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En5ider 100 Into The Feywild

This adventure involves characters becoming trapped in the Feywild plane and arriving at the palace of the Archfey Princess Dandelion. The princess will only allow the characters to return home once they have completed a series of quests to satisfy her desires and curiosities. The Feywild is a magical and ever-changing realm inhabited by fey creatures. Hedgegrove is the name of the hedge maze city ruled over by Princess Dandelion, located somewhere between the Summer and Winter lands of the Feywild.

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100% found this document useful (3 votes)
1K views15 pages

En5ider 100 Into The Feywild

This adventure involves characters becoming trapped in the Feywild plane and arriving at the palace of the Archfey Princess Dandelion. The princess will only allow the characters to return home once they have completed a series of quests to satisfy her desires and curiosities. The Feywild is a magical and ever-changing realm inhabited by fey creatures. Hedgegrove is the name of the hedge maze city ruled over by Princess Dandelion, located somewhere between the Summer and Winter lands of the Feywild.

Uploaded by

Arthur Navas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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I

A 5E-Compatible Adventure for Characters of 1st5th Level

magine a house
surrounded by a dark, thick
forest. The house is cozy,

familiar, and is filled with all the


creature comforts of home. This
is your space. Its been there all
of your life. The house is older

than you, but not so old as to be


dusty or antique.
The thick forest outside of
the house is older. Much, much
older than the house. The forest
existed long before the house
was ever built, you think. The
house is tall, but the trees of the
forest are so much taller. The
forest seems familiar too, but its
nowhere near as familiar to you
as the house. The forest holds
the promise of newness and
discovery, but it is also strange
and alien and other.

writing
Kiel Chenier
color art Egil Thompson
maps
Kiel Chenier
editing
James J. Haeck
layout
Eric Life-Putnam

EN World EN5IDER | Into the Feywild

The house is the Material Plane, where we


mortals reside. The forest is the Feywild, a distant
plane of existence that surrounds and envelops
the Material Plane, but is kept separate from it.
This is an adventure about visiting the Feywild,
about being trapped in a strange land among
strange people, trying to get home or trying to
become acclimated to the strangeness of this place.
The players either willingly or accidentally arrive
in the palace of an immortal Archfey princess who
holds the key to them getting back homebut
will only relinquish that key once theyve satisfied
her childish desires and curiosities.

Background

What is the Feywild? The Feywild is the native


home of all manner of fey creatures, including
fairies, pixies, nymphs, dryads, satyrs, and most
importantly true elves, the immortal ancestors of
high elves, wood elves, and drow. All manner of
beasts and beauties from mortal fairy tales call the
Feywild their home.
The Feywild are ruled by a series of immortal
monarchs called the Archfey. They are the closest
thing to deities the Feywild have; much higher in
station than true elves and fairies, but still lower
than actual gods. The Archfey are complex and
inscrutable beings, though mortals and less clever
fey tend to put them into two categories: those of
the Summer Court, and those of the Winter Court.
Neither are as good or evil (or as Good or Evil) as
they claim to be, and neither should be trusted.
The lands themselves are indistinct and ever
changing, a beautiful but dangerous collection of
haunted woods, snowy peaks, and gorgeous sundappled meadows. Their true layout is beyond
the comprehension of most mortal folk, and few
maps of the Feywild exist.

How did we get here? The Feywild is connected


to the Material Plane in several ways. Fey
Crossings can be found in dense forests populated
by elves or gnomes, the trees subtly offering a
path to the faerie realm for those who know how
to seek it. Fairy ringscircles of mushroomsare
often signs of places where the veil between
worlds is thin and can be lifted. Finally, portals to
the Feywild can be created and held by those with
enough skill in arcane magic.
If you are using the article Over the Next
Hill: Summerwine Creek* or the adventure
Ildwychs Crystal Castle** as a jumping
off point, you can use Summerwine as a
temporary fey crossing, following Fey Prince
Ildwych as he leaves the Material Plane with
any or all of his retainers.
The party can stumble into the Feywild
accidentally during a hexcrawl or wilderness
exploration part of the game in deep, ancient
forests.
A random PC (specifically any elves, halfelves, or gnomes) might inherit a full length
magic mirror from a distant fey relative.
The mirror itself is a portal to Hedgegrove,
though no amount of magical research can
tell players that the portal is one-way only.
If your ongoing game has a recurring villain,
have them set a trap for the PCs that will
imprison them within the Feywild. While the
region doesnt appear dangerous, the villain
is certain the PCs will not be able to escape
from its clutches.

* James Haeck, Over the Next Hill: Summerwine Creek, EN World


EN5ider, https://www.patreon.com/posts/over-next-hill-6110603
** Brandes Stoddard, Ildwychs Crystal Castle, EN World EN5ider,
https://www.patreon.com/posts/ildwychs-crystal-6595109

Open Game Content


The game rule information in this article is designated Open Game Content. All of the other material in this article,
including maps and illustrations (including illustrations in the public domain), narrative and descriptive
EN
text, character and place names, trade dress, EN Publishing, ENWorld, EN5ider, EN Publishing
product and article titles, and ENWorld and EN Publishing logos, are designated Product Identity.

Into
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Feywild||EN
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World EN5IDER
EN5IDER

Publishing

Who is Princess Dandelion? A lesser Archfey of


the Summer Court, Princess Daneliean Dandelion
is the nominal ruler of Hedgegrove, the maze
city of trade and tribute. She was put in charge
of Hedgegrove as punishment over a perceived
slight to the Summer Court, and has been its
ruler for almost 7,000 years. She feels stifled by
the near-endless hedge maze that surrounds her,
and wields her power as ruler like a petulant
child. Quick to anger and insult, but also easily
distracted by flights of fancy and fascinations.
How does this adventure begin? The PCs pass
through a fey crossing, arriving in a heap in front
of the throne of Princess Daneliean Dandelion.
Wherever the PCs were trying to go, and whoever
they were trying to chase down, isnt here. Instead,
they are the captive audience of a petulant, semidivine Archfey who demands to know how they
came to be in her throne room. Though the PCs
excuses can sway Dandelions temperament,
she invariable decides to be lenient with them
provided they can complete a grand collection of
quests on her behalf. Its all very storybook logic
and strange whimsy. The PCs are allowed to leave,
provided they promise to return within two days
time to learn more about these quests.

Setting
The Feywild and Hedgegrove
The Feywild is called many things by its
inhabitants: the Bright, the Truelands, the
Everwood, and so on. Only mortal outsiders, and
fey who have spent an great deal of time in the
mortal world, call it the Feywild. Most fey look
at folk who use the word like backwards country
bumpkins (imagine calling the ocean the really
big puddle or a castle the big stone house).
The Feywild are home to fairies, pixies, satyrs,
dryads, and sylvan elves (here called True Elves).
This adventure also makes reference to the races
detailed in the EN5ider article Peoples of the
Fey Realms: fawns, spriggans, and gremlins.*

TheFeywild is also inhabited by the True Elves,


the fey progenitors of the elven race. The graceful
features of elves that humans find so enticing
are heightened to unsettling extremes within the
True Elves; their skin is smooth as glass, their
movements so elegant as to be dreamlike, and
their eyes so piercing you fear you can keep no
secret from them. True Elf NPCs use High Elf
statistics.
Hedgegrove is the common name for the
topiary hedgemaze town ruled by Princess
Dandelion, an Archfey of the Summer Court.
Hidden within the towering walls of green
are shops, markets, and bazaars of every kind
imaginable.
Hedgegrove lays somewhere in the heartland
of the Feywild, right on the border between the
gilded summer lands and the chill winter lands.
It is a town that none of the Archfey have a high
opinion of, but that every civilized person on the
plane visits at least once: a place of necessity.

How Do Fey Feel About Non-Fey?


Natives of the Feywild have mixed feelings on
the presence of mortal outsiders. Some view them
as an invasive species to be pushed out, others
find them to be amusing distractions from the
endless masquerade of courtly business. Most
tend to think of them as a nuisance; to be politely
tolerated until they finally leave. When pressed,
the Fey do have some common beliefs about and
feelings toward mortal folk:
Elves and gnomes are the most tolerated
and treated the best. They are awkwardly
welcomed like distant cousins who left home
to pursue something foolish. That they are
still alive and well is a pleasant surprise.
Humans and tieflings are treated like curious
foreigners. Their strange accents and weird
customs are funny. Fey natives bite their lips
and tongues in their presence, trying to stifle
their laughter.
* Michael Ohl, Peoples of the Fey Realms, EN World EN5ider,
https://www.patreon.com/posts/peoples-of-fey-6149393

EN World EN5IDER | Into the Feywild

Into
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Halflings, half-orcs, and most other races are


treated the way most city folk treat as the
poor, the homeless, or the crippled; at best
they are pitied and ignored. At worst they
are actively forgotten, treated as if they do
not exist.
Dwarves are outright scorned, and often
barred from entering establishments. Only
the most perverse or fetishistic Fey welcome
a dwarf into their homes (and often only
because they want to sleep with them).

Using the Map

Hedgegrove is a literal maze, and travelling


through it without getting lost is almost
impossible. Moving through Hedgegrove is
similar to dungeon crawling: there are path
choices, random encounters, and numerous
obstacles.
Walls are green hedges, 100 feet tall, and
often hundreds of feet thick. Their brush is
loose enough to push into and hide inside
of, but getting out requires a DC 15 Strength
(Athletics) check. Failure results in that PC
making a roll on the Fey Oddity Table below.
The walls can be climbed with four
successive DC 17 Strength (Athletics) checks.
The hedge walls change shape to avoid ropes
and grappling hooks, making climbing via
rope impossible. Climbing the walls and/or
walking atop the hedges is a jailable offence.
The Maze Roads are 20 feet wide at their
slimmest, and 30 feet wide at their widest.
The Maze has no ceiling, and is constantly
exposed to the sky. The weather around
Hedgegrove is perpetually twilight, unless
otherwise stated.

Fey Village Crossings are big open squares


filled with shops, markets, and food vendors.
They sell most basic equipment from the
Core Rules. Their prices are triple those
listed in the book, but trades are often
accepted (see the Random Fey Trade Request
table, below).
Ley Line Intersections are spots that are
magically aligned with the Rose Palace.
These spots are free of random encounters,
though existing encounters can move or
chase others into them. In addition, native
spellcasters can open portals from one Ley
Line Intersection to any other, allowing for
faster travel. Any non-native creature who
uses these portals must make a roll on the
Fey Oddity Table, below.
Topiary Gates are the only physical
entrances and exits to Hedgegrove. The
gates are made of five feet of interwoven
heartwood branches, and are stronger than
steel. They are patrolled by 2d6 True Elf
guards and 1d4 random topiary beasts
(brown bear, tiger, elephant, giant spider,
dire wolf, warhorse, etc). These beasts have
resistance to bludgeoning, piercing, and
slashing damage from non-magical attacks,
but are vulnerable to fire damage.

Moving Through Hedgegrove


Assume PCs are able to move 500 feet per
turn, unless in combat or dealing with a nonchase encounter.
Roll for a random encounter every 1,000
feet traveled (see the Random Hedgegrove
Encounters table, below).
Every Hedge Tenement has 1d6 random
shops at street level. These shops and
storefronts are nestled into the hedges,
and can sometimes be difficult for non-fey
creatures to notice. Only roll for them as the
players ask about what shops or buildings
are around them. Roll on the Random
Specific Shops table below.

EN World EN5IDER | Into the Feywild

Random Fey Trade Request


d12 Will Trade Your Desired Thing For:
1

A single foodstuff from the Material Plane. If you dont have any non-Fey food with you, then a complete recipe for a
Material Plane dish.

1 hour of emotional abuse from a PC. Really, the trader wants to be insulted and belittled.

A passionate kiss from someone whose heart belongs to another. This kiss might (50% chance) erase all memory of
that loved one from the PCs mind.

All of the PCs clothes and armor. They must leave the trade naked in order to get what they want. The fey dont share
human social mores about nudity, and think its incredibly funny to see them get worked up over it.

Seven years of future life. The trader siphons life from a PC, instantly aging them by seven years.

Your sense of taste. The trader dulls your tongue, taking away your ability to taste things.

Your precious knowledge. The trader magically removes 1 randomly determined skill from a PCs character sheet, and
transfer the training in that skill to themselves. This effect is permanent.

A powerful spell. The trader will take one random spell known to a magic-using PC. This spell is now stripped from
them and cannot be relearned. If there are no spellcasters present, roll again.

A precious possession. Any one item the PCs are carrying that has some kind of value to them. Through this trade, the
trader can now hear anything said aloud by the PC who possessed the item.

10

A new story. The trader wants to be told a tale of the PCs prior exploits. They will take care to remember the names and
descriptions of other characters in the story, and will now be able to reach out to them on the Material Plane.

11

A drop of blood. What the trader wants with this blood, they do not reveal. Whatever it is, it cant be anything good.

12

A treasured item. The trader wants a magical item from the PCs. If the PCs do not currently have a magical item, the
trader will accept the highest-priced item in their possession.

All of the mechanical changes caused by these trades are permanent, and cannot be reversed or cured with magic or healing.

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Random Specific Shops


d20 Type of Shop

Owner Name

Owner Race

Owner Personality

True Elf

Gruff, inarticulate, rude.

Bakery

Twee

Butcher

AlFalfalar

Rope-Maker

Gallas

Apothecary

Ridachio

Blacksmith

Felanon

Jewelers

Beenis

Curio Dealers

Jaqueline

Cobbler

Harleena

Manic, embarrassed, shy.


Effete, mincing, fancy.
Monotone, bored, tired.

Winery

Aoleth

10

Animal Shelter

Almadath

Pleasant, friendly to PCs.

11

Cheesemaker

Cindrahal

12

Barber

Cindraxus

13

Brothel

TelCaileth

14

Clothing Outfitter

TelMarxas

15

Hatter

Pious

16

Gambling Hall

Merataxus

True Gnome

Jolly, friendly to PCs.


As if in a trance, distant.

Nymph
Sarcastic, sardonic, sad.

17

Glassworks

Grim Mary

Satyr

18

Fortune Teller

Lady Bones

Pixie

19

Candlemaker

Sir Numbers

Dryad

20

Tailor

Lady Morningstar

Earth Elemental

Depressed, helpful to PCs.


Lecherous, smarmy, gorgeous.

Each shop contains at least one of each thing the players think is associated with the kind of shop it is (ingredients, tools, merchandise,
etc.). Once that shop has sold or gotten rid of one of that thing, it no longer carries it. Unless otherwise stated, assume all shopkeepers
are disinclined to help or assist the PCs.

EN World EN5IDER | Into the Feywild

Fey Oddity Table


d20 Result
1

Faerie Eyes. Your pupils widen and stretch like a goats.

Bark Skin. Your skin hardens like tree bark.

Skin Sprouts. Little clovers sprout from your skin like a rash.

New Teeth. You lose 1d6 teeth, which are slowly replaced by new, sharper ones, like a sharks.

Queer Stomach. After eating anything your stomach becomes bloated and distended. You feel ill. This lasts for 1d4
hours after eating.

Glittered Freckles. Your face is dotted by distinctive reflective spots.

Fair Hair. Your hairs color fades, turning a distinctive shade of blonde.

Greenest. Your skin becomes photosynthetic and deep green in color.

Frightfully Fair. Your skin and hair lightens until it is the color of fresh snow.

10

Refined Voice. You adopt a particularly regal and annoying Fairy accent.

11

Altered Forebrain. Your brain rewires itself to Fey designs, causing you to think very Fey thoughts now and again.
Once per day, the GM can give you disadvantage on any d20 roll.

12

Small Stature. Your body shrinks until you are half your normal size. Your possessions do not shrink with you.

13

Fey Bones. Your bones hollow out like a birds. Your speed increases by 5 feet, but you are vulnerable to bludgeoning
damage.

14

Fey Scent. Your nose lengthens and your nostrils widen. You have advantage on checks involving smell.

15

Crones Aura. All manner of children are frightened of you and despise you on sight.

16

Archfey Curse. Every living thing you touch must make a DC 7 Constitution saving throw. Failure causes it to turn to
glass.

17

Brain Leaking. A semi-common word (bottle, laundry, hatred, coils, etc) becomes cursed for you. Every time you hear
that word, you are afflicted by hideous laughter (Wisdom save DC 10).

18

Primal Fear. The target fears the image of the moon. Seeing the moon or anything in its image forces you to make a
DC10 Wisdom saving throw or become frightened for 1d4 minutes.

19

Magically Numb. All magic affects you half as much; all healing, damage, durations, etc., are reduced by half.

20

Magically Sensitive. All magic affects you doubly so; healing, damage, durations, etc., are doubled.

These oddities act almost like mutations. They are permanent so long as those afflicted remain in the Feywild. Upon returning to the Material Plane, they disappear after 1d4 months. They cannot be removed with any kind of magic. Fey creatures like elves, half-elves, and
gnomes are immune to these effects. These oddities have a chance of appearing after doing any of the following (roll 1d100 to check):
Eating a meal made from ingredients native to the Feywild (50%).
Having romantic contact or sex with a native of the Feywild (70%).
Passing through a Hedgegrove portal (90%).

Into
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Roll for an encounter every 1,000 feet the player


characters travel in Hedgegrove. You may also
roll for one whenever the PCs exit a portal into
Hedgegrove, or if they are being particularly loud

or disruptive on the streets. Not every encounter


may result in combat, but each is designed to take
up the PCs time and attention. They should not
be easily walked past or ignored.

Random Hedgegrove Encounters


d100 Encounter
0102 2d6 rampaging topiary black bears flood the streets, knocking over carts, charging straight for you. If avoided/defeated, a small gnome calls for guards and claims that you caused them to go wild.
0320 No encounter. A moment of tranquil twilight in the never ending maze. One character gains inspiration from this
brief respite.
2122 Three True Elf thugs have a tiger made of living jade tied up, and are trying to carrying it into a nearby alley. A fourth
elf moves up to the party and hands them a ruby (500 gp) and says, You didnt see anything. The tiger has resistance to bludgeoning, piercing, and slashing damage from all attacks.
2324 Two pixie shopkeepers argue in the streets over an overturned cart of fruit. Both shopkeepers turn to the party, asking them to settle their dispute over who is to blame. If the PCs take a side, they anger the other shopkeeper, who is
a mage.
2526 The walls of the hedge maze suddenly grow outwards, enclosing that block and trapping everyone inside. The walls
themselves seem to weep and wail because the PCs want to leave them. They wont part again until consoled and
cheered up.
2728 A fey dormouse squeaks at you from the wall, pleading for help. Her father is very sick and she requires medicine or
magical healing for him to get well. If the PCs help her, all other future encounters with fey dormice will be favorable.
2930 A very confused and pale True Elf bumps into you, apologizing quietly. They are gorgeous but frail looking, and they
attempt to steal a major item or big coin purse from one of the PCs with a +10 to Sleight of Hand. If caught, she cant
remember why she was thieving. Shes the victim of a pair of Archfey mages who bewitch commoners into stealing.
3132 A parade of drunk gnomes and satyrs march through the streets, drinking and reveling in some unknown victory.
The cloud of booze smell that accompanies them is enough to get anyone who passes through it drunk (DC 20 Constitution saving throw).
3334 A pixie flies right into the face of one of the PCs. He drops a tiny bag he was carrying, flying off without noticing its
absence. The bag contains magical apple seeds that, if thrown to the ground will cause a huge apple tree to sprout
up in an instant.
3536 A group of 2d4 gnome thieves (spies) leap down from the hedge walls in a planned and well-coordinated attack
against the PCs. Theyre working for the Queen of Air and Darkness, leader of the Winter Court.
3738 A wizened elf shopkeeper notices a particularly martial PC and offers them a battle-hardened fey panther mount for
only 250 gp. The panther is loyal to the PCs, but is being hunted by a pack of wild fey panthers.
3940 A powerful fey noble of the same sex aggressively pursues one of the PCs with offers of romance.
4142 The street parts to reveal a young elven girl whos been stabbed in the back. If approached, she arises, completely
unaffected, and puts a golden locket into one of the PCs hands. Moments later guards arrive, ready to kill her.
4344 Party passes a group of fey nobles buying rare giant hashish from a gang of bandits. They both attack the PCs, wanting them dead so as to not expose them.
4546 A strange festival is taking place. Everyone in the street is wearing masks of one kind or another. If the PCs are caught
without masks, the street goers confront them and demand they sing in order to pass. Refusal leads to a crossfire of
thrown tomatoes.
4748 A group of pixies insist the party joins their gambling circle. They play a dice game. One player rolls 1d6, the GM rolls
1d6 for two fairies. Whoever rolls highest wins. Those that lose must pay the winner 50 gp in foodstuffs.

EN World EN5IDER | Into the Feywild

d100 Encounter
4950 The ground caves in beneath the party, depositing them into a swampy pit filled with 3d4 snakes. Each snake has
tiny gems for eyes (35 gp each).
5152 A random PC must make a DC 20 Dexterity saving throw. Failure causes them to accidentally step on and crush a
pixie food stand, destroying it. The pixie owner, holding two babies, demands the PC pay 200 gp for the damages.
5354 A fierce wind blows through the streets. This wind lasts for 1d4+2 hours. It halves movement and grants disadvantage to most rolls and checks. People take refuge in nearby shops. The crowding creates conflict and arguments.
5556 Five Summer Court fey nobles accost a group of dryads, verbally lambasting them for getting in their way. The dryads look pleadingly to the party for assistance and help.
5758 A nearby shop explodes in a cascade of green flame, which spreads along the hedge wall. Everyone passing by must
make a DC 15 Dexterity saving throw or take 3d6 damage from magical fire, or half as much on a successful save.
The explosion was an attack by Winter Court radicals.
5960 The entire street has been hypnotized by a passing dryads song. Make a DC 15 Wisdom saving throw to avoid being
charmed as well. The dryad leads those she hypnotizes to a nearby alley, where a hungry treant waits to devour
them.
6162 The party happens upon a seemingly abandoned and smashed food cart. Five glimmerberry pies lay on the ground,
perfect and unspoiled. These pies are worth 300 gp to anyone who would buy them, and are considered a delicacy
by nobles and Archfey.
6364 A swarm of 2d6 giant honey bees (stats as giant bat) descends on the street. They buzz around, confused, picking up
and carrying off unsuspecting commoners. A group of them swarms up to the PCs.
6566 A leyline ruptures. Gravity upends itself and reverses on the street, causing things to float around.
6768 A litter carrying Archfey nobles on their way to the Rose Palace crosses your path. The litter stops and the noblewoman within beckons the PCs approach. She asks if you would be willing to participate in a trick on Princess Dandelion,
and can reward you with safe passage to the Material Plane if you agree. The noblewoman gives you a vial of poison
to sneak into the princess food or drink. She assures you it is non-lethal, but it is actually intended to kill her.
6970 A sprite pickpocket attempts to steal your gold.
7172 The most attractive person one PC has ever seen (roll on the random shop table for their name/race/personality)
crosses the partys path. They are being marched through the street by guards, on their way to be put in the stocks
for a crime they didnt commit.
7374 A devoted satyr servant mistakes a random PC for their missing master. The satyr is overjoyed to see them and will, if
willing, take them back to their home four blocks away, giving them the key to this place.
7576 Thorny vines erupt from the earth to ensnare everyone in the street. The whole street becomes difficult terrain.
7879 A mad elf stumbles naked through the street, ranting and raving about how Hedgegrove is doomed because there is
an evil army of Winter Court soldiers marching to burn it down. The elf seizes a random PC and shakes them, crying
You believe me, dont you?!
8081 A limping blink dog follows the party, hungry and slobbering.
8283 A shopkeeper pulls a random PC aside to tell them about the tremendous savings in his shop. He secretly plants a
poisoned dagger in their bag. If the PCs are stopped by guards in the future and the dagger is found, they will be accused of murder and jailed.
8485 A wealthy and kinky elf couple stop a random PC, inviting them to spend the night with the two of them. If they
agree, they will be rewarded handsomely in riches (1,000 gp in fey jewelry), but the PC must roll twice on the Fey
Oddity table after their night of congress.
8600 The Wild Hunt appears! A group of animal-masked riders charge through the streets, cutting down anyone who gets
in their way. At the moment, they are hunting for a person who matches the description of one random PC. See the
Wild Hunt quest (Quest 2, below) for details.

Into
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EN5IDER

Main Quests

Part 1: Briefing

Princess Daneliean Dandelion has the power to


send the player characters back to the Material
Plane, but is unwilling to do so until they offer
their services to her in exchange. She has five
specific things in mind for the PCs to accomplish:
five little favors and tasks that are either beyond
her ability to solve, or beneath one of her station.
Each quest should take 23 hours of play to
complete, but may be completed faster by clever
players or players who charge through any/all
roleplaying interactions.

Quest 1: Recover the Royal Slippers


The princess ordered a pair of custom slippers
be made by her favorite cobbler in Hedgegrove.
The slippers should be finished by now, but the
cobbler has become evasive in his replies to the
princess summons. Princess Dandelion wants to
know what exactly has happened, and why her
slippers havent been delivered yet.
The cobbler, a gnome named Frendamus
Tacktallow, had his shop broken into in the night.
The royal slippers were stolen. He is unwilling
to come forward with this news, fearing the
princesss reprisal. Her business is the only thing
keeping his small shop afloat.
The slippers were stolen by Lydia ElRanatoth,
an elven thief with a grudge against the princess.
The thief stole the slippers, planning to curse them
using a magic scroll she acquired in the market,
then returning the cursed slippers in the hopes
that theyd be given to the princess, and that shed
be cursed upon putting them on. Unfortunately,
the curse backfired on her. Now, she is trapped in
her hideout, wearing the cursed slippers which
are forcing her to dance until she dies.

At the Rose Palace, the princess informs the


players of the situation. She wants them to find
out whats taking her slippers so long to be
finished and delivered. More than that, she would
like them to be found and delivered straight to
her. She describes the undelivered slippers as she
expects them (silken, rose pink, with princess cut
gems set into the heels), and describes Frendamus
appearance and mannerisms to them (short,
nervous, fidgety, has a high pitched laughsuch
a silly little thing). She also provides rough
directions to Frendamus shop.
Roll 1d4 directly onto the Hedgegrove map.
Whichever hedge tenement the bottom most end
of the dice points to is the location of the cobblers.

Part 2: Investigating the Cobblers


The PCs arrive at the cobblers to find it has
been broken into. The doors lock has been
melted away with acid, and shoes litter the floor.
Frendamus can be found weeping silently in the
back of the shop. He is skittish and slow to reveal
or admit to anything, seeming to fear for his life.
Charisma. Frendamus admits that hes the
one who the princess commissioned to make
her slippers. He reveals they were stolen the
other night and he doesnt know what to do.
Intelligence (History). Frendamus fears the
princess wrath, believing that shell punish
him for being late with his delivery of her
slippers. Knowing how Archfey behave, this
is a likely outcome.
Intelligence (Investigation). Looking around
the cobblers, its clear that only the princess
slippers were stolen, suggesting that this
might not have been an ordinary robbery.
The melted lock suggests a burglar, but not
one savvy enough to use thieves tools.
Intelligence (Arcana) or detect magic. The
slippers have a mild enchantment that
protects them from wear and tear, which
leaves a faint trail that can be followed.

EN World EN5IDER | Into the Feywild

Part 3: Tracking the Thiefs Trail

Quest 2. Join the Wild Hunt

The thief, Lydia ElRanatoth, has a hideout thats


1d6+1 hedge tenements up from the cobblers
location. She was seen by a number of nearby
shopkeeper NPCs, who will point the PCs in
the right direction if convinced (Persuasion,
Intimidation, Deception) or bribed (10 gp or more).
In addition, the slippers leave a faint magical
trail that can be followed by either making three
successive Intelligence (Arcana) checks, or casting
detect magic.
Lydia was seen entering a warehouse built into
a hedge tenement. The sign outside of it says it
houses carts and wagons. Its doors are locked,
and its windows are boarded up from the inside.

Princess Dandelion greatly desires a suckling


warthog for a feast she is hosting, and she wants
the characters to hunt one of these elusive
warthogs for her. The only way the princess
thinks this could be possible for them is for them
to join the Wild Hunt.
The Wild Hunt is a never ending hunt that rides
throughout Hedgegrove: horrible hunters don
horrible animal masks and ride horrible horses
with human faces, killing all manner of beasts and
peoples they happen to think are horrible. The
Wild Hunt consists of at least two dozen riders, all
armed with cold iron pikes and tridents, clad in
bloodstained chainmail. Locales believe that the
Hunt is the only form of authority that rivals that
of the Archfey: anyone who the Wild Hunt kills,
tramples, or abducts must have done something
to deserve it.
The party must join the Wild Hunt, convince
them to hunt a warthog, and then leave the
Wild Hunt without the hunters noticing them,
and return the warthog to the Rose Palace.
Alternatively, they can acquire a warthog (or
something similar) by other, more clever means.

Part 4: Confronting the Thief


The warehouse is roughly 100 feet by 100 feet,
and is lit by moonlight braziers, most of which
have gone out. Wooden carts and carriages fill
the warehouse, creating several walls within. At
the back of the warehouse is Lydia ElRanatoth,
wearing the stolen slippers.
Lydia is currently dancing the ballet while
violently gasping and heaving. She looks ragged
and exhausted. Her feet are bleeding. She begs
anyone who comes near her to make the dancing
stop. It doesnt take much to get Lydia to explain
what happened (summarize the opening of this
quest to your players). The effect of the slippers
can be ended for 1 round with a casting of dispel
magic, which is enough time for Lydia to try to rip
the slippers off of her feet. Otherwise, the slippers
are stuck tight to Lydias feet and cannot removed
without taking extreme measures.
If the slippers are removed and brought to
Princess Dandelion, she will take them and thank
the PCs for recovering them. If the slippers are not
returned to Princess Dandelion, but the situation
is explained, she will throw a bit of a tantrum over
not getting to have them, but will eventually calm
down and thank the PCs for their efforts.

Part 1: Briefing
Princess Dandelion tells the party of the feast
she is planning on hosting very soon. She greatly
desires a suckling warthog to be the centerpiece
of the feast, but it is an exceedingly rare creature:
a wild tusked pig thats already cooked, yet still
squeals and moves as if it is alive. Only once its
skewered does this odd meal stop moving.
The princess is certain that only the Wild Hunt
is capable of finding such a creature on such short
notice. She believes that the PCs should join in
their hunt and convince them to do her bidding.
To help, she can point out where the Wild Hunt is
currently resting: Roll 1d4 onto the Hedgegrove
map. Whichever maze road the top most end of
the dice points to is the location of the Wild Hunt.

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Part 2: Find the Wild Hunt

Investigation. Searching the area for subtle


clues like track marks, trails, and other signs
of the elusive warthog.
Nature. Guessing at the kinds of hedged
paths a warthog might walk down, or where
it might go to find water.
Each of these skill checks has a DC of 12. The
Wild Hunt can track the warthog down with little
trouble, but they want to see what the party is
capable of. Its best to let the players be as creative
as they want to be with coming up with uses of
their skills.
Once the party has found the suckling warthog,
the Wild Hunt quickly chases it down and spears
it. Now all the party needs to do is abscond with
it, as the Wild Hunt will be reluctant to let their
prize, or the party, leave the Hunt.

Once in the area of them, the Wild Hunt isnt


hard to miss: a collection of bloody chainmail
clad warriors wearing animal masks, watering
strange shriveled horses with the faces of elves
and gnomes.
Fey natives dont often seek the Wild
Hunt out themselves, but it does happen
occasionally. Those who have been wronged
and seek justice or revenge sometimes look
for the Wild Hunt, asking to join them if they
will hunt and kill those who wronged them.
The hunters value displays of bravery,
bravado, and cruelty. They are not chivalrous
and they look down upon altruism and
kindness. The hunters do look favorably
upon those who can prove they are strong
and ruthless.
The easiest way to get the Wild Hunt to
let the party join them is to present them
with a challenge. Most of them are familiar
with suckling warthogs, and would relish
the chance to hunt one. Challenging their
abilities and wanting to see proof of their
hunting skills is a great way to be welcomed
into the Hunt.

Part 3: Hunt a Warthog


Actually hunting the warthog is a skill challenge,
requiring every party member to suggest a course
of action that might help track the warthog down
that also correlates with a skill. Such as
Animal Handling. Being able to coax your
horrible horse into riding harder and faster,
chasing after the warthogs scent.
Athletics. Chasing down the beast yourself
on foot when its close, tackling it to the
ground and pinning it.
Deception. Leading the Wild Hunt down a
false path while other party members chase
down the real warthog.
History. Remembering folktales and lore
about these warthogs, and how storied
heroes caught them in the past.

Part 4: Escape
How the party escapes the Wild Hunt is up to
them. Sneaking away during a moment of brief
rest is possible: the Wild Hunt has a collective
passive Perception of 16. Outrunning the Wild
Hunt is harder, but still doable if the party is
clever and uses random encounters along the way
to their advantage.
The Wild Hunt will not chase the PCs into the
Rose Palace. Once they make it there, they are safe.
Provided more than half of the suckling warthog
is presented to her, Princess Dandelion declares
the PCs are successful in their quest.

Part 4.5: Fooling Princess Dandelion


While the princess is a powerful Archfey, she isnt
above being deceived or fooled by a clever forgery.
If the players think joining the Wild Hunt is too
risky or too dangerous, they can use whatever
means available to them to come up with a
suitable replacement for a suckling warthog.
Princess Dandelion makes an Intelligence
(Investigation) check with a +7 bonus, versus a
Charisma (Deception) check made by the party
member with the greatest bonus. Other PCs can
assist with this roll.

EN World EN5IDER | Into the Feywild

Quest 3: Serve as Entertainment at


an Archfey Soire
This quest should take place shortly after
retrieving the suckling warthog for Princess
Dandelion. She is preparing to host a feast and
party for visiting Archfey and other fey nobility,
and would like the PCs to assist her in doing
so. She requests that they take up a variety
of roles that would suit each PC best: serving
food, serving drinks, playing music, acting as
entertainment, etc.
Mortals from the Material Plane are considered
oddities in the Feywild, and Princess Dandelion
wants to show the PCs off a bit. She makes it clear
that this is to test their resolve and their grace
under pressure. She also wants to have the PCs
serve on them just for kicks.
This is a much more open-ended and roleplay
heavy quest, consisting of a lot of character
interaction and back and forth conversation and
improvising. Have the players go about their roles,
interacting with the notable guests below. If this
doesnt suit your players, you can opt to make
it a skill challenge, or lean more heavily on the
dueling and contest parts of the quest.
Princess Dandelion will consider the soire a
success if no one is killed and opinion of her in
the Summer Court hasnt drastically lessened. It
is left to the GM to find a point to end the party,
but the sudden entrance of the party crasher
BelAtaka can be a suitable climax.

Notable Guests:
Leylandra, Summer Court Archduchess.
Archfey, genderfluid, Dandelions cousin. She
actively wants to see her lesser cousin
humiliated, but she also has a weakness for
grisly stories of mortal wars on the Material
Plane. Particularly stories of war and combat.
Whisper, Faun Artist and Poet. Aristocrat,
male, painter and poet of some repute. He wants
respect from anyoneanyone at alland is
actively hitting on female nobles with little

success. If approached, he will ask a PC


for love advice regardless of whether its
reasonable to think the PC has good advice.
Grimscour, Gremlin Engineer. Works for the
Summer Court, male, makes clockwork tools and
curiosities. Seeks a wizard or other highly
intelligent character to talk shop with, and
is terribly bored by fey soires. Wants to
cause chaos that cant be traced back to him,
and asks a PC for help stashing a bunch of
fireworks in a punchbowl as a gag.
Severus, True Elf Dandy. Male, distant
relative of Dandelions, insufferably rich. He is
a foppish cad who delights in taunting and
teasing mortals. Hes not especially well
liked by most, though he gets weepy and
apologetic when drunk.
Lurvana, Winter Court Seductress. Archfey,
female, crashing the party. Pure, unbridled
sexual desire made flesh. Lurvana is looking
for a good time in a variety of ways. She
shows no shame and would love to make
out with a PC in the nearby fountain.
Shes terribly bored or anxious in ordinary
conversation.
Branchlord, Spriggan Guard Captain.
Agender, employed by Dandelion, invited because
theyre a real laugh. Branchlord is a dour,
humorless guardian of Hedgegrove who
speaks in a low monotone, but who has
a manner of speaking that seems to crack
Dandelion up every time she hears it. Any
PC who stands up for or commiserates with
Branchlord earns the spriggans respect.
BelAtaka, True Elf Hero. Wood elf veteran,
female, crashing the party. BelAtaka seeks
out the PCs because shes curious about the
Material Plane. Shes visited it a few times
and wants to learn more. BelAtaka and
Dandelion do not get along in the slightest.
On top of this, she is eager to challenge
anyone who looks tough to a duel: a fight to
half hit points, no magic.

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Quest 4. Help a Hopeless Satyr


Find Love
Theres a satyr nobleman, the scion of a Summer
Court house, that Princess Dandelion thinks is a
hopeless cause. His name is Beau, and he suffers
from an inability to be charming or appealing to
women. Hes a sad, lonely, isolated, and overly
nervous nerd.
Princess Dandelion wants the PCs to set him
up on a date, and hopefully find true love. She
doesnt really think that such a feat is possible,
but it would amuse her greatly to see it attempted.
Hes waiting downstairs in the Rose Palace for
the PCs to take him out on the town and help him
find loveby whatever means they see fit.
Beau is usually short for a satyr. Hes round,
balding, and has poor table manners and poor
social graces. He is creative and has a flair for
poetry and song, but has difficulty speaking to
women or attractive men. He presents himself
as straight, but is bisexual and has a particular
weakness for True Elf men. He is quick to
become infatuated and fall in love, but wont
feel successful until he is loved back in return by
someone, even if just for a night.

This quest relies on the players being proactive,


rather than reactive. Theyre the ones who should
be coming up with a plan to help Beau find love.
Hes happy to make suggestions and will share
the names of assorted shopkeepers he thinks are
cute and that he wishes he could talk to (see the
Random Shop Table, above).

Conclusion
(Leaving the Feywild)

Once the PCs have completed Princess


Dandelions four quests, or otherwise ingratiated
themselves to her in a way that makes her want to
help them, she will have her court magicians open
a stable portal to the same location on the Material
Plane where they first entered the Feywild.
Dandelion will do whatever she can to convince
the PCs to stay, but if they insist on leaving she
will thank them for their time and wish them
well. If PCs want to continue to adventure within
the city of Hedgegrove and the Feywild beyond,
Princess Dandelion is more than happy to offer
them a raincheck on the use of her courtly magic
to return home.

EN World EN5IDER | Into the Feywild

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