2685844-Away_with_the_Faeries_-_V1.0

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CREDITS

Designer: Baden White


Editor: Joe Nehmer

AWAY
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Special Thanks: Rodrigo Lopez of the Critical Hit podcast, Zoë
Rose of the Pretend Wizards podcast, Ashley Warren of the
RPG Writer Workshop, all my players over the years and to
my daughter Arabella for believing in fairies as much as I do
WITH THE

FAERIES
Playtesters: Ryan Neville, Adam Powell, Mark Powell, Ollie
Wells, Jordan Hooper, Joms Goldthorpe

Art Credits:
Cover Art: Baden White featuring some elements from
OpenClipart-Vectors, Clker-Free-Vector-Images and Jazella from
Pixabay
Fungus, Leaves, Horn and Sword: OpenClipart-Vectors from
Pixabay
Dancers: heblo from Pixabay
Veroleth Silhouette: edited from an image by mohamed
Hassan from Pixabay and includes feathers from Gordon
Johnson from Pixabay
Veroleth images: Baden White featuring feathers from Gordon
Johnson from Pixabay
Rose Dragon: Baden White featuring vines and leaves from
Jazella from Pixabay
All other images: Baden White

Cartography:
Town Map, Forest Dungeon Map and Ballroom Map created
using https://dungeonscrawl.com/ from @probabletrain with
assets from Daniel F. Walthall/Axebane games and under
creative commons license
Forest Clearing Map by Marco Bernardini, MA4PS

For more information on Creative Commons see:


https://creativecommons.org/publicdomain/zero/1.0/

Disclaimer: By agreeing to read this document you are entering into a contract with a fey lord and as such are contractually bound to run the adventure for your players
within the next two hundred years. Those that do not comply within this time (or their descendants) will be swiftly whisked away and never heard from again….

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Co ast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the C ommunity Content
Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2020 by DANIEL BADEN WHITE POWELL (under the pen name Baden White) and is published under the
Community Content Agreement for Dungeon Masters Guild.

2
TABLE OF CONTENTS
Credits ................................................................................ 2
Table of Contents............................................................... 3
Introduction .......................................................................4
Content Notices ........................................................................ 4
Background .................................................................................4
Adventure Summary .................................................................4
Adventure Hooks .......................................................................4
Chapter One: Arrival in Stonebridge ................................ 5
Get the Party Started ................................................................ 5
The Bridge Guardian ................................................................. 5
Exploring the Town ................................................................. 6
Chapter Two: Lost in the Woods ......................................9
Following the Trail ................................................................... 9
Getting Lost ............................................................................... 9
Mushroom Ring ....................................................................... 10
A Whole New World ................................................................ 10
Magic in the Feywild ............................................................... 10
Time in the Feywild ................................................................ 11
A Rabbit in Need ....................................................................... 11
Chapter Three: Journey to the Pixie Kingdom .............. 14
Getting to Know You ............................................................... 14
Across the Feywild .................................................................. 14
Alternative Travel Option ......................................................16
Entering the Pixie Kingdom .................................................. 16
Audience with the Pixie King ................................................ 17
Chapter Four: The Maddening Maze..............................20
Back Into the Wilderness ...................................................... 20
Arrival at the Maze ................................................................. 20
Into the Unknown .................................................................. 20
Dungeon Locations ................................................................ 22
Chapter Five: The Ballroom of the Archfey ................... 25
Let’s Have a Ball ..................................................................... 25
Down to Business ................................................................... 26
Test of Wits .............................................................................. 27
Test of Mettle .......................................................................... 28
A Deal’s a Deal ......................................................................... 29
Concluding the Adventure .............................................. 30
Farewell to Veroleth ............................................................... 30
The Promise of the Pixie King ............................................. 30
Return to Stonebridge ........................................................... 30
Continuing the Adventure .................................................... 30
Appendix A: Magic Items ................................................ 31
Appendix B: Monsters and NPCs .................................... 32
Appendix C: Maps and Handouts ................................... 36

3
INTRODUCTION from their service so long as the heroes can drive out the
mischievous archfey from his kingdom.
The heroes travel to the villain’s lair and are
Away with the Faeries is a 6 to 10 hour adventure that is confronted by a forest maze where the rules of the
best played over 2 or 3 sessions. It is optimized for 4 or 5 mortal realm do not apply. After navigating its dangers,
characters of 2nd level, though the combat encounters they emerge in the bizarre ballroom of Veroleth the
can be easily adjusted for 1st or 3rd level characters. Vexing and discover the treachery of their rabbit
companion. The adventure ends with a choice presented
It is setting neutral and the village of Stonebridge can by Veroleth, who is willing to leave the Pixie King’s
easily be replaced with any town in your own setting or realm if they can win a simple contest of wits or of
from official campaign settings such as the Forgotten brawn. However, the word of a fey cannot be taken at
Realms. face value.

CONTENT NOTICES ADVENTURE HOOKS


This adventure includes themes including animal theft,
mild horror and instances of the loss of free will due to The party will have been alerted to the troubles in
enchantment magic. Stonebridge when they see a poster in a city tavern that
reads:

BACKGROUND
Many centuries ago, the people of Stonebridge lived in
peace with the fair folk who dwelled in the nearby forest;
a place known for its thin veil between the Material
Plane and the magical Plane of Faerie known as the Your players may want to come up with their own
Feywild. This union led to a deal with the forest’s Pixie reasons for adventuring and for taking on the quest at
King; a promise that the residents would come to his aid hand. But, should you like to offer some suggestions to
if ever his realm was in peril. But that promise was long them as the game begins, feel free to use any of the
ago and none now remember it as anything more than a following hooks.
fairytale.

SEEKING FAME
So, when the animals of the village and its surrounding
woodland begin to disappear, including the wildlife,
livestock and even pets, no one would guess it’s because Everyone has to start somewhere and solving the
they’re away with the faeries. But they are. problems of these smaller settlements can lead to great
The Pixie King has conscripted the animals to defend word of mouth for you and your group, leading to more
his territory from a mischievous member of the unseelie prosperous jobs in the future. Perhaps one day the bards
court who has taken residence in his domain. Having will sing the tale of how this great adventurer started
been sprinkled with special pixie dust, the animals have their career in the lowly backwater town.
been given ‘awakened’ intelligence and are compelled to
serve until the threat is dealt with. The King is STONEBRIDGE NATIVE
intentionally twisting the nature of the agreement to
You grew up in or near the town of Stonebridge and so
delay what he may yet need to do; conscript the villagers
when you heard the village was in need of aid you
themselves.
dropped everything to come and help. The villagers will
The unwelcome stranger is an archfey by the name of
provide you and your companions with free lodging and
Veroleth the Vexing. Newly ascended to the dark court,
you would be knowledgeable of the local area.
the fickle fey is seeking to satisfy their curiosity of the

STOLEN SIBLING
mortal realm, and where better to begin then by
establishing their residence close to where the veil is
thinnest. A sibling or good friend went missing from their home
when you were younger and you’ve always suspected it
to be the work of faeries. The circumstances of
ADVENTURE SUMMARY Stonebridge sound similar and so you have decided to
investigate and maybe shake this feeling of not-knowing
that you have had ever since.
In this adventure, the heroes begin by travelling to the
town of Stonebridge, having answered a call for aid in
finding the village’s missing “residents”.
After arriving in the town, they soon discover that it is
in fact the village’s pets, livestock and wildlife that have
disappeared. The characters’ investigation of the town
leads them to the nearby forest where they soon become
lost and are transported to the Feywild.
While wandering the technicolor realm of beauty and
danger they come across a talking rabbit in need of
saving from Veroleth’s minions. Following the rabbit’s
advice, they journey to the court of the Pixie King, who
must be carefully negotiated with to avoid suffering his
curses. If successful, he agrees to release the animals

4
CHAPTER ONE:
ARRIVAL IN
STONEBRIDGE
In this chapter the players introduce their characters as
they travel to the town of Stonebridge. Upon arrival they
must deal with the bridge’s “guardian” to gain access to
the town. There they can gather supplies, speak with the
townmaster and learn just what it is that has the
troubled town calling for aid. This chapter focuses on
THE BRIDGE GUARDIAN
exploration and roleplay.
When the introductions are over, read or paraphrase the
following text:

GET THE PARTY STARTED


The adventure begins with the party arriving at the
village after several days of travel.

This “guardian” is in fact Toby Hoss (human


commoner). The eight-year-old is feeling down about
his missing friend Digby and has decided to have a bit of
fun to take his mind off of it. He will explain as much if
pressed. Digby is his pet cat, though he doesn’t go out of
his way to clarify this and may further lead the party to
As the party continues toward the settlement, ask the
believe they are here to help find missing people.
players in turn to describe their characters. They don’t
Upon hearing that the party is responding to the call
need to mention things like class and abilities, instead
for aid, the boy will run off to alert the townmaster.
focus on having each player describe the following:
If the characters do indeed pay the boy, he will be very
accommodating and help the characters any way he can,
• Character name
including bringing them to the townmaster and
• Physical appearance
explaining what’s been going on (in his own child-like
• Any notable weapons or equipment
understanding of it). Again, he won’t be obvious that
• Something their party would know about them
he’s talking about animals. “They’ve had one gone from
• A goal or desire the character has there, that house lost two…” and so on.
If the characters are unkind or intimidating, the lad
The players may have already decided that their runs off to gather the town’s adults.
characters know each other, but if not, feel free to
establish a little history to cement them as a group.

Ask each player in turn to contribute towards the story of


their travel to the town using these questions (or invent
your own):

• What obstacle did you face on the way?


• What went wrong as you tried to overcome it?
• How did you help to fix the issue?
• How did you make it worse?
• What great treasure did you find?
• How did you lose it?

5
EXPLORING THE TOWN have been misleading; it’s not people that have gone
missing but rather the animal ‘residents’ of the town.
Inside the town, the group finds nothing out of the Unsure that anyone would take such a thing seriously
ordinary at first glance. The smith’s hammer can be (and genuinely worried that it could be the start of
heard clanging, a small market sells brightly-colored something more sinister), she did what she thought was
fruits and vegetables and the smell of fresh bread right and apologizes for her deception.
emanates from the bakery. She can however assure the party that the reward is
However, the characters do get a sense that something real. She is willing to pay each of them 50 gold pieces for
is slightly amiss. Any character that succeeds a DC 15 the safe return of the animals, or at the very least proof
Wisdom (Perception) check realizes that the town is that it won’t happen again. She is unlikely to increase
devoid of animals. No dogs barking, no chickens this reward without good reason and even less likely to
clucking, no sheep in the fields and even no birdsong in give strangers anything up front. That said, if a character
the trees. It’s a minor detail but once noticed becomes makes a compelling case and succeeds a DC 17 Charisma
painfully obvious. (Persuasion) check, she will offer each character an
The characters can explore the town as they see fit, additional 20 gold pieces in advance.
buying any mundane supplies they need. But before too She recommends the adventurers start by asking
long they should be approached by the townmaster. around town and will offer the following information if
questioned herself.
TOWNMASTER
If the characters interacted with Toby then there’s a
CLUES
good chance that he will have alerted the townmaster
• The animals of the town started disappearing
and she will already be on her way to greet the party. If
around three weeks ago, but some believe the
not, then the party will find her in the townmaster’s hall
wildlife had been disappearing before that.
by the market square.
• The livestock being taken from the Roughburrow
Greta Thornshield (female dwarf guard) has served as
farm is bad enough, but the taking of the town’s
the townmaster and sheriff for many years, though the
pets is heartbreaking.
extent of her law enforcement has been settling
• It could be monsters of some kind from the nearby
boundary disputes with local farmers. With no town
forests, the townsfolk and hunters of Stonebridge
guard to speak of, Stonebridge is ill-equipped to deal
have always known not to venture too far into them
with the current events.
and there have been warning posts placed in them
Greta will greet each of the characters with a firm
since the founding of the town.
handshake and thank them for responding to their
• Old Orville has been scaring people with his mad
plight. If the characters haven’t already figured it out,
theories. He’s been barking on about such things for
she’ll confess that her wording on the poster may
decades but now he has real occurrences to use in
his ramblings.

6
CLUES
• If a character examines the tavern’s door, a
successful DC 13 Intelligence (Investigation) check
allows them to discover a tiny broken sword inside
the lock’s mechanism. A character proficient in
thieves’ tools can find this without making a check.
• If the dog’s bed is examined, traces of a silvery dust
can be spotted with a successful DC 15 Wisdom
(Perception) check.

BLACKSMITH • The dog’s tracks are still fresh in the muddy field
behind the tavern and can be tracked with a
This small stone smithy is run by Daris Wrendall (male successful DC 13 Wisdom (Survival) check. They
half-elf commoner) who serves the village as lead north across the field toward the forest.
blacksmith, ironmonger and farrier. He has only recently
turned from apprentice to owner after the death of his If the characters stay overnight before exploring the
father last winter and secretly doesn’t enjoy the job. forest, they might discuss what they think is going on. If
He doesn’t stock much in the way of armor or weapons they do, at some point in the conversation Old Orville
but he does have a suit of chainmail he made as a project (male gnome scout) will drunkenly interrupt, claiming it
and will sell it for the standard price of 75 gold pieces. to be the work of the “Gods damned fey!”. If the
The workshop also has a dark metal longsword characters haven’t already met Old Orville, refer to the
hanging on the wall. If it is enquired about, Daris will section below.
explain that his father made the Cold Iron Sword on a
commission for Old Orville years ago, but the gnome
never managed to pay it off. The blacksmith won’t sell ROUGHBURROW FARM
the sword, but he will loan it to the adventurers if given a
good enough reason. This fairly large farm at the edge of the village consists
If the characters enquire about making cold iron Fey of a main house, a stable, a chicken coop, a pig pen and a
Crosses (having learned of them from Old Orville), then barn. It also includes several fields that stretch
Daris can make enough for the party. Each will cost 1 westward. The couple that live here, Jonah and Harriett
Roughburrow (both halfling commoners), can be found
gold piece and he can have them ready by the next day.
out the back ploughing a field with their draft horse
Both the sword and the crosses are described in
appendix A. when the characters arrive.
If asked, the couple will explain that they have suffered
CLUES greatly with the current phenomena, including the loss
of all of their chickens, three pigs and an entire flock of
• Daris thought he heard a voice he didn’t recognize sheep that never came back from grazing two weeks ago.
late one night. When he looked outside, all he could Now, the horse is the only thing the farm has left. It has
see was a chicken wandering about. been secured in the stables each night. The couple are
• His father always believed Old Orville’s stories of happy to let the adventurers look around.
being whisked away to some magical faerie land in Before they leave, Jonah will joke that if they can bring
his youth. back his pigs, they’ll be first in line for a bacon sandwich.

CLUES
THE DOG & CROSSBOW TAVERN • The stable appears to be untampered with. The only
This large two-story tavern contains half a dozen small thing of note is a horseshoe hung above the stable
wooden tables, a dart board and an exquisitely carved door (the horse has been kept safe due to the
bar that runs the length of the building. Mounted on the horseshoe being made of cold iron, preventing the
wall behind it is a loaded heavy crossbow. faerie from getting close).
The tavern is owned and run by Fran (female half-orc • The pig pen fence seems to have been pushed over
veteran) and her wife Veska (female human commoner). from the inside; implying that the pigs themselves
The pair can be found sat at one of the tables sharing a were responsible for their escape. The muddy tracks
somber drink and lamenting the disappearance of their are not very clear but a successful DC 13 Wisdom
dog Horatio. If questioned, the couple will confirm the (Survival) check can tell that they were heading in a
disappearance of their beloved pet the night before. towards the road north out of town.
They will explain that Horatio had always been able to • There’s no sign of where the chickens went but an
come and go as he pleased but they decided to keep him inspection of the coop and a successful DC 11
locked in when the troubles began. Despite this, they Intelligence (investigation) check reveals a small
woke to discover the dog was missing and found the door amount of blood inside (the result of an injury
unlocked (despite Fran still having the key on her). sustained by a sprite that the party will meet later).
The party can rent the two rooms in the tavern for 1 • The sheep’s field has been empty for a while but a
gold piece per room per night and includes an evening few tufts of wool are dotted around the northern
meal. This fee will be waived if the party convinces the fence.
couple that they will bring the dog back with a successful
DC 13 Charisma (Persuasion) or Charisma (Deception)
check, or if one of the adventuring party is from the
town.

7
OLD ORVILLE BRIDGE KIDS
If the characters enter the market square, they will find a Toby can be found back at the bridge, now accompanied
scruffy looking old man circling the town’s well with a by his friends Denark (male dwarf commoner) and Jam
crudely made placard. He is shouting out his “rules of (female halfling commoner). Denark has fashioned a
the fey” (see the sidebar below) but the townsfolk seem sword and shield from some spare wood and is playfully
to pay him little attention. Should the party approach clonking Toby on the head. Jam carries a book that has
him, Old Orville (male gnome scout), will protest being the words “Jam’s Book O’ Spellz” crudely written on its
interrupted and complain that he must now begin again. cover. If the characters bother to check, the book actually
Should the party ask his opinion on the goings on in the is a spellbook with the following spells inside:
village then Old Orville will leap at the chance to explain
exactly what he believes is happening as well as talking 1st level: charm person, silent image, sleep
the characters’ ears off regarding his own adventures. 2nd level: invisibility

CLUES If asked, Jam will claim she found the book in her
grandfather’s trunk. If a character wants to buy it, she’ll
• As a youth, Orville got lost in the woods to the north ask them to offer a price. She’ll accept any amount over
and entered a magical realm known as the Feywild. three silver pieces.
• There he made friends with a satyr named Nutkin,
fought a cyclops and even beat the Pixie King in a CLUES
game of tiddlywinks (which caused great offense).
• When he returned after what seemed to be only a • Denark saw strange lights on the north road last
few weeks, he found that all of his family and week, his father said it was fireflies.
friends had died of old age. • Jam claims that she saw three rats riding on the
• It’s just the town’s pets and livestock being taken back of the tavern’s dog last night but admits that it
for now - he’s sure it’ll be the children next. might have been a dream.
• He remembers the fey must abide by many rules, • Toby will look nervous about something. A
but he can’t remember most of them. He used to successful DC 12 Charisma (Persuasion) or
keep a journal of everything he had learned on his Charisma (Intimidation) check will have him reveal
adventure but he accidentally left it behind. that his cat Digby spoke to him and said he was
• He claims the faerie folk can spy on them through going away to help some friends.
the town’s well. If a character casts detect magic on
the area, it does show a hint of divination magic. If the characters do resort to intimidating the boy, he
• He’ll claim that at least he is safe thanks to his Fey will flee the bridge in tears.
Cross, a small looped piece of cold iron hanging
from a cord around his neck. He has told everyone to
wear the same but they ignore him. DEVELOPMENT
If the characters doubt the rambling gnome’s tales, a
After exploring the town there is a good chance that they
successful DC 12 Wisdom (Insight) check will reveal that
will have gathered enough clues to point them towards
though he does believe what he is saying, even he is
the forest to the north and may have even prepared
beginning to doubt himself when he hears it aloud.
themselves by purchasing some Fey Crosses or
borrowing the Cold Iron Sword.
If the characters discovered that the horseshoe is made
of cold iron, they might remove it and decide to sit and
wait to see what happens. Even though it’s unlikely the
sprites and pixies would attempt to take the horse after
being previously denied; it’s good to reward this kind of
thinking. Luckily the invisibility traits of the sprites
mean that they could enter and leave without detection.
Keen-eyed players might see the sprinkling of pixie dust
or hear some sylvan whispers but the faeries will leave as
quickly as they came; leaving the newly-awakened horse
(as per the awaken spell) to make its own way to the
Feywild.
Play this out with the horse suddenly (and comically)
talking to the party and informing them of its sudden
desire to help the Pixie King, before setting off towards
the forest. If the players decide to follow the horse,
simply run the next chapter as normal, but adding this
new companion to their journey.
If by some chance the adventuring party have not
8. Never make a deal with a fey! discovered any of the clues, have Old Orville approach
them in the street and offer his ‘conspiracy theory’ that
it was the faeries of the Feywild coming from the forest
to the north.

8
CHAPTER TWO: LOST GETTING LOST
IN THE WOODS As the characters begin to realize that they are lost, ask
each of them to roll a DC 13 Wisdom (Perception) check.
In this chapter the clues lead the party to the nearby Those that fail are blissfully unaware of the effects that
forest north of the town. When they follow the tracks left occur as the party ventures closer to the border of the
behind by the animals, some of them begin to notice that Feywild. Those that succeed however, begin to
something is not right in the forest. Eventually, they find experience strange sensations.
the trail stops cold as the footprints enter a ring of Have each player that succeeded the perception check
mushrooms. Passing through this strange portal the roll on the Strange Sensations table below. Alternatively,
group finds themselves transported to a technicolor pick for yourself which of these each player experiences
world unlike anything they have seen before; the or make up some of your own.
Feywild. Here they become truly lost as they wander
among sights of incredible beauty and terrifying danger
until they come across a sentient rabbit in need of aid as STRANGE SENSATIONS
he is attacked by sinister fey creatures. This chapter
focuses on combat and roleplay. d8 Strange Sensation
You hear a soft voice singing on the breeze. You are
1
FOLLOWING THE TRAIL
sure you recognise the voice from your youth.
You a strong desire to tell your companions how
2
handsome they are looking today.
The clues discovered in the last chapter should lead the
characters to the forest north of town, whether they are You spot that the shadows of your companions seem
3
following the animal tracks, the advice of the townsfolk to be holding hands and skipping along merrily.
or the newly-awakened horse. You find yourself absent-mindedly drifting from the
4
group, following the sweet aroma of honeysuckle.
A bee lands on your shoulder and whispers something
5
intelligible to you before flying off ahead.
You are overwhelmed by a sudden sense of dread, as
6
though you are being stalked by some great predator.
You spot flowers suddenly sprout up from the ground
7
After a solid hour of walking the party eventually passes on either side of you and open up their petals.
the warning posts that the townmaster told them about. You feel a flutter in your stomach that reminds you of
These simple wooden posts are spaced 30 feet apart and 8
the first time you fell in love.
seem in remarkably good condition considering they
have supposedly been here since the founding of the
town. As no two characters are undergoing the same
If the party are still following the animal tracks, have happenings, allow the characters to roleplay the various
them make a DC 15 Wisdom (Survival) check. Those that sensations that they are experiencing. All the
succeed not only see the tracks that they have been phenomena are beyond explanation at this point, and
following but also those of several other animals any attempt to investigate further or to determine their
including deer, foxes and small rodents. All seem to be origin yields little success.
heading in the same direction. As the characters press on, they begin to lose track of
Whether following the tracks or not, the characters the time they have spent travelling so far. Be sure to
will soon get the sense that their route through the impart that some of the characters may feel as though
woods is taking twists and turns that they do not intend they have been walking for days, while to others it seems
to make. The trees seem to usher pathways that prevent as though they only left Stonebridge minutes ago.
a straight line of travel and all directions begin to look Before the characters (and players) get too frustrated,
the same with no discernable signs of the direction they have them arrive at a strange circle of mushrooms – the
entered the forest from. Even their own footprints (or portal to the Feywild!
the trails of breadcrumbs from clever players) will
eventually lead them in circles.

9
MUSHROOM RING The character must succeed a DC 11 Strength (Athletics)
check in order to escape from the vines. The check can be
made at advantage if their companions aid them. Once
The characters notice that the dense woodland begins to
free, the vines slowly creep back into the undergrowth
thin out and soon they arrive into a clearing in the forest.
with a faint hiss.
It won’t take the characters long to realize that they
are no longer in the Material Plane. Those that spoke to
Old Orville or that succeed in a DC 13 Intelligence
(Arcana) check will gather that they have crossed into
the Plane of Faerie, also known as the Feywild.
With no sign of the ring of mushrooms that brought
them here, the characters are stuck until they can find
another way back. As such they are now beholden to the
rules of the Feywild and the different effects it has on
Examination of the ground close to the ring of magic and time.
mushrooms reveals that the animal’s tracks disappear
after stepping inside the circle. Furthermore, it’s clear
that creatures of all shapes and sizes have entered the
MAGIC IN THE FEYWILD
ring from every direction. A successful DC 13 Intelligence Arcane magic flows much more freely and is more
(Nature) check informs a character that the fungi are powerful in the Feywild than in the Material Plane. As
unlike any found on the Material Plane. If any character such, this can have some unexpected repercussions on
uses the detect magic spell, they will discover a faint trace the way spells and magical effects work.
of conjuration magic emanating from the circle. Most noticeably it affects how spells look when cast.
The characters will likely need no incentive to step Consider describing the characters’ spells in unusual
into the circle themselves. As soon as a character crosses ways such as the following.
any part of their body through the edge of the ring, that
person is instantly transported to the Feywild. However, • Fire-based spell burst outward like flaming petals
the characters left behind do not see them suddenly blooming on a sunflower.
vanish. Instead they simply notice their companion is • Ice-based spells appear to have no visible effects
missing, having the sense that they must have been until great cracks appear in reality.
momentarily distracted. If no character gets close, • Enchantment magic is accompanied by kind
consider having the mushrooms begin to glow brightly whispers from a thousand soft voices (even with
until the party are consumed by the light. malicious spells such as bane or crown of madness).
Once the last character has entered the ring, they find • Healing magic brings forth tiny fey spirits that work
themselves somewhere very different indeed. diligently to repair wounds as if repairing shoes.
• Conjured creatures and effects are constructed from

A WHOLE NEW WORLD the plant-life that surrounds the area the spell is
cast.

Read or paraphrase the following text, with its focus


Alternatively, put this description onto your players and
being on the last character to arrive in through the
ask them to describe how their spells differ in flavor
mushroom ring.
while in the fey realm.

10
TIME IN THE FEYWILD A RABBIT IN NEED
Characters traversing the Feywild will soon discover that
time flows very differently from normal, with vast The dense ground of the Feywild makes continuing to
distances crossed in the length of time it takes to tell a track the town’s animals almost impossible, though a
good story and confrontations that last only seconds successful DC 20 Wisdom (Survival) check will offer
seeming to take hours to resolve (wink wink). some clues to the direction they were heading in.
At the very least, the characters are unlikely to have It’s more likely however that the characters will need
been gone as long as they expect once they return to the to choose a direction and hope for the best. Once they get
Material Plane. The Dungeon Master’s Guide gives some started, read or paraphrase the following text.
great options on dealing with Time Warps once the party
leaves the Feywild which you are welcome to use. For the
purposes of this adventure however you can use the
following effects on time when the party takes a short or
long rest.

A NOT-SO-SHORT REST
Whenever the characters take a short rest while in the
Feywild, they can spend an hour to recover as normal.
However, for each short rest they take over the course of
this adventure they return to find an additional week has
passed.
Additionally, if they rest in an unsafe location, have
the party collectively roll once on the Feywild
Complications table below.

A LONG, LONG TIME AGO


Should the characters choose to take a long rest while in
the Feywild, they can spend eight hours to recover as
normal. They will finish this rest with a foreboding sense
that they have been gone far too long. Roll a d12 to
determine how many additional months have passed
once they return to the Material Plane.
Additionally, if they rest in an unsafe location, have
each character roll once on the Feywild Complications
table below.

FEYWILD COMPLICATIONS

d20 Complication
The four creatures are
1-10 No complication.
Bogeys (see appendix B)
A Satyr finds you in his regular sleeping spot and and attack the characters
11
demands one of you wrestle him. immediately. See their
A Blink Dog puppy bounds into your camp. It follows combat tactics in the
12 section below.
you for 1d6 hours before vanishing without a trace.
The rabbit is an fey
A random character finds 1d10 berries in their pack. denizen named Teacup
13
Each one consumed restores 1 hit point. (see appendix B), who
You awaken from a wonderful daydream. Each player will use his turn in
14
gains inspiration if they don’t already have it. combat to perform the
Help action to aid any of
You are ambushed before your rest is complete by 1d4
15 the characters that can
Bogeys (see Appendix B).
see or hear him, so long
Deadly vines constrict a random character. They must as it is safe for him to do
16 succeed on a DC 12 Strength saving throw to escape, so and is not being
taking 1d6 bludgeoning damage each time they fail. attacked himself.
A random character finds 1d10 berries in their pack. If his Help action is
17 used to grant advantage
Each one consumed deals 5 poison damage.
on an attack roll, the
You are awoken by a Redcap rummaging through target of the attack can
18
your belongings. If you try to stop them, they attack. be within 30 feet of
A random character does not gain the benefits of the Teacup, rather than 5
19
rest, having been plagued by terrifying whispers. feet.
A randomly character must roll a d20. On a result of
20 1*, that character goes missing during the rest and is
never heard from again…
*perhaps allow a character with the lucky feat or
the halfling’s lucky trait to reroll this

11
One Square = 5 Feet

TACTICS
The characters enter the map above from the south. The
pond is shallow enough to wade through and counts as
difficult terrain.
After rolling initiative, most of the bogeys (B) will rush
to engage the party in melee range using their Stab
attacks while at least one hangs back to prevent Teacup’s
(T) escape.
In the first round of combat, the rear bogey will use its
Wand of Minor Polymorph (see appendix A) as an action
to transform a floating log into a Constrictor Snake (S).
The creature acts immediately after its summoner and
emerges from the pond to attack the characters.
On subsequent turns the rear bogey will favor using its
spells to hinder the strongest looking characters. The
snake requires no further actions from the bogey and
attacks until it reaches 0 hit points at which point it
reverts to a log. Should a player obtain the wand, the
snake can be reverted early by using the wand on a
different object.
When only one bogey remains, it will attempt to flee to
the north. To scale the encounter for or higher or lower
level groups, add or remove a bogey.

12
DEFEATED BOGEYS After being rescued he will happily answer any questions
the party may have for him including the following
Any bogey that is reduced to 0 hit points crumbles into a
information about the town’s animals and their current
mound of soft, mossy soil, leaving behind only its
location.
clothing and any items it was carrying (including the
Wand of Minor Polymorph – see appendix A).
• The animals are under the influence of the Pixie
The bogeys are newly under the command of Veroleth
King, a powerful fey who has held dominion over
and are unaware of Teacup’s ties to the archfey (see
this part of the Feywild for thousands of years.
below) and have simply been sent out to kill the rabbit
• Teacup was on his way to the Pixie King’s palace to
and confiscate the contents of the satchel. They are
deliver important reports from a sprite outpost.
fiercely loyal to their new master, supernaturally so in
• The vile creatures that attacked him are called
fact and are immune to any form of intimidation or
Bogeys. They are agents of a powerful new archfey
spells such as zone of truth.
in the area.
If captured they will only mock the characters further
• The Feywild is a dangerous place even for the locals,
and look for any chance to escape. It can be fun to have
he is willing to guide the characters to the Pixie
the bogeys only respond to the characters by answering
King’s palace as a thank you for saving his life.
them in rhyme, for example if a character asks “Why are
you here?” it could respond suddenly and sharply with
Try to endear Teacup to the party as much as possible,
“Because I was near!”.
maybe even having him pick a favorite character to ride
If you are not comfortable bouncing rhymes back on
around on. This will make his betrayal of the party that
the spot then consider having the bogeys just be rude
much more cutting when it happens later in the
and nonsensical. Alternatively, use some of the
adventure.
responses below.

DEVELOPMENT
“The mortal realm is what Veroleth yearns, they’ll bide their
time while they learn”

“If answers from me are what you seek, you should first do With the bogeys defeated or driven off the party are free
something about that terrible reek!” to continue their search for the missing animals by
following their newfound friend. If any characters are
“Riddle-me-doo, riddle-me-doo, guess my name and I’ll wounded, they might consider taking a short rest,
tell you!” though Teacup will advise against it in such an open
area.
“You seriously think you can get me to talk? You must be as If they insist on taking a rest, be sure to consult the
stubborn as a dwarf and as thick as an orc!” resting rules detailed on page 11. Teacup is not immune
to the effects of the Feywild and should be counted if
“You probably could get me to speak, if you weren’t so rolling on the Feywild Complications table.
pathetically weak!”

“Not listening!”

ROLEPLAYING TEACUP
Teacup is a rabbit native to the Feywild and, unlike the
animals that have been ‘awakened’ by the Pixie King, he
has always had human level intelligence. He is kind,
eager to help and very curious about the world the
characters come from.
Of course, nothing in the Feywild is as it seems. In
truth, Teacup is an agent of Veroleth the Vexing, the
archfey seeking to control the Pixie King’s domain. The
entire altercation here has been set up to ingratiate
Teacup into the group after the archfey learned of the
characters by spying through the town’s well (Orville
was right!). While travelling with the group he will
endeavor to complete his true mission; to learn as much
as possible about the outsiders and to report back on the
Pixie King’s plans.
The rabbit is careful not to be caught out in a lie
however, and so will genuinely aid the characters in all
they wish to do. This includes spending his daily use of
the goodberry spell to produce 10 healing berries from his
satchel once the combat ends.

13
CHAPTER THREE: • The Feywild is dangerous but at least it’s never
boring, he’s heard the Material Plane is rather drab.

JOURNEY TO THE PIXIE • He once saw the Pixie King bested by a young gnome
in a game of tiddlywinks.

KINGDOM •


The shortest distance between two parts of the
Feywild is never a straight line.
He was once given a secret blessing of luck from a
In this chapter Teacup begins to find out more about the powerful archfey.
characters as he guides them through the Feywild.
Traversing the lands will not be easy and the party must The last one directly relates to his service to Veroleth and
work together to overcome this peril-filled wonderland his Lucky Rabbit’s Feet trait in his stat block (see
by way of a skill encounter with dangerous repercussions appendix B). He’ll only offer the vague remark if directly
for failure. At the end of these trials they arrive at their asked about treasures or gifts he’s received. If pressed,
destination only to be apprehended by sprites and Teacup will simply insist that it’s a secret and give a
brought before the Pixie King. Here they must carefully cheeky wink.
deal with the fickle fey lord to learn the truth of why the Should any character become suspicious of the rabbit
animals were taken and what, if anything, they party can they can attempt a DC 17 Wisdom (Insight) check. A
do to secure their release. During this negotiation they success reveals that though Teacup is being honest,
will be watched closely for their adherence to fey law and there is a hint that he is hiding something. A failure
could end up leaving the kingdom with either a boon or a detects no sign of anything untoward. In either case, it
curse; though which is which may be difficult to discern. can be fun to impart the insights gleaned privately to the
This chapter focuses on clever use of skills and roleplay. character who attempted the check, so as to keep the
others guessing.
Should the worst come to worst and Teacup’s true

GETTING TO KNOW YOU loyalties are revealed, he will flee and the characters will
be without his aid for the rest of the adventure. He will
stealthily keep tabs of them however, though he can be
Following Teacup’s guidance, the characters soon leave detected if a character makes a successful DC 14 Wisdom
the clearing where they met him and venture back into (Perception) check while actively looking around their
the colossal woodland. location.

ACROSS THE FEYWILD


The party’s journey through the Feywild will be played
out as a montage by way of a skill encounter with
obstacles that convey the danger, beauty, madness and
deception of the Plane of Faerie. Have the players roll
initiative (or simply use a clockwise turn order). Then,
on their turn have them roll on the Feywild Travel Skill
Encounter table below (or choose an encounter of your
liking) and read it aloud.
The player must then explain how their character will
attempt to overcome the obstacle and make the
Over the course of their journey together Teacup will
appropriate skill check for their actions. Some skills are
work on gathering information about the party through
not particularly suitable for certain obstacles and are
the pretense of his own curiosity. He asks each player
detailed as such in the table. You should inform the
one of the following questions.
player that these skills are not permitted unless they can
come up with a good (or at least entertaining) reason
• What made you become an adventurer? why it is appropriate. This is to encourage players to use
• What’s the scariest thing you’ve ever seen? a range of skills, even if they are not the most optimal.
• If you could make a new magic spell what would you The DC for each obstacle is set at 14 by default, but feel
have it do? free to lower or raise this slightly to better suit the level
• How do humans get anything done with such short of your group. The players must achieve a total of 8
lives? successes before they accrue 3 failures. Consider also
• Where’s the biggest place you’ve ever been to? giving two successes for a natural 20 and remind players
• What are your family doing right now? to check whether they have inspiration they can spend.
• What’s your goal in life? What are your dreams? Overall success or failure has consequences for the party
detailed later in the chapter. Furthermore, each obstacle
Though his enquiries are harmless enough, to avoid has an individual penalty for the rolling player if they
suspicion Teacup will happily answer questions about fail. Be sure to weave the results of each check, whether a
his own life in the Feywild. If asked, he will impart the success or failure, into the narration of the journey.
following truths: Some of the obstacles call for the player to describe a
situation of their own choosing, there are no penalties
• Teacup is actually over a hundred years old. for failing these other than another failure adding to the
• He was once eaten whole and later regurgitated by a overall total. Finally, Teacup is able to lend his assistance
huge carnivorous moth. during these travels. This allows one player to reroll a
• He is a former student of a great druid named check once during the course of the skill encounter. Let
Reidoth, but he got bored and left. the players decide how and when to use this.

14
FEYWILD TRAVEL SKILL ENCOUNTER
Use the checkboxes below to keep track of success and failure. A player friendly version of this is included in appendix C which
you can use on the table or online.

d100 Obstacle Unsuitable Skills Success Failure Penalty for Failure


A colossal beast draped in moss topples trees as it Arcana Crushed! You suffer 1d6
1-4
crushes everything on its path through the forest Performance bludgeoning damage
Noose-like vines descend from the canopy and History Snatched! You lose the contents
5-8
attempt to strangle anyone with dark hair Performance of your backpack
A group of redcaps hungry for blood come Investigation Bleeding! You suffer 1d6
9-12
bounding at you with sickles drawn Nature slashing damage
A vast herd of migrating trees crosses your path, History Injured! Your speed is reduced
13-16
threatening to sweep you away with it Performance by 5 feet until your next rest
A giant moth swoops down and attempts to carry Performance Falling! You suffer 1d6
17-20
you away in its dusty maw Persuasion bludgeoning damage
A lone cyclops emerges from a cave and begins to Arcana Impaled! You suffer 1d6 piercing
21-24
hurl crudely-made javelins at the party Investigation damage
Have the player come up with an obstacle that No additional penalty
25-28 -
represents the danger of the Feywild
Suddenly several miles of your journey are plagued Deception Freezing! You suffer one level of
29-32
by an intense icy blizzard of snow and hail Sleight of Hand exhaustion
A hag disguised as a beautiful maiden attempts to Medicine Cursed! Reduce your max hp by
33-36
lure one member of the group into her hovel Survival 1d6 until your next long rest
You accidentally wander into the sacred grove of a Animal Handling Denied! You must roll again on
37-40
unicorn who refuses to let you pass Medicine the obstacle table
A satyr begins to serenade the group with uncanny Acrobatics Ashamed! Your next skill check is
41-44
knowledge of your most embarrassing moments Religion rolled at disadvantage
Two bewitched party members get into a fist fight Perception Betrayed! One character makes
45-48
over the affections of a nymph enchantress Survival an unarmed attack against you
Have the player come up with an obstacle that No additional penalty
49-52 -
represents the beauty of the Feywild
A prismatic fog suddenly rolls in around you and Animal Handling Wild! You must roll on the Wild
53-56
sparks of magic erupt from it Perception Magic Surge table (PHB p.104)
A talking stream demands you offer it treasure History Robbed! You lose half the gold
57-60
before it will allow you to cross Insight you currently have
Your shadow begins to pull you away from the Insight Alone! You disappear and return
61-61
group in order to frolic in the woods Intimidation at the end of the skills challenge
You hear the screams of your companions being Athletics Horrified! You suffer 1d4 psychic
65-68
slaughtered though they look fine Sleight of Hand damage
You wander into a mushroom patch where one Deception Infected! You gain a random
69-72
wrong step will release their maddening spores Religion long-term madness (DMG p.260)
Have the player come up with an obstacle that No additional penalty
73-76 -
represents the madness of the Feywild
You are chased by a horde of butterflies, each with a Medicine Sightless! You are blinded until
77-80
pair of human looking eyes in its wings Persuasion your next rest
You happen upon a clearing with an oasis and fresh Acrobatics Sickened! You are poisoned until
81-84
fruit, it seems too good to be true Insight your next rest
A circle of stones erupts to life as you pass through Intimidation Squeezed! If not wearing armor
85-88
it, reaching out with stony tentacles from below Persuasion take 1d8 bludgeoning damage
A companion is transfixed on their reflection in a Athletics Waiting! Roll on the Feywild
89-92
pond, claiming to see their childhood home within Stealth Complications table on p.11
The illusion of the grass beneath your feet fades as Performance Filthy! You suffer 1d4 acid and
93-96
you are pulled down into a hidden swamp Stealth 1d4 poison damage
Have the player come up with an obstacle that No additional penalty
97-100 -
represents the deception found in the Feywild

15
SUCCESS OR FAILURE ENTERING THE PIXIE
If the characters achieve 8 successes before 3 failures
they succeed in the skills challenge. Not only have they
KINGDOM
made their way to the domain of the Pixie King in safety,
Eventually Teacup will signal to the party that they have
but they also find a safe and secure cave in which to take
arrived in the Pixie King’s domain.
a short rest and prepare themselves. This rest does not
require a roll on the Feywild Complications table.
If the characters fail then they still arrive at their
destination, but no safe resting place is found.
Additionally, each of them suffers one level of
exhaustion. This could prove to be a real concern and
they may need to risk a long rest in the wild (with its
associated complications detailed on page 11) in order to
be in good shape for entering the Pixie King’s realm.

ALTERNATIVE TRAVEL OPTION


Using the skill encounter is meant to be a fun and
To give the party fair warning, Teacup will explain that
interesting way to travel and allows you to convey the
the name “Pixie King” is a moniker and the fey’s true
weirdness of the Feywild.
title should be used when addressing him:
However, if you’re on a time limit or simply think your
players would rather get to the action sooner, feel free to
“King Buckthorn Thistledown, the fifth most
replace it with one of the following sections of read-
resplendent Lord of Faerie, Fair-kin, Fauna and Flora
aloud text:
within the eastern province of Talthoria”

Should the characters fail to call the King by this title


when they are first introduced to him later on, this will
be considered a slight against him. If any player asks
Teacup to repeat the title, it’s the perfect time to spring
the following ambush to prevent him from doing so.

A SPRITE SURPRISE
As they pass between some trees the party is suddenly
ambushed. Dozens of tiny arrows are fired between
them, each trailed by a thread of spider silk. Each
character must succeed on a DC 17 Dexterity saving
throw or be restrained and knocked prone as they are
bound by the tangling webs. Any character with a passive
perception of 17 or more has advantage on the saving
throw as they notice the creatures appear.

The rider is Captain Kithri (female sprite with 12 hit


points). Despite her small stature, she is a battle-
hardened veteran of many fey conflicts and does not
suffer fools lightly. She guards the perimeter of the pixie
kingdom fiercely with her squad of twenty-four sprites.
She is not without common sense however, and knows
that the outsiders are unlikely to be working for
Veroleth. As such she will give the characters a chance to
explain themselves. Teacup will also inform the Captain
of his report for the King.

16
If the characters respond peacefully and explain their Captain Kithri won’t allow the characters to linger, but if
search for the missing animals of Stonebridge, Kithri they players have any short interactions with the town’s
will agree to escort them to the palace. There they can animals, they will note the following:
bring up the matter with the King himself. She will
however verify that the animals of Stonebridge have • The animals now seem to have human level
been conscripted, including the chicken she now rides. intelligence and the ability to speak both common
If any character asks about her scar, she will tell the and sylvan.
tale of her battle with the Roughburrow chicken who • They are dedicated to the Pixie King’s cause and will
violently resisted the sprite’s first attempt to shower it serve him as long as they are required.
with awakening dust (a form of pixie dust imbued with • Many do miss their homes in Stonebridge, but there
the King’s own magic). Revering the chicken’s steely is work to be done here.
resolve, she kept the savage beast as her steed and the • There is no sign of Toby’s cat Digby.
two have become firm friends. The chicken may surprise
the characters by confirming the event, speaking in A successful DC 15 Intelligence (Arcana) check or use of
common as it does so. the detect magic spell will reveal that the animals seem to
If the interaction goes well, any bound characters will be under the influence of powerful enchantment magic.
be cut free of their bonds and the group will be escorted
into the pixie kingdom. Any resistance is met with a
barrage of shortbow attacks that may leave the party
AUDIENCE WITH THE PIXIE
KING
unconscious. If this happens, those characters wake up
in the Pixie King’s palace.

MINIATURE WONDERLAND When the characters arrive at the Pixie King’s palace,
read or paraphrase the following:
After a short distance, the characters will realize that
pixies ahead of them are vanishing through an invisible
wall. It ripples like water as the pixies pass through it
and disappear.

THE ANIMAL ARMY


While travelling through the city, the characters will
begin to notice more and more animals being prepared
for war by pixie and sprite soldiers. As well as forest
wildlife, there are many that match the description of
those missing from Stonebridge including the following:

• The Roughburrow pigs (Pierce, Price and Pepper)


are surrounded by sprites and pixies as they discuss
battle strategy and draw maps in the ground with
their trotters.
• Many more sprites patrol the edges of the
settlement on the backs of chickens and other small
including rats, squirrels and toads.
• Some domestic dogs (including Horatio from the
tavern) are discussing their training with a blink
dog, seemingly having had minor teleportation
magic bestowed on them.
• Several sheep are being outfitted with armor and
sturdy-looking helmets, turning them into literal
battering rams.

17
ROLEPLAYING THE PIXIE KING • The creatures will remain loyal and under his
command until he chooses to release them from
The Pixie King (see appendix B) is a powerful fey that
the magical effect.
has ruled over the region of the Feywild that borders on
• The reason the conscription is to push back the
Stonebridge for thousands of years. Though he can be
soldiers and spies of the archfey Veroleth that are
considered an archfey, he is not aligned with either the
invading his lands.
seelie or unseelie courts and keeps his own council on
• Veroleth is newly ascended to the unseelie court
what is best for his people.
and is using their newfound power to gain a
Unlike the playful or mischievous demeanor his kin
foothold in the Pixie King’s domain.
are known for, the Pixie King is a methodical man who
• The King assumes the archfey intends to begin an
views spontaneity as both risky and destructive. This
assault on the mortal realm.
does not mean that the faerie monarch is any less
• The Pixie King has been lenient in only
ruthless or cunning however, only that his plans are
conscripting the animals of Stonebridge so far. If
likely to come to fruition over the course of carefully
it comes to it, he won’t hesitate to take the people
planned centuries.
too.
He is proud, condescending and the recent events have
him on even more of an edge than normal. In his mind,
Halfway through the discussion the King’s servants will
his people alone bear the burden of keeping the darker
bring the characters each a flowerhead of nectar wine.
forces of the Feywild out of the mortal realm.
Refusing it or being caught pouring it away counts as a
slight.
“And what gift have you brought me for the gift of my
attention?”

“There is a natural balance to these woods that I have


striven to uphold for millennia. I will not have turned to ash
on the folly of this young upstart!”

“Forgotten? The people of Stonebridge have forgotten our


accord? This is why my advisers insist that mortals do not
deserve our time and effort!”

NEGOTIATION
This encounter focuses heavily on roleplay and the
overall outcome is based on how the party interacts with
the Pixie King. The conversation should flow naturally,
but try to keep a rough track of how in alignment the
characters are with the Pixie King's sensibilities (see the
whims, wishes and slights sidebar). To receive the best
outcome, the characters will need to have entertained
more of the Pixie King’s wishes and whims over the
course of their discussion than insults or slights against
him. Of course, it’s a lot easier to insult the Pixie King
than it is to please him.
Though this mostly has an effect on the quality of the
boons the Pixie’s King can grant the party, the King will
not hesitate to inflict instant curses to overly rude
characters (see the King’s Curses trait in his stat block).
The first opportunity to put their best foot forward is
at the start of their meeting as the Pixie King will wait in
silence for the party to not only introduce themselves
but to address him in the proper manner (as Teacup
explained on page 16).
Though the party’s response will set the initial tone of
the discussion, they should eventually be able to learn
the following information:

• The Pixie King is calling in on the deal made with


the residents of Stonebridge, that either group
would come to the other’s aid if their lands were
in peril.
• The agreement was forged centuries earlier but
still stands; he doesn’t care that it was not with
any of its current residents.
• The animals of Stonebridge and its surrounding
lands have been ‘awakened’ using pixie dust
blessed with his power.

18
THE ILLUSION OF CHOICE
Despite his pride, the King knows that the characters
may stand a better chance of ending the conflict than his
forces. As such he will attempt to strike a bargain with
the party.
Citing Veroleth’s apparent interest in the mortal
realm, the Pixie King will suggest that the group
confront the archfey themselves and attempt to drive
them from his lands.

“You are an unknown quantity to Veroleth. Perhaps you can

SEALING THE DEAL


make them fear the mortal realm, or at least bore them
away with your mundanity”
Once the agreements have been stuck, the deals are
If the party agrees, the King will not only release the sealed with a great feast of fresh fruit, nuts, vegetables
animals from their service to him, but also ensure the and copious amounts of nectar wine.
characters are able to make it back to the Material Plane. If the party is still favored, the meal grants the instant
This being a not-so-subtle hint that such a thing may be benefits of a long rest. If the party is unfavored or
impossible without his help. refuses to partake in the feast, they gain no such benefit.
Furthermore, to aid them in this task, the King will An unfavored party is still welcome to take a standard
offer each of the characters a great boon for them to long rest within the safety of the kingdom. However,
benefit from only during their time in the Feywild. A gift despite not needing to roll on the Feywild Complications
that will be given in exchange for something of fair value table, they must still roll a d12 for how many additional
in return. At least, fair in the eyes of the Pixie King. months will have passed upon their return.
Offer each player their choice of boon from the Pixie Finally, if any one character was particularly respectful
King’s Gifts table below. Be sure to only describe the and made no slights, the King will bestow on them a
implied cost that they must give in return. In truth, the Cloak of Pixiekind (see appendix A).
full effects of their payment will differ depending on
whether the characters as a group are favored or
unfavored in the Pixie King’s opinion. These true costs
DEVELOPMENT
are permanent and can only be ended using the remove
Toward the end of the party’s time in the Pixie King’s
curse spell or similar magic.
palace, an awakened raven will report in with news that
Even if unfavored, the King is not seeking to trick the
a thorny wall is literally growing outward from the
party maliciously; he is simply careful in how he words
archfey’s foothold in the domain. Furthermore, many
things and uses the gifts to power and strengthen his
fey creatures in fine clothing have been seen entering
own magic and the defense of his realm.
the newly created structure. Digby (Toby’s cat) has been
Refusing this offer is yet another slight against the
sent in to scout.
faerie monarch and will still affect the potential rest the
Teacup’s report for the Pixie King also confirms as
party can receive (see ‘Sealing the Deal’ opposite).
much. As the rabbit already knows of the location, he
will offer to accompany them as a guide through the
Feywild once more when they are ready to depart.
THE PIXIE’S KING’S GIFTS

Boon Implied Cost True Favored Cost True Unfavored Cost


The Blade You cannot wield other weapons You are unable to put the weapon
One weapon you own becomes a magic weapon with Your loyalty without having disadvantage on attack down and must have one hand on it at
a +1 bonus to attack rolls and damage rolls rolls all times
The Truth You can no longer tell a lie aloud, You can no longer a lie of any kind and
You have advantage on all Wisdom (Insight) and Your lies though you can choose not to speak and are magically compelled to tell truth if
Wisdom (Perception) checks still write falsehoods asked a direct question
The Form You and those you know can no longer You suddenly realise that you never
You can use the druid’s Wild Shape ability (PHB p.66) Your name speak your name aloud, though you all had a name, nor can you be given one
twice per day but only for tiny beasts with a CR of 0 still remember it by yourself or anyone else
The Shield You lose a year’s worth of random You lose all memory of the last year,
A year of your
You gain the ability to use a reaction to gain +2 AC memories from the time before your from just prior to your arrival in
life
until the start of your next turn fifth birthday Stonebridge
The Power During your next long rest, you dream of You lose all motivation to achieve the
A single
Whenever you cast a spell of 1st or 2nd level, it is cast aiding the Pixie King in a quest and goal you described in the adventure’s
dream
as if using a spell slot one level higher awaken with one level of exhaustion introduction
The Step During each long rest, half of any gold If not spent that day, all gold currency
You can cast Misty Step at will, without needing A gift of gold currency or treasure you possess or treasure you possess magically
components magically disappears disappears during your next long rest
The Voice Before you leave the Feywild, you must Each day, you lose the ability to speak
You can communicate telepathically with any A letter read aloud a beautifully worded thank any words that contain one randomly
creature within 30 feet you letter to the Pixie King chosen letter of the alphabet

19
CHAPTER FOUR: THE • Digby managed to sneak by the creature into a
tunnel, but soon became lost.

MADDENING MAZE •


After hours of searching in darkness, he eventually
came out in the same chamber he started in.
This time the cat wasn’t quick enough and the foul
In this chapter the characters once again travel through creature took a bite out of his tail.
the chaotic wilderness of the Feywild before arriving at
the Veroleth’s ballroom lair. After meeting a shaken If any character can provide magical healing, the end of
Digby, the party enters the labyrinthine walkways of the the tail will swiftly grow back and ease Digby’s suffering.
peculiar outdoor dungeon. There they must successfully If not, Teacup will offer one or two of his healing berries
navigate the dangers and puzzles within to make it from his goodberry spell, provided the characters have
closer to their goal. This chapter is a dungeon crawl with had a long rest since he last used them.
elements of combat, exploration and roleplay. The cat is too scared to reenter the maze and would
prefer to hide outside until the party returns, though he
can be persuaded to hide in a backpack with a successful

BACK INTO THE WILDERNESS DC 13 Charisma (Persuasion) check.


Any character that spends time examining the
structure will notice the whole thing appears to be
Teacup will once again guide the party through the
growing slowly outwards, with tiny roots at the wall’s
Feywild towards the archfey’s newly established base clawing and dragging their way across the earth.
domain. If the players enjoyed the Feywild Travel Skill The entrance is not trapped and the characters are free
Encounter from earlier, feel free to run it again using to pass through into the darkness.
only the remaining obstacles that weren’t rolled on last
time or having the players improvise every obstacle for
themselves this time.
Alternatively, if you’d rather get straight to the INTO THE UNKNOWN
location, use one of the boxed text options given in the
Alternative Travel Option section of page 16. The forest dungeon that surrounds Veroleth’s ballroom
Whatever you decide, be sure to start describing the is not a traditional maze, though the enchanted
true costs of the deals the characters have made with the connections between each chamber can have that effect
Pixie King, should they apply. on those that wander it (see Getting Lost below).
Its construction is a relatively recent addition to the
archfey’s lair and serves two main purposes; to entertain

ARRIVAL AT THE MAZE the fey nobles that have journeyed to attend the
archfey’s ball, and to test the characters. Veroleth is very
much aware of the party thanks to their connection to
Once the characters arrive at the location, read or
Teacup and through their method of spying on the town
paraphrase the following text:
of Stonebridge (as seen in area 2 of the dungeon).
The chambers within are populated by a handful of
creatures, magical effects and puzzles that can be
carefully negotiated, battled through, or even avoided
altogether if the characters are clever.

GENERAL FEATURES
The following facts about the environment are true
unless otherwise noted in a specific area description.

Ceilings. The tunnels and paths connecting the rooms


are 10 feet high and are the result of the woven walls
coming to a point at the apex. Rooms have 30-foot-high,
roughly dome-shaped ceilings.
Doors. No rooms have doors except for the one leading
to Veroleth’s ballroom in area 6. Each room is connected
to the others by a series of winding, darkened tunnels
that have rules that must be followed to arrive in the
adjoining room (see Getting Lost below).
This of course is Digby (a cat with an intelligence of 10), Walls. The entire structure is made from slowly
the missing pet of Toby Hoss from Stonebridge. The moving, growing and writhing roots and branches that
poor feline is missing the tip of his tail as a result of a quickly grow back if damaged.
recent wound. Glad to see the familiar people of the Floors. All floors are the bare earth of a forest floor.
Material Plane, Digby will take to the party instantly and Light. Only dim light makes it through the narrow gaps
warn them of some of the dangers he saw inside: in the woven walls and ceilings. The boxed text assumes
that the characters have light sources or darkvision
• Beyond the entrance is a chamber with a monster unless light is otherwise mentioned.
guarding the way forward.

20
THE MADDENING MAZE

“To pass through here, if you’re so bold, you


must give each other this to hold”

“Journey thee in one


straight line, first
pixies, then humans,
then giants behind”

“The future’s swell, as


“Something hidden is the past, but leave
from those you know, one of these to pass
speak it freely in order through fast”
to go”

“To pass this way “You may be strong,


and remain the but cares not the
same, you must morning’s bird, you
travel the way from must carry one of
whence you came” these, or so I’ve
heard”
“To take this path you must
not see, the dangers that lie in
wait for thee”

GETTING LOST Failure to follow the instructions leads to the party


traversing a long, twisted path that eventually leads back
The ‘maddening’ aspect of this dungeon is that each
to the room they entered from. Once the characters have
chamber is connected to the others by a series of
successfully navigated a tunnel, assume they can now
enchanted tunnels that will only lead to the adjoining
pass freely between those chambers.
area if a particular rule is followed while passing through
Should the players struggle with the riddles, the troll
it. The specifics of these rules are detailed in each area,
in area 1 might give clues (for a price) if the group hasn’t
though a simplified reminder is shown on the map.
already killed it. The bogey in area 2 is lost but could also
The rule that must be followed is different for each
offer some hints to the answers. Alternatively, if the
tunnel and is written in sylvan runes above each tunnel
players interpret the rules of each tunnel in a different
entrance. The text can be spotted with a successful DC 13
way than intended, but their answer is particularly
Wisdom (Perception) check. If none of the characters
entertaining or clever, let it be the right answer.
speak sylvan, a character fluent in elvish can decipher
If the party resorts to brute force in order to continue
the basics of the message with a successful DC 15
through the maze, they can work together to hack or
Intelligence (History) or Intelligence (Arcana) check.
burn their way into a random adjacent chamber. If they
Alternatively, Teacup can translate the writing for the
do, each character takes 1d6 piercing damage as the
party, but only if asked (it is a test after all).
thorns grow back around them.

21
DUNGEON LOCATIONS 2. WISHING WELL
The following locations are identified on the Maddening
Maze Map above.

1. TROLL BRIDGE

The creature is a bogey (see appendix B) by the name of


Grimfig. He will make a poor attempt to stay hidden,
crawling around the edge of the well as the characters
move into the room. If cornered, he immediately tries to
strike a bargain with the party; he will not raise the
alarm so long as they lead him out of the maze. If
A Toll Troll (see appendix B) hides in a bush near the
questioned, the bogey will offer the following
bridge and can be detected with a successful DC 13
information.
Wisdom (Perception) check. If spotted, the party may be
able to sneak by the creature if they choose to wade
• He was brought into the maze and asked to guard it,
through the water and each succeed a DC 12 Dexterity
but has become lost and doesn’t remember the rules
(Stealth) check. If any character fails the check, or if the
of the tunnels.
group is not being stealthy, the troll leaps from the
• Veroleth is hosting a ball to celebrate their newly
bushes and attacks.
established domain, the entrance is somewhere
ahead.
• The well in the middle of the room can be used to
peer into the mortal realm by dropping a coin into it
and naming a place they have visited.
This encounter is meant to echo the party’s arrival in
Stonebridge. If any of them recall this, they might try Grimfig will accompany the party cautiously until led to
offering the troll a single silver piece. If they do, the troll the exit or the ballroom. If he is treated badly, he will use
ceases its attack and will gladly allow the group to pass his color spray spell on the party and flee down the
in return for the payment. If the party fight and defeat nearest tunnel. He will arrive back in the same room an
the troll, they will find a pouch containing 200 silver hour later, having failed to follow the tunnel’s rule.
pieces on its body. If the characters approach the well, they will see the
However the party chooses to deal with the troll, they market square of Stonebridge in the water’s reflection.
will have to choose one of the three tunnels to enter once At this moment, a couple of the town’s residents are
on the other side. The checks required to find and fetching water and discussing how long the party has
translate the runes above each tunnel are detailed in the been gone for. If you have kept track of the weeks or
‘Getting Lost’ section above. If the characters do not months that have passed in the mortal realm during the
follow the rules, they will end up back in the troll’s characters’ time in the Feywild, you can hint at it here.
chamber and may need to make new Dexterity (Stealth)
checks to avoid detection if the toll has not been paid. FREEZING WELL TRAP
At the bottom of the well are several gold coins as well as
TUNNEL TO AREA 2 what appears to be a shimmering platinum coin. Even
The tunnel north leads to area 2 and has the following before touching it, a character can detect an icy cold aura
message above it: around the water. If a character attempts to remove any
of the coins from the well the water instantly freezes and
“To take this path you must not see, the dangers that lie in
they must make a choice:
wait for thee”
To successfully pass to the intended chamber, the party Remove their hand immediately and suffer no effect.
must follow the path with their eyes closed. -or-
Continue to collect the coins and make a DC 13 Dexterity
TUNNEL TO AREA 3 saving throw.
The tunnel west leads to area 3 and has the following
message above it: On a success the character retrieves 3d8 gold pieces and
the Coin of Luck (see appendix A). Failure on the save
“To pass this way and remain the same, you must travel the
causes the character to suffer 2d6 cold damage
way from whence you came”
and their arm to be badly frozen as they
To successfully pass to the intended chamber, the party pull it out. If a character taking this
must follow the path while walking backwards. damage does not receive healing
within one minute, their arm begins
TUNNEL TO AREA 4 to turn an icy blue color and
The tunnel east leads to area 4 and has the following becomes difficult to move.
message above it: While suffering from this
affliction the character has
“You may be strong, but cares not the morning’s bird, you
disadvantage on any attack roll
must carry one of these, or so I’ve heard”
or ability check that requires the
To successfully pass to the intended chamber, the party use of both hands. The effect fades
must follow the path while singing. after a short or long rest.

22
Alternatively, a character can attempt to use a tool or a Another option is that a character could realize the
spell such as mage hand to obtain the coin. Doing so is ‘mirror line’ is always between themselves and their
slightly more difficult, requiring a DC 15 Dexterity counterpart. So, a character that circles their copy could
(Sleight of Hand) check to remove the coins from the switch sides of the room and walk away from them
well before the water freezes solid, but avoids any without hindrance.
chance of damage.
Once frozen the water becomes extremely difficult to Three tunnels lead out of this chamber.
break apart. Should the party wish to persevere, they can
spend an hour smashing apart the ice and recovering the TUNNEL TO AREA 1
treasure. The tunnel southwest connects area 3 to area 1. It shares
the same rules as described in area 1.
Three tunnels lead out of this chamber.
TUNNEL TO AREA 2
TUNNEL TO AREA 1 The tunnel southeast connects area 3 to area 2. It shares
The tunnel south connects areas 1 and 2. It shares the the same rules as described in area 2.
same rules as described in area 1.

TUNNEL TO AREA 5
TUNNEL TO AREA 3 The tunnel north leads to area 5 and has the following
The tunnel west leads to area 3 and has the following message above it:
message above it:
“To pass through here, if you’re so bold, you must give each
“Something hidden from those you know, speak it freely in other this to hold”
order to go”
To successfully pass to the intended chamber, the party
To successfully pass to the intended chamber, the party must follow the path whilst all holding hands.
must follow the path while each speaking a secret aloud.

TUNNEL TO AREA 4 4. DRYAD TEA PARTY


The tunnel east leads to area 4 and has the following
message above it:
“The future’s swell, as is the past, but leave one of these to
pass through fast”
To successfully pass to the intended chamber, the party
must follow the path and each leave a gift.

3. PLANT MIRRORS

The three dryads will do their best to make the


characters feel welcome. They will pay particular
attention to any members of the group that show signs
of injury.
The number of plant creatures matches that of the party
(and any NPC companions). As the characters begin to
act, they will soon notice that the plant figures mirror
their movements exactly and simultaneously. This
means that if the characters move forward towards the
opposite tunnel; the figures will eventually block their
way, pushing up against each other as though walking
into a mirror. There are a number of ways the party can The party is under no compulsion to eat or drink, though
handle the situation. if they have suffered any damage or spent any resources
Firstly, if they look around, they will notice a third they may be tempted. For every item of food or drink a
tunnel that leaves the chamber. If they head towards character consumes, they may restore 1d6 hit points or
that, their mirrors will follow them through in unison. regain an expended spell slot or similar resource.
Though if the players do not follow the tunnel’s rule, However, for each item consumed the character will
they will arrive back in the same chamber along with the physically age by one year. This will be difficult to spot at
figures. The figures do not emerge in any other chamber. first, but a character that is looking out for signs of
Alternatively, the characters might decide to use force. mischief will notice if they succeed a DC 15 Wisdom
Should a character draw a weapon, their double will do (Perception) check. If successful, not only will they see
the same, only with a spiky, twig like version of the same the aging effect on their companions, but they will see
implement. Should it come to combat, treat each that the brown leaves on the dryads start to change to
character’s plant double as a Needle Blight. Using their red, then yellow, before settling on a vibrant green as the
Claws and Needles actions to mimic the melee and fey creatures seemingly grow younger. These aging
ranged attacks of their counterpart. The initiative for effects are reversed once the party leaves the Feywild.
each plant figure matches their counterpart and the The dryads won’t fight the party and if attacked will use
attacks and damage are resolved at the same time. their Tree Stride ability to pass through the woven walls.

23
Three tunnels lead out of this chamber. TUNNEL TO AREA 6
The tunnel north leads to area 6 and has the following
TUNNEL TO AREA 1 message above it:
The tunnel south connects areas 4 and 1. It shares the
“You’ve made it far, the end’s in sight, to pass through here
same rules as described in area 1.
do what you think is right”

TUNNEL TO AREA 2 The party can pass to area 6 without any difficulty. The
The tunnel west connects areas 4 and 2. It shares the riddle exists simply to see what the characters might do
same rules as described in area 2. to try and appease it. Hopefully it’s a chance for the
characters to do something fun.

TUNNEL TO AREA 5
The tunnel northwest leads to area 5 and has the
following message above it:
6. CLOAKROOM
“Journey thee in one straight line, first pixies, then
humans, then giants behind”

To successfully pass to the intended chamber, the party


must follow the path walking in height order from
shortest to tallest. This includes any companions they
may have with them including Teacup.

5. JUDGMENTAL TREE

The creature is a satyr named Nutkin, though he doesn’t


offer the name unless asked. He is stationed in the
chamber to take the cloaks of the guests before they
enter the ball, and to announce each group’s arrival.
In order to pass through the doors, Nutkin needs their
The treant will not allow the characters to pass into area names as well as a name for the group as a whole.
6 unless they can first prove that they are entertaining Though the characters may be reluctant to give names,
enough to be allowed into the ballroom. To do so, each in truth it doesn’t matter what the characters identify
character must perform in some way, be it a joke, dance, themselves as. He just needs to know what to announce.
a showing of skill or some other talent. If the party does learn Nutkin’s name, they may
In order to be good enough, at least half of the party remember his relationship to Old Orville. If they bring
must succeed a DC 15 Charisma (Performance) check. If this up the satyr will remember the gnome fondly,
any of the characters choose to perform together, they though to him it has only been a few months or so since
can have a single player attempt the check with the then adolescent gnome left. Given that the party
advantage. Failure requires the characters to come up knows his old friend, he will ruffle through his satchel
with a different idea. for a moment and pull out a small leather-bound book. If
If any of the characters try to bypass the challenge the the characters don’t mind, he’d like them to return
treant will become enraged and attempt to grapple them. Orville’s journal to him.
If the grapple is successful, the target will take 5 damage If questioned about Veroleth, Nutkin will have nothing
each time one of their companions fails the check; as the but kind words to say about the archfey that is
tree slowly crushes them. employing him. He’ll admit they might be a tad
Once half the party have succeeded, the judgmental eccentric, but the satyr prefers them over the prickly
tree will point them in the direction of the cloakroom Pixie King.
(area 6) and will offer a warning to put their best foot If he is asked if he can help the party in any way,
forward in front of the archfey. Nutkin will allow the characters to borrow his Horn of
Attention (see appendix A) in return for delivering the
Three tunnels lead out of this chamber. journal. If the party investigates the cloaks, they find
them to be exquisitely made from materials including
TUNNEL TO AREA 3 silk, snakeskin, feathers and fur. Each one is worth 20
The tunnel northwest connects areas 5 and 3. It shares gold pieces. If the characters are on friendly terms with
the same rules as described in area 3. Nutkin, he won’t object to them pilfering a couple.

TUNNEL TO AREA 4 DEVELOPMENT


The tunnel southwest connects areas 5 and 4. It shares
the same rules as described in area 4. Having successfully navigated the perils of the forest
dungeon the party will be granted access to the ballroom.
Nutkin will whistle a haunting tune at which the giant
carved doors will begin to part, releasing the sounds of
music and dancing within.

24
CHAPTER FIVE: THE
BALLROOM OF THE
ARCHFEY
In this chapter the characters enter the surreal ballroom
of Veroleth the Vexing and come face to face with the
cause of the Pixie King’s frustration. Truly charming and
more than a little inquisitive, Veroleth toys with the
adventurers and reveals Teacup’s true allegiance before
offering the leave the Pixie King’s domain willingly; if
they can best the fey lord in either a contest of wits or of
physical prowess. This chapter primarily focuses on
roleplay but ends with a series of puzzles, a combat
encounter, or both.

LET’S HAVE A BALL


Nutkin leads the characters into the room and loudly
announces their arrival to the guests (using the names
given to him). Read or paraphrase the following. The host of the ball is Veroleth the Vexing (see appendix
B). Veroleth’s request is actually their enchantment
magic at play. Characters must succeed a DC 16 Wisdom
saving throw or be charmed by Veroleth and compelled
to join the waltz for the duration of the song. This counts
as a use of their Otto’s Irresistible Dance spell. Anyone who
succeeds in their saving throw is unaffected and duly
called a “spoilsport” by the
archfey, who proceeds to
flourish their arms as
though conducting
the music.

The guests here consist of a hundred or more minor


eladrin nobles (use commoner statistics but with the fey
type). In addition, there are twelve bogeys prowling the
room and five satyrs that make up the band.
At this point, Teacup will dismount from a character’s
backpack if he was in one and stand alongside them. If
Grimfig was brought along to the ballroom, he slinks off
and joins his fellow bogeys.
Not long after the party’s introduction from Nutkin,
the dancers will begin to part in the center of the
room, revealing Veroleth as they approach.

25
Those that dance do so with perfect timing - even The creation of the dungeon the party journeyed through
without knowing the steps. During the course of the to get here was simply a way for the archfey to try to
song they will change partners frequently, including understand more about how mortal minds work.
dancing with each other, the eladrin nobles and at times Even if the characters are insulting to them, Veroleth
Veroleth themselves. While doing so, the archfey will ask will keep a cool composure at all times. Should a
a single question of each of those they dance with. character be particularly rude, Veroleth may use one of
Consider using one of the following, or invent your own their enchantment spells to charm the character into a
cryptic query: more civilized discussion.
If they notice that the party has any cold iron with
What color is your heart today? them, they will be proud of the group’s ingenuity, rather
Who were you in your last dream? than be upset by the metal’s effects.
What lies do you choose to believe?
Who will you be when you stop pretending?
How do you love that which will die?
Where would you rather be, if not here?
DOWN TO BUSINESS
It should be clear to the adventurers that Veroleth is a
When the dance concludes, Veroleth applauds the
powerful creature and would be difficult to defeat in a
participants.
straight fight. Between the archfey’s spells and their
Irresistible Charm trait (requiring a successful DC 16
Wisdom saving throw to avoid being charmed while
within 60 feet of them), they should be able to convince
the characters to parley.
When it’s made clear the party wishes for Veroleth to
leave the Pixie King’s domain, they will be both pleased
and intrigued by their forthrightness. Addressing the
party and the crowd like a circus ringmaster, they
announce the following:
Teacup will concur and leap to his master’s shoulder. If
the party reacts poorly to this, Veroleth will try to
Hear my bargain - the choice is yours;
appease them, claiming that their dear friend Teacup
A test of wits, if that’s what fits
didn’t lie to them once.
Or a test of mettle for how we settle!
If for some reason Teacup had left the party before this
If you should pass, then I shall flee
point, he emerges from the sidelines now.
But if you should fail, you’re indebted to me

ROLEPLAYING VEROLETH
If the characters ask for clarification on the terms of the
deal, Veroleth will explain the following in more detail:
Veroleth’s voice is soft, eloquent and playful and at no
point does it show signs of frustration or malice. They • The choice is between a series of puzzles that will
speak to the characters as though a kindly mother tax the minds and morals of the group, or if they
having to explain things to wayward children, often prefer, a test of their skill in combat.
turning the end of each sentence into a song. They also
• Veroleth is careful not to clarify who or what they
show travelers from the Material Plane great reverence,
could be fighting at this point.
with perhaps a hint of pity for their drab, weak, fleeting
existence. • If the party succeeds in either test, the archfey will
Since Veroleth’s ascension to the unseelie court, they leave the domain of the Pixie King as agreed.
decided on a whim to use their newfound power to • If the group fails in their chosen test, the characters
appease their long-held curiosity of the Material Plane (or at least those that survive) will be bound to serve
and its inhabitants. Little thought went into any Veroleth as their agents in the mortal realm.
repercussions of moving into the faerie domain and
despite the Pixie King’s issues with the archfey, Veroleth More details on the outcome of the tests can be found in
has barely considered the faerie monarch at all. the ‘A Deal’s a Deal’ section later in the chapter.
The party’s arrival in the Feywild was an opportunity There is always a chance the party will wish to avoid
the archfey didn’t want to squander. The decision to such negotiations altogether and attack immediately.
have teacup gently nudge them this way was very much a Should this happen, Veroleth will use their Feather Step
fundamental part of Veroleth’s demeanor; doing trait to teleport away as a reaction and will assume the
whatever is most interesting or dramatic in the characters have opted for the ‘Test of Mettle’ option.
moment.

26
TEST OF WITS The characters have all of their personal equipment at
their disposal, as well as the features of the ballroom
including:
If the characters agree to the test of wits, they will be
faced with completing three tasks that will challenge
• 10 heavy wooden tables
their logic, problem-solving and moral fiber.
• 10 silken table cloths
• 80 wooden chairs
“A riddle, a puzzle and a bit of a muddle. Solve these three to
• Countless plates, glasses and cutlery
not fight me!”
• The mound of mossy earth
• Veroleth’s throne

A RIDDLE •

Dozens of ceiling vines (50 feet high)
The other occupants of the room
The first challenge before the group is to collectively
answer the following riddle:
A BIT OF A MUDDLE
It can lead you to places, and to ideas,
The final challenge is one to test the characters’ morals
It can kill you, but prefers to kill cats,
in the face of a terrible choice.
It can answer all questions
Or it can leave you dumbfounded
You can be one of these
And you can possess it

What is it?

The answer is curiosity. At your approval, characters can


attempt to succeed in a DC 15 skill check in one of the “My final test I have saved for the best, to truly see what you
following skills to garner a clue to the answer: mortals will do. Decide among you who will end the life of
the one who has betrayed you!”
Intelligence (History). Your knowledge of similar riddles
makes you sure the answer is something that is not a Teacup is dragged over and held helplessly before you,
physical object or creature. It’s more likely to be a with a look of terror upon his face. He will plead with the
concept or a feeling. party that he meant no harm and offers to serve them
instead. Veroleth will wait eagerly to see which, if any, of
Wisdom (Insight). You notice that Veroleth offers the the characters choose to end the rabbit’s life.
slightest of smirks when mentioning it “prefers to kill If the party elects a would-be executioner, Veroleth
cats”, that could be pertinent to the answer. will offer a final quip.

Charisma (Persuasion). You petition Veroleth for a clue “Looks like your luck has run out, old friend”
and get one. “It’s my reason for you being here, for all of
this”. Of course, this is just another trick. Should a character
strike at Teacup, Veroleth will intervene by knocking
If the party cannot guess it correctly, Veroleth will allow back the weapon or spell with their own blade. At this
them to think it over during the next two tasks. point Teacup and the archfey will share a good laugh and
admit their ruse to the characters.
If the characters refuse to choose someone to end the
A PUZZLE rabbit’s life, Teacup will drop the act.

The second challenge sees Veroleth toss a golden goblet


“Oh, you’re no fun!”
up to the ceiling where it is snatched by one of the
writhing vines. It hangs suspended sixty feet above the
Veroleth is satisfied with either outcome. This challenge
dancefloor.
existed purely so the archfey could gain insight into the
moral quandaries of mortals.
“My cup, it seems, has become entwined, fetch it down if
you’d be so kind. To this there is but one rule I ask; you all
must help to complete this task”

There’s no right answer for this challenge. Veroleth


simply wants to see what such mortal creatures would
come up with to resolve it. The bonus is that you as
Dungeon Master get to see how the players attempt to
solve the problem. The caveat regarding all of the party
needing to be involved prevents a single familiar, animal
companion or spell doing all of the work for them.
Allow the characters to attempt the task, asking for
ability checks with appropriate DCs where applicable
(Easy = 10, Medium = 15, Hard = 20). Feel free to reward
interesting or entertaining ideas with a lower DC. Also,
try to ensure that everyone is involved by asking each of
them how they are contributing to the challenge.

27
TEST OF METTLE TACTICS
The rose dragon (R) will begin combat by taking to the
If the characters chose to drive Veroleth away by a show air and targeting as many characters as it can with its
of combat prowess, they will be faced with a battle Intoxicating Breath. Until it recharges, the dragon will
against the archfey’s beloved champion. stick to the ground using its Multiattack action, targeting
different characters if possible. When the rose dragon
“A show of mortal force! What a thing to see. Though you’ll reaches half its hit points or fewer, it uses its Bloodied
recall I never said you’d be fighting me. No, dear guests, Fury reaction and adopts hit and run tactics from the air.
please raise a flagon! For these fine folks must face my…. Veroleth (V) will begin the fight atop the dragon’s back
but will use their Feather Step trait as soon as any of the
characters approach or attack the dragon. They will keep
their distance whilst playing their flute and watching the
action. Unless a character has already saved against it,
Veroleth’s Irresistible Charm trait will trigger on any
character that starts its turn within 60 feet of them. Even
if attacked, the archfey won’t retaliate directly. If a
character insists on pursuing them, Veroleth will
teleport away or use their spells to subdue the aggressor.
Once per round, when a character makes an attack roll,
Veroleth will use their Distracting Melody reaction to
impose disadvantage on the roll (by way of a sharp toot
upon their flute). Clever characters can prevent this in
later rounds by using their action to interrupt the music
with noise of their own. If they do, Veroleth cannot use
the ability until the start of the interfering character’s
next turn. If defeated, the rose dragon will crumble into
The creature is a Rose Dragon (see appendix B), a
a mound of mossy earth. If more than half the party are
descendant of dragons who found themselves lost in the
reduced to 0 hit points, Veroleth will give those left
Feywild millennia ago.
standing the chance to admit defeat. By doing so, they
will spare their lives if they agree to serve the archfey’s
interests. To scale the encounter for or higher or lower
level groups, increase or decrease the rose dragon’s hit
points by 50% and add or remove a Tail attack from its
Multiattack action.

One Square = 5 Feet

28
PASSING THE TEST
A DEAL’S A DEAL If the party triumphed in their chosen test, the archfey
will concede that the adventurers have exceeded their
Whichever test the characters chose, Veroleth will greatest expectations. Through witnessing the
commend them on their performance and thank them characters’ actions throughout their journey with
for their entertainment. Teacup, their navigation of the maddening maze and
their success in the tests set before them, Veroleth has
“Bravo! Bravo! I haven’t been that entertained in at least a learned a great deal about the ways of folk from the
fortnight! Now quickly, let us settle our bargain before the Material Plane.
boredom sets in.” With their curiosity of mortals sated (at least for now),
Veroleth will agree to keep their end of the bargain and
leave the Pixie King’s domain.
FAILING THE TEST
“Why I’d be delighted to leave! In truth, it’s no fun having
the fuddy-duddy king for a neighbor anyway, and I do so
If the party fails in their chosen challenge, they will be
miss the court.”
surprised to learn that archfey intends to leave the
domain anyway. Having grown weary of the minor
At your option, you could still have Veroleth offer their
annoyance of the Pixie King and missing the beauty of
patronage to the party, bestowing it as a gift without
the unseelie court, Veroleth is ready to end their
expectation of service, rather than a debt. Alternatively,
expansion. The price for the party’s loss however, still
they could offer the Ring of Vexing (see appendix A) as a
stands; their servitude to Veroleth as agreed.
parting gift.
To make good on the bargain, at least one of the
characters must agree to take a level of the Warlock class

TAKING TEACUP
upon their next level advancement, choosing the
Archfey patron. Existing warlocks can instead transfer
their patronage to Veroleth, adjusting their character Veroleth has one final request of the characters, should
sheets as required and potentially setting up some they be willing to entertain it. They would like for Teacup
wonderful repercussions from their current patron down to accompany the party back home; to travel with them
the line. and to learn more about the mortal on the archfey’s
Should a character wish to accept the patronage, but behalf. Should the party agree, they will find Teacup to
have unsuitable ability scores, Veroleth will present be as kind and helpful as he ever was. If they refuse,
them with a Ring of Vexing (see appendix A) which eases Veroleth will hint that they are impressed the party have
the transition. seen through another of the archfey’s plans.
If they characters try to back out of the deal, Veroleth
will choose one of them randomly. The chosen
adventurer is not required to take the level of warlock,
but the ring appears on their finger and cannot be
DEVELOPMENT
With the challenge of the archfey complete, the party
removed. The character may be called upon to fulfill a
can wrap up the adventure and look to return to their
task for the archfey in a future adventure.
home plane.

“Don’t mistake my insistence on this for cruelty. A deal was


struck, a price must be paid. One way or another.”

29
CONCLUDING THE RETURN TO STONEBRIDGE
ADVENTURE Before describing the party’s return to Stonebridge, take
a moment to consider the amount of time that has
passed in the Material Plane while they have been
After concluding their business with Veroleth, the threat traipsing around the Feywild. As described on page 11,
to the Pixie King’s domain is ended. All that remains is to the following time adjustments can be applied now, if
bid farewell to the archfey and their bizarre ballroom not done so already:
and return to the Pixie King to obtain the freedom of the
town’s animals as agreed. With any luck, the faerie • For each short rest, the adventurers have been gone
monarch will allow them passage home. for an additional week.
• For each long rest, roll a d12 to determine the

FAREWELL TO VEROLETH
number of additional months they have been gone.

Alternatively, feel free to use optional rules for leaving


Once the conversations with Veroleth have ended, read the Feywild found on page 50 of the Dungeon Master’s
or paraphrase the following. Guide. You should also take into account that the boons
granted by the Pixie King will now have ended, though
the ongoing effects of their costs remain unchanged.
If you have the time or feel it would be a fitting end to
the game, go ahead and play out the characters’ return
to the town. Allow the party check in with the various
townsfolk they have interacted with, explain their story
and receive their duly earned praise (ensuring the
characters each receive their reward of 50 gold pieces).
Alternatively, if you’d like to wrap up the game quickly
with a fun and movie-like ending, consider reading or
paraphrasing the following.

THE PROMISE OF THE PIXIE


KING
The party soon finds itself in front of the intimidating
glow of the Pixie King once more. Allow the characters to
address the king once more and explain their dealings
with Veroleth. If any of them manage to use the If you really want to play up the cinematic ending,
monarch’s proper title, he will reduce the effects of their consider adding a ‘where are they now?’ montage that
previous bargain with him from its unfavored cost to its explores what happened to each of the NPCs (see the
favored cost (see page 19). ‘Where Are They Now? - NPC Endings’ handout in
The King is more than a little surprised at the group’s appendix C).
success but has already heard of the disappearance of the
archfey’s structure. As agreed, the Pixie King will
remove the enchantment magic binding the animals to
CONTINUING THE ADVENTURE
his bidding. However, he now reveals that is the extent
If the party began the adventure at second level, they
of his agreement and that should any of the animals
should advance to third level on its completion. This will
wish to stay and enjoy their life among the fey, they are
put the characters in a great position to be able to jump
welcome to. Though, if they choose to return, their
straight into published adventures such as Out of the
awakened intelligence will fade before the next full
Abyss, Curse of Strahd or Storm King’s Thunder.
moon.
Finally, before ordering Captain Kithri to escort the
Alternatively, you may wish to invent your own
adventurers back to the Material Plane, the Pixie King
adventures. Consider the following story seeds:
gives them a scroll. An invitation to the townmaster of
Stonebridge to renew the pact between them on
• The party returns to the Feywild to find the entire
supposedly fairer terms.
plane has been frozen by the Prince of Frost.
• While travelling the adventurers are captured by
hideous giants; the fomorians of the Feydark!
• Upon arriving in the Material Plane, Teacup
transforms into a human man with long-forgotten
memories of his life as royalty returning to him. Can
the party restore his crown?

30
APPENDIX A: MAGIC
ITEMS HORN OF ATTENTION
Wondrous item, rare
You can use an action to blow the horn, which emits a
The magic items that can be obtained over the course of thunderous blast in a 30-foot cone. Each creature in the
the adventure are detailed below in alphabetical order. cone must make a DC 15 Constitution saving throw. On a
failed save, a creature takes 1d4 thunder damage.
Additionally, any unconscious creature in the cone with
at least 1 hit point regains consciousness.
COIN OF LUCK
Wondrous item, very rare
This large platinum coin features the portrait of a
beautiful elf-like creature on one side and a vile-looking
hag on the other. Once per day, if you miss on an attack
roll or fail a saving throw, you can flip the coin to have a
chance at repeating the roll. Roll a d2 or flip an actual
coin. On a result of 1 (heads/elf) you may reroll the failed
attack or saving throw and use the new result. On a result
of 2 (tails/hag) you keep the original result and take 1d4
psychic damage.

WAND OF MINOR POLYMORPH


Wand, very rare (requires attunement by a Spellcaster)
CLOAK OF PIXIEKIND This wand has 3 charges. While holding it, you can use
Wondrous item, uncommon (requires attunement) an action to expend 1 of its charges to transform a non-
This bright pastel cloak appears to be covered in living object that is not being worn or carried into a
hundreds of butterflies. While you wear this cloak, you creature under your command for 1 hour.
gain a fly speed of 10 feet, though you hover only six
inches from the ground. In addition, once per day you You decide what the creature looks like but it uses the
can use an action to become invisible for 2d4 minutes. statistics of a beast with a challenge rating of CR 1/4 or
This effect ends if the wearer attacks or casts a spell. less. If the creature is reduced to 0 hit points or if the
wand is used again it reverts to its natural form.

The wand regains 1d2 + 1 expended charges daily at


COLD IRON SWORD dawn. If you expend the wand's last charge, roll a d20.
Weapon (longsword), uncommon On a 1, the wand crumbles into mossy earth and is
destroyed.
This dark metal sword was created from raw iron and
was not forged using fire. While wielding this sword, you
have advantage on attacks against creatures that have
the fey type.
RING OF VEXING
Ring, artifact (requires attunement)
This exquisitely made silver ring is decorated with
engravings of feathers that glow in moonlight. While
wearing the ring, it has the following effects:
• Your Charisma score increases to 16 if it is not already.
• You can ignore the ability score requirements for
multiclassing but only when multiclassing into the
FEY CROSS warlock class with the archfey patron.
• You can use your action to cast each of the following
Wondrous item, uncommon
spells from the ring once per day, even if you are
This simple necklace consists of a twisted piece of cold incapable of casting spells: charm person, enthrall,
iron strung upon a leather cord. While wearing the cross suggestion. Charisma is your spellcasting ability for
it grants its wearer advantage on saving throws against these spells and they do not require components.
the spells and special abilities of creatures that have the
fey type.

31
APPENDIX B:
MONSTERS AND NPCS Small fey, neutral evil

Armor Class 14 (natural armor)


Monsters and NPCs not described in the Monster Manual, Hit Points 13 (3d8)
Volo’s Guide to Monsters or Mordenkainen’s Tome of Foes Speed 25 ft.
are presented in this appendix in alphabetical order. A
summary of the other creatures and their page numbers STR DEX CON INT WIS CHA
within their source can be found at the end of this 8 (-1) 14 (+2) 10 (+0) 8 (-1) 7 (-2) 13 (+1)
section.
Skills Intimidation +3 Stealth +4
Senses Darkvision 30 ft., Passive Perception 8
Languages Common, Sylvan
Challenge 1/4 (50 XP)

Fey Ancestry. The bogey has advantage on saving throws


against being charmed, and magic can’t put them to sleep.
Innate Spellcasting. The bogey’s innate spellcasting ability is
Charisma (spell save DC 11). It can innately cast the following
spells, requiring no material components:
At will: vicious mockery
1/day each: color spray, faerie fire

Stab. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) piercing damage.

Innate Spellcasting. The pixie king’s innate spellcasting ability is


Tiny fey, chaotic neutral Charisma (spell save DC 15, +7 to hit with spell attacks). He can
innately cast the following spells, requiring no material components:
Armor Class 17 (studded leather)
Hit Points 66 (12d8+12) At will: animal friendship, dominate beast, druidcraft, locate animals
Speed 10 ft., fly 30 ft or plants, plant growth, thorn whip
1/day each: animal messenger, confusion, conjure animals, dancing
STR DEX CON INT WIS CHA lights, detect evil and good, detect thoughts, dispel magic,
3 (-4) 20 (+5) 12 (+1) 14 (+2) 15 (+2) 18 (+4) entangle, fly, phantasmal force, polymorph, sleep

Saving Throws INT +5, WIS +5


Skills Arcana +5, Insight +5, Intimidate +7, Nature +5, Superior Invisibility. The pixie king magically turns invisible until his
Perception +5 concentration ends (as if concentrating on a spell). Any equipment
Senses Passive Perception 15 the pixie king wears or carries is invisible with him.
Languages Common, Druidic, Elvish, Sylvan King’s Curses. As an action, the pixie king targets one creature that
Challenge 7 (2,900 XP) he can see within 30 feet of him. The target must succeed on a DC 15
Wisdom saving throw or be cursed with one of the following effects of
Magic Resistance. The pixie king has advantage on saving throws the pixie king’s choosing:
against spells and other magical effects. Overwhelming Awe. The target is blinded and deafened for 1 minute.
Dust of Awakening. The pixie king can choose apply the effects of Primal Fear: The target is frightened by the pixie king for 1 minute
the awaken spell to any beast within 60 feet of him. Alternatively, the during which it believes itself to be surrounded by huge predators
pixie king can imbue up to 10 doses of pixie dust with the same effect. waiting to pounce.
Each dose loses this effect at the next dawn.
Dumbfounded. The target is paralyzed for 1 minute and cannot
Speak with Beasts and Plants. The pixie king can communicate speak.
with beasts and plants as if they shared a language.

32
Huge dragon, chaotic neutral
Multiattack. The rose dragon makes two attacks: one with its bite
Armor Class 15 and one with its tail.
Hit Points 104 (16d10 + 16)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
Speed 20 ft., fly 60 ft
(1d8 + 3) piercing damage.
STR DEX CON INT WIS CHA Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6
17 (+3) 20 (+5) 14 (+2) 14 (+2) 12 (+1) 16 (+3) (1d6 + 3) bludgeoning damage and the target must succeed on a DC
13 Strength saving throw or be knocked prone.
Skills Arcana +4, Perception +3, Stealth +7 Intoxicating Breath (Recharge 5-6). The rose dragon exhales a puff
Senses Darkvision 30 ft., Passive Perception 13 of intoxicating spores in a 15-foot cone. Each creature in that area
Languages Draconic, Sylvan must succeed a DC 13 Constitution saving throw or roll a d6 and
Challenge 3 (700 XP) immediately suffer the corresponding effect:
1-2. The target is poisoned for 1 minute. The target can repeat the
Magic Resistance. The rose dragon has advantage on saving throws save at the end of each of its turns, ending the effect on a success.
against spells and other magical effects.
3-4. The target moves its speed away from the rose dragon.
Limited Telepathy. Using telepathy, the rose dragon can magically
5-6. The target fall unconscious for 1 minute, or until it takes damage
communicate with any fey creature within 60 feet of it.
or another creature takes an action to shake it awake.
Fey Warped. The rose dragon counts as both a dragon and a fey for
the purposes of spells and other magical effects.
Thorny Hide. At the start of its turn, the rose dragon deals 2 (1d4) Bloodied Fury. When the rose dragon first reaches half its hit points
piercing damage to any creature grappling it. or less, it can immediately recharge and use its Intoxicating Breath, or
use its Multiattack .

Tiny fey, chaotic neutral

Armor Class 10
Hit Points 9 (2d8)
Speed 40 ft., burrow 5 ft

STR DEX CON INT WIS CHA


3 (-4) 15 (+2) 10 (+0) 10 (+0) 15 (+2) 16 (+3)

Skills Acrobatics +4, Deception +9, Persuasion +7


Senses Darkvision 30 ft., Passive Perception 12
Languages Common, Sylvan
Challenge 1/4 (50 XP)

Lucky Rabbit’s Feet. Teacup has advantage on Strength


(Athletics) and Dexterity (Acrobatics) checks, checks made to
escape from being grappled and saving throws on grapple and
restraining effects.
Magic Resistance. Teacup has advantage on saving throws
against spells and other magical effects.
Helpful. Teacup can use the help action to aid an ally in
attacking a creature, the target of that attack can be within 30
feet of Teacup, rather than within 5 feet.
Spellcasting. Teacup is a 1st-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
Teacup has following druid spells prepared:
Cantrips (at will): guidance, mending
1st level (1 slot): goodberry

Kick. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1
bludgeoning damage.

33
Medium giant, chaotic evil

Armor Class 15 (natural armor)


Hit Points 38 (4d10 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 18 (+4) 5 (-3) 7 (-2) 5 (-3)

Skills Perception +2
Senses Darkvision 60 ft., Passive Perception 12
Languages Giant
Challenge 2 (450 XP)

Keen Smell. The troll has advantage on Wisdom (Perception)


checks that rely on smell.
Regeneration. The troll regains 5 hit points at the start of its turn. If
the troll takes acid or fire damage, this trait doesn't function at the
start of the troll's next turn. The troll dies only if it starts its turn with
0 hit points and doesn't regenerate.

Multiattack. The troll makes two attacks: one with its bite and one
with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6
(1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3) slashing damage.

Irresistible Charm. Any non-fey creature that starts its turn within
Medium fey, chaotic neutral 60 feet of Veroleth must make a DC 16 Wisdom saving throw. On a
failed save, the creature becomes charmed by Veroleth for 1 minute.
Armor Class 19 (natural armor)
On a successful save, the creature becomes immune to the effect for
Hit Points 127 (17d8 + 51)
24 hours. Whenever Veroleth deals damage to the charmed creature,
Speed 30 ft.
it can repeat the saving throw, ending the effect on itself on a
success.
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 18 (+4) 11 (+0) 18 (+4) Feather Step (at will). As a reaction, Veroleth can teleport up to 30
feet to an unoccupied space they can see.
Skills Deception +8, Persuasion +8
Damage Resistances Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks Multiattack. Veroleth makes two weapon attacks. Veroleth can cast
Senses Darkvision 60 ft., Passive Perception 10 one spell in place of one of these attacks.
Languages Common, Elvish, Sylvan Dazzling Stiletto. Melee or Ranged Weapon Attack: +7 to hit, reach 5
Challenge 10 (5,900 XP) ft., one target. Hit: 6 (1d4+ 3) piercing damage, plus 4 (1d8) psychic
damage.

Magic Resistance. Veroleth has advantage on saving throws against


spells and other magical effects. Distracting Melody. When a creature within 60 feet of Veroleth that
Innate Spellcasting. Veroleth’s innate spellcasting ability is can see and hear them makes an attack roll, Veroleth can use their
Charisma (spell save DC 16). They can innately cast the following reaction to impose disadvantage on the roll. Veroleth cannot use this
spells, requiring no material components: reaction if a creature within 60 feet is using their action to create a
loud noise.
At will: charm person, Tasha’s hideous laughter
3/day each: confusion, enthrall, suggestion
2/day each: hallucinatory terrain, Otto’s irresistible dance

34
O THER C REATURES
Creature Source
Blink Dog Monster Manual p. 318
Commoner Monster Manual p. 344
Constrictor Snake Monster Manual p. 320
Dryad Monster Manual p. 121
Guard Monster Manual p. 347
Needle Blight Monster Manual p. 32
Pixie Monster Manual p. 253
Redcap Volo’s Guide to Monsters p. 188
Satyr Monster Manual p. 267
Scout Monster Manual p. 349
Sprite Monster Manual p. 283
Treant Monster Manual p. 289
Veteran Monster Manual p. 350

35
APPENDIX C: MAPS
AND HANDOUTS

TOWN OF STONEBRIDGE MAP

36
FEYWILD CLEARING PLAYER MAP

One Square = 5 Feet

Marco Bernardini, MA4PS

37
MADDENING MAZE PLAYER MAP

One Square = 5 Feet

38
BALLROOM PLAYER MAP

One Square = 5 Feet

39
FEYWILD TRAVEL SKILL ENCOUNTER –
PLAYER FRIENDLY TRACKER

Feywild Travel Skill Success Failure


Encounter Rules
The characters’ journey through the
Feywild will be played out as a montage by
1 1
way of a Skill Encounter. Taking it in

2 2
turns, you will attempt to succeed in skill
checks to overcome the obstacles that
occur.

Roll initiative!

On your turn roll a d100 to determine the


obstacle that you are faced with.
3 3
Describe how you will attempt to

4
overcome the obstacle and make the
appropriate skill check. Some skills may
not be suitable.

The DM will inform you whether you have


succeeded or failed.

You must achieve a total of 8 successes


5
before 3 failures.

Failure has consequences, including some


penalties that are applied instantly! 6
You may be asked to describe an obstacle

7
of your own choosing. There are no instant
penalties for these.

Teacup is able to lend his assistance once


these travels. This allows one player to

8
reroll a check once during the course of the
skill encounter. Use it wisely!

40
‘WHERE ARE THEY NOW?’ NPC ENDINGS
For a fun, light-hearted and fast way to end the
adventure, consider narrating some of the following
‘where are they now?’ style endings for each key NPC in
the story. Perhaps even ask the players to invent their
own for their characters.

41
42

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