WBW-DC-ANDL-01 The Petrified Forest
WBW-DC-ANDL-01 The Petrified Forest
You have been called to the City of Eshpurta to investigate, and hopefully reverse, the rapid
death of all plant-life in the region. Adventurers of your renown should be able to solve this
problem before it spreads to the rest of the Sword Coast, and puts the region into a state of
horrific famine. Part one of the Thin Veil Series.
A Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8.
1
CREDITS
Lead Designer: Brian Balagot
Editing: Edward C.
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.
©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
ADVENTURE PRIMER
To learn about ourselves, behind the death of the plant life in the Material Plane
we must learn about our own mythology and hatch a plan for stopping Adarna from petrifying all
—Anonymous of Andelein. This is Story Objective A.
• Part 2: Preparing for the Songbird (120 minutes). To
prepare for stopping Adarna, the characters must collect
This adventure is designed for three to seven 5th to 10th- some Awakening Fruit and Purifying Water. This is Story
level characters and is optimized for five characters with Objective B.
an average party level (APL) of 8. Characters outside this
• Part 3: The Song of Creation (70 minutes). Having
level range cannot participate in this adventure.
finished their preparations, the characters travel to the
This adventure mostly occurs in Andelein, the Domain of
Border Mountain and confront Adarna. This is Story
Tropical Rainbows.
Objective C.
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 3)
DOMAIN OF DELIGHT: ANDELEIN
Andelein is a domain of sunshine and warmth, where To tend to their realm, Alindaya manipulates the garden
tropical folklore has come to life. Its physical form takes around their bamboo hut, which is a miniature
shape based on the whims of its archfey, Alindaya, who is representation of their physical domain. By replanting or
able to reshape their domain by physically rearranging the repotting the plants and rearranging them in the garden,
garden outside their small bamboo hut. The form that the physical terrain around them changes – by adding more
Andelein typically takes is a lush, green tropical jungle, but water, they can turn the jungle can turn into an ocean,
it has been an archipelago or a large island – depending on should they wish it.
how Alindaya feels. Alindaya has a fluid personality that flitters between
The domain is physically close to the Sword Coast, near mischievous and benevolent. When interacting with
the region of Amn. The lush, green mountains of Andelein creatures from the Material Plane, however, they typically
are the same mountains that exist in the Material Plane: the take the form of a down-to-earth, mature female eladrin
Small Teeth, the Cloud Peaks, and the Troll Mountains. gardener to make them appear weaker than they truly are.
Instead of the hardwood evergreens that populate the Their reason for doing so is to catch their visitors off-guard,
mountains of the Region of Amn, there are tropical trees and to better gauge their true intentions.
like balete, narra, and palm trees, with brown trunks
reaching into the sky, crowned by palm fronds and laden
with colorful and delicious fruit. Being physically close to
FEY CROSSING
the region of Amn makes it such that fey crossings into Creatures who are welcome, and willingly travel to
Andelein often happen in The Snakewood, but Andelein, need only walk past three trees, clap three times,
planeswalkers and other fey travelers can arrive here and walk beneath the shade of a fourth– and they will find
through other fey crossings across Toril. themselves in Andelein. This can be done where there are
Being in the domain is an overwhelming sensory trees. Should those creatures do so in a forest in Amn, they
experience – it is a wonderful palette of tropical colors and will appear in the mirror of their physical location in
sights: The sky is dazzling mix of cerulean, yellow, and Andelein, depending on where in Amn they entered.
fuchsia. When lightning streaks overhead, it does so in a
flash of vibrant purple. When raindrops fall from the sky,
they take the form of tropical fish that only the most NATURE’S REFLECTION
perceptive notice. Clouds shaped like swimming sea turtles
drift in lazy patterns across the multi-colored sky. The air A thin veil exists between the material and fey planes in
carries the salty scent of the sea, and the warm sea breeze Amn and Andelein. While the death of a blade of grass in
feels like soft fingers caressing your skin with a feather- Amn will not be echoed in Andelein, major destruction on
light touch. one plane will affect the other, and vise-versa.
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 4)
CALL TO ACTION: FAMINE IN ESHPURTA
Estimated Duration: 20 minutes
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 5)
PART 1: WELCOME TO ANDELEIN
Estimated Duration: 30 minutes
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 6)
angelfish, and parrotfish. Characters who are musically Inside the tiny hut, the party sees a living room set with a
inclined can infer that the pitter-patter of rain follows a coffee table in the middle, all made of bamboo. Alindaya
3/8th’s drumbeat. takes as many saucers and teacups as there are characters
Now that the characters have crossed over, they see that (plus Betchay) from a cupboard, and there are three brown
Betchay’s physical appearance has changed: Instead of a sugar cubes on the saucer beside each teacup. The air is
halfling, she is now a heavily tattooed, crimson-skinned filled with the smell of tsokolate (hot chocolate) as Alindaya
winged tiefling, with the short, thick, black horns of a pours out a cup for each of the characters.
tamaraw (artwork in Appendix 1: Betchay). If asked about
the change in appearance, Betchay explains that her radical AREA INFORMATION
colorful appearance could be too much for the Amnians and
so she disguised herself. Alindaya’s Hut. The living room of the hut is a cozy 30-
foot square room. There are three other rooms here that
Once the characters are aware that they have lead to a kitchen, a bathroom, and a bedroom The hut and
transitioned into The Feywild, Betchay reveals the furniture are all made of bamboo. Hanging on the wall is a
following information. large spoon and fork, carved from dark wood. From the
windows, you can see outside into the lush, green gardens
• The Feywild exists as a chromatic mirror to The
and well-populated fishpond of Alindaya’s clearing.
Material Plane – the terrain in the Material Plane
exists similarly, and differently, in The Feywild Smells and Sounds. Apart from the smell of hot
chocolate, the salty sea breeze mixes with the floral scents
• A forest in the Material Plane could be an ocean in
that come in from the garden. To those who can detect it,
The Feywild. A mountain in the Material Plane could
you hear the storm’s wind and the rainfall following the
be a volcano – the location of the landmark is
3/8th’s rhythm.
similar, but how it is formed could be different
The Sunken Garden Outside. There are 4 large mounds
• There is a thin veil between The Feywild of Andelein,
of earth visible above the water in the garden. Floral plants
and the region of Amn in the Material Plane. Thus,
are uprooted and lying on their side atop these mounds;
large events that affect nature in one plane create an
they appear to be in the middle of being replanted. One of
effect in the other – and vice-versa
the mounds is much larger than the others, with a
• “This land isn’t always this stormy!” Betchay says as
miniature decorative bamboo hut in the center of it that
she ruffles her wings, damp with rain. “I usually get
looks oddly similar to Alindaya’s own bamboo dwelling.
to fly wherever I please here, but the storm has
made that impossible.”
• The storm is a result of the surge in fear in the CREATURE INFORMATION
Feywild. The fear is so potent that the creatures here Once the characters have settled down and warmed up
are also affected and are not their normal selves! from the hot chocolate, Alindaya (artwork in Appendix 2:
• Betchay will remind everyone: “You were all hand- Alindaya, use archdruid stats) explains the following:
picked for being both capable, kind-hearted, and • “Not too long ago, half of one of the mountains in my
heroic. Remember yourselves!” domain suddenly crumbled apart, releasing the
• She knows exactly where to take everyone – to songbird that I had been keeping inside. My sources
Alindaya’s hut, which is in a clearing right ahead. tell me that this is because of the imbeciles in the
Material Plane!” she fumes with anger.
•
ALINDAYA’S HUT She asked Betchay to find good-natured and capable
individuals who can restore things to their proper
The raging storm continues to pelt characters with rain as balance, and “finally, they have arrived!”
they travel to the clearing, led by Betchay. As the party • This songbird’s song turns living things to stone. “I
emerges from the tree line, they see a simple bamboo hut rearranged my garden, flooding it even, to protect
on stilts in the middle of a pond whose surface ripples as the plants and creatures of my domain.”
the raindrops hit it. The hut and its pond are in the center of • Alindaya explains how Andelein is typically a
this clearing, complete with a bamboo bridge leading over mountainous jungle and that she used her control
the pond’s water, to the hut’s entrance. Adjacent to the hut over the domain to transform the terrain into
is what looks to be a flooded garden, in a low bamboo islands, submerging creatures and plants. Since
enclosure, that is a complete mess. Adarna cannot swim, this protects the plant-life
under the water. These creatures and plants are now
aquatic in nature, thanks to Alindaya’s powers.
A hooded feminine humanoid figure emerges from the hut, • “I would capture the bird and return it to the
using her cloak to shelter herself from the rain. She calls out to mountain myself. But who would tend to my garden
you all in a welcoming voice, waving you all over, and asking while I’m away?” If she was not at her garden when
you all to come inside the hut to take shelter from the storm. Adarna flies over and starts singing near any of the
As you approach, she uncovers her hood – revealing a young remaining islands, she will not be able to rearrange
dark-skinned and black-haired eladrin with a warm smile. her garden in time to protect the inhabitants there
“Apologies for the mess – I promise it’s not always like this!
Please have a seat inside, and let’s warm you all up.”
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 7)
FEY LOGIC AND WHIMSIES Ditse Mare (an eladrin), and retrieve some
The Feywild is a place where its inhabitants follow their whimsy, awakening fruit. Kalaman Ridge is a huge orchard
having no real structure or logic to their actions. What is logical for on a mountain of The Kalaman Ridge, filled with
a fey creature may not be logical for a denizen of the Material trees bearing this fruit. Ditse Mare can be found
Plane. Alindaya flooded her lands in the hope that it may stop the living in the largest tree house in Kalaman Ridge.
petrification from spreading further. Whether this was the optimal • If a character is petrified by Adarna, turning them
or most logical path to reaching this objective is a moot argument back to flesh from stone can be done by pouring
– since it has all already been done. purifying water on the target, which the characters
can acquire from Aching Ma (an eladrin) who can be
If pressed with a DC 27 Charisma (Persuasion) check
found near the largest hot spring in Pawikan Hills.
about the nature of the songbird, Alindaya reveals the
• To easily travel between the islands, Alindaya casts
following:
wind walk on the party.
• The songbird is named Adarna, and they were
created to turn living things to stone through song.
• The song created the foundation of the physical form As you are leaving, Alindaya calls out, “I need that bird alive in
of domain from the primordial sea. Adarna was then that mountain unharmed! Please do your best!”
kept/imprisoned in the mountain to keep singing
and strengthen the foundation of the mountain’s Agreeing to Alindaya’s conditions creates a bond
interior, and Andelein, forever. between the characters and Alindaya. They have signed a
Alindaya proposes the following course of action: Fey Contract. If the characters kill Adarna, go to the
• “I would like for you all to capture the bird and Conclusion of the adventure. To learn more about Fey
return it inside the mountain.” Contracts, read about them in Domains of Delight.
• Three other “islands” have been kept afloat: Pawikan
Hills, Kalaman Ridge, and the Border Mountain. STORY OBJECTIVE A
• The Border Mountain is where Adarna was
originally kept in. This “island” was kept large and Creating a plan for capturing Adarna is Story Objective A.
intact with the idea of letting Adarna turn
everything there to stone, and maybe leave the other DEVELOPMENT
islands alone. Adarna can likely be found there.
• Adarna’s petrifying song is countered by staying Once ready, the characters take to the skies and select their
awake. You should go to Kalaman Ridge, seek out destination – as they prepare to stop Adarna. Go to Part 2.
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 8)
PART 2: PREPARING FOR THE SONGBIRD
Estimated Duration: 120 minutes
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 9)
is priority number one. Anything traded away should be done so Negotiation Options. The characters can try to talk her
for 10-20x the value. into increasing the number of vials of purifying water with
Purifying Water. It is a rare commodity. Producing it requires a DC 16 Charisma (Persuasion) check. If the characters are
the steam breath of a Dragon Turtle. This information is top secret successful, this will cause her to change the offer into 2 vials
and not given freely. of purifying water for one permanent magic item.
Quote. “What do you have that is valuable enough to replace The Greater Good. Talking to her about “working for the
this purifying water that can save your life? That can literally take greater good” and persuading her to give some purifying
you back from being petrified?” water over because the characters are here to save the
domain will be met with indifference by Aching Ma. If the
Playing the Pillars Suggestions for this encounter:
players fail a DC 16 Charisma (Persuasion) check, she will
• Combat. They can simply charge forward and fight
be insulted, causing her to increase the number of magic
Aching Ma and the 3 large gorillas.
items by 1 – where 1 vial of the purifying water will now
• Exploration. The characters can opt to just steal the
cost 1 permanent magic item each. As far as she is
Purifying Water. They will have to figure out, first,
concerned, Aching Ma does not know the characters, and
that the purifying water is held inside a vault 15
thus has no compelling reason to believe that they can
feet beneath the surface of the hot springs. If they
handle the job. She cannot be convinced that the characters
do, then they will have to sneak past the 3 large
are capable. Intimidation fails this check automatically.
gorilla sentries guarding the pool, and then find a
Reading Intentions. After spending some time talking to
way to swim into the hot spring and take the
her, call for a round of Insight checks. A DC 1 Wisdom
Purifying Water from the locked vault without
(Insight) check reveals that she can be persuaded by talking
getting noticed. The hot spring is located in an open
to her about the right topics. A 15 or higher on the check
area surrounded by a busy open-air market, and
reveals that she is a cutthroat businesswoman with a one-
hiding is not going to be easy. The mechanics for the
track-mind towards making a deal. Convincing her to
heist are explained in Area 1B: “The Hot Springs”
simply give it up is or offering other services in lieu of
• Social. If the characters land on the island and make giving up a magic item is useless. An 18 or higher on the
their presence known, they will find that Aching Ma Insight check reveals that she is not as smart as she
will welcome them into the bamboo canopy
presents herself and can be deceived to take something of
following the Rule of Hospitality by which The lesser value than the items she originally selected. This
Feywild abides. When asked about the Purifying opens option to “Swindle” her.
Water, she will say that she will only let it go for “a
fair trade.” The mechanics for this trade are
INSIGHT CHECK ROUNDS AND DM EMPOWERMENT
explained in Area 1A: “The Market Square”
This encounter (and others in this adventure that call for a round
of Insight checks) can be incredibly frustrating to the players and
AREA 1A: THE MARKET SQUARE near impossible to solve without having any information for what
When asked about the purifying water, Aching Ma explains can be done in the encounter. The Insight check round is very
the following: important so that social options can be determined. You, the DM,
• She cannot let go of any of it – because this is a “rare are empowered to modify things so long as it meets the spirit of
resource” that is hard to produce. If the characters the encounter. Let the players take creative approaches.
had come for anything else, she would have gladly Secret Tactic: Swindling Aching Ma. This only becomes
parted with it – but not the purifying water. Gold an option with Wisdom (Insight) checks of at least 18 from
and weapons for trade do not sway her. the “Reading Intentions” section. The characters can offer
• She has no assurances that giving this to characters items to Aching Ma that are less valuable than the items she
will mean that the songbird will be caught. She initially identified, by “fluffing them up” successfully with a
cannot risk it, because she does not know them. DC 16 Charisma (Deception) check. One example of this is a
Hence, only a trade will work. staff of birdcalls, fluffed to be “an Anti-Adarna staff that
Negotiations. When asked about what she would offer, keeps this songbird away.” Another example is a soul coin
she starts to scan the magic items of the characters. Ask the that is sold as “an insurance policy for the afterlife.” Let the
players what magic items are visible on their characters. players be creative with how they will swindle. Aching Ma
Aching Ma will begin the negotiations by offering 3 vials of will only accept offers that keep with the theme of
the purifying water for 2 permanent magic items the protecting her tribe, preserving life, and increasing
characters are carrying that have something to do with resilience. Failing the Deception check by 10 or more will
healing or becoming more resilient (examples of these are lead Aching Ma to “aggressively remove” the characters
amulet of the devout, periapt of proof against poison, staff of from her sight. She will command the large gorillas to attack
healing, and an amulet of health). the characters, triggering outright combat.
Outright Combat. If the characters lose their patience
CHALLENGING NEGOTIATION and decide to rush Aching Ma, or if the characters fail to
Pick items that are the most valuable to the players and keep with deceive Aching Ma accordingly, combat will be triggered. As
the theme of being able to heal or increase resilience. Be creative! an archmage, Aching Ma only has mage armor precast.
This is meant to be a tense negotiation. The players should feel Though the creatures in Andelein are crazed by how afraid
like they do not know if they will get their things back, but they they are of being petrified, they will not kill the characters.
certainly will once Adarna has been returned to the mountain.
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 10)
They will strike to subdue and toss the characters out of not a spell. Dispel magic will not work, because this is a curse and
their island. not a spell. This curse does not give off a magical aura that detect
magic can sense. Divination and other similar spells or methods of
ADJUSTING THIS ENCOUNTER magically collecting information can give the characters
• Very Weak: The giant apes have 104 HP, and Aching Ma knowledge that the affliction is a curse. To learn more about Fey
(archmage) has 62 HP, she has already used her 9th and 8th Curses, see Domains of Delight.
level slot
• Weak: The giant apes have 130 HP and Aching Ma AREA 2: KALAMAN RIDGE
(archmage)has 80 HP, she has already used her 9th level slot
• Strong: Give the giant apes 200 HP and Aching Ma (archmage) AREA INFORMATION
130 HP
Dimensions and Terrain. The island looks like a
• Very Strong: Give max HP to all giant apes and Aching Ma
peninsula of peninsulas – shaped almost like a 6-legged
(archmage).
insect. Flying above the island, the characters notice that,
AREA 1B: THE HOT SPRINGS while it was described to them that the island is a whole
orchard of trees that bear the awakening fruit, they see
If the characters walk up to the Hot Springs, they will that none of the trees here have any fruit on their branches,
discover that these giant apes speak Sylvan. The giant apes nor are there any fruits on the ground that could have fallen
(lawful neutral) will simply tell the characters to back off. If out of the trees due to the storm currently battering the
the characters ask about the purifying water, they will say islands. In the middle of the “island” is a 200-foot tall tree
that they cannot talk about that and will tell the characters complete with windows and doors carved into its trunk.
that the Hot Spring is off limits. They will also mention that Smells and Sounds. Calls of wildlife and the chittering of
hot springs are all over the island and that if they want to insects fill the island through the sound of the storm.
take a relaxing dip, they can use the other ones instead
(map in Appendix 4: Hot Spring).
CREATURE INFORMATION
Purifying Water Heist. If the characters opt to try steal
the purifying water, they will need to deduce that this is in Outside the gigantic tree are 27 pixies that grew
the hot spring. When asking Aching Ma about how the grasshopper-like features due to the fear that pervades the
Purifying Water is made, the characters will need to archipelago, manifesting physical changes among its
succeed with a DC 16 Charisma (Persuasion) check, for inhabitants. They have antennae and extra-long
Aching Ma to tell them that it takes a Dragon Turtle’s steam grasshopper-like legs. They lie on the ground, exhausted,
breath to produce it, and retaining its potency requires because they have spent this apocalyptic time partying,
storage in a container with a hot ambient temperature. believing the end of the world is coming Their minds and
A character can break away from the larger group of bodies have been warped, and they are compelled to
characters quietly with a successful DC 14 Dexterity respond to the petrification of their forests through
(Stealth) check and inspect the other market stalls with a partying. They cannot be convinced to stop with logical
DC 15 Wisdom (Perception) check to see that the Purifying arguments or persuasion.
Water is not sold in them. Failing the stealth check causes
Aching Ma to call the character back to the larger group. GRASSHOPPER-PIXIES
Entering the hot spring to get to the vault without being CN, pixie
noticed can be done with a successful DC 14 Dexterity Before the apocalypse, the pixies all worked together in harmony
(Stealth) check, and the hot steam will cause 27 (8d6) fire – tending to the trees in the orchard. Post-transformation – all
damage per round that a creature is swimming in the they want to do is party like it is the end of the world. Caring
scalding hot water. The vault is 15 feet beneath the surface about the tree and their tribe makes them feel torn.
of the water. It can be opened with a DC 15 Dexterity What They Want. They want to rest, be comfortable, and party.
(Thieves’ Tools) check. They are resting outside the tree, under the shelter of the
Getting Caught. Failing the Stealth check to enter the hot branches to protect themselves from the tropical storm,
spring will trigger combat. Aching Ma will arrive one round recuperating before they party again.
later, as she is not near the hot springs when this happens. The Gigantic Tree. Second to partying, the tree is valued by
Successful Thievery. Stealing from a Fey will trigger a these grasshopper-pixies. The tree represents comfort and home
fey curse which the thief becomes aware of after returning to them, and they are sad and torn by being cast out of the tree.
to the rest of the party when they attempt to pick up, or Ditse Mare. Next to partying, the grasshopper-pixies care about
hold, an item. The thief (or thieves) will be affected by the their steward. If something bad happened to Ditse Mare, the
following curse: Anything you try to pick up or hold in grasshopper-pixies would be terribly upset.
your hands slips through your fingers. A remove curse Abstract Threat. While everyone has heard about Adarna and
spell or similar magic ends this curse. her petrifying song, nobody has seen this bird yet. Her absence
makes her less threatening to the grasshopper-pixies.
DETECTING FEY CURSES Inside the tree are 27 pixies that fly about hard-at-work
Stealing objects from Fey Creatures results in being cursed. The focused on keeping track of the awakening fruit inventory
Fey from whom something was stolen does not even need to in the tree. Similarly, their minds and bodies have been
know that you stole something from them. When something is warped as a response to the fear of petrification. They have
stolen from Fey creatures, they feel a sense of loss. This curse is
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 11)
antennae, an extra pair of arms, and mandibles extending protect the residents of the orchard. The characters
from their cheeks – shaped like an ant’s. They are can then forcibly take the fruit.
compelled to respond to the apocalypse by working hard • Exploration. The characters can opt to steal the
and focusing on taking care of and hoarding supplies – the awakening fruit. If they find and follow the
awakening fruit most of all. The ant-pixies also cannot be supervisor ant-pixie around while it is on its
convinced of matters like work-life-balance through logical supervisory rounds around the tree, they can spot
arguments or persuasion. the room where the awakening fruit is kept. From
there, they will simply have to sneak past the pixies.
ANT-PIXIES The mechanics for the heist are explained in Area
LN, pixie 2B: “Inside the Tree”.
The ant-pixies worked arm-in-arm with the grasshopper-pixies, as • Social. As it is a scarce resource and she has bigger
regular pixies, before both groups were physically transformed by problems weighing on her mind, Ditse Mare is only
the apocalypse. Post-transformation – all the ant-pixies want to willing to give some awakening fruit away to
do is arrange their inventory and hoard supplies like it is the end individuals who can prove their worth by getting the
of the world. ant-pixies and grasshopper-pixies to cooperate. The
What They Want. They want to ensure maximum efficiency, characters will have to figure out what motivates
productivity, and security for the end-of-days. For the ant-pixies, each group of pixies, and then select a tactic that will
working hard is the only way to go. get them to work together.
The Gigantic Tree. All the fruit inventory is in the tree, their
security and comfort lie in the tree, and the tree needs to be
protected – it is very important to these ant-pixies.
AREA 2A: OUTSIDE THE TREE
Ditse Mare. Order is maintained through the organizational As the characters approach the tree, they notice there are
structure. The manager of the orchard must be protected. 27 pixies outside, lying in the wet grass – taking shelter
from the storm under the branches of the gigantic tree. Only
Because the ant-pixies and the grasshopper-pixies are at on getting closer do the characters immediately notice that
odds with each other, the ant-pixies will not allow the these pixies do not look like normal pixies – antennae are
grasshopper-pixies back into the tree, feeling insulted that sticking out of their foreheads, and their legs are
the grasshopper-pixies partied while the ant-pixies worked abnormally long and shaped like grasshopper legs. They
hard on protecting all the fruits in Kalaman Ridge. On the also have exhausted and indifferent looks on their faces.
second floor of the tree, Ditse Mare (archmage) is in her Asking what they are doing outside reveals the following:
office – stressed out by the ant-pixie and grasshopper-pixie • Since news of the songbird’s escape hit them, they
conflict that she is unable to solve. She sits at her desk, head decided that the only way to spend their time now is
in her hands, trying to think of ways to end the conflict to party until the world ends.
among what she thinks of as “her” pixies. Her assistants, • They are outside, lying on wet grass because they
named Chaos (spring eladrin) and Entropy (summer are tired and need to rest before their next party.
eladrin), are in a nearby room having a break. • They have not been allowed inside by the other
pixies, who did not like that they just partied
DITSE MARE (DI-CHE MA-RE) repeatedly instead of helping store Awakening Fruit.
NG, eladrin (female) archmage Asking About Ditse Mare. The grasshopper-pixies will
Despite the air of fear, Ditse Mare is able to keep her wits about simply point to the direction of the tree.
her. She has the look of a middle-aged eladrin, dressed in colorful Persuading Them to Get Up. A DC 15 Constitution
tribal robes of blue and green woven trim. What does bother her (Persuasion) check can only be attempted by spending 10
is the conflict between the pixies in her domain. No amount of
minutes trying to convince them to change their mind.
persuasion from her has changed either side’s mind.
Constitution is used here to represent how tiring it is to
What She Wants. Times among the pixies are tough, and the
speak with them for ten minutes. By succeeding on this
future is unclear. At the very least, she would be grateful if her
check, the grasshopper-pixies respond by remarking that
pixies would cease their animosity towards each other. The best
the characters said a lot of nice words, yet they cannot
possible outcome would be for all the pixies to cooperate and get
change their ways. Attempting to persuade them is
along with each other.
exhausting on the mind and characters who do this must
Open to Fresh Ideas. After trying conventional means of
make a DC 15 Wisdom saving throw. Characters who fail
persuading and convincing the pixies to get along, she has hit her
take a level of exhaustion. Failing the Persuasion check
wits’ end, and is exhausted from trying to mediate between the
also causes the grasshopper-pixies to become annoyed with
two factions. The characters can pitch ideas to Ditse Mare, and
she is open to experiments. the characters – refusing to speak with them further.
Quote. “Have you ever seen pixies that look like this? It’s crazy Reading their Motivations. After spending some time
– and it’s driving me crazy!” speaking with these grasshopper-pixies, DC 1 Wisdom
(Insight) check reveals that if the characters speak to them
Playing the Pillars Suggestions for this encounter: about the right topics, they could possibly change their
• Combat. The characters can opt to rush the pixies mind and pick their working habits back up. Getting a 15 or
and eventually Ditse Mare. They can simply attack higher on this check reveals that the grasshopper-pixies are
the grasshopper-pixies and the ant-pixies until Ditse crazed, they have a one-track-mind, and that no amount of
Mare and her eladrin assistants go downstairs, to persuasion will work. An 18 or higher on this check reveals
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 12)
that while the grasshopper-pixies want to party like it’s the room and steal some awakening fruit. Failing this check
end of the world, they are deeply bonded to Ditse Mare and causes the thieves to be spotted, requiring all of them to
the tree – and could be incited to act if something happened take part in the thievery of the characters (some characters
to either of them. will have to break in, some will have to help the party
escape, etc. Montage this part and call the thievery a success
AREA 2B. INSIDE THE TREE if the party is found out in their initial Stealth check,
because they will all get fey curses due to all playing a part
As the characters enter the tree, they are greeted by a pixie in the thievery).
with four arms, two legs, antennae, and mandibles coming Successful Thievery. Stealing from a Fey will trigger a
out of their cheeks, very obviously shaped like an ant’s fey curse which the thief becomes aware of after returning
body. They are asked to come inside and take shelter from to the rest of the party. The thief (or thieves) will be
the rain, following the Rule of Hospitality. The tree is affected by the following curse: You gain 3 levels of
buzzing with the chittering sound of the ant-pixies’ exhaustion. Until the curse ends these levels of
productivity, and the sound of it is tiresome to listen to. exhaustion can’t be removed A remove curse spell or
Asking about what they are doing outside reveals the similar magic ends this curse.
following: Outright Combat. The characters can opt to rush the
• Since the tropical storm began, the ant-pixies hastily pixies inside the tree. Doing this will cause Ditse Mare
and dutifully collected every single awakening fruit (archmage) and her 2 eladrin assistants Chaos (spring
from the island, catalogued them, tracked their eladrin) and Entropy (summer eladrin) to come down the
expiry date, and put them into proper storage stairs from their office space inside the upper level of the
• The tree is a model of work efficiency: Every waking gigantic tree and confront the characters, along with 3 ant-
hour is spent tracking and ensuring proper pixies (pixie). They will aim to disable the characters
inventory storage of the perfectly catalogued items, (polymorphing to sheep for example) and eject them from
with the perfectly balanced schedule, and absolutely their island. Chaos and Entropy will use their joyful presence
nobody is exhausted because the schedule has and fearsome presence to manipulate them and control their
perfect slack planned with pre-predicted sick days. movement. Ditse Mare will try to contain them using wall of
• There are no water fountains here for gossip; force and forcecage, using time stop to get as much
breaktime is properly scheduled, everything here is containment work done as possible during her turn.
efficient, productivity ratings are through the roof.
The ant-pixie supervisor keeps track of productivity. ADJUSTING THIS ENCOUNTER
Asking About Ditse Mare. If asked about where they can • Very Weak: The spring eladrin and summer eladrin have 91
find Ditse Mare, the ant-pixie who greeted them will lead HP, Ditse Mare (archmage) has 62 HP and has used her 8th
the characters to the Ditse Mare’s Office. and 9th level slots
Persuading Them to Slow Down A DC 15 Constitution • Weak: The spring eladrin and summer eladrin have 110 HP and
(Persuasion) check can only be attempted by spending ten Ditse Mare (archmage) has 80 HP, she has already used her
minutes trying to convince them to change their mind. 9th level slot
Constitution is used here to represent how tiring it is to • Strong: Give the spring eladrin and summer eladrin 157 HP,
speak with them for ten minutes. By succeeding on this Ditse Mare (archmage) has 130 HP and all of her standard
check, the ant-pixies respond by remarking that while the pre casted spells
characters said a lot of nice words, they must get back to • Very Strong: Give max HP to the spring eladrin and summer
work. Attempting to persuade them is exhausting on the eladrin and Ditse Mare (archmage)
body due to the constant chittering of the ant-pixies in the
tree, and characters who do this must make a DC 15 B. DITSE MARE’S OFFICE
Constitution saving throw. Characters who fail take a level
As the characters enter Ditse Mare’s office (map in
of exhaustion. Whether they succeed or fail on the attempt
Appendix 5: Giant Tree), they notice that Ditse Mare’s
to persuade the pixie, they can follow this pixie while it is
brows are furrowed, and her forehead is in her hands. She
making its rounds and they are able to see the room where
is a dark-skinned middle-aged eladrin who looks stressed
the Awakening Fruit is kept.
and tired. Her facial expression immediately changes into a
Reading their Motivations. After spending some time
pleasant one as she straightens her robes, standing up, and
speaking with these ant-pixies, DC 1 Wisdom (Insight)
introducing herself kindly to the characters.
check reveals that if spoken to them about the right topics,
When asked about the awakening fruit, Ditse Mare
they could possibly change their mind and have work-life
explains the following:
balance. Getting a 15 or higher on this check reveals that
the ant-pixies are crazed workers whose sole focus is • Ditse Mare mentions that this is an incredibly rare
storing and cataloguing awakening fruit, and that no resource, and if the characters asked about
amount of persuasion will work. An 18 or higher on this something else, she would hand that over. She needs
check reveals that while the ant-pixies want only to work, to keep as many of the awakening fruit as possible
they are deeply bonded to Ditse Mare and the tree – and to protect her pixies from the possible threat of the
could be incited to act if something happened to either. Adarna, coming over and turning them to stone.
Stealing the Awakening Fruit. A DC 14 Dexterity • Giving some awakening fruit to the characters
(Stealth) check enables a character to enter the inventory means less for the pixies of the orchard. The
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 13)
characters can prove their worth to Ditse Mare by grasshopper-pixies and ant-pixies will wail and run around
solving her problem: getting the pixies to cooperate. chaotically. Succeeding on a DC 18 Wisdom Save against the
• The characters are welcome gather info by asking pixies’ wailing will prevent the characters from taking a level of
the pixies some questions, and then coming back to exhaustion.
Ditse Mare afterwards with ideas on how to proceed. Using Adarna. If the characters conjure Adarna somehow –
using Illusion Magic, Disguise Kits on an aarakocra to make it
CREATIVE MANIPULATION appear like Adarna, or by conjuring Giant Eagles somehow – the
This encounter is intentionally designed to throw your players pixies will react by taking their current compulsions to the
outside their comfort zone in social encounters. Fey creatures extreme. The grasshopper-pixies will party even more wildly, and
think and behave differently, more so under the duress of the the ant-pixies will all apply the awakening fruit to themselves, for
possible end of their world. The solutions do not make sense to as long as they believe that Adarna is there.
inhabitants of the Material Plane, but the important thing is it For successfully getting the pixies to cooperate, Ditse
works for the pixies. Force and fear of Adarna do not address the Mare will give the characters 1 awakening fruit each –
pixies’ needs. You, the DM, are empowered to allow for other which is enough to resist Adarna’s birdsong and being
solutions that meet the spirit of the encounter. petrified by her.
The ant-pixies and grasshopper-pixies cannot be convinced to The awakening fruit can be applied by making a small
see eye-to-eye through conventional means of persuasion and
incision in one’s skin and then squeezing the juice into this
logic. Abstract threats feel too distant to force a change in their
wound. Applying the juice to the wound is an action. This
behavior, and immediate threats spur them to action. By creating
juice stings and initially applying it causes 6 (1d6) acid
an internal change inside the pixies’ immediate area, the effects of
(citrus) damage. The juice surges with energy when
the fear can be undone. Examples of things that the characters
Adarna’s birdsong is audible, and creatures who have the
could do are described below.
juice and can hear it take the acid damage at the start of
Burning or the Tree. Doing this will cause the grasshopper-
their turns. It is an action to remove the juice from the
pixies outside to spring into action, and try to put the fire out. The
wound.
ant-pixies would go outside and try to put the fire out as well.
Seeing each side working on the same problem will spur them to
speak to one another after the fire is out, and this will cause them TREASURE
to physically transform back into their original pixie forms. So that As a token of her gratitude, Ditse Mare will take a small
the characters are not treated as hostile by the pixies, this “fire” branch from a nearby awakening fruit tree. She will imbue
will need to appear as the cause of natural or outside forces. it with magic and it starts to glow. Tapping it in her hand as
Pretending To Hold Ditse Mare Hostage. Ditse Mare is open a conductor taps a baton, she will spend a charge and test
minded and can be convinced to play along in ploys such as that it works. Pointing it at one of the kinder characters, she
pretending to hold her hostage, no Persuasion check needed. If will say the command word “Asim Kilig”, and if the creature
Ditse Mare is held hostage in a place in the tree that is visible to fails their DC 10 Charisma saving throw, they will begin to
both the ant-pixies inside, and the grasshopper-pixies outside, smile as if having drunk some sweet-sour fruit juice,
both sides rise together to rescue Ditse Mare from the characters. causing their lips pucker up and simultaneously smile. She
The characters need to play along, pretend to be defeated by the leaves the characters the parting gift of Ligaya, a wand of
pixies, and give them the feeling of heroism at having rescued smiles that creates “Citrus Smiles” – as a reminder for when
Ditse Mare—thus causing both sides to work together, and the characters were able to bring two opposite sides
enacting their physical transformation back into normal pixies.
together: hard workers and crazed partiers.
Later, the characters can circle back around to the tree stealthily
(automatic success) and collect their rewards from Ditse Mare.
DEVELOPMENT
Here are some examples of things that run contrary to the spirit
of the encounter. You, the DM, are empowered to adjudicate as With preparations complete, the characters take to the
you see fit. Let the players be creative. skies using the wind walk spell Alindaya had casted on
Intimidating the Pixies. Threatening or scaring them will only them, towards the Border Mountain to confront Adarna. Go
increase the amount of fear they are currently experiencing. The to Part 3.
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 14)
PART 3: THE SONG OF CREATION
Estimated Duration: 70 minutes
or too low above the clearing, the wind walk spell will get
As you approach the Border Mountain, the first thing that
suppressed and they will fall 150 feet down, taking 48
catches your attention is the silence of this “island”. Whereas
(15d6) fall damage. Because of the speed of their initial
previously you could hear wildlife and birdcalls on the previous
flight and their trajectory, the characters will fall in the
islands through the pouring rain – there is a death-like quiet
trees rather than in the clearing. A character may attempt a
here. You notice that all the trees, which should be green and DC 10 Strength check to grab onto the branches as they are
full of life, are turned to dull grey stone. All you hear is the falling to break the fall and take half the damage. Falling
sound of the storm, and the remains of a half-destroyed from the sky puts Adarna on alert, making it impossible to
mountain is visible in the distance. surprise her. Landing at the periphery of the island is
outside the field and is a safe place to land.
The characters can return to their corporeal form at island’s
beach-side and prepare themselves before moving into the CREATURE INFORMATION
clearing in the center of the island. They can pre-cast spells,
take the awakening fruit if they remember to do so, and
Stepping past the island’s petrified tree line and into the sandy
then step into the clearing from the island’s dense jungle
clearing, you see a large bird – the size of a horse – sitting on
tree line that encircles it. As they approach the tree line,
they sense the large antimagic field near the mountain that top of an eight-foot-high petrified tree. It has spectral wings,
extends towards the clearing where Adarna is preening her and the flames that dance atop its head are shaped like red,
feathers. The characters will then have to craft a plan to yellow, green, and blue feathers. Its tail feathers are long and
stop or capture Adarna. a majestic shade of purple, as if they were the trailing end of a
king’s robe. It is preening its feathers when you make your
STORY OBJECTIVE C presence known, and it turns to them all with a sentient gaze
full of curiosity. “Well well well” it says, “what entertaining
Confronting Adarna is Story Objective C. visitors I have!”
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 15)
• They have been kept there since, with only their ADJUSTING THIS ENCOUNTER
own voice and song to keep them company. • Very Weak: Adarna’s Birdsong DC is 14
• Weak: Adarna’s Birdsong DC is 15
ADARNA (A-DAR-NA) • Strong: Adarna’s Birdsong DC is 17
LE, elemental (they/them) gynosphinx • Very Strong: Adarna’s Birdsong DC is 18
Adarna is an ancient elemental, created by Alindaya from the The DC for Adarna’s Birdsong increases by one for each encounter
primal elemental energy that raced throughout the Feywild when that was handled with force/aggression, in Part 2. Preparing for
the primordials first created the plane of the faeries. They take the the Songbird.
form of a large bird, as big as a horse, with spectral wings, colorful
feathers decorating their head, and long purple tail feathers. They Playing the Pillars Suggestions for this encounter:
were created for one purpose: to turn life to stone and build the • Combat. The characters can attempt to simply gang
foundation of Andelein. After the creation of this world, Adarna up on and knock Adarna unconscious – and then
was kept inside the largest peak in the Border Mountain to make forcibly return them to the mountain. Emerging
Andelein stronger from the inside. While fundamentally powerful, from the tree line means that characters begin 80
Adarna is also a testament to Alindaya’s raw power. feet away from Adarna when combat begins (map at
Maddening Isolation Adarna was not always Lawful Evil – but Appendix 8: The Border Mountain Clearing).
having been kept in isolation for countless epochs of time has When combat starts, they will dash and fly as high
warped and twister their mind. They have become crazed, above the antimagic field as they can. Once Adarna
careless, and malevolent from their isolation. can, they will magically teleport 120 feet away from
The Song of Creation Knowing the raw power they possess, the characters using their legendary action, cast
that mere mortals find incomprehensible, Adarna views their song greater invisibility on their turn, and fly away. From
as “superior” – having been able to “shape the domain” using that point onwards, the characters will not be able to
their power. In fact, they see themselves to be “the creator of this find them, as they will use their legendary action to
land’s foundations” quite literally. They have a better-than-thou teleport, fly away, and hide, during their turn.
megalomaniac personality, and believes that nobody can resist Triggering combat will also triggers Adarna’s
“the power of their song”. birdsong. See the sidebar “Adarna’s Birdsong” for
Magical Song? Adarna’s song is not a spell nor is it a magical more information on how it works.
effect. Their song is an interactive effect between Adarna (the • Exploration. Adarna is already aware of their
creature), the domain (the environment), and the living things presence and cannot be surprised.
that can hear it. • Social. Characters can engage Adarna, accept their
Magical Familiarity Having spent all those epochs of time with wager, and return them to the mountain fair-and-
Alindaya, they are familiar with spells and how they work. If a square. Alternatively, they can decide to let Adarna
creature casts a spell, they might cast dispel magic to dispel it. fly freely in this domain. If they let Adarna go, go
Quote “I’ll make you a wager – none of you will be able to resist directly to the Conclusion of the adventure.
my song, nor beat me at my favorite game. If you can do both,
then I’ll return to the mountain fair-and-square.” BALUT: DICE GAME
Seeing that the characters want Adarna to return to the Balut is a form of poker that is played with dice. It was the game
mountain, and believing very strongly in the power of their that Adarna and Alindaya played when they were taking breaks
song, Adarna will make them a simple wager: from creating the world of Andelein together (scorecard in
• At least 1 character successfully resists their song Appendix 7: Balut Scorecard).
over 3 rounds of their favorite dice game To play the game, you only need 5 d6’s. To win this game,
• At least 1 character beats them in this game players need to score the highest number of points over three
rounds of play. Dice combinations are similar to poker played with
If Adarna wins, then they will fly off and continue
spreading their song of creation to the lands of Andelein, playing cards; the results are created by rolling the 5 d6’s, where
combinations are selected from a list of possible options:
petrifying both plants and creatures alike, turning Andelein
• High Card 4: the player takes the sum of all dice that rolled a 4
into cold, hard, stone. If they lose, then they will return to
the mountain as they had promised. • High Card 5: the player takes the sum of all dice that rolled a 5
• High Card 6: the player takes the sum of all dice that rolled a 6
ADARNA’S BIRDSONG • Full House: this is a three-of-a-kind and a two-of-a-kind
combined. The player takes the sum of all dice.
While Adarna is singing their birdsong, creatures that can hear
them within 300 feet must make a DC 16 Constitution saving • Straight: the rolled dice form a continuous sequence of 1 to 5
thow. This save is made on Initiative Count 20, losing ties. or 2 to 6. The player takes the sum of all dice.
Creatures with the Awakening Fruit in their system have • Chance: the player takes the sum of all dice
advantage on this initial save. On a failed save, they become • Balut: the dice form a five of a kind. The player takes the sum of
restrained as they begin feeling the effects of petrification. all dice.
Creatures who are already restrained by this effect do not need to Balut Combinations Each combination can only be used once
make a save on Initiative Count 20. Creatures who are restrained during the entire game of Balut. For example: During the first
by this effect must make another Constitution Save at the end of round of the game the player already used the Chance dice
their turns and the Awakening Fruit juice does not grant combination, they cannot use it again in a subsequent round.
advantage to this save anymore. Creatures who fail three saves Executing Turns on their turn, the player begins by rolling 5
from this effect (including the initial save) become petrified. d6’s. The player then selects which of these dice to keep, and
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 16)
rerolls the rest. Rerolling the dice in this way can be done twice into this further. If Alindaya travels to the Border Mountain to seal
more on this turn, and then the player selects which combination it, she will have noticed this as well but will not bring it up unless
they are using to earn points. The player’s third dice roll is the the characters do. Note to the DM: This antimagic field is going to
final one in this round, and whatever is left on the dice, they must come up in future adventures in this series.
use or discard.
Cheating at Balut by Rerolling The player can attempt to cheat WE CHOSE KINDNESS
at Balut by being crafty with their hands. They can do another If the party beats Adarna in their wager:
“reroll” without Adarna noticing with a successful DC 18 Dexterity
(Sleight of Hand) or Dexterity (Dice Set) check. Getting caught
cheating ejects the player from the game of Balut. Attempting to As Adarna flies back to the mountain and you turn your
cheat, during their turn, makes Adarna more wary of the companions back to stone for those who have been petrified,
characters – increasing the DC for Sleight of Hand or Dice Set by 2 you sense a change in the air. Using wind walk, you turn back
each time that a player tries to cheat during their turn. The DC is to your wind form, travel to Alindaya’s hut, and report back on
reset to 18 in the next round of Balut. what you were able to accomplish. Alindaya thanks you for all
Rerolling Adarna’s Dice A player can also cheat at Balut by that you have done, and asks you all to wait while you drink
using their Reaction to “kick” the table and reroll some of some tsokolate in her hut. When she returns, she mentions
Adarna’s dice (It’s the player’s choice of which dice to reroll). A that she has made some changes to Adarna’s mountain so that
successful DC 18 Dexterity (Sleight of Hand) or Dexterity (Dice set) now, visitors can enter and leave without Adarna being able to
check accomplishes this. Getting caught cheating at Balut ejects escape. You are all free to return to Andelein, so long as you
the player from the game. cross three trees, clap three times, and walk beneath the
Note to DM: As a visual aid for running the encounter, see the shade of a fourth tree, like you did before. “For being kind in
artwork in Handout 2: Balut Scorecard
the face of the frustrating pixies, the hard-negotiating Aching
If the characters accept the wager, roll initiative to Ma, and the birdsong of Adarna, you are all welcome to come
determine the order of play. Adarna will start singing as back and play Balut with Adarna whenever you feel like it.
they take a pouch from underneath their feathers, filled Furthermore, as thanks for protecting my domain, I would
with polished obsidian gemstone dice that gleam as they like to give you something in return that may protect you.”
reflect the light coming from the fire-like feathers on Alindaya takes a sickle at her side, cuts a scrap of fabric from
Adarna’s head. Play follows this order: her robe, twirls it around, and you see it expand in size. Where
• Characters take 6 (1d6) Acid (Citrus) Damage at the there was a scrap of fabric, you now see a black cloak with an
start of their turn iridescent inner lining that shows the many colors of the
• They roll their Balut dice, execute their turn, and rainbow. “May you have this mantle, named Bahaghari, to
cheat or not protect you in your journeys. While you wear it, you will never
• Characters take an action (for example, to provide be too hot, nor too cold, and it remind you of my tropical
the help action for cheating, casting a spell, etc.) domain that you have saved.” You exchange goodbyes, and
Betchay leads you back to the forest from whence you came.
ADJUSTING THIS ENCOUNTER By following the fireflies of Andelein that dance in their lazy,
• Very Weak or Weak: Adarna’s wager is either/or – either the zig-zagging flight and thinking of the lands of your home, you
characters outlast the birdsong for three rounds, or at least find yourself once more in The Snakewood on the Material
one adventurer beats Adarna in the game of Balut. Plane, where fireflies light your way back to Eshpurta. There,
Resisting the birdsong means that the character is General Craumerdaun waits to hear the story of your heroic
neither restrained nor petrified by the birdsong. Using the deeds – along with monetary rewards for your success.
purifying water to return to flesh is counted as resisting.
If the characters win, Adarna is at a loss of words. For dealing with the creatures of her domain, and
Adarna keeps their pride and simply tells them that Adarna, kindly – and for winning Adarna’s respect in a
Alindaya can find them at the mountain, and flies away. The game of Balut – you have found someone to play Balut with
characters clearly see Adarna fly to the mountain. you for as long as you would like. You receive the Magical
If Adarna wins, they boastfully fly away mocking the Gift of Training towards the Gaming Set (Dice) Tool
characters for their failure – and leaving them to their Proficiency. By spending 50 downtime days, you can earn
petrification. The characters still have a chance here by this tool proficiency. You are free to travel to Andelein
resorting to forcibly capturing Adarna. If the entire party is whenever you wish and play Adarna in games of Balut. All
restrained or petrified, another group of characters capture magic items that were traded with Aching Ma are returned
Adarna, lift the group’s petrification, and returns the to the characters. Additionally, they gain the Story Award:
characters to the Material Plane. Hero of Andelein.
CONCLUSION TREASURE
Apart from receiving the mantle of spell resistance,
ANTIMAGIC FIELD IN ANDELEIN? Bahaghari, you also receive the 5,000 gp a potion of
If the characters bring up the antimagic field to Alindaya, she says growth, a potion of water breathing, and some dust of
that she was not aware that such existed in Andelein and will look
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 17)
disappearance for your party that was part of your contract You’ve failed. You fly back to Alindaya’s hut, (or at least some
with General Labak Craumerdaun.
of you, depending on each adventurer’s condition), and you
break the news. Alindaya thanks you for your efforts, and with
WE CHOSE FORCE a grim facial expression says that you all “were the last hope in
If the characters capture Adarna through force: keeping my wonderful, green domain from turning stone
gray.” Betchay leads you back to the Material Plane –
You restrain Adarna and secure them in the mountain. Seeing following the fireflies, once happy and zipping about, now sad
that Adarna is not going anywhere, you turn back to your wind and barely moving, out of Andelein and back to The
form, travel to Alindaya’s hut, and report back on what you Snakewood. You similarly return to Eshpurta and break the
were able to accomplish. Alindaya thanks you for all that you news to General Craumerdaun – who now even looks more
have accomplished, asks you all to wait while you drink some stressed than when you had first met him.
tsokolate in her hut as she repairs the mountain. When Days pass as you go on with your lives. Eventually, news
Alindaya returns from the Border Mountain, she says “While I comes to you that The Council of Five were able to “take care
do not agree with all your methods, they are nevertheless of the problem”. Your petrified companions are returned to
effective, and you have my gratitude. the Material Plane, safe. Regional famine has been prevented,
As thanks for protecting my domain, I would like to give you but not before more people and industries in Eshpurta were
something in return that may protect you.” Alindaya takes a hurt by your failure, as factories and smithies shut down due
sickle at her side, cuts a scrap of fabric from her robe, twirls it to lack of wood to use, and families starved because there
around, and you see it expand in size. Where there once was a were no crops to feed them. As you travel back home from
scrap of robe, you now see a black cloak with an iridescent Eshpurta, the trees in the Snakewood – though alive – have
inner lining that shows the many colors of the rainbow. “May taken on shades of an unhealthy gray pallor. You also find that
you have this mantle, named Bahaghari, to protect you in your crossing three trees, clapping three times, and walking under
journeys. While you wear it, you will never be too hot, nor too the shade of another tree, takes you nowhere.
cold, and it remind you of my tropical domain that you have
saved.” As you exchange goodbyes, Betchay leads you back to The characters gain the Story Award: Banned from
the forest from whence you came. By following the fireflies of Andelein.
Andelein that dance in their lazy, zig-zagging flight and The characters receive no treasure and lose whatever
thinking of the lands of your home, you find yourself once magic items were left behind.
more in The Snakewood on the Material Plane, where fireflies
light your way back to Eshpurta. There, General Craumerdaun WE SET ADARNA FREE
waits to hear the story of your heroic deeds – along with If the party decides to let Adarna fly free:
monetary rewards for your success.
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 18)
Days pass as you go on with your lives. Eventually, news Days pass as you go on with your lives. Eventually, news
comes to you that The Council of Five were able to “take care comes to you that The Council of Five were able to “take care
of the problem”. Your petrified companions are returned to of the problem”. Your petrified companions are returned to
the Material Plane, safe. Regional famine has been prevented, the Material Plane, safe. Regional famine has been prevented,
but not before more people and industries in Eshpurta were but not before more people and industries in Eshpurta were
hurt by your failure, as factories and smithies shut down due hurt by your failure, as factories and smithies shut down due
to lack of wood to use, and families starved because there to lack of wood to use, and families starved because there
were no crops to feed them. As you travel back home from were no crops to feed them. As you travel back home from
Eshpurta, the trees in the Snakewood – though alive – have Eshpurta, the trees in the Snakewood – though alive – have
taken on shades of an unhealthy gray pallor. You also find that taken on shades of an unhealthy gray pallor. You also find that
crossing three trees, clapping three times, and walking under crossing three trees, clapping three times, and walking under
the shade of another tree, takes you nowhere. the shade of another tree, takes you nowhere.
The characters gain the Story Award: Banned from The characters gain the Story Award: Banned from
Andelein. Andelein.
The characters receive no treasure and lose whatever The characters receive no treasure and lose whatever
magic items were left behind. magic items were left behind. Further, the characters have
the following curse which persists until the end of their
WE CHOSE VIOLENCE next adventure: You can’t attune to magic items. If you
are currently attuned to one or more magic items, your
If the party kills Adarna or attacks Alindaya: attunement to those items ends immediately.
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 19)
REWARDS
At the end of the session, the characters receive rewards based upon their accomplishments.
GOLD
If found during the adventure the following items are
converted to gold and added to any coins found during the
adventure. The gold is split among the party members. If
someone wants to keep an item in particular that character
can either take it as part of their share, or pay for it with
their own gold. Mundane items are not duplicated nor
included in this.
Source Gold Value
General Labak 5,000 gp
Craumerdaun
Maximum 5,000 gp
MAGIC ITEM(S)
If found during the adventure, the characters can keep the
following magic items; these items are described in
Appendix 9:
• Wand of smiles
• Mantle of spell resistance
• Potion of growth
• Potion of water breathing
• Dust of disappearance
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 20)
DRAMATIS PERSONAE
The following NPCs feature prominently in this adventure.
Aching Ma (A-tsing Ma) Magical Familiarity Having spent all those epochs of
LN, eladrin (female) archmage time with Alindaya, they are familiar with spells and how
While Aching Ma is typically a reasonable businessperson, they work. If a creature casts a spell, they might cast dispel
however, she has been transformed by the fear that magic to dispel it.
pervades in the air of the domain into a fierce and spiteful Quote “I’ll make you a wager – none of you will be able to
negotiator. She is middle-aged dressed in merchant’s attire, resist my song, nor beat me at my favorite game. If you can
with serious lines across her face, which looks as if she has do both, then I’ll return to the mountain fair-and-square.”
been calculating many things over-and-over. The fear of
being turned into stone has created a state of paranoia in Betchay (Be-CHai)
her people – and she wants to keep the purifying water for NG, variant tiefling (female) planeswalker
her tribe. From being kind and fair, the air of fear has Betchay is red-skinned winged tiefling with angelic wings
turned her tribe of merchant tortles predatory and cruel. rather than bat-like ones. She is a planar physicist from Sigil
When deals are brokered with her, she must have an who originally came to Andelein as part of her research on
extreme upper hand in the deal. Aching Ma’s tribe are the dynamics of different planes. Being a planeswalker is
angered by being tricked, and wish pain on others. her identity, planar physics is her passion. Her unique tales
What She Wants. Preserving her community by and extraplanar experiences caused Alindaya to take an
procuring and stockpiling as many items as possible as the interest in and befriend her. She has been entrusted by
world turns to stone, is priority number one. Anything Alindaya to look for adventurers.
traded away should be done so for 10-20x the value. What She Wants. To find good-hearted adventurers who
Purifying Water. It is a rare commodity. Producing it can fix the death of plant-life in Amn and flooding in
requires the steam breath of a Dragon Turtle. This Andelein
information is top secret and not given freely.
Quote. “What do you have that is valuable enough to Ditse Mare (Di-che Ma-re)
replace this purifying water that can save your life? That NG, eladrin (female) archmage
can literally take you back from being petrified?” Despite the air of fear, Ditse Mare is able to keep her wits
about her. She has the look of a middle-aged eladrin,
Adarna (A-dar-na) dressed in colorful tribal robes of blue and green woven
LE, elemental (they/them) gynosphinx trim. What does bother her is the conflict between the
Adarna is an ancient elemental, created by Alindaya from pixies in her domain. No amount of persuasion from her has
the primal elemental energy that raced throughout the changed either side’s mind.
Feywild when the primordials first created the plane of the What She Wants. Times are tough, and the future is
faeries. They take the form of a large bird, as big as a horse, unclear. At the very least, it would be great if her pixies
with spectral wings, colorful feathers decorating their head, could all cooperate and get along with each other.
and long purple tail feathers. They were created for one Open to Fresh Ideas. After trying conventional means of
purpose: to turn life to stone and build the foundation of persuading and convincing the pixies to get along, she has
Andelein. After the creation of this world, Adarna was kept hit her wits’ end and is exhausted from doing this. Ideas can
inside the largest peak in the Border Mountain to make be pitched to Ditse Mare, and she is open to experiments.
Andelein stronger from the inside. While fundamentally Quote. “Have you ever seen pixies that look like this? It’s
powerful, Adarna is also a testament to Alindaya’s raw crazy – and it’s driving me crazy!”
power.
Maddening Isolation Adarna was not always Lawful Evil
– but having been kept in isolation for countless epochs of
time has warped and twister their mind. They have become
crazed, careless, and malevolent from their isolation.
The Song of Creation Knowing the raw power they
possess, that mere mortals find incomprehensible, Adarna
views their song as “superior” – having been able to “shape
the domain” using their power. In fact, they see themselves
to be “the creator of this land’s foundations” quite literally.
They have a better-than-thou megalomaniac personality,
and believes that nobody can resist “the power of their
song”.
Magical Song? Adarna’s song is not a spell nor is it a
magical effect. Their song is an interactive effect between
Adarna (the creature), the domain (the environment), and
the living things that can hear it.
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 21)
CREATURE STATISTICS
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, Spellcasting The sphinx is a 9th-level spellcaster. Its spellcasting
shocking grasp ability is Intelligence (spell save DC 16, +8 to hit with spell attacks).
1st level (4 slots): detect magic, identify, mage armor*, magic It requires no material components to cast its spells. The sphinx
missile has the following wizard spells prepared:
2nd level (3 slots): detect thoughts, mirror image, misty step Cantrips (at will): mage hand, minor illusion, prestidigitation
3rd level (3 slots): counterspell, fly, lightning bolt 1st level (4 slots): detect magic, identify, shield
4th level (3 slots): banishment, fire shield, stoneskin* 2nd level (3 slots): darkness, locate object, suggestion
5th level (3 slots): cone of cold, scrying, wall of force 3rd level (3 slots): dispel magic, remove curse, tongues
6th level (1 slot): globe of invulnerability 4th level (3 slots): banishment, greater invisibility
7th level (1 slot): teleport 5th level (1 slots): legend lore
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*The archmage casts these spells on itself before combat
ACTIONS
Multiattack. The sphinx makes two claw attacks.
ACTIONS Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 13 (12d8 + 4) slashing damage.
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
LEGENDARY ACTIONS
STAT BLOCK MODIFICATIONS
Aching Ma is an eladrin (LN), and has the following characteristics: The sphinx can take 3 legendary actions, choosing from the
Size is medium, Speed 30 feet., Darkvision 60 ft, Fey Ancestry options below. Only one legendary action option can be used at a
(advantage on savings throws against being charmed, magic time and only at the end of another creature's turn. The sphinx
cannot put her to sleep), Languages Common and Elvish. regains spent legendary actions at the start of its turn.
Additionally, her only pre-casted spell is mage armor.
Claw Attack. The sphinx makes one claw attack.
Teleport (Costs 2 Actions). The sphinx magically teleports, along
with any equipment it is wearing or carrying, up to 120 feet to an
unoccupied space it can see.
Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list
of prepared spells, using a spell slot as normal.
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 22)
STAT BLOCK MODIFICATIONS cannot put her to sleep), Languages Common and Elvish.
Replace the Monstrosity type with the Elemental type. Adarna’s Additionally, she has wind walk prepared instead of sunbeam.
alignment is Lawful Evil. Languages are Common, Sylvan.
DITSE MARE (ARCHMAGE)
ALINDAYA (ARCHDRUID) Medium humanoid (any race), any alignment
Medium humanoid (any race), any alignment Armor Class 12 (15 with mage armor)
Armor Class 16 (hide armor, shield) Hit Points 99 (18d8 + 18)
Hit Points 132 (24d8 + 24) Speed 30 ft.
Speed 30 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)
10 (+0) 14 (+2) 12 (+1) 12 (+1) 20 (+5) 11 (+0) Saving Throws Int +9, Wis +6
Saving Throws Int +5, Wis +9 Skills Arcana +13, History +13
Skills Medicine +9, Nature +5, Perception +9 Damage Resistance damage from spells; nonmagical bludgeoning,
Senses passive Perception 19 piercing, and slashing (from stoneskin)
Languages Druidic plus any two languages Senses passive Perception 11
Challenge 12 (8,400 XP) Proficiency Bonus +4 Languages any six languages
Spellcasting. The archdruid is an 18th-level spellcaster. Its Challenge 12 (8,400 XP) Proficiency Bonus +4
spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell Magic Resistance The archmage has advantage on saving throws
attacks). It has the following druid spells prepared: against spells and other magical effects.
Cantrips (at will): druidcraft, mending, poison spray, produce flame Spellcasting The archmage is an 18th-level spellcaster. Its
1st level (4 slots): cure wounds, entangle, faerie fire, speak with spellcasting ability is Intelligence (spell save DC 17, +9 to hit with
animals spell attacks). The archmage can cast disguise self and invisibility
2nd level (3 slots): animal messenger, beast sense, hold person at will and has the following wizard spells prepared:
3rd level (3 slots): conjure animals, meld into stone, water Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
breathing
shocking grasp
4th level (3 slots): dominate beast, locate creature, stoneskin, wall
1st level (4 slots): detect magic, identify, mage armor*, magic
of fire missile
5th level (3 slots): commune with nature, mass cure wounds, tree 2nd level (3 slots): detect thoughts, mirror image, misty step
stride 3rd level (3 slots): counterspell, fly, lightning bolt
6th level (1 slot): heal, heroes’ feast, sunbeam 4th level (3 slots): banishment, fire shield, stoneskin*
7th level (1 slot): fire storm 5th level (3 slots): cone of cold, scrying, wall of force
8th level (1 slot): animal shapes 6th level (1 slot): globe of invulnerability
9th level (1 slot): foresight 7th level (1 slot): teleport
8th level (1 slot): mind blank*
ACTIONS 9th level (1 slot): time stop
*The archmage casts these spells on itself before combat
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
ACTIONS
Change Shape (2/day). The archdruid magically polymorphs into a
beast or elemental with a challenge rating of 6 or less, and can Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
remain in this form for up to 9 hours. The archdruid can choose range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
whether its equipment falls to the ground, melds with its new
STAT BLOCK MODIFICATIONS
form, or is worn by the new form. The archdruid reverts to its true
Ditse Mare is an eladrin (NG), and has the following
form if it dies or falls unconscious. The archdruid can revert to its
characteristics: Size is medium, Speed 30 feet., Darkvision 60 ft,
true form using a bonus action on its turn.
Fey Ancestry (advantage on savings throws against being
While in a new form, the archdruid retains its game statistics charmed, magic cannot put her to sleep), Languages Common and
and ability to speak, but its AC, movement modes, Strength, and Elvish. Additionally, her pre-casted spells include mage armor, and
Dexterity are replaced by those of the new form, and it gains any mind blank. As she takes damage, otiluke’s resilient sphere will
special senses, proficiencies, traits, actions, and reactions (except appear and protect her from it, triggering from a contingency
class features, legendary actions, and lair actions) that the new spell. Instead of fly, she has tidal wave prepared which she can
form has but that it lacks. It can cast its spells with verbal or use to put fires out.
somatic components in its new form.
The new form’s attacks count as magical for the purpose of
overcoming resistances and immunity to nonmagical attacks.
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 23)
Damage Resistance bludgeoning, piercing, and slashing from
GIANT APE nonmagical attacks
Huge beast, unaligned Senses darkvision 60 ft., passive Perception 10
Armor Class 12 Languages Common, Elvish, Sylvan
Hit Points 157 (15d12 + 60) Challenge 10 (5,900 XP) Proficiency Bonus +4
Speed 40 ft., climb 40 ft. Fey Step (Recharge 4-6) As a bonus action, the eladrin can
STR DEX CON INT WIS CHA teleport up to 30 feet to an unoccupied space it can see.
23 (+6) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2)
Skills Athletics +9, Perception +4 Innate Spellcasting The eladrin’s innate spellcasting ability is
Senses passive Perception 14 Charisma (spell save DC 16). It can innately cast the following
Languages – spells, requiring no material components:
Challenge 7 (2,900 XP) Proficiency Bonus +3 At will: charm person, Tasha’s hideous laughter
3/day each: confusion, enthrall, suggestion
ACTIONS 1/day each: hallucinatory terrain, Otto’s irresistible dance
Multiattack. The ape makes two fist attacks Joyful Presence Any non-eladrin creature that starts its turn within
60 feet of the eladrin must make a DC 16 Wisdom saving throw.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: On a failed save, the creature becomes charmed by the eladrin for
22 (3d10 + 6) bludgeoning damage. 1 minute. On a successful save, the creature becomes immune to
Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one any eladrin’s Joyful Presence for 24 hours.
target. Hit: 30 (7d6 + 6) bludgeoning damage. Whenever the eladrin deals damage to the charmed creature, it
STAT BLOCK MODIFICATIONS can repeat the saving throw, ending the effect on itself on a
The Giant Apes are able to speak Sylvan. success.
Magic Resistance The eladrin has advantage on saving throws
PIXIE against spells and other magical effects.
Tiny fey, neutral good
Armor Class 15 ACTIONS
Hit Points 1 (1d4 - 1)
Multiattack. The eladrin makes two weapon attacks. The eladrin
Speed 10 ft., fly 30 ft.
can cast one spell in place of one of these attacks.
STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 8 (-1) 10 (+0) 14 (+2) 15 (+2) Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Skills Perception +4, Stealth +7 target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing
Senses passive Perception 14 damage if used with two hands, plus 4 (1d8) psychic damage.
Languages Sylvan
Challenge 1/4 (50 XP) Proficiency Bonus +2 Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
Magic Resistance The pixie has advantage on saving throws one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic
against spells and other magical effects. damage.
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 24)
Fey Step (Recharge 4-6) As a bonus action, the eladrin can Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
teleport up to 30 feet to an unoccupied space it can see. one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic
damage.
Magic Resistance The eladrin has advantage on saving throws
against spells and other magical effects.
REACTIONS
ACTIONS Parry. The eladrin adds 3 to its AC against one melee attack that
would hit it. To do so, the eladrin must see the attacker and be
Multiattack. The eladrin makes two weapon attacks. wielding a melee weapon.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing
damage if used with two hands, plus 4 (1d8) psychic damage.
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 25)
APPENDIX 1: BETCHAY
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 26)
APPENDIX 2: ALINDAYA
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 27)
APPENDIX 3: ANDELEIN
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 28)
APPENDIX 4: HOT SPRING
Get the high-resolution map variation of a “Green Dragon’s Lair” on Cze and Peku’s patreon at https://www.patreon.com/czepeku
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 29)
APPENDIX 5: GIANT TREE
Get the high-resolution map variation of a “Fey Village” on Cze and Peku’s patreon at https://www.patreon.com/czepeku
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 30)
APPENDIX 6: ADARNA
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 31)
APPENDIX 7: BALUT SCORECARD
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 32)
APPENDIX 8: THE BORDER MOUNTAIN CLEARING
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 33)
APPENDIX 9: CHARACTER REWARDS
If found during the adventure, the characters can keep the following magic items; it’s suggested that you print off enough copies
of this page to be able to give one to each of your players (crossing out rewards they didn’t receive during the session):
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 34)
APPENDIX 10. DUNGEON MASTER TIPS
To DM an adventure, you must have 3 to 7 players—each Point players to the D&D Adventurers League Players
with their own character within the adventure’s level range Guide for reference. If players wish to spend downtime days
(see Adventure Primer). Characters playing in a hardcover and it’s the beginning of an adventure or episode, they can
adventure may continue to play too, but if they play a declare their activity and spend the days now, or they can
different hardcover adventure, they can’t return to the first do so at the end of the adventure or episode. Players should
if they level beyond its level range. select their characters’ spells and other daily options prior
to the start of the adventure, unless the adventure specifies
NEW TO D&D ADVENTURERS LEAGUE? otherwise. Feel free to reread the adventure description to
help give players hints about what they might face.
http://dnd.wizards.com/playevents/organized-play
ADJUSTING THIS ADVENTURE
https://yawningportal.dnd.wizards.com/
To determine whether you should consider adjusting the
https://discord.gg/dnd adventure, add up the total levels of all the characters and
divide the result by the number of characters (rounding .5
or greater up; .4 or less down). This is the group’s average
PREPARING THE ADVENTURE party level (APL). To approximate the party strength for
the adventure, consult the table below.
Before you start play, consider the following:
DETERMINING PARTY STRENGTH
• Read through the adventure, taking notes of anything Party Composition Party Strength
you’d like to highlight or remind yourself of while 3–4 characters, APL less than Very Weak
running the adventure, such as a way you’d like to 3–4 characters, APL equivalent Weak
portray an NPC or a tactic you’d like to use in a combat. 3–4 characters, APL greater than Average
Familiarize yourself with the adventure’s appendices and 5 characters, APL less than Weak
handouts. 5 characters, APL equivalent Average
• Gather any resources you’d like to use to aid you in 5 characters, APL greater than Strong
running this adventure—such as notecards, a DM screen, 6–7 characters, APL less than Average
miniatures, and battlemaps. 6–7 characters, APL equivalent Strong
6–7 characters, APL greater than Very Strong
• Ask the players to provide you with relevant character
information, such as name, race, class, and level; passive
Perception score, and anything the adventures specifies
as notable (such as backgrounds, traits, and flaws). SAFETY TOOLS
Safety tools ensure that players aren’t pushed beyond their
Players can play an adventure they previously played as a comfort levels. They let your players know that you want them to
player or Dungeon Master but may only play it once with a have a positive experience. Some common safety tools are
given character. Ensure each player has their character’s provided below—each with a summary of how they work. Make
adventure logsheet (if not, get one from the organizer) with sure you discuss them with your players before the game.
their starting values for level, magic items, gold and There are a broad range of safety tools available for you and
downtime days. These are updated at the conclusion of the your players online, but for more information reach out to your
Event Organizer or to [email protected].
session. The adventure information and your information
are added at the end of the adventure session—whether
they completed the adventure or not.
Each player is responsible for maintaining an accurate
logsheet. If you’ve time, you can do a quick scan of a
player’s character sheet to ensure nothing looks out of
order. If you see magic items of very high rarities or strange
arrays of ability scores, you can ask players to provide
documentation for the irregularities. If they cannot, feel free
to restrict item use or ask them to use a standard ability
score array.
Not for resale. Permission granted to print or photocopy this document for personal use only .
WBW-DC-ANDL-01 The Petrified Forest (2.0) 35)