You are on page 1of 11

Faylark Meadow

The War-torn Wilds

Introduction: Explore a unicorn meadow with two competing factions


in this short weekly micro dungeon!

A 3-hour adventure for 2nd-4th level characters

by Eric Moss

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Not for resale. Permission granted to print or photocopy this document for personal use only . Faylark Meadow 1
Not for resale. Permission granted to print or photocopy this document for personal use only . Faylark Meadow 2
Faylark Meadow
If you see the magic in a fairy tale, The party needs to seek out the magic
you can face the future. of a unicorn to cure a friend with
—Danielle Steel of an affliction or curse

Preface Note: Most of the encounters


Deep in the forests where the edges of featured in this adventure will have
the material plane lick the edges of two versions. There will be standard
the realm of the fey a vast meadow version and a corrupted version.
bridges the gap between the two Depending on which faction the party
worlds. is siding with will determine how each
However, dark forces conspire to encounter plays out.
infect this magical land and gain a
foothold into both the realm of the
fairy folk and men. For long years the Approach
battle between the forces of light and Regardless of which plot hook you use,
dark feuded over this land. the party will approach the meadow
The unicorn, Starstrider, who from the deep forest. At your option,
presides over this meadow has long the players can emerge from any corner
fought against this corruption. She of the map, but it is recommended them
has recently redoubled her efforts to to start out near the twin pools (area
drive this evil out of her home. 1).
The dark forces, however, have also This adventure will largely be open
mounted a champion for their cause. world, and the characters will have to
The corrupted unicorn Midnight has end up siding with either Starstrider
begun forcing the inhabitants of this the Unicorn or Midnight the corrupted
magical garden to conform to his will. unicorn (see appendix). The party will
It will take the interference of an need to travel to area 9 to obtain the
outside party to tip the balances in unicorn blade, and area 10 to obtain
favor of one of these forces. But the meadow seal. Then they will need
which side will they choose? to return to area 3 to destroy the
The specifics of Faylark Meadow are seal and area 1 to christen the blade,
left intentionally vague. This small at which point the final encounter
adventure is intended to be played as will begin.
part of a larger campaign, and the When the party enters an area, each
locations can be modified to fit your distinct location will have a standard
setting. The reasons for the and corrupted encounter. How each
adventuring party heading toward the encounter reacts will depend on which
meadow are entirely up to you, side the party seems likely to ally
however, below are some good sample with. For example, the standard
adventure hooks. encounter is allied with Starstrider,
and if she deems the party to be in
Adventure Hooks the better interest of the meadow,
The party happens upon the meadow most of these encounters will end up
while traveling deep in the woods being helpful.
The party has been asked to retrieve If the party, however, seems more
a unicorn horn for a mage or likely to ally with Midnight, the
apothecary standard encounter will be hostile to
The party was approached by a fey the party.
creature asking for help You can choose which encounter to
The party was sent by the forces of use each time the party enters a
darkness (knowingly or unknowingly) particular area. It is recommended to
to help speed the capture of the use about half standard and half
meadow corrupted over the course of the
entire adventure.

Not for resale. Permission granted to print or photocopy this document for personal use only . Faylark Meadow 3
Both unicorns have a vested interest The final battle: Once the party has
in the party, and each are both christened the unicorn blade as either
closely monitoring the party’s holy or unholy, the two factions
activities. Pending on how the party arrive in force to fight it out.
reacts, whichever unicorn the party Both Startstrider and Midnight
seems likely to side with may approach arrive to fight it out, one side with
the party and directly ask for their the party helping them.
help. Whichever side does not have the
Normally, the meadow would count as party helping them will arrive with
the lair of Starstrider, however minions. The minions will engage the
because of Midnight’s influence, the party while the two unicorns fight
regional effects are currently each other specifically.
suppressed. Starstrider uses the statistics of a
unicorn (see the MM pg. 294) and
Midnight uses the statistics for a
The Meadow corrupted unicorn (see appendix).
Starstrider’s minions are comprised
of two blink dogs, one dryad, two
1. Twin Pools pixies, and one black bear.
Midnight’s minions consist of two
dretchs, two skeletons, one ghoul, and
Two small pools are here side by side.
one imp.
One pool appears to be the most pure,
crystal clear body of water you’ve ever 2. Open Plain
seen. The other is almost as black as tar
and reeks of fetid decay. This area is an open, mostly
featureless plain. To the south a path
leads down into the meadow. The cliff
These two pools were originally one to the south falls 50 feet before
pool that embodied the purity of the landing in the lower are of the
meadow. However, the darkness that is meadow.
attempting to take the meadow tried to This area will have no encounter
taint the pool, and caused it to split until the party attempts to return to
into the now polar opposite bodies of the pools after breaking the seal.
water. Whichever faction the group is not
Each pool of water is about 20 feet allied with at this point will attempt
across in any direction. to send a force to try to stop them.
If the characters attempt to Encounter: Three Satyr and their two
interact with either pool, they find trained boars attempt to rush the
that an invisible barrier blocks their party.
way. Starstrider noticed the Corrupted: One ghoul and two needle
corrupting influence and blocked the blights assault the party.
now separated pools of light and dark
from each other. 3. The Ancient Tree
The only way to unblock the pools is
to retrieve the seal (see area 10) and
bring it to the Firbeard in area 3. A massive tree looms by its lonesome in
The unicorn blade: Once the party the middle of the plain. Easily as thick
has retrieved the unicorn blade and as four or five trees together, this
unsealed the pools, they are required impressive piece of topiary also sports
to dip the blade into one of the pools an equally impressive canopy.
to christen it as either a holy or After admiring this behemoth
unholy weapon. The effects of this are momentarily, you’re shocked to realize
detailed in the appendix under the the tree is staring back at you!
entry for the unicorn blade.

Not for resale. Permission granted to print or photocopy this document for personal use only . Faylark Meadow 4
The tree is actually a Treant named “Now, go, put an end to this age old
Firbeard. Firbeard uses the treant siege,” he urges.
stats from the monster manual, except
he is neutral instead of chaotic good.
Firbeard will not attack the party 4. Giant Flower
except in self-defense.
Roleplaying Firbeard: Firbeard is an The largest sunflower you’ve ever seen
incredibly ancient treant, spanning towers before you. The stalk is thicker
back even before this meadow began to than the trunk of many oaks you’ve seen,
be touched by the fey realm. and the flower proper looms at least 50
In his old age he has become feet in the air. An uncountable number of
apathetic, and has long given up on massive vines cover the stalk, twisting
protecting the surrounding forests. He upward.
currently wishes for the war between Just under the flower blossom, you can
the forces of light and darkness to
make out what appears to be a small
end so that he can be left out of it
landing and a door.
for good.
He recognizes that the party may be
just the catalyst needed to end the This giant flower is, on its own,
long standing feud. He can explain any harmless. However, hidden among the
aspect of the meadow and the current vines are agents of one particular
situation to the party, any faction (see encounter, below). All
information about the seal on the pond creatures hiding among the vines have
and christening the unicorn blade. three quarters cover against range
He also will explain to the party attacks. Noticing the creatures hiding
that the only way to drive out one amongst the vines takes a DC 16 Wisdom
faction from this area once and for (perception) check.
all is to christen the blade in the Up in the doorway is a small 15ft x
name of either faction and use it to 15ft room in which sits the person who
slay the opposing leader (Starstrider controls the flower. On this person’s
or Midnight). turn, they can give the flower
He can explain to the party where commands as an action. The vines up
both of these artifacts are, and that and down the length of the flower are
he is the only creature in the meadow great for scaling the flower, however,
with the strength to shatter the seal. they also act as a vine blight under
He will urge to party to complete the control of the flower controller.
this task and to finish the war, There are too many vines to
because he desires to rest. completely sever all of them, but if
Breaking the Seal: When the party the party deals 15 points of damage to
brings the seal to Firbeard, read the any given 5 foot area of vines, it is
following aloud. no longer able to animate. These areas
remain climbable, however.
Firbeard gently takes the seal from you The controller can control up to
and lifts it to his face. four patches of vines on any given
After staring at it for a long moment, turn. While controlling the vines, the
he addresses you. user senses through the vine’s
“Finally, my friends, together we will
blindsight, and is blind to things
going on around it.
put this turmoil to rest,” he says in his
The treasure chest in the small room
gravelly voice.
contains 2D10 GP worth of assorted
He closes his hand firmly around the
gems and 2 potions of healing
seal and the area is momentarily filled
(common).
with a blinding light. Encounter: Five Sprites hide among
Once you regain your vision, you see the the vines and are invisible. A dryad
massive treant dropping what appear to be
shards of glass to the ground.

Not for resale. Permission granted to print or photocopy this document for personal use only . Faylark Meadow 5
resides in the top controlling the
vines.
If the party is likely to side with
Starstrider, these are likely to be
helpful. They are able to explain any
of the current situation to the party.
At your option, they may give the
party the contents of the treasure
chest at the top of the flower.
If they are hostile to the party,
all the sprites attempt to hide until
the party tries to climb the flower,
and then begin their attack.
Corrupted: The flower itself has
been corrupted and turned to an evil
sentience. The flower knows everything
that Midnight knows, and Midnight uses
this as a foot hold of power for
himself in the meadow.
The minions on the flower are the
same as above (five sprites and a
dryad), but they have been taken over
by the flower. The sprites are now
immobile to one particular 5ft area,
and are wrapped in vines. If the vines
are cut loose, the sprites are freed
5. Flowing Meadow
from their servitude.
The dryad is wrapped and immobile A large, flowing meadow of tall grasses
inside the small chamber. If set free, stretches out before you. The wind whips
she can begin a ritual to start the meadow this way and that.
cleansing the flower, but it will take
many days to complete.
This field of grasses is home to most
If the party has allied with
of the small creatures that live in
Midnight, the flower might be helpful.
this meadow.
The flower refers to itself as
Encounter: Two pixies hide amongst
“Bloodthorn”
the grasses invisible. They watch the
Roleplaying Bloodthorn: Bloodthorn
party and if they attempt to enter the
has a very earthy outlook on life. It
grasses, try to turn them away with
thinks that any non-plant creatures
uses of confusion, polymorph or sleep.
are a blight upon the planet, and
At the same time, three giant
looks upon them as lesser beings.
badgers and four poisonous snakes
Bloodthorn will only tolerate
attack.
creatures who have explicitly sworn
If the party is allied with
themselves to Midnight. Even if the
Starstrider or has generally shown to
party seems likely to join forces with
be of a good or helpful demeanor, the
Midnight, Bloodthorn will only be
pixies might instead beseech aid from
willing to talk if the party has
the party.
specifically spoken to and allied with
The pixies can explain any of the
him.
lore associated with the meadow.
Corrupted: An imp has run out the
previous denizens of the meadow. The
imp watches the party from within the
grass while invisible. If the party is
allied with Midnight, it lets them

Not for resale. Permission granted to print or photocopy this document for personal use only . Faylark Meadow 6
pass unmolested, but it also doesn’t it’s entirely possible for the party
attempt to be particularly helpful. to bribe him to helping their side of
If the party’s alignment is unknown this fight, assuming they can pay him
to the imp, it attempts a surprise enough (at least 500 GP worth of
attack on the party along with two valuables).
giant rats and two giant weasels. Have However, it’s not impossible for him
all of these creatures make stealth to later be bribed the other way.
checks vs the party’s passive
perception. Below are some sample Riddles Azibo
can use to ask the party in his game,
6. Troll Bridge however, feel free to supplement this
list with your own. Answers are
A wide bridge spans over the flowing contained in the parenthesis.
river here. Lounging on the bridge is a Riddles
large, green misshapen creature. When you What runs around a city but never
approach, it scrambles to its feet and moves? (A wall)
grins wickedly at you. He who makes me doesn’t want me, he
“Pay the toll, or best the troll,” it who buys me doesn’t need me, and he
says in a gruff voice before letting out who uses me doesn’t care. What am I?
a barking laugh. (A casket)
You must keep it after giving it.
The creature here is a troll by the (Your word)
name of Azibo. He is neutral in terms Where may you find roads without
of the war going on in the meadow, and carts, forests without trees, cities
prefers to lounge his day away on the without houses? (A map)
bridge. He uses all the statistics for What word starts with ‘E’, Ends with
a troll, but instead of chaotic evil, ‘E’, has several syllables, but only
he is chaotic neutral and he speaks one letter? (Envelope)
common in addition to giant. Iron roof, glass walls. Burns and
Azibo charges a toll of 20 GP each Burns, but never falls. What am I?
to any creature who wants to cross. (A lantern)
One toll is good for one crossing. What is weightless, visible to the
Alternatively, the players can naked eye, and if it’s put into a
choose to “best the troll”. He will barrel full of water makes it
ask them a series of riddles, and if lighter? (A hole)
the party gets three correct he will
let them pass. If they get one wrong, 7. Felpip’s House
he will insist that they pay the toll
to cross. He will not let them retry
his riddle game. In front of you, you see a small hillock
If the party answers his riddles, he that appears to have a residence built
will let them cross the bridge freely. into it. A small door and window face
In combat, Azibo fights fiercely to you, and a chimney with gently billowing
protect what he considers his. smoke rises from the top.
Roleplaying Azibo: Azibo is a bit
smarter than your average troll (but This small house is the home to a
only a bit, intelligence 8 instead of curmudgeonly old Forest Gnome named
7). He has no care for which faction Felpip.
rules over the meadow, as he knows he Encounter: Felpip is still at home.
is one of the most powerful creatures If the party is allied with
in it. Starstrider, he can explain any of the
He is greedy and uncouth, but he lore behind the meadow.
keeps his word when it comes to his If the party is allied with Midnight
riddle game. Because of his greed, or decide to attack Felpip, he uses

Not for resale. Permission granted to print or photocopy this document for personal use only . Faylark Meadow 7
the stats of a Veteran, but without party has a way to shield themselves,
the heavy crossbow. Felpip would or run off the baboons, they will
rather flee than fight to the death, takes 1D6 bludgeoning damage for every
and would not generally be the one to minute they travel through the trees
initiate an attack. unless they succeed on a DC 12
He would prefer to lie low and let Dexterity save. They must repeat this
the party pass if he believes they save every minute
will be trouble. If the party is currently
Roleplaying Felpip: Felpip is a unaffiliated they will merely watch
gruff and somewhat mean old man. He, them pass through the forest intently.
however, intends well overall. He had If the party is allied with
been planning on abandoning the meadow Starstrider, the baboons could be
and looking for a new home because he spoken to for information if the party
believes all is lost. has such means (speak with animals or
He’s more than willing to let the the like). They know about the general
party rest in his home if he knows war going on in the meadow, but don’t
they intend good for the meadow. know any specifics about how to break
Corrupted: Felpip has already fled the seal or christen the unicorn
his home, and instead a Green Hag by blade.
the name of Ella has moved in. They can, however, explain about the
If the party is knowingly allied sword to the west.
with Midnight, she will gladly take in Corrupted: The baboons have been run
the party and explain any information out of the trees, and nasty looking
they need. spiked vines have grown in their
If the party is not explicitly place.
allied with Midnight, she will use her If the party is knowingly allied
Illusory Appearance to look like a with Starstrider or unaligned, the
comely housewife. She will then try to vines will lash out at the party as
get any information about the party’s they pass through. They will take 1D6
intentions from them. piercing damage every minute they
If she finds that their intentions travel through unless they succeed on
do not align with Midnight’s, she will a DC 12 Dexterity save. They must
attack. repeat this save every minute.
If the party is allied with midnight
8. Tree Grove the vines will let the party pass.

A small grove of trees blocks your path.


9. The Sword in the Stone
The trees aren’t as thick as the
surrounding forest, but nonetheless are A large boulder stands in front of you.
significantly clustered here. From the top of this boulder, you see the
end of a long, gleaming sword. The hilt
of the sword appears to be formed out of
Travelling from one end of the trees
to the other takes 10 minutes on foot. a curling ivory horn of some kind.
Encounter: The trees here are filled
with an uncountable number of baboons. This sword is the Unicorn blade (see
The baboons can be scared off by a appendix).
show of extreme force (any area of Removing the sword from the stone
effect spell, killing 3-5 of them in requires a DC 15 Strength (athletics)
one round, etc.), after which point check.
they will return in 1D6 minutes to
harass the party again.
If the party is knowingly allied
with midnight, the baboons will begin
throwing rocks at them. Unless the

Not for resale. Permission granted to print or photocopy this document for personal use only . Faylark Meadow 8
10. Dragon Cave 11. The River
A large cave stands isolated in this A large, flowing river stretches out
area, its mouth yawning open before you. before you. The current appears to be
moving at a good pace.
A gold dragon wyrmling by the name of
Tebinth resides within the cave. He If the party attempts to swim across
was asked by Starstrider to protect the river at any point, they will need
the seal. to make a DC 14 Strength (athletics)
Roleplaying Tebinth: Tebinth is check to attempt to swim it.
young, proud, and egotistical. He They also run the risk of drawing
believes the seal is utterly safe the attention of river dwellers. Every
under his protection and will fight to time they cross the river by swimming,
the death to defend it. roll 1D10 from the chart below for an
If the party is a known ally of encounter.
Starstrider’s, he will consider them
great friends and allies, and will River Encounter
gladly turn the seal over to them. 1D10 Encounter
Encounter: Tebinth fights any allies 1-2 No encounter
of Midnight to the death defending the 3-5 A sea hag and her pet Crocodile
seal. 6-8 Two Giant Octopuses
9-10 One Hunter Shark
Corrupted: If the party is knowingly
aiding Starstrider, a group of six
goblins and one goblin boss show up in
an attempt to take the seal. If
Tebinth is still in his lair and alive
when this happens, he will fight
alongside the party to protect the
seal.

Not for resale. Permission granted to print or photocopy this document for personal use only . Faylark Meadow 9
Appendix
This section contains all
miscellaneous info presented
throughout this adventure as a
reference. New monsters, items, and
magic items will show up here.

Unicorn Blade
Weapon(long sword), very rare
This weapon is forged of fine steel with the hilt
being formed of a unicorn horn.
You gain a +1 bonus to attack and damage rolls
made with this weapon.
Depending on how the sword is christened, it
gains one of the additional properties upon
completion of dipping it into one of the magical
pools.
Holy Blade (requires attunement): When you
hit an undead, fiend, or aberration with this
weapon, you deal an extra 1D4 radiant damage.
Additionally, you can cast cure wounds as a
second level spell (healing for 2D8 + 2 HP). Once
you have used this item to cast this spell, you can’t
do so again until the next dawn.
Unholy Blade (requires attunement): When
you hit a Fey, Celestial, or Plant with this weapon,
you deal an extra 1D4 necrotic damage.
Additionally, once per day you can cast Inflict
Wounds as a second level spell (+ 5 to hit, deals
4D10 necrotic damage). Once you have used this
item to cast this spell, you can’t do so again until
the next dawn.

Not for resale. Permission granted to print or photocopy this document for personal use only . Faylark Meadow 10
can repeat the saving throw at the end of each of
its turns, ending the condition on a success.
Corrupted Unicorn Blight the Land (1/Day). The corrupted unicorn
Large Fiend, Neutral Evil blights the land within 60 feet in all directions from
Armor Class 12 it. All Non-magical plants within this area wither
Hit points 75 (10d10 + 20) and die instantly. Magical plants and Plant
Speed 50 ft. creatures must succeed on a DC 14 Constitution
Str Dex Con Int Wis Cha saving throw or take 3D10 Necrotic Damage.
18(+4) 14(+2) 15(+2) 11(+0) 17(+3) 16(+3) All creatures, except for the Corrupted Unicorn
and any creatures it designates, move through this
area as if it were difficult terrain. Normal unicorns
Damage Immunities poison
are unable to use their Teleport action while within
Condition Immunities charmed, paralyzed, this area.
poison
Senses Darkvision 60ft, passive perception 13 Legendary Actions
Languages Infernal, Common, Celestial, telepathy
60 ft. The corrupted unicorn can take 3 legendary
Challenge 5 (1,800 xp) actions, choosing from the options below. Only
one legendary action can be used at a time and
only at the end of another creature’s turn. The
Charge. If the corrupted unicorn moves at least 20 unicorn regains spent legendary actions at the
feet straight toward a target and hits it with a horn start of its turn.
attack on the same turn, the target takes an extra
9 (2D8) piercing damage. If the target is a
creature, it must succeed on a DC 15 Strength Hooves. The corrupted unicorn makes one attack
saving throw or be knocked prone. with its hooves.
Shield of Blight (Costs 2 actions). The corrupted
Innate Spellcasting. The corrupted unicorn’s unicorn creates a field of dark energies around
innate spell casting ability is Charisma (spell save itself or another creature it can see within 60 feet
DC 14). The corrupted unicorn can innately cast of it. Until the end of the corrupted unicorn’s next
the following spells, requiring no components: turn, any creature who attempts a melee attack
At will: detect good and evil, prestidigitation, pass against the target takes 1D4 necrotic damage on
without a trace a hit.
1/day each: ensnaring strike, Contagion, Enthrall Steal Life (Costs 3 Actions). The corrupted
unicorn steals life from another creature it can
Magic Resistance. The corrupted unicorn has
see within 30 feet of it. The target must make a
advantage on saving throws against spells and
DC 14 Constitution saving throw or take 9 (2D8)
other magical effects.
necrotic damage, half as much on a successful
Magic Weapons. The corrupted unicorn’s attacks save. The corrupted unicorn heals for an amount
are magical. equal to the damage dealt.
Actions

MultiAttack. The corrupted unicorn makes two


attacks: One with its hooves and one with its horn.
Hooves. Melee weapon attack. +7 to hit, reach 5
ft, one target. Hit: 11 (2D6 + 4) bludgeoning
damage.
Horn. Melee weapon attack. +7 to hit, reach 5 ft,
one target. Hit: 8 (1D8 + 4) piercing damage.
Necrotic Touch (3/Day). The corrupted unicorn
makes a melee spell attack (+6 to hit). On a hit,
the target creature takes 12 (2D8 + 3) necrotic
damage. Additionally, the target must make a DC
14 Constitution save or be poisoned. The target

Not for resale. Permission granted to print or photocopy this document for personal use only . Faylark Meadow 11

You might also like