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WBW-DC-GC14-04

Peace Talks
Part 4 of Soul of the Forest

Our heroes continue to explore the domains of the Feywild, hoping to unravel the legend of The
First Forest, the sentient source of Feywild nature and ancestor to all woodlands. Their journey
takes them to a peaceful yet stagnant spring realm, where the archfey provides an uneventful
safe haven for its denizens. Will the adventurers convince the fey to sacrifice their home to
return the First Forest, or is there another path? And, who brought the bad weather?

The fourth of four adventures in the Soul of the Forest series which were written for and
premiered at Gary Con XIV. A Four-Hour Adventure for Tier 1 Characters. Optimized for APL 3.

CONTENT WARNING: children in peril, natural disasters


CREDITS
Lead Designer: Paige Leitman, Thomas Valley
Designer: Jay Anderson

Produced By: The Word Refinery


Project Manager: Shawn Banerjee
Lead Editor: Elizabeth Banerjee
Layout: Ian Gopal Gould
Cartography Lead: Elizabeth Banerjee
Cartography: Elizabeth Banerjee
Maps were created using assets from Forgotten
Adventures. www.forgotten-adventures.net
Playtesting: Mark Middleton

D&D Adventurers League Guildmaster: Chris Lindsay

Art Director & Graphic Design: Rich Lescouflair

D&D Adventurers League Wizards Team Brandy


Camel, Lea Helotis, Chris Lindsay, Chris Tulach

D&D Adventurers League Administrators Amy Lynn


Dzura, Travis Woodall, Ma’at Crook, Claire Hoffman,
Greg Marks, Bee Zelda

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

©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
ABOUT THE AUTHOR
JAY ANDERSON

Jay H Anderson is a D&D Adventurers League organizer


from the Knoxville, TN area and is also a fan of several other
tabletop RPGs, playing nowadays Shadowrun and Savage
Words. His many hobbies include movie theaters (usually at
one every week), comics books, sci-fi shows, board games,
Pokemon Go and gorgeous dice. He also enjoys his day job
as a software developer, as his coworkers are just as avid
about tabletop RPGs as he is. You can find Jay's other
adventures on DMsGuild.com.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 3
ADVENTURE PRIMER
“Peace is not merely the absence of tension. It is the OVERVIEW
presence of justice.”
— Martin Luther King Jr. The adventure’s story is spread over 4 parts and takes
approximately 4 hours to play:
“Insufficient facts always invite danger.”
— Spock of Vulcan (Star Trek)  Part 1: Is This Paradise (30 min). The characters and
Feywild Exploratory Consortium arrive in Ariholme, a
peaceful domain, to speak to the domain’s archfey about
This adventure is designed for three to seven 1st- to 4th- the Joining. They meet Drolynne, an elder of the eladrin
level characters and is optimized for five characters with community named First, who questions the value of the
an average party level (APL) of 3. Characters outside this Joining, as it will end the tranquility of the domain.
level range cannot participate in this adventure. Interacting with Drolynne and the eladrin community is
This adventure takes place in the Domain of Delight of Story Objective A.
ARIHOLME (arr-ee-HOLmm), where the characters find a  Part 2: We’re Off To Meet The Archfey (60 min). The
tropical forest whose denizens embrace non-violence. They characters travel up Green Mountain and witness strange
begin at the eladrin community of First and then travel to changes to the domain, including being attacked! At the
the home of the domain’s ruler at the summit of a central summit, they meet with the domain’s archfey about the
mountain. Later, they travel across the domain as portions Joining and the strange disturbances. Interacting with
of the other domains from this adventure series, Yysephtul, Cylrenel, the domain’s archfey, is Story Objective B.
Samhradh and Haratath, make brief appearances.  Part 3: The Parley (120 min). The four archfey meet in a
parley about the Joining. But as they do, Ariholme suffers
BACKGROUND from continued environmental disturbances. The
Consortium sends the characters out on tasks to gain the
This adventure is Part 3 of the “Soul of the Forest” series, a archfeys’ favor and nudge things to go faster. Influencing
4-part story. the parley discussions is Story Objective C.
THE FIRST FOREST is the mythological sentient land  Part 4: Cylrenel’s Decision (30 min). Cylrenel seeks the
that is the ancestor of all forests. A long time ago, a planar characters input before deliberating on their decision.
singularity caused THE GENESIS TREE, the sentient forest’s Their words are key to Cylrenel’s decision that they
heart, to split, sending pieces of the forest’s soul: announce and enact. Before the characters depart, a key
WINTERBARK, SUMMERBLOOM, AUTUMNLEAF and figure requests parting counsel. Witnessing the fate of the
SPRINGSAP hurling into the Feywild, embedded in the Genesis Tree domains and counseling a key figure
debris of four divided landmasses. afterward is Story Objective D.
From this, the SPRINGSAP landed among mountains in
the Feywild, birthing a peaceful, tropical forest domain,
ARIHOLME, and its archfey caretaker, CYLRENEL. Over
ADVENTURE HOOKS
time, others came to this domain as a safe haven from the
The characters start as commissioned escorts to a group of
violence in their homelands, starting with a group of non-
Feywild explorers from the great library of Candlekeep.
violent eladrin whom the archfey trusts most. Together, all
Besides the characters’ individual backgrounds, the
enjoy unchanging, tranquil lives.
following hooks are possible ways to involve them in this
Previously, the heroes have dealt with AXIOTIMMUS, the
scenario:
Archfey of YYSEPHTUL, AELFDENE the Archfey of
‘Booking’ Passage. While in Candlekeep, the character
SAMHRADH, BALSOVUS the Archfey of HARATATH and
was presented with the opportunity to obtain a long-
the FEYWILD EXPLORATORY CONSORTIUM from
sought-after tome at a bargain. If they return successfully
CANDLEKEEP. The heroes have obtained the UNITY
from the escort, the book is theirs.
CROWN and have learned it must be used to recreate THE
Earning your Badge. Our heroes are part of a faction,
FIRST FOREST in a ceremony, which they will learn is
guild, or other organization that generously sponsored the
called THE JOINING. And that all of the Archfey must agree
expedition for Candlekeep in the hopes of gaining
to this. They will also need to collect all pieces of THE
knowledge from the First Forest.
GENESIS TREE and this peaceful domain holds that final
It’s the Feywild! Characters may be drawn to the
piece, SPRINGSAP.
mystical mirth, luminous landscapes, and the intriguing
inhabitants of these far different domains. The opportunity
to experience an expedition cannot be passed up.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 4
the Great Readers, who not only permitted them to seek out
BEGINNING THE ADVENTURE this knowledge but hired an escort to ensure the
If this is the first adventure you are running in the Soul of consortium's safety on the educating enterprise.
the Forest series, proceed to Cue Candlekeep And The Fey Imperative in their preparations were Bok’saar’s prime
Crossing. Otherwise, proceed to Stepping Through The colleagues: Pax Gosseldt, Jaqui-Jacques of the Yuirwood,
Land Portal. Othlus Aptreeder, and Sembus Cerean and pet pug,
Buster. They gathered what knowledge they already
possessed of this First Forest to aid them in their expedition.
CANDLEKEEP AND THE FEY CROSSING In the days before the expedition set off, their minds were
Enmeshed in study within the Great Library of Candlekeep, racing as to how this discovery could benefit Candlekeep
The Feywild Exploratory Consortium’s focus is on all things and all of Faerun.
Feywild. The scholars and druids committed to this task It did not take long for the intellectuals (and escort) to
spend their days studying and preserving any objects that pinpoint the exact location of this new domain and create
improve their knowledge of feywild life: art, culture, the ritual needed to transport them all to that destination.
language, nature, geography, and history. The party joins the consortium group and stands within the
Their efforts are led by Master Reader Naila Bok’Saar, ritual sigil circle that is drawn on the stone floor of the
who encourages, motivates, and inspires her team of master Candlekeep courtyard. As the ritual begins, everyone is
sages, sages, and druids. Their efforts have not escaped the encircled by two white, isolating circle rings, the top one
eye of Candlekeep’s Great Readers, who rewarded the rotating clockwise while the bottom one rotates
consortium with a wondrous opportunity-a moment of counterclockwise; with each revolution they only touch at
meditation within the Chamber of Lost Lore, a site below the point directly north. They spin faster until the bright
Candlekeep where only the most exalted of the library’s white light gets brilliant and in a flash everyone disappears.
caretakers are permitted. Meditation in this chamber Continue to the Part 1: Is This Paradise.
permits one to commune with entities beyond the Prime
Material Plane. STEPPING THROUGH THE LAND PORTAL
The consortium relished the opportunity to further their
efforts. In their collective meditation, they reached out to Standing before you is a leaf-shaped portal with what looks
the far reaches of the Feywild, seeking out any fey life or like a simmering milky opal liquid covering the entrance.
civilization that could provide them with knowledge. They Rolling ripples continue to cascade across its surface from
were successful. They have discovered what looks like a some unknown and undetected wind.
part of the realm called the First Forest within the You step through the archway and penetrate the opal
liquid; your eyesight goes dark. You feel a tingling of
Domains of Delight!
electricity across your skin and hear a loud whooshing
sound–like the crashing of waves from the sea.
DOMAIN OF DELIGHT: ARIHOLME, THE FALSE FIRST FOREST
Continue to the Part 1: Is This Paradise.
Ariholme (arr-ee-HOLmm) is the magically-replicated warm,
tropical landscape brought into being through Springsap
interacting with the mountainous environment of this realm.
ARCHFEY: CYLRENEL THE CARETAKER
Springsap is a piece of the soul of an ancient sentient land called Cylrenel (SIL-ren-EL) was born from the First Forest breaking apart,
The First Forest. and the Springsap part of the Genesis Tree landing in a
Despite its paradisial nature, Ariholme is a distorted version of the mountainous area of the Feywild. Springsap seeped into the
fabled First Forest’s springtime land. Lush, moss covered trees ground and grew a verdant tropical forest, spreading over a
with gnarled branches, draped by vines fill most of the space in mountain and into the nearby valleys, creating the domain
the humid valleys. Patches of fog drift through the forest canopy Ariholme. The new forest sensed it would need a caretaker, so the
above on a light breeze. Below, small rivers from waterfalls forest grew Cylrenel, a fey creature who became the archfey of
meander through the forest floor around gnarled roots. Small and the domain. Bright leaves cover the archfey like clothing over their
gentle fey beasts birthed by the domain cavort through the woods bark skin, and flowers sprout from their hands. Their face has solid
doing their part to care for the forest. The domain’s archfey amber eyes and braided vine hair. Cylrenel instinctively took to
resides at the summit of a central verdant mountain that rises their role as steward of the forest, manipulating the domain as
thousands of feet, aptly named Green Mountain. needed to help the forest thrive.
Over time, fey crossings to Ariholme appeared for individuals, Born from Cylrenel’s instincts to care for others here, fey crossings
family, and whole communities seeking refuge from terrible manifested in other realms to those in dire straits, the first being
violence in their home lands. The first was a group of nonviolent an eladrin community they warmly greeted. Sharing experiences,
eladrin fleeing war. Settling here, the eladrin impressed upon the the archfey learned from the eladrin that rash instinctual desires
archfey values of peace and contemplation, and in turn, the often fueled aggression and conflict. Cylrenel chose to guard
archfey appointed these eladrin as advisors and caretakers of the against this and adopted the eladrin’s methods of calm thinking,
realm. As others find their way to Ariholme, the eladrin create a to govern their impulses into analyzed decisions. The archfey now
sanctuary for them, as long as all adopt the ways of nonviolence lives by this philosophy, regularly calling upon the eladrin
and tend to the forest. Together, all enjoy a peaceful, tranquil life. community elders to aid them in scrutinizing all sides of a choice
before taking action. One wrong change could end the peace and
Excited beyond all belief, Master Reader Bok’saar and her Ariholme forever.
colleagues raced from the chamber directly to consult with

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 5
PART 1: IS THIS PARADISE
Estimated Duration: 30 minutes

The characters and Feywild Exploratory Consortium arrive Encourage the characters to develop bonds by asking
in Ariholme, a peaceful domain, to speak to the domain’s them to describe any positive interaction or event that
archfey about merging the domains to recreate the First occurred between their character and someone at the table,
Forest. They meet Drolynne, an elder of the eladrin or who among the Feywild Exploration Consortium they
community named First, who questions the value of this find interesting. This gives you insight into which game
merge as it will end the tranquility of the domain. elements will be most attractive to your players.
Interacting with Drolynne and the eladrin community is Award inspiration once everyone’s had a turn.
Story Objective A.
FRAGMENTS OF THE GENESIS TREE
CHARACTER INTRODUCTIONS During the adventure series, the characters collected the soul
fragments of the Genesis Tree and the Unity Crown. These
From the archway, the group travels into an idyllic tropical sentient soul fragments reached out to both the characters and
forest. If the characters played in Adventure 3, traveling the Consortium to merge all 4 together, recreating the lost First
here from Haratath, the domains are night and day different Forest. The consortium holds on to the items for the characters.
from each other. The Feywild Exploratory Consortium is Below is a brief summary of the items:
also with the characters and they have brought the Unity  Autumnleaf. Fragment from Yysephtul. Liberated from that
Crown with them as well as the 3 fragments of the Genesis archfey’s control, this soul fragment projected calls of distress
Tree.
to the consortium. When rescued, it expressed the desire to
Share what information you feel relevant from the
join with the others.
“Coalition from Candlekeep” Sidebar. If the players are new
 Summerbloom. Fragment from Samhradh. Given to the group
to each other, then allow each player a few moments to
by that archfey after being roused from self imposed isolation
introduce their character, describe their appearance and
brought on by love gone wrong.
mannerisms, and what brought them to be part of this
 Winterbark. Fragment from Haratath. Retrieved from a
adventure.
vengeful and covetous fey
 Unity Crown. Focus item to join the soul fragments. Stolen from
COALITION FROM CANDLEKEEP
the archfey Balsovus after a contentious battle.
The Feywild Exploration Consortium is tasked with discovering the
First Forest, recording the journey, and collecting what knowledge
it can of the legendary birthplace, specifically its power and how it THE ELADRIN COMMUNITY
can be used to benefit the Realms. They are honored to be
When ready, the group comes across the eladrin
sponsored and proudly wear their marigold-hued travelers coats
community, First, within minutes.
embroidered with the Candlekeep coat-of-arms and the symbol of
Denier, the god of writing. A brief summary of this group is
Read or paraphrase the following:
provided here but further elaborated upon in the appendices. The
consortium members are non-combatants and will go to a safe Ahead, the woods part into an open clearing, with a small
location in the event of combat. waterway down the center. Various eladrin in their spring
Master Reader Nalia Bok’Saar (BOKE-CZAR). The leader of the forms sit in small groups having sedate conversations on the
consortium is both brilliant and beautiful. Expert in feyline ground and in the trees. A troglodyte wearing flowers talks to
phenomena. She secretly longs to experience life as an adventurer. one group as they exchange goods between each other.
Pax Gosseldt (GOSS-selt). The aspirant academic is slowly
coming into his own as an expert in Feywild flora. The youngest of
the team, he keeps an open mind and habitually challenges any When the eladrin and troglodyte take notice of the
perspective. adventurers, Drolynne (she/her), the community elder,
Jaqui-Jacques of the Yuirwood (JACKI-CZAHK). With the benefit approaches the characters for a public conversation while
of multi-elven and fey ancestry, the ambitious scholar is unrivaled the others remain nearby.
in ancient fey languages. They long to visit all the Domains of
Delight. AREA INFORMATION
Othlus Aptreeder (OTH-less). The scholar collects and recounts
This pleasant community has the following features:
recorded battles with Feywild creatures. They hope to one day use
Dimensions and Terrain. The clearing is 80 feet wide in
their expertise to pen the quintessential monster manual of
a somewhat circular shape. Vibrant flowering vines
Faerun.
decorate the gnarled trees here. A small 5 foot wide
Sembus Cerean (SEER-ree-in) and Buster. This hulking
waterway, with clear and potable freshwater, winds
Loremaster of Oghma delights in learning and sharing in Feywild
through the center. The homes here are simply various
mythology and literature. He prides himself on babying his pet pug,
natural shelters in the area, with little more than hammocks,
Buster.
bags, and tables. Small platforms nestled in the gnarled
branches serve as additional living space for the community.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 6
Lighting. Warm light filters through the gnarled tree involved but lack knowledge past that. Again, we hope the
canopy above. The entire area is brightly lit, with shadows archfey here can help with that.
from the trees.  Would merging the domains merge all of their aspects
Atmosphere. A nice spring day in a forest. Under together as one, including the more dangerous aspects?
different circumstances, a desirable vacation spot. There Most likely yes. But they were all one before this and we’re
are glimpses of small wildlife, like birds and small mammals,
seeking to restore that, as is the will of the soul fragments.
but oddly there are no irritating insects that bother anyone.
 Have alternatives been explored that would meet the
Small patches of fog drift in the trees.
soul fragments desires? No. The fragments have been
clear that they wish to see the First Forest restored.
FIRST IMPRESSIONS
This conversation, along with the other sections, is intended
Residents of First shun anyone wearing armor or holding for the characters to question whether the domains should
weapons. The denizens of First do NOT speak to them until be joined together or not. If they want to turn back and not
the armor is removed and weapons are put away. Drolynne join the domains anymore, Master Reader Bok’Saar
directly informs offending creatures once and any who suggests that it should be the archfey’s decision instead and
don't do so are asked to leave the domain immediately. that they should still proceed, to which Drolynne agrees.
Drolynne and the community don’t enforce this in any way Once told of the Joining, Drolynne realizes it is a
outside of ignoring the characters until they comply. complicated issue. On one hand, the Joining would likely
There are two other points of etiquette that Drolynne bring danger to their lives, ending the safety the denizens
tells the characters over the course of conversation. First, know and depend on. On the other, preventing the rightful
residents value calm thinking and frown upon emotional recreation of another is immoral.
outbursts or impetuous actions. Second, residents wait for a In any case, such important decisions are for Cylrenel,
speaker to finish their discourse before replying and find it the archfey.
exceptionally rude to interrupt.
All of the eladrin are dressed nearly identically, barefoot YOU WANT TO END PARADISE?!
and wearing simple robes tied at the waist by pruned vines.
At first, Zilgore (he/him) the troglodyte stays back with
the eladrin while Drolynne speaks with the adventurers.
DROLYNNE When he hears about merging the domains, he slowly
The eldest of the community, Drolynne (droll LINN), greets panics at the prospect of their collective safe haven ending,
the adventurers and assumes their arrival means flight and his foul stench will exude, overpowering the magical
from a violent situation. Once the misunderstanding is flowers. Creatures within 5 feet must make a
cleared up, she informs them that they are in Ariholme, a DC 8 Constitution saving throw or become poisoned and
peaceful realm where all adopt the ways of nonviolence and vomit.
live harmonious lives. They are currently in a community The eladrin encourage calm thinking on the part of all,
named First, as it was the first community founded here. but eventually Zilgore will despairingly ask the adventurers
There aare others, named Second, Third, etc. Soon after in “What about those of us who came here to not fight
conversation, she asks why the adventurers have come to anymore?! To be safe?!” Drolynne unemotionally informs
this domain, noting that it is unusual for a fey crossing to Zilgore that outbursts like that do little good and prompt
appear to those not needing safe haven. the characters to answer the question.
Drolynne and the community only share the archfey’s If the characters have difficulty responding, Master
location with those they believe will not be violent and have Reader Nalia Bok’Saar responds with “We did not know
good reason. The archfey Cylrenel resides atop the Green how peacefully you all lived, but the soul fragments want
Mountain at the center of this domain. their home that was taken from them. You can build new
When told about merging the domains to recreate the safe havens there with the archfey.” Both Zilgore and
First Forest, she asks additional critical questions. Use one Drolynne are skeptical.
or all the questions below as time permits. If the characters
have difficulty answering, italicized after each question are
responses from Master Reader Nalia Bok’Saar (or another
Consortium member of your choice) they offer on behalf of
the characters.

 If your mission is peaceful, why bring warriors?


Precautions are wise when traveling to unknown
situations. Such precautions were valuable in the other
domains.
 Do all the other archfey wish this merge? Two of them, yes.
Balsovus from the domain of Haratath is hostile and
corrupt. We hope the archfey here can help with that.
 How is this merge enacted, with a spell, a ritual or
something else? We know the Unity Crown must be

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 7
OBSERVATIONS FAVOR POINTS
While the characters observe the area, they discover some During this adventure, the characters will earn favor and
noteworthy details that hint that this tranquil paradise is disfavor points based on their interactions in this domain.
also uncreative, stagnant, and exposed. These observations At the start of Part 4, these points guide how much the
may influence their opinions about the morality of ending archfey favors the adventurers’ opinions. Their first
this halcyon. The characters simply realize these oddities, opportunity is with the eladrin community of First. Use
no ability checks needed, during this scene. Italicized after Appendix C to track these by scene.
each is something Drolynne or one of the other eladrin If the characters treated the eladrin and Zilgore
might say if the characters verbalize these observations. respectfully and were forthcoming with answers to their
questions, Drolynne suggests to the other eladrin that she
 All the eladrin are behaving similarly, focused on the guide the adventurers to the archfey. This way, they can
adventurers and analyzing them. You are the first provide the community’s assessment to the archfey. Each of
newcomers in quite some time. A disruption is expected the eladrin agree, with one clarifying to point out that the
until your needs are met and your lives settle into routine if community does not agree or disagree with the characters’
you remain here. plan at this time. The adventurers earn a favor point.
 All of their homes are open to the outside, with no doors. If the adventurers were more indifferent to those in the
Doors are not needed, as there are no threats or clearing and their questions, Drolynne only suggests she
unexpected interactions to guard against. guide the adventurers to the archfey. There is some minor
 Moss and small fruit is the only food visible. That is all the debate regarding the adventurers’ behaviors that the
food we need. Harvesting the wildlife is distasteful and eladrin found lacking, but ultimately each of the eladrin
unnecessary. agree. They do not earn favor or disfavor points.
 The area lacks any sign of leisure activities. Beyond our If the adventurers were rude or hostile, the community
chores and helping other communities, our time is spent refuses to tell them the archfey’s location. If the
thinking and conversing on a vast number of subjects. adventurers attack, the community doesn’t use any abilities
Sometimes we hum a meditative tone to increase our on the adventurers. Instead, they use their actions to
mental focus. protect themselves and flee (such as dodge and fey step).
 Their words suggest the same routine every day. We have Soon after, vines magically grow into doorway shapes and
a regular routine, designed to optimize health for both fey crossings appear in them allowing the eladrin to escape.
mind and body, and address our needed chores for the day Those crossings close as the characters approach. With
(gathering moss, removing detritus, etc). First evacuated, the Feywild Exploratory Consortium scout
the area and within 20 minutes locate a mountain in the
center of the domain as the best place to go. The party
earns a disfavor point for rudeness and another disfavor
point for hostility.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 8
PART 2: WE’RE OFF TO MEET THE ARCHFEY
Estimated Duration: 60 minutes

The characters travel up Green Mountain and witness INTRUDING DOMAIN


strange changes to the domain, including being attacked! At
the summit, they meet with the domain’s archfey about the  Haratath. Characters playing through the series likely
Joining and the strange disturbances. The Joining requires face the Haratath intrusion Use if the characters plan to
the agreement of Cylrenel, the archfey of Ariholme. convince the archfey to perform the Joining. Use the
Interacting with Cylrenel is Story Objective B. winter atmosphere in area information.

PLEASANT WALK They howl about Balsovus opposing the Joining and wanting
revenge against you!
Going further into the domain, rising pathways lead to
gnarled tree bridges elevated over the dropping forest floor,  Yysephtul. Use if the characters plan to work against the
covered by misty clouds. Open spots in the canopy Joining of the domains, or if from past adventures they
overhead provide majestic views of the verdant mountain ultimately had negative interactions with the Yysephtul’s
ahead and expansive panoramic views of the idyllic tropical
forest spread out below. archfey, Axiotimmus. Use the autumn atmosphere in
The paths up the mountain are somewhat steep but area information
manageable by all. The bridges are safe and have
deliberately grown handholds above the walking surface. The enemies wear cloaks of autumn-colored leaves and their
Overall, this scene establishes a starting state of Ariholme weapons resemble oversized bee stingers. They firmly declare
to the adventurers. that this domain was never meant to be and must be joined to
Travel to the summit of Green Mountain takes six hours. restore the lost First Forest!
If Drolynne is with the group, during the trip, she guides
them to three magical fey shortcuts, each starting at
something specific like a flower or strip of bark. Overall, the  Samhradh. Use if the characters have not played any of
shortcuts reduce the time to three hours overall. Drolynne the other adventures in the series or don’t fit the prior
does know faster shortcuts, but wants the additional time options. Use the summer atmosphere in area
to continue her assessment of the group. information.
After the first hour of travel, slight disturbances happen
to the domain. The temperature drops 10 degrees gradually The enemies are dressed in heavy robes damped by swamp
from when the characters visited the community, giving the
water at the bottom. They emotionlessly state that their
breeze a slight chill. The leaves change color to a dark green
leader, Ginevra, opposes the your involvement and must die.
and the vines become more slick. None of this endangers
the characters while traveling, however if Drolynne is with
the group, she’ll comment on the oddity. AREA INFORMATION
This area the following features. Include the atmosphere
RUDE INTERRUPTION based on the intruding domain. Note that the enemies do
not suffer the negative effects of the atmosphere.
Just after two hours of travel, the disturbances have grown. Dimensions and Terrain. The gnarled root bridges are
Other domains created by soul fragments of the Genesis 10 feet wide. Taut vines serve as handholds and they
Tree intrude into Ariholme. One such intrusion happens magically grow to prevent any creature from falling.
near the characters as darkling elders attack! Lighting. The lighting has somewhat lessened from the
disturbances. The mountain bluff is dimly lit under the trees.
A strong wind gusts through the area, signaling a change in Winter Atmosphere. Brisk freezing air blows and a
environment. The air smells foul and thunder softly rumbles creepy laughter comes from the trees. The cold air causes
from somewhere distant. Elsewhere in the domain, parts of each character to make a DC 10 Constitution saving throw
the forest have turned darker and the misty clouds have at the start of their turn or suffer disadvantage to attack
thickened. Ahead, the bridge ends at a forested mountain rolls and ability checks until the start of their next turn.
bluff, and stepping from the trees are several small creatures Autumn Atmosphere. Twigs, dirt and leaves blow in
bearing weapons. from the mountain bluff. Creatures are lightly obscured
from anyone more than 15 feet away. Lightly obscured
creatures in dim light become heavily obscured.
Remind the players if their characters are not wearing Summer Atmosphere. Stinky swamp water flows over
their armor and have their weapons stowed away. the bluff onto the bridges. A player character moving more
Before running this scene, use the guidance below to than half their speed must make a DC 10 Dexterity saving
determine the intruding domain, including how the throw to avoid falling prone.
creatures appear and reasons for attacking.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 9
CREATURE INFORMATION CYLRENEL
The Feywild Exploratory Consortium directs the characters
to use their weapons at least in defense, given the situation, The group arrives at the summit and the archfey’s natural
and avoid killing blows. palace, Greentrees.
If Drolynne is present, Master Reader Bok’Saar pointedly
looks at her. Drolynne responds by calmly informing the A final rising trail leads to a wide summit, upon which is a field
darklings the rules of the domain, including nonviolence of blooms. In the center is an impossible sight. A dozen tall
and putting away weapons and armor. The darklings ignore ficus trees grow together, tightly intertwined to form
her. Thereafter, Drolynne takes in the scene, seemingly structured rooms similar to an open dollhouse. Vines droop
unbothered, only taking the dodge action and leaving like curtains over some rooms, and more blooms decorate the
when the fey crossing appears. open areas. Sitting in front of this is a still creature made of
bark, with flowering vines for hair and leaves for clothing.
ADJUSTING THE ENCOUNTER STARTS
Here are some suggestions for adjusting this scene:
This is Cylrenel, the archfey of the domain of Ariholme.
 Very Weak: Remove the darkling elders and add four darklings They have been expecting the group because they’ve sensed
 Weak: Remove two darkling elders and add two darklings the pieces of the Genesis Tree from the moment they
 Strong and Very Strong: Add two darkling elders arrived. After polite greetings, the archfey gets right to the
point, asking if they’ve come to join the domains. Cylrenel
CYLRENEL’S INTERVENTION waits for the adventurers to explain, confirming their
Cylrenel senses the intrusions and conflict happening in knowledge of events and answering questions. Once the
their domain. After the second round of combat, vines adventurers are finished, Cylrenel shares their knowledge
magically grow behind each of the characters and their about two things: The Joining and An Alternative.
companions forming fey crossings like the one they saw
when first arriving in Ariholme. Entering the fey crossing THE JOINING
transports the characters further up Green Mountain. It is a ceremony that requires bringing all four soul
After the third round of combat, similar fey crossings form
fragments of the Genesis Tree together in one domain,
in front of the darklings, who gleefully enter them. The fey
along with the respective archfey. The domains will then
crossing immediately disappears once a darkling enters.
superimpose themselves over each other to begin. That is
They have been whisked elsewhere.
currently happening right now in Ariholme. By the
characters unwittingly bringing the other fragments here to
FAVOR POINTS Ariholme where the final fragment resides, the Joining has
Each character that did not take any hostile actions during started but in a wild, uncontrolled fashion, causing the
this scene earns a favor point for the group. Violence in disturbances. Separating the soul fragments back to their
general will not earn a disfavor point since they were domains will not work anymore.
attacked. However, characters that were HIGHLY aggressive, The ceremony requires all four archfey to be of one mind
such as still attacking after the fey crossings appeared or in agreement to do the Joining. One of the archfey must hold
killing a darkling, each earn a disfavor point for the a focus item, which Cylrenel will find out from the
group. Also, any who puts on their armor outside of combat characters is the Unity Crown. Speaking ancient words of
earns a disfavor point. No more than one disfavor point power, that archfey combines all four soul fragments into
per character should be applied for this scene. the focus item, and in so doing combines the archfey and
the domains. Once done, the First Forest domain is
recreated from the combined domains, the Genesis Tree
from the combined soul fragments and archfey.
Cylrenel reiterates to the group that the joining means
the end of each domain’s archfey to recreate the First
Forest’s, and the traits of the other archfey, including the
winter archfey’s aggression, will be part of the whole.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 10
Cylrenel asks the characters: Why should Cylrenel They tell Drolynne to summon the community elders
agree to the end of their existence? It’s intended for the here for the court, advise the communities of the events
characters to take the spotlight for speaking to Cylrenel, but here and to abide through the coming disturbances. The
some prompting may be needed. Below is how the characters may wish for more immediate action, but
Consortium responds to Cylrenel’s question. Use some or all Cylrenel politely reminds them that only a resolution
of their responses in this scene: between the archfey will truly address the immediate
situation.
 Master Reader Nalia Bok’Saar. “Your existence will be In the meantime, the archfey takes the characters into
transformed, not ended, into a being the soul fragments of the Greentrees to rest overnight. It’s clear inside the palace
Genesis Tree wish restored.”
that there is additional magic creating extradimensional
spaces within these entwined trees. Cylrenel brings them to
 Pax Gosseldt. “We’ve not questioned the merits of the Joining a large room with moss beds and a view outside that the
enough. Maybe the new domains are meant to stay.” archfey closes off with vines. They bid the characters and
consortium good night and leave.
 Jaqui-Jacques of the Yuirwood. “Axiotimmus and Aelfdene
Jaqui-Jacques of the Yuirwood remarks aloud, “We
know the First Forest must be restored. The soul fragments as should search the lore we brought for anything that could
well. Speak to them and see their wisdom.” help.” Master Reader Bok’Saar agrees and directs the
 Othlus Aptreeder. “Maybe you shouldn’t. Maybe there’s consortium to follow her for more research. Bok’Saar
directs the characters to rest overnight for now, as the
another way. Ending this haven feels wrong.”
challenges now are more suited to their skill sets. Once they
 Sembus Cerean and Buster. “Have faith in your vision of the have a plan, they’ll come for the characters then. As they
First Forest. Let that guide you to the greater goal.” “Ruff ruff!” leave, Pax Gosseldt wonders aloud, “Are we doing the right
Cylrenel will sagely nod to Buster, understanding perfectly what thing?” Allow the characters to respond if they wish, but
was said, that he likes them as they are now. Bok’Saar responds with “It’s the will of the soul fragments,
and that should be enough.”
AN ALTERNATIVE
Cylrenel then proposes an alternative to the group. Instead NO TIME TO REST
of the Joining, the archfey could connect their domains If the characters insist on not resting, allow them to
together with magical crossings. In time, the lands continue escorting the consortium or patrolling the domain
themselves will move to border each other. Each of the as they wish. Overnight, many fey crossings and magical
domains, and their archfey, would remain as they are. In shortcuts open. The consortium learns about them and
times of dispute between the denizens, the archfey would opens a fey crossing back to Candlekeep to acquire more
convene a court between them to resolve. This is a lore. They also witness the arrival of the other archfey and
possibility Cylrenel believes the soul fragments of the First the beginning of the parley (see Part 3), though only Master
Forest would accept (based on their communication with Reader Bok’Saar is allowed in the parley. And of course, the
Springsap). disturbances get worse.
However, similar disturbances would appear in the other Characters forgoing the long rest learn how to open the
domains with the soul fragments and Unity Crown being magical shortcuts themselves and use them to help some
close to each other. The solution: Destroy the Unity Crown. communities deal with the disturbances. Award inspiration
That would prevent the lands from subconsciously joining to the characters. There’s no other benefit and thematically,
together and remain as they are. Of course, the option to do the characters resist the beginnings of exhaustion when
the Joining would be forever gone. starting Part 3 (no game mechanic penalties from this).
Cylrenel then rhetorically asks to the group, Do they
want Cylrenel agree to the Joining? They do not want an FAVOR POINTS
answer now, though they will hear it if the characters wish
to answer. Rather, they want the characters to spend time Cylrenel is still weighing the characters’s trustworthiness. If
considering the question and answer Cylrenel at a later they had respectful dealings with the archfey, the group
time. earns a favor point. If the characters answered
thoughtfully to Cylrenel’s question after they explain the
Joining, the group earns another favor point. If any in the
TIME TO REST group were rude, such as still bearing weapons, wearing
Cylrenel feels much discussion needs to happen before a armor or interrupting the speech of others, they earn a
decision is made. They will convene a court of the domains. disfavor point for each infraction, no more than 1 for
They will invite all the archfey of the Genesis Tree each character in this scene. Regardless of gained favor or
fragmented domains and invite other eladrin elders as disfavor, Cylrenel peacefully smiles at all times without
advisers. giving away their opinion of the characters.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 11
PART 3: THE PARLEY
Estimated Duration: 120 minutes

The four archfey meet in a parley about the Joining. But as


they do, Ariholme suffers from continued environmental
A NUDGE HERE AND THERE
disturbances. Also complicating things, one archfey is In the morning, the consortium bid them to wait while the
steadfast against the proceedings. The consortium has a archfey spoke, offering to bring news when available. After
plan to nudge things to go faster. a few hours, the consortium, led by Master Reader Bok’Saar,
The consortium’s plan is for the characters to perform approach the characters to show them what has happened
deeds to gain the archfeys’ favor and use this to influence to Ariholme.
the archfey to reach resolution sooner. Influencing the Looking out from Green Mountain, the small weather
discussions is Story Objective C. disturbances from before have grown into snowstorms,
floods, and other dangerous environments that threaten the
THE ARCHFEY COURT IS NOW IN SESSION domain, with only a few sections of the prior idyllic
landscape remaining. Master Reader Bok’Saar speaks with a
Overnight, Cylrenel contacted the other archfey and sent hint of exhaustion in her voice, “The other archfey arrived
Drolynne to summon the eladrin elders to Greentrees to some time ago to meet with Cylrenel about the Joining. I
discuss the Joining. The fey arrive swiftly and begin the hoped it would be soon agreed on, but Cylrenel required a
talks at dawn. The archfey limit who can attend the talks to critical discussion of all sides before agreeing to anything.
themselves, their eladrin advisors and Master Reader Now it’s become a parley between all four archfey, each
Bok’Saar of the consortium. with different stances, while this domain suffers. Help is
Discussions go slowly for two reasons: needed to resolve the parley sooner and end this suffering.”
Master Reader Bok’Saar knows the parley moves too
 First, Cylrenel painstakingly queries the archfey about slowly right now. But there’s hope. The consortium has
their domains, down to specific details, in an effort to learned of critical tasks that, if the adventurers address
accurately predict the outcome of the Joining and its them, can earn favor with one of the archfey. With that, they
value. may be able to end the parley sooner.
 Second, depending on the characters’ overall goal, one Provide the players with Appendix C and have them fill
archfey is in opposition to the proceedings and has in at the top the name of the archfey they are trying to
spoken ill of the consortium and characters to other earn favor with. This handout lists brief descriptions of the
archfey (giving the characters 5 disfavor points at the various tasks the adventurers can do to earn favor with the
beginning of this section): archfey. Each task can be completed for 2 favor points OR
 If the characters want the Joining to occur, Balsovus is for a certain indulgence from an archfey, some of which
greatly opposed. includes favor points. They also list the likely method of
resolution, combat, social, or exploration, to help the
 If the characters don’t want the Joining to occur anymore players pick what they want to do.
or are otherwise ambivalent, Axiotimmus is greatly The characters have two goals. Amass as many favor
opposed. points as possible and have the opposing archfey agree to
the characters’ desired decision. If the characters can get
The Feywild Exploratory Consortium listened in on these two other archfey to make concessions to the opposing
proceedings with concern. At this rate, the parley could last archfey, the opposing archfey will agree to the characters’
days, if not longer. And the consortium sees the continued desired decision. There’s also actions that can immediately
deterioration of Ariholme, something that seemingly does get the opposed archfey to agree to the desired decision.
not distress Cylrenel into urgency. They gathered The missions the adventurers can go on are:
information from the archfey speaking and from the
arriving eladrin elders who brought news regarding the  Seek Shelter (social/exploration)
domain. Pushing themselves overnight, together, they’ve  Ginevra (social/combat)
concocted a plan that requires the characters to enact.  Kolth (exploration/combat)
 Calm Disagreement (social/exploration)
 Who’s Taking Lead? (social/combat)

A concession usually involves one archfey using their


resources to resolve a fey pact the opposing archfey is
under. Alternatively, one archfey would accept a ruling the
opposing archfey wishes if the Joining does not occur, such
as agreements to assist if the opposing archfey requests it.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 12
TIMING SEEK SHELTER
Advise the players that each task should take about 20
minutes of game time to resolve, with combat tasks running A severe thunderstorm and flash flooding batters a
a bit longer. It is unlikely for them to complete all of the community of small folk. The community lacks the skills to
tasks, so they should choose mindfully. When there’s less deal with this and need help to survive. The adventurers
than 45 minutes left for the game session, allow the players must travel the storm themselves, find the community, and
to finish the task they are on and then move to Part 4. help them move somewhere safer.

DON’T RUSH THE ENDING Stepping through the fey shortcut, a thunderstorm booms
Proceedings happening in a calm and timely fashion is a theme of overhead with flashes of lightning and heavy rain. Heavy winds
this domain. It’s important to give Part 4 enough time to reinforce whip the trees around, throwing loose branches and debris
this theme. If a task drags too long at the end, the soul fragments from above. From what Gosseldt said moments ago, the
of the Genesis Tree will create magical portals near them. Master community is down into the valley, near the lowest point.
Reader Bok’Saar comes through telling the characters that the
archfey are about to reach a decision and they should come back
now. AREA INFORMATION
This scene takes place in a valley near the edge of Ariholme.
MAGICAL SHORTCUTS A swath of the autumnal domain of Yysephtul overlays this
valley, magically causing a severe storm. The characters
The arrival of the other archfey and the power of the soul start near the top of this valley and travel further in. This
fragments opened many fey crossings and magical valley currently has the following features.
shortcuts that allow the consortium to reach Candlekeep Dimensions and Terrain. The valley slope is about 2
and spirit the adventurers to where they’re needed on this miles long to the valley floor. Once located, gnarled root
quest. The magical transport provides great shortcuts but bridges can be used to travel faster, rising over the ground
are not perfect and some added travel may still be needed. by about 10 feet, but are treacherously slick in places. The
Before each task, a consortium member briefs the valley’s lowest point, where the community is, is flooded to
characters and direct them to the magical shortcut closest a depth of 6 standing inches and rising.
to the area. Lighting. The storm clouds cause the area to be dimly lit.
Gosseldt retrieved magic items from Candlekeep, Heavy Precipitation and Strong Winds. The
providing them to the characters to help (see Treasure). environment causes everything to be lightly obscured and
The Consortium continues to answer questions until the all creatures have disadvantage on ranged weapon attacks
characters are ready to go. and Perception checks that rely on sight or hearing. It also
extinguishes open flames, disperses fog, and makes flying
WEAPONS AND ARMOR by nonmagical means nearly impossible. A flying creature
Cylrenel’s focus is split, but they maintain a general must land at the end of its turn or fall. Brisk freezing air
awareness of the domain. They’ll know if the characters blows and a creepy laughter comes from the trees. The cold
disobey the rules when interacting with Ariholme’s air causes each character to make a DC 10 Constitution
denizens as well as any acts of excessive aggression. They saving throw at the start of their turn or suffer
also know if a character openly wears their armor or disadvantage to attack rolls and ability checks until the
brandishes weapons around the domain (unless hidden start of their next turn.
somehow, such as with an illusion). Brief use, such as only Lightning. When directed to check for lightning strikes,
in combat with non-Ariholme residents will go unnoticed. each character should roll a 1d6. On a roll of a 1, the
Note, all the archfey have truesight, which will be able to character is struck by lightning, suffering 1d10 lightning
see through illusions if they are within line of sight. damage (DC 12 Dexity saving throw for half damage).
Each infraction earns a disfavor point, limited to one
per character in each section. ADJUSTING THE ENCOUNTER STARTS
Here are some suggestions for adjusting this scene:
TREASURE  Very Weak: The DC for all saving throws and ability checks in
The consortium provides additional aid to the characters to this scene is reduced by 2.
handle the rules of the domain. Gosseldt offers a  Weak: Reduce the lightning damage to 1d6.
masquerade tattoo to the group, noting that its effects are  Strong and Very Strong: Characters are struck by lighting on a
enchanted to last 8 hours. A character disguised in this roll of a 1 or 2 on the 1d6.
manner is not seen as breaking Ariholme’s armor rules to
its denizens. Gosseldt also provides a scroll of darkvision,
a scroll of dispel magic, and a potion of greater healing.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 13
FINDING THE COMMUNITY AFTERMATH
Finding the community takes an hour of time, requiring all If the characters are successful, the community takes
characters to check for lightning strikes. A group DC 12 shelter in the valley’s caves and the characters can return
Wisdom (Survival) check is needed to find the community through the magical shortcut. Before they go, a community
quickly. Otherwise, they spend extra time before they find member asks, “Is our peaceful way of life here gone
the community, causing all characters to again check for forever?” Regardless how they answer, the community
lightning strikes. During this, the group will notice small accepts it; the question is meant for the characters to assess
caves on the way down. their overall actions in this adventure.
If not successful, the community stops listening to the
EIGHTH, A SMALL FOLK COMMUNITY adventurers further, returning back to their original homes
27 small humanoids (gnomes, kobolds and goblins) or cramming in the few caves they found.
This community is similar to the eladrin one, except all of the Either way, the characters return back through the
shelters are built at ground level. The people here portray a calm magical shortcut to Green Mountain without further
demeanor, but the stress in their voices reveals their panic. incident.
What They Want. The community wants to be safe from the
bad weather. FAVOR POINTS
What They Know. Their ancestors fled to Ariholme after being
hunted by terrible monsters, like giant worms, vengeful dragons, The characters may gain 2 favor points, as both
and typical humans. Ariholme is all they’ve ever known, never Axiotimmus and Cylrenel are pleased with this.
needing to even build a fire, much less other survival skills. Or instead, they gain 1 favor point with Cylrenel and
may have Axiotimmus make a concession to Balsovus in
LEADING TO SHELTER the parley for the Joining. If they request this, Axiotimmus
will comment to the characters that peaceful paradise
The community, cold and miserable, huddles underneath
nurtures people to helplessness and that this domain needs
their thin, flooded shelters at the base of these trees. Their
to be joined, not saved. These points the archfey wanted the
community elder went to Greentrees to seek the archfey’s
characters to see for themselves.
help but must wait their turn while the archfey takes time
Or instead, they gain 1 favor point with Axiotimmus
to make decisions. Meanwhile, the severe weather
and may have Cylrenel make a concession to
threatens the community now.
Axiotimmus in the parley for not doing the Joining. If
The following are the problems the characters need to
they request this, Axiotimmus will comment to the
handle to save the community. They can retry ability checks,
characters that peaceful paradise nurtures people to
but on the third ability check failure, the village loses faith
helplessness and that they’re disappointed this will
in the heroes, returning to their initial homes OR, if it
continue. The first point, the archfey wanted the characters
happens during Finding Shelter, they cram into the few
to see for themselves though they hoped for a different
caves the characters found.
outcome.
Get To Higher Ground. The prospect of leaving their
homes in this storm scares the community. A DC 12
Charisma (Persuasion) gives them courage to follow the
characters out. Alternatively, a character may explain the
dangers of staying with a DC 12 Intelligence (Nature) check
to convince the community to go.
Slippery When Wet. The wet bridges buffeted by strong
winds overwhelm and slow the community. A DC 12
Strength (Athletics) or Dexterity (Acrobatics) check helps
the community over the hazardous terrain quickly.
Alternatively, a DC 12 Wisdom (Medicine) check tends to
the community’s wounds to bolster their resolve. Check
again for lightning strikes in this section.
Finding Shelter. The valleyside has several caves
suitable for shelter, but the characters need to find enough
for the community. A DC 12 Wisdom (Perception or
Survival) check finds enough appropriate shelter.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 14
GINEVRA DIPLOMACY
Ginevra is a mix of emotions that the characters may reach
Ginevra uses her potent magic to stop the Joining because out to. First, they must get her to stop ignoring them.
Aelfdene, her love, would be gone forever. Aelfdene does Afterwards, they must convince her to stop.
not wish harm to Ginevra, but they want her stopped, Ginevra fires back retorts to the characters justifying her
preferably with words, since her magic worsens Ariholme. actions. The characters must confront each retort,
When the adventurers meet Ginevra, they must convince persuading her to stop with a DC 12 Charisma (Persuasion)
her to stop, through diplomacy or force. ability check or with another skill depending on the
Jaqui-Jacques of the Yuirwood reminds the characters of character’s argument, such as Intelligence (Arcana) check
recent events between Ginevra and Aelfdene. Ginevra and for explaining why Ginevra’s ritual won’t work. Characters
Aelfdene were in love with each other, but Aelfdene became who oppose the Joining like her must still convince her of
disappointed upon learning Ginevra siphoned power from their sincerity,
her students to empower herself to be the archfey’s equal. Use 2 of the 3 retorts below. Sample counter arguments
Aelfdene withdrew from Ginevra to focus on their archfey the characters could use are also listed below, in case the
duties. Ginevra refuses to let go of her love. players get stuck coming up with a counter.
I Won’t Let Her Die! A successful ritual means Aelfdene
The steamy air and sudden emergence of biting insects assault merges with the other archfey to create a new archfey for
the senses on the other side of the magical shortcut. The thick the First Forest. Aelfdene likely never returns. Counter
area of forest is overgrown with tall grass and thick ferns. arguments include that it’s Aelfdene’s choice and part of
Through the trees a short distance away, a woman stands in a Aelfdene will live on in the new archfey.
ritual circle surrounded by an arcane field manipulating potent I Love Them And Won’t Let Them Go! Ginevra wants to
magic. A troop of elemental creatures block passage to her. believe the relationship can be saved now that she’s not
endangering her students, which is why Aelfdene left.
Counter arguments include that broken trust is impossible
Ginevra summoned a water elemental (replace the acid to restore, or that true love requires respecting Aelfdene’s
resistance with fire) and two steam mephits to guard her. choice, even if it means losing her.
Two mephits blast their steam breath as warning when a Merge The Domains But The Archfey Don’t Have To
character gets within 20 feet. The other elementals point Merge! Ginevra knows that’s not how the Joining works but
for the characters to leave. Ginevra ignores the characters. grasps at straws for a compromise, like having a court
council of the four archfey instead of a single ruler. Counter
AREA INFORMATION arguments include explaining that the archfey are directly
Discerning characters who played DC-WBW-GaryXIV-02 tied to the domains; it isn’t possible to merge one and not
identify this area as forests from both Samhradh and the other.
Ariholme overlaid on top of each other. This open section of
forest currently has the following features. COMBAT
Dimensions and Terrain. The wet ground is covered by Ginevra can easily dispatch the characters but must focus
heavy overgrowth and some raised roots, creating difficult all her attention on the ritual. The elementals won’t attack
terrain for hundreds of feet around. The gnarled trees raise until the characters do so first. If combat breaks out,
70 feet above. The dense forest trees and ferns offer plenty Ginevra is saddened it’s come to this. She ends the ritual
of cover. The arcane field poses no danger. after the elementals are defeated or she takes 60 points of
Lighting. The light suffuses through the steam creating a damage. If a character is reduced to 0 hps, Ginevra orders
brightly lit haze. Creatures more than 30 feet away are the elementals to stabilize them or to attack non-lethally
lightly obscured by the steam. going forward.
Atmosphere. The uncomfortable summer hot Use DM discretion to reduce these requirements if the
temperature also poses no dangers but is cooled by light characters attempt a hybrid approach.
breezes. Unlike most of Ariholme, which is peacefully quiet,
the forest here is alive from insects buzzing and croaking ADJUSTING THE ENCOUNTER STARTS
frogs. The area stinks of a swamp with no obvious source Here are some suggestions for adjusting this scene:
for the smell.
 Very Weak: Remove the water elemental and add two magma
mephits. Ginevra ends the ritual if she takes 30 points of
damage
 Weak: Remove the water elemental and add four magma
mephits. Ginevra ends the ritual if she takes 40 points of
damage
 Strong: Add one steam mephit and three magma mephits
 Very Strong: Add one water elemental and two magma
mephits

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 15
AFTERMATH The daytime lighting dims approaching this area, until it
If the characters are successful, Ginevra sheds a single tear becomes twilight. The freezing cold causes the slightly iced
and stops the ritual. In everyone’s heads, a gentle telepathic ground to crunch and breath to foggily frost. Beyond that, the
voice speaks saying “I’m sorry, Ginevra”. Ginevra responds Ariholme forest looks the same as ever, with gnarled trees,
with “So am I Aelfdene,” then tells the characters she’s drifting mist clouds and a light breeze that makes the cold a bit
returning home. She then leaves via a plane shift spell worse.
If not successful, Ginevra continues the ritual.
Unconscious characters are taken back by the steam The only direction Aptreeder provides is to find a barn
mephits to the fey shortcut, where Gesseldt retrieves them. where the lighting is darkest and wishes the characters
Either way, the characters return back through the fey good luck. The directions are easy enough to follow and
shortcut to Green Mountain, conscious or unconscious. after about an hour’s search, they find an area dark as a
moonless night. Shortly thereafter, they find a decrepit barn
FAVOR POINTS with two helmed horrors acting as sentries.
The characters may gain 2 favor points, as both Aelfdene
and Cylrenel are pleased with this. AREA INFORMATION
Or instead, they gain 1 favor point with Cylrenel and The barn has a single open ground level room with a
Aelfdene, feeling a responsibility for Ginevra’s actions, smaller overhead loft. The decrepit barn and the clearing it
exerts their power to reduce the disturbances, which gives sits in have the following features.
the characters advantage on all saving throws and Dimensions and Terrain. The barn rests in the center of
ability checks against environmental effects. a magically landscaped 60 foot square clearing. The low
Or instead, they gain 1 favor point with Cylrenel and grass is cut, and the ground crunches audibly underfoot
may have Aelfdene convince either Axiotimmus to not without a DC 12 Dexterity (Stealth) check. The barn is a 30
do the Joining or Balsovus to do the Joining in the foot square building with 20 foot wide double barn doors
parley. on one side and a medium humanoid sized door on the
opposite side. Both doors are open but can be barred from
KOLTH the inside. The magical wards on the barn prevent all
teleportation in and out its confines.
Balsovus senses the domain disturbances brought their Ground Floor Barn. Hay and the smashed wood of two
captive creation, Kolth, here to Ariholme. Balsovus wants stalls lie strewn about. Offal sits in one corner and a bucket
them freed before Cylrenel finds them. Kolth is likely as of water in another. 10 foot long chains in the center bind
wicked as their archfey creator, but this is a great Kolth. A ladder on one wall goes to the overhead loft.
opportunity to coerce Balsovus to agree to the Joining. Written in wolf blood on the walls, in Sylvan, “My Kolth.
Through roguish tactics or combative ones, the adventurers Take Your Power! Forever Feed!”.
must free Balsolvus’s captive. Overhead Barn Loft. The loft is over the humanoid size
Othlus Aptreeder explains that unlike the other archfey, door and is 10 feet long. Several openings in the ceiling lead
Balsovus is predatory and vile. In Haratath, they created outside. More than 100 pounds of weight causes the wood
horrible monsters to frighten the denizens and literally fed to creak except with a DC 12 Dexterity (Stealth) check.
off their fear. If Balsovus created Kolth, then they are Lighting. Thick clouds completely block the overhead
probably another horrible monster. Freeing them could be light, turning this area completely dark.
bad, but Cylrenel would want them freed as well, believing Atmosphere. Before the adventurers arrived, Haratath
every creature can embrace peace here. If Kolth causes and Ariholme overlaid each other, but Haratath has since
trouble, it’ll have to be resolved later. mostly faded, leaving behind the dark clouds, wintry cold,
this clearing and all within it. The breeze causes loose wood
THE SECRET OF KOLTH to creak and a low hum emanates from the construct
sentries. Every few minutes, a brief rainstorm of the
Unbeknownst to the consortium and characters, Kolth is a severed heads of dolls rains from the sky. The doll heads
sentient armor construct that has a unicorn trapped inside. melt into snowy slush a minute after.
Balsovus created Kolth and left them bound in a hidden
barn in Haratath, enchanted to prevent teleportation magic.
Before Kolth is complete, they need time to subsume the CREATURE INFORMATION
captured unicorn’s mind and take over the body. A helmed horror travels in a pattern around the barn,
The archfey knows that if any of the other archfey find circumnavigating it in 2 rounds, changing heights to look
Kolth, they will identify their true nature and destroy them into the double barn doors and the roof during the pattern.
to free the unicorn. It’s earlier than the archfey wants, but The construct guard respond to loud sounds, investigating
they want Kolth freed to flee the domain before the Joining, immediately. Savvy adventurers may use a DC 12 Dexterity
trusting Kolth can keep the unicorn’s mind suppressed long (Sleight of Hand) check to misdirect the constructs with
enough to finish the process. noise diversions. If the construct detects the characters in
the clearing or barn, they fight with hit and run tactics using
their fly speed to their advantage.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 16
When defeated, it is a simple matter to free Kolth (or if FAVOR POINTS
the adventurers discover her, the entrapped unicorn)
without further skill checks. If Kolth is freed, the characters may gain 2 favor points, as
Kolth has free reign over the barn’s ground level, but both Balsovus and Cylrenel are pleased with this.
currently rests to the side, dormant. Kolth does not notice Or instead, they gain 1 favor point with Cylrenel and may
the characters until they are trying to free them. At first, have Balsovus agree to the joining.
Kolth is startled and makes a loud neighing. A DC 12 Or instead, they gain 1 favor point with Cylrenel and may
Wisdom (Animal Handling) or Intelligence (Arcana) calms have Balsovus make a concession to convince
them in time before drawing in the sentries. Afterwards Axiotimmus in the parley to not do the Joining.
Kolth stays quiet, as they want to be freed. Two sturdy locks If the unicorn was freed, Balsovus is IRATE, yet the other
(AC 15, 10 hit points, immunity to poison and psychic archfey are greatly pleased. Ultimately, the adventurers
damage) bind Kolth; each may be undone with a DC 15 gain 4 overall favor points with the assembled archfey
Dexterity (Thieves' Tools) or Strength (Athletics) check. (this number includes Balsolvus’s displeasure). In addition,
After that, the chains must be unwrapped from around Balsovus inflicts a curse upon all the characters: until
them (takes an action, no skill check needed). Once Kolth is the end of the adventure, they receive no benefit from
fully freed, they race outside into the woods. magical healing. A favor point may be spent to have this
Characters within 5 feet of Kolth trained in either Arcana, curse removed from one character.
Animal Handling, Insight, or Investigation discovers Kolth’s
true nature as a construct entrapping a unicorn. Any use of CALM DISAGREEMENT
an ability that detects celestial creatures also discovers this.
A DC 12 ability check with any of the aforementioned skills Ryllae, an eladrin elder, hasn’t arrived at Greentrees as
reveals that freeing the unicorn requires the armored expected. Cylrenel will delay if all of their council isn’t
construct to be pulled off, starting with the helm. The helm present. Ryllae must be found and brought to the summit as
can be removed with a DC 15 Strength (Athletics) or quickly as possible. The adventurers are headed into an
Intelligence (Arcana) check and when removed, the unicorn unknown situation and will need reasoned thinking or
underneath uses the last of her power to teleport to the other methods to get Ryllae to Greentrees.
edge of the clearing outside. The removed armor still Sembus Cerean and Buster discovered that Ryllae and a
retains sentience and is an animated armor but can be small group of eladrin are about an hour down on Green
easily dispatched by the characters if they wish. Mountain on a cliff. Cerean knows that the other eladrin
believe Ryllae will arrive eventually and don’t feel urgency
ADJUSTING THE ENCOUNTER STARTS to get her here sooner. But if the parley is going to finish
Here are some suggestions for adjusting this scene: quicker, Ryllae needs to be here. Buster leads the characters
to Ryllae’s location on foot.
 Very Weak: Remove the helmed horror and add an animated The large mountain cliff juts impressively over the
armor and two flying swords
forests of Ariholme, providing a stunning view even with
 Weak: Remove one helmed horror and add an animated armor the chaotic weather as a backdrop. About 20 feet from the
 Strong: Add two animated armors cliff’s farthest point, a portal made of vines and flowers
 Very Strong: Add two animated armors and a helmed horror stand upright. Sitting within is a serene looking eladrin
facing about a dozen other visibly frustrated eladrin.
AFTERMATH
If the characters are successful freeing Kolth or the AREA INFORMATION
entrapped unicorn within, any remaining construct sentries
become dormant, their orders discharged. If the unicorn The cliffside is actually concealed under a hallucinatory
was fully freed, they require a short rest or 5 hit points of terrain spell, which the characters are unlikely to notice
magical healing to recover enough strength to take any sort immediately. The changes between the actual terrain and
of actions. If the unicorn receives the rest or healing, she the false terrain are slight. This cliffside has the following
touches one character with her healing touch ability and features.
gallops away. Dimensions and Terrain. The area has a base width of
If the characters are defeated, they wake up an hour later 150 feet, slowly tapering off forward, under the illusion,
with 1 hit point and the clearing completely empty, no barn, after 170 feet to a 20 foot wide edge. The illusory portal is
no constructs, no Kolth. The Ariholme forest magically set 20 feet from the illusory cliff's edge. In reality, the actual
grows in to fill the space left behind. portal (considered natural terrain) sits just past the illusory
Either way, the characters return back the way they came cliff’s edge and the actual cliff extends another 10 feet.
through the magical shortcut to Green Mountain. Lighting. This open area is brightly lit from the ambient
light of the domain.
Spring Atmosphere. Despite the horrible weather a few
hundred feet away, this cliffside is peaceful, covered with
blooming flowers. Like the rest of Ariholme under normal
circumstances, it’s slightly humid with a warm temperature
and a delightful breeze.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 17
THE SITUATION conjecture than fact. On a success, Ryllae finishes fixing the
portal and activates it, allowing the other eladrin to leave.
In Ariholme, Cylrenel promised everyone an opportunity to Convince the other Eladrin to stay. The characters may
leave and return to their home whenever they wished. This emotionally appeal to the other eladrin to stay in Ariholme,
option is seldom used because most enjoy this halcyon with a DC 12 Charisma (Deception or Persuasion) check.
domain. However, fourteen eladrin from the communities The characters could surmise Ryllae’s true reason for
have discussed leaving for quite some time, fearful that the blocking them from leaving and use that argument.
domain has stifled their emotions and creativity. With Alternatively, they could explain that they can explore their
recent events, these eladrin felt now is when they needed to emotions here just as well as anywhere else (or in the First
leave. Forest). On a failure, the other eladrin dismiss the argument
Ryllae learned of this and reasoned that this exodus must and still wish to leave. On a success, the other eladrin
be prevented. In Ryllae’s mind, these eladrin are making an reconsider their stance.
emotional decision out of fear, not calm reason. Secretly, One of the younger eladrin asks for inspiration from the
she also believes these eladrin leaving would start a mass characters, like music or poetry or some other art. They are
evacuation that would weaken Ariholme before the Joining, unsure they’ve ever witnessed true creativity, just
thus weakening their influence in the First Forest. Ryllae uninspired beauty that repeats every day without variation.
got here first and cast this hallucinatory terrain spell to They long for an outlet to connect their emotions through.
prevent the others from using the portal. The characters have numerous options but ultimately must
When the other eladrin arrived, they tried to use the use a DC 12 Charisma (Performance or another proficiency)
portal but failed, not realizing it was an illusion. They to inspire the eladrin. On a success, the eladrin pepper the
believe it failed because Ryllae is physically blocking the characters with questions for a few minutes and then leave
portal from opening. The other eladrin could find another back down the mountain with their new art.
portal to leave through (several are open in Greentrees),
but now that Ryllae has intervened, they feel they must
convince her of their merits for leaving before they do so.
ENOUGH TALK
Throughout the scene, Sembus Cerean remains in the The characters could simply try to activate the portal
background, though he nods as the younger eladrin make themselves. While examining it, a DC 16 Intelligence
good points. Buster sniffs around the area. The characters (Investigation) check allows a character to see through the
may remain here and retry these tasks as often as they illusion. Characters trained in Arcana or Nature have
wish; these eladrin are quite patient. The only issue is the advantage on the Intelligence check. Those trained in
amount of time the players spend here instead of in other Animal Handling see Buster acting oddly near the “cliff
scenes in Part 3. edge”, which also grant advantage on the Intelligence check.
Use of spells like detect magic provide clues that also grant
LEADING THE DISCUSSION advantage on the Intelligence check. Special senses like
blindsight see right through the illusion. Once seen through,
At first, Ryllae and the other eladrin tell the characters to these characters can easily help others see through it.
return back to the parley at the summit. The characters can At this point, Ryllae informs everyone that the portal is
convince the eladrin to discuss the situation with a DC 12 damaged from earlier disturbances. It cannot be used
Charisma (Deception or Persuasion) check. On a success, unless fixed and fixing it without the proper knowledge is
both Ryllae and the other eladrin lay out their viewpoints dangerous. She can fix it but will not do so unless convinced
(see The Situation), though Ryllae doesn’t give her secret (see Leading the Discussion).
reason yet. From here to reach resolution, the characters If the party decides to repair the portal without Ryllae,
must choose a side and convince the opposing one. provide the characters with Appendix E: Portal Vines. A
Convince Ryllae to let the others leave. The characters central petrified vine creates an archway for a magical
must provide Ryllae a logical reason for the other eladrin to portal. 10 numbered vines wrap upwards around the
leave. They could restate the other eladrin’s arguments in central vine in order, 1 thru 10 and are entwined at the top.
their own words or use a different argument altogether, From here, five vines have come unwrapped, dangling from
such as the other eladrin’s right to freedom of choice. A DC the top. The other five come down, wrapped around the
12 Intelligence (History or other appropriate skill) check is central vine as shown in Appendix E, numbered in order
needed to convince Ryllae. On a failure, Ryllae counters beginning with eight at the bottom, then five, four, nine, and
their argument and a new argument must be used. On a finally one. Vines two, three, seven, six and ten need to be
success, Ryllae drops the illusion, informs the group the placed back, but in a particular order.
portal is damaged and begins fixing it. Each time an incorrect vine is placed, the creature placing
Just before Ryllae finishes fixing the portal, she shares the vine suffers 2d10 force damage (DC 12 Constitution
her secret concern, regarding Ariholme being weakened if saving throw for half damage). A mage hand cannot be used
many start to flee. The other eladrin hesitate hearing this. to manipulate the vines, but an unseen servant could.
Ryllae wants them to delay until the Joining is resolved. A After 2 minutes, one of the younger eladrin says the
DC 12 Charisma (Persuasion) check convinces the other order is definitely not mathematical and that there must be
eladrin to maintain their resolve to leave. Alternatively, the some different discoverable order. Ryllae can’t help but nod
characters can fix the portal (see Enough Talk) or can in approval, confirming the statement, pleased at the young
counter Ryllae with a DC 12 Intelligence (History) or eladrin’s astuteness.
Wisdom (Insight) check, stating her last concern is more

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 18
After 5 minutes, the young eladrin offers to place a vine. If Bok’Saar reminds the characters of Ariholme’s rules and
allowed, they get lucky with placing the next vine and then anyone wearing armor, even if hidden by magic, should
are wrong (unless there’s only 1 vine left) on the next vine. remove it for the parley.
They suffer the force damage and are at 0 hit points and At the parley, the autumn archfey Axiotimmus gives a
dying. Ryllae will stabilize them. None of the other eladrin detailed account of their domain. Cylrenel highlights the
try to fix the portal after that. similarity between the other domains, identifying points of
The answer, the vines must be placed in alphabetical examination for determining what would happen after the
order. Thus, seven would follow, then six, ten, three, and Joining. The archfey discuss this one point for well over an
finally two. Once the portal is fixed, it’s easily activated and hour before Cylrenel calls for a return to a previously
Ryllae knows she’s been beaten, The other eladrin leave discussed topic.
through the activated portal.
AREA INFORMATION
AFTERMATH The parley occurs in an audience chamber Cylrenel grew
If the characters are successful in resolving the overnight within the ficus trees that make up Greentrees.
disagreement, Ryllae travels with them back to the summit Sound magically carries to all areas, letting all easily hear.
of Green Mountain. If resolved through calm discussion or Known only to Cylrenel, Springsap also hears everything
teaching the eladrin new art, Ryllae blesses the that occurs in this chamber. This grand audience chamber
characters, giving them a fey boon: each character gains has the following features.
a 1d6 they may roll to add the result to any ability Dimensions and Terrain. The chamber is mostly circular
check they make in the next 24 hours, before they know in shape, 100 feet in diameter, with a 20 foot high ceiling.
if the check succeeded or failed. Though respectful of the Thick roots form shapes to act as the room’s furnishings:
character skills, Ryllae doesn’t grant the boon to those that chairs, benches, and pedestals. Two pedestals, 15 foot in
just fix the portal and ignore the philosophical merits of the diameter and 3 feet tall, rise in the center. One side of the
actual disagreement. chamber between two archfey (see Creature Information)
If the characters are not successful, the eladrin remain as opens outward over Green Mountain, providing views of
they are, stuck in their disagreement. Unless the characters the domain and disturbances.
have something new to say, none of the eladrin present Lighting. Multiple rays of light filter in from above
speak with them any further. through the ficus trees and light comes in from the open
Either way, the characters may return up the mountain section of the chamber. This area is brightly lit.
paths back to the summit of Green Mountain. Spring Atmosphere. Greentrees remains as pleasant as
ever, with a field of flowers just outside, swaying under a
FAVOR POINTS nice breeze. As normal for Ariholme, it’s warm and slightly
humid.
If Ryllae is returned to the summit of Green Mountain, the Great Acoustics. All sound, including whispers, carries in
characters may gain 2 favor points, as Cylrenel is very this chamber for all to hear easily.
pleased with this. Malleable Furnishings. Cylrenel wills the chamber to
Or instead, they gain 1 favor point with Cylrenel and may reshape as they see fit. Small changes happen in seconds
have Cylrenel make a concession to convince either while larger changes, affecting a quarter of the room or
Axiotimmus to not do the Joining or Balsovus to do the more may take a few minutes to manifest.
Joining in the parley.
CREATURE INFORMATION
WHO’S TAKING LEAD? All four archfey are present in this scene, sitting equidistant
This option is only available after the characters finish one from each other around the chamber. Though their
other task. statistics are not provided, each archfey has truesight. In
A fundamental disagreement arises at the parley and the addition, the three soul fragments of the Genesis Tree rest
archfey want the adventurers to resolve it. The characters on one of the central pedestals. Springsap is inside the
must make a decision and defend it to the other archfey. walls, floor and ceiling of this chamber. Though not visibly
Just outside of the audience chamber, Master Reader present, they are aware of everything happening here.
Nalia Bok’Saar briefs the characters and then brings them Cylrenel’s eladrin advisors sit behind them. Master Reader
into the chamber. The disagreement is between the Nalia Bok’Saar leads the characters in, but also has a
Axiotimmus and Balsovus regarding who the lead archfey designated seating place in the audience chamber.
will be in the Joining to recreate the First Forest. From the
start in DC-WBW-GaryXIV-01, Axiotimmus intended it to be BUT WE OPPOSE THE JOINING?
themselves. Balsovus wants to be lead, believing the other If the characters are against the Joining occurring, this scene still
archfey fear them and will suppress them if any of them are occurs. Cylrenel wants all possibilities discussed and the lead
the lead. This is Balsolvus’s primary reason to oppose the archfey for the Joining ceremony is an important point of
Joining. Even if they have already agreed to the Joining, contention to work out. If the characters refuse to truly discuss
Balsovus wants to be the lead archfey. this, Cylrenel thanks them for their input and dismisses them from
the proceedings. No favor points are earned.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 19
Cylrenel welcomes the characters, explaining they have The archfey goes on to explain the rules to be three
become briefly involved in the parley. They ask if the party strikes: Each side selects a champion and they win if they
has questions after Bok’Saar’s explanation of the point of land three strikes on the opponent. Cylrenel, still troubled,
contention. Balsovus argues that they are the best choice as modifies this to allow the character to also win if they never
lead archfey, as they’ve studied the Unity Crown more than attack and successfully avoid three of their opponent’s
anyone. Axiotimmus states that they can be trusted to lead strikes. The opposing archfey agree.
the Joining to equally include all four archfey, whereas Once the archfey and party agree, all feel a magical touch
Balsolvus’s known monstrous tendencies cannot be trusted. and instinctively know this combat binds all parties into a
Aelfdene remains quiet and impartial to both fey, viewing fey pact to accept the outcome. The characters must now
Axiotimmus’s preexisting desire to be the lead archfey in select a champion. That champion must choose their goal to
the Joining as troubling as Balsolvus’s aggression. Cylrenel either strike the opponent three times or avoid three
is as serene looking as ever and withholds comment. attacks. A strike includes any attack that deals damage to
Neither desires to be the lead archfey themselves. the opponent, not including a successful saving throw for
half damage. If either creature becomes unconscious,
SEALED WITH A PACT Cylrenel calls the combat immediately for the still conscious
creature. Cylrenel wills the chamber to move the central
The archfey want the characters to choose who should be pedestals to the walls, creating a 40 foot wide circular
the lead fey lead the Joining and explain their reasoning. section for the combat to take place. Leaving the room is a
Once done, the opposing archfey objects and demands to forfeiture.
know why they should accept this from outsiders. Cylrenel The opposing archfey has two options for a champion.
redirects the question to the characters to answer. A DC 15 They may
Charisma (Persuasion) check convinces the archfey to
concede.  Summon a Darkling Elder dressed in the same way as in
If the Charisma check is failed once, the opposing archfey Part 2. For this combat, as an action, the darkling elder
rejects the situation and calls for things to be settled by can also throw a single dagger with a +5 bonus to hit,
combat. The characters can retry the Charisma check with a dealing 1d4 piercing damage and 2d6 necrotic damage.
new argument, however if the check fails again, the
 Instantly grow a plant construct of the character’s
opposing archfey will only accept the combat option from
here on. selected champion! That construct has all the same
For Balsovus to concede to Axiotimmus being the lead statistics and capabilities as the character, except their
archfey, they demand that someone accept a fey pact in type is plant and has vulnerability to fire.
recompense. They will take a fraction of their essence and
place it inside the character. There it will remain until they AFTERMATH
leave the archfeys’ domains where, unbeknownst to the One way or another, between Axiotimmus and Balsolvus,
character, it will go to a new creature that they touch. If one is determined to be the lead archfey for the Joining. The
refused by all characters, Balsovus only accepts the combat defeated archfey very reluctantly, but publicly, agrees that
option from here on. the other will be the lead archfey.
For Axiotimmus to concede to Balsovus being the lead As the characters leave, Axiotimmus asks to speak
archfey, they demand that someone accept a fey pact. The privately with the characters. They tell them that the
character will journey to the Summer Court to tell them of characters will have an opportunity to give closing remarks
the entire tale, from when the characters first entered the about whether to complete the Joining. They express that
Domains of Delight up to now. Then every autumn though they greatly favor the Joining, the proceedings have
afterwards, they must tell this story to six different softened their opinion. Axiotimmus parts, stating that they
adventurers. If refused by all characters, Axiotimmus only look forward to their closing remarks, no matter which side
accepts the combat option from here on. they choose.
In both cases, characters who accept the fey pact gain the
gift of proficiency: they gain proficiency in a skill of their
choice for the duration of the adventure. FAVOR POINTS
In all cases, all of the archfey now agree to the Joining
SEALED WITH A COMBAT (Balsovus doing so reluctantly if they are not the lead
archfey). Axiotimmus needs one less concession to agree to
Axiotimmus and Balsovus would prefer to solve this with not do the Joining.
combat anyway, an option Cylrenel opposes. The characters If solved without combat, the characters gain 2 favor
may ask for this option at any time or the opposing archfey points amongst the group of archfey in addition to the
may require it. Once chosen, the opposing archfey demands concessions above.
that one of the characters serve as champion to oppose If solved with combat, no favor points are gained here
their champion.
as two archfey are pleased and two are displeased by how
the situation was solved.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 20
PART 4: CYLRENEL’S DECISION
Estimated Duration: 30 minutes

Cylrenel seeks the characters input before deliberating. Charisma based skill check of their choice that the DM feels
Their words are the key to Cylrenel’s decision. Before the appropriate. Arcana, History, Insight, Performance and
characters depart, a key figure requests parting counsel. Persuasion are the more likely skills used.
These scenes culminate the storyline for the fragmented
domains of the Genesis Tree. Witnessing their fate and EXCESSIVE DISFAVOR
counseling a key figure afterward is Story Objective D.
If the party is particularly rude or earned a large amount of
disfavor, Cylrenel politely thanks the characters and asks
AREA INFORMATION them to leave Ariholme via portals opened by the soul
The parley occurs in an audience chamber Cylrenel grew fragments. This option should only occur if the DM believe
overnight within the ficus trees that make up Greentrees. the characters are intentionally disrespectful to the
Sound magically carries to all areas, letting all easily hear. denizens and earning disfavor points. At this point, Cylrenel
Known only to Cylrenel, Springsap also hears everything no longer tolerates it.
that occurs in this chamber. This grand audience chamber
has the following features. AFTERMATH
Dimensions and Terrain. The chamber is mostly circular
in shape, 100 feet in diameter. Thick roots form shapes to At the conclusion of the characters’ answers, Cylrenel
act as the romm’s furnishings: chairs, benches, and announces that they and their advisers will adjourn
pedestals. Two pedestals, 15 foot in diameter and 3 feet tall, privately to discuss and decide. Cylrenel leaves and the
rise in the center. The four archfey sit equidistant around assemblage adjourns. The Feywild Exploratory Consortium
the chamber and the three soul fragments of the Genesis praises the characters and bemusedly stands guard over the
Tree rest on one of the central pedestals. Between two of soul fragments in front of the other archfey.
the archfey, the chamber opens outward, looking over
Green Mountain and providing views of the domain and FAVOR POINTS
disturbances. If the group successfully made a DC 15, they earn 2 favor
Lighting. Multiple rays of light filter in from above points at the end. If they further made a DC 20 as a group,
through the ficus trees and light comes in from the open they gain 1 additional favor point (a total of 3). As before,
section of the chamber. This area is brightly lit. characters earn disfavor points for each infraction or
Spring Atmosphere. Greentrees remain as pleasant as rude behavior.
ever, with a field of flowers just outside, swaying under a
nice breeze. As normal for Ariholme, it’s warm and slightly
humid.
THE DECISION
Cylrenel and the eladrin deliberate over the decision for
hours. To determine Cylrenel’s decision, compare the
CLOSING REMARKS number of favor points to disfavor points.
If the favor points outnumber the disfavor points,
The characters arrive at the audience chamber and Cylrenel
Cylrenel agrees with the choice the characters advised.
asks them to give their answer to the central question.
Otherwise, Cylrenel disagrees with the choice the
Entering the spacious chamber, the once animated parley
characters advised, making the opposite decision.
has stilled. Cylrenel gestures to a central raised platform of
After 3 hours, the advising eladrin return to the assembly
roots next to one where the soul fragments rest. The
room soon followed by Cylrenel, who's holding a cloak. The
assemblage of four archfey, three soul fragments, five
archfey first gives the characters a gift (see Treasure
members of the Consortium, and several eladrin all await.
below) and then moves to stand in front of their seat at the
Once the characters take their place on the platform,
chamber.
Cylrenel addresses them.

After much thought, I’ve come to my final decision.


“Your group arrived here to join our domains. In that time,
you’ve seen Ariholme first hand, both tranquil and assailed.
You have influenced our parley and performed noteworthy Depending on the decision, proceed with Conclusion -
deeds. Now I ask you to add your words to our meeting. I ask The Joining or Conclusion - Domains Not Joined.
you now, do you want I, Cylrenel, to agree to the Joining and
why?” TREASURE
Cylrenel calls the characters to them privately. They thank
The characters may answer however they wish and the characters for their thoughtful council and give the
prepare however they wish. When finished, each speaking characters a gift, handing over the cloak. It is a cloak of
character must make a DC 15 Intelligence, Wisdom or protection.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 21
Back at Candlekeep, Master Reader Nalia Bok’Saar
CONCLUSION - THE JOINING congratulates everyone for a job well done and declares
“My decision agrees with that of Autumnleaf, that she’s buying the first round of drinks at Candlekeep’s
Summerbloom, Winterbark and, yes, Springsap.” The tavern.
eladrin bow their head in reference as Cylrenel continues,
“It is time to make our domains whole. My fellow archfey, I CONCLUSION - DOMAINS NOT JOINED
now share with you the knowledge of the ceremony.”
Silence ensues as it is clear the archfey are having direct “Springsap and I do not agree to this Joining. We are not
mental communication. After a few moments, Cylrenel broken fragments of a lost domain. We are the children
looks to the lead archfey to begin (Axiotimmus or whose existence honors its originator. As discussed in our
Balsolvus). The Unity Crown then floats over to the lead parley, permanent portals between our domains will be
archfey. The Joining begins. The lead archfey places the created. In times of need, we archfey will convene in a court
crown on their head and then chants in a melodious and over our domains.” Each of the other archfey stand, nodding
ancient language not known to any of the characters. The their head at the decision. Cylrenel moves to the central
four soul fragments glow with bronze light and float up platform with the other soul fragments and the Unity
over the table. Crown, bidding their fellow archfey to join them.
As this happens, the archfey sprout branches and roots Silence ensues as it is clear the archfey are having direct
from their bodies, intertwining with each other, mental communication. All of the archfey move to the table
surrounding the soul fragments. The overall surroundings with the soul fragments and the Unity Crown. After a few
begin to fade to black, with the eladrin disappearing into it. moments, Cylrenel picks up the Unity Crown, holding it in
The archfey grow further together, covering the fragments the center, and the other archfey to grasp it together. The
and the crown melts into them all. The light from the archfey together then chant in a melodious and ancient
fragments is fully enclosed and all turns dark (even to those language not known to any of the characters. The Unity
with darkvision). Crown glows with a bronze light and vibrates while the
Moments pass and then light shines down from a point archfey continue to chat. This continues for 10 minutes.
above like the sun and illuminates a new scene. Then suddenly, the archfey pull apart the crown in different
directions. The crown shatters into pieces that glow
THE FIRST FOREST brightly before fading out of existence.
Shortly afterwards, the disturbances in Ariholme visibly
A varied forest comes into view. Cedars, palms, bamboo, fig, lessen. The domain is returning to what it was before.
meranti, and more trees populate the area. One tree, where Portals open behind Axiotimmus, Aelfdene, and Balsolvus.
the archfey once stood, stands out above the rest. The bark Cylrenel holds up a hand to their fellow archfey, asking
moves like a river upon its surface, making various textures. them to wait. Cylrenel then turns to the characters and asks
This must be the Genesis Tree. them all a question. Below are three suggested questions.
Then a voice heard only in the mind speaks, “Your group Choose one you feel would be most meaningful to the
is the reason I now exist. The First Forest is restored. Still, it characters at the conclusion of this series or create your
is not as it once was. It never could be. The other archfey own.
lived different existences and that has forever changed
what the forest is.”The Genesis Tree has a question for them.  “If the peace of my realm is detrimental to its denizens,
Below are three suggested questions. how should it change?”
 “Should we archfey do anything about Balsolvus’s need to
 “What kind of place should this be?” feed on fear? And why should they change instead of us?
 “Each of those archfey protected me, but twisted the  “What advice would you give our newly founded court?”
nature of what I am to make imperfect domains. Should I
create an archfey?” Once answered, Cylrenel nods sagely. The other archfey
 “What advice would you give me?” each pick up their soul fragment of the Genesis Tree and
leave through the portal. Cylrenel then opens a fey portal
Once answered, the Genesis Tree simply says, “It is time for pack to Candlekeep for the characters and the Consortium
you to return home.” The Feywild Exploratory Consort will to leave through. Back at Candlekeep, Master Reader Nalia
ask to stay but the Genesis tree denies this, stating they Bok’Saar suggests relaxation after this saga would be good
need freedom from outside influences to grow. The tree will for everyone and declares that she’s buying the first round
open a fey portal to allow the characters and the of drinks at Candlekeep’s tavern.
consortium to return to Candlekeep.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 22
REWARDS
At the end of the session, the characters receive rewards based upon their accomplishments.

 Dungeon Master Rewards


CHARACTER REWARDS
For running this adventure, you earn a DM Reward. See the
The characters earn the following rewards:
Adventurers League Dungeon Master’s Guide for more
information.
ADVANCEMENT
A character participating in this adventure gains one level.

OPTIONAL: DECLINING ADVANCEMENT


Each player can decline advancement if they so choose; this has its
benefits. It is possible for a character to advance outside of an
adventure’s level range, meaning that they’d be unable to play an
adventure as planned. Similarly, advancing too quickly means that
a character won’t earn as much gold as their peers.
Conversely, remind them that the amount of gold that their
characters can earn per level is limited; characters declining
advancement might reach a point where they no longer earn gold.

GOLD
Award each character gold for each hour of the session.
Adventures typically features cues for this, but you can add
it where you see fit. The maximum gold that you can award
a character per hour is determined by their tier, as follows:

Tier Hourly GP Award GP Limit per Level


1 20 gp 80 gp
2 30 gp 240 gp
3 200 gp 1,600 gp
4 750 gp 6,000 gp

MAGIC ITEM(S)
If found during the adventure, the characters can keep the
following magic items; these items are described in
Appendix I:

 Potion of Greater Healing


 Spell Scroll of Darkvision
 Spell Scroll of Dispel Magic
 Masquerade Tattoo
 Cloak of Protection

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 23
DRAMATIS PERSONAE
The following NPCs feature prominently in this adventure.

Drolynne (she/her) Zilgore (he/him)


(droll LINN) (ZILL GORE)
Drolynne is the eldest of the community, but other Zilgore came to First to trade excess tree sap from
community elders are away helping other communities. All Fourteenth, his community, and received from the eladrin
of the eladrin are dressed nearly identically, barefoot and some fruit to take back. He is a large, hulking reptilian
wearing simple robes tied at the waist by pruned vines. humanoid with clawed hands and feet wearing a loincloth.
They want to understand and assess the reasons the His demeanor usually is friendly, and he often spends his
adventurers are here. Once assessed, they will aid the time finding and making gifts for others. The flowers he
adventurers with knowledge and critical questions. wears, a gift from the archfey, suppress (usually) his body’s
Once told of the Joining, Drolynne realizes it is a noxious smell enough to where it’s slightly stinky and not
complicated issue. On one hand, the Joining would likely vomit inducing.
bring danger to their lives, ending the safety the denizens Zilgore doesn’t understand the Joining so much. He
know and depend on. On the other, preventing the rightful simply wants to stay in a safe place and not fight anymore,
recreation of another is immoral. In any case, such which is what Ariholme now means to him.
important decisions are for Cylrenel, the archfey. One day, Zilgore had enough of the brutality of his clan,
deciding he wouldn’t hurt anyone else anymore. Forced to
Ginevra (she/her) flee from his less than understanding tribe, Zilgore reached
(JIN ev RA) the surface days later and immediately saw a fey crossing
This red-haired warlock was restored either during or after portal framed by drooping vines. He entered and found
the events of DC-WBW-GaryXIV-02. She returned her Ariholme and met the eladrin, who helped him settle in a
students back home so they can recover and communed nearby community. His community is all folk who prefer
with her patron for a way to stop the Joining. She found a underground caves, including drow, duergar, and more, all
promising, potent ritual that she sees as her best shot to with similar stories of how they come to Ariholme.
stop and save Aelfdene, but she is unsure if it can work (it
can’t).
She genuinely cares for Aelfdene, though the future of
their relationship is uncertain. She is unwilling to take this
final step of letting them go.
Ginevra is squarely in the anger stage of the five stages of
loss. In her heart of hearts, she knows Aelfdene would not
want to be saved at the expense of others, but her emotions
cloud that realization.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 24
CREATURE STATISTICS

SPRING ELADRIN
Medium Fey (Elf), Typically Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 165 (22d8 + 66)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 18 (+4) 11 (+0) 18 (+4)
Skills Deception+8, Persuasion +8
Damage Resistances psychic
Senses darkvision 60 ft., passive Perception 10
Languages Common, Elvish, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Joyful Presence. Any non-eladrin creature that starts its turn
within 60 feet of the eladrin must make a DC 16 Wisdom saving
throw. On a failed save, the creature becomes charmed by the
eladrin for 1 minute. On a successful save, the creature becomes
immune to any eladrin's Joyful Presence for 24 hours.
Whenever the eladrin deals damage to the charmed creature, the
charmed creature can repeat the saving throw, ending the effect
on itself on a success.
Magic Resistance. The eladrin has advantage on saving throws
against spells and other magical effects.

ACTIONS
Multiattack. The eladrin makes two Longsword or Longbow
attacks. It can replace one attack with a use of Spellcasting.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing
damage if used with two hands, plus 22 (5d8) psychic damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (5d8) psychic
damage.
Spellcasting. The eladrin casts one of the following spells,
requiring no material components and using Charisma as the
spellcasting ability (spell save DC 16):
At will: Tasha’s hideos laughter
1/day each: major image, suggestion

BONUS ACTIONS
Fey Step (Recharge 4–6). The eladrin teleports, along with any
equipment it is wearing or carrying, up to 30 feet to an
unoccupied space it can see.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 25
DARKLING DARKLING ELDER
Small Fey, Typically Chaotic Neutral Medium Fey, Typically Chaotic Neutral
Armor Class 14 (leather armor) Armor Class 15 (studded leather armor)
Hit Points 13 (3d6 + 3) Hit Points 27 (5d8 + 5)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 13 (+1) 17 (+3) 12 (+1) 10 (+0) 14 (+2) 13 (+1)
Skills Acrobatics +5, Deception +2, Perception +5, Stealth +7 Skills Acrobatics +5, Deception +3, Perception +6, Stealth +7
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Elvish, Sylvan Languages Elvish, Sylvan
Challenge 1/2 (100 XP) Challenge 2 (450 XP)
Proficiency Bonus +2 Proficiency Bonus +2
Death Flash. When the darkling dies, nonmagical light flashes out Death Burn. When the darkling elder dies, magical light flashes
from it in a 10-foot radius as its body and possessions, other than out from it in a 10-foot radius as its body and possessions, other
metal or magic objects, burn to ash. Any creature in that area than metal or magic objects, burn to ash. Any creature in that area
must succeed on a DC 10 Constitution saving throw or be blinded must make a DC 11 Constitution saving throw. On a failed save,
until the end of its next turn. the creature takes 7 (2d6) radiant damage and is blinded until the
end of its next turn. On a successful save, the creature takes half
Light Sensitivity. While in bright light, the darkling has
as much damage and isn't blinded.
disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
STAT BLOCK HEADING
STAT BLOCK HEADING Multiattack. The darkling elder makes two Scimitar attacks.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage.
(2d6) necrotic damage.
Darkness (Recharges after a Short or Long Rest). The darkling
elder casts darkness, requiring no spell components and using
Wisdom as the spellcasting ability.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 26
APPENDIX A: BOONS & BANES
d20 Boons Banes
1 Points out the least dangerous direction Changes the color of the target’s hair to bright green
2 Tells a story about the land, person, or thing the party is looking Sitting causes the target physical pain - they can only stand up or
for lay down
3 Lights up the hidden item the party is looking for Polymorphs the character into a white fluffy weasel for 1 hour
4 Grants the ability to speak and understand Sylvan for one hour Puts smelly dung in the target’s boots or backpacks
5 Grants the ability to see invisible creatures for one hour The target can no longer distinguish between left and right
6 Creates a patch of mushrooms (one per character) that heal 2 hit The target’s skin becomes hot pink in direct sunlight
points each
7 Sprinkles fairy dust on them for one hour of flight at their The target’s sneezes produce sparkling dust
movement speed
8 Grants true strike on the character’s next target Changes the character’s clothes into bright, clashing colors
9 Creates a spring of sweet water that grants 1d4 temporary hit All water tastes oily
points to anyone who drinks from it
1 Provides advantage on saving throws for one hour The target loses their shadow
11 Gifts a prism-shaped stone that grants a 1d4 bonus to a single The target unwillingly slips Sylvian words into their everyday
Wisdom check before vanishing* speech and cannot be made aware of it
12 Provides a one-time burst of quickling speed (120 ft) - the Every day, the target’s eyes change colors
recipient will have to rest by moving 0 feet the following round*
13 Gives eight magic beans that each give off a dweomer associated The target is convinced they can talk to plants, despite having no
with each school of magic ability to do so
14 Offers costume-like fairy wings that ward off biting and stinging The target can't use their eyes and ears at the same time - one
insects must be covered in order to use the other *
15 Provides prismatic glitter makeup that stuns (DC 12 Constitution Creates sounds to scare the party, such as wolf howls, footsteps
saving throw) any one Tiny to Medium sized fey, in melee with when no one is there, or the whisper of the character's name in
the character, for one round – one use only* the wind.
16 Gives a lollipop that grants a one-time magic resistance on any The target can no longer go to sleep without making a stone circle
magical effect for one hour when licked* around themselves
17 Offers a looking glass that reveals a chosen enemy’s current All written languages that the target can read appear backwards -
health (hit points) as a bonus action. It shatters into fairy dust to read them correctly, they would need a mirror to reflect the
after 1d4 uses or when it is removed from its domain of origin* reversed image
18 Gives a season-themed brooch that grants the wear the Fey Asks “Could I have a moment of your time?” The characters go
Ancestry trait for a day - Other fey view the wearer as one of unconscious and wake up as they are cleaning an outhouse,
them. (grants advantage on Saving Throws against being shoveling manure, or in the mud of a pigsty with pigs. After the
Charmed, and magic can’t put them to sleep) task is done, the characters get a minor boon for their work
19 Offers rainbow colored glass spectacles that, when worn, grant The target can speak to the trees - they only talk about boring
the wearer advantage on all investigation skill checks - the topics, such as the weather, and will not listen to anything the
spectacles last for one day target has to say
20 Gifts a hat that grants advantage and expertise in perception The target shall spread wealth wherever they go but never hold
when worn. It is the most ridiculous hat anyone has ever seen and this wealth themselves. For every new person they meet, they
induces immediate laughter in any who view it after one day, the feel compelled to give them one coin
hat disappears

*These boons and banes disappear at the end of the adventure.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 27
APPENDIX B: THE STORY SO FAR
The following is a longer form synopsis of the series to this For a time, the archfey and warlock were happy together in
point. It is not necessary to read this to run this adventure. love, until the archfey discovered how Ginevra gained her
It’s provided to give the DM additional background power and left her. Ginevra is despondent, unable to
information if desired, since several points in this function out of grief for what she’s done. The characters
adventure refer to previous events in the story. may or may not have helped Ginevera and her students, but
In The First Forest, the characters were hired to escort ultimately learned the location of Aelfdene. Journeying
the Feywild Exploratory Consortium on a mission to the there and rousing the archfey from their self imposed
feywild. The consortium heard a faint plea for help from the slumber in a dangerous swamp. After discussion, the
Feywild and learned of a fey crossing that could reach them. characters help Aelfdene either move on from the
Together, the characters and the consortium arrived at the relationship and focus solely on their archfey duties or
domain of Yysephtul, an autumn forest wonderland and persuade them to reconcile with Ginevra. In return, the
helped the distressed fey there. characters were given the second soul fragment of the First
They then journey to meet the domain’s archfey, Forest, Summerbloom.
Axiotimmus, overcoming their many challenges and In Of Pumpkins and Promises, Summerbloom opened a
learning that the archfey often tests others to teach them portal to Haratath, an icy domain ruled by Balsolvus, an
valuable lessons. Axiotimmus explains their domain is a archfey who fed on the fears of their fey subjects. Long ago,
fragment of the First Forest that they believe must be a group of eladrin known as the Ice Guard overthrew
restored, and that Autumnleaf is a soul fragment of the Balsolvus, removing their head and the Unity Crown on it
Genesis Tree, the focal point of the forest. In the end, the and locking both away in a palace that Balsovus could no
characters free Autumnleaf from a magically induced longer access. The party met some of the inhabitants of this
slumber and negotiate with Axiotimmus, by diplomacy or land, as well as Balsovus themselves, now wearing a
by force, to take Autumnleaf with them. flaming pumpkin in place of their head.
In Soul of the Forest, Autumnleaf opened a portal to Balsovus asked the party to help him by returning his
take the characters and consortium to Samhradh, a hot, head, secretly coveting the Unity Crown that it wore. The
sticky jungle land in the throes of a summer climate. After party explored the enchanted palace and recovered the
once again aiding the distressed fey, they come to a walled head and crown, learning that the Unity Crown is the key to
compound unlike the rest of the domain and meet Ginevra, reuniting the domains and restoring the First Forrest. After
a powerful warlock. They learn Ginevra discovered this a harrowing confrontation with Balsolvus, the party
domain and fell in love with the archfey, Aelfdene. Wanting escaped with both the crown and Winterbark.
to be the archfey’s equal so they could be together, Ginevra
used a powerful ritual to drain the lifeforce out of her
students into her and transported her school’s compound
to Samhradh.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 28
APPENDIX C: FAVOR TRACKER
Use the following to track the characters’ earned favor and disfavor points by scene. If available, use visual aids (coins, stones,
poker chips, etc.) to show the players how many favor points the group has earned, but keep disfavor points secret until the
decision is announced.
Also, award additional favor and disfavor points when warranted for situations not already accounted for in the adventure. For
example, unexpected exceptional acts or repeated intentional rudeness to others.

Challenge Favor Points Earned Disfavor Points Earned

Part 1: Is This Paradise

Part 2: We’re Off To See The Archfey

Part 3: Parley
Seek Shelter
Ginevra
Kolth
Calm Disagreement
Who’s Taking Lead?

Part 4: Cylrenel’s Decision

SPECIAL: Has the opposed archfey conceded their opposition in Part 3?

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 29
APPENDIX D: PLAYER HANDOUT: A NUDGE HERE AND THERE
Opposed Archfey: _______________________________
The goal is to nudge the parley to a swifter conclusion by earning as many favor points as possible AND get the opposed
archfey to concede, agreeing with the adventurers. If two other archfey make concessions to the opposed archfey, the opposed
archfey concedes.
The tasks available, and the benefits they offer, are as follows. All tasks offer 2 favor points as a benefit option or 1 favor point
and an additional benefit:

SEEK SHELTER (SOCIAL/EXPLORATION)


A severe thunderstorm and flash flooding batters a community of small folk. The community lacks survival skills to deal with this
and need help to survive.

 1 favor point with Cylrenel and Axiotimmus makes a concession to Balsovus for the Joining
 1 favor point with Axiotimmus and Cylrenel makes a concession to Axiotimmus against the Joining

GINEVRA (SOCIAL/COMBAT)
Ginevra uses her potent magic to stop the Joining because Aelfdene, her love, would be gone forever. Aelfdene does not wish
harm on Ginevra, but they want her stopped, preferably with words, since her magic worsens Ariholme.

 1 favor point with Cylrenel and Aelfdene makes a concession to either Balsovus for the Joining or Axiotimmus against the
Joining
 1 favor point with Cylrenel and Aelfdene exerts their power to reduce the disturbances which gives advantage on all saving
throws and ability checks against environmental effects.

KOLTH (EXPLORATION/COMBAT)
Balsovus senses the domain disturbances brought their captive creation, Kolth, here to Ariholme. Balsovus wants them freed
before Cylrenel finds them. Kolth is likely as wicked as their archfey creator, but this is a great opportunity to coerce Balsovus to
agree to the Joining.

 1 favor point with Cylrenel and Balsovus concedes to do the Joining


 1 favor point with Cylrenel and Balsovus makes a concession to Axiotimmus against the Joining

CALM DISAGREEMENT (SOCIAL/EXPLORATION)


Ryllae, an eladrin elder, hasn’t arrived at Greentrees as expected. Cylrenel will delay if all of their council isn’t present. Ryllae
must be found and brought to the summit.

 1 favor point with Cylrenel and Cylrenel makes a concession to either Balsovus for the Joining or Axiotimmus against the
Joining

WHO’S TAKING LEAD? (SOCIAL/COMBAT)


This task is only available after at least one other task has been completed.
A fundamental disagreement arises at the parley and the archfey want the adventurers to resolve it. The characters must make a
decision and defend it to the other archfey.

 Special. Key agreements and concessions are possible.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 30
APPENDIX E: PORTAL VINES
A central petrified vine creates an archway for a magical From here, five vines have come unwrapped, dangling
portal. 10 numbered vines wrap upwards around the from the top, to where the new order is unclear. The other
central vine in order, 1 thru 10 and are entwined at the top five come down wrapped around the central vine as shown
into a different order. below. Unwrapped vines are numbered: 2, 3, 6, 7, 10.

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 31
APPENDIX E: MAP AUDIENCE CHAMBER

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 32
APPENDIX F1: MAP BRIDGE AUTUMN

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 33
APPENDIX F2: MAP BRIDGE SUMMER

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 34
APPENDIX F3: MAP BRIDGE WINTER

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 35
APPENDIX G: MAP GINEVRA

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 36
APPENDIX H: MAP KOLTH’S BARN

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DC-WBW-GaryXIV-04 Peace Talks (1.0) 37
APPENDIX I: CHARACTER REWARDS
If found during the adventure, the characters can keep the following magic items; it’s suggested that you print off enough copies
of this page to be able to give one to each of your players (crossing out rewards they didn’t receive during the session):

CLOAK OF PROTECTION SPELL SCROLL OF DARKVISION


Wondrous item, uncommon (requires attunement) Spell scroll, common
You gain a +1 bonus to AC and saving throws while you A spell scroll bears the words of the spell, darkvision,
wear this cloak. This item is found in the Dungeon Master’s written as a mystical cipher. If the spell is on your class's
Guide. spell list, you can read the scroll and cast its spell without
This cloak is made of a strange material, fresh and providing any material components. Otherwise, the scroll is
vibrant spring leaves, yet is as durable thick cloth. unintelligible. Casting the spell by reading the scroll
requires the spell's normal casting time. Once the spell is
MASQUERADE TATTOO cast, the words on the scroll fade, and it crumbles to dust. If
the casting is interrupted, the scroll is not lost.
Wondrous item, common (requires attunement by a sorcerer) If the spell is on your class's spell list but of a higher level
than you can normally cast, you must make an ability check
Produced by a special needle, this magic tattoo appears on using your spellcasting ability to determine whether you
your body as whatever you desire. cast it successfully. The DC is 13. On a failed check, the spell
Tattoo Attunement. To attune to this item, you hold the disappears from the scroll with no other effect.
needle to your skin where you want the tattoo to appear, Once the spell is cast, the words on the scroll fade, and
pressing the needle there throughout the attunement the scroll itself crumbles to dust.
process. When the attunement is complete, the needle turns A spell cast from this scroll has a save DC of 15 and an
into the ink that becomes the tattoo, which appears on the attack bonus of +7.
skin.
If your attunement to the tattoo ends, the tattoo vanishes,
and the needle reappears in your space.
POTION OF GREATER HEALING
Fluid Ink. As a bonus action, you can shape the tattoo into
Potion, uncommon
any color or pattern and move it to any area of your skin.
Whatever form it takes, it is always obviously a tattoo. It You regain 4d4 + 4 hit points when you drink this potion.
can range in size from no smaller than a copper piece to an The potion's red liquid glimmers when agitated. This item is
intricate work of art that covers all your skin. found in the Dungeon Master’s Guide.
Disguise Self. As an action, you can use the tattoo to cast the
disguise self spell (DC 13 to discern the disguise). Once the
spell is cast from the tattoo, it can’t be cast from the tattoo
again until the next dawn.
As an item of common rarity, this tattoo appears on one
hand or foot or a quarter of a limb.
This item is found in Tasha’s Cauldron of Everything.
The ink is colored jade green. Without other direction,
this tattoo appears as an asymmetrical sunburst, the one
time symbol of the elven and fey god Erevan Ilesere, god of
mischief and rogues who often changed shape into all sorts
of fey.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DC-WBW-GaryXIV-04 Peace Talks (1.0) 38
APPENDIX F: DUNGEON MASTER TIPS
To DM an adventure, you must have 3 to 7 players—each Point players to the D&D Adventurers League Players
with their own character within the adventure’s level range Guide for reference. If players wish to spend downtime days
(see Adventure Primer). Characters playing in a hardcover and it’s the beginning of an adventure or episode, they can
adventure may continue to play too, but if they play a declare their activity and spend the days now, or they can
different hardcover adventure, they can’t return to the first do so at the end of the adventure or episode. Players should
if they level beyond its level range. select their characters’ spells and other daily options prior
to the start of the adventure, unless the adventure specifies
NEW TO D&D ADVENTURERS LEAGUE? otherwise. Feel free to reread the adventure description to
help give players hints about what they might face.
http://dnd.wizards.com/playevents/organized-play
ADJUSTING THIS ADVENTURE
https://yawningportal.dnd.wizards.com/
To determine whether you should consider adjusting the
https://discord.gg/dnd adventure, add up the total levels of all the characters and
divide the result by the number of characters (rounding .5
or greater up; .4 or less down). This is the group’s average
PREPARING THE ADVENTURE party level (APL). To approximate the party strength for
the adventure, consult the table below.
Before you start play, consider the following:
DETERMINING PARTY STRENGTH
 Read through the adventure, taking notes of anything Party Composition Party Strength
you’d like to highlight or remind yourself of while 3–4 characters, APL less than Very Weak
running the adventure, such as a way you’d like to 3–4 characters, APL equivalent Weak
portray an NPC or a tactic you’d like to use in a combat. 3–4 characters, APL greater than Average
Familiarize yourself with the adventure’s appendices and 5 characters, APL less than Weak
handouts. 5 characters, APL equivalent Average
 Gather any resources you’d like to use to aid you in 5 characters, APL greater than Strong
running this adventure—such as notecards, a DM screen, 6–7 characters, APL less than Average
miniatures, and battlemaps. 6–7 characters, APL equivalent Strong
6–7 characters, APL greater than Very Strong
 Ask the players to provide you with relevant character
information, such as name, race, class, and level; passive
Perception score, and anything the adventures specifies
as notable (such as backgrounds, traits, and flaws). SAFETY TOOLS
Safety tools ensure that players aren’t pushed beyond their
Players can play an adventure they previously played as a comfort levels. They let your players know that you want them to
player or Dungeon Master but may only play it once with a have a positive experience. Some common safety tools are
given character. Ensure each player has their character’s provided below—each with a summary of how they work. Make
adventure logsheet (if not, get one from the organizer) with sure you discuss them with your players before the game.
their starting values for level, magic items, gold and There are a broad range of safety tools available for you and
downtime days. These are updated at the conclusion of the your players online, but for more information reach out to your
Event Organizer or to community@dndadventurersleague.org.
session. The adventure information and your information
are added at the end of the adventure session—whether
they completed the adventure or not.
Each player is responsible for maintaining an accurate
logsheet. If you’ve time, you can do a quick scan of a
player’s character sheet to ensure nothing looks out of
order. If you see magic items of very high rarities or strange
arrays of ability scores, you can ask players to provide
documentation for the irregularities. If they cannot, feel free
to restrict item use or ask them to use a standard ability
score array.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DC-WBW-GaryXIV-04 Peace Talks (1.0) 39

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