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  Trials of the 
  Tanglewood 
  A Dungeons & Dragons® Adventure 
   
  By Neil Harkins 
  Development by Greg Marks 
  Reviewed by Chris Tulach, RPGA Content Designer 
  Playtested by Cedric Atizado, Donovan Hicks, Finn Kisch, David 
  LaMacchia, Nicholas K. Tulach, David Blackwell, and Allen Dees 
  Jr. 
   
  After discovering the atrocities of the Empire of the Crimson Light, the Band of the Broken Tower 
  has decided to assist a rebellion against the self-proclaimed “Eternal Emperor” who has 
  conquered the coastal kingdom of Aeris. There’s only one problem: how to find them and prove 
  you are not spies? Rebel infiltrators were sent to the dungeons beneath Aerithmas to rescue an 
  important prisoner, but were misled and failed. However, their ghosts told of a contingency party 
  sent from Copper Hill to find the Oracle of the Tanglewood. Perhaps they can be found and need 
  assistance? An adventure for 9th level adventurers. 
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Andy Collins, Rob Heinsoo, and James Wyatt. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of 
  the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com.  
  DUNGEONS & DRAGONS, D&D, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are 
  trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States 
  of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is 
  purely coincidental. © 2008 Wizards of the Coast, Inc.  
  For rules questions specific to this document email rpgasanctioning@wizards.com. 
  
   
  RPGA® Sanctioned Play 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure 
  and receive rewards from the RPGA REWARDS program, 
  you must sanction it as part of an RPGA event. This 
  event could be as elaborate as a big convention, or as 
  simple as a group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event, called the senior gamemaster, is in charge of 
  making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and gets reported back 
  to the RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or usually 
  just DM). Sometimes (and almost all the time in the 
  cases of home events) the senior gamemaster is also the 
  table DM. You don’t have to be a HERALD-LEVEL GM to 
  run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  tracked under your play history. Second, players and 
  DMs gain rewards for sanctioned RPGA play if they are 
  members of the RPGA REWARDS program. Playing this 
  adventure is worth four (4) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2009.  
   
  To learn more about RPGA event sanctioning and 
  RPGA 
  REWARDS, 
  visit 
  the 
  RPGA 
  website 
  at 
  www.rpga.com.  
  Preparing for Play 
  In order to play this adventure, you’ll need copies of the 
  following D&D 4th Edition rulebooks: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. Any 
  other rules referenced in this adventure will be noted in 
  the New Rules Items section at the end of the 
  adventure. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Information on nonplayer 
  characters (Nadventurers) and monsters appear in 
  abbreviated form in the adventure text. 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your Senior GM directly after play.  
  Reading Monster Stat Blocks 
  Most of the information should be easy to understand, as 
  it mirrors the information presented in the Monster 
  Manual. Attacks have a letter next to them designating 
  the type: M for melee, R for ranged, C for close, and A 
  for area. A lower-case letter (used only in some melee 
  and ranged attacks) denotes that the attack can be used 
  as a basic attack. 
  Important DM Information 
  Keep in mind the following and note that some of these 
  rules only apply to the D&D Championship Series: 
   
  • 
  Unlike normal RPGA adventures, you are 
  not empowered to make adjustments to the 
  adventure. 
  You 
  may, 
  however, 
  make 
  decisions about how the group interacts 
  with the world of this adventure. This is 
  especially important and applicable outside of 
  combat encounters. However, since this is a 
  tournament, 
  DO 
  NOT 
  adjust 
  combat 
  encounters for groups that are having too easy 
  or too hard of a time in an adventure. It is 
  important that you follow the tactics as written 
  to provide a consistent experience between 
  tables during the tournament.  
  • 
  While following the combats as outlined, 
  try to give everyone a fun experience. Try to 
  feel out what the players like in a game, and 
  attempt to give each of them the experience 
  they’re after when they play D&D. Give 
  everyone a “chance to shine.”  
  • 
  Be mindful of pacing, and keep the game 
  session moving along appropriately. Do not 
  allow the round to stall due to your pacing. 
  RPGA adventures are normally designed to be 
  played within 3.5 – 4 hours; try to be very aware 
  of running long or short but DO NOT adjust the 
  pacing accordingly if the slowness or quickness 
  or play is due to the actions of the players. The 
  tournament scoring varies with how much of 
  the adventure a team completes and as such 
  you should NOT prompt a team to keep moving 
  or give them hints the adventure does not tell 
  you to give. Unlike a normal adventure where 
  you might prompt the players to remain focused 
  if they were to get off track, let the players 
  dictate the speed of play. Because this is a 
  tournament, it is possible that all of the 
  characters may be dead before the end of the 
  adventure. In this event, you may be forced to 
  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
   
  Page 2 
  
   
  end prematurely or if you desire, you may score 
  the event and then continue play as if the PCs 
  were 
  all 
  still 
  alive. 
  This is 
  particularly 
  appropriate if all of the characters die in the 
  first hour of play.  
  • 
  Give the players appropriate hints so they 
  can make informed choices about how to 
  interact with their environment. Players 
  should always know when enemies are affected 
  by conditions and are bloodied. When directed 
  to by the adventure, you should be given clues 
  about 
  how 
  to 
  interact 
  with 
  the 
  PCs 
  surroundings so the players can tackle skill 
  challenges, combats, and puzzles without 
  getting too frustrated over lack of information. 
  This helps to encourage immersion in the 
  adventure and gives players “little victories” for 
  figuring out a good choice from a clue. Since 
  this is a tournament, however, you are not 
  allowed to give any clues to the party unless 
  specifically instructed to do so by the adventure. 
  • 
  The adventure happens all in one day. 
  Unless specifically told otherwise in the 
  adventure, the adventure happens all in one day 
  and teams MAY NOT take an extended rest 
  without ending the portion of the event that is 
  scored. If your team discusses the possibility of 
  resting, you MUST inform them that doing so 
  will automatically end their round. If they 
  agree, stop and score the event. If time remains 
  and your team desires, you may to continue play 
  for fun. 
  • 
  Unexpected difficulties and damage. If the 
  PCs do something that requires you to invent a 
  DC or assign some damage that is not covered 
  by the adventure, use the chart on page 42 of 
  the DMG.  
   
  The following mechanical rules are important to ensure 
  an equal play experience between tables during the 
  tournament: 
   
  • 
  Enemies always roll an 11 for initiative. 
  Assume that each enemy rolls an 11 for their 
  initiative and acts on 11 + their initiative 
  modifier.  
  • 
  Do not roll for recharge. Instead of rolling for 
  the recharge of an opponent’s power, they occur 
  as follows: 6 – recharges every six rounds, 5-6 – 
  recharges every three rounds; 4-6 – recharges 
  every two rounds; 3-6 – recharges every two 
  rounds; and 2-6 recharges every round.  
  • 
  Unexpected difficulties and damage. If the 
  PCs do something that requires you to invent a 
  DC or assign some damage that is not covered 
  by the adventure, use the chart on page 42 of 
  the DMG.  
  • 
   Enemies who use four or more dice when 
  doing damage do average damage. If an 
  enemy has an attack that does four or more dice 
  of damage, they do average damage. This value 
  is 
  listed 
  in 
  brackets 
  after 
  the 
  damage 
  expression, such as “4d6+2 [16].” 
   
  A great deal of good information on being a DM for a 
  D&D game can be found in Chapters 1-2 of the Dungeon 
  Master's Guide. 
  Milestones 
  No matter if the characters succeed or fail in an 
  encounter, they reach a milestone if it is the second 
  combat or trap encounter they’ve had since the start of 
  the adventure or their last extended rest. Make certain 
  to mention this information to the players when 
  applicable, as it gives each adventurer another action 
  point and affects how some magic item powers are used.  
  Adventure Background 
  The kingdom of Aeris has come under the rule of a cruel 
  and oppressive imperial regime headed by the Eternal 
  Emperor. Though the realm has prospered economically 
  under his rule, those in need who have not accepted his 
  rule have suffered greatly. A resistance has risen in 
  shadows of the Emperor's view from members of the 
  former regime. This regime ruled for nearly a hundred 
  years and, though some economic hardships came and 
  went, the rulers were known for their tolerant ways, 
  nicknamed the Three Benevolent Kings. Much care and 
  foresight has been given to protect the rebellion from 
  the imperial eye. Its leaders struggle to help the 
  disadvantaged and weak that they keep from the 
  Imperial re-education camps, but they cannot succeed 
  on their own. The Emperor has learned of the resistance 
  through his network of spies tracking more and more 
  brazen moves of the rebellion. He plots methodically to 
  locate its hidden network and destroy it, and recently 
  succeeded in thwarting a rebel party infiltrating the 
  catacombs beneath Aerithmas, hoping to free a prisoner 
  by the name of Welridch. 
   
  Central to this story is the Tanglewood Forest in 
  Eastern Aeris, home to a powerful Oracle. Despite 
  appearing most often as a beautiful Eladrin female, the 
  Oracle is a Dryad named Lurla, who possesses 
  knowledge of a ritual for locating any person or thing, 
  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
   
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  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
   
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  and opening a portal where they are found. She has 
  been known to provide this service to those who 
  perform her summoning ritual: planting a large 
  shrubbery next to the stone circle that marks her sacred 
  grove. 
   
  The forest is also inhabited by other fey creatures; 
  some wild, some cunning, all deadly. Few have survived 
  a journey to the Oracle and back. Such a fate met a 
  second party of rebels, led by a fellow from Copper Hill 
  named Lon, hoping to instead consult the Oracle 
  concerning Welridch, when they were set upon by a 
  pair of hungry owlbears.  
   
  The Dryad Oracle has remained safe from these 
  dangers with a permanent dome of arcane force 
  surrounding her stone circle, and has the power to 
  teleport in and out through any large trees within a short 
  range.  
   
  But recently, a pair of Hags and a Naga, envious of 
  the Oracle’s powers, ordered the destruction of all the 
  trees within that range, stranding the Dryad inside. Now 
  their evil plant minions wait patiently for someone to 
  summon her out through a shrubbery, as happens 
  nearly every month, so they can spring their trap and 
  capture her, unless they can be thwarted... 
  DM’s Introduction 
  This adventure takes place all in one day within the 
  Tanglewood Forest east of Aerithmas (also referred to as 
  ‘the City of Waves’ and capital of the kingdom of Aeris). 
  The adventurers are seeking an Oracle to find a prisoner 
  they’ve been asked to rescue from ghosts in a previous 
  adventure in this series (round 1a). They begin on the 
  edge of the Tanglewood, looking for a path into the 
  forest. 
   
  Interlude 1: A merchant named Willet is traveling 
  near the Tanglewood Forest. The adventurers can ask 
  him for information and possibly gain some insight into 
  the dangers of the forest through a skill challenge. 
   
  Encounter 1: Lon’s camp is found. Lon and his 
  whole group have been slain. The creatures responsible 
  return to the scene in pursuit of another meal, as do a 
  pair of Satyrs who hope to thin out the adventurers and 
  encourage them to walk into the trap at the Oracle’s 
  grove. 
   
  Encounter 2: The PCs reach the Oracle’s grove, 
  and the Oracle teleports out from a protective dome 
  through the PCs’ shrubbery, triggering the ambush of 
  animated plants. After thwarting the attempt, the Oracle 
  asks the adventurers to rid her of the menace that set 
  the trap. 
   
  Encounter 3:  Lurla’s Psuedodragon leads the PCs 
  to the exterior of the hags’ lair, which is well guarded by 
  Lizardfolk and Trolls. 
   
  Encounter 4: The interior proves even more 
  dangerous, as the adventurers face Hags, a Naga, and 
  Daggerthorn Briars. Returning to the Oracle, she 
  thankfully opens a portal through which the adventurers 
  can teleport to where Weldrich is imprisoned. 
  Player’s Introduction 
  Once you are seated but before handing out characters, 
  read the following to the players: 
   
  A few years ago, crimson sails arrived in Aerithmas, the 
  City of Waves, seizing the throne of Aeris for their 
  ‘Eternal Emperor’. Since then, his occupation has gained 
  the acceptance of the merchant classes by establishing 
  new trade routes, while the lives of less fortunate 
  citizens have become even bleaker. 
   
  Tell the players that the PCs are part of the Band of the 
  Broken Tower, a growing group of resistance fighters 
  centered around a group of adventurers by the same 
  name out of the village of Copper Hill. Their party 
  carries with them a set of keys attached to a brass ring 
  and a writ that reads:  
   
  "By order of his Imperial Majesty, the Undying Ruler of the 
  Empire of the Crimson Light, he who holds this writ may pass 
  freely through the Gate of Sorrow and enter the Imperial 
  Prison." 
   
  The DM should explain that in the previous round, their 
  recent encounter with the ghosts of Sen and Lareth, two 
  deceased rebels, has led them to seek out an Oracle to 
  find out where they can find this Gate of Sorrow and 
  save the captive rebel sympathizer named Welridch. 
  The only Oracle anyone in Aerithmas has ever heard of 
  is a fabled Eladrin woman who, rumor has it, appears 
  from time to time in the dangerous Tanglewood Forest. 
  This leads the Band to the Falcon’s Flight highway east 
  of Aerithmas and toward the Tanglewood. 
   
  You may now hand out the characters to the 
  players. Once the start time is announced, begin play 
  with Encounter 1. 
  What’s Next 
  Armed with the keys, note, and information about an 
  Oracle in the Tanglewood, the Band boldly sets forth to 
  explore the unknown. Proceed to Interlude 1. 
  
   
  Interlude 1: Willet’s Way 
  Summary 
  As the adventurers wander around the edge of the 
  Tanglewood Forest looking for a path, a comely 
  merchant approaches. This begins a skill challenge 
  encounter during which the adventurers can gain 
  important information about the rebellion as well as 
  some treasure.  
  Read Aloud Text 
  As you search the periphery of the forest for a suitable 
  entrance, you noticed a small donkey cart approaching 
  with a comely man walking briskly beside it. He hails 
  you with the well known merchant’s flag and pulls his 
  cart up alongside your group.  
  Negotiation Skill Challenge 
  In this skill challenge, the adventurers and Willet assess 
  each other’s allegiances before revealing information 
  about their own affiliations with the rebellion.  
  Setup: To convince Willet to give you the information 
  you want, you need to convince him of your allegiance 
  to the rebellion. 
  Level: 9 
  Complexity: 1 (4 successes before 2 failures) 
  Primary Skills: Bluff, Diplomacy, Insight 
  Willet gives the following information without too much 
  effort: 
  • Willet is a registered merchant from Aerithmas and 
  does business mainly in commodities. 
  • The Emperor has made things much easier for 
  merchants since he deposed the last of the Three 
  Benevolent Kings, but Willet fears this won’t last 
  forever. “One merchant’s profit is another’s loss,” he 
  claims. 
  • His wagon is empty because he was looking for new 
  suppliers, but was unable to find them (This is in fact 
  not true). 
  • The Tanglewood Forest is home to many wild 
  creatures, including a variety of fey—not all friendly. 
  • He knows a nearby trail that leads into the 
  Tanglewood forest and can show the adventurers the 
  way. 
  • He is in no way interested in accompanying the 
  adventurers into the forest. He is, after all, just a 
  merchant. 
   
  Bluff (DC 22): You try to trick Willet into revealing 
  his allegiance. A failure closes off this approach and 
  increases the DCs of other checks to 26 for the duration 
  of the challenge.  
   
  Diplomacy (DC 22): You try to bargain with Willet 
  by offering information about trade routes between 
  Aerithmas and the small farms around the Broken 
  Tower. You may also use innuendo to make mention of 
  the rebellion in hopes of uncovering his opinions. 
   
  Insight (DC 22): You sit back while Willet and the 
  others discuss, gauging his responses carefully. A 
  successful Insight check reveals that Willet is holding 
  back information and might possibly be linked to the 
  rebellion.  
   
  Success: The adventurers and Willet build a bond 
  of trust enough to talk openly about the rebellion. Willet 
  can reveal the following: 
  • Willet has traveled with a group of rebels lead by a 
  young man named Lon. 
  • Lon’s Company made their way into the forest and 
  was supposed to meet back with Willet as he passed 
  by today, but there was no sign of them. He worries 
  they might be in trouble. 
  • Lon had his own wagon with a shrubbery as cargo. He 
  mentioned it was a gift, but nothing more.  
  • He has heard campfire stories of an Eladrin woman 
  who will grant an answer to any question, if you’re 
  lucky enough to see her appear. 
  Treasure 
  Furthermore, if the adventurers succeed in the skill 
  challenge and agree to look for Lon’s Company in the 
  Tanglewood, Willet will give them the following magic 
  items: 
  Cloak of Resistance +3 (Level 12) 
  2 Potion of Healing (Level 5) 
   
  Failure: Willet does not reveal his allegiance to the 
  rebellion or give any of the extra information above. He 
  will lead the adventurers to the forest path (and likely 
  their doom, he thinks). 
  What’s Next 
  The adventurers should leave this encounter knowing 
  about the Three Benevolent Kings (an important clue for 
  a later adventure in this series) as well as have some 
  warning about the dangers of the Tanglewood. If 
  successful in their negotiation with Willet, they may 
  know about Lon’s Company and rumors of the Oracle. 
  Either way, proceed to Encounter 1. 
  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
   
  Page 5 
  
   
  Encounter 1: Bring a 
  Shrubbery 
  Encounter Level 9 
  Setup 
  This encounter includes the following creatures, 
  although note that the encounter begins with them off 
  the edge of the map, and they gradually enter: 
   
  1 Dire Boar (Level 10 Brute) (B)  
  2 Owlbears (Level 8 Elite Brute) (O)  
  1 Satyr Rake (Level 7 Skirmisher) (R)  
  1 Satyr Piper (Level 8 Controller) (P)  
   
  Several skills are useful in this encounter: 
   
  When any PC sees the Grab Grass, have the player 
  attempt a Nature skill check. Nature (DC 15): Grab 
  Grass is covering the entire area, except for squares with 
  another feature. Grab Grass is a plant grasps those who 
  fall or sleep among clumps of it. 
   
  If the PCs attempt to track or search the area in 
  order to determine what happened ask the player for a 
  Search, Nature, and Insight check. Three successful skill 
  checks (one each of Search, Nature, and Insight) of DC 
  20 will reveal what happened here: four medium sized 
  humanoids were pulling the small wagon with the 
  shrubbery, and had camped for the night, when they 
  were attacked and slain by two Large creatures with 
  clawed feet (Owlbears), and two bodies were dragged 
  off to their cave. Since then, one set of large boar tracks 
  appear to have been rummaging through their supplies. 
  Read Aloud Text 
  The adventurers will eventually find the remains of 
  Lon’s party inside the Tanglewood. Read the following to 
  the players: 
   
  Once inside the Tanglewood, you quickly learn how it 
  got its name: if you stand still for a moment, the tall 
  grasses wrap themselves around your feet.  
   
  But the trail you’ve found is fresh: foliage recently 
  hacked to make way for a wagon, and the earth in the 
  wheel ruts is still soft. Before long, it leads you to an 
  abandoned camp of collapsed tents, littered with 
  traveling provisions, an intact backpack, sparse human 
  remains, and a solitary wagon containing a large 
  shrubbery. 
   
    
  The PCs automatically find the intact backpack 
  which contains a crude map of the Tanglewood and 
  marks an old road that leads to the Oracle’s grove.  
   
  Allow the PCs to examine the scene, open the 
  backpack, and spread out before continuing. 
   
  After the adventurers examine the scene, read: 
    
  Suddenly, a large boar crashes through the underbrush. 
  It is surprised for a moment, long enough for you to 
  notice large claw gashes in its side, oozing fresh blood, 
  before it bellows a snort and charges you! 
   Features of the Area 
  This area has a few important features. 
   
  Illumination: Daytime sun filters through the trees, 
  providing plenty of light to see clearly throughout the 
  area. 
    
  Boulders: Squares with large boulders in them 
  count as blocking terrain. A DC 20 Athletics check (or 
  DC 10 Athletics check with a running start) allows a 
  character to jump on top of the boulders and occupy 
  that square. A creature may also climb to the top of the 
  wagon, using a DC 10 Athletics check and moving half 
  speed. 
   
  Grab Grass: Any square that is not difficult terrain 
  contains Grab Grass. Prone creatures in these squares 
  are 
  immediately 
  restrained 
  (save 
  ends). 
  While 
  restrained, a PC can make an Athletics or Acrobatics 
  check of DC 20 to stand up. Those not restrained may 
  stand as normal.  
   
  Tents/Supplies/Campfire pit: The tents are 
  collapsed, concealing mundane camping supplies 
  underneath. All of these squares count as difficult 
  terrain, costing 2 squares of movement. 
   
  Trees: Any square that contains mostly foliage in it 
  counts as covering terrain. The center square of the big 
  trees (where the trunk is located) counts as blocking 
  terrain.  
   
  Wagon: This is blocking terrain. A DC 20 Athletics 
  check (or DC 10 Athletics check with a running start) 
  allows a character to jump on top and occupy that 
  square. A creature may also climb to the top of the 
  wagon, using a DC 10 Athletics check and moving half 
  speed. The wagon is unlocked and can be accessed 
  through a door at the top. The wagon contains a large 
  potted shrub.  
  Tactics 
  The Dire Boar begins the combat already bloodied. It is 
  being chased by two Owlbears. Thinking it is now 
  cornered, it will attack the party, randomly choosing a 
  target and charging for more damage every round that it 
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  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
   
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  can, completely oblivious that it might be provoking 
  OAs. 
   
  If a target is knocked prone by the Boar’s charge or 
  the Satyr Piper’s Gore, the Grab Grass immediately 
  takes effect.  
   
  On the initiative count immediately following the 
  boar’s death, the Owlbears arrive and attack, hoping to 
  claim their quarry, and anything else that looks tasty.  
   
  Each Owlbear will use its Action Points after a 
  target is grabbed, for their auto-hit Bite attack. If they 
  have not successfully grabbed a target by the time they 
  are bloodied, they will spend their action point to try 
  another Double Attack. Also note the Mated Pair ability 
  that applies to the remaining Owlbear when the other 
  drops. 
   
  Finally, in the 3rd round, the Satyrs arrive, having 
  been sent by the Hags to trick adventurers into become 
  bait to the trap at the Oracle’s grove, but also to thin 
  their numbers, so they’re less likely to prevent the 
  Oracle’s capture. After the satyrs arrive, they will harass 
  those not engaged by the Owlbears with the Piper’s 
  Dazing Melody and the Rake’s Feint for additional 
  damage. The Piper rarely uses its other songs, but will if 
  appropriate. However, if two adventurers die, they have 
  accomplished their goal, and will happily retreat 
  knowing the Owlbears are unlikely to stop the 
  adventurers from proceeding to the next encounter. 
   
  The Owlbears are neither enemies nor allies of the 
  satyrs for the purposes of determining if they are 
  affected by the saytr’s pipes; only the Rake is considered 
  an ally of the Piper. 
  What’s Next 
  Once the Owlbears are defeated, and possibly also the 
  satyrs, the adventurers can use the crude map to locate 
  the Oracle’s grove. Read the following: 
   
  The small scraps of cloth provide some clues about the 
  lay of the Tanglewood and where you might pursue the 
  Oracle. The map shows a berry thicket, a small stream 
  and finally leads to clearing marked by flowering trees.  
   
  If the party is leaving without the shrubbery, ask for an 
  Insight check. If the party does not succeed, they will 
  not be able to succeed in the next encounter and will 
  have to eventually come back for the shrub.  
   
  Insight (DC 15): You think this shrubbery might 
  be useful for something, as the party you are following 
  clearly went to great effort to bring a wagon into the 
  Tanglewood. You might want to unload it from the 
  wagon and bring it along.
  
   
  Encounter 1: Bring a Shrubbery Combat Statistics 
   
  Dire Boar 
  Level 10 Brute 
  Large natural beast  
  XP 250   
   Initiative +5  
  Senses Perception +4 
  HP 62; Bloodied 62; see also Death Strike. 
  AC 21; Fortitude 25, Reflex 21, Will 20 
  Speed 8 
  m Gore (standard; at-will) ✦ Weapon 
  +13 vs. AC; 1d10 + 6 damage or 1d10+11 vs. a prone target. 
  M Death Strike (immediate reaction when reduced to 0 hit points) 
  The boar makes a Gore attack. 
  Furious Charge  
  When a dire boar hits on a charge, its gore deals an extra 5 points of 
  damage, pushes the target 2 squares and knocks them prone. 
  Alignment Unaligned  
   
  Languages none 
  Str 19 (+9)  
  Dex 10 (+5)  
  Wis 9 (+4) 
  Con 15 (+7)  
  Int 2 (+1)  Cha 8 (+4) 
   
  Owlbear  
  Level 8 Elite Brute 
  Large fey beast 
  XP 800   
  Initiative +5 
  Senses Perception +12; low-light vision 
  HP 212; Bloodied: 106; see also Stunning Screech. 
  AC 22; Fortitude 22, Reflex 19, Will 20;  
  Speed 7 
  Action Points: 1 
  m Claw (standard; at-will) 
  Reach 2; +12 vs. AC; 2d6+5 damage. 
  M Double Attack (standard; at-will)  
  The owlbear makes 2 Claw attacks, if both hit, the target is grabbed 
  until they escape. 
  M Bite (standard; at-will)  
  Grabbed target only; automatic hit; 4d8+7 [25] damage. 
  C Stunning Screech (free; when first bloodied; encounter) 
  Close burst 1; +10 vs. Fort; target is stunned (save ends). 
  Mated Pair (free; encounter) 
  When an owlbear’s mate is slain, it goes into a rage, gaining a +2 
  bonus to hit and damage on all attacks. 
  Alignment Unaligned 
    
  Languages none 
  Str 20 (+9)  
  Dex 14 (+6)  
  Wis 16 (+7) 
  Con 16 (+7)  
  Int 2 (+0)  Cha 10 (+4) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Satyr Rake  
  Level 7 Skirmisher 
  Medium fey humanoid 
  XP 300   
  Initiative +9 
  Senses Perception +9; low-light vision 
  HP 80; Bloodied: 40 
  AC 21; Fortitude 18, Reflex 19, Will 19;  
  Speed 7 
  m Short Sword (standard; at-will) ✦ Weapon 
  +12 vs. AC; 1d6+4 damage. 
  r Shortbow (standard; at-will) ✦ Weapon 
  Ranged 15/30; +12 vs. AC; 1d8+4 damage. 
  M Feint (move; at-will)  
  +10 vs. Reflex; the satyr rake gains combat advantage against the 
  target (see below). 
  M Harrying Attack (standard; recharge 5 6) ✦ Weapon 
  The satyr rake makes a basic attack, shifts 3 squares, and makes 
  another basic attack. 
  Combat Advantage  
  The satyr rake deals an extra 2d6 damage against any target is has 
  combat advantage against. 
  Alignment Unaligned  
   
  Languages Elven 
  Skills Bluff +12, Nature +9, Stealth +12 
  Str 12 (+4)  
  Dex 18 (+7)  
  Wis 12 (+4) 
  Con 16 (+6)  
  Int 10 (+3)  
  Cha 18 (+7) 
  Equipment leather armor, short sword, shortbow, quiver of 30 
  arrows. 
   
  Satyr Piper  
  Level 8 Controller 
  Medium fey humanoid 
  XP 350   
  Initiative +8 
  Senses Perception +10; low-light vision 
  HP 86; Bloodied: 43 
  AC 22; Fortitude 18, Reflex 20, Will 21;  
  Speed 7 
  m Gore (standard; at-will) 
  +11 vs. AC; 1d8 damage and target is knocked prone. 
  r Longbow (standard; at-will) ✦ Weapon 
  Ranged 20/40; +12 vs. AC; 1d10+4 damage. 
  C Wooden Pipes (standard; sustain standard; at-will) 
  Close burst 5; deafened creatures are immune; the satyr piper plays 
  one of the following tunes on its pipes: 
  Dazing Melody (Charm): Targets enemies; +11 vs. Will; the target is 
  dazed until the end of the satyr piper’s next turn. The piper must make 
  a new attack roll when it sustains this effect. 
  Feral Overture: Allies in the burst gain a +1 bonus to attack rolls and 
  a +2 bonus to damage rolls until the end of the satyr piper’s next turn. 
  Leaping Stag Dance: Allies in the burst can shift two squares 
  immediately. 
  Song of Freedom: Allies in the burst can each make a free saving 
  throw against an effect that a save can end. 
  Alignment Unaligned 
    
  Languages Elven 
  Skills Bluff +14, Nature +10, Stealth +13 
  Str 20 (+9)  
  Dex 14 (+6)  
  Wis 16 (+7) 
  Con 16 (+7)  
  Int 2 (+0)  Cha 10 (+4) 
  Equipment longbow, quiver of 30 arrows, wooden pipes. 
  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
  Page 8 
  
   
  Encounter 1: Bring a Shrubbery Map 
  Ruins of the Wild  
  Camp 
  8x8 
  x1 
  Cabin / Field w/Trees 
  8x8 
  x2 
  Ruined Tower / Field w/Trees 
  8x8 
  x1 
  Camping Gear 
  2x1 
  x2 
  Rock Outcropping / Skeleton 
  2x1 
  x2 
  Covered Wagon 
  4x2 
  x1 
   
   
   
   
   
  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
   
  Page 9 
  
   
  Encounter 2: When Plants 
  Attack 
  Encounter Level 12  
  Setup 
  This encounter includes the following creatures. 
   
  2 Vine Horrors (Level 10 Controller) (vh) 
  2 Vine Horror Spellfiends (Level 10 Artillery) (vs) 
  1 Shambling Mound (Level 9 Brute) (SM) 
  1 Stormrage Shambler (Level 11 Elite Controller) 
  (SS) 
   
  Following the crude map obtained from Lon’s camp, the 
  adventurers can locate the Oracle’s grove. 
  Read Aloud Text 
   
  As the adventurers enter the area, read: 
   
  The overgrown trail ends at a barren, muddy clearing, 
  at the center of which, stands a stone circle next to a 
  lone flowering tree. Several burnt, dead trees surround 
  the area. 
   
  Several skills are useful in this area: 
   
  Arcana (DC 20; to be made immediately 
  following the read aloud text): The adventurer detects 
  an invisible, permanent dome of arcane force 
  encapsulating the stone circle in the middle of the glade. 
   
  Insight (DC 20; to be made immediately 
  following the read aloud text): The PC believes that 
  the trees were destroyed methodically within 40 feet of 
  the stone circle.  
   
  Nature (DC 15; if the PC specifically inspects 
  the trees): Close study shows that the fallen trees were 
  singed with electricity within the past few months.  
   
  Perception (DC 30; use passive perception 
  unless the PC is specifically looking around): One or 
  more of the adventurers notice slight movement in one 
  tree inside the warding dome. This is the Dryad trying to 
  hide while watching the adventurers. 
   
  There are Vine Horrors and Shambling Mounds at 
  the locations on the map, lying in wait for the Oracle (a 
  Dryad named Lurla) to appear, before they spring their 
  trap. They are exceptionally well hidden, due to being 
  plants with plenty of time to plan the ambush. The vine 
  horrors have squeezed themselves inside logs via small 
  cracks, and the shambling mounds are completely 
  buried under the ground. The adventurers are not 
  capable of making the Perception check to notice them 
  before the combat begins. 
   
  The adventurers need to figure out that the 
  shrubbery should be planted within the dead zone to 
  allow the Oracle to emerge. Allow up to 15 minutes of 
  real play time for the players to figure out how to 
  proceed, possibly by trial and error experimenting with 
  the dome of force. Note that the PCs cannot teleport into 
  the dome of force/arcane barrier. If after that time the 
  PCs have not determined how to proceed, Lurla, 
  desperate to escape, steps from the tree and 
  pantomimes the planting of the shrub. If the PCs still do 
  not understand, allow a DC 15 Insight check to 
  determine what to do.  
   
  Once the adventurers decide to plant the tree 
  within 8 squares of the tree inside the arcane dome, 
  Lurla will teleport out of the dome through the tree. 
   
  Nature (DC 20; as soon as the dryad is visible): 
  Identifies the creature as a Dryad, and not inherently 
  evil. 
   
  After the adventurers plant the shrubbery, read: 
   
  "After you finish planting the shrubbery, the plant 
  begins to shake a bit and before your eyes, a beautiful 
  Eladrin woman emerges from the plant. Before you can 
  do anything, she warns: “You are all in great danger! 
  They have set a trap!” You spin around to see vines 
  bursting forth from some logs on the ground and two 
  large plant creatures emerging from the ground!" 
   
  Roll initiative. The plant creatures receive a surprise 
  round to spring their ambush. The shambling mounds 
  need to spend the entire surprise round extracting 
  themselves from the ground. The vine horrors, however, 
  can exit the logs and still get another action. The normal 
  vine horrors close in on the characters. The vine horror 
  spellfiends use their Shock Orb powers to destroy the 
  shrubbery—effectively trapping Lurla outside of her 
  home. Fortunately, Lurla also gets to act in the surprise 
  round—and she takes that opportunity to escape. At the 
  end of the surprise round, read: 
   
  "Before you have a chance to react, a half dozen plant 
  creatures burst forth from their hiding places. Two of 
  the creatures blast that shrub you just planted with 
  some sort of energy attack, destroying it utterly. 
  Terrified, the woman runs away screaming but before 
  she disappears into the trees, she shouts back to you "I 
  am sorry I cannot help you, but I must protect myself. 
  Destroy these defilers of my home and I shall return!" 
   
  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
  Page 10 
  
   
  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
  Page 11 
  Features of the Area 
  This area has a few important features. 
   
  Trees: Any square that contains mostly foliage in it 
  counts as covering terrain. The center square of the big 
  trees (where the trunk is located) counts as blocking 
  terrain.  
   
  Boulders: Squares with large boulders in them 
  count as blocking terrain. A DC 20 Athletics check (or 
  DC 10 Athletics check with a running start) allows a 
  character to jump on top of the boulders and occupy 
  that square. 
   
  Pond: The pond is relatively shallow. All pond 
  squares count as difficult terrain, costing 2 squares of 
  movement. 
  Tactics 
  When the Dryad emerges, the Vine Horrors attack. 
  They target the tree’s foliage with their Shock Orb 
  ability, effectively stranding the Dryad outside the 
  protective dome. The Shambling Mounds use their 
  whole move actions to emerge from the ground and 
  then attack any creature in reach with its enveloping 
  double attack. Restrained characters can escape by 
  making a saving throw at the end of their turn or by 
  making a DC 18 Acrobatics or DC 23 Athletics check as 
  a move action that allows them to shift. Note the 
  lightning aura effect of the Stormrage Shambler, and 
  that both Mounds have regeneration. 
   
  The Stormrage Shambler will use its Lightning Blast 
  early, when it can hit the most targets with it. It will save 
  its action point until it is bloodied, then perform two 
  double attacks (for a total of four) with extra damage on 
  whomever has marked it. If that adventurer drops 
  before all four attacks are taken, it will use the rest on 
  another target, possibly moving in between the first 
  standard, and the standard gained from the action point. 
  If no other adventurers are within a move, it will 
  continue to hit the unconscious target, driving it closer 
  to death. 
   
  The Spellfiends coordinate attacks, one attempting 
  to push adventurers into a 3x3 with their Lashing Vine 
  of Dread for the other’s Caustic Cloud or the Stormrage 
  Shambler’s lighting blast, or a 5x5 for the Vine Horror’s 
  Vicious vines.  If they are not successful in hitting 
  adventurers, they may use a Shock Orb to heal a 
  Shambling Mound 10 hit points. 
  What’s Next 
  Once the adventurers defeat the evil plants, the Oracle 
  of the Tanglewood returns in Eladrin form and 
  introduces herself as Lurla. She explains the following to 
  the adventurers: 
  • She has been trapped near her shrine for a long time, 
  stalked by these same creatures. 
  • Some other creature, Lurla knows not what, has been 
  trying to capture her, to gain control over her powers 
  of scrying and teleportation. 
  • She has located the creature’s lair, but it is warded 
  such that she cannot see inside. She begs for the 
  adventurer’s help or the creature will surely send 
  more minions to capture her. 
  • Lurla will withhold her services if necessary, although 
  reluctantly, and begs for the adventurer’s help.  
   
  When the adventurers agree to assist her:  
   
  Lurla thanks you profusely for agreeing to help her, 
  then 
  turns 
  and 
  whistles. 
  A 
  moment 
  later, 
  a 
  Pseudodragon materializes by her side. She instructs it 
  to lead you to the mountain of briars she has seen which 
  is the source of the evil that threatens her.  
   
   
  Following the Psuedodragon will take the adventurers to 
  Encounter 3.  
  
   
  Encounter 2: When Plants Attack Statistics
   
  Stormrage Shambler  
  Level 11 Elite Controller 
  Large natural animate (plant)  
  XP 1200   
  Initiative +4  
  Senses Perception +6; darkvision 
  Lightning Aura: aura 2; enemies that enter or start their turns in the 
  aura take 5 lightning damage. 
  HP 238; Bloodied 119 
  Regeneration: 10 
  AC 25; Fortitude 25, Reflex 18, Will 20 
  Saving Throws +2 
  Speed 8 (swamp walk) 
  Immune lightning: see also lightning affinity. 
  m Tendrils (basic; standard; at-will) ✦ Lightning 
  Reach 2; +14 vs. AC; 1d8 + 5 damage and 1d8 lightning. 
  M Double Attack (standard; at-will) ✦ Lightning 
  The Stormrage Shambler makes two Tendril attacks. 
  C Lightning Blast (standard; encounter) ✦ Lightning 
  Close Blast 3; +14 vs. Reflex; 3d8+6 lightning damage. Miss: half. 
  Lightning Affinity (immediate reaction, when hit by a lightning 
  attack; at-will) ✦ Healing 
  The Stormrage Shambler regains 10 hit points. The shambler cannot 
  attack itself or another shambling mound to heal in this fashion, 
  although a different creature, such as a Vine Horror Spellfiend could. 
  Alignment Unaligned 
   
  Languages  - 
  Skills Stealth +9 
  Str 20 (+10)  
  Dex 8 (+4)  
  Wis 12 (+6) 
  Con 23 (+11)  
  Int 5 (+2)  Cha 7 (+3) 
   
  Shambling Mound  
  Level 9 Brute 
  Large natural animate (plant)  
  XP 400   
  Initiative +5  
  Senses Perception +4; darkvision 
  HP 120; Bloodied 60 
  Regeneration: 5 
  AC 21; Fortitude 23, Reflex 18, Will 17; see also lightning affinity 
  Speed 4 (swamp walk) 
  m Tendrils (standard; at-will) 
  Reach 2; +12 vs. AC; 1d8+6 damage. 
  M Enveloping Double Attack (standard; at-will)  
  The shambling mound makes two basic attacks. If both attacks hit the 
  same medium or smaller target, the shambling mound makes a 
  secondary attack: +12 vs. Fort; the target is pulled into the shambling 
  mound’s space and is restrained (save ends). While the target is 
  restrained, no creature has line of sight or line of effect to it. The 
  shambling mound can have up to two creatures enveloped at any one 
  time. At the start of the shambling mound’s turn each round, any 
  enveloped targets take 10 damage, and the shambling mound regains 
  10 for each. When a target makes its save, it reappears in a square of 
  its choice adjacent to the shambling mound.  
  Lightning Affinity (immediate reaction; when hit by a lightning 
  attack; at-will) ✦ Healing  
  The shambling mound regains 10 hit points. 
  Alignment Unaligned 
    
  Languages - 
  Skills Stealth +10 
  Str 22 (+10)  
  Dex 12 (+5)  
  Wis 10 (+4) 
  Con 20 (+9)  
  Int 5 (+1)  Cha 10 (+4) 
   
   
   
   
   
   
   
  Vine Horror  
  Level 10 Controller 
  Medium natural humanoid (plant)  
  XP 500   
  Initiative +10  
  Senses Perception +12; blindsight 10 
  HP 107; Bloodied 53 
  AC 24; Fortitude 22, Reflex 23, Will 20 
  Speed 6 (forest walk, swamp walk); swim 6  
  m Claw (standard; at-will)  
  +13 vs. AC; 1d8 + 6 damage. 
  C Vicious Vines (standard; encounter)  
  Close burst 5; targets enemies only; +15 vs. Reflex; Target is 
  restrained and takes ongoing 12 damage (save ends both). 
  Malleability  
  The Vine Horror can compress its body enough to squeeze through a 
  1-inch-wide crack. Cracks and other openings that are more than 1 
  inch wide do not slow the Vine Horror at all. 
  Alignment Evil  
   
  Languages Common, Elven  
  Skills Stealth +15 
  Str 18 (+9)  
  Dex 21 (+10)  
  Wis 14 (+7) 
  Con 19 (+9)  
  Int 9 (+4)  Cha 10 (+5) 
   
  Vine Horror Spellfiend  
  Level 10 Artillery 
  Medium natural humanoid (plant)  
  XP 500   
  Initiative +9  
  Senses Perception +12; blindsight 10 
  HP 83; Bloodied 41 
  AC 22; Fortitude 21, Reflex 20, Will 18 
  Speed 6 (forest walk; swamp walk); swim 6  
  m Claw (standard; at-will)  
  +13 vs. AC; 1d8 + 5 damage. 
  r Shock Orb (standard; recharge 3 4 5 6 ) ✦ Lightning 
  Ranged 10; +15 vs. AC; 1d8 + 4 lightning damage. 
  R Lashing Vine of Dread (standard; at-will) ✦ Fear 
  Ranged 5; +13 vs. Reflex; 1d6+5 damage and target pushed 5. 
  A Caustic Cloud (standard; recharge 4 5 6) ✦ Acid 
  Area Burst 1 within 10; +13 vs. Fort; 1d6+4 acid damage and target 
  takes ongoing 5 acid damage and is blinded (save ends both). 
  Malleability  
  The Vine Horror can compress its body enough to squeeze through a 
  1-inch-wide crack. Cracks and other openings that are more than 1 
  inch wide do not slow the Vine Horror at all. 
  Alignment Evil  
   
  Languages Common, elven  
  Skills Stealth +14 
  Str 18 (+10)  
  Dex 18 (+9)  
  Wis 14 (+7) 
  Con 17 (+8)  
  Int 11 (+5)  
  Cha 10 (+5) 
  <Adventure Name> 
   
   
   
   
   
   
   
   
   
  Page 12 
  
   
  Encounter 2: When Plants Attack Map 
  Ruins of the Wild  
  Cabin / Field w/Trees 
  8x8 
  x2 
  Stonehenge / Field w/Pond 
  8x8 
  x2 
  Ruined Tower / Field w/Trees 
  8x8 
  x2 
  Camp / Field 
  8x8 
  x2 
  Field  
  4x8 
  x2 
  Mound 
  4x4 
  x2 
  Road 
  2x8 
  x2 
  Field 
  2x8 
  x2 
  Field 
  2x4 
  x1 
  Covered Wagon / Field w/Log 
  2x4 
  x1 
   
   
   
   
  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
  Page 13 
  
   
  Encounter 3: Raiding the 
  Lair 
  Encounter Level 11 
  Setup 
  This encounter includes the following creatures. 
   
  4 Greenscale Darters (Level 10 Minion) (gd) 
  1 Greenscale Marsh Mystic (Level 10 Controller 
  (Leader)) (mm) 
  1 Troll Battle Champion (Level 11 Elite Soldier) 
  (BC) 
  2 Trolls (Level 9 Brute) (T) 
   
  The lair of Lurla’s enemy is well-defended by denizens 
  recruited from the Tanglewood. 
  Read Aloud Text 
  Lurla’s pseudodragon leads you through the woods for 
  an hour, finally stopping in a marshy area with a 
  murky stream running alongside a mountain of thick 
  brambles, where it indicates a passage leading inside. 
   
  Greenscale Lizardfolk guard the area, lurking beneath 
  the surface of the stream. Any adventurers that wish to 
  stealth ahead can attempt to beat the Darter’s passive 
  Perception of 24 on each move, and place themselves 
  outside of the starting area, possibly even spotting the 
  hidden Lizardfolk with a DC 29 Perception check.
   
  As soon as the adventurers are spotted, the surprise 
  round begins (any adventurer that spotted the Lizardfolk 
  may also have a single standard action): 
    
  Suddenly, a hail of darts whistle towards you from the 
  reeds alongside the stream! The pseudodragon is hit, 
  and quickly disappears in defense. 
   
   
  The psuedodragon will fly back to Lurla while invisible, 
  having completed its escort mission, and not interested 
  in a dangerous combat. The attack on the psuedodragon 
  in the read aloud text uses up the action of one of the 
  greenscale darters.  
   
  A Troll Battle Champion and two ordinary trolls 
  lurk inside the fortress of briars, out of sight, until they 
  hear the hail of darts, upon which they emerge to assist 
  the Lizardfolk in dispatching the intruders. 
   Features of the Area 
  This area has a few important features. 
   
  Illumination: The sun is still out, though the trees 
  cast shadows in this area at this hour. Still, the area is 
  plenty well lit for tactical combat. 
   
  Boulders: Squares with large boulders in them 
  count as blocking terrain. A DC 20 Athletics check (or 
  DC 10 Athletics check with a running start) allows a 
  character to jump on top of the boulders and occupy 
  that square. 
    
  Briars: The briars are thick and hardy. They have 
  the following characteristics: 
   
  Briars 
  AC: 4, Fortitude: 12, Reflex: 4, Will: - 
  HP: 40 per square 
  Immune poison, psychic, necrotic 
   
   
  Pond/Stream: The pond is relatively shallow. All 
  pond squares count as difficult terrain, costing 2 squares 
  of movement.  
   
  Trees: Any square that contains mostly foliage in it 
  counts as covering terrain. The center square of the big 
  trees (where the trunk is located) counts as blocking 
  terrain.  
  Tactics 
  The Greenscale Darters are well hidden underwater, 
  using blowguns disguised as hollow reeds. They remain 
  hidden with the same value (Dc 29) unless they hit a 
  target or are spotted. They have heavy concealment in 
  the water, can stealth as part of a move action in the 
  water with a +5 bonus. They realize that dwarves are 
  more resistant to poison, thus prefer to target other races 
  with their poisoned darts, if possible.   
   
  The Marsh Mystic will wait until the two Trolls and 
  the Troll Champion emerge on their initiative, then 
  surface, positioning where its Marsh Blessing aura will 
  be most effective, and using Bog Cloud on as many 
  adventurers as possible. Then it will use Swamp’s Grasp 
  to prevent targets that look like striker, leader or 
  controller adventurers from escaping the trolls’ reach, or 
  to hamper any adventurer with fire or acid attacks from 
  being able to use them on the Trolls.  
   
  The Trolls and the Troll Battle Champion begin the 
  encounter just inside the passage, requiring two squares 
  of movement to emerge on the map on their turns after 
  hearing the darts. The Trolls quickly space themselves to 
  avoid getting caught in area effects, relying on their 
  reach, and circling to flank defenders for the Battle 
  Champion’s bonus damage. 
  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
  Page 14 
  
   
  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
  Page 15 
  What’s Next 
  Once the Lizardfolk and Trolls are defeated, the 
  entrance to the lair beckons... 
  
   
  Encounter 3: Raiding the Lair Statistics  
   
  Greenscale Darter  
  Level 10 Minion 
  Medium natural humanoid (reptile)  
  XP 125   
  Initiative +13  
   
  Senses Perception +12 
  HP 1; a miss never damages a minion.  
  AC 23; Fortitude 19, Reflex 22, Will 19 
  Speed 6 (swamp walk)  
  m Club (standard; at-will) ✦ Weapon 
  +15 vs. AC; 5 damage. 
  R Blowgun (standard; at-will) ✦ Poison, Weapon 
  Loading the blowgun takes a minor action; Ranged 6/12; +15 vs. AC; 
  1 damage, and secondary attack against same target: +13 vs. Fort; 
  target takes ongoing 5 poison and is slowed (save ends both). 
  Sniper 
  A hidden lizardfolk darter that misses with a ranged attack remains 
  hidden. 
  Alignment Unaligned  
   
  Languages Draconic 
  Skills Athletics +11, Stealth +14 
  Str 13 (+6)  
  Dex 18 (+9)  
  Wis 15 (+4) 
  Con 14 (+7)  
  Int 8 (+1)  Cha 8 (+1) 
  Equipment club, blowgun with 20 poisoned darts 
   
  Greenscale Marsh Mystic  
  Level 10 Controller (Leader) 
    Medium natural humanoid (reptile)  
  XP 500   
  Initiative +6  
   
  Senses Perception +9 
  Marsh Blessing (Healing) aura 5; allies that start their turns in the 
  aura regain 5 hit points. 
  HP 102; Bloodied 51 
  AC 15; Fortitude 11, Reflex 13, Will 11; see also trap sense 
  Speed 6 (swamp walk) 
  m Spear (standard; at-will) ✦ Weapon 
  +11 vs. AC; 1d8+4 damage. 
  A Swamp’s Grasp (standard; encounter) ✦ Zone 
  Area Burst 2 within 10; +13 vs. Reflex; target is immobilized (save 
  ends). The zone is difficult swamp terrain until the end of the 
  encounter. 
  A Bog Cloud (standard; recharge 5 6) ✦ Poison 
  Area Burst 2 within 10; +13 vs. Fort; 2d8 +6 poison dmg, and target 
  is dazed until end of the marsh mystic’s next turn. 
  Alignment Unaligned 
    
  Languages Draconic 
  Skills Athletics +13, Nature +15 
  Str 15 (+8)  
  Dex 13 (+7)  
  Wis 19 (+10) 
  Con 14 (+8)  
  Int 10 (+6)  
  Cha 12 (+7) 
  Equipment spear, bone breastplate 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Troll Battle Champion  
  Level 11 Elite Soldier 
  Large natural humanoid  
  XP 1200   
  Initiative +8  
   
  Senses Perception +12 
  HP 228; Bloodied 114 
  Regeneration 10 (if acid or fire damage is taken, no regeneration 
  until end of next round) 
  AC 24; Fortitude 25, Reflex 20, Will 19 
  Saves +2 
  Action Points 1 
  Speed 8 
  m Claw (standard; at-will)  
  Reach 2; +15 vs. AC; 2d6 + 7 damage; see also Frenzied Strike. 
  M Frenzied Strike (free; when troll bloodied a foe; at-will)  
  The Troll makes another Claw attack. 
  Troll Healing  
  If reduced to 0 hit points by a non-fire or non-acid attack, the troll 
  rises on its next turn as a move action, with 10 hit points. 
  Battle Lord Tactics  
  This creature and allies deal +2d6 damage when they are flanking. 
  Battle Talent  
  This creature can score critical hits on a natural 19 or 20. 
  Inspiring Assault  
  Whenever this creature scores a critical hit, it and all allies within 5 
  squares regain 5 hit points. 
  Alignment Chaotic, Evil  
   
  Languages Giant  
  Skills Athletics +15, Endurance +14 
  Str 22 (+10)  
  Dex 16 (+7)  
  Wis 14 (+6) 
  Con 20 (+9)  
  Int 5 (+1)  Cha 10 (+4) 
   
  Troll 
  Level 9 Brute 
  Large natural humanoid  
  XP 400   
  Initiative +7  
   
  Senses Perception +12 
  HP 100; Bloodied 50 
  Regeneration 10 (if acid or fire damage is taken, no regeneration 
  until end of next round) 
  AC 20; Fortitude 21, Reflex 18, Will 17 
  Speed 8 
  m Claw (standard; at-will)  
  Reach 2; +13 vs. AC; 2d6 + 6 damage; see also Frenzied Strike. 
  M Frenzied Strike (free; when troll bloodied a foe; at-will)  
  The Troll makes another Claw attack. 
  Troll Healing  
  If reduced to 0 hit points by a non-fire or non-acid attack, the troll 
  rises on its next turn as a move action, with 10 hit points. 
  Alignment Chaotic, Evil  
   
  Languages Giant  
  Skills Athletics +15, Endurance +14 
  Str 22 (+10)  
  Dex 16 (+7)  
  Wis 14 (+6) 
  Con 20 (+9)  
  Int 5 (+1)  Cha 10 (+4) 
   
  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
  Page 16 
  
   
  Encounter 3: Raiding the Lair Map 
  Ruins of the Wild  
  Camp / Field  
  8x8 
  X2 
  Stonehenge / Field w/Pond 
  8x8 
  x2 
  Stream 
  2x8 
  x2 
  Field 
  2x8 
  x1 
  Graves / Briar 
  4x2 
  x2 
  Ruined Wagon / Briar 
  4x2 
  x2 
  Stream Bend 
  2x2 
  x2 
  Stream Bend 
  2x2 
  x2 
  Road w/Steps 
  2x4 
  x1 
   
   
   
   
  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
  Page 17 
  
   
  Encounter 4: Payback 
  Encounter Level 11 
  Setup 
  This encounter includes the following creatures. 
   
  1 Guardian Naga (Level 12 Elite Artillery) (gn) 
  1 Howling Hag (Level 10 Controller) (hh) 
  1 Bog Hag (Level 7 Skirmisher) (bh) 
  1 Daggerthorn Briar (Level 7 Obstacle)  
   
  Inside the fortress of briars, two Hag sisters and a Naga 
  spring a trap for the intruding adventurers. 
  Read Aloud Text 
  As the adventurers enter the area, read: 
   
  The passage winds deep into the briars, and almost 
  seems to close behind you, blocking any retreat. Finally, 
  it turns sharply and opens into a larger area, where you 
  see the back of beautiful young eladrin female bound to 
  a tree stump. Facing her, a large serpent with a human 
  female head looms threateningly, while an old human 
  woman lurks in the corner. They notice you, and as the 
  Eladrin turns, you recognize Lurla! 
   
  Suddenly, the brambles animate and begin to 
  thrash at you from both sides…  
   
  A few skills are useful here: 
   
  Insight (DC 16; made as soon as the PCs see the 
  woman)—two checks: Reveals that A) this is not Lurla, 
  and B) that the ropes that hold her are made to appear 
  as though she is bound, while she is not. 
   
  The bound creature is a Bog Hag that will ready an 
  action to claw any adventurer that moves adjacent to 
  her. After it attacks, its illusion will drop. The old human 
  woman is a Howling Hag.  
   
  Nature (DC 20; made as soon as the PCs see the 
  briars): Reveals that the briars are Daggerthorn Briar, 
  and that it attacks any adventurer beginning their turn 
  on, or entering, a square adjacent to it. Retreat is not 
  possible as they close in behind the adventurers. 
  Features of the Area 
   
  Briars: These squares are Daggerthorn Briar. Their 
  stat block is included below. They attack any 
  adventurers in adjacent squares. The hags, having tamed 
  the briars, are not targeted. The nag, however, can be 
  pushed into them. 
   
   Tree Stump: The 5-foot tall stump prevents 
  diagonal movement across the vertex where it is located, 
  and provides cover between creatures on opposite sides 
  of it. Medium size or smaller creatures may climb or 
  jump upon it with a successful Athletics check (DC 10 
  Climb or DC 25 Jump; see page 182 of Players 
  Handbook). 
   
  Boulders: All squares on tiles with large boulders 
  on them count as blocking terrain. They are completely 
  impassible. 
  Tactics 
  The Bog Hag’s Unwholesome Presence aura halves all 
  abilities where adventurers heal hit points, including 
  any additional dice and/or bonuses from Feats or Class 
  Abilities on top of a target’s Healing Surge amount. 
  However, it does not affect temporary hit points. She 
  maneuvers to keep badly injured PCs within her aura. 
   
  Howling Hag begins with Shriek of Pain and then 
  Howl every round after to push adventurers back into 
  the briars. The Howling Hag’s Baleful Whispers aura 
  persists even she becomes unconscious but not dead, 
  e.g. as the result of a wizard’s Sleep power. Without 
  telling the players why, it is also important to determine 
  if the PCs choose to knock her unconscious or kill her so 
  you know if you should continue to apply the aura.  
   
  The Naga will open with Thunderstrike on as many 
  of the adventurers as possible and then spend its action 
  point to also use Word of Pain to immobilize a Defender 
  that looks like it will engage her in melee. On any 
  Opportunity Attacks, it uses Tail Slap to push the 
  immobilized adventurer into the Briars, which allows 
  the Briars an immediate attack. If unthreatened in 
  melee, the Naga will continue to use Word of Pain, 
  otherwise, it will Spit Poison or Tail Slap, careful not to 
  include the Hags in the Spit Poison area. 
  Conclusion 
  When the adventurers return to Lurla, they have the 
  opportunity to give her the writ they obtained in a 
  previous adventure and explain that they seek a 
  prisoner by the name of Welridch. Armed with this 
  information and the physical note, Lurla can use her 
  divinity to locate Welridch and open a portal to connect 
  with the Gate of Sorrow. Read the following: 
   
  Upon seeing your return, Lurla greets you excitedly: “I 
  am so glad you were successful! I could feel their 
  presence fade through the green, and was able to view 
  them after their wards had faded. Many years ago, a 
  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
  Page 18 
  
   
  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
  Page 19 
  Naga approached me wishing to study my craft, but for 
  evil ends. I rebuked her, but apparently she had not 
  given up. Now that she is gone, I shall repay you by 
  locating this Welridch that you seek.” 
   
  Lurla walks to the pond near her Circle, and begins 
  to stir the clear waters with a long wooden finger. The 
  water becomes cloudy, and sparkles as an image forms, 
  of a ragged man in a dark prison cell. 
   
  “This is the man you seek. May Avandra be with 
  you.” 
   
  The water reveals a dimly lit cell with a ragged 
  looking man, abused and with little strength. 
   
  This concludes this adventure... 
  
   
  Encounter 4: Payback Statistics  
   
  Daggerthorn Briar  
  Level 7 Obstacle 
  Hazard  
  XP 300   
  Hazard: the briars are considered difficult terrain. 
  Perception  
    No perception check is necessary to notice the briars. 
  Additional Skill: Nature 
     DC 24: The character identifies the patch as daggerthorn briar. 
  Trigger 
  The briars attack any creature entering or beginning their turn 
  adjacent to a square of daggerthorn briar.  
  Attack 
  Opportunity Action  
  Melee 
  Targets: Creature in or adjacent to briar 
  Attack: +12 vs. AC 
  Hit: 2d10 + 5 damage and immobilized until escape. The attack deals 
  3d10+5 damage if the target is bloodied. 
  Countermeasures  
  � Immobilized creatures can use Acrobatics or Athletics DC 20 to 
  free themselves. 
  � A character can attack a square of daggerthorn briar (AC 18; other 
  defenses 15; hp 70; vulnerable 10 fire). Once a square is destroyed, it 
  cannot attack and is no longer difficult terrain.    
   
  Bog Hag  
  Level 7 Skirmisher 
  Medium fey humanoid (aquatic)  
  XP 300   
  Initiative +7  
  Senses Perception +3; low-light vision 
  Unwholesome Presence aura 3; enemies within only gain half hit 
  points from any healing they receive. 
  HP 83; Bloodied 41; see also Rending Claws 
  AC 21; Fortitude 20, Reflex 18, Will 16 
  Speed 8 (swamp walk), swim 8 
  m Claws (basic; standard; at-will)  
  +12 vs. AC; 1d8 + 4 damage. 
  M Rending Claws (standard; recharges when first bloodied)  
  The bog hag makes two claw attacks against the same target; If both 
  hit, the hag deals an extra 5 pts of damage to that target. 
  Change Shape (minor; at-will) ✦ Polymorph 
  The Bog Hag can appear as a beautiful young female half-elf, eladrin 
  or human. 
  Evasive Charge 
  Shift 2 squares after charging. 
  Alignment Evil  
   
  Languages Common, Goblin 
  Skills Intimidate +10, Nature +10, Stealth +12 
  Str 22 (+9)  
  Dex 18 (+7)  
  Wis 15 (+5) 
  Con 19 (+7)  
  Int 12 (+4)  
  Cha 14 (+5) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Howling Hag  
  Level 10 Controller 
  Medium fey humanoid  
  XP 500   
  Initiative +9  
  Senses Perception +12; low-light vision 
  Baleful Whispers (Psychic) aura; an enemy that ends its turn in the 
  aura takes 1d6 psychic dmg. 
  HP 107; Bloodied 53; see also Shriek of Pain. 
  AC 24; Fortitude 23, Reflex 22, Will 21 
  Resist 10 thunder 
  Speed 6; see also Fey Step 
  m Quarterstaff (standard; at-will) ✦ Weapon 
  +11 vs. AC; 1d8+4 damage. 
  C Howl (standard; at-will) ✦ Thunder 
  Close Blast 5; +13 vs. Fort; 1d6+6 thunder damage and target is 
  pushed 3 squares.  
  C Shriek of Pain (standard; recharges when first bloodied) ✦ 
  Thunder 
  Close Blast 5; +11 vs. Fort; 3d6+6 thunder damage or 3d6+11 if the 
  Howling Hag is bloodied. Miss: Half damage. 
  Fey Step (move; encounter)  
  Teleport up to 10 squares. 
  Change Shape (minor; at-will) ✦ Polymorph 
  The Howling Hag can appear as an old crone of any medium 
  humanoid race.  
  Alignment Evil 
    
  Languages Common, Elven 
  Skills Bluff +13, Insight +12, Intimidate +13, Nature +12 
  Str 18 (+9)  
  Dex 18 (+9)  
  Wis 15 (+7) 
  Con 19 (+9)  
  Int 12 (+6)  
  Cha 16 (+8) 
  Equipment quarterstaff 
   
  Guardian Naga  
  Level 12 Elite Artillery 
  Large immortal magical beast (reptile)  
  XP 1400   
  Initiative +10 
  Senses Perception +13; darkvision 
  HP 186; Bloodied 93 
  AC 25; Fortitude 23, Reflex 24, Will 22 
  Saving Throws +2 
  Speed 6 
  Action Points 1 
  m Tail Slap (standard; at-will)  
  Reach 2; +16 vs. AC; 1d8 + 3 damage, and the target is pushed 2 
  squares. 
  R Word of Pain (standard; at-will) ✦ Psychic 
  Ranged 20; +17 vs. Will; 2d8 + 4 damage, and target is immobilized 
  (save ends). 
  C Spit Poison (standard; recharge 5 6) ✦ Poison 
  Close blast 3; +15 vs. Fort; 1d8 + 2 poison damage, and ongoing 5 
  poison damage, and –2 penalty to Fort defense, and –2 penalty to 
  saving throws (save ends all). 
  A Thunderstrike (standard; recharge 5 6) ✦ Thunder 
  Area burst 1 within 20; +16 vs. Fort; 2d10 + 4 thunder damage, and 
  target is dazed (save ends). Miss: Half damage and target is not dazed.  
  Alignment Any  
  Languages Common, Draconic, Supernal 
  Skills Arcana +15, History +15, Insight +13 
  Str 16 (+9)  
  Dex 18 (+10)  
  Wis 14 (+8) 
  Con 15 (+8)  
  Int 18 (+10)  
  Cha 12 (+7) 
  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
  Page 20 
  
   
  Encounter 4: Payback Map 
  Ruins of the Wild  
  Camp / Field 
  8x8 
  x1 
  Ruined Wagon / Briar 
  4x2 
  x2 
  Graves 
  4x2 
  x2 
  Rock Outcropping 
  1x2 
  x2 
  Field / Rock Outcropping 
  4x2 
  x2 
  Road w/Steps 
  4x2 
  x2 
   
   
   
   
   
   
  Trials of the Tanglewood 
   
   
   
   
   
   
   
   
  Page 21 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/4th Edition/Living Forgotten Realms/RPGA Championship/CCF1-2 Trials of the Tanglewood/CCF1-2 Trials of the Tanglewood.pdf