TEXT:  
   
  
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  CCCGOC01-01 Tree Rot 
   
   
  2 
   
   
  Tree Rot 
   
  A corrupting sickness has infected the Quivering Forest, and the wood elf tribe of Thand’Arethen.  
  A 2-Hour Adventure for 1st-4th Level Characters 
   
   
  Scott Ketner 
  Author 
   
  Adventure Code: CCCGOC01-01 
  Optimized For: APL 3 
  Version: 1.4 
   
   
  Development: Scott Ketner  
  Art: Wizards of the Coast, Arcana Games (Fantasy Art Pack cc0-Luigi Castellani) 
  Organized Play: Chris Lindsay 
  Editing: Emilie Gunderson 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Lysa Chen 
  Playtesters: Emilie Gunderson, David Heckman, Jeremy Hochalter 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. 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. 
   
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  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
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  DDGOC01-01 Tree Rot 
   
   
  3 
  Introduction 
  Welcome to Tree Rot, a D&D Adventurers League™ 
  adventure, part of the official D&D Adventurers 
  League™ organized play system and the Con-Created 
  Content program. 
   This adventure takes place in the heart of the 
  Quivering Forest, north of Phlan. 
   This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   
   
  
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  DDGOC01-01 Tree Rot 
   
   
  4 
  Adventure Primer 
  Series Overview 
  This adventure is part of the Gifts of Corruption 
  series (CCCGOC01-01 through -03).  Each module 
  tells its own story, which is part of a broader picture 
  of the events occurring in the Quivering Forest.  The 
  modules are not designed for the same character to 
  play through all three stories, but rather for three 
  different characters to play one story each.  With a 
  module designed for Tier 1, 2, and 3, a player can 
  experience the story with an array of characters at 
  different levels.  Each adventure may grant Story 
  Awards that could affect the storyline when the 
  player plays a different character in one of the other 
  modules.  These Story Awards are worded 
  differently than typical awards, and will allow a 
  player to use the Story Award with a character that 
  has not played through the module in which the 
  award was gained. 
   On Faerun, a dragon’s lifespan is vast, beyond that 
  of most other creatures that reside in the Realms.  
  Most are content with that lifetime, but others seek 
  more power, more time, always more.  Those may 
  turn to foul magic and eldritch rites to become a 
  dracolich, an undead aberration.  Such is the case of 
  Thorstulgrael, commonly known as Velvet.  The 
  rumors of Velvet have been spreading across Faerun 
  like a plague, and for good reason:  the dracolich is a 
  terrible pestilence, whose machinations are growing 
  much like the rumors about the undead dragon. 
   Whether it be out of boredom, spite, or to draw 
  attention from some greater plan, Velvet has sent his 
  minions into the Quivering Forest to spread 
  corruption and chaos. The machinations of the 
  undead dragon are only understood to him, and 
  players (and characters) can be sure they will see 
  more of him in other modules.  
   That being said, there may be hints placed 
  throughout the Gifts of Corruption series that point 
  away from the storyline being told, or to the other 
  modules in the series.  For example, spotting the 
  floating earthmote in Tree Rot, or hearing rumors of 
  aarakocra bodies found in the forest in Cairns of Rot, 
  both point to events taking place in Winds of Rot.   
  Other findings may be red herrings…or they might 
  be clues that allow the characters to glimpse some 
  larger story than the one they are involved in, 
  something dark and devious lurking in Glumpen 
  Swamp.  One thing is certain: those within the 
  Quivering Forest will feel the reach of Velvet’s 
  corrupted claws. 
   If you are not running the Gifts of Corruption 
  modules for Adventurers League play, the series is a 
  springboard for setting up Thorstulgrael as an 
  ongoing villain in your campaign. 
   Thorstugrael appears in, or has his undead claws 
  in, the following Adventurers League modules by 
  Robert Adducci: 
   
  Module Code 
  Module Name 
  DDAO-12 
  Dragons of Fire and Death 
  DDAO-23 
  Trail of Bones 
  DDAO-29 
  Necropolis of the Dracolich 
  The Corruption 
  The darkness spreading through the Quivering 
  Forest is not a simple plague.  Though it affects 
  creatures and plants alike, weakening and poisoning 
  their bodies, it is more insidious, and also attacks a 
  creatures mind and spirit, wearing them down and 
  destroying their will.  As such, effects throughout the 
  Gifts of Corruption modules may vary to reflect this 
  sinister scourge. 
   
   The corruption has infected the dryad, Typhina, of 
  the Quivering Forest and her tree. The draco-lich’s 
  influence forces Typhina to spread the corruption to 
  all living things.  
   The wood elf village of Thand’Arethen has also 
  been affected by the corruption. A group of their 
  hunters returned with a corrupted stag. After eating 
  the tainted meat, the hunters fell ill.  
   
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure. Each NPC and location should have an entry with 
  a phonetic pronunciation and one-three sentences describing 
  them. 
   
  Thand’Arethen (THAND-air-ah-then).  
   
   
   
   
   
   
  
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  DDGOC01-01 Tree Rot 
   
   
  5 
  Adventure Overview 
  The adventure is broken down into 3 parts: 
   Part 1. The Quivering Forest: The adventurers 
  travel to Thand’Arethen and encounter undead 
  aarakocra created from the corruption. They meet 
  Iliren, and are asked to find the Dathlil flower to cure 
  his people. 
   Part 2. Hunt for the Cure: During their search 
  they find a satyr with a bag full of the dathlil flowers. 
  They chase him, but   
   Part3. Finding the Source: The adventurers find 
  the local source of the corruption and have a final 
  showdown with the dryad Typhina. 
  Adventure Hooks 
   Hired Help. A gnome tinkerer named Wilji has 
  hired the adventurers as bodyguards on his trip into 
  the Quivering Forest. 
   Story Hook.  Illiren, a druid with ties to the 
  Emerald Enclave, has put out a call for help. For 
  those not in the Emerald Enclave, the EE has put out 
  a general call for help since they are stretched thin 
  investigating this wide spread blight.   
   Emerald Enclave (Faction Assignment). Seek out 
  the source of the corruption and destroy it. 
   Zhentarim (Faction Mission). Leaders in the 
  Zhentarim want a physical sample of the corruption. 
   
   
  
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  DDGOC01-01 Tree Rot 
   
   
  6 
   
  Part 1. The Quivering Forest 
  Estimated Duration: 45 minutes 
   The adventurers are travelling with Wilji, a gnome 
  tinkerer, to Thand’Arethen. They encounter 
  corrupted aarakocra along their way. Once they 
  reach Thand’Arethen they meet Iliren and learn 
  what has been happening in the Quivering Forest. 
  They are tasked with collecting Dathlil petals that 
  will cure the those afflicted by those corruption. 
    
  General Features 
  The Quivering Forest has the following general features:  
   
  Terrain. The Quivering Forest appears as any wooded area, 
  except the corruption has given many of the plants and 
  wildlife a black tinge.  
   
  Light.  Sunlight creeps through the canopy. 
   
  Smells and Sounds. The air bears a faint scent of carrion 
  and decay. 
  Introductions 
  By the start of the adventure the characters will 
  already have been travelling together for a few days. 
  Allow the players to introduce themselves and 
  roleplay any social interactions. 
   
  Once they are ready to continue read or paraphrase: 
  You have spent the last few days travelling along Toranth’s 
  March from Phlan. Your destination is the wood elf village of 
  Thand’Arethen deep in the Quivering Forest.  
   
  Wilji, a gnome tinkerer leads the way with his wagon of 
  goods. This is one of his regular trading trips to the village. 
  However this trip is different. The forest has grown dark and 
  strange things are happening. He has hired you on as 
  bodyguards. 
   
  The trip so far has proven uneventful. But today the air 
  grows heavy. The plants and trees seem darker than they did 
  a day ago. Something is not right…  
  Undead Aarakocra 
  The earth mote Athal’Deras floating above the 
  Quivering Forest has not been safe from 
  Throstuelgrael’s corruption. Aarakocra scouts who 
  have been infected by the corruption continue to fall 
  from the skies. When disturbed, the undead 
  aarakocra rise and attack the nearest targets not 
  infected by the corruption.  
   While the adventurers are travelling through the 
  forest, a group of four aarakocra fall from the sky.  
  If any character has a passive Perception of 13 or 
  higher, read the following: 
   
   You hear the breaking and snapping of branches followed 
  by several thumps on the ground further up the path. 
   The bodies are 100 feet ahead of the party. If no 
  one notices the falling aarakocra, once the party is 
  20 feet away characters can attempt a DC 15 
  Wisdom (Perception) Check. If any of the characters 
  are actively scanning the tree tops, the DC is 10. If 
  the party detected the aarakocra, they animate and 
  attack the adventurers once they are within 10 feet.  
   If the characters do not see the aarakocra, anyone 
  with a passive Perception 12 or less is surprised 
  when the aarakocra attack. 
   The aarakocra fly 30 feet off the ground and use 
  their Dive Attack action. They cannot fly any higher 
  due to overhanging tree branches.   
   The aarakocra have the following changes for 
  being undead: 
   Their creature type is Undead; INT 3 (-4),  
  WIS 6 (-2), CHA 5 (-3) Undead Fortitude.  If damage 
  reduces the aarakocra to 0 hit points, it must make a 
  Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is radiant or from 
  a critical hit.  On a success, the aarakocra drops to 1 
  hit point instead. 
   During the encounter Wilji hides in the wagon, and 
  waits for the fighting to stop. 
   
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: 3 aarakocra have broken wings and fight from 
  the ground 
  • Weak: 2 aarakocra have broken wings and fight from the 
  ground 
  • Strong: Add 2 aarakocra who fight from the ground 
  • Very Strong: Add 3 aarakocra who fight from the ground 
  Developments 
  A DC 10 Medicine check reveals that the aarakocra 
  sustained injuries prior to the fight. The injuries are 
  recent (from falling through the trees). If characters 
  pass the DC by 5 or more, they notice that those 
  injuries alone would have proved fatal.  
   The aarakocra maintain a black corrupted 
  appearance. The only way to cleanse their bodies 
  
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  DDGOC01-01 Tree Rot 
   
   
  7 
  and souls is to bury them in hallowed ground or by 
  casting the spell hallow. The cemetery in 
  Thand’Arethen is hallowed ground. This completes 
  the Putting the Dead to Rest story award.  Casting 
  hallow and burying the bodies where they were 
  found or directing the Thand’Arethen villagers to 
  collect them will also complete the story award. 
  Treasure 
  One of the aarakocra wears a silver medallion, with 
  an opal fixed in the center worth 20 gp. A DC 15 
  History or Religion check will recognize this as a 
  symbol of Syranite, the aarakocra patron deity. If 
  there is an aarakocra character in the party, they do 
  not need to roll, They know what the symbol is.  
   
  Thand’Arethen  
  After an hour of travel, Wilji burps loudly, “We’re getting 
  close.” You get the sense that you are being watched. A small 
  rabbit stands in the middle of the path staring at each of you 
  intently. “Hello there Iliren. It’s nice to see you again,” says 
  Wilji. The rabbit appears to smile. POOF! Suddenly, the rabbit 
  turns into an elven man. 
   
  “Welcome! Welcome to all” Iliren says trying to suppress 
  his laughter. As his laughter ends so does his mood. Iliren’s 
  face turns quite grim as he motions the party into the village. 
  “Come, Wilji we have much to discuss.” Iliren takes WIlji to a 
  large hut near the center of the village. “Please rest and 
  relax. I will be with you shortly.” 
   
  This is a good opportunity for the players to explore 
  the village. The village is mostly small huts for 
  individual families. Notable locations are listed 
  below.  
  Villagers 
   The villagers are not hostile towards the 
  characters, nor are they friendly. They have grown 
  suspicious of outsiders since the start of the 
  corruption. 
   A DC 13 Medicine check shows that the villagers 
  appear to suffer from sleep deprivation and 
  malnourishment. If asked, the villagers report that 
  they do sleep and eat enough, but it doesn’t seem to 
  help. 
   A DC 15 Arcana check reveals that there is a 
  necromantic magic at work here, and throughout the 
  forest. They cannot pinpoint the source. The magic is 
  weaker near shrine. 
  Quarantine Hut 
  This small hut was hastily constructed once the 
  hunters fell ill. It is 20 ft away from the village shrine, 
  after Iliren noticed that the sickness slowed its 
  progression in the hunters when they were closer to 
  the shrine. Two guards outside prevent any villagers 
  from entering. 
    
  Shrine 
   The village shrine consists of a large oak tree 
  dedicated to the elven god Rillifane Rallathil, god of 
  nature, beasts, and the seasons. The whole village 
  contributes to maintaining and caring for the tree. 
  Iliren spends most of his time here. There are 
  offerings of bushels of fruit and flowers around the 
  tree. 
   Thand’Arethen has been partially protected from 
  the corruption due to the consecrated ground of the 
  shrine and burial grounds. The holy aura has 
  prevented the corruption from infecting the crops or 
  water supply, but the villagers have not been so 
  lucky. Each day the corruption eats away at them 
  slowly 
  Iliren’s Hut 
  Easily one of the larger structures in the village. 
  You enter Iliren’s hut. He offers you each a cup of water and 
  a place to sit. 
  “Wilji tells me you handled yourselves well in the forest, and I 
  need your help. A month ago, a group of hunters returned 
  with a stag. They cooked and ate the meat, but it was tainted 
  with this corruption. Soon after they fell sick. There is a 
  flower that I believe may cure the sickness. It is called the 
  dathlil flower. Please retrieve the flowers, and bring them 
  back here.” 
  What Iliren Knows. Iliren tells the adventurers the 
  following information freely. 
  • The corruption was first spotted north of the 
  village 
  • The infected hunters did not show symptoms until 
  after eating the stag they had killed. 
  • The infected hunters were moved to the holy 
  shrine in the village, because it slowed down the 
  spread of the corruption. 
  • Animals and plants have been affected. 
  
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  DDGOC01-01 Tree Rot 
   
   
  8 
  • Rumors of a strange being spreading the 
  corruption by touch have scared many of the 
  villagers. 
  • The petals of the Dathlil flower are used to combat 
  poisons. Iliren believes it will cure the corruption. 
  He would search for it himself, but he fears that 
  the sick may die if he is gone for an extended 
  period of time. No other villagers are willing to 
  leave. 
   
   Iliren gives the party a description of the flower, 
  and directions to the nearest known location of 
  Dathlil flowers. He asks them to find the flowers and 
  bring them back to cure the villagers. 
   The characters are given two potions of healing 
  and one scroll of lesser restoration. 
   After the meeting is over, Iliren pulls aside any 
  members of the Emerald Enclave. Read or 
  paraphrase the following: 
  While you are out there, the Enclave needs you to search out 
  the source. The village needs the cure now, but the forest 
  needs the source removed if it is to survive. Creatures that 
  once cared for these woods have turned against it.  
   Any characters who are members of the 
  Zhentarim find a note and empty vial in their pocket 
  prior to leaving. Pass out Player Handout # 1 to 
  these players. 
   The characters may take a short rest in the village 
  before leaving.  
  Trading in Thand’Arethen 
  This is a quiet wood elf village that does limited 
  trade with those outside of the Quivering Forest. The 
  villiage has little need for gold pieces and what little 
  they have they tend to trade to Wilji. They will also 
  have limited basic staples (food, drink, rope, clothing, 
  etc) that can be bartered to the adventurers. They 
  would trade for weapons, pelts, cloth, wine, arrows, 
  leather armor, or any tools that would be 
  appropriate for the forest. 
   
   
   
  
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  DDGOC01-01 Tree Rot 
   
   
  9 
  Part 2. Hunt for the Cure 
  Estimated Duration: 30 minutes 
   In this section, the adventurers search the 
  Quivering Forest for the Dathlil flower. They find a 
  satyr who has a bag with the full of Dathlil flower 
  petals. Once the satyr sees them he runs. The players 
  go through a chase sequence that can end with them 
  capturing the satyr, or with the satyr getting away.  
  General Features 
   
  Terrain. Trees and bushes dot along the path. Travelling is 
  done normally. 
   
  Light.  There is bright light throughout the forest 
   
  Smells and Sounds. The smell of rotting death grows 
  stronger as the adventurers move deeper into the forest. 
  The Chase 
  It takes two hours to reach the location of the Dathlil 
  flowers described by Iliren. A DC 10 Wisdom 
  (Survival) check, shows that the plant they need is 
  quite common in this part of the forest; however, the 
  part of the plant they need is missing. A roll of 15 or 
  higher, reveals that the corruption has not spread to 
  wherever the flower grows. If they fail the check, 
  they can’t find the flower.  
   A satyr, under the influence of the corrupted 
  dryad, has been tasked with hunting down and 
  collecting all the flowers. The satyr must then bring 
  the flowers back to the dryad’s grove as the key 
  ingredient needed to perform a ritual, that will 
  destroy all remaining Dathlils in the Quivering 
  Forest. In so doing, the corruption can spread 
  unhindered. 
   
   
  While searching for the Dathlil flowers described to you by 
  Iliren, you can only find the stems and roots of the plants. 
  The petals are missing. 
   
  You find a set of hoofed tracks leading to and from each 
  flower. Following the tracks brings you to a clearing. 20 feet 
  away sits a burlap sack filled with the white petals you need. 
  Next to the sack stands a satyr. He grabs the sack and runs 
  off into the forest. 
   The satyr does not try to hide from the 
  adventurers. He wants to bring the flowers to the 
  dryad and lead the adventurers to her as well 
  without getting caught, so they may receive “the gift.” 
  A DC 15 Perception check shows that the satyr is 
  carrying the bag wildly in his hand. To run “The 
  Chase,” go to Appendix: The Chase. 
  Developments. 
   The Satyr Escapes. If the satyr escapes read or 
  paraphrase the following for the characters who 
  were nearest to the satyr at the end of the chase: 
   
  The satyr pulls too far ahead of you to keep up. You catch 
  a glimpse of him in the distance, mounted on a saddled elk, 
  the bag of Dathlil petals strapped to the side. You see him 
  exchange words with a dark figure.  
   
   
   
  As you draw closer the satyr hears you and rides off 
  deeper into the forest. The figure turns to face you. The 
  figure places a hand on the nearest tree, then disappears. 
   The elk’s tracks are easy to follow. They lead the 
  party directly to the dryad’s grove, without requiring 
  a Survival check. Proceed to Part 3: Finding the 
  Source.  
   
  Catching the Satyr. Right before being caught, the 
  satyr throws the bag ahead of him. This allows the 
  dryad to retrieve it. Read or paraphrase the 
  following: 
   
  As you pin the satyr to the ground, he screams out “Let me 
  go! You must let me go! I must bring the flowers back to her.” 
  His eyes scour the woods as if expecting help to come.  
   
   
  His search stops, and he yells “No, milady! I have failed 
  you! Forgive me!” You track the satyr’s gaze and see a dark 
  figure in the distance. You feel its gaze penetrate through 
  you. You notice the bag of Dathlil flowers in its hand. The 
  figure walks to the nearest tree and disappears.  
   The satyr will not willingly give up information to 
  anyone he believes is a threat to the dryad or his 
  mission. With a successful DC 13 Charisma 
  (Deception) check, a character can convince the 
  satyr that they are friendly. If successful, the 
  characters can learn the following information: 
  • “The gift” cannot spread as long as the flower lives. 
  • The dryad’s grove is where the ritual must be 
  performed. 
   
   If the characters convince the satyr they are 
  friendly, and want to receive the gift, he will gladly 
  lead them to the grove, but they must maintain the 
  
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  DDGOC01-01 Tree Rot 
   
   
  10 
  ruse. If the satyr believes he is being tricked, he runs 
  away. His tracks are easy to follow and lead to the 
  grove. 
   
   
   
  
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  DDGOC01-01 Tree Rot 
   
   
  11 
  Part 3. Finding the Source 
  Estimated Duration: 45 minutes 
   The final encounter takes place at the dryad’s 
  grove. The characters must kill the dryad and her 
  tree. If any of the players have played CCC-GOC01-03, 
  Winds of Rot, they can attempt to save her. 
    
  General Features 
   
  Terrain. The grove is a large open oval space, 60 feet north 
  to south, by 40 feet east to west. 20 feet from the north end 
  is a huge sized tree. 20 ft. from the eastern edge of the grove 
  is a stone cairn. 
   
  You reach a large clearing. At the far end, you see a dryad 
  speaking to the trees and animals around her.  She turns and 
  begins walking towards you. In the center of the clearing 
  there is a tree, much larger than the rest. 25 feet from the 
  tree is a small cairn with a crude altar in front of it. The dryad 
  draws near “I am Typhina and this is my grove. Are you here 
  to receive the gift?” 
   This is the dryad Typhina’s grove (see 
  Roleplaying Typhina sidebar for information on the 
  dryad’s corruption). The tree she is bonded to is a 
  corrupted awakened tree. The tree was corrupted 
  and awakened by an evil druid (who appears at the 
  end of CCCGOC01-02, Cairns of Rot). The tree is taller, 
  wider, and displays more of the corruption than the 
  other trees.  
   If the satyr escaped during the chase read the 
  following: 
   
  You see the satyr from earlier emptying the bag of Dathlil 
  petals onto a stone altar located in front of a cairn. It appears 
  as if he is preparing for a ritual. 
   Typhina is about to perform a ritual that will 
  corrupt all the Dathlil plants in the Quivering Forest, 
  thus destroying the only known cure for the 
  corruption. The ritual must be performed 
  uninterrupted for 8 rounds. The ritual ends if the 
  Typhina is killed, rendered unconscious or if she 
  fails a concentration check whenever she takes 
  damage. 
   
   As long as the players do not attack or attempt to 
  take the bag of flowers, Typhina is not hostile 
  towards them. She walks up to the character who 
  appears to be the physically strongest. If asked about 
  the corruption, she states that neither she, nor the 
  forest are “corrupted.” They have been given “the 
  gift.” Typhina tries to convince the players to accept 
  “the gift” from her.  If any character walks to the 
  cairn and attempts to take the dathlil flowers, a vine 
  blight uses its entangling plants on them. 
  Roleplaying Typhina 
  Typhina’s objective is to help spread the corruption with her 
  magic. She would rather recruit the adventurer’s than fight 
  them. 
   
  If a tree that Typhina uses for her Tree Stride ability is not 
  corrupted, it immediately begins to show signs of corruption 
  afterward. 
   
  Any creature affected by the spreading corruption (such as 
  those who have gained levels of exhaustion due to the 
  corruption’s psychic effects) roll their save against Typhina’s 
  Fey Charm ability at disadvantage.  In addition, living 
  creatures who cannot be charmed are affected by Typhina’s 
  Fey Charm if they are suffering from the corruption.  If 
  creatures become charmed by her, they do not count against 
  the dryad’s maximum number of charmed creatures. 
   
  Quote: “I only wish to give you the gift, then you will see.” 
  “It is his will, that the gift be spread.” 
  “Do you want to receive the gift?” 
    
  Killing the Dryad: If Typhina believes she cannot 
  convince the party to accept the gift, she uses her Fey 
  Charm on the character she deemed the strongest 
  and commands her minions to attack the other 
  players.  
   As soon as combat starts, the animated tree and 
  satyr attack the players. Typhina has already cast 
  barkskin. If there are any players close by, she uses 
  her Fey Charm on them. On her next turn Typhina 
  moves to the cairn and begins the ritual. One vine 
  blight is hiding near the cairn and protects Typhina 
  during the ritual. If any hostile character comes 
  within range of the Vine Blight, it uses its entangling 
  plants and attempts to restrain them.  
   Any charmed character will not attack their allies, 
  but they will actively try to restrain any character 
  hostile towards the dryad. Typhina and her allies do 
  not attack any character affected by Fey Charm. 
   
   After all enemies have been killed read or 
  paraphrase the following: 
  Typhina lies before you, bloodied and broken. She lifts her 
  head, “This changes nothing. My master’s…. will…. must…. 
  “ Her head drops to the ground. You feel as if you have only 
  scratched the surface of something much larger. 
  
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  DDGOC01-01 Tree Rot 
   
   
  12 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove the Vine Blight, and the Awakened 
  tree has 40 HP 
  • Weak: Remove the Vine Blight 
  • Strong: Add one Vine Blight 
  • Very Strong: Add two Vine Blights 
   
  Saving the Dryad: If any of the players played CCC-
  GOC01-03, Winds of Rot, and the characters broke 
  the gemstone, the source of the corruption is no 
  longer spreading or bolstering the influence over the 
  dryad. The players can attempt to end this encounter 
  peacefully.  
   The characters can make a DC 15 Charisma 
  (Persuasion) check, to convince the dryad to destroy 
  the cairn that has corrupted her tree. If the 
  characters cast Lesser Restoration on the dryad, the 
  DC becomes 10. On a successful roll, the dryad sees 
  what she has become and what she has done. Read 
  or paraphrase the following 
  “What have I done?” the dryad exclaims. “I must undo this 
  horridness. I must perform a ritual that will purge the 
  corruption from this area. As soon as I begin the creatures 
  still under its control will try to stop me. You must protect me 
  until I can complete the ritual.” 
   Allow the players to arrange themselves in a 
  defensive formation around the dryad and the cairn. 
   The dryad begins the same ritual that would have 
  destroyed the Dathlil flower but targets the 
  corruption instead. It takes 8 turns to complete. As 
  soon as she begins the ritual, corrupted creatures, 
  including the satyr if present, that would be in this 
  encounter attack the dryad. The awakened tree does 
  not attack anyone specifically, but thrashes around 
  wildly as if in pain from the corruption being 
  removed. It only strikes creatures that are already in 
  range. If there are any creatures within range of the 
  awakened tree, roll to randomly decide which one it 
  attacks each round.  
   During the ritual two waves of animals arrive to 
  attack the dryad. The first wave arrives on the 3rd 
  round, and the second wave arrives on the 6th. The 
  first wave consists of two black bears. The second 
  wave consists of six wolves. The characters do not 
  need to kill every creature, merely hold them off 
  until the ritual is complete. 
   If the dryad completes the ritual, all creatures 
  cease fighting immediately, and return to the forest. 
  Read or paraphrase the following: 
  The dryad falls to the ground exhausted, as a shockwave 
  spreads throughout the surrounding forest. As the wave 
  passes, the plants and animals lose the black tinge of 
  corruption that once plagued them. A black ooze seeps from 
  the bark of trees, and out of the ears and noses of animals. 
   
  Typhina sits up and looks around to see the forest 
  returning to its normal self. “Thank you all for bringing me 
  back from the darkness. Sadly, I fear the ritual was only partly 
  successful. The corruption has been weakened but lingers 
  still. I must go and undo what I can.” The dryad walks into the 
  forest and disappears. 
  
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  DDGOC01-01 Tree Rot 
   
   
  13 
   
   If the Typhina is killed, the creatures continue to 
  fight the adventurers, until either side wins. Once 
  the fight is over, read or paraphrase: 
  The dryad lies dead before you. Her last moments were spent 
  trying to undo the damage she had wrought upon the forest 
  that once trusted her to protect it. A faint smile remains on 
  her face, as if to say she was happy to be herself again, if only 
  during her dying breath.  
   
  The corruption in the forest feels to have been weakened, 
  but not fully removed. All that remains, is to return to 
  Thand’Arethen with the Dathlil petals.  
  Developments 
  Zhentarim Mission: Any character looking to 
  complete the Zhentarim secret mission, can extract 
  corrupted blood/sap from either the dryad or her 
  minions or the awakened tree. If any of the 
  characters become suspicious of the Zhentarim 
  member while they are collecting a sample, they 
  make an opposed Wisdom (Perception) check 
  against the Zhentarim’s Dexterity (Sleight of Hand) 
  check. If time permits, allow players to roleplay this 
  scenario out.  
  Treasure 
  There is a pile of amethyst gems worth 100 gp. 
  Return to Thand’Arethen 
  The characters receive different welcomes 
  depending on how they performed in the forest. 
   Dathlil plant is destroyed: Iliren is disappointed 
  but gives them lodging and food for one night as 
  thanks for their efforts.  
   Ritual was stopped: If the characters stopped the 
  ritual, and brought the Dathlil petals back to 
  Thand’Arethen, the sick hunters give the party a pair 
  of bracers of archery as thanks.  
   Dryad was saved and corruption removed: As 
  you enter the village, the inhabitants seem more 
  energetic and vibrant than when you left. The 
  characters receive the bracers of archery as thanks. A 
  small feast is the party’s honor. 
    
    
   
  
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  DDGOC01-01 Tree Rot 
   
   
  14 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  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. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Aarakocra, Corrupted 
   
  50 
  Dryad, Corrupted  
   
  200 
  Awakened Tree  
   
  450 
  Vine Blight 
   
   
  100 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Catching the Satyr 
   
  100 
  Stopping the Ritual 
   
  100 
  Saving the Dryad  
   
  200 
  Putting the Dead to Rest  
  100 
  Clearing the Chase 
   
  50 
  The adventures minimum and maximum XP awards 
  are located on the Adventure Rewards document. 
  Note that DDAL adventures award a maximum of the 
  “target XP” award. Only epics may grant the 
  “maximum” amount. 
   The minimum total award for each character 
  participating in this adventure is 450 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 850 experience 
  points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Silver Medallion  
   
  20 
  Amethysts 
   
   
  100 
   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 detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Bracers of Archery 
  Wondrous Item, uncommon (requires attunement) 
  While wearing these bracers, you have proficiency 
  with the longbow and shortbow, and you gain a +2 
  bonus to damage rolls on ranged attacks made with 
  such weapons. This item can be found in Player 
  Handout 3. 
  Potion of Healing 
  Potion, common 
  This item can be found in the Player’s Handbook. 
  Scroll of Lesser Restoration 
  Scroll, uncommon 
  This item can be found in the Player’s Handbook. 
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story award: 
   Putting the Dead to Rest. You put the undead 
  aarakocra to rest. The aarakocra shaman, Yael Riss 
  in CCCGOC01-03, Winds of Rot knows the spirits of 
  his people have been laid to rest, and characters 
  have advantage on Charisma (Persuasion) checks 
  when interacting with him. 
  More information can be found in Player Handout 
  #2. 
  Renown 
  Each character receives one renown at the 
  conclusion of this adventure. 
   Members of the Emerald Enclave that either 
  help cure or kill the dryad, thus ending the spread of 
  corruption in this area, earn one additional 
  renown point. 
   Members of the Zhentarim that collected a 
  sample of the corruption and brings it back to 
  Thand’Arethen earn one additional renown point. 
  
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  DDGOC01-01 Tree Rot 
   
   
  15 
  DM Reward 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
   
  
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  DDGOC01-01 Tree Rot 
   
   
  16 
  Appendix. Dramatis Personae 
  The following NPCs are featured prominently in this 
  adventure: 
   Iliren (Ill-eer-in). Iliren is an old wood elf. Having 
  spent most of his life trying to protect nature he 
  retired to the village of Thand’Arethen, acting as 
  their elder and providing wisdom and healing when 
  needed. 
   Iliren while wise, enjoys small moments of 
  laughter. Particularly when he uses his powers to 
  play tricks on others.  
   
   Wilji (Will-jee). Wilji is a gnome tinkerer. He is 
  constantly fiddling with some mechanical 
  contraption or other, and becomes oblivious his 
  surroundings while he’s working. This describes 
  how he first found Thand’Arethen. He was trying to 
  fix a mechanical bird toy, and his horse led his 
  wagon into the Quivering Forest until he was 
  stopped by Thand’Arethen’s sentries. He convinced 
  the elves that he was not a threat, and now makes 
  regular stops at the village to trade. 
   
   
  
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  DDGOC01-01 Tree Rot 
   
   
  17 
  Appendix. Monster/NPC 
  Statistics 
   
  Awakened Tree 
  Huge plant, unaligned  
  Armor Class 13 (natural armor) 
  Hit Points 59 (7d12 + 14) 
  Speed 20 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  6 (-2) 
  15 (+2) 
  10 (+0) 
  10 (+0) 
  7 (-2) 
   
  Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing 
  Senses passive Perception 10 
  Languages one language known by its creator 
  Challenge 2 (450 XP) 
  False Appearance. While the tree remains motionless, 
  it is indistinguishable from a normal tree.  
  Actions 
  Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 14 (3d6+4) bludgeoning damage. 
   
  Aarakocra 
  Medium humanoid, neutral good  
  Armor Class 12  
  Hit Points 13 (3d8) 
  Speed 20 ft., fly 50 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  10 (+0) 
  3 (-4) 
  6 (-2) 
  5 (-3) 
   
  Skills Perception +5 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned 
  Senses passive Perception 15 
  Languages -- 
  Challenge 1/4 (50 XP) 
  Dive Attack. If the aarakocra is flying and dives at least 
  30 feet straight toward a target then hits it with a 
  melee weapon attack, the attack deals an extra 3 (1d6) 
  damage to the target.  
  Actions 
  Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4+2) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 
  (1d6+2) piercing damage. 
   
  Dryad 
  Medium plant, unaligned 
  Armor Class 11 (16 with barkskin) 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   10 (+0) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  15 (+2) 
  18 (+4) 
   
  Skills Perception +4, Stealth +5 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Elvish, Sylvan, Draconic 
  Challenge 1 (200 XP) 
  Innate Spellcasting. The corrupted dryad’s innate 
  spellcasting ability is Charisma (spell save DC 14). The 
  dryad can innately cast the following spells requiring 
  no material components: 
  At will: druidcraft 
  3/day: entangle, goodberry 
  1/day: barkskin, pass without trace, shillelagh 
  Magic Resistance. The corrupted dryad has advantage 
  on saving throws against spells and other magical 
  effects. 
  Speak with Beasts and Plants. The corrupted dryad 
  can communicate with beasts and plants as if they 
  shared a language 
  Tree Stride. Once on her turn, the corrupted dryad can 
  use 10 feet of her movement to step magically into one 
  living tree within her reach and emerge from a second 
  living tree within 60 feet of the first tree, appearing in 
  an unoccupied space within 5 feet of the second tree. 
  Both trees must be Large or bigger. 
  Actions 
  Club. Melee Weapon Attack: +2 to hit (+6 to hit with 
  shillelagh), reach 5 ft., one target. Hit: 2 (1d4) 
  bludgeoning damage, or 8 (1d8+4) bludgeoning 
  damage with shillelagh. 
  Fey Charm The corrupted dryad targets one humanoid 
  or beast that she can see within 30 feet of her. If the 
  
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  DDGOC01-01 Tree Rot 
   
   
  18 
  target can see the corrupted dryad, it must succeed on 
  a DC 14 Wisdom saving throw or be magically charmed. 
  The charmed creature regards the dryad as a trusted 
  friend to be heeded and protected. Although the target 
  isn’t under the dryad’s control, it takes the dryad’s 
  requests or actions in the most favorable way it can. 
  Each time the dryad or its allies do anything harmful to 
  the target, it can repeat the saving throw, ending the 
  effect on itself on a success. Otherwise, the effect lasts 
  24 hours or until the dryad dies, is on a different plane 
  of existence from the target, or ends the effect as a 
  bonus action. If a target’s saving throw is successful, 
  the target is immune to the dryad’s Fey Charm for the 
  next 24 hours.  
  The dryad can have no more than one humanoid and 
  up to 3 beasts charmed at a time.  
   
  Iliren (Druid) 
  Medium wood elf, neutral good 
  Armor Class 11 (16 with barkskin) 
  Hit Points 27 (5d8+5) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   10 (+0) 
  12 (+1) 
  13 (+1) 
  12 (+1) 
  15 (+2) 
  11 (+0) 
   
  Skills Medicine +4, Nature +3, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Elvish, Druidic 
  Challenge 2 (450 XP) 
  Spellcasting. Iliren is an 4th-level spellcaster. His 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). He has the following druid 
  spells prepared: 
  Cantrips: druidcraft, produce flame, shillelagh 
  1st level (4 slots): cure wounds, longstrider, 
  thunderwave, speak with animals 
  2nd level (3 slots): animal messenger, barkskin 
  Actions 
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit 
  with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) 
  bludgeoning damage, 4 (1d8) bludgeoning damage if 
  wielded with two hands, or 6 (1d8+2) bludgeoning 
  damage with shillelagh. 
   
  Satyr 
  Medium fey, chaotic neutral  
  Armor Class 14 (leather armor)  
  Hit Points 31 (7d8) 
  Speed 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  16 (+3) 
  11 (+0) 
  12 (+1) 
  10 (+0) 
  14 (+2) 
   
  Skills Perception +2, Performance +6, Stealth +5 
  Senses passive Perception 12 
  Languages Common, Elvish, Sylvan 
  Challenge 1/2 (100 XP) 
  Magic Resistance. The satyr has advantage on saving 
  throws against spells and other magical effects.  
  Actions 
  Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (2d4+1) bludgeoning damage. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6+3) piercing damage. 
  Shortbow. Ranged Weapon Attack: +5 to hit, reach 
  80/320 ft., reach 5 ft., one target. Hit: 6 (1d6+3) 
  piercing damage. 
   
  Vine Blight 
  Medium plant, neutral evil  
  Armor Class 12  
  Hit Points 26 (4d8+8) 
  Speed 10 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  8 (-1) 
  14 (+2) 
  5 (-3) 
  10 (+0) 
  3 (-4) 
   
  Skills Stealth +1 
  Condition Immunities blinded, deafened 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 10 
  Languages Common 
  Challenge 1/2 (100 XP) 
  False Appearance. While the blight remains motionless, 
  it is indistinguishable from a tangle of vines.  
  Actions 
  Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 9 (2d6+2) bludgeoning damage, and a 
  Large or smaller target is grappled (escape DC 12). Until 
  
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  DDGOC01-01 Tree Rot 
   
   
  19 
  this grapple ends, the target is restrained, and the 
  blight can’t constrict another target. 
  Entangling Plants (Recharge 5-6). Grasping roots and 
  vines sprout in a 15-foot radius centered on the blight, 
  withering away after 1 minute. For the duration, that 
  area is difficult terrain for nonplant creatures. In 
  addition, each creature of the blight’s choice in that 
  area when the plants appear must succeed on a DC 12 
  Strength saving throw or become restrained. A 
  creature can use its action to make a DC 12 Strength 
  check, freeing itself or another entangled creature 
  within reach on a success. 
   
  Black Bear 
  Medium beast, unaligned  
  Armor Class 11 (natural armor)  
  Hit Points 19 (3d8+6) 
  Speed 40 ft., climb 30ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  10 (+0) 
  14 (+2) 
  2 (-4) 
  12 (+1) 
  7 (-2) 
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages -- 
  Challenge 1/2 (100 XP) 
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell.  
  Actions 
  Multiattack. The bear makes two attacks: one with its 
  bite and one with its claws 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. one 
  target. Hit: 5 (1d6+2) piercing damage. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. one 
  target. Hit: 7 (1d4+2) slashing damage. 
   
   
   
   
   
   
   
   
  Wolf 
  Medium beast, unaligned  
  Armor Class 13 (natural armor)  
  Hit Points 11 (2d8+2) 
  Speed 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  15 (+2) 
  12 (+1) 
  3 (-4) 
  12 (+1) 
  6 (-2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages -- 
  Challenge 1/4 (50 XP) 
  Keen Hearing and Smell. The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell.  
  Pack Tactics. The wolf has advantage on attack rolls 
  against a creature if at least one of the wolf’s allies is 
  within 5 ft. of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft. one 
  target. Hit: 5 (1d6+2) piercing damage. 
   
   
   
   
   
   
  
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  DDGOC01-01 Tree Rot 
   
   
  20 
  Appendix. Map 
   
   
  
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  DDGOC01-01 Tree Rot 
   
   
  21 
  Appendix. The Chase 
  Have each character roll initiative to determine the 
  order. The chase spans the course of 6 stages. Each 
  stage takes one turn to overcome, if done 
  successfully. The satyr starts in the third stage, and 
  the party starts in the first stage. Any character, 
  including the satyr, who fails to pass a stage must 
  wait until their next turn to re-attempt that stage. If 
  a character beats the DC of a given stage by 5 or 
  more, they may attempt the next stage in the same 
  turn. They may only do this once per round. 
   
  If the satyr is one stage ahead of the nearest 
  character he has half cover from ranged attacks. If he 
  is two stages ahead, he has full cover. 
   
  A character in the same stage as the satyr may 
  attempt to grapple him using the rules governing 
  grappling in the Player’s Handbook. A character may 
  only attempt to grapple once each round. 
   
  The obstacles and penalties for each stage are listed 
  below: 
   
  • 
  First Stage. A deceptively deep mud puddle 
  lies in your path. Make a DC 5 Dexterity 
  saving throw. On a failed roll, the character 
  slips and falls. If a character falls in the mud, 
  any character that goes after them can make 
  their saving throw at advantage. 
   
  • 
  Second Stage. A rough patch of brush 
  blocks your path. Make a DC 7 Strength 
  (Athletics) or Dexterity (Acrobatics) 
  check, player’s choice. 
   
  • 
  Third Stage. A 10 foot deep ravine  appears 
  in front of you. A narrow, collapsed tree 
  serves as the only bridge across. Make a DC 
  10 Dexterity check. On a failed roll, the 
  character falls into the ravine and takes 1d6 
  falling damage. On their next turn they may 
  climb out of the ravine to pass this stage. 
   
  • 
  Fourth Stage. Low hanging branches are in 
  your path.  Any character with a passive 
  Wisdom (Perception) of 13 or higher 
  notices the branches and can easily avoid 
  them. Anyone with a score 12 or lower must 
  make a DC 13 Dexterity check. On a failed 
  roll, the character takes 1d3 bludgeoning 
  damage, then must make a DC 10 Strength 
  (Athletics) or Dexterity (Acrobatics) check. 
  On a failed roll the character is knocked 
  prone. Any creature size Small or smaller 
  does not need to roll to pass this zone.  
   
  • 
  Fifth Stage. This stage is filled with net 
  traps. A passive Perception of 13 or 
  better notices the traps and allows the 
  character to easily avoid the traps. Any 
  character with a passive Perception of 12 or 
  lower must make a DC 15 Dexterity saving 
  throw. A failure results in the character 
  being pulled up into the trees, suspended in 
  a net.  A character caught in the net, must 
  wait until another character cuts them 
  down. 
   
   
  • 
  Sixth Stage. You run into a patch of 
  razorvine. Make a DC 15 Dexterity saving 
  throw to avoid the razorvine. On a failed 
  save, a character takes 1d10 slashing 
  damage. 
   
   
  The chase ends in one of three ways: 
   
  1. The satyr successfully passes the Sixth Stage.  
  2. If the satyr ends his turn grappled, he is 
  caught, and becomes a prisoner of the party, 
  or he fails the Fifth Stage.  
   
  If the characters catch the satyr, they earn XP for 
  both Catching the Satyr. 
   
  Whether the characters succeed or fail to capture the 
  satyr,  allow every character to make their way to 
  the Sixth Stage, or whatever stage the satyr was 
  caught in.  
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDGOC01-01 Tree Rot 
   
   
  22 
  Appendix. Story Award Tie-Ins 
  from CCC-GOC01 
  During the course of this adventure series, the 
  characters may earn the following story awards. 
  This sheet is for your reference for the effects they 
  have upon this adventure, and include DM 
  information not listed in the player Story Awards. 
  Gained from CCCGOC01-01, Tree Rot. 
  Forewarning 
  You learned that a dryad and a satyr were helping to 
  corrupt the forest, though these creatures typically 
  work to protect it.  When one of your other 
  characters plays CCCGOC01-02, Cairns of Rot, they 
  gain advantage on Wisdom (Insight) checks to 
  determine if other protectors of the forest have been 
  corrupted. 
  Putting the Dead to Rest 
  You put the undead aarakocra to rest in CCCGOC01-
  01, Tree Rot. When one of your other characters 
  plays CCCGOC01-03, Winds of Rot, the aarakocra 
  shaman, Yael Riss, knows the spirits of his people 
  have been laid to rest, and characters have 
  advantage on Charisma (Persuasion) checks when 
  interacting with him. 
  All the Pretty Flowers 
  The corrupted dryad was successful in destroying 
  the dathlil flowers within the Quivering Forest.  
  Without their presence, the corruption spreads 
  much quicker, and affects those who would have 
  been otherwise protected.  When one of your other 
  characters plays CCCGOC01-03, Winds of Rot, the 
  gryphons and gryphon riders have been affected by 
  the corruption, and are at disadvantage to catch a 
  character that falls from the earthmote. 
  Gained from CCCGOC01-02, Cairns of 
  Rot. 
  Enemies Afoot 
  You have learned that the strange stone cairns play a 
  role in spreading the corruption throughout the 
  Quivering Forest, and you pass along the 
  information to others.  When one of your other 
  characters plays CCCGOC01-01, Tree Rot, this 
  knowledge may prove useful. 
   When characters encounter the dryad and the 
  cairn, they may make a Wisdom (Nature) or 
  Intelligence (Arcana) check, at advantage, to realize 
  the power of the cairn can be used to destroy all the 
  Dathlil flowers in the area, a terrible set back in the 
  fight to halt the corruption.  They also realize that 
  the dryad, or another powerful forest protector, 
  could use the cairn to reverse the corruption in the 
  area by using the Dathlil flowers in the ritual. 
  Secrets Revealed 
  You saved the aarakocra slaves from the dark druid’s 
  ritual.  In return, they tell you they heard the druid 
  telling strange, twisted creatures to hunt down a 
  sorceress that has been sent to stop the druid’s 
  master, as well as where the druid sent them.  When 
  one of your other characters plays CCCGOC01-03, 
  Winds of Rot, your character has advantage on the 
  checks needed to find Ciliksandra. 
  Corruption Unchained 
  You were unsuccessful at stopping the ritual, and the 
  corruption has spread.  When one of your other 
  characters plays CCCGOC01-01, Tree Rot, or 
  CCCGOC01-03, Winds of Rot, the burden of your 
  failure is placed upon those characters.  Suffering 
  from the psychic malignancy of the corruption, 
  characters must succeed on a DC 10 Charisma saving 
  throw every two hours of in-game time, or suffer one 
  level of exhaustion. 
  Gained from CCCGOC01-03, Winds of 
  Rot. 
  Lessening Influence 
  By breaking the gemstone and freeing the fiend 
  within, you have stemmed the tide of the corruption.  
  When one of your characters plays CCCGOC01-01, 
  Tree Rot, you have the opportunity to convince a 
  would-be enemy not to fight, and to help heal the 
  forest instead.   
   This allows the characters to attempt a non-
  combat resolution with the dryad, where the DM will 
  run the alternate solution encounter. 
  No Mote In the Sky 
  You have defeated the dracolich and Velvet’s 
  emissary, and the Cloud Glider tribe has survived to 
  find a new place to call home.  When one of your 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDGOC01-01 Tree Rot 
   
   
  23 
  characters plays CCCGOC01-02, Cairns of Rot, the 
  earthmote will not be seen in the sky. 
   When running the final combat, the DM does not 
  include the effects of the earthmote being present. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDGOC01-01 Tree Rot 
   
   
  24 
  Player Handout 1. Zhentarim 
  Orders 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDGOC01-01 Tree Rot 
   
   
  25 
  Player Handout 2. Story 
  Awards 
  Forewarning 
  You learned that a dryad and a satyr were helping to 
  corrupt the forest, though these creatures typically 
  work to protect it.  When one of your other 
  characters plays CCCGOC01-02, Cairns of Rot, they 
  gain advantage on Wisdom (Insight) checks to 
  determine if other protectors of the forest have been 
  corrupted. 
  Putting the Dead to Rest 
  You put the undead aarakocra to rest in CCCGOC01-
  01, Tree Rot. When one of your other characters 
  plays CCCGOC01-03, Winds of Rot, characters may 
  find an ally waiting for them on the earthmote. 
   
  All the Pretty Flowers 
  The corrupted dryad was successful in destroying 
  the dathlil flowers within the Quivering Forest.  
  Without their presence, the corruption spreads 
  much quicker, and affects those who would have 
  been otherwise protected.  When one of your other 
  characters plays CCCGOC01-03, Winds of Rot, the 
  gryphons and gryphon riders have been affected by 
  the corruption, and are at disadvantage to catch a 
  character that falls from the earthmote. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDGOC01-01 Tree Rot 
   
   
  26 
  Player Handout 3. Magic Item 
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Bracers of Archery 
  Wondrous item, uncommon (requires attunement) 
   While wearing these bracers, you have proficiency 
  with the longbow and shortbow, and you gain a +2 
  bonus to damage rolls on ranged attacks made with 
  such weapons. 
   These cured leather bracers are etched with the 
  images of arrows chasing wild animals. 
   This item can be found in the Dungeon Master 
  Guide. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/B-CON (GOC)/CCC-GOC01-01 - Tree Rot.pdf