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Brant Utley (order #25682117)

When adventurers find themselves indebted to the


fey, they must spend a day undergoing three trials or
be forced to live out their lives as pets to capricious
Adventure Summary
feyfolk. In Part 1, the adventurers find themselves
unexpectedly in the Feywild attending a funeral of
This adventure can be played combat-free, but a dryad. The funeral is officiated by a treant and
combat is optimized for 4-6 Level 4-6 adventurers attended by assorted fey. Blamed for the dryad’s
and is optimized for 5 players with an average party death, the adventurers are forbidden from leaving
level (APL) of 5. the realm of Fey until they make amends. The tasks
appear simple and should only take one day: help
the local farmers care for their livestock, usher for a
Adventure Background music competition, and lastly, serve as official taste
testers for Archfey Lady Verenestra’s Spring Court
Access to the fey realm appears random and ball.
inconsistent, but it is rumored they can be spotted In Part 2, the adventurers are taken to the
when the moon is full, particularly if it is near a solstice. farming community. The local farmers are raising
Long ago, mortals could call fairies by offering milk rust monsters, as iron is known to burn all fairy
and trinkets, though this is now an exceedingly creatures. They also have a dewdrop purification
rare practice. It is far more likely to stumble upon a system utilizing sunlight and overseen by fairy
fairy circle by mistake than with intention. Mortals dragons. Adventurers are tasked with giving the rust
finding themselves in the fey realm are in the gravest monsters a thorough rubdown and assisting with a
of danger, for in the Feywild, logic and reason may rust weevil hatching. With proper tribute, a faerie
fly out the window, but bargains and rules are more dragon can be convinced to help them.
solid than stone. Woe be to the mortal who enters a In Part 3, after the rust monsters are properly
bargain without understanding the terms, or worse, soothed, adventurers are escorted by a pixie to an
partakes of food offered by fairies. outdoor concert hall in a glade. They are asked to
escort judges and musically interested guests to
their seats, while also not falling victim to the satyrs’
sleeping song. Guests may be myconids, treants,
dryads, and other assorted fey folk, and guests who
are not immediately recognized as living creatures
are deeply offended.
Part 4 begins once a winning satyr is
chosen, if the party has not been
thrown out of the venue,
when they are taken by

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Brant Utley (order #25682117)
the same pixie to an elaborate kitchen to serve as
taste testers for Archfey Verenestra. Wise characters tasks, they will owe a great debt to the forest fey and
know that any who eat or drink food while in the fey can be called on to repay it at any time.
world are trapped there forever, so they must figure

Part 1: The Dryad’s


out an alternative. If adventurers don’t have this
knowledge, they may be warned by a well-meaning
myconid also working in the kitchen.
In the Conclusion, having found a way to discern
if the food is poisoned without eating it themselves,
Funeral
the pixie from the funeral appears and tell them The funeral is officiated by a treant and attended by
their debt is repaid. As a bonus, she gives them one three dryads, a redcap, several pixies, sprites, and
of the rust weevils they helped to hatch. The kitchens blink dogs.
vanish, and the party finds themselves in the original
woods, laden with fey gifts. The Fairy Circle in the Forest
The moon is full, and it is unclear which trees
Adventure Hooks are more than what they seem. Wings and
sparkling eyes glint in the shadows, and leaves
• A logging party stays out drinking one night rustle without any wind. Though only a handful
in the woods, when they suddenly realize of creatures can be seen, the adventurers know
the realms have shifted. They are at a at once that many more are watching them.
dryad’s funeral and they are her murderers.
Features:
• Bounty hunters destroy half of a forest in their Forest. The forest teems with life and mystery.
quest to kill a group of Needle & Twig Blights, Adventurers must succeed on a DC 16 Intelligence
killing a dryad and infuriating a local treant. (Arcana/Nature) check to discern dryads and treants
from unawakened trees (see Creatures/NPCs
• Adventurers are led by will o’ wisps to the sound below: there are 2 treants, one of whom is hidden,
of mournful music. They find themselves at the and 3 dryads, two of whom are hidden).
funeral of a dryad, and as the only mortals in Fey Funerary Circle. The primary NPC/
the area, are falsely accused of killing her by Creatures are standing in a circle around the corpse
carelessness. of a dryad, the lead treant showering the body with
blossoms. As he intones a chant, blink dogs howl in
response.
A Day with the Fey Creatures/NPCs:
Due to the planar shifting at the full moon, the Lord Oak (treant MM 289) and 1 hidden treant
adventurers find they are no longer in their own Hagfang (redcap VGM 188)
realm. Upon noticing a treant intoning funeral rites Thizzletwit (pixie MM 253) and 5 other pixies
over the body of a dryad, the adventurers realize that Jacknife (sprite MM 283) and 4 other sprites
by one means or another, they are in the Feywild. Elmroot (dryad MM 121) and 2 hidden dryads
Whether the party is at fault for the dryad’s death Howler (blink dog MM 318) and 3 other blink dogs
or not, they are blamed and forced to repay their Assorted forest creatures of DM’s choice
debt by spending the day in service to the fey. First,
they must tend to rust monsters, then usher a music Tactics:
competition, and finally serve as taste testers for a Lord Oak acknowledges the intrusion from the
fey court ball. If they accomplish these tasks, they adventurers and ask them to explain why they have
may return home with the blessings of killed his child and threatened his forest.
the fey. If they fail in any of their He calls for civility from the

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Brant Utley (order #25682117)
other fey and prevent any from drawing first blood
on the adventurers. If an adventurer is a gnome or
elf, he is additionally confused as to how they could
kill a “homeland tree.” He frequently swears “By
Relkath’s Branches.” If a fight breaks out, he and the
other treant attempt to stop it by Awakening as many
trees as necessary to hold everyone still. Lord Oak
encourages adventurers to follow Thizzletwit’s plan,
advising them that the fey take bargains very seriously.
He warns the adventurers the consequences of
breaking the forced bargain may include indentured
servitude to Thizzletwit or worse, Hagfang.

Hagfang was not expected to attend the funeral but


owes a life debt to the deceased dryad and came
to pay his respects. He wants to murder the party
outright and attempts to convince the sprites to join
him in the slaughter. Lord Oak can convince him to
stow his blade, but if the adventurers engage him in
battle, Hagfang is joined by several sprites and all of
the dryads in battle. In battle, he makes full use of
his Wicked Sickle and iron boots to drain as much
blood as possible from adventurers.

Thizzletwit abhors violence and is sure the


adventurers mean well, even if they don’t. The day of
service to the fey is her idea, and she is overjoyed to
have one of her plans taken seriously for a change. in utilizing poisoned weapons. Jacknife only fights if
If a fight breaks out, Thizzletwit flees and returns the adventurer whose heart they checked has an evil
afterwards to offer the terms of penance to the alignment. If the party is not responsible for the death
adventurers, stressing now that they have killed of the dryad, Jacknife wants the “mortal intruders”
multiple fey, she is truly taking it easy on them. In the out of their forest as soon as possible. They do not
instance of a fight, Thizzletwit’s pixie friends vanish help Hagfang to fight the party, but encourages them
into the woods and do not return with her. to go along with Thizzletwit’s suggestion in order
to expedite the party’s return to their own realm as
Note: Jacknife’s Heart Sight makes no difference to soon as possible.
Thizzletwit, who mainly wants to have a laugh at the
expense of mortals. Note: The result of Jacknife’s Heart Sight makes no
difference to Thizzletwit, who mainly wants to have a
Jacknife presents as gender neutral and thinks laugh at the expense of mortals.
their time is better spent protecting the forest
than entertaining intruders. They came to honor Elmroot is the root-mate of the deceased dryad.
the dryad and would just as soon be on their way. She does not want any more violence in her forest,
Jacknife uses Heart Sight on the party to determine however if Jacknife announces the party is evil, she
their guilt in killing the dryad (DC 10 Charisma fights for vengeance. Whether or not Elmroot fights,
saving throw). Even if the party is responsible, if a fight breaks out, her two dryad companions fight.
Jacknife does not hold them accountable unless Upon reaching 4 HP, they retreat into their trees.
they have an Evil alignment, assuming most non-fey
are simply ignorant. If the party fights
Hagfang, two of the sprites join

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Brant Utley (order #25682117)
Howler is the trusty companion of Lord Oak and
his three other dogs howl during the funeral as well
as during any fighting. They do not fight themselves
Part 2: The Fey Farm
but instead attempt to disrupt the fight as much as Thizzletwit cheerily introduces the adventurers to
possible. Theyl Aid Lord Oak on their turns as well the local farmers and their rust monster livestock,
as Teleport immediately adjacent to combatants explaining the importance of cultivating rust
requiring a DC 15 Dexterity (Acrobatics) check monsters has been to the feyfolk’s defenses. She
from those they appear next to. happily explains how affectionate the livestock are,
and how fun it will be for them to make new friends in
Development: the party. Adventurers are tasked with grooming rust
Lord Oak supports Thizzletwit’s plan to have the monsters and assisting with a rust weevil hatching.
party spend the day doing three tasks for the fey. He
informs them the tasks are not be deadly, but to be Barnhouse
on their guard for things are never as they seem. He
and Jacknife warn them that without performing this The barn smells of hay, sulfur, and strangely,
penance, even if they are performing penance on candy. The lighting is dim, but sunlight shines
behalf of the mortals who actually killed the dryad, through orderly cracks in the roof. Up in the
they will be trapped in the Feywild indefinitely. Once rafters, an indigo faerie dragon blows bubbles
adventurers agree to the deal, as there is no alternative while watching pixies crank a laundry-style
to returning to their home plane other than to make pulley line of dewdrops through sunbeams.
a bargain, Thizzletwit leads the adventurers to the
farmlands, cheerily if there was no fighting, warily if Features:
a battle took place. Architecture feature. There is no metal
Rewards. If the party fights Hagfang, they may anywhere inside the barn. Adventurers with passive
loot his Wicked Sickle (VGM 188) along with his red Perception 12 or higher or who succeed on a DC
cap and boots, though the cap and boot’s magical 12 Intelligence (Investigation) notice this, as well
properties die with Hagfang. They may also loot as noticing piles of rust dust on the ground.
poison darts from any killed sprites. They also gain Door. The door locks behind the adventurers
XP for each creature killed, including the XP from upon entering the barn. It is one solid piece of wood,
killing the blights in Hook 2, if that was utilized. with no discernable lock or handle. The hinges are
made of polished wood, and there is rust dust in
front of the door. The door has advantage on magical
DM's Note: Adjusting the Difficulty
attacks, but can be broken with spells. It has HP 30.
Ideally, Lord Oak and his fellow treant can
run enough interference to keep any party
After adventurers have accomplished their task, it
members from dying at this juncture. The will magically open.
idea is to restrain everyone, not to have Stalls. The rust monsters live in individual gated
an all-out slaughter. Make the following stalls, much like horses or cows. Rust dust can be
adjustments if the party is weak or strong: seen outside of the stalls. Outside each stall gate is a
• If the party is strong, add 1-2 sprites table with brushes, polish, picks, and other grooming
• If the party is very strong, add 2 sprites tools, as well as colored leashes.
and have the blink dogs bite as well as Nest. In the far corner of the room is a large
distract nest made of straw and peat, covered with colorful
blankets. About 12 rust weevil eggs are buried under
the blankets. Characters with passive Perception
14 or higher notice movement under the blankets
and hear crackling sounds.
Rafters. Adventurers who have extensively
studied the fey or succeed on a DC 16 Wisdom
(Insight or Survival) understand a
dewdrop purification system is
being used.

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Brant Utley (order #25682117)
work and avoid touching metal from the adventurers
Creatures/NPCs: at all costs. If the party does not notice the sounds of
Thizzletwit (pixie MM 253)
rust weevil hatching, they excitedly announce it from
Abaceus (indigo faerie dragon MM 133). He enjoys
the rafters.
candy, shiny objects, and riddles.
10 tame rust monsters (MM 262) in stalls
2 rust weevils and Development:
approx. 10 eggs Once the adventurers have groomed the rust
5 pixie farmers monsters and assisted with a hatching, whether
(MM 253) in the or not they kept their gear safe, they hear laughter
rafters like tiny bells. Thizzletwit appears beside them and
respond to any questions about how long she was
watching while invisible with laughter and puffs of
pixie dust. She escorts them from the barn to a large
Rust Weevils open-air theater.
Newly born rust weevils If adventurers absolutely refuse to engage in any
use the statistics of rust monsters, way with the rust monsters, Thizzletwit reminds
except their size is tiny and their them that they are breaking their deal and the
HP and Bite damage is reduced by Feywild holds monsters much worse than Hagfang.
half (HP 14; Bite: 1d4 + 1 piercing If they still refuse, Go to Conclusion B.
damage). Additionally, the effects of
their antennae ability is doubled (DC 22

Part 3: Seating the


Dexterity saving throw to avoid the rust
effect; -2 penalty to damage of weapons or
AC of armor & shields affected by the ability).
Satyr’s Song Cycle
Tactics: The party is brought to a forest clearing a short walk
Tame rust monsters are accustomed to being from the farmlands with a large open-air theater.
groomed and want to nuzzle adventurers. They utilize Thizzletwit informs them they are serving as ushers
their Antennae to find any metal worn by adventurers for a very important event. Archfey Lady Verenestra is
and naturally Rust Metal. Rust monsters are not able hosting a grand ball that evening and this afternoon
to reach adventurers until the gates to their stalls are all of the area’s musicians are competing for the
open. chance to play at the evening’s festivities. Audience
members come and go throughout the competition,
Rust weevils require assistance during hatching so the party has to greet and seat guests in between
and may bite while trying to break out of their eggs. each competitor. Thizzletwit warns the adventurers
to treat every audience member with respect and
Abaceus ignores the party, focusing on his work, above all not to be distracted by the music.
unless recruited to help. If offered something he
dislikes, hel blows non-toxic bubbles in adventurer’s A mphitheater
faces. Characters who offer him candy, something
shiny, or intellectually stimulate him gain his help. The theater’s seats are made out of twisted
After multiple failed attempts to win him over, branches and knotted vines. Rows upon rows
Abaceus casts Suggestion in order to be left alone. of seats encircle a stage covered with flowers.
If recruited, Abaceus offers to cleanse the rust The sun is high in the sky making the air warm
monsters by dousing them with purified dewdrops despite a faint breeze. Despite the open nature
in the light of the sun. If preferred, he also utilizes of the theater, the air smells strongly of heady
Mage Hand to carry some of adventurer’s gear up to perfume.
the rafters, safe from the rust monsters.
Pixies remain focused on their

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Brant Utley (order #25682117)
Features: Tactics:
Floor. Midway through the competition, roots rise Grizelda, Imelda, and Zorfelda live in the
from the ground to make more seating, causing the swamp and are are at the amphitheater before the
floor to be difficult terrain. Characters moving more competition begins, Scrying. They are irritated at
than half their speed have to make a successful DC the intrusion, as well as the transformation of their
12 Strength (Athletics) or Dexterity (Acrobatics) swamp, and talk loudly throughout the competition,
check or trip and fall over roots at the end of their much to the annoyance of anyone seated near them.
movement. If a fight breaks out, they cheer from the sidelines,
Stage. The stage is circular, and competitors rise encouraging the winners to eat the losers.
up on a platform from the center. Pixies flit above
showering colored lights and dust upon competitors. Thizzletwit and the other pixies are both working
Next to the stage is a violet faerie dragon with a the competition and attending as audience members.
scroll, checking contestants in. Adventurers with Audience members are excited to attend. If
high Arcana or Survival, or those who are suspicious adventurers are rude to them, they attempt to play
of the heavy perfume in an open area and succeed tricks on them, for example, tying their shoelaces
on a DC 20 Intelligence (Arcana) realize the faerie together while invisible, requiring adventurers to
dragon has cast Hallucinatory Terrain on the area have passive Perception 15 to notice or pass a DC
and they are actually in a heavily perfumed swamp. 16 Dexterity (Athletics) check to not trip if they
haven’t noticed. They may also fill rude adventurer’s
Creatures/NPCs: pockets with rocks, reducing their movement speed
Grizelda, Imelda, and Zorfelda (green hag coven by half.
MM 177)
Thizzletwit (pixie MM 253) and 15 assorted pixies Jacknife and their crew are working security for the
Jacknife (sprite MM 283) and 7 other sprites theater. They are pleasantly surprised to see the party
Jazz (violet faerie dragon MM 133) has passed the first test and is somewhat friendlier
Silfar the Great (satyr MM 267) and 1-2 other satyr at this meeting. They warn the party they won’t
contestants (Vinyaersa and Frodirk) tolerate any fighting, drawing attention to tactics the
Bumblebeans (CG male gnome bard VGM 211) party utilized at the funeral if they fought. Jacknife
Grumbles, Bumblebeans’ dancing blink dog (MM
318)
Lord Oak (treant MM 289)
3 awakened trees (MM 317)
3 elf druids (MM 346) with the Change Shape
ability (VGM 210)
1 unicorn (MM 294)
4 brightly colored myconid adults (MM 232)
carrying parasols
1 displacer beast (MM 81) and her 3 displacer
kittens
2 fomorians (MM 136)

Displacer Kittens
Displacer kittens use the statistics of adult
displacer beasts but have 10 Strength and
20 dexterity and their size is small. Their
tentacle attacks do 3 (1D6) bludgeoning
damage plus 3 (1D6) piercing damage.

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Brant Utley (order #25682117)
attempts to throw out anyone becoming unruly, fights that may break out. Any audience members
whether audience member, competitor, or usher. If seated behind Lord Oak and his friends cannot see
combat occurs, they and their sprite security team the stage.
move to break up the fight by poisoned shortbows
while flying. The Elven Druids arrive as a brown bear, an elk,
and a weasel. If adventurers do not acknowledge
Jazz spends most of her time keeping up her spell them and offer to seat them, they cast Thunderwave
and corralling contestants. If approached, she before transforming into elven form. If adventurers
brushes off adventurers telling them she is too busy. fight back, they utilize Barkskin, Entangle, and
Historically, Jazz has made a great deal of gems by Shillelagh as their primary spells. If adventurers
managing Silfar and arranging competitions like with fey ancestry compete, the druids revert to Elven
these for him to win. If a member of the party wishes form and cheer them on, as “distant relatives.”
to compete, they must convince Jazz they are worthy
by either passing a DC 18 Charisma (Performance The Unicorn is making a rare appearance to the
or Persuasion) check or through exceptionally good swamp. She wants to avoid altercations at any cost,
role play. If an adventurer competes and outplays utilizing Calm Emotions and Shimmering Shield if
Silfar, Jazz can be convinced to split the take with necessary. Adventurers who speak to the unicorn
the party, though Silfar’s win was precontracted and feel overwhelmingly happy and at peace, no matter
he is the only musician playing at the ball. how they were feeling prior. Anyone sitting near
the Unicorn feels overwhelmingly relaxed, but
Satyrs perform a Charming Melody, Frightening has difficulty seeing because of the brightness she
Strain, and/or Gentle Lullaby (no more than one song radiates.
per satyr) requiring the adventurers to pass a DC 13
Wisdom saving throw in order to continue their The music-loving Myconids are carrying sunbrellas
duties. Silfar is very drunk. He performs last and to protect themselves from Sun Sickness. If they
plays an exceptionally powerful Charming Melody lose or drop their sunbrellas, Sun Sickness applies.
requiring success on a DC 20 Wisdom saving If adventurers do not acknowledge them as living
throw. Those who fail demand he be declared the creatures, they utilize Rapport Spores to be able to
winner, including any adventurers who may have communicate their disappointment. The Myconids
competed. Many fey creatures are not susceptible emit hallucinatory spores causing Confusion in all
to Silfar’s magic and magically enhanced music is except for Lord Oak, the awakened trees, and the
considered standard fey entertainment. As Silfar Unicorn. They use Pacifying Spores on anyone
played the most gregariously and the most “like a within 30 ft. who becomes violent.
satyr,” he is deemed the best out of the contestants. It
may be revealed the competition is a setup by Jazz to The Displacer Beast appears accompanied by her
drum up encouragement for Silfar, who has already kittens. If she sees Grumbles, she attempts to vanish
been contracted to play at the ball. with her kittens. If Grumbles sees her first, she acts
defensively to protect her kittens. (DM’s choice on
Bumblebeans performs with Grumbles between who sees whom first in this situation.) She and the
the satyrs. He attempts to cast Charm Person on Jazz kittens Multiattack and use Tentacle on Grumbles or
and Friends on most of the audience while Grumbles anyone else who poses a threat to the kittens.
Teleports around the stage. Grumbles may become
distracted by Displacer Beasts in the audience and The Fomorians are there to heckle the performers.
attempt to jump off of the stage to attack them. If he If adventurers refuse to seat them, they cast Evil Eye
is not stopped, he Bites, aiming for the kittens first. in response. They additionally shout and beat the
ground with their clubs throughout the performances,
Lord Oak arrives accompanied by 3 awakened trees. if allowed to stay. They do not want to physically hurt
If the trees are not treated with courtesy, including anyone, but may do so accidentally. Their main aim
prime seating, Lord Oak begins a very is to cause a ruckus. Anyone seated
long diatribe about fairness and behind a Formarian cannot
treating others with respect. see.
They do not join into any

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Brant Utley (order #25682117)
Part 4: Taste-Testing
Development:
After the competition is over, Silfar the Great is
declared the winner due to entertainment politics
(if he is alive. If dead, Jazz chooses from among the Thizzletwit brings the adventurers to a living,
living contestants, possibly including an adventurer hollowed out tree holding a massive well-appointed
who played well). Thizzletwit excitedly tells the kitchen. She informs them their final task is their
adventurers they have completed 2/3 tasks and the most dangerous yet: serving as taste testers for Lady
most dangerous is yet to come. She escorts them to Verenestra’s Spring Ball. They must make sure
the royal kitchens. each meal is delicious as well as free from poison or
If adventurers failed in their duties to escort enchantment. As she has done so frequently before,
guests to their seats, started a riot, or killed multiple she laughs and disappears as the door locks behind
guests, Thizzletwit sadly tells them they have broken them.
the deal and must now face the consequences. Go to
Conclusion B. Spring Court’s Kitchen
Rewards. Adventurers who successfully pacified
Formarians and broke up the fight between Grumbles The kitchen is full of steaming pots and
and the Displacer family with limited casualties are simmering pans. It smells unique to each
rewarded for their efforts by Jazz. She gives them a adventurer, reminding everyone of their favorite
Stone of Good Luck (DMG 205). food from home. In a dark corner of the room,
Those who failed to recognize the awakened trees, mushrooms are growing out of the otherwise
druids, and myconids as living beings are punished spotless ground. Through a high window,
with the Curse of the Inconspicuous: for one year, the vibrant colors of the setting sun cast a
everyone they meet forgets their names and faces multicolored glow across the room.
as soon as they end an interaction with them. (See
Continuing the Adventure for removal ideas). Features:
Adventurers also gain XP for each creature killed. Stovetops. The stovetop and ovens are full
of delicious-smelling food. Adventurers must
successfully pass a DC 16 Charisma or Wisdom
DM's Note: Adjusting the Difficulty (Survival) check to avoid distraction from the food.
It should be clear that no one at this event Those who fail recieve a -1 penalty to all checks in
wants to fight to the death, with the possible this room.
exceptions of Grumbles and the Displacer Cultivation Corner. Assorted mushrooms grow
Beast. Any other NPCs engaged in battle in a dark corner of the room, overseen by Mugwump.
will stop fighting when they have 1/3of their The corner is dark, musty, and appears to be the only
maximum health or less. area that actually looks like the inside of a tree.
Make the following adjustments if the party is
Ceiling. The ceiling is composed of intertwining
weak or strong:
• If the party is weak or very weak, the
branches and vines. Across it, a wooden rope and
Unicorn and/or Lord Oak will work with pulley system similar to the one from Part Two is
them to pacify the others. being utilized to transport water throughout the
• If the party is strong, Bumblebeans will room. Sparkling prisms are hanging on either sides
fight to defend Grumbles instead of of it making the water appear rainbow-hued as it
calling him off falls.
• If the party is very strong, the druids may Door. The door, appearing to be made of knotted
decide to heckle the performers and fight branches, clicks as it closes behind the adventurers,
in animal form if confronted. implying a magical lock is hidden. To find the lock,
adventurers must succeed on a DC 20 Intelligence
(Investigation) or Wisdom (Perception) check. To
pick it, they must have thieves tools,
some inherent magical ability
or fey ancestry (gnome or
elf race), and succeed

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Brant Utley (order #25682117)
on a DC 26 Dexterity check. Outside of the door, solves half of the problem. As long as adventurers use
due to pixie tricks and illusion magic, is the area of their imagination and make a good faith effort, this
the forest where they first encountered the dryad’s puzzle can be solved (examples include purification
funeral. by rainbow, utilization of a leaf sieve to strain food
so Mugwump can eat it, turning it into compost
Creatures: so Mugwump can eat it, asking the evening sun to
Plumpsanthymum (pixie MM 253) the head chef describe the flavor profile, etc.) It may be beneficial
Mugwump (myconid adult MM 232), trapped in to remind struggling adventurers that with enough
the kitchen due to drinking water while visiting the belief, anything can be possible in the Feywild.
Feywild and now unable to leave. He cannot and will
not eat anything other than compost and liquid. Development:
Once the adventurers have found a way to taste test
Tactics: the food without eating it, Thizzletwit reemerges
Party members with fey ancestry (elves or gnomes) and congratulates them on completing their tasks.
or proficiency in Arcana, Insight, or Survival are She assures them she always believed in them and
aware that eating or drinking anything while in knew they could do it, though deep down she hoped
the fey realm is equivalent to taking on a contract they’d fail so they would stay and party with her. She
of indefinite servitude to the fey. If none of the laughs, showering pixie dust on the group, as the sun
adventurers are aware of this, Mugwump warns finally sets.
them before they eat anything. If adventurers picked the lock and left without
performing the task, Thizzletwit reappears and
Mugwump is a terribly sad myconid who has not inform them how disappointed she is. Go to
been able to go home for many years. He does not Conclusion B.
engage unless approached, preferring to tend to
his mushrooms and isolating. If asked, he informs
adventurers he ended up inside the kitchen tree
during a planar shift, drank some of the beautiful Concluding the Adventure
rainbow-colored water, and was unable to return
to his home plane. He has not even left the kitchen, Conclusion A
as he doesn’t see the point in picking the lock and It is once again nighttime. The kitchen and all within
leaving if he can’t go home. it vanish. The party finds themselves in the part of
the forest where their adventure began, but it is clear
Plumpsanthymum tells the party she cannot break they are no longer in the Fey Wilds. They are back on
their deal by tasting the food for them. If adventurers their own plane, a fallen tree lying where the dryad’s
struggle to solve the problem, she advises them to funeral had taken place only that morning.
use their imagination, utilize their surroundings, Accompanying them is a Staff of the Woodlands
and that there are ways to test food without eating (DMG 204), a newly hatched rust weevil, a wineskin
it. Plumpsanthymum laughs at adventurers who that never empties (see Appendix B), 20 Fey Gems
attempt to leave by informing them that Verenestra’s (see Appendix B), and a flower crown of random
party is hidden to mortals. Even as head chef, she properties for each adventurer (see Appendix B). If
is not allowed to attend. If adventurers pester her a bard competed in Part Three, there is additionally
repeatedly, she ignores them and sings to herself a sparkling Fochlucan Bandore (DMG 176) with the
while stirring pots. If adventurers become aggressive note “Well played, Jazz.”
with her, she vanishes.

Adventurers may utilize a multitude of methods


Conclusion B
It is once again nighttime. The party finds themselves
to solve the task in front of them. Detect poison
in the part of the forest where their adventure began,
& disease can be immensely useful here but only
but it is clear they are no longer in the

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Appendix A:
Feywild They are back on their own plane, a fallen
tree lying where the dryad’s funeral had taken place
only that morning. Thizzletwit cheerily informs the
adventurers that a bargain is a bargain, and they
broke their terms of the deal. She informs them that
Monsters & NPC
she has been able to convince Lord Oak and Elmroot Newly born rust weevils have similar stats to fully
to send them home, as the Feywild is really better grown rust monsters, except their HP and Bite
off without them, but their time with the fey is not damage is reduced by half (HP 14 or 3D8 + 3, Bite
finished. Lord Oak, Elmroot, Jacknife, Thizzletwit, 3 or 1D4 +1 piercing damage) and their rust ability
or Hagfang (if alive) may call on them for aid at any is doubled (DC 22 Dexterity to avoid, -2 penalty to
time. A life debt is owed and that is not so easily damage of weapons or AC of armor & shields).
repaid. Thizzletwit laughs that she is looking forward
to seeing them when it would be “really fun” and Displacer kittens have less strength than adult
vanishes, laughing. displacer beasts but increased dexterity (Str 10, +0
If the adventurers successfully completed Part & Dex 20, +5). Their tentacle attacks do 3 (1D6)
Two, they are left with a newly hatched rust weevil. bludgeoning damage plus 3 (1D6) piercing damage.
If they successfully completed Part Three, they are
left with a Staff of the Woodlands (DMG 204). If a
bard competed in Part Three, there is additionally a
sparkling Fochlucan Bandore (DMG 176) with the
Appendix B: Items
note “Well played, Jazz.”
Wineskin that Never Empties
Continuing the Adventure
On the wineskin is the following:
"Drink your fill and never thirst
But to your home be ever cursed
This may be utilized as a one-day respite adventure
Back to Spring your soul shall flee
from more serious campaigns. Adventurers may
There to remain, eternally."
wish to return to the realm of Fey, and those with
Conclusion B will inevitably have to when its most In practice, drinking the wine causes the imbiber to
inconvenient. They may wish to study methods of become indebted to a fey who may call on them at any
plane/dimension-shifting. Gnomish and/or Elvish time. This can happen multiple times throughout the
adventurers may have fey ancestors who may be imbibers lifetime after only one sip.
utilized as NPCs to help them on their quest to
return. Additionally, those who drink from the Fey Gems
Wineskin that Never Empties may be called upon by They appear to be random gemstones worth 50 to
the fey to whom they owe a debt, thereby starting a 500 gp each (DMG 134) but upon being spent,
new Feywild quest. laughter is heard, and they revert to their true
It is common knowledge that to beckon feyfolk appearance of ordinary stones.
into this realm, superstitious folk leave out small
plates of sweet bread and cream. Adventurers who Flower Crowns
were cursed with Inconspicuousness may wish to Each crown gives the adventurer +1 in their lowest
utilize this in order to plead their case before the trait. Whenever they take an action using this trait,
Living Plant High Court. Otherwise, whenever the roll on the Wild Magic Surge table (PHB 104) to
moon is full and the forest is at risk, adventurers see what additional effect takes place. Wild Magic
may encounter Lord Oak, Jacknife, or Thizzletwit, Surges can happen in or out of combat.
requesting their aid as equals, or as equal as a fey
can perceive a mortal.

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Credits
Written by Jessica Marcrum

Edited by Catherine Evans

Art by Liz Gist and David Markiwsky

Layout by David Markiwsky

DUNGEONS & DRAGONS, D&D, Wizards of the Coast,


Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names,
and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries.
This work contains material that is copyright Wizards of
the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for
Dungeon Masters Guild.
All other original material in this work is copyright 2019 by
Jessica Marcrum and published under the Community Content
Agreement for Dungeon Masters Guild.

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Brant Utley (order #25682117)

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