DM Expeditions Thread: Tales Trees Tell

Post/Author/DateTimePost
#1

Pauper

Nov 04, 2014 11:11:14

This is a delightfully creepy module, so much so that I'm regretting not trying to put together a last-minute group over Halloween weekend to run it.

 

One important point, though - the permanent magic item description in this module no longer matches the one in the DM's Basic Rules:

 

Show
The Cloak of Elvenkind in the module is described as having an endure elements-like effect, while rev3 of the DM's Basic Rules describes the Cloak of Elvenkind as granting Advantage to Dexterity (Stealth) checks made to hide, and imposes Disadvantage on Wisdom (Perception) checks made to see the wearer.
#2

Skerrit

Nov 05, 2014 10:25:08

I will double check that.

#3

akaddk

Nov 05, 2014 12:39:06

Glad for that change. A Cloak of Elvenkind with an endure elements-like effect was pretty lame.

#4

cowleymen

Nov 05, 2014 14:12:30

is there a link to the module your talking about? i would love to read it, i love creepy aventures!!!

#5

Skerrit

Nov 06, 2014 6:43:29

You can only get the adventure (and all the expedition adventures) via the secure order site for stores and conventions. It is not publically posted.

#6

Skerrit

Nov 17, 2014 10:53:16

Pauper wrote:
#7

Oraibi

Nov 17, 2014 22:15:17
How far is it to Greenhall? Three days or two?
(Reply to #7)

Skerrit

Oraibi wrote:
#9

Oraibi

Nov 18, 2014 14:56:51
It has both values in the adventure.
#10

Pauper

Jan 12, 2015 11:06:44

Finally got the chance to run this over the weekend.

 

On the whole, it was a well-received adventure. Suitably creepy, and the party was sufficiently cowed by all the references to Jeny Greenteeth as an ancient, powerful evil that they decided to go full-on diplomatic when they finally encountered her...

 

Show
which is actually the better option from an XP perspective! Nice to see that 'kill it and take its stuff' isn't always the best solution to a D&D problem.
#11

Tyranthraxus

Jan 13, 2015 0:07:19

I too enjoyed running the Scenario. I had a lot of fun with 'Grandma Jenny' offering everone some drink and food. Players were freakin out telling me 'But its poisoned, you are trying to kill us!'. I had a Monk go off in a huff because some people in the party didnt  want to just straight out attack Jenny. People generally thought that she was a VERY powerful Creature akin to a Dragon even if her stats didnt relfect that at all. After a while adopting the Grandma voice does start to strain my own though

 

I ran a Dragonlance game years ago and the Elves in that particular game were VERY similar to the Elven villagers in this one. Very xenophobic and shoot first ask questions later.  Armach Elves.

 

I also enjoyed the Displacer beasts. I have some guy who gets very cocky with his combat rolls and it was nice to take him down a peg for a while.

#12

RCanine

Feb 15, 2015 11:11:53

I know I'm late to the party on this one, but I DM'd it over the weekend and although I really enjoyed a lot of the flavor, there were some mechanical things that I really didn't like, that I think the authors can take feedback from for future adventures.

 

1. Hidden treasure. This adventure relies on PCs either knowing treasure exists, and actively seeking it out, or forces them to actively use perception everywhere they go, which isn't fun.

 

Show
  • In the cabin, the PCs don't really have any reason to believe that there is something hidden, and what is hidden is just treasure—not essential to the story.
  • There is no real indication that the displacer beasts have a lair. When I played through this, my party completely missed that, and even though I had the DBs steal one of the party members' backpacks, they didn't think to try and track them down either. Again, there's no way a party is going to pick up on this unless you push them to it, or they've read the adventure (not to mention that that fight is so tedious that I was happy my players didn't go after them—I couldn't handle another hour of a constantly-missing snoozefest.
  • The magical nature of the pin may be intended to be a PC-gotcha mechanic, but there's little indication (especially for PCs without Detect Magic) that the party should be concernd.

#13

Nozareem

Feb 16, 2015 10:13:02

I hope we have more mods like this with the dark theme.  It's fun to play a pg13 or close to R rated mods that are like this.  I hope the writer for this mod writes more mods like this one in the future.

(Reply to #12)

Pauper

It's funny, because I appreciated this adventure, in part, specifically because of the reasons listed here:

 

RCanine wrote:
#15

CzarCascade

Feb 17, 2015 11:17:58

I played this last week and had a great time.

 

It was different from the "socilaizing with a hag" perspective.

 

We also missed some treasure but as a seasoned adventurer, I blame myself for not considering searching for lairs.

 

The pin was awesome...especially when we asked to examine it for value like we do any item that is provided. Once we investigated it a little, it changed our perspective on the event timing.

 

I did like the roleplay and the moral dilemma of bartering for a good thing from something inherently evil. Over and over I kept asking our lawful good palladin (as he saw the fingers in the soup)...just give the word. Alas, it never came...

 

And of course the event was rounded out by our warlock deciding to switch to pact of the chain and take the "homeless" imp as a familiar...

(Reply to #14)

TheBreen

Pauper wrote:
#17

Tyranthraxus

Feb 17, 2015 18:29:12

I totally agree with The Breen on this.

#18

RCanine

Feb 17, 2015 21:24:44

TheBreen wrote:
#19

imaginaryfriend.inv

Feb 18, 2015 4:09:23

RCanine wrote:
#20

RCanine

Feb 21, 2015 22:00:55

imaginaryfriend.inv wrote:
#21

abanathie

Feb 21, 2015 22:35:10

Skerrit wrote:
#22

Nozareem

Feb 21, 2015 22:53:23

Ok I gotta know can you get the imp as a familiar for a arcane character in the mod?  I tried but the DM told me it was not a option in the mod to give thevimp as a familiar to a players?

#23

RCanine

Feb 21, 2015 23:57:11

Nozareem wrote:
#24

TheBreen

Feb 22, 2015 8:17:23

There was another thread about imps as familiars, and I don't think they're allowed. With Find Familiar your familiar is always a spirit, but it can take on different forms. To get an actual imp, you have to make a contract that's outside the bounds of what AL can handle.

 

Note: If people don't agree, please don't argue here. Just go to the original thread and go ahead and argue there instead.

#25

Noon

Feb 22, 2015 20:07:27

Nozareem wrote:
(Reply to #21)

Coredump00

abanathie wrote:
#27

Skerrit

Feb 23, 2015 8:32:25

abanathie wrote:
#28

abanathie

Feb 23, 2015 9:13:06

Skerrit wrote:
#29

Skerrit

Feb 23, 2015 10:13:46

abanathie wrote:
#30

ZHDarkstar

Feb 23, 2015 13:37:09

I think expecting the Admins to have control over the certs is beyond reasonable expectations anyways. However, perhaps a high enough Persuasion check could influence the printing process in future seasons, as it would align with 5e's value of streamlined design. ;)

 

Edit: I assume that WOTC decides the list of magic items each season. I would imagine that the creative process for seasons 2 and beyond will be more efficient, as all of the core books are available. Hopefully that will allow time for the Admins to add their input before the certs go to print.

#31

RCanine

Feb 23, 2015 23:27:57

Skerrit wrote:
#32

abanathie

Feb 24, 2015 2:40:41

Skerrit wrote:
#33

Nozareem

Feb 24, 2015 4:41:07

Yeah I played this mod at Winter Fantasy and got the cert for the cloak and it states right on the cert item in DMG for the reference.  Thank god for that.  It sucks I guess for those who played the mod before the DMG.

(Reply to #6)

TheBreen

Skerrit wrote:
(Reply to #34)

ZHDarkstar

TheBreen wrote:
#36

janosicek

Mar 02, 2015 1:13:26

I have a question about long-term effects of this adventure.

 

I have read all remaining adventures and found no mention of the Quivering Forest fey pact and any consequences of one of the three possible results of this adventure. Is it true?

Was it all for nothing? No change in the later events in the Phlan? That seems like a huge oversight to me

#37

Skerrit

Mar 02, 2015 6:18:03

We do not release critical events until the who season finishes (so they should be soon), because we don't want to spoil those that are still playing. However, you can see the effects of the this adventure very clearly in 1-10.

 

Spoiler

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

.

 

Based on reposnses to the critical events survey, the pact was broken but the fey did not ally with the CotD. This allowed DDEX1-10 to occur as it did.

(Reply to #37)

TheBreen

Skerrit wrote:
#39

Kalani

Mar 02, 2015 9:36:14

My party killed Spernik in a previous adventure instead of bringing him to justice (1-5 IIRC). In order to make 1-10 work properly, I said they killed someone using alter self to look like Spernik. The deception was not uncovered until the following day when Spernik was captured trying to flee the city. Yes it slightly undermined their success, but it caught me by surprise that he would return when the PCs were given the opportunity to kill him (and took it). I thought ressurection magic was cheesy, and so went for something slightly off-key.