Feywild Notes:
The Feywild has a large but unknown population. The "normal residents" of the feywild come in all manner of forms. The commoners are the speaking animals, the wee folk, the rustics, and the uniques. They tend to live in small, very natural sorts of communities, or in solitary homes. The aristocracy are Elves of a sort, but the royalty are the Fey Lords. The aristocracy gather in "Courts", where they have grand feasts and celebrations. Elves in the Feywild tend towards awe and splendor rather than blending with nature. What is the relationship between the Elves of Aestas and the Elves of the Feywild?
Feywild Elves are high elves, but with the ability to cast Misty Step, Charm Person, and Minor Illusion, as well as the usual resistance to Charm and Sleep.
The Great Elves of ancient times were beings of the same order as the Fey Lords in the Feywild. Their mastery of powers on the material plane made them fearsome beyond reason, and they are not spoken of here except in euphemistic terms. The feywild elves regard modern common elves as the fallen ancestors of the Great Elves; they are thus regarded as bumpkin cousins, viewed with a mix of contempt and affection.
The Shining Courts of the Shattered Lands - Fractured into myriad courts, led by the Summer Queen and the Sun Court. This region most closely resembles the elegant Seelie Sidhe of European myth and legend.
The Wandering Court of the Horselords - The nomadic fey of the Wandering Court resemble Xanadu of the Coleridge Court, with realms inside gigantic tents. Lots of horses.
The Dark Courts of Fire and Swamp - The classic Unseelie Courts rule the fens and swamps and volcanos in the Feywild analog of the Mayhar Peninsula.
The Five Courts Beyond the Sea - Four fey courts rule across the seas differing only in their aesthetic, joined by the fearsome Bone Court of the Lawful Undead.
The Three and Twenty Courts - Three major fey courts inhabit an Asian style fairyland, plus a land ruled by a fractious Unseelie-analog.
The Elder Lands - Mysterious land unknown to the fey - dinosaurs and such.
The Djinn Lands - Desert palaces of air and fire spirits.
Just as the residents of the Feywild are magical creatures, so are the animals and plants. Major feywild creatures are nearly all singular, and possessed of power of illusion of some sort. When slain, they reappear at the next arcane moon. Minor feywild creatures are generally more clever than their mundane equivalents, often with magical gifts and otherworldly appearance.
Feywild time and geography are flexible and prone to nonsensical shifts. A few physical features are shared in common with Aestas, but not enough for consistent navigation, which generally requires lore and knowledge to fix it into place. Likewise, there appears to be some sort of reflection between the dominant cultures of Aestas and those of the Feywild, though the mechanics of this are unknown, and the idea will remain incomprehensible to the Fey.
The scope of this tale will be a single forest.
Hook: Venn the Pixie will explain that she was captured by the wizard, along with several of her friends but only she escaped. She isn't completely sure what the mission is, but she knows that her Lady is in a terrible state, and needs help. Her mistress dispatched her as part of a mission to a sage on a mountain to find a solution, but the party was stopped, captured, and taken by the wizard. Venn's mistress is a Dryad named Lady Merialeth Holamys, the caretaker of a particular patch of woodlands. Her servants and subjects are various woodland sprites and pixies, and various talking animals. Lady Merialeth is out of favor at the court of the Shining Queen, so all of the nobles around her are forbidden to assist her directly. The enemy is a Green Hag named "Aunty Moldybones" and her minions. Sensing that Lady Merialeth is out of favor, the Green Hag decided to move in and take over. For various incomprehensible fey reasons, she has not defeated Lady Merialeth, but may do so soon. Venn was dispatched to travel to the distant mountain of the Emerald Sage, in hopes that he might be able to provide assistance. The Emerald Sage can provide the Green Hag's "True Name", which can be used to great effect against her and even her minions. Any spells or attacks are delivered with advantage against a Fey whose true name is known.
Arrival: When the castle lands, it will be met by a small group of odd but harmless fae creatures. The PC's will have just a little while to poke around before a Fae Knight and his retinue arrives to investigate the strange doings. (1200XP total)
Fae Knight (Sir Vesstan Trisfaren of the Warring Boar) - Weapons do damage, but anyone brought to 0hp will be transformed into a "Boar" if they fail a death save, with the intention of being hunted for sport later. If peace is established, the boars will be hunted by sprites and brought to court, where they will be restored to health and sanity by Lady Merialeth
Warhorse (Hithlum) - The horse can do a 30' "Misty Step" once per combat.
Two Sprite Squires (Ribbnanet and Bimadnot) - The squires will focus on spellcasters, and will shoot from cover and invisibility.
He will challenge the PC's to battle for the right to rule the castle, and will accuse them of being demons serving "Her Foulness". He will agree to any terms they offer, so long as they agree to serve him for a year and a day if he is victorious. The knight will spare any PC's he fights, holding back from the killing blow. In serving him, he will deliver them to his mistress, Lady Merialeth. If the PC's vanquish him, he will concede that they are stronger, and he will hand over the pendant granting him rule over the domain. Either way, he will depart when the combat is resolved. Venn will then take the PC's to Lady Tiarella, either as captives or as victors.
To The Mansion: Meet the Lady, and receive the quest. A visit from Aunty's herald. Once friendly and wondrous, the woods have become wild and dangerous. The journey to Lady Merialeth's mansion will be dangerous. The path is treacherous, and once lovely woods are now fraught with peril.
Find the Path: If the PC's do not approach the local animals as guides, they will have to work pretty hard to find the trail leading back to Lady Merialeth's manor. This is a DC-14 Survival roll. If they get well and truly lost, they will stumble into a Myconid circle, enemies of the Blight. If they are able to establish good relations, a Myconid sprout will show them the way through. If they somehow screw this up, they will wander aimlessly through the woods until they discover they are being stalked by a Displacer Beast, a minion of Aunty Moldybones.
The Manor: A ridiculously arched stone bridge guarded by a cluster of mushroom footmen (Myconids with spears) will lead to safety. If escorted by Victrola, they will be able to pass freely. If not, they will have to bluff their way to the door, where they will be greeted by Jodwix the Satyr, chamberlain to Lady Merialeth. If they present the amulet from the Warring Boar Knight, they will be allowed in. Lady Merialeth can reverse the enchantment, but will only do so if the party agrees to assist her. Once they have promised, if they renege, they will have disadvantage on WIS saves until they return to her service. The manor is a donut keep, oriented around a large tree - her tree. She will not admit to being a Dryad, but will remain in the manor. Lady Merialeth will explain that she needs the party to travel into the mountains to the Temple of the Emerald Sage, who sees all. The mountain is visible in the far distance, an absurdly tall mountain wreathed by storm clouds. She believes that the Sage will have something for her that will allow her to throw off the effects of Aunty Moldybones' enchantments. The dryad will give a silver tablet to be presented as payment. The PC's are to travel there, pass whatever trials are required, give the tablet to the Emerald Sage, and bring back whatever aid is given.
To the Seer's Mountain: The mountain is visible in the far distance, an absurdly tall mountain wreathed by storm clouds. The PC's will have to breach the Blight Ring, and will be set upon by a group of Ogres and Orcs who have been sent to stop them. Once out of the woods, they will be able to easily travel across the rolling hills of the valley, with minor interactions with the odd denizens of the Feywild. Journey to the mountain temple, climb stairs, pass the three guardians (riddle), and receive the hag's true name (she knows the general location of any who know it). The Emerald Sage is a storm giant who retreated to the Feywild millennia ago.
1) Blight Ring Once More: To leave the castle, the party will have to pass through the Blight Ring one more time. Two Ettercaps, a Giant Spider (AC14, HP30, +5/1d8+3, DC-11/2d8 poison), and enough Spider Swarms (AC12, HP20, +3/4d4) to make life difficult block the road to the Open Country. They are currently tormenting a captive pixie, prior to devouring her. If the PC's are able to save her, they will discover that she is yet another cousin of Venn's, named Victrola. Someone will have to reach the Pixie within three turns to save her from the swarms. Once past the webs, they will be able to see the bridge leading to "safety", then out into the open country.
2) Across the Open Country - Once the party has escaped the woods, they are far from most of Aunty Moldybones's minions. However, they are not safe yet. Aunty knows that the PC's are trouble, and has dispatched a band of lumpen fae after them. This group can be statted out as goblins and a few orcs, and one or two goblins. They are assisted by Kelmorag, a vile druidic manticore (AC14, HP75, +5/1d8+3 x 3) that can cast spells as a Druid-3.
Current spells: Cure Wounds, Healing Word, Thunderwave, Heat Metal, Lesser Restoration Cantrips: Poison Spray, Produce Flame, Resistance
Druid Circle Spells: Darkness, Melf's Acid Arrow
Spell slots: 4 first level, 2 second level Spell save DC: 12 Spell Attack Modifier: +4 Can prepare 5 spells Spell save DC: 12 Spell Attack Modifier: +4
After a day's travel (?) across the plains, if the PC's are still alive, they will come to a tall totem pole, a warning to all 'Two-Legs" to stay out. They will nevertheless have to go. Past this point, their pursuers will give up, and only Kelmorag will continue. Eventually, a patrol of Centaurs (AC-12, HP-50, +6/2d6+4 +4/1d8+2) with impressive antlers and horns, adorned in feathers and paint will confront the party, and demand an explanation. If the PC's gift the leader the boar spear, they will be treated as guests. A successful bardic performance may also work. Any clever plan at all will probably be enough. All Fey centaur know "Druidcraft", and several know "True Strike".
Trytyrus, Aoxetus, Wenerion, Glafiton, Xexous, Crastorn
Upon being convinced of the party's honorable intentions, the centaurs will escort them to the mountain steps. If still alive by this point, the Manticore will make a single attempt at killing them with a spell and a dart attack but will roar in frustration and depart once all of them are on the stairs up.
3) Up the Mountain Steps - The PC's will need to climb an absurd amount of stairs, before they come to a small platform; Constitution Save DC-15 to avoid one level of exhaustion, 5+ is two levels, a critical failure is 3. On the platform are a number of statues of people frozen in either contemplation or terror, including faeries, satyrs, even a troll. These are simply statues to deter the foolish.To pass they must answer the three riddles asked by the gate guard (a greenish Galeb Duhr (AC16, HP85, +8/2d6+5 named "Malachite") and proceed up the stairs to the Emerald Sage's lair at the peak. Because time is meaningless here, the Galeb Duhr will cheerfully wait forever for the PC's to get the answer. In a fight, the Galeb Duhr will simply try to slam the PC's off the sides (5d6 fall DEX Save 15 to take half damage, and then they must start over at the bottom). If the PC's opt for trickery, the Emerald Sage will accept this as interesting enough to allow. A stealthy approach will result in an attack by two Gargoyles (AC15, HP50, +4/1d6+2 x 2), who live on the mountain and are tolerated by the giant. If the PC survives, the Emerald sage will accept his petition.
Riddle: The more you take,
the more you leave behind.
Answer: Footsteps.
Riddle: Tall I am young,
Short I am old,
While with life I glow,
Wind is my foe.
Answer: A candle.
Riddle: You have me today,
Tomorrow you'll have more;
As your time passes,
I'm not easy to store;
I don't take up space,
But I'm only in one place;
I am what you saw,
But not what you see.
Answer: Memories.
Riddle: I can fly yet have no wings,
I beat down mountains, I conquer kings,
At once three different things am I,
As a continuous whole, I cannot die.
Answer: Time
Riddle:I have six faces,
but do not wear a mask.
I have twenty-one eyes,
but cannot see.
Answer:
A die (dice).
The Emerald Sage is a storm giant who retreated to the Feywild millennia ago. The PC's will be told to speak to a large emerald statue at the top. Behind some large curtains is a storm giant. Assuming they are polite, they receive the hag's true name (she knows the general location of any who know it). In exchange for this gift, each player will have to provide something of value in exchange - Secret, Pledge, True Name, or Token.
A Secret, would need to be some significant fact that the PC knows (or that the player makes up on the spot)
A Pledge of Service means that the PC will take one level of Warlock, after which the debt is repaid.
The True Name will allow someone Advantage on ALL rolls against the target, or force them to save at disadvantage, and allow them to be summoned to the mountain by the Emerald Sage at will.
If these things are not freely offered, the Emerald Seer will demand a Token, single gold coin as a token of their good fortune, to be held in escrow until the debt is repaid. If their good fortune is taken, whatever save is most important - STR for fighters, INT or WIS for spellcasters, DEX for rogues, will be at disadvantage.
Return Trip: Intercepted by the Hag's minions, who try to bind and slay them before their return.
Kelmorag will attack them again, having been waiting and watching. The rest of the grunts have been run off by the Centaurs who live on the plains.
Kelmorag, a vile sorcerous manticore (AC14, HP75, +5/1d8+3 x 3) that can cast spells as a Druid-3.
Spells known: Charm Person, Sleep, Thunderwave Cantrips: Mage Hand, Minor Illusion, Poison Spray, Ray of Frost
Spell slots: 3 first level Spell save DC: 14 Spell Attack Modifier: +6 Knows 3 spells
Race magic: Thaumaturgy Spell save DC: 14 Spell Attack Modifier: +6
He is assisted by a group of five flying Unseelie fae, stats as "winged kobolds (AC-13/HP-8)", rocks 1d6+3/+5 to hit, dagger 1d4+3/+5/DC-10 poisoned, Minor Illusion at will. If the PC's are able to defeat them, they will be able to reach the safety of Lady Merialeth's woods without a problem. Aunty Moldybones has pulled back her forces to protect her area, as she recognizes the threat posed by the PC's.
The Final Battle: Fighting into the hag's lair, and destroying her.
Aunty Moldybones is a max strength Greenhag, will usually adopt an alluring green skin with antlers appearance.
Lair is a shack built onto a big tree, much larger on the inside than the outside. Lower level exit is a hole in the stump, half submerged. Rooms include entry hall, kitchen, hearth, storage rooms, pantry, bedchamber, servant quarters, dressing room, stairs going down, basement storage, dungeon, offal pit, guard rooms, and troll cave. She is served by emo kids (Urds and Gargoyles), three Ogres, and a Troll who is her current favorite and thus dressed in fineries. Swamp critters as well. Local trees and plants are often corrupted.
She is aware that the group is extremely stealthy and able to inflict a lot of damage, and so will rely on misdirection and illusion.
Lair