The Hunter's Lodge
Side Quests for the Huntsman or Huntress
Apps close on 30 October 2025 until 1 February 2026!
Side Quests for the Huntsman or Huntress
You wearily make your way through the snow covered forests near Bystrzyca, the soft white snow crunching under your feet. You’ve been traveling for a while and are in desperate need of a safe place to rest, have a hot meal, and recuperate. Luckily, you are nearly there.
You couldn’t find the place unless you knew exactly where to look, as it’s covered with glamours to hide its location, and the Huntsmen of Folkland are far too clever to leave tracks - even in the heavy snow.
Nestled deep in the winter forest floor is a large lodge, made from the thick boughs of trees. It rests around the trunk of an immense pine tree, with additional rooms built around the centre trunk and the colossal branches above. With twilight fast approaching, the cheery warm light spilling from the windows of the lodge is a welcome sight to you and your tired feet.
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Huntsman Side Quest One
Tactical Gear
You have set aside some fairy gold to get yourself a new outfit for trekking the wilderness.
Design a new outfit for your character that would protect them in a form of extreme weather - maybe heat resistant clothing for a volcanic area or desert, warm clothing for a snowy environment, respiratory equipment for a hallucinatory forest, clothing that protects the wearer from stinging bugs in a swamp or jungle environment, etc.
Rewards:
100 fairy gold
10 crystals
Small net
Vine rope
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Huntsman Side Quest Two
Hallowed Ground
⚠️Characters must be level 2 to complete this mission!⚠️
An area of wilderness you hold dear has become cursed. The land is blighted, with local plantlife rotting and dying, and local wildlife very sick. You will need to lift the curse, and quickly. Destroy any dark objects nearby causing the curse like black poppets, dead things left in water sources, witch bottles, knotted cords, cursed magical items, black stones, and weeping paintings. Watch out for poisonous fog, peat fires and hallucinations. The source of the curse will drain your energy the closer you get to it, but you must battle through and lift the blight to heal the land.
Draw or write about your character trying to remove a curse from an area.
Rewards:
100 fairy gold
10 crystals
Forest amulet
Jar of pine tar
Elderberry
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Huntsman Side Quest Three
Scouting Party
⚠️Characters must be level 2 to complete this mission!⚠️
A group of scholars have asked for an escort to a remote part of Folkland, so they can peacefully study the area and take back information to their university. If they are to survive the trip and get back in one piece, they will need your expertise. Show them how to find food and water, how to hunt, how to build shelters and most importantly, how to respect nature so it doesn’t bite back against you.
Draw or write about your character escorting the scholars through the wilderness to their destination. Does it go smoothly, or do you encounter any hazards on the way? What is the destination they would risk danger to study?
Rewards:
100 fairy gold
10 crystals
Flint
River moss
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Huntsman Side Quest Four
Rare Sighting
There is friendly competition amongst huntsmen to lay eyes on incredibly rare and legendary animal spirits. Whoever can spot one of these creatures (only spot, not harm) will win a bounty. There is the Unicorn, Basilisk, Griffin, Phoenix, Fairy Dragon, Wyvern, Faerie Hounds, White Stag, Kraken, Selma, Firebird, Caladrius, the Peryton, and so on. These beasts live in remote and magical parts of Folkland, and won’t be easy to find. But you are a Hunstman, and you traverse the wilds for a living. Piece of cake!
Draw or write about your character trekking into remote parts of Folkland to try to spot one of these legendary beasts. What do they find?
Rewards:
100 fairy gold
10 crystals
Spyglass
Yarrow
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Huntsman Side Quest Five
The Indomitable Will of Nature
Bandits are attacking a Dryad Grove! Fend them off!
Draw or write about your character defending a grove of dryads from a party of bandits.
Rewards:
100 fairy gold
10 crystals
Plantain
Peppermint
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Huntsman Side Quest Six
Wildfire Season
⚠️This is a partner quest! Recruit another huntsman and include them in your quest submission or do a collab.⚠️
A wildfire has started in an area near you. Try to stop or slow the fire and save any creatures and animals in harm's way while you’re at it. You can’t do this alone, so grab a fellow huntsman and work together to avoid devastation.
Draw or write about your character and a friend battling the wildfire and saving any victims in its path.
Rewards (for each character, not shared):
200 fairy gold
20 crystals
St. Johns Wort
Water Purifying Waterskin
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Huntsman Side Quest Seven
Wildcrafting
A herbalist has asked you to find a rare medicinal herb for them, called “Wild Fairywand”, and they will pay handsomely. Wildcrafting - the act of foraging for edible food and medicinal herbs in the environment, is a crucial skill for any huntsman worth their leathers. The plant itself looks like any other and may be hard to identify. Come to think of it, it looks quite similar to the toxic giant hogweed, or the poisonous water hemlock. Oh dear, this could be more difficult than you thought…
Roll a d6 dice to see how you do!
Note: If you recruit another huntsman to help (either by drawing another huntsman in your quest or doing a collab with another member of Folkland), roll with advantage (roll twice and use the higher roll)!
If you rolled a 1: You thought you found the rare Wild Fairywand, but it turned out to be a flowering poison nettle. Too bad - your skin is covered in hives and you turn green and get very sick. Is there any peppermint nearby for a healing tea?
If you rolled a 2-3: You find a plant that resembles the Wild Fairywand, but upon closer inspection, it’s a Basilisk Vine – useful for brewing salves, but definitely not what the herbalist needs. Still, the herb can be useful for crafting and the herbalist agrees to pay a portion of the fee for the Basilisk Vine.
If you rolled a 4-5: You find the Wild Fairywand hidden among the underbrush, just as the herbalist described. Its delicate white flowers glow faintly in the dim light. You carefully harvest the plant with no trouble, and it seems to be in perfect condition.
If you rolled a 6: You find an abundance of Wild Fairywand and carefully harvest it, ensuring no damage is done to the plant. As you admire your success, you notice something glinting in the roots… You retain a Wild Fairywand stalk for yourself, and find +25 fairy gold buried in the soil of one of the plants.
Rewards:
100 fairy gold
10 crystals
Wildcrafting guide
Willow Bark
Bird feathers
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Huntsman Side Quest Eight
Emissary of the Wild
You are sent on a diplomatic mission to make offerings to a sacred site in Folkland and commune with the locals. What is the sacred site - a fairy well, a rowan tree, a glen? Who are the locals that attend the site? What offerings do you make?
Draw or write about your character making offerings at a sacred site.
Rewards:
100 fairy gold
10 crystals
Camouflage Kit
Animal furs
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Huntsman Side Quest Nine
The Fae-Eating Barbed Vinecup
You’ve stumbled across an injured animal or fae creature caught in a carnivorous plant! The plant has captured the creature using its long vines, which are currently constricting the poor thing, stopping them from escaping or fighting back. When you approach the plant, it constricts tighter around the creature. What do you do?
DM the founder Isi (isi.a) on discord with 2 sentences on what your character does to disarm the plant trap and free the fae creature trapped in the vines. They can use spells, items in their inventory, and equipped weapons, as well as things that would be nearby: water from the river, sharp stones, vines, grass, sticks.
If you have already solved the predicament, roll 1d6:
If you rolled a 1: You can’t figure it out
If you rolled a 2-3: You succeed but at a high cost (or only partially succeed)
If you rolled a 4-5: You succeed
If you rolled a 6: You succeed wildly!
Rewards:
100 fairy gold
10 crystals
Chamomile
Reed grass for weaving
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Huntsman Side Quest Ten
Pathfinder
⚠️Character must be level 8 to complete this mission!⚠️
Your final test as a huntsman is to escort an ailing spirit to their final destination. This is a sacred pilgrimage you must take to prove yourself as a protector of the wild and earn your Master Hunter title. Protect the ancient spirit and escort it through remote wilderness and treacherous wilds full of magical and natural hazards, to get it back to its home so it can turn back into magical energy and return to the earth to continue the circle of life.
Draw or write about your character escorting an ancient spirit of nature back to their home - a sacred magical and natural site. What is the spirit like? Does it have any wisdom for you? What do you encounter on your journey?
Rewards:
300 fairy gold
30 crystals
Title of Master Hunter
Quiver of Holding
Superior trap
Potion of Peerless Focus
x5 Homing arrowheads
The Hunter's Lodge Gallery