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DDEX1-08 Tales Trees Tell (5e)Click to magnify

DDEX1-08 Tales Trees Tell (5e)

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Tales Trees Tell

Despite the shaky alliance that exists with the elves of the Quivering Forest, they do not suffer trespass in their realm lightly, especially from common folk from nearby Phlan. A woodworker's recent blunder into the forest might set off a diplomatic incident. Can you help find him and mollify the aggravated elves?

An adventure for 1st-4th level characters.

DDEX1-8 5E

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Reviews (41)
Discussions (12)
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Douglas C December 29, 2020 2:38 am UTC
PURCHASER
Disclaimer: I am an educator.
As I have read over this adventure I absolutely love the plot and the storyline and I do plan on purchasing further adventures in this series. However, I am sorely disappointed in the plethora of grammatical errors. There are sentences with subjects but no predicates...in other words they are incomplete sentences which makes this adventure hard to read. There are missing words which force the reader to fill in words in order to make sense of the text - not too taxing, but it does take time and mental effort. These things will not stop me from getting to the table and rolling some dice with friends and family, but they do prevent me from getting there a little quicker. No, I am not going to compile a huge list of examples to support my comment - you can read the adventure for yourself and see what I'm talking about. That said, I do want to thank whoever had the imagination and the talent to come up with such an amazing piece of storytelling!!
Customer avatar
Peter T March 24, 2019 10:09 pm UTC
Brilliant adventure, 5 stars.

spoilers ahead

Lots of roleplaying options, and interaction with towns people and the fey. I had the fun to startle the players when something out of the ordinary happened as the body on the signpost or the glass shattering in the cabin. Run at your discretion, if roleplayed right they should get away from the elves (in the end they cannot win). The displacer beasts are a bit forced, combat for the combats sake, the only downside. If they play intelligent they can avoid all combats. The last part, if the players just roll dice, go as written, if they put effort in, reward them with e.g., advantage on their rolls or lower the DC.
Overall nice adventure, which was enjoyed by players and DM.
Customer avatar
lower S February 17, 2019 5:51 am UTC
Quite enjoyable module for new players. Can heavily theme as horror if you stress that the boss isn't supposed to be fought. Use DM discretion on the final boss prize because expecting the entire party to pass that type of check is unreasonable (create opportunities for them to gain advantage throughout the session).
Would give 5/5.
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daniel R December 04, 2018 8:18 pm UTC
PURCHASER
This has been a fantastic module for me to help players understand that role-playing encounters is sometimes a vital choice. I'm not great myself, as a player, with roleplaying but I enjoyed the different paths and opportunities presented depending on what the characters said and did.
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Greg T August 14, 2018 2:34 am UTC
PURCHASER
In case the author Thomas Reid or someone else with editorial control is watching this product, the PDF available here still has some significant errors/omissions.

Page 2: The text here incorrectly refers to this module as "Drums In The Marsh".

Page 14: "The folk of Kabel's Hill asked that Serelis , then Hupe Brightbell can explain that there is a path heading into the woods and can tell them where to find it."
It appears there is missing text after "Serelis".

Page 16: "They stress that it is vitally important to remain on the path., where Serelis led the delegation in and where Khurmel Faunt later returned."
The full stop/comma combo is clearly a typo. The sentence makes sense with the full stop removed but it feels like there might be something missing as it's an odd construction?

Pages 12 and 17: Something is wrong with the formatting of these pages - they look okay but selecting them in the PDF reveals...See more
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Vani S April 25, 2018 5:45 am UTC
4/5. This is one of my favorite modules to run. It's mostly RP (whenever I run it, my players avoid every combat except the displacer beasts) so that came as a disappointment to some of my more combat-oriented players, but pretty much everyone else had a lot of fun with it.
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David B March 27, 2018 4:50 am UTC
This is a fantastic AL module for those who prefer more role-playing over hack and slash combat encounters. As a DM I have a very good time running it. I would highly recommend it. It did need another pass from an editor, but the errors were minor. Well done!
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Terrelle S March 19, 2018 10:31 pm UTC
PURCHASER
Why haven't anyone mentioned the fact that in the first paragraph in the Introduction, it references the DDEX1-7 title instead of its own?
"Welcome to Drums in the Marsh, a D&D Expeditions adventure..." I had thought it would be fixed and updated by now.. :(
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Chris H September 16, 2023 9:39 pm UTC
PURCHASER
This adventure was first published in 2016 and that still hasn't been fixed?!?
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John S January 11, 2018 6:35 pm UTC
PURCHASER
This is my favorite module from season 1 and top 3 for all seasons. I luckily got to play this twice first. I actually feel a bit bad for my initial DM. Every time this module is run the outcome has been different. I don't want to spoil anything and just want to say if you like role playing at all get this module!
Customer avatar
Joshua P November 18, 2017 12:12 pm UTC
This is still my favorite module.

26 thumbs up! Especially for Pipyap!
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Customer avatar
La Salle County C November 18, 2017 9:21 pm UTC
26? Dang. I would have thought he'd get at least seven.
Customer avatar
Denis C October 07, 2017 8:19 am UTC
Bought it on my facebook login. I don't know how to change it to this account?

Stars: 5/5
This is definitaly my favorite in the whole DDEX Season 1 Tier 1 category. It has so much to offer, fights and RP and a lot of possibilities for the DM to improvise and have fun too. I loved the fairies playing tricks, the townsfolk beeing scared and the elves beeing hostile. The only thing I would most certainly advice the GMs to change is the green hag at the end. No matter how it plays out it is a total let down if the characters figure out that it is a green hag. If they fight her, the fight is a total breeze and if they want to talk to her they know she really has no way to press her point. Especially if you are using tokens or a grid in, say roll 20, it becomes very easy for them to figure out it is a green hag. I would change her to a much stronger hag (depending on the group) so that the whole build up, of her beeing an ancient beeing with amazing power, makes more sense and gives the end of the...See more
Customer avatar
Raki R May 15, 2017 5:26 am UTC
Got this adventure from a friend to use, so posting the review here.

Stars: 5/5
I simply loved to DM this adventure, and my players loved playing it too. It is an adventure that focuses more on talking, but has a hard fight in the middle. Just enough to make the ending a bit more scary. The general vibe is a bit horror-ish, so if you want your players at the tip of their chairs, or you just want to mentally screw with them, this is the address you want.
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File Last Updated:
January 11, 2016
This title was added to our catalog on January 11, 2016.