attack (1/T
Turn). 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,, or when the targ
get is within 5 feeet of an ally of
the spy that isnt incapacitated an
nd the spy doesnt have
d
disadvantage on the
t attack roll.
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 warrio r has advantage on an attack roll
against a creature if at leeast one of the warriors allies is w
within
5 feet off the creature and
d the ally isnt inccapacitated.
Actio
ons
Spear. M
Melee or Ranged W
Weapon Attack: +
+3 to hit, reach 5 ft. or
range 200/60 ft., one targget. Hit: 4 (1d6 + 1) piercing damage, or
5 (1d8 + 1) piercing dam
mage if used with two hands to make a
melee atttack.
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