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Wrath ing

of the

R K
iverWolfgang Baur and Robert Fairbanks
An Adventure for Characters of 5th–7th Level
W rath of the
R iver K ing
Design: Wolfgang Baur and Robert Fairbanks
Editor: Thomas Reid
Cover Artist: Florian Stitz
Interior Artists: Bruno Balixa, Ivan Dixon, Felipe Gona, Florian Stitz,
Eva Widermann and Kieran Yanner
Cartography: Edward J. Reed and Jonathan Roberts
Art Direction and Graphic Design: Marc Radle
5th Edition Conversion: Robert Fairbanks and Thomas M. Reid
Publisher: Wolfgang Baur

Playtesters Special Thanks to the Original


Internal Playtest Crew: Scott Gable, Jeff Grubb, Luis Mejia, Monster Designers
John Rateliff, Anne Trent, and Sigfried Trent Wolfgang Baur: Ambertan the Warlock, Bugbear Hunters,
Gen Con Playtest Crew: Bill Collins, Clay Fleischer, Dire Crows, Eel Hounds, Eel Hound Pack Leader,
Benjamin Hayward, Joe Jawson, and Mighty Ben McFarland Ettercap Axe Guards, Goblin Frog Riders, Greater
Shadowborn Playtest Crew: David Albright, Mildred Cady, Eel Hounds, Heartstopper Nixie, Lady Clatterspin,
Jon Choy, Tersha Choy, B.A. McLean, Mathew Miller, Lord Peppick, Lorelei, Mudflick the Vile Gnome,
Douglas Reinert, William Salvi, and Kyle Schuttenburg Mulchmouth the Bugbear Poacher, Redcoat the Bear,
River Sprites, River King’s Soldiers, His Majesty Ulorian
Contributing Designers the River King, Wildfire Treant
Lost in the Dark Woods: Jesse Butler, Rich Green, Lutz Benjamin Hayward: Forest Imps, Jenny Greenteeth,
Hofmann, Paul John, Brett McLean, Ben McFarland, Swamp Frog, Spriggans
Filipe Silva, Joshua Stevens, and Dan Voyce
Ben McFarland: Fangs-in-Shade-and-Rushes, Giant
Members of the River Court: Wolfgang Baur, Ben McFarland, Drones, Lady Budena, Lady Fanderol & Sir Thistledown,
and Joshua Stevens Sir Lijon Troutscales, Whillette & Illaud, Wickerbell
Regalia of the River King: Jim Clunie and Brett McLean John E. Ling and Joshua Stevens: Le Nain Rouge
Dan Voyce: Knurlnap the Water Bearer
Mark Wilkins: Merrow

Midgard and Kobold Press are trademarks of Open Design. All rights reserved.
Open Game Content: The Open content in this issue includes the monster stat blocks and new monsters. All other material is Product Identity, especially
place names, character names, locations, story elements, and fiction. No other portion of this work may be reproduced in any form without permission.

ISBN: 978-1-936781-76-8
©2017 Open Design. All rights reserved.
www.KoboldPress.com

1
OUR FEUDAL OVERLORDS This is all a long-winded way of saying, the fey of Wrath of
the River King are all arrogant bastards who are certain that
I’ve always enjoyed the fact that adventurers are outsiders.
humans, dwarves, dragonkin, and halflings are really just
Sure, kings, princes, bishops, and archpriests order them
talking animals with less fur or more scales. This adventure
around, but really? Adventurers are modern in their outlook—
is about wandering around in that alien world, with different
hired swords who ride into town and take care of the peasantry
laws and customs, and trying not to offend the Really Big
while extracting gold coins from the lords in their castles.
Powers that run the place.
Call them mercenary consultants, if you like.
It offers lot of exploration, flavor, and places for a party to just
The fey lords and ladies, on the other hand, have always
wander around. Wrath also contains quite a few encounters
struck me as purely Arthurian and feudal, at least in outward
that, with the right group of players, might turn extremely
form. There are queens like Titania, and kings like Oberon.
chatty on you. Even the encounter that I most wanted to run
If you don’t want to wind up with frog legs and a croaking
as a playtest combat didn’t turn out that way (the story is on
voice, you’d better show them some respect. The fey nobles
page 39). That’s a difference in design and in play style. From
are cruel and violent and not to be trifled with. You, dear
the playtest comments I got, it was welcome after a string of
adventurers, are not worthy of their notice, or so they’d say.
combat grind adventures. Sometimes it’s just timing.
This amuses the hell out of me, because the fey have a definite
If they do turn out to be too talky… Well, the lords and ladies
underclass. Talking animals, lesser sprites and gnomes, and
of the fey are a chatty, gossipy, and ultimately treacherous
maybe the typical sidhe apprentice are all lesser creatures.
bunch. Sic some spriggans on the party if they complain, and
There’s a real class structure in the fey lands, and it is not fluid
have the players try to figure out who sent them later.
at all. You are born into it. Because it’s not human society, it
I hope you enjoy some time in the Summer Lands as much
seems easier for players to accept that class structure (in towns
as I did. Just don’t forget who really runs the place.
or cities, players tend to assume a pseudo-modern meritocracy
or at least some room for social mobility). Wolfgang Baur
December 17, 2008

Dedicated to the Patrons Who Made It Possible


Aaron Acevedo Darin Kerr Jeremy Smith Matthew Cutter Robert Jazo
Alan Cannon Daryl Gubler Jerry Hamilton, Jr Matthew Donle Robert Miller
Alan Scott Dean Mitchell Jesse Butler Matthew Kaiser Robert Palmer
Alex Kanous Donald Rhye Jesse Cole Goldberg Matthew Maranda Roland Parnaso
Amy Sutedja Douglas Meserve John Hofmann Matthew Monteiro Scott Gable
Andre Araujo Duncan MacPhail John Marron Matthew Olivia Scott Slonaker
Andrew Garrett Filipe Silva John Rateliff Michael Baker Scott Sutherland
Andrew Nuxoll Francis Carelli John Sharp Michael Benensky Sean Bradley
Andrew Shiel Frank Reding Johnathan Bingham Michael Cullingham Sean Donohue
Anthony Jones Frank Reiss Jon Michaels Michael Fehlauer Sean Molley
Ari Marmell Geoff rey Hart Joseph Crow Michael Landis Shawn Carlsen
Bart Hennigan Graf Douglass Joshua Franklin Michael Machado Sid Wood
Ben McFarland Graham Poole Joshua Randall Michael Waite Sigfried Trent
Benjamin Hayward Grayson Richardson Joshua Stevens Michael Welham Silas McDermott
Benjamin Norest Greg Volz Karl Smith Mikael Borjesson Stefen Styrsky
Benjamin Sennitt Gregory Kelsey Katherine Cristensen Mitchell Lawrence Stephen David Wark
Bradford Ferguson Guy Thompson Keaton Bauman Nathan Wormer Steve Holder
Brandon Ording Ignacio Blasco López Keith Richmond Neal Levin Steven Schopmeyer
Brett McLean Jacob Skowronek Kevin Lawrence Nicolas Townsend Tad Jones
Bryan Rennekamp James Clunie Kevin Reynolds Olivier Miralles Tavis Allison
Charles Howell James Groves Kris Kunkel Patrick Benjamin Thomas Carpenter, Jr.
Charles Powell James Martin Laura Teddiman Patrick Malone Thor Olavsrud
Chas Williams James Pacheco Leon Powell Paul Hollingsworth Tim Nickel
Christian Lindke James Patterson Lori Brown Paul Matthews Tim Raeburn
Christopher Cumming Jan Cornelius Rodewald Lutz Hofmann Paul Munson Trent Revis
Christopher Lee Jans Carton Magnus Nissel Paul Nasrat Troy Larson
Clay Fleischer Jarrod Farquhar-Nicol Marc Wichmann Phil Ward Wendy Adamczyk
Constantin Terton Jason Bostwick Mark Bibler Philippe Menard William Benham
Corey Henderson Jay Joyner Mark Daymude Richard Green William Fischer
Craig Shackleton Jeff McRorie Mark Gedak Rob Harper William Maranto
Daniel Krongaard Jeff Quick Mark Shocklee Robert Emerson William Vernon
Daniel Voyce Jeffrey Spencer Mark Wilkins Robert F Harris Jr. Yuri Pavlotsky
Daniel White Jennifer Wainwright Martin Tucker Robert Harris

2
CONTENTS CHAPTER 4: THE BIRCH QUEEN’S FAIR.................. 31
Story Goals..............................................................................31
INTRODUCTION............................................................ 4
Entering the Fair....................................................................31
Backstory................................................................................... 4
Leaving the Fair......................................................................31
Adventure Hooks..................................................................... 5
Places in the Fair....................................................................32
When the PCs Arrive.............................................................. 5
Fey Trade and Barter.............................................................34
The Long Game........................................................................ 5
Events at the Fair....................................................................34
CHAPTER 1: RIVERBEND.............................................. 6 The Ettin at the Gate..............................................................36
Story Goals................................................................................ 6 The Mages and Merchants....................................................37
Hamlet of Riverbend............................................................... 6 The Vile Gnomes....................................................................40
Golden Knight Tavern............................................................. 6 The Queen’s Consort.............................................................41
The Reeve Kolya....................................................................... 7 The Miller’s Bride Visits........................................................42
Rutyer Mill and the Millpond................................................ 7 The Raid Recruiter.................................................................43
The Hunting Bugbears............................................................ 7
CHAPTER 5: THE DEEPER WOODS
The Talking Bear and the Satyrs............................................. 9 AND THE FEY ROADS.................................................. 44
The Miller’s Story...................................................................12 The Dragon’s Clearing...........................................................44
The Miller's Child..................................................................12 The Ettercap Grove................................................................46
The Pond and the Knight......................................................13 The Fluttering Bridge............................................................48
CHAPTER 2: THROUGH THE MILLPOND................ 16 CHAPTER 6: SOURCE OF THE RIVER....................... 50
DM’s Note...............................................................................16 Traveling the Fey Road..........................................................50
Hazards ...................................................................................16 Where the Lorelei Sing..........................................................51
Swim to Shore Mini-Game...................................................17 The Court of the River King.................................................52
Complex Skill Check: The Rushing River...........................17 The River King’s Judgment...................................................59
The Eel Hounds......................................................................18 Duel in the Court...................................................................61
CHAPTER 3: INTO THE SUMMER LANDS................ 20 The Siege of the False Mill....................................................62
Locations.................................................................................20 The Second Wave at the Mill................................................63
Time, Daylight, and Night....................................................20 CONCLUSION................................................................ 64
Customs and Currency.........................................................20 Quest Rewards........................................................................64
Lost in the Dark Woods........................................................21 Further Adventures................................................................64
The Frog Marsh......................................................................22
APPENDIX A: COURTIERS OF THE
Le Nain Rouge........................................................................24 RIVER COURT............................................................... 65
The Boar Patrol.......................................................................25 Lady Budena...........................................................................65
The Cutting Quicklings.........................................................26 Wickerbell...............................................................................66
The Enchantress and Her Courtiers....................................28 Fangs-in-Shade-and-Rushes.................................................66
Knurlnap, the Water Bearer..................................................67
Sir Lijon Troutscales..............................................................67

Advancement Track
5th Level The PCs should begin the 7th Level The PCs should be 7th level when
adventure at 5th level. they approach the Court of the
River King in Chapter 6.
6th Level The PCs should be 5th level by the
time they begin Chapter 5: The
Deeper Woods and the Fey Roads

3
Introduction
Events in the hamlet of Riverbend stir up the fey, and the which functions as a portal between the fey and mortal
village’s miller asks the PCs to search for his missing bride, a worlds—safe for the fey to travel through, and for making
beautiful elven woman named Ellessandra. Of course, there is monthly sacrifices of flour and a few drops of blood in the
always more than meets the eye where fey are concerned. Can pond, Froderick received a magical millstone, a magical sifter,
the heroes diffuse a potential war between the mortal realms and the hand of the fey courtier Ellessandra.
and the summer kingdoms? Ellessandra is an elf from the River King’s court who
angered Ulrion for daring to love a mortal against the king's
wishes. The River King decreed her punishment would be
BACKSTORY to become fettered to the miller. Ulrion placed a powerful
The small hamlet of Riverbend sits on the periphery of the magical enchantment upon Ellessandra to cause her to love
Vergrace Forest, a place overlapping both Sildendora, the and marry Froderick, and she was banished from the River
Summer Lands of the fey, and the mortal domains of Lord King’s court and forced to take up residence in Riverbend
Reston. That worthy controls the Border Marches and defends when the miller made his pact.
the lands of men against fey, giants, and dark forest creatures. As long as Froderick kept Ellessandra whole and healthy,
The forefathers of Lord Reston attempted to carve a small the Riverbend millstone would do the work of three. As long
foothold in the area, but it was never secure. as the millstone ran each day, Ellessandra would love him. So
Elves are cruel by nature, and the elves of the fey lands are the River King decreed. The millwheel turned even in winter,
crueler still. They look down on humans, dwarves, and others the sifter doubled the flour placed within it, and marriage to
as little more than speaking animals, creatures too foolish to Ellessandra made Froderick’s heart leap. He fell in love.
understand the fey and their rulers. When the humans first It seemed a good bargain for all concerned.
tried to stake a claim to this territory, the forest kings and And yet, the miller could not help skimming from the
queens overran entire villages, put timbers to the torch, stole sacrifices, keeping for himself a portion of what was due to the
children away to raise as changelings in the fey lands, and fey. The collector of sacrifices, a hag named Jenny Greenteeth,
turned roads back into forest overnight. In a few instances, knew the portions were short, but no one at the court believed
when they were feeling more benevolent, the fey rulers struck her (she is a notorious liar, even among the fey).
bargains with those who lived on the borders of civilization. Jenny is the daughter of the Birch Queen, one of the many
Even so, they always demanded obedience, and the bargains fey lords beholden to the River King. Jenny had watched the
they offered were always one-sided. River King’s power grow as he bound more fey to him through
A lonely miller in Riverbend, a stout man named Froderick, blood and tribute. Over time, the River King’s domain spread
took such an offer from Ulrion, the fabled River King. Ulrion beyond the banks of the River Wilt and encroached on the
mimics the traditions of humans, making his servants swear lands of mortals.
oaths to him, making his raiders give a portion of their stolen That is, until the River King began making pacts instead of
fish, butter, or cloth to the River Court, and making ties to war.
those humans and villages willing to accept the bargains. In Jenny would like to see fey power—and by extension, her
exchange for keeping the river warded and the millpond— own—grow again at the expense of those mortals. Perhaps she

4
might even surpass the River King in stature. So she decided ADVENTURE HOOKS
to turn one of Ulrion’s peaceful ties to humans into a cause for
The party can be drawn into the adventure as passersby paying
bloodshed and conquest. She chose the miller Froderick and
a toll to cross the miller’s dam, as friends of the miller, or as
his fey bride, Ellessandra, and bided her time. Over the years,
well-known local heroes called on by the Reeve of Riverbend.
the miller grew older, his bride stayed young, and the jealous
Alternately, the PCs see someone or something drowning in
Jenny Greenteeth finally spotted her opportunity to interfere
the millpond and must attempt a rescue.
when Ellessandra became pregnant.
A half-fey child belongs to the River King. Ellessandra
feared what would become of a changeling unable to disguise WHEN THE PCS ARRIVE
itself among humans. She said nothing to Froderick as she The first the heroes hear of these events is news of Riverbend
contemplated its fate. having troubles. In particular, the heroes hear there have been
The malicious hag spied on the miller’s bride from the goblin raids and a kidnapping. The rumors claim the miller’s
millpond all summer, counting the grains of monthly tribute. true love, his young bride Ellessandra, disappeared from
One day, she tricked Ellessandra into coming near the water the millhouse, perhaps drowned by her husband—or, some
and almost drowned her, thinking (rightly) that Froderick whisper, spirited away in the night by a pack of goblins (who
losing both his love and his child would be the most terrible also stole flour, buckets, and silver from the miller). The Reeve
revenge she could take on the miller. of Riverbend needs someone to look into the matter.
The miller took his half-drowned wife to the temple for
healing. While he was gone, Jenny carried off the magical Complex Skill Checks
millwheel and sank it in the pond (where it came to rest There are a number of encounters throughout this adventure
against the magic portal into the lands of the fey). where multiple skill checks are made to help resolve
When Jenny tried to drown her, Ellessandra’s worries for encounters; these are referred to as complex skill checks. These
her child grew unbearable, and she fled the miller’s home and are meant to reflect the encompassing story and to make
returned to the summer kingdoms, saying nothing to her skill-based encounters more dynamic and challenging for
mortal husband. Time flows swiftly in the fey lands, she knew, players. The complex skill checks in this adventure require a
so she expected to carry the child to term, give birth, and still certain number of successes and allow skills appropriate to the
return within a day. situation, as noted in each entry. Complex skill checks may
But Froderick witnessed Ellessandra’s departure and, certain involve one PC or the whole party, and PCs can offer assistance
she had abandoned him, became mad with grief. He was too to one another using the Help mechanic, should only one PC
distraught to run the mill as he had sworn to do and failed to participate in a complex skill check. Once one PC has failed
notice the missing millstone. Instead, confused and panicked three checks, the entire complex skill check has failed. GMs
by his wife’s desertion, Froderick ran into town begging for are encouraged to run these encounters as written but should
help, screaming frantically that his wife “was in the pond.” The adjust them to their group’s tastes.
local constable took this the wrong way and arrested the miller,
believing he drowned his wife. Her body was not found in the THE LONG GAME
millpond, though. Now the local reeve, or leader, will hold Wrath of the River King is designed to be played over a long
court and sit in judgment in four days’ time. Once he is found stretch of time. The encounters within are the main plot
guilty, the miller will go to the gallows and the reeve will take elements of the story, but much more can and should go on
the mill. while the heroes are visiting the Summer Lands. You should
When the millstone didn’t run, Ellessandra’s love for stout mix in small side quests, favors for the sidhe for whom the
Froderick vanished like any fey enchantment, and she chose heroes wear badges, and possibly even return trips to the
to remain in the summer kingdoms rather than return to mortal lands in between the main encounters presented here.
Riverbend. There, she bore a half-fey child, Flax. Jenny, This both ensures the characters receive enough XP to gain a
seeing a new opportunity, found Flax as he nearly reached level at the appropriate points and allows the PCs a chance to
manhood—as time flows differently there—and sought him explore more of the fey realms.
for her ally to finish the task at Riverbend. The encounters do not necessarily need to be played in a strict
News of all of this greatly angered the River King. Ulrion order, either. Characters may spend less time wandering the
feels his bargain has been broken and he is entitled to take land woods in Chapter 3 as you choose to maneuver them sooner
in the mortal realms again as compensation. Jenny and Flax into the Birch Queen’s Fair in Chapter 4—or perhaps have
are encouraging him to act—with the two of them at the helm, them sidestep the fair initially and instead encounter places
of course. and creatures (and flee!) from Chapter 5—only to return to
The miller sits in jail, inconsolable. He certainly needs to the wilds of Chapter 3 later. You as the DM can customize the
clear his name, but more importantly, he will do anything to adventure however you choose to suit your group’s playing style
get his bride back; through the magic of his marriage and the and abilities. Remember, too, that you can use the inconstant
millstone, he hears her voice calling from the pond, begging flow of time to make events seem to happen far apart or much
for help, imploring him to assuage the River King with blood closer together than would otherwise be the case.
and promises of more. The encounters in here are all ranked as hard or deadly for
Meanwhile, the fey are hungry for mortal flesh, mortal gold, PCs of the appropriate level. A group with more than four
and mortal suffering. heroes, or a band of PCs at a level or two higher, should still
The heroes just happen to be in the way. find them challenging. For groups that are particularly robust,
adding an additional lower-challenge creature to the mix
usually suffices to give them an ample test in combat.

5
Chapter 1: Riverbend
Though this chapter includes combat elements with several fey, to the city of Bargrad is often the haunt of bandits, and the
this chapter is mostly meant to make the PCs sympathetic to elves of the Vergrace Forest are much closer than the petty
the harried people of Riverbend. princes of Bargrad. Most of the village’s excess grain and
livestock goes to barter with the elves.
STORY GOALS The village itself has little to recommend it: one tavern, one
mill, and 20 houses, homes to the various families that have
The player characters have three possible goals. They can: lived here for generations untold. The only house that stands
1. Learn that Froderick the Miller is under threat of apart is the large one belonging to the reeve; he and his two
execution, and his elven wife is missing. sons are responsible for keeping the village safe and the roads
2. Speak with Flax the fey child at the mill. open.
Riverbend has a small shrine to the Forest God, though the
3. Learn the secret to open the fey door in the millpond. village cannot afford a priest. The oldest woman in the village
Additionally, questions asked at the local tavern might make it generally performs the rites at spring, midsummer, and fall.
clear there’s something odd about the miller’s bride, but that’s The shrine is ignored most of the time, unless the crops are in
only half of the early investigation. danger of failing, livestock is missing, or a child has wandered
off into the woods.
Two Stories Golden Knight Tavern
Kolya the reeve has his motives for pursuing the miller. The
miller worries about his wife’s disappearance. Neither of these The tavern is called the Golden Knight. To call it a modest
mortals has a clue about the machinations of the fey or the peasant inn gives it too much credit. There are few rooms:
danger the village might face. That’s where the other story one serves as the kitchen and owner’s bedroom, one functions
comes in, what’s going on in the Summer Lands. In future as the brewery and storage room for casks, and the third,
chapters, Flax turns out to be a villain of the deepest dye and the common room, is filled with a large fireplace and tables.
the characters become embroiled in a dangerous world of raw There are no sleeping spaces except for the attic. Getting there
wilderness and fey politics. involves climbing a ladder to sleep in the same room as any
So please remember that “things are not as they might seem” farmers, tinkers, and road patrols who are also guests of the
as you peruse. Golden Knight that evening.
On the other hand, the Golden Knight is the only place in
Riverbend where the locals drink a pint and freely answer
HAMLET OF RIVERBEND questions from outsiders. They know very few facts. Character
This village depends on its location near a river ford and its assassination, wild rumor, and accusations of bestiality are all
rich river soil to keep itself together. part of the blood sport that passes for gossip around here.
The large kingdom of Fellglas, to which Riverbend owes Several activities outside the Fey Lands give the characters
some nominal feudal obligations, ignores the region. The road a chance to explore Riverbend and the mill. As they inquire

Gathering Information in Riverbend


If the PCs use Charisma (Persuasion) to gather information in Riverbend, use the following table to determine what they learn.

Table 1–1: Charisma (Persuasion)


DC Result
5 Miller’s Wife: Everyone knows she was an elf and thus a witch or enchantress. She was too fond of giving pastries to the
children. No good that one, ever since she wandered up out of the rushes and took the miller in marriage. Depriving a
proper human woman of the opportunity! At least they didn’t have children, some half-fey abominations.
8 The Fey are Everywhere: The goblins, bugbears, elves, and unnaturally large boars are all normal enough, but the fey
suddenly began raiding the village and attacking travelers much more than they used to.
12 Stone in the Millpond: The smith says he saw a hag roll one of the millstones into the millpond the night before
Ellessandra disappeared. It was probably the elf in her true, evil form as a witch.
15 The Lords and Ladies: The reason the fey attack the villagers and travelers is because no one has offered the fey lords
and ladies their proper due in silver, blood, and ceremonies. The old priestess of the Forest God knew how to do the
rites, but the new one doesn’t. And Kolya has refused to offer one of his goats at the Spring Planting festival. The fey
lords and ladies will take a life to make up the loss.

6
about the miller and Ellessandra, they may also meet local fey and making the whole quite flammable). A successful DC
in the mill and its surroundings. Indeed, a group of fey raiders 10 Intelligence check reveals how to release the brake on the
comes and attacks the party at the mill. This early encounter millwheel; the millrun must also be shifted outside to make the
ensures the PCs know where the mill entranceways and strong millstone turn.
points are. There are two setups for mill stones here, one large and one
small. Both bedstones are still in place and operational. The
The Reeve Kolya smaller set still has a grinding stone, but the larger grinding
The feudal presence, hand of justice, and defender of the weak stone is missing (currently in the pond).
in these parts is Kolya Oxbow.
The first time the PCs visit the reeve, they find him sitting at
Ground Floor
a large oak table just inside his large, well-kept house. Two men
with swords, his sons, stand by the only door. The reeve says, “I The chambers here are full of bins of unmilled grain, hoppers
am Kolya. I hear you have questions about my village. How can for feeding grain to the millstone, and carpenter’s tools to
you help us against these terrible fey?” repair the millwheel and the wooden gears. Near the door, a set
Kolya is a large man of perhaps 40 years with enormous of account books records the grain brought in, flour dispersed,
sideburns and the small eyes of a boar. His fat fingers twitch a milled grain retained for the miller or silver paid for milling,
bit, but otherwise he seems calm and even unnaturally steady tithe retained, and tolls paid for crossing the dam. A successful
in the face of several attacks on the village. DC 15 Intelligence (History) check lets the PC realize paying
Despite his calm, Kolya is quite suspicious of outsiders. He a tithe to a feudal lord is very peculiar for a “free mill” (if the
has already made up his mind Froderick is guilty of his wife’s party has already spoken to Reeve Kolya or the miller).
murder, and he wants the PCs to help him out by chasing Anyone who makes a successful DC 15 Intelligence (History)
off as many “worthless fey” as they can. He’s not keen on check recognizes the four fine oil lanterns in the mill are not
investigating Ellessandra’s disappearance or the lack of a body. human work but rather half-silvered gnomish lanterns. They
He believes her corpse washed downstream and it’s a waste of are worth 25 gp each.
time to search for it. Besides, he stands to inherit the rights to
the mill if both Froderick and Ellessandra are nowhere to be Upper Floor
found. A successful DC 15 Wisdom (Insight) check makes it These living quarters include a well-appointed room and a
clear he is not all sincere in any conversation about the miller. counting room (DC 25 Dexterity check with theives’ tools
Speaking with Kolya is not a matter of speaking with a to pick the lock). The counting room is warded with a magic
dishonest man. He is crooked, but he thinks he has brought mouth spell that screams, “Thief!” if the walls or door are
honor to the village. He is beholden to his own greed, though breached by force. Within are two silver chests holding 780 sp
he speaks often of “my beloved villagers” with something each and a set of fine silver serving plates worth 200 gp total.
approximating sincerity. His sense of honor can be used against
him to gain permission to investigate the case; a successful DC
10 Charisma (Persuasion) check wins the party two days to The Pond
investigate, a DC 15 gains them three days, and a DC 20 result The green, opaque waters of the pond are home to some carp
wins them a week to find the truth. and trout and buzz with dragonflies in summer. The water’s
deepest point is about 20 feet below the surface. Diving in the
Rutyer Mill and the Millpond pond and making a successful DC 15 Wisdom (Perception)
The mill has an enormous wooden wheel in the millrace, check reveals a large millstone carved with elven runes resting
though the black and muddy thing is not turning. The at that point. The stone is 53 inches in diameter and weighs
millhouse itself has a slate roof, shuttered windows, and 1,650 pounds.
wooden floors throughout, though its exterior walls are made
of large limestone blocks and a few pale yellow bricks.
The mill is named after the family that built it. Danolf Rutyer THE HUNTING BUGBEARS (CR 7)
was Froderick’s grandfather. XP Threshold: 3,750
Three bugbears and four forest imps scout the forests around
Entrance Doors and Windows
the mill, seeking to capture one or more non-fey creatures to
A rickety set of wooden stairs leads up to a locked, iron- take back with them for questioning in the Summer Lands.
studded door of black walnut (DC 20 Dexterity check with They may ambush the party on the way to the mill or (at the
thieves’ tools to pick the lock). There are no windows at the DM’s option) attack the mill when the PCs arrive, testing its
half-cellar level, arrow loops at the main floor, and shuttered defenses and seeking to carry someone away into the Summer
windows at the top (DC 25 Dexterity [Acrobatics] check to Lands.
enter through an arrow slit). The forest has normal daylight mixed with areas of shadow
that are treated as dim light.
Cellar The woods on the edge of the forest offers half cover to
This locked area (DC 15 Dexterity check with thieves’ tools anyone in it. There are several areas of undergrowth here that
to pick) has a ramp up to ground level for carrying flour out. are difficult terrain. The deeper forest provides three-quarters
Many chests hold ground barley, rye, and wheat. A small cover.
wooden beam can be pulled out to make the stairs to the front Traps: There are several traps here triggered by anyone
door collapse. The gears of the millstones here connect to the entering their squares.
wheel (and are well smeared with grease, darkening the wood

7
A successful DC 11 Wisdom (Perception) check reveals at
THE HUNTER BUGBEARS least two more of these creatures up in the trees. These are
forest imps, and they are cruel, vicious little creatures with
pointy teeth and oversized ears that resemble tiny winged
goblins. They hunt in packs, appearing from the trees to hack
at creatures caught in the undergrowth.
After one round of skirmishing with the imps, three bugbear
hunters hidden nearby let fly with their longbows. The squares
M indicating the front of the small stone rise behind which the
bugbears stand counts as difficult terrain, is lightly obscured,
and provides three-quarters cover.
B When the PCs notice the bugbears, they see huge hairy
goblins of some kind, with animal-hide armor, bows, and
F F B clubs. Even at this distance, it’s clear their huge mouths are
F F filled with teeth as long as a human thumb.

T MULCHMOUTH, BUGBEAR LEADER


T T T Medium humanoid (goblinoid), chaotic evil
T ARMOR CLASS 16 or 14 (studded leather armor, shield)
HIT POINTS 65 (10d8 + 20)
SPEED 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 11 (+0)

PCs SKILLS Intimidation +2, Stealth +6, Survival +3


SENSES darkvision 60 ft., passive Perception 11
LANGUAGES Common, Goblin
CHALLENGE 3 (700 XP)
Weighted Net Traps
Mechanical trap Brute. A melee weapon deals one extra die of its damage when
The tripwire for each trap is positioned three inches from the bugbear hits with it (included in the attack).
the ground, stretched between two trees, and the net itself Heart of the Huntsman. The bugbear has advantage on saving
is hidden among the foliage. A DC 15 Wisdom (Perception) throws against being charmed, frightened, paralyzed, poisoned,
check is necessary to spot the trap, and a DC 15 Dexterity stunned, or put to sleep.
check successfully disarms it. Any creature caught in the Surprise Attack. If the bugbear surprises a creature and hits it
square when the trap is triggered becomes restrained, and with an attack during the first round of combat, the target takes
those that fail a DC 10 Strength saving throw are also knocked an extra 5 (2d4) damage from the attack.
prone. A creature can use its action to make a DC 10 Strength
check to free itself or another creature within its reach on a Actions
success. The net has AC 11 and 10 hit points. Multiattack. The bugbear makes two melee attacks.
Creatures: When this encounter happens, read: Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
8 (2d4 + 3) bludgeoning damage.
A small, mossy creature with bat-like wings watches you from Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
a tall tree. Its eyes are enormous, and it seems to have arms and one target. Hit: 7 (1d8 + 2) piercing damage.
legs. It shrieks and caws and flaps around the tree.
BUGBEAR HUNTSMEN (2)
Anyone who speaks Goblin understands the creature to say,
“Here! Here! Intruders here!” Medium humanoid (goblinoid), chaotic evil
ARMOR CLASS 16 or 14 (hide armor, shield)
HIT POINTS 27 (5d8 + 5)

Draw Both Sides of the Road SPEED 30 ft.

It may seem silly, but when setting up this encounter, STR DEX CON INT WIS CHA
remember to draw the opposite side of the road. Otherwise, 15 (+2) 14 (+2) 13 (+1) 8 (–1) 11 (+0) 9 (–1)
the players will have much too easy a time finding the bad
guys. For extra sneakiness, place a few of the forest imps on
SKILLS Stealth +6, Survival +2
the “empty” side. Place miniatures on the battle map after
the party sees the bugbears in the leafy woods. SENSES darkvision 60 ft., passive Perception 10
LANGUAGES Common, Goblin

8
CHALLENGE 1 (200 XP) THE TALKING BEAR AND THE SATYRS
XP Threshold: 1,400 or 2,000
Brute. A melee weapon deals one extra die of its damage when
the bugbear hits with it (included in the attack). At some point while the PCs explore Riverbend, they should
Surprise Attack. If the bugbear surprises a creature and hits it confront the following encounter: several satyrs have brought
with an attack during the first round of combat, the target takes their servant, a talking bear named Redcoat, to the Golden
an extra 5 (2d4) damage from the attack. Knight Tavern. All the customers have fled into the street in
a panic. The satyrs are now drinking every drop of booze and
Actions eating every scrap of food in the place. The bear keeps telling
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: them it is a bad idea. The PCs may try to drive the satyrs out by
7 (2d4 + 2) bludgeoning damage. force, or they might choose to speak to the satyrs and convince
them to leave peacefully.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
Regardless, when this encounter happens, read the following:
one target. Hit: 7 (1d8 + 2) piercing damage.
A dozen men and women of Riverbend stand in the street,
FOREST IMPS (4) speaking worriedly among themselves. A clay beer mug flies
Tiny fey, chaotic evil out a window from the Golden Knight, and a noise that might
ARMOR CLASS 13 be described as singing comes from inside the building. Several
HIT POINTS 11 (3d4 + 3) voices echo from within, one much deeper than the others.
SPEED 20 ft., fly 40 ft.
A successful DC 9 Charisma (Persuasion) check convinces
the locals gathered outside to tell the PCs the deeper voice
STR DEX CON INT WIS CHA
6 (–2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

SKILLS Acrobatics +6, Perception +3, Stealth +6


SENSES darkvision 90 ft., passive Perception 13
LANGUAGES Common, Sylvan
CHALLENGE 1/2 (100 XP)

Innate Spellcasting. The forest imps’ spellcasting ability is


Charisma (spell save DC 12). The forest imp can cast the
following spells, requiring no material components:
At will: dancing lights, see invisibility
3/day: invisibility (self only)
1/day: entangle
Beast Whisper. The forest imp can communicate
with beasts as if sharing a language.
Magic Resistance. The forest imp has advantage on
saving throws against spells and other magical effects.
Natural Camouflage. The forest imp has advantage on
Dexterity (Stealth) checks made to hide in natural surroundings.

Actions
Glaive-Guisarme. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage, and the target
must make a DC 13 Dexterity (Acrobatics) check or be tripped
and knocked prone.
During Combat: The imps use entangle to keep targets
from moving, allowing the bugbears to fire their bows while
the imps fly and use melee attacks.
Treasure: The bugbears carry valuable pelts, including
mink, fox, and wolf pelts, worth 125 gp total, and one potion
of greater healing each.
Development: If Mulchmouth or a forest imp survives the
encounter, it carries a warning to Jenny Greenteeth about
the heroes. She sends the sidhe riders or visits the party
herself to try to get them to abandon their “meddling in the
affairs of the forest lords and ladies.” (For Jenny’s statistics,
see page 61)

9
CHARISMA (INTIMIDATION) DC 14 OR 9: A success can
THE TALKING BEAR turn the satyrs fearful of a confrontation. However, the DC
AND THE SATYRS is 14 unless a Charisma (Persuasion) check succeeds first. A
second attempt at intimidation is an automatic failure, as the
satyrs quickly resent bullying and respond violently.
CONSTITUTION DC 15: A sheer display of drinking bravado
counts as two successes, but the PC must out-drink a single
satyr to succeed (and this is quite difficult). A failure counts
only as one failure, as normal, and the character gains the
Poisoned condition for 1 hour.
S S DEXTERITY (ACROBATICS) DC 10: Satyrs and the bear
love juggling and spins, cartwheels, flips, and so forth.
S S Each attempt must be a new trick; repeating the same trick
increases the DC to 15.

S DEXTERITY (SLEIGHT OF HAND) DC 25: Attempts to steal


B booze or drinking vessels are very difficult. Satyrs are mean
drunks.
INTELLIGENCE (NATURE) DC 8: Only one success is
possible here. Talking bears are morose animals by nature
but have a boundless capacity for violence. Once they start
fighting, they won’t quit, but they love the taste of mead in
particular. There’s no mead here, but the first success here
PCs grants advantage to a subsequent Charisma (Deception)
check if the PC attempts to convince the bear mead is
somewhere else.
STRENGTH DC 5: Satyrs are impressed by feats of strength
and skill, such as lifting a heavy oak table or half-full barrel of
ale. An easy success. Only one such success with a Strength
coming from the tavern belongs to a bear the satyrs brought check is possible.
with them. The bear is not just any creature, however; it is an
WISDOM (PERCEPTION) DC 8: A success using Wisdom
enormous talking bear with a ruff of red fur and a mournful
manner. The people all expect the bear to start tearing the (Perception) is only possible after at least one successful
tavern apart any minute. Charisma (Persuasion) check or a honey-related Charisma
If the PCs face this encounter during the day, the lighting is (Deception) check; the bear growls until that point. A success
bright both outside and inside the tavern because the shutters means the PC notices there is barley wine here, a much
are open. If they face this encounter at twilight or at night, stronger drink than mere ale. Also, the PC notices the kitchen
the lighting outside is dim or dark respectively, and inside the has a yellow pot of honey—but it is very close to empty.
tavern it is dim, as only a few lanterns are lit. WISDOM (INSIGHT) DC 8: Success means the PC realizes
Inside the tavern, squares with tables and barrels in them are the satyrs are going to take the tavern’s food anyway, so the
difficult terrain. The kitchen hearth fire causes 2d6 fire damage party might consider using it as a gift or bribery (satyrs
to anyone standing in it on their turn. love strong drink). The PCs could bribe them to leave with
barley wine (this grants advantage to a follow-up Charisma
COMPLEX SKILL CHECK: YOU CAN’T STAY HERE [Persuasion] check).
This encounter can be resolved by a complex skill check. SUCCESS
The satyrs are fairly drunk and might listen to reason, being The satyrs and bear stagger off, leaving a stinking mess, broken
convinced to leave without a fight or destroying the inn. These chairs, and empty barrels of ale (and possibly barley wine). The
checks can be made by one or more PCs, but the party needs 6 townsfolk are relieved. Award experience as if the creatures
successes before 3 failures to convince the satyrs to leave. were defeated in combat.
CHARISMA (DECEPTION) DC 10 OR 16: Satyrs are used
to trickery, fast talk, and too-good-to-be-true deals, but the
FAILURE
bear is easy to bluff. Especially where mead and honey are The satyrs attack and the bear immediately backs them up.
concerned. A successful deception about honey allows the They seek to smash barrels, set the thatch roof alight, and
party access to search the kitchen/cellars. Use the higher DC generally cause as much mayhem as possible. The townsfolk
for trying to fool satyrs. are displeased the PCs made a bad situation worse.
CHARISMA (PERSUASION) DC 13 OR 8: A success here CREATURES: If the party consists of more than five PCs, add
means the satyrs turn less belligerent in their tone and may one satyr to this encounter and use the higher XP threshold to
even offer the PCs a free drink. The first success makes future measure encounter difficulty.
Diplomacy checks easier; use the lower DC for subsequent
checks after the first success.

10
REDCOAT THE TALKING BEAR carpet, two embroidered pillows, dish towels, and a copper
kettle, worth about 5 gp total. If a sixth satyr was involved in
Large magical beast, neutral
the encounter, he did not carry a bag. The only valuable piece
ARMOR CLASS 11 (natural armor) of equipment the satyrs brought from the Summer Lands is a
HIT POINTS 34 (4d10 + 12) circlet of persuasion taken from a sidhe knight and hidden in
SPEED 40 ft., climb 30 ft. a pocket of one of the satyrs (it requires a successful DC 13
Wisdom [Perception] check to find).
STR DEX CON INT WIS CHA
Development: Redcoat may be encountered again in the
19 (+4) 10 (+0) 16 (+3) 13 (+1) 13 (+1) 12 (+1) Summer Lands, seeking to talk the ettercaps into fighting the
PCs. He may also warn the green dragon Tatzel of the PCs,
SKILLS Perception +3 turning the dragon’s attitude hostile.
SENSES passive Perception 13
LANGUAGES Common, Sylvan
CHALLENGE 1 (200 XP)

Keen Smell. Redcoat has advantage on Wisdom (Perception)


checks that rely on smell.

Actions
Multiattack. The bear makes two attacks: one with its bite and
one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.

SATYRS (5 or 6)
Medium fey, chaotic neutral
ARMOR CLASS 14 (leather armor)
HIT POINTS 31 (7d8)
SPEED 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)

SKILLS Perception +2, Performance +6, Stealth +5


SENSES passive Perception 12
LANGUAGES Common, Elvish, Sylvan
CHALLENGE 1/2 (100 XP)

Magic Resistance. The satyr has advantage on saving throws


against spells and other magical effects.

Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
6 (2d4 + 1) bludgeoning damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.

Treasure: The bear has no treasure other than his


astounding black, red, and golden pelt (worth 400 gp in
good condition). The satyrs have 68 cp between them, plus
three enormous sacks of plunder from the inn. The first bag
Circlet of Persuasion
contains goblets, knives, spoons, spices, and a keg of ale, Wondrous item, uncommon
worth about 100 gp total. The second bag contains a crock While wearing this circlet, you have advantage on
of lard, fragrant herbs, a salted side of bacon, and a haunch Charisma (Persuasion) checks.
of venison, worth about 10 gp total. The third bag contains a

11
THE MILLER’S STORY and allowing all villagers to fish from the millpond one day
each month.
The party may decide to question the miller. Kolya, the Reeve The couple has no children. Froderick has a sister in a distant
of Riverbend, tells them Froderick is held in the hamlet’s city but no other living family. Ellessandra has many sisters in
strong room, a chamber where they store harvested grain in the Summer Lands but has never gone to visit them. She comes
autumn and gather the offerings to the fertility goddess in from the Oak King’s court (this is a lie, but Froderick does not
spring—and where they detain miscreants before a court sits know it). As Froderick understands it, the fey clans are called
to hear cases. The building itself is stone with two narrow “courts” and there are at least six of them in the woods and
window slits barely an inch wide, just large enough to let in a streams in the Summer Lands.
little air and light. Froderick is certain something terrible has happened to his
A single peasant named Pellham guards the storehouse wife, though his suspicions change moment by moment, as he
with a haying fork in hand. He does not allow anyone to see is so distraught at losing her. First, he believes the drowning
the miller without a sign or token from the reeve (or with a effort was attempted murder by one of the townsfolk (who
successful DC 12 Charisma [Persuasion] check). He carries the have never really warmed to her, as she is a beautiful woman
only key to the locked cell door (DC 8 Dexterity check with and apparently ageless). Now that she’s missing, he thinks she’s
thieves’ tools to pick), but he can be bribed with a bit of food been kidnapped, perhaps by goblins. There’s certainly a lot of
or drink to allow PCs to speak to Froderick. fey active near Riverbend lately. Then he shifts back to blaming
If the party speaks to Pellham about “the prisoner,” he the locals; maybe she was slain and her body hidden by a
happily tells them the man is surely guilty. The blacksmith jealous peasant.
Dargo accused Froderick of murder. Dargo saw the fey If the party can prove Ellessandra is alive, an extremely
approach the mill and leave and knew Ellessandra would have grateful Froderick will give them 100 gp each.
some business with the “lords and ladies,” who frankly terrify
Pellham. Dargo thinks Froderick knows his wife was leaving INFORMATION RELUCTANTLY GIVEN
him for a fey lover, or that he had accused her of infidelity; If pressed (DC 12 Charisma [Persuasion] or DC 20 Charisma
at any rate, the two were arguing that night over something. [Intimidation] check), Froderick admits he and his wife had a
However, a successful DC 9 Wisdom (Insight) check reveals fight before her disappearance. He is the last person who saw
Pellham has long been an admirer of Ellessandra’s and might her alive, walking on the shore of the millpond.
even want her husband dead. A successful DC 22 Charisma (Persuasion) check and
Once they speak to him, the PCs learn Froderick wants roleplaying that shows a great deal of sympathy for the miller’s
them to believe him. He conveys the following information if plight (or an oath to find the truth, sworn to the gods) causes
he trusts them (DC 15 Charisma [Diplomacy] if the party is Froderick to confess this information. He had a magical fey
threatening or entirely non-human). He is very suspicious of millstone at the mill that he had to grind with each day to keep
dragonborn and tieflings and very friendly toward elves and his wife’s love. In his heart, he fears his failure to run the mill
half-elves (elfmarked in games set in Midgard). the day after her disappearance made a bad situation worse.
If asked about the millpond, Froderick mentions it is the
INFORMATION FREELY GIVEN
“way” to the Summer Lands. The fey just swim up from the
Froderick is a man of stature in Riverbend who expected a pond and swim back down into it when they leave.
certain amount of jealousy, even hatred, as a man of property
and wealth. His mill is a free mill, taking grain from all the INFORMATION NOT GIVEN
hamlets up- and downriver and shipping it to towns and Froderick does not mention the required tithe to the River
villages downriver. The upriver farms and smallholdings have King at all unless the party confronts him with the discrepancy
little choice but to bring their grain to him, since he forbids in his account books (see the description given in the mill’s
reloading shipments from upriver without grinding them. He Ground Floor section on page 7).
always gave fair measure and took only a small amount of each He doesn’t know the elven millstone is missing. If told, he’s
farmer’s crop for himself. His wife has always been kind to the quite upset, as this means his pact with the River King has
children of the hamlet, making small elven breadballs for them been broken.

THE MILLER’S CHILD


The Medieval Miller If the PCs investigate Froderick’s mill, they may encounter a
terrified “child.” This is Flax, Ellesandra’s son, returned from
In medieval times, the miller was often disliked by his the Summer Lands, where years have passed. He is here to
neighbors. The mills were all owned as monopolies scout Riverbend in anticipation of seizing it. He has used his
by the lords, with few free mills operating in border disguise self ability to appear much younger (his full statistics
districts. Most of the time, the miller ran the mill on the are on page 62).
lord’s behalf. When the party enters the mill, they spot Flax with a
The peasants were required by law to bring their flour successful DC 15 Wisdom (Perception) check (DC 13 if they
to the mill designated by their lord. They then had to pay leave the shutters closed and the mill dark). Flax does nothing
the miller (with a percentage of the flour) to mill their to draw attention to himself unless the party interferes with
grain. The miller also took a toll (usually a sixteenth the mill’s operation and goods, in which case he shows himself
of the flour), which was the lord’s fee. The miller was a (to stop them from damaging his “inheritance”). Flax claims
middleman and taxman all in one! It’s no wonder the he is the miller’s son. However, the PCs may have been told
peasants thought poorly of them. Froderick does not have a son; if confronted with this, Flax
says his father doesn’t know about him.

12
When the party encounters Flax, read the following: 7. “Are you the new owners of the Rutyer Mill?”
8. (To elves, half-elves, or elfmarked) “Which court do you
A young boy steps out of the shadows, and a breeze rushes belong to?”
through the mill, banging the shutters. “What are you doing in
my house?” says the boy. He can’t be much more than 12 years 9. (To heavily armored PCs) “Can you swim in that armor?”
old, unless he’s an especially tall halfling. His eyes are as blue as
Once Flax begins answering their questions, the PCs may learn
cornflowers or flax.
the following pieces of information:
Flax flees at the first sign of combat. Unless the party 1. Getting to the Summer Lands requires swimming in the
murders him in a single round, there’s no easy way to have a millpond.
fight, as he uses fey leap to get outside and swim down and 2. Ellessandra wrote a lot in some large books in the mill but
through the fey door. would never let him see them (see page 7).
Getting Flax to talk with the PCs can be a difficult endeavor. 3. Froderick struck a bargain with the River King but broke
He enjoys toying with mortals and sewing chaos, so he plays that bargain somehow. That’s what brought the fey back here;
the “frightened child” role to the hilt. DMs are encouraged to they think the land is theirs again.
reward creative approaches to befriending him, but below are
some suggestions for the PCs’ likely strategies. 4. An old river woman took his mother (Flax is trying to
undermine Jenny Greenteeth a bit). She was here with some
CHARISMA (INTIMIDATION) DC 10: Flax pretends to be big goblins. Flax hid in a grain bin until she went away. When
easily intimidated. He gives the party one piece of information he stepped out, he saw the last of the goblins disappearing
when they try this, and then all additional attempts at into the millpond.
Charisma (Deception) and Charisma (Intimidation) fail until
the party makes a successful DC 17 Charisma (Persuasion)
check to convince him he is not threatened. Otherwise, Flax THE POND AND THE KNIGHT
flees and offers no additional information. XP Threshold: 4,000
DIPLOMACY (PERSUASION) DC 12: A successful roll The millpond at Riverbend is a portal between the Summer
“wins” Flax over toward trusting the party, at least long Lands and the mortal world for the fey. The shore is muddy
enough to talk to him for a minute or two. Tip: Consider and quickly becomes deep, and a shove attack could push a
using an hourglass, stopwatch, or other timer; when time runs creature over into the water. The stream counts as difficult
out, the party must make another check to keep the nervous terrain because of its depth. Getting out requires a DC 10
"child" talking.
WISDOM (INSIGHT) DC 10: Despite his efforts at
subterfuge, Flax acts much older than his apparent age and THE GREEN KNIGHT
speaks with an antiquated vocabulary. Whatever he is, he’s not OF THE WOODS
human and more likely enchanted or fey. The check does not
affect Flax’s likelihood of talking with the PCs, but it reveals
information that might help inform the party’s strategy with
respect to him.
SPEAKING WITH FLAX S K
If the party spots and then bribes, wheedles, or convinces him H H
to speak to them, Flax tells them one or two items of important
information, some true, some false: how to move about in
the Summer Lands (the existence of the fey roads, but not the -5'
ritual needed or where to perform it), who took Ellessandra (a
hag and some bugbears), and the secret of the millpond (it has -10'
a fey door at the bottom). -15'
Flax behaves extremely suspiciously and does not want to 10' drop
answer any questions until the party offers good answers to -20'
the following (some of which he hopes will cause the PCs
to blunder into missteps with the fey, later fortifying his
justifications of invasion):
1. “What are you doing in my house?”
2. “Where is my father?”
3. “Can you protect me from the fey? The River King’s servants
are goblins and ogres and much, much worse.”
4. “Will you go help my mother? She is lost in the Summer Lands.”
5. “Why are so many fey coming to Riverbend? Are they trying to PCs
hurt my mother?”
6. “Why do you carry so many weapons? Are you soldiers?”

13
Strength (Athletics) check; those wearing heavy armor have Fey Ancestry. Sir Oberest has advantage on saving throws
disadvantage on the check and sink into the pond on a failure against being charmed, and magic can’t put him to sleep.
and may begin to suffocate. Umbral Frailty. A sidhe in dim illumination or worse rolls all
The millpond is created by a mill dam, which is quite narrow saving throws, skill-checks, and attack rolls at disadvantage.
at the top and muddy along its entire length. Water spills over Innate Spellcasting. Sir Oberest’s primary spellcasting ability
the top if the river is running high. Moving quickly along it is Charisma (spell save DC 13). The sidhe can innately cast the
requires a successful DC 8 Dexterity (Acrobatics) check for following spells, requiring no material components:
dashing. If the check fails, the runner falls into the stream At will: disguise self
below the millpond, taking 1d6 damage from the fall and
3/day each: entangle, hunter’s mark
requiring a DC 10 Strength (Athletics) check to climb to shore.
1/day: glibness (self only), haste (self only)
Creatures: When the PCs approach the pond seeking a way
into the Summer Lands, they see that it has visitors—two Actions
beautiful horses with glossy black coats and copper manes Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range
and tails drink from the pond. Next to them stand a knight in 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
green armor and a squire wearing a green tabard. The knight’s
Lance. Melee Weapon Attack: +3 to hit, reach 10 ft., one target.
verdant “armor” seems alive and is covered in bright green
Hit: 8 (1d12 + 1) piercing damage. After his first successful pass,
leaves and vines, his helmet is crowned with withies, and his
Sir Oberest returns his lance to his squire and dismounts to
lance is made of a living, leafy branch tipped with a terrible engage his opponent.
thorn. This sidhe knight and his squire have come through
Rapier. Melee Weapon Attack: +6 to hit, range 5 ft., one target.
the gateway, seeking a challenge.
Hit: 9 (1d8 + 4) piercing damage.
A successful DC 12 Intelligence (Nature) check reveals the Fey Leap. As an action, the sidhe may jump between spaces as if
fey in general and their knights in particular believe in single by dimension door. This magical transport must begin and end
combat as a worthy fight and dislike those who interfere. They within 20 ft. of some illumination. A sidhe can “jump” up to 20
sometimes cheat because they dislike losing. ft. per day in 10 ft. increments (i.e., two 10-ft. leaps or one 20-ft.
If one of the creatures escaped the hunting bugbears leap per day). Using this ability with a mount brings the mount
encounter and warned Jenny Greenteeth, the knight and squire along as part of the movement.
are already mounted. The knight issues his challenge as the Green Rebirth (1/Long rest). If reduced to 0 hit points, Sir
PCs approach the mill. Oberest’s head is severed. He immediately regains 19 hit points
If the party attempts to use stealth to approach the pond as he magically reattaches his severed head, which sprouts vines
unnoticed, they may gain a surprise round against the fey. and green leaves and re-knits itself to his neck.
However, if the green knight spots them, read or paraphrase
the following: ILLISFAN (SIDHE SQUIRE)
Medium fey, neutral evil
The knight leaps into his saddle and shouts, “Which of you
dares cross water guarded by the servants of the River King? ARMOR CLASS 16 (leather)
None shall pass the river without defeating me first.” He then HIT POINTS 32 (7d6 + 7)
spurs his horse and rides onto the dam, lance at the ready. His SPEED 30 ft.
squire stays a bit behind.
STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 12 (+1) 16 (+3) 12 (+1) 15 (+2)
SIR OBEREST THE GREEN (SIDHE KNIGHT)
Medium fey, neutral evil SKILLS Acrobatics +6, Animal Handling +3, Athletics +3
ARMOR CLASS 16 (natural armor, briarthorn bracers) SENSES darkvision 120 ft., passive Perception 11
HIT POINTS 32 (7d6 + 7) LANGUAGES Common, Elven, Sylvan
SPEED 30 ft. CHALLENGE 3 (700 XP)

STR DEX CON INT WIS CHA Special Equipment. Illisfan has a hunter’s horn.
12 (+1) 19 (+4) 12 (+1) 16 (+3) 12 (+1) 17 (+3) Fey Ancestry. Illisfan has advantage on saving throws against
being charmed, and magic can’t put him to sleep.
SKILLS Acrobatics +6, Animal Handling +3, Intimidation +5 Umbral Frailty. A sidhe in dim illumination or worse rolls all
SENSES darkvision 120 ft., passive Perception 11 saving throws, skill-checks, and attack rolls at disadvantage.
LANGUAGES Common, Elven, Sylvan Innate Spellcasting. Illisfan’s primary spellcasting ability is
CHALLENGE 4 (1,100 XP) Charisma (spell save DC 12). The sidhe can innately cast the
following spells, requiring no material components:
Special Equipment. Sir Oberest wears briarthorn bracers and At will: disguise self
carries two potions of greater healing. 3/day: entangle, hunter’s mark
1/day: haste

14
Actions Treasure: Sir Oberest carries two potions of greater healing,
and and his squire holds a large pouch with 490 gp of fey coin
Fey Leap. As an action, the sidhe may jump between spaces as if (which disappear 1 day after they leave the Summer Lands).
by dimension door. This magical transport must begin and end They also carry and use the following magical items during
within 20 ft. of some illumination. A sidhe can “jump” up to 20 the combat:
ft. per day in 10 ft. increments (i.e., two 10-ft. leaps or one 20-ft.
leap per day). Using this ability with a mount brings the mount
along as part of the movement.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft.,
Briarthorn Bracers
one target. Hit: 8 (1d6 + 4) piercing damage. Wondrous item, uncommon
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one These magically inscribed leather bracers afford the wearer
target. Hit: 5 (1d6 + 1) piercing damage. a +1 bonus to AC. Undergrowth and forested conditions
are not considered difficult terrain for the wearer.
FEY-TOUCHED WARHORSES (2)
Large magical beast, unaligned Hunter’s Horn
ARMOR CLASS 11 Wondrous item, uncommon
HIT POINTS 19 (3d10 + 3) Blowing this horn summons 3 (1d4 + 1) eel hounds
(effective only in the Summer Lands). Once you use the
SPEED 60 ft.
horn, it can’t be used again until 1 day has passed.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 3 (+1) 9 (−1) 12 (+1) 11 (+1)

Development: The most likely outcome is the party slays


SKILLS Perception +3, Stealth +3
either the squire or a mount and the Green Knight retreats,
SENSES darkvision 60 ft., passive Perception 13 taking word of this insult into the Summer Lands and to the
LANGUAGES understands Sylvan River King. He makes a big stink about it as he goes, along
CHALLENGE 1/2 (100 XP) the lines of, “These humans have violated the fey rights of
combat.”
Keen Hearing. A fey-touched warhorse has advantage on
Wisdom (Perception) checks that rely on hearing. If the party is defeated (or if they have the sense to all lie
still when knocked prone), the squire loots their shields and
Trampling Charge. If the fey-touched warhorse moves at least
weapons as tokens of victory but does not attempt to kill
20 feet straight toward a creature and then hits it with a hooves
unconscious characters unless anyone in the party attacks.
attack on the same turn, that target must succeed on a DC
Appeals to a fey knight’s courtesy and honor may win the party
14 Strength saving throw or be knocked prone. If the target
some mercy (DC 20 Charisma [Persuasion] check), in which
is prone, the horse can make another attack with its hooves
case he takes only shields and one weapon, but the knight is
against it as a bonus action.
not especially prone to pity or kindness.
Actions If he survives, the Green Knight informs Tatzel (see page
44) of the PCs. The dragon will know a little about their
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. appearance and tactics. The Green Knight may be encountered
Hit: 11 (2d6 + 4) bludgeoning damage. again with the Enchantress (see page 28) and at the River
Court (see Chapter 6).

15
Chapter 2: Through the Millpomd
Traveling from the mortal realm to the Summer Lands is to swim toward the shore). Both options appear here. See the
dangerous. The entrance to the Summer Lands opens when Swim-to-Shore Mini-Game and Complex Skill Check: The
a PC touches the millstone/fey door at the bottom of the Rushing Door sections below.
millpond; the PCs may learn this from “young” Flax, from the Regardless of how the DM chooses to structure this
Reeve Kolya, or from Froderick the Miller, whose wife told him encounter, there are some optional hazards below that could
the secret long ago. Once the PCs touch the millstone/fey door, affect the PCs at the DM’s discretion. Also, regardless of the
they immediately find themselves in the Summer Lands’ river. encounter’s details, the requirements for getting out of the
When the PCs dive in and touch the hidden millstone at water remain the same, as described below.
the bottom of the millpond, they are suddenly swimming up,
caught in a swift current. A huge rush of water pulls them HAZARDS
along. It isn’t pretty. Read or paraphrase the following: Numerous hazards are possible as the PCs navigate the
Rushing River using either the mini-game or complex skill
The dark, murky water of the millpond suddenly jolts into check described in the sections on the next page.
motion. Everything around you moves and the current carries
you downstream with force you cannot resist. You crash and LOGS: A floating log is available to hang onto: the log is 1d6
tumble into rocks and stones in the water. squares long and supports the weight of one character per
square of length. The character need not make a Strength
Each character passing through the portal regains hit points (Athletics) check to stay above water. Logs move in the current
as if she had a long rest, plus she may reclaim two spell slots, if as the GM chooses, 1d3 squares per round.
applicable. A group of PCs working together can move a log 2
squares with a successful DC 19 Strength (Athletics) check.
DM’S NOTE Failing with at least one natural 1 means the log jams in river
The Rushing River can be handled as a mini-game or as a rocks, and a DC 15 Strength check is required to remove the
complex skill check (though the playtests made it clear few log against the force of the current. At the DM’s option, a
players try anything other than Strength [Athletics] checks whirlpool may form near the log, dragging characters under
(see Whirlpool, below).
RAPIDS: PCs in difficult water have disadvantage on Strength
THE EEL HOUNDS (Athletics) checks for movement.
RIVER SNAGS: An underwater tree, sharp stones, or stumps
grab a PC’s foot. This causes 1d6 slashing damage and the PC
can’t move for 1 round.
SMALL WATERFALL: The river drops by 10 feet onto rocks
and churning water. Characters with proficiency in Dexterity
(Acrobatics) avoid this damage; all others take 1d6 falling
PC damage.

H s SURFACE ROCKS: The character hits a large rock, suffers


2d10 bludgeoning damage, and is stunned next round.
WHIRLPOOL: An eddy drags the character down below
H H the surface. Escaping requires a successful DC 10 Strength
H (Athletics) check. Each round the PC fails a check, that PC
H remains underwater and must hold her breath or begin
suffocating. It takes 1 round for an affected PC who has broken
H free from the eddy to swim back to the surface.
WATERFALL: After 4 rounds, ask for a DC 10 Wisdom
L -5'
(Perception) check from any PCs still in the river. On a
success, the character hears the thundering crash of a waterfall
not far away. The next round, the waters hurl him over the
waterfall onto rocks below. This is a 40-foot drop for 4d6
-10' bludgeoning damage. On the plus side, swimming out of the
quiet pool past the waterfall requires only a DC 5 Strength
(Athletics) check.
-10'

16
GETTING OUT OF THE RIVER
The riverbank is muddy and difficult terrain. When a character Design Note: Player Character Items
is adjacent to a shore square, getting out of the water requires a
One gentlemen’s agreement in RPG design is that you can
DC 10 Strength (Athletics) or Dexterity (Acrobatics) check as
kill the PCs, but you don’t take their stuff. This implies
a move action.
some disturbing things about how players think about
SWIM-TO-SHORE MINI-GAME their characters, but let's set that aside. This encounter
Should the GM elect to run the swim-to-shore mini-game, clearly violates that unwritten rule, but it also provides an
the characters begin in the middle of a 65-foot-wide river in option to return that gear later in the adventure. Make ‘em
a single line that starts with the first character to touch the suffer, sez I.
millstone and ends with the last one through the gateway.
Characters who enter 1 round after the rest of the party are
added to the board after the first round of current has moved COLD: All characters must make a DC 10 Constitution saving
the earlier characters. throw or suffer 2d6 cold damage from exposure to the frosty
Each player moves in the order he appears in the river. The waters.
DM takes the last turn. REWARD: Once a PC reaches the shore, award her 50 XP.
SWIMMING MOVEMENT FAILURE
The river water is fast, cold, and powerful. PCs must succeed If 5 rounds pass and a PC hasn’t reached the shore, the PC is
on a DC 8 Strength (Athletics) check to swim to the surface thrown onto dry land, half-drowned and aching. Then, two
in the first round; after that, all move actions require a DC 13 bad things happen at roughly the same time.
Strength (Athletics) check. Failing a check means a PC does
not swim successfully on that action, and he loses an item to COLD: All characters who did not reach the shore on their
the rushing waters (see Table 2–1). own must make a DC 15 Constitution saving throw or suffer
Failing a Strength (Athletics) check by 5 or more means the 2d6 cold damage from exposure to the frosty waters.
character sinks under the surface and takes 1d4 nonlethal LOST GEAR: Worse still, all such characters gain a level of
damage due to suffocation and battering by the river. After the exhausted condition for 1 hour and each character loses
failing one check by 5 or more, the PC may use her next check one item of equipment, in addition to a number equal to the
either to move up to the surface or to move against the current. number of Strength (Athletics) checks she failed trying to
Characters can work together if they are adjacent at some swim during the mini-game. Have each player choose an item
point in a move. The results apply to all characters involved. to which she held tight (that item cannot be lost). Then either
GMs should keep track of how many times each PC fails to choose an item you feel is appropriate or roll on Table 2–1.
make a check to swim, as this determines the number of items Loss of boots in the wilderness requires a DC 15
that PC loses (see the Success and Failure sections below). Constitution saving throw each day or suffer 1d6 damage.
These items may be recovered at the Birch Queen’s Fair (see
CURRENT AND SHORE Chapter 4).
At the end of each round, the GM moves each character 1d4
squares to reflect the strength of the current. Only moves in TABLE 2–1: LOST ITEMS
the direction of the current or diagonal moves are possible; the
1d20 ITEM LOST
GM cannot move a PC at right angles/perpendicular to the
current. Typically, the current pushes a character back into the 1–4 Shield
faster central portion of the river. 5–6 Weapon, focus, wand, rod, or staff
Within 10 feet of shore, the GM may only move the PC 1d3
squares. 7–8 Amulet, potion, or holy symbol
Within 5 feet of shore, the character only moves 1d2 squares. 9–13 Backpack, bag, quiver, scroll case, or wineskin
The GM can move a PC into a hazard; this ends movement for 14–15 Cloak, rope, or hat
that character.
After one successful Strength (Athletics) check, a DC 12 17–20 Boots
Wisdom (Perception) check reveals a branch overhead or a
quiet pool where the water is calmer, and that PC can direct
others toward that location. All PCs make their next attempts COMPLEX SKILL CHECK: THE RUSHING RIVER
to swim at DC 8. If you choose to adjudicate this encounter as a complex skill
check instead of a mini-game, this check requires 8 successes
SUCCESS
before 3 failures. Each PC must attempt this complex skill
Once a PC reaches the shore, he drags himself onto dry land, check individually, although some checks allow PCs to help
more or less, using the rules laid out in Getting Out of the each other, as described below.
River, above. Each PC loses a number of items of equipment Track who fails and how often; this determines how many
equal to his number of Strength (Athletics) check failures in items each PC loses (see the Success section, above).
the mini-game. Have each player choose a single item to which
he held tight (that item cannot be lost). Then either choose an PRIMARY SKILLS: Dexterity (Acrobatics), Wisdom
item you feel is appropriate or roll on Table 2–1. (Perception), and Strength (Athletics).

17
THE EEL HOUNDS
Designer's Note XP Threshold: 2,625
Many years ago, I took a canoeing trip in Ithaca, New York After the PCs have emerged from the river but while all or
that wound up on the local news. Or rather, the canoes most members of the party are still within 30 feet of shore, a
going over a waterfall wound up on the news. horn sounds deep in the woods—ten quick, muffled notes. The
It was a beautiful spring day. The river was slow water of the river begins to boil and bubble.
and meandering where we set in, but I was the only The riverbanks here are all slippery, slimy terrain. Creatures
experienced canoeist (and clearly not experienced enough). entering the mud squares along the riverbank or the reed
My friends and I wound up in an active, churning section squares enter slippery terrain and must make a successful DC
of river where the spring runoff made navigation difficult. 10 Dexterity (Acrobatics) check or end their movement in that
Everyone got a little concerned when one canoe was square. (Creatures must only make the check the first time
pushed against a bank and the (inexperienced) folks at the they enter such squares, not each time they move in the area.)
oars tried to lever them free. Both canoes overturned. An eel hound striking a foe in such a square may also shove
That’s when things got scary. them 5 feet in any direction.
The water pushed us downriver fast, and the muddy
banks were much too steep to climb. The worst off was
Creatures: A successful DC 20 Wisdom (Perception) check
reveals, based on the water’s ripples, about a dozen creatures
Emily, a small woman and not a strong swimmer, who
gathering beneath the water. These are eel hounds, and they
was near complete panic. Eventually we grabbed a branch
should be feared. Slithering from the reeds, they are pure
and made our way up a very steep slope in soaked clothes,
hunters and as cruel as their sidhe masters. They hunt and
missing a shoe, and very much worse for wear. I’m not
track for the lords and ladies of the Summer Lands, and their
exactly afraid of the water ever since, but I’ve learned that
prey is human or dwarf more often than it is boar or deer.
it can be deceptively dangerous. And thus may have been
planted a seed that later grew into part of the River King. For this encounter, DMs should begin with the eel hound pack
leader and six lesser eel hounds. If the pack leader or six lesser
eel hounds are killed by the party before the end of the third
round, have the group reinforced with an additional six lesser
DEXERITY (ACROBATICS) DC 10: A successful check eel hounds. If your group requires additional challenge, then
allows a character to hold onto one of the slippery river stones add the other six hounds as necessary. If the group is being
or grab onto a floating log. overwhelmed, keep the number of foes at the initial six and the
INTELLIGENCE (NATURE) DC 7: The rapids and the pack leader.
logs floating in the stream are huge and dangerous, but the A successful Intelligence (Nature) check reveals the following
character knows river waters are slowest inside a curve in the information about eel hounds:
river. And there’s just such a curve coming up, with lower
riverbanks. A successful Strength (Athletics) check (see below)
is required before an Intelligence (Nature) check can be TABLE 2–2: EEL HOUND LORE
attempted, and a PC can only make one successful check that DC RESULT
counts toward the skill check’s total required successes.
10 Eel hounds are fey river hounds that attack in
STRENGTH (ATHLETICS) DC 5 OR DC 10: Each character massive packs of wriggling, darting forms. They
who succeeds at a check swims successfully to the surface move quickly both on land and in the water. They
and grabs a log or at least avoids the rocks. Once he has made prefer to bring aquatic prey up onto dry land and vice
any success, a character can attempt Wisdom (Perception) versa to kill by suffocation when they can. Eel hounds
or Intelligence (Nature) checks. A second success on a DC like marshes, rivers, and beds of sea grass and reeds.
10 Strength (Athletics) check means the character can help They mate in spring, a time when the female protects
another. a litter of small, almost legless young.
STRENGTH (ATHLETICS) DC 15: The character toughs it 20 The leaders of a group of eel hounds can use their
out underwater, her head striking rocks and hair catching in spit to create a slick area and push foes into the water.
branches, to pull up a comrade who cannot swim. They are vulnerable to cold iron, and their baying
See Success, Failure, and Getting Out of the River as can generate a killing frenzy among the fey. Their
described in the sections above. stealth and ambush attacks are often in the service of
a powerful river troll, lorelei, or sidhe.

18
EEL HOUND LEADER
Medium fey, neutral
ARMOR CLASS 14 (natural armor)
HIT POINTS 77 (14d8 + 14)
SPEED 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 16 (+3) 13 (+1) 6 (–2) 13 (+1) 16 (+3)

SKILLS Perception +3, Stealth +5


SENSES darkvision 60 ft., passive Perception 13
LANGUAGES Sylvan
CHALLENGE 2 (450 XP)

Amphibious. The eel hound can breathe air and water.


Pack Tactics. The eel hound has advantage on an
attack roll against a creature if at least one
of the hound’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
Slick Spittle. By spending 2 rounds
dribbling spittle on an area, an eel
hound can cover a 5-foot square with
its slippery saliva. This area is treated
as if under the effects of a grease
spell, but it lasts for 1 hour.
Slithering Bite. A creature an
eel hound attacks can’t make
opportunity attacks against
it until the start of the
creature’s next turn.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
8 (1d8 + 4) piercing damage, and the target is grappled (escape
DC 14).

LESSER EEL HOUNDS (6)


Small fey, neutral
ARMOR CLASS 14 (natural armor)
HIT POINTS 18 (4d6 + 4)
SPEED 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 16 (+3) 13 (+1) 6 (–2) 13 (+1) 16 (+3)
Slick Spittle. By spending 2 rounds dribbling spittle on an area,
SKILLS Perception +3, Stealth +5 an eel hound can cover a 5-foot square with its slippery saliva.
SENSES darkvision 60 ft., passive Perception 13 This area is treated as if under the effects of a grease spell, but
LANGUAGES Sylvan it lasts for 1 hour.
CHALLENGE 1/2 (100 XP) Slithering Bite. A creature an eel hound attacks can’t make
opportunity attacks against it until the start of the creature’s
Amphibious. The eel hound can breathe air and water. next turn.
Pack Tactics. The eel hound has advantage on an attack roll
against a creature if at least one of the hound’s allies is within 5
Actions
feet of the creature and the ally isn’t incapacitated. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 2) piercing damage.

19
Chapter 3: Into the Summer Lands
Time and distance in the fey lands never flow at a constant THE RIVER FALLS
rate. The region the PCs enter is called the Summer Lands, a As the river tumbles down from the mountains, it leaps
place ruled by three lesser nobles and one powerful sidhe, the through a series of spectacular waterfalls. The highest of these
River King. The lesser rulers are the Rowan King, the Birch have 400-foot drops. The ones through the foothills are in the
Queen, and the Oak King. 25- to 50-foot range, and the last set of falls drops just 10 feet.
LOCATIONS THE ROWAN KING’S CIRCLE
The ever-changing Summer Lands have no map. The sidhe The Rowan King is a powerful centaur who is the master of
know the way. During the timeframe of this adventure, the many of the larger creatures in this section of the Summer
following locales and directions (probably) hold. The primary Lands, including most bugbears, ogres, and even a handful
sites of the summer kingdoms are the dragon Tatzel’s clearing of giants. Each year, he seeks the Birch Queen’s hand as her
(east), the river and its waterfalls (meandering throughout), consort in order to unite the two kingdoms against the River
the Rumbling Ford (north), the Oak King’s Court (north), the King, but always unsuccessfully.
Rowan King’s circle (southeast), the False Mill (south), the If the PCs approach the Rowan King’s court, he may offer
Frog Marsh (southwest), and the Birch Queens’ Fair (center). them advice or even a token as his servants. They must swear
The Cedar Mountains bound the south, and the forest’s edge, to destroy the River King and grant his title to someone
the north. This section of forest extends roughly 100 miles other than the elves: a nixie, a lorelei, ideally a woman who
in every direction and is entirely difficult terrain filled with (presumably) will be impressed with the Rowan King and
large animals and scattered fey courts of sidhe and (to a lesser consent to marriage.
degree) elves, gnomes, goblins, and bugbears.
Most areas have associated encounters, but the remaining THE RUMBLING FORD
locations are described briefly here. In times of high water, as it is now, this ford is impassable. In
the dry late summer and in winter, the water is low enough
THE SHADOW FEY LANDS that a human or sidhe can wade across.
The darkest portion of the forest are those where toadstools No check is required. Sometimes a knight will attempt to
take the place of undergrowth, where fierce boars and hold the ford against all comers who cannot defeat him in a
relentless fey patrol in the shadows, and where the ettercap are joust. Only elves, half-elves, elfmarked, or sidhe are considered
given the titles of fey lords and ladies. worthy foes, though he may stoop to fight a human if he must.
If the PCs did not kill the Green Knight at the mill, this may
THE CEDAR MOUNTAINS be an excellent place for a rematch, in dangerous currents (use
Dark woods cover the foothills of these snow-capped peaks, the river hazard from the Where the Lorelei Sing encounter on
which rise to heights of around 15,000 feet. The tree line sits page 51).
at around 9,000 feet, and above that are only alpine meadows,
mountain goats, enormous rocs, glaciers, and shaggy, white- THE STRAIGHT ROAD
furred bugbear tribes. The only road in the entire region is a perfectly straight,
tree‑lined and sometimes cobbled strip leading from the edge
THE CREEK of the forest, across the Rumbling Ford, and ending at the Oak
After swimming ashore and possibly fighting the eel hounds, King’s Court in the west.
the party has no real direction. Tell the players about a creek There’s no goal or destination at the eastern end; the road
(which leads them to the next encounter you want them to simply runs out where the fey tired of it and returned the forest
see) and use some of the elements in the Lost in the Dark to its normal state.
Woods section (see page 21) to spook them a little.
TIME, DAYLIGHT, AND NIGHT
THE OAK KING’S COURT
It’s night when you, the DM, say it is. Daylight lasts for one or
The Oak King is an enormous treant who rules over sidhe, two encounters. Night lasts for one encounter. When the party
satyrs, talking animals, birds, and many other fey creatures. returns to Riverbend, a day or two has passed but Froderick
His court is a clearing of oaks mixed with shelters grown from still lives. If the PCs hop back and forth more than once, the
woven brambles and houses built into the largest trees. The time between the realms becomes months, seasons, and then
Oak King has no interest in non-fey affairs and offers little to years and decades. Even in the fey lands, time is fluid, like the
humans and other iron-bearing creatures. Visitors meet with river, and may curl upon itself in places.
some hostility if they carry axes and iron but may stay in the
smallest, wettest, draftiest hut in the court for a mere 20 gp a CUSTOMS AND CURRENCY
night. Food costs extra, around 5 gp per meal. A successful Fey work their relationships on trust, oaths, and barter. A fey
DC 8 Charisma (Persuasion) check to gather information or a oathbreaker is the vilest sort. The finest is one who honors his
DC 8 Intelligence (Nature) check reveals Ellessandra is not his word strictly but with a twist when required.
daughter.

20
Fey currency is generally worthless outside the Summer SUMMER LANDS LORE
Lands, and illusory gold is very common. For this reason, Characters trained in Intelligence (Arcana), Intelligence
every coin the PCs attempt to offer in any transaction must (History), or Intelligence (Nature) may know a little about the
be touched to an item made from cold iron before a fey will fey and their customs, as indicated on Tables 3–1, 3–2, and 3–3.
accept it. This can slow things down considerably.

TABLE 3–1: INTELLIGENCE (ARCANA) CHECKS


DC RESULT
8 or less The PC has no special knowledge of the Summer Lands, its magic, or its creatures.
9–13 The fey are semi-civilized creatures who place great value on personal honor and settle many disputes by dueling
physically or magically.
14–18 The fey may travel by fey roads, magical portals that connect different sections of the Summer Lands. A ritual is
required to open such roads.
19+ Time flows differently in the Summer Lands; sometimes years pass there when only moments pass in the mortal
lands. At other times, different sections of the Summer Lands seem to reflect different times or seasons.

TABLE 3–2: INTELLIGENCE (HISTORY) CHECKS


DC RESULT
7 or less The PC has no special knowledge of fey nobles or customs.
8–13 The Summer Lands are ruled by the sidhe and the fey and filled with talking animals, powerful magic, and many
small, independent kingdoms or courts. Their customs include formal dueling and yearly market fairs and feasts,
some of which take place in both the mortal world and the Summer Lands.
14–19 The people of the Summer Lands include the Shadow Fey and the Light Fey (comprised of the Star Fey, Sun Fey,
and Bright Fey); the Shadow Fey are treacherous, though they can be trusted to keep whatever bargains they make.
Indeed, swearing service to a fey is a serious matter; one can only swear fealty to a single fey at a time and must
renounce such service before taking arms against that fey lord or lady.
20+ The fey are a stratified society, with talking animals, goblins, ogres, and gnomes near the bottom of the ladder,
centaurs, ettercaps, and satyrs in the middle, and sidhe, nixies, and elves at the top.

TABLE 3–3: INTELLIGENCE (NATURE) CHECKS


DC RESULT
5 or less The PC has no special knowledge of the fey.
6–10 The fey enjoy hunting, feasting, and song. Entertaining them with Dexterity (Acrobatics), Charisma (Performance),
or Dexterity (Sleight of Hand) may win their favor. They consider most non-fey either buffoons or bumpkins.
11–15 The fey enjoy gifts; indeed, they feel so superior that they often expect bribes from non-fey. These bribes are often
magical (which is preferred) or physical (food, drink, jewelry, and gemstones are typical). Gifts of weapons are
considered rude or even a threat or sign of aggressive intentions.
16–20 A bribe of poetry, song, or story may be accepted, or even the gift of a memory or skill can be traded among the fey.
21+ The trading of skills, memories, and physical prowess always comes at a price. Most such bargains require one give
up just as much as one gains.

LOST IN THE DARK WOODS A BIT OF RIVERBEND


The party may spend a lot of time wandering from place to The PCs see a small hut in the forest. Food sits on the table,
place until (or even after) they find the fey roads. As a result, a shirt lies on a trunk for clothes—the place seems lived in
you may want to have them find various dark, disturbing, but empty. One of the PCs recognizes the yellow shutters and
or otherwise fey elements. Here are more than a dozen thatch roof as very much like a house they saw in Riverbend.
suggestions.
THE BLEEDING STONE
ANIMATED PREY An ancient menhir stands in the PCs’ path, worn with age and
A deer, boar, or other kill shifts position when the hunter turns covered in moss and lichen. A spiral design is carved into one
away. Its head lies prone, then its head rests on a rock staring side; the spiral is stained with dried blood.
vacantly—a fly on one eye—without a sound.

21
BOAR CARCASS and vanish. If the party pursues them, the group finds the
An enormous boar carcass sits among the trees, covered in flies leftover remnants of a drunken picnic of satyrs and nymphs,
and maggots. PCs who make a successful DC 16 Constitution including empty barrels and blankets.
save don’t vomit from the stench as they approach. A DC 15
THE MAN OF LEAVES
Wisdom (Perception) check reveals the spear used to kill the
animal broke and is still in it. The spearhead belongs to one of A humanoid shape made of leaves and twigs walks slowly
the hunting courtiers (Sir Yngress the Red; see page 29), who through the woods. As the PCs approach, it dissolves into
would be glad for its recovery. reddish brown leaves that the wind carries away.

DEATH BUTTERFLIES THE MUMMY OAK


A swarm of bright blue, green, and orange butterflies perches Small links of rusty chain mail occasionally drop out of the
on the carcass of a monstrous owlbear. The fey believe these canopy. Upon closer inspection, they are coated in dried
butterflies tear apart the souls of the dead and carry them blood. Mummified heads and limbs of various humanoid
to the sky so the creature may be reborn. The carcass shows creatures hang from a large tree above. Occasionally a limb
signs of being stripped; the butterflies have left little more than seems to twitch, or a mouth opens and closes.
feathers, bones, and fur. QUICKLING COWARDS
THE DANCE OF MOTHS A blatant rustling sound bursts from the bushes, and then
Moths gather in the fading dusk, drawn to the PCs’ lights. three quicklings dart from the undergrowth in terror.
Flocking in the hundreds, they form vague humanoid figures, Completely ignoring the PCs, they flee from something that
which dance alluringly and coquettishly in the half-light, may or may not ever materialize to the party. This is a great
trying to persuade the characters to join their fluttering ballet. time to follow up with the dragon (see page 44) or the Le Nain
Rouge encounter (see page 24).
THE DEAD DRYAD
TRADING GIFTS
Large swaths of trees are dry and dead. Eventually the party
discovers the corpse of a dryad, slain by a cold iron stake The PCs wake up after camping and something has been taken
through her chest. from one of the packs. Food has been replaced by a gift of
flowers, and a small item is gone, replaced with a dead mouse.
FLOCK OF OWLS This happens on a second night, but the item left behind is
Dozens of owls spend the night near the PCs’ campsite, something that a PC lost in the Rushing River (see page 17).
hooting, calling, and hunting small game. A successful DC
THE VANISHING WAGON
5 Intelligence (Nature) makes it clear owls do not normally
travel in flocks. These are servants of the shadow fey, watching The party finds a strange wagon; it has food and is big enough
intruders. PCs cannot sleep (and do not gain the benefits of a for some characters to sleep in. However, when the characters
long rest) unless they make a DC 12 Constitution saving throw. wake up, the wagon is gone, even if some characters slept in it
(they are at the Birch Queen’s Fair; see Chapter 4).
THE FOOTPRINT
THE WEEPING TREE
Forging ahead through the woods, one character stumbles into
a deep depression. Those following behind find themselves A once-beautiful elven boy’s head rests at the base of a large
looking into an enormous footprint, large enough for the oak tree with the word “Winterborn” in Elven carved into
whole party to stand in. his forehead. The tree’s bark is smeared with blood, and
inspection reveals the boy’s intestines and flesh hang from the
GIANT TREES boughs. For miles after seeing the head, the PCs hear a faint
The party finds a region where the trees are 40 feet around and weeping in the wind.
250 feet high. There seem to be pale lights up in the canopy,
though they slip away if anyone investigates. THE FROG MARSH
XP Threshold: 3,200
IN THE FIRELIGHT
The nightly fire pops and bursts from the sparks, burning The marsh area is swampy and difficult to traverse. The
brightly and comforting everyone. Then the PCs hear screams large lily pads are normal terrain, but the marsh between
between the pops and crackles. Peering closer, they see the the lily pads is difficult terrain, choked with reeds, sticks,
twigs are writhing in agony, like tiny burning people. Looking half‑submerged logs, and sucking mire. Darker, deeper squares
deep within the blaze, a cruelly grinning goblin made of flame on the map are open water (not marsh) and require a DC 10
repeatedly cuts down a cowering dryad. Strength (Athletics) check to cross at normal swimming speeds.
Alternately, a creature with a swim speed can move through
JUST A SUGGESTION the marsh (treat as difficult terrain) on a DC 13 Strength
A neatly folded square of parchment lies in the middle of the (Athletics) check. Failure indicates the swimmer’s movement
path in front of the characters. Written in an angry scrawl of halts after one square of movement.
tiny letters is a single Elven word: Leave. Any PC who attempts to jump as part of her movement
makes a DC 15 Dexterity (Acrobatics) check. If she fails the
THE LOVERS AND LEFTOVERS check, divide the check result by 10. She jumps that number
Two tiny sprites flit through the trees; every so often they of squares and lands in the square the result dictates. If she
embrace and kiss. As soon as they spot the PCs, they giggle ends up in the marsh, she falls into the muck and loses her
remaining movement.

22
Once the PCs have made it to the northern shore of the THE FROG MARSH
marsh area, read or paraphrase the following:

The river flows slowly here. The shore is full of cattails mixed
with boggy stretches of open water with lily pads as large as
PCs
dinner tables. A powerful croak, as of the father of all frogs,
echoes across the marsh.

Creature: A successful DC 14 Wisdom (Perception) check


reveals an enormous frog sitting in the marsh ahead. Saddle
straps wrap around its pale yellow belly. The frog rests on one F
of those huge lily pads, and the frog’s rider pokes its head -5'
around the side.
The large lily pads support the weight of a goblin frog rider
F
and its mount, or a Medium creature in light or medium
armor, but not someone in heavy armor. Halflings (and other -10' -10'
size Small or smaller creatures) in heavy armor can balance
successfully on a lily pad with a successful DC 10 Dexterity -10'
(Acrobatics) check.
F F
GOBLIN FROG RIDERS (8) F
Small humanoid (goblinoid), neutral evil F -5'
ARMOR CLASS 15 (leather armor, shield)
HIT POINTS 7 (2d6)
SPEED 30 ft. F
STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1)
F

SKILLS Stealth +6
SENSES darkvision 60 ft., passive Perception 9
LANGUAGES Common, Goblin Standing Leap. The frog’s long jump is up to 20 feet and its high
CHALLENGE 1/4 (50 XP) jump is up to 10 feet, with or without a running start.

Nimble Escape. The goblin can take the Disengage or Hide Actions
action as a bonus action on each of its turns. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
4 (1d6 + 1) piercing damage, and the target is grappled (escape
Actions DC 11). Until this grapple ends, the target is restrained, and the
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. frog can’t bite another target.
Hit: 5 (1d6 + 2) slashing damage. Swallow. The frog makes one bite attack against a Small or
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., smaller target it is grappling. If the attack hits, the target is
one target. Hit: 5 (1d6 + 2) piercing damage. swallowed, and the grapple ends. The swallowed target is
blinded and restrained, it has total cover against attacks and
GIANT FEY FROGS (8) other effects outside the frog, and it takes 5 (2d4) acid damage
at the start of each of the frog’s turns. The frog can have only
Medium beast, unaligned
one target swallowed at a time. If the frog dies, a swallowed
ARMOR CLASS 11 creature is no longer restrained by it and can escape from the
HIT POINTS 18 (4d8) corpse using 5 feet of movement, exiting prone.
SPEED 30 ft., swim 30 ft. Development: The goblins work for Jenny Greenteeth and
kill mortals coming into the Summer Lands for sport. If the
STR DEX CON INT WIS CHA party successfully intimidates a captured goblin, it gives up
12 (+1) 13 (+1) 11 (+0) 7 (−2) 10 (+0) 3 (−4) Jenny’s name and that she serves at the River Court (see page
52). Frogs flee if reduced to 10 or fewer hp or if half their
SKILLS Perception +2, Stealth +3 number die and may appear in the River Court later to testify
SENSES darkvision 30 ft., passive Perception 12 against the party as villainous killers.
LANGUAGES Sylvan Treasure: The goblins carry glass jars containing 15
CHALLENGE 1/4 (50 XP) especially large and juicy fireflies. These provide light as a
bullseye lantern for the next 7 days (they weigh 3 lbs. each).
Amphibious. The frog can breathe air and water. They also carry 50 gp and 400 sp each in their saddle bags.

23
One rider also carries a sealed scroll case containing a passport Le Nain Rouge gains a surprise round because of the weather
or invitation written in Elven. The text reads: and uses it to make his electric ray attack.

Admit the two goblins bearing this letter and their mounts into LE NAIN ROUGE (REDCAP)
the Birch Queen’s Fair without hindrance or delay. Medium fey, neutral evil
ARMOR CLASS 15 (natural armor)
LE NAIN ROUGE HIT POINTS 105 (14d8 + 42)
XP Threshold: 2,300 SPEED 40 ft.
The players might get a lead here from Ambertan the Shadow
STR DEX CON INT WIS CHA
Fey Warlock (see page 38), or they might just stumble upon
Le Nain Rouge. A bandit and highwayman, Le Nain Rouge 20 (+5) 10 (+0) 17 (+3) 11 (+0) 13 (+1) 8 (–1)
captured Ellessandra and offered her to Ambertan and the
Shadow Fey. They have no interest in her since she holds no SAVING THROWS Con +6
power over the River King. Now Le Nain Rouge ponders what SKILLS Athletics +8, Intimidation +5
to do with her. DAMAGE RESISTANCES bludgeoning, piercing, and slashing
When the PCs face this encounter, read the following: damage from nonmagical weapons
CONDITION IMMUNITIES charmed, frightened
The wind blows stronger and stronger, and then a pouring
SENSES darkvision 60 ft., passive Perception 11
rain comes down like a wall. Lightning flashes and strikes
among you. LANGUAGES Common, Sylvan
CHALLENGE 6 (2,300 XP)
A successful DC 19 Wisdom (Perception) check reveals a
dwarf or gnome in the trees wearing a red or black cap; the Clomping Boots. A redcap has disadvantage on Dexterity
lightning came from its fingers. It is standing on a huge fallen (Stealth) checks.
tree trunk and laughing in the rain. The weather has become a Red Cap. A redcap must soak its cap in the blood of a humanoid
thunderstorm. killed no more than an hour ago at least once every three days.
Because of the poor light and weather, a successful DC 18 If it goes more than 72 hours without doing so, the blood on its
Wisdom (Perception) check is needed to see that Le Nain cap dries and the redcap gains one level of exhaustion every 24
Rouge has cornered a victim—a sidhe woman who seems to hours. While the cap is dry, the redcap can’t remove exhaustion
be slumped unconscious against the log Le Nain Rouge stands by any means. All levels of exhaustion are removed immediately
upon. This is Ellessandra. when the redcap soaks its cap in fresh blood. A redcap that dies
as a result of this exhaustion crumbles to dust.
NAIN ROUGE Solid Kick. A redcap can kick a creature within 5 feet as a bonus
action. The kicked creature must make a successful DC 15
Strength saving throw or fall prone.

Actions
Multiattack. The redcap makes two pike attacks and one bite
attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) piercing damage and the creature is bleeding
E profusely. A bleeding creature must make a successful DC 15
Constitution saving throw at the start of its turn or take 10 (3d6)
N necrotic damage and continue bleeding. On a successful save
the creature takes no necrotic damage and the effect ends. A
creature takes only 10 (3d6) necrotic damage per turn from this
effect no matter how many times it’s been bitten, and a single
successful saving throw ends all bleeding. Spending an action
to make a successful DC 15 Wisdom (Medicine) check or any
amount of magical healing also stops the bleeding. Constructs
and undead are immune to the bleeding effect.
Pike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
10 (1d10 + 5) piercing damage.

Development: When the PCs drive Le Nain Rouge away,


PCs the sidhe woman regains consciousness and introduces
herself as Ellessandra. She thanks them for rescuing her from
the creature and tells them she is grateful for their help. She
is on her way to meet her son, Flax, a young half-human boy.
He is a difficult child, always running off and always trying to
impress his sidhe and fey playmates. (Perhaps this is a point

24
in time when Flax is still young—due to odd way time flows
in the Summer Lands—or perhaps Ellessandra has lost track
BOAR PATROL
of time and doesn’t realize Flax has grown into a bitter adult.)
Ellessandra expresses no great desire to return to Riverbend.
If asked about it, she says she was forced into an arranged
marriage, and the king’s sisters helped her get out of it just a
few years ago when she was with child. She wanted Flax to
S
grow up in the Summer Lands. B
A successful DC 15 Wisdom (Insight) check reveals that F
sometimes Ellessandra regrets this decision. Her memory F
has changed with time; she has forgotten Jenny Greenteeth’s
maneuverings right after she conceived.
If told her husband has been held for her murder, she is B
surprised and saddened. She offers them her wedding ring and
F
a note explaining she was not murdered, she has returned to
the Summer Lands, and she has come to no harm. The note
does not mention her son.

THE BOAR PATROL


XP Threshold: 4,300
A shadow fey huntress, her footmen, and their boars patrol the
forest. Mortals are not welcome here.
When the PCs face this encounter, read the following:

This patch of forest is filled with ancient oaks and little


undergrowth; it is too dark on the forest floor for much to grow,
though large trunks, stumps, and thick leaves are everywhere. PCs
Several times you hear loud snuffling nearby, probably boars
rooting around for acorns.
SKILLS Arcana +2, Perception +3, Stealth +5, Survival +3
The illumination here is poor, with dim light. The area is SENSES darkvision 60 ft., passive Perception 13
lightly obscured. The indicated terrain is difficult undergrowth. LANGUAGES Common, Elvish, Umbral
The fallen log counts as difficult terrain. It also provides CHALLENGE 4 (1,100 XP)
three‑quarters cover to the huntress Balenna.
Let the party make what preparations they like for 1 round. Special Equipment. Balenna carries one potion of greater healing
Then read the following: and a wand of paralysis.

This time, the snuffling is much deeper and louder. Two Fey Ancestry. Balenna has advantage on saving throws against
enormous razor-tusked boars come into sight, with fey wearing being charmed, and magic can’t put her to sleep.
black chasing behind them. They laugh among themselves when Innate Spellcasting. Balenna’s innate spellcasting ability is
they see you and say, “This forest is forbidden to your kind. Charisma. She can cast the following spells innately, requiring
Surrender your weapons now and come swear fealty to the no material components.
Shadow Fey.” 3/day: misty step (in shadows, dim light, or darkness only)

A successful DC 19 Wisdom (Perception) check reveals


a female fey standing behind a fallen log. She carries a
skull‑topped wand; the male fey carry enormous swords.
Designer’s Note
Originally, this was going to be another set of mounted
foes, but the internal playtest group rebelled against how
BALENNA OF CLAN STARLIGHT, SHADOW FEY
many mounts they saw so I dropped it. To my mind, if you
HUNTRESS
want to be at an advantage in a fight, you sit 6 feet up on a
Medium humanoid (elf), lawful evil 1,200 pound animal with four sharp hooves.
ARMOR CLASS 14 (leather) In d20 games, though, that adds another set of actions
HIT POINTS 104 (19d8 + 19) and another foe for the PCs to dispatch. I think that level
of complication is best reserved for the sidhe knights, who
SPEED 30 ft.
truly deserve to trample and terrify. So in this encounter,
the deep forest boars are war animals, or a bit like hunting
STR DEX CON INT WIS CHA
hounds. They have a terrific sense of smell and can easily
12 (+1) 17 (+3) 12 (+1) 11 (+0) 12 (+1) 16 (+3) track enemies.
An alternate setup would be to have the shadow fey in
SAVING THROWS Dex +5, Con +3, Cha +5 pursuit of the party.

25
Sneak Attack (1/turn). Balenna does an extra 7 (2d6) damage
STR DEX CON INT WIS CHA
when she hits a target with a weapon attack that had
advantage, or when the target is within 5 feet of an ally of her 17 (+3) 10 (+0) 16 (+3) 2 (−4) 7 (−2) 5 (−3)
that isn’t incapacitated and she doesn’t have disadvantage on
the attack roll. SENSES passive Perception 8
Sunlight Sensitivity. While in sunlight, Balenna has LANGUAGES —
disadvantage on attack rolls and on Wisdom (Perception) CHALLENGE 2 (450 XP)
checks that rely on sight.
Traveler in Darkness. Balenna has advantage on Intelligence Charge. If the boar moves at least 20 feet straight toward a
(Arcana) checks made to know about shadow roads and target and then hits it with a tusk attack on the same turn, the
shadow magic spells or items. target takes an extra 7 (2d6) slashing damage. If the target is a
creature, it must succeed on a DC 13 Strength saving throw or
Actions be knocked prone.
Multiattack. Balenna makes two ranged attacks. Relentless (Recharges after a Short or Long Rest). If the boar
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. takes 10 damage or less that would reduce it to 0 hit points, it is
Hit: 7 (1d8 + 3) piercing damage. reduced to 1 hit point instead.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., Actions
one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison
damage. Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) slashing damage.
SHADOW FEY BRIGANDS (3)
Development: The PCs may choose to swear fealty to the
Medium humanoid (elf), lawful evil Shadow Fey. See the Crow’s Feather sidebar on page 27.
ARMOR CLASS 15 (chain shirt)
Treasure: The boars’ ornamental harnesses are made of
HIT POINTS 31 (7d8) silver and the leatherwork is good; they are worth 20 gp each.
SPEED 30 ft. Two of the brigands wear a silver armband set with lapis
worth 120 gp each. Balenna also may still have her potion
STR DEX CON INT WIS CHA of greater healing (assuming she didn’t use it during the
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 13 (+1) combat). The real treasure is the shadow fey huntress’s wand
of paralysis.
SKILLS Arcana +2, Perception +2
SENSES darkvision 60 ft., passive Perception 12 THE CUTTING QUICKLINGS
LANGUAGES Common, Elvish, Umbral XP Threshold: 4,125
CHALLENGE 1/4 (50 XP) The quicklings are outlaws even among the fey; they
happily murder travelers while holding a seemingly normal
Fey Ancestry. The shadow fey has advantage on saving throws conversation with them.
against being charmed, and magic can’t put it to sleep. The woods here are dark but not impenetrable; light is
Innate Spellcasting. The shadow fey’s innate spellcasting ability normal. The cliffs are 40 feet high; creatures falling that
is Charisma. It can cast the following spells innately, requiring distance take 14 (4d6) falling damage when they strike the
no material components. rocks below. The inside of the hollow tree is a fey door (see the
1/day: misty step (in shadows, dim light, or darkness only) Fey Roads, page 39).
Sunlight Sensitivity. While in sunlight, the shadow fey has Creatures: When the PCs face this encounter, read:
disadvantage on attack rolls and on Wisdom (Perception)
checks that rely on sight. A flock of crows perches in a bare-branch tree up ahead, cawing
Traveler in Darkness. The shadow fey has advantage on loudly; the tree stands at the edge of a sharp drop. Something
Intelligence (Arcana) checks made to know about shadow roads rushes by your feet with incredible speed, some creature with a
and shadow magic spells or items. knife. Its voice is clear: “Foolish, stupid humans! I could tell you
all the secrets of the Summer Lands. But you are not worthy.”
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one If a PC asks how he may prove his worth, the quickling says:
target. Hit: 5 (1d6 + 2) piercing damage.
“Bah, you would need to show elven wisdom, knowledge,
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
and wit. I will cut you down and tell you the sad truth of your
one target. Hit: 5 (1d6 + 2) piercing damage.
worthless, wasted lives.”
GIANT FOREST BOARS (2) And then the mass of crows explodes from the trees and
Large beast, unaligned rushes down to surround the PCs.
ARMOR CLASS 12 (natural armor) A successful DC 17 Wisdom (Perception) check reveals the
HIT POINTS 42 (5d10 + 15) fast thing is a small fey creature in gray clothes carrying a
small sword.
SPEED 40 ft.

26
The quicklings speak to opponents each round. They enjoy Actions
killing learned, wise, and otherwise interesting people more
than just brutes. However, their conversational standards are Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
high, and their own manners are nothing but taunting cruelty. target. Hit: 9 (1d6 + 5) piercing damage.
During combat, the quicklings frequently say, “You know
nothing; why should I waste my breath on you? Prove your SWARM OF CROWS (6)
worth, silent fools!” Medium swarm of Tiny beasts, unaligned
Each round, a quickling engaging a PC in melee taunts its ARMOR CLASS 12
foe and demands that she respond. Any PC who does not
HIT POINTS 24 (7d8 − 7)
reply enrages the quickling, ensuring she draws down the
crow attacks next round, as well as the quickling’s further SPEED 10 ft., fly 50 ft.
attacks and taunts. (“Speak, you mute, dumb, worthless ox!”
the quicklings are fond of saying.) STR DEX CON INT WIS CHA
PCs may wish to engage the quicklings more with words 6 (−2) 14 (+2) 8 (−1) 3 (−4) 12 (+1) 6 (−2)
than weapons. If that is the case, see the Complex Skill Check:
Sharp Weapons, Shaper Words section. SKILLS Perception +5
DAMAGE RESISTANCES bludgeoning, piercing, slashing
QUICKLINGS (3) CONDITION IMMUNITIES charmed, frightened, grappled,
Small fey, chaotic evil paralyzed, petrified, prone, restrained, stunned
ARMOR CLASS 15 SENSES passive Perception 15
HIT POINTS 22 (5d6 + 5) LANGUAGES —
SPEED 120 ft. CHALLENGE 1/4 (50 XP)

STR DEX CON INT WIS CHA Swarm. The swarm can occupy another creature’s space and
8 (–1) 20 (+5) 13 (+1) 15 (+2) 15 (+2) 14 (+2) vice versa, and the swarm can move through any opening large
enough for a Tiny crow. The swarm can’t regain hit points or
SKILLS Acrobatics +7, Perception +4, Stealth +7, Survival +4 gain temporary hit points.
SENSES darkvision 60 ft., passive Perception 14 Actions
LANGUAGES Common, Sylvan
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target
CHALLENGE 2 (450 XP)
in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6)
piercing damage if the swarm has half its hit points or fewer.
Natural Invisibility. A quickling is invisible when motionless.
It loses this invisibility and remains visible for 1 round in any
round which it takes an action.
Supernatural Speed. A quickling moves with incredible speed. COMPLEX SKILL CHECK: SHARP WEAPONS,
Save for when it remains motionless (at which point it is SHARPER WORDS
invisible), the quickling’s shape blurs and shimmers with this Any PC attempting to banter words with a quickling partakes
speed, granting it light obscurement. in a complex skill challenge; to gain the most information
Slow Susceptibility. A quickling under the effects of a slow while fighting the quickling, the party must achieve 6 successes
spell or similar loses its supernatural speed and is treated as before 3 failures. If the quicklings are defeated verbally, they
poisoned as long as the effect persists. This poisoned condition disengage and flee. This complex skill check can be made
persists for 1 round after the slow effect ends. during combat or outside of combat; if made during combat,

The Crow’s Feather: Loyalty to the Shadow Fey


Of all the fey a PC could swear some loyalty to, the Shadow checks. If the check fails, the character is dominated (as per
Fey are by far the worst. Any PC who wishes may take up the dominate person spell, no saving throw permitted) by the
their badge (a crow’s feather) and swear to serve them. next Shadow Fey he meets. Rolling a critical failure when
Doing so in the Summer Lands has magical repercussions, denouncing a sworn oath of service (a roll of 1) means the
just as swearing fealty to Lord Flax might (see page 43) or oath-breaker is dominated and becomes a Shadow Fey at the
taking the Birch Queen’s badge would (see page 42). next nightfall.
Any character who does so is expected to help other Breaking an oath to the Shadow Fey is not viewed with
Shadow Fey and never to strike any of their leaders (such quite the suspicion as breaking an oath to more honorable
as the Warlock Ambertan; see page 38). If a PC who has fey, but it does mark the PC as a gullible fool, ripe for fey
sworn loyalty to the Shadow Fey wishes to renounce this, mockery and humiliation. All that character’s Charisma
he or she must take an action to make a DC 18 Charisma (Deception), Charisma (Persuasion), and Charisma
check. If the check succeeds, the character is weakened for (Intimidation) checks suffer disadvantage while the
2 rounds, suffering disadvantage on attack rolls and ability character is in the Summer Lands.

27
allow each PC to make one skill check per round in place of Each player character who gains a success learns the following,
either an action or a move. If the quicklings flee, whatever in order:
swarms of crows remain harry foes to cover their retreat. 1. “Tatzel the Green is a mighty wyrm, the friend of fey and the
Speaking Elven grants advantage to all checks in this bane of men. He knows the Summer Lands and the roads
challenge. between realms. And he will find your bones here.”
CHARISMA (DECEPTION) DC 15: This successful check 2. “The Birch Queen’s Fair stands but two leagues away, full of
counts as two successes, but failure means the quickling’s has weapons yet peaceful. What a pity you do not stand within
advantage on its next attack. the bounds of its hospitality.”
CHARISMA (INTIMIDATION) DC 17: This works normally 3. “The River King has nine sisters and no brothers and long
and counts as a single success, but the fey are hostile, thus the has been a friend to men. Now mortals stir him to make
high DC. war, and we answer the call to hunt mortal flesh. Starting
with yours, of course.”
CHARISMA (PERSUASION) DC 12: Successful checks work
as single successes. 4. “You will meet the River King’s sisters at least once, perhaps
INTELLIGENCE (ARCANA) DC 15: This successful check
twice. They can turn his mind from wrath to peaceful
counts as two successes, but may only be used one time. flowing, but their prices are set high: vision, song, and souls
are their meat and drink.”
INTELLIGENCE (HISTORY) DC 10: This successful check
makes it clear single combat is the ideal here, as it was with the 5. “Your mortal friends would do well to bow and speak
Green Knight. It counts as one success and may be used once quietly to Jenny Greenteeth, for she is a dangerous schemer.”
only. 6. “I have a sister’s husband’s cousin’s friend, a child of hag
INTELLIGENCE (NATURE) DC 7: This successful check and field, who knows the secrets of the incantation that will
counts as a single success, showing knowledge of the Summer return you to the mortal world before the seasons turns
Lands. again and again, and you are lost to the river of time. Let me
depart and I will tell you his name.” (Rhorlief, at the Birch
INTELLIGENCE (RELIGION): These are always a failure; the Queen’s Fair.)
quicklings despise religious talk as quackery.
WISDOM (INSIGHT) DC 12: This successful check FOR EACH FAILURE
reveals the quicklings are not nobles among the fey and are The quicklings humiliate the PC, who has disadvantage on skill
overcompensating by humiliating those they consider inferior. checks next round.
All future skill checks gain advantage.
SUCCESS
The PC wins the quicklings’ respect. The utter a few mocking
THE CUTTING QUICKLINGS words: “You are not as foolish as most of your kind, but do not
try such tricks at the River Court, where words flow faster than
water from the hills!”
PCs The quicklings use their next action to retreat from the area
entirely, and the crows take to the skies.
Treasure: The quicklings’ treasures are hidden within a
lightning-blasted hollow in the dire crow’s tree. It includes
gold and gem-encrusted trinkets worth a total of 3,000 gp.
The trio also wear rings of silver set with opals (240 gp each).

THE ENCHANTRESS AND HER COURTIERS


A few elves and sidhe courtiers are out for a day’s hunt,
seeking dire boar, deer, or other worthy prey. If you like, one of
Q Q them may be the Green Knight out of his regular armor. The
C C Q courtiers are in a good mood, having eaten a rich meal and
enjoyed a ride through the woods on fey steeds—this means
C they do not immediately attack.
C 40' Drop If there is an elf in the party, they are treated courteously,
C offered wine and spiced nuts, and asked to tell a tale. The
C group will not, however, reveal much about directions, their
plans, or other useful information.
When the PCs encounter this party, read the following:

A tent of gold and scarlet silk stands on a low hill along a small
road. In front of the tent are a handful of knights and ladies
speaking and sitting on small but comfortable chairs. They
share plates and goblets carried by at least a dozen small, almost
invisible, gray servants.

28
A successful DC 11 Wisdom (Perception) check reveals the they may have committed against sidhe interests, what other
small gray servants are about the same size as a human child lords they may have visited, and generally how the party is
but are very hard to focus on. The successful check also allows getting along with the fey.
the PC to notice a couple of them are feeding acorns to three
enormous boars, each of which has a bit and bridle. If the COMPLEX SKILL CHECK: A PLEASANT CONVERSATION
Green Knight is here, two beautiful copper-coated horses also
crop the grass not far away. Those who wish to learn information from this cultured party
A successful DC 11 Intelligence (Arcana) check reveals may want to participate in this complex skill check. This check
the servants seem to be a variant of the unseen servant spell, requires 6 successes before 3 failures; PCs can attempt this
perhaps tied to the tent or an item. They appear harmless. complex skill check individually or as a group.
Creatures: The picnic is winding down, but the fey are PRIMARY SKILLS: Charisma (Persuasion), Intelligence
always ready to be amused—or to humiliate fools. Their (Arcana), Intelligence (History), Intelligence (Nature).
initial attitude is indifferent. You can treat this as a complex Characters who speak Elven double their proficiency bonus to
skill check (see below) or simply roleplay it out. The challenge checks made with these four skills.
is to show one’s knowledge and mastery of Intelligence CHARISMA (DECEPTION) DC 12: The sidhe enjoy a bit of
(Arcana), Intelligence (History), and Intelligence (Nature)— joking, bragging, and puffery. If a PC wants to talk big, that’s
that is, to hold a witty and entertaining conversation. The great. The second attempt, though, is an automatic failure.
audience is Lady Sorreminx, an elven lady of some standing Their patience for this approach is thin.
and a notorious enchantress.
CHARISMA (PERSUASION) DC 10: A way with words,
The menfolk attending her are Sir Yngress the Red and Lord
manners, and courtesy is vital. This is the basic route to
Chelessfield, Lord of the Alpine Marches, plus (if they survived
success. A failure here indicates a failure with language that
from the mill) Sir Oberest and his squire Illisfan. None wear
insults someone, and a critical failure (a natural 1) means a
battlefield armor. Rather, they sport hunting jacks of studded
challenge is issued to duel. This counts as 1 success.
leather and carry spears and bows.
DEXTERITY (ACROBATICS) DC 15: A character may
LADY SORREMINX tumble, juggle, or engage in other tomfoolery to amuse the
An exotic black-haired elf who enjoys learning and history, ladies, even without a language in common. This counts as 1
Sorreminx carries an ebony wand set with two diamonds, success.
one at each end. She prefers to hear discussions related to the
INTELLIGENCE (ARCANA) DC 15: Arcane matters are very,
Intelligence (Arcana) and Intelligence (History) skills, and
very difficult to impress the enchantress with, but a success
attempts to win her over with those skills gain advantage.
with this skill counts as 2 successes in the challenge. A second
She is quick to point out the flaws in any failed roll. Indeed,
success adds just 1 to the total number of successes.
she delivers her putdowns with a cruel smile; “Where did
you attend school, in a pigsty? Any apprentice knows better, INTELLIGENCE (HISTORY) DC 10: The character knows
madam, for shame!” enough sidhe history, heraldry, or lore to keep up a civilized
She enjoys insulting those whose Charisma (Deception) or discussion of the past. This counts as 1 success.
Intelligence checks are clearly failing. “Come now, sir, that is INTELLIGENCE (NATURE) OR WISDOM (SURVIVAL)
not worthy of a man of action. Are you a dull blade or a pasty DC 12: The picnickers are also bloodthirsty hunters who
scholar?” happily discuss how to track, kill, and butcher their prey,
SIR YNGRESS THE RED from boar to stag (and from goblin to human, if necessary).
They are keen fans of falconry and the best way to lure a
The youngest, most eager, and most ignorant of the sidhe,
dragon from its den. Their standards of knowledge here are
Yngress pretty much agrees with whatever was said last.
higher than Intelligence (History), but not quite so high as
Gullible enough that he doesn’t quite realize he was brought
Intelligence (Arcana). A certain willingness to let loose the
along to be the entertainment, Yngress is the best hunter
hounds is required here; the courtiers are not the least bit
here. He is eager to challenge someone to a duel of honor. He
squeamish and seem suspicious of those who are. This counts
keeps a longsword and dagger tied neatly to his saddle, which
as 1 success.
he uses to fight any duel as needed. His fey warhorse Estoile
occasionally whispers some advice in his ear. The horse is by WISDOM (INSIGHT) DC 12: The character realizes Lord
far the smarter of the pair. Chelessfield is probing them for information and seems to
regard them as a threat. The character also realizes Charisma
LORD CHELESSFIELD, MASTER OF THE ALPINE MARCHES (Deception) has limited use for this audience. This counts as 1
An elderly elf with golden hair and purple eyes, Lord success; further attempts bring no success or failure result and
Chelessfield wears a tabard of white marked with blue are merely wasted effort.
diamonds. He has a set of mithral bracers as well as a circlet
of pure gold worked into a dragon shape (the symbol of his SUCCESS
title as ruler of the highlands). Lord Chelessfield carries a boar The hunters are charmed by these bumpkins and tell them a
spear and a hand crossbow on his off days. He is the most little about the Summer Lands, such as locations and sights.
dangerous foe in the skill challenge, because he is interested In particular, they provide directions to the Straight Road and
in what the PCs might do in the Summer Lands, rather than to any two locations the PCs may already have heard of (the
hoping to score points with the ladies. He asks the party many Birch Queen’s Fairground from the frog riders, the dragon,
pointed questions about their goals here, what acts of murder or the like). They do not bring up the River King, the mill, or

29
related topics; Sir Oberest is the only sidhe knight who knows Spellcasting. Lady Sorreminx is an 11th-level spellcaster. Her
about the raiding and Lord Flax’s plans to seize Riverbend. spellcasting ability is Charisma (save DC 15, +7 to hit with spell
If a PC or the party succeeds at this complex skill check, attacks). She knows the following spells:
grant each member of the group 600 XP. Cantrips (at will): blade ward, friends, message, vicious mockery
FAILURE 1st level (4 slots): bane, charm person, faerie fire
The group laughs and gives the party completely false 2nd level (3 slots): enthrall, hold person
directions to the Birch Queen’s Fair, sending them instead 3rd level (3 slots): conjure fey, fear, hypnotic pattern
into the jaws of the dire boar riders or into the green dragon 4th level (3 slots): confusion, greater invisibility,
Tatzel’s clearing. phantasmal killer
In addition, Lady Sorreminx casts mass suggestion. Those 5th level (2 slots): animate objects, dominate person,
she enchants willingly give her a gift of some kind, chosen hold monster
from the following list: a potion, all the PC’s remaining food or 6th level (1 slot): mass suggestion, true seeing
drink, or (from the affected PC with the highest Charisma) an
Sunlight Sensitivity. While in sunlight, Lady Sorreminx has
oath to serve her and wear her token.
disadvantage on attack rolls and on Wisdom (Perception)
WHAT IF THE PARTY ATTACKS? checks that rely on sight.
If the PCs are dumb enough to attack three or four knights, an Traveler in Darkness. Lady Sorreminx has advantage on
elven enchantress, dire boars, and a host of minion servants, Intelligence (Arcana) checks made to know about shadow roads
there’s really not much hope for them. If the PCs don’t all and shadow magic spells or items.
attack in a rush, one of the knights challenges a PC to a duel of
magic or blades (the first foe brought below half hp concedes). LORD CHELESSFIELD, SIDHE-LORD OF THE
If they really want to fight everyone, use Sir Oberest’s HIGHLAND MARCHES
statistics for Yngress, dropping the AC by 2 points (see page
14). Statistics for Lady Sorreminx and Lord Chelessfield follow. Medium fey, chaotic neutral
If the mounts are included, use the fey-touched horse from ARMOR CLASS 17 (+1 breastplate)
page 15 and the deep forest boars from page 26. Make it quick, Hit points 117 (18d8 + 36)
but it need not be fatal. A fear, confusion, or hypnotic pattern SPEED 30 ft.
followed by hold person might knock down enough foes that
the rest can be convinced to surrender honorably. These STR DEX CON INT WIS CHA
individuals may remember the party and this encounter if you
12 (+1) 19 (+4) 14 (+2) 14 (+2) 14 (+2) 12 (+1)
later play Courts of the Shadow Fey, another adventure from
Kobold Press.
SKILLS Perception +4, Acrobatics +6
SENSES darkvision 120 ft., passive Perception 14
LADY SORREMINX
LANGUAGES Common, Elven, Sylvan
Medium humanoid (elf), lawful evil
CHALLENGE 6 ( 2,300 XP)
ARMOR CLASS 14 (studded leather)
HIT POINTS 123 (19d8 + 38) Special Equipment. Sir Chelessfield carries a +2 rapier and
SPEED 30 ft. +1 hand crossbow. He wears a cloak of protection and a
silver‑filigree +1 breastplate.
STR DEX CON INT WIS CHA Fey Ancestry. Lord Chelessfield has advantage on saving throws
10 (+0) 15 (+2) 14 (+2) 12 (+1) 17 (+3) 18 (+4) against being charmed, and magic can’t put him to sleep.
Umbral Frailty. A sidhe in dim illumination or worse rolls all
SAVING THROWS Dex +5, Wis +6, Cha +7 saving throws, skill-checks, and attack rolls at disadvantage.
SKILLS Arcana +4, Deception +7, Perception +6, Persuasion +7, Innate Spellcasting. Lord Chelessfield’s innate spellcasting
Stealth +5 ability is Charisma (spell save DC 12). He can cast the following
SENSES darkvision 60 ft., passive Perception 16 spells innately, requiring no material components:
LANGUAGES Common, Elvish, Umbral At will: disguise self
CHALLENGE 7 (2,900 XP) 3/day: entangle, hunter’s mark
1/day: haste
Fey Ancestry. Lady Sorreminx has advantage on saving throws
against being charmed, and magic can’t put her to sleep. Actions
Innate Spellcasting. Lady Sorreminx’s innate spellcasting ability Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
is Charisma (spell save DC 15). She can cast the following spells range 20/60 ft. Hit: 8 (1d6 + 4) piercing damage, or 9 (1d8 + 4)
innately, requiring no material components: if used with both hands to make a melee attack.
4/day: misty step (in shadows, dim light, or darkness only) +2 Rapier. Melee Weapon Attack. +9 to hit, reach 5 ft., one
target. Hit: 11 (1d8 + 6) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120
ft., one target, Hit: 6 (1d4 + 4) piercing damage.

30
Chapter 4: The Birch Queen’s Fair
The entire fair is extremely well hidden, and yet most endlessly unless the party ends the music and merriment,
people of the Summer Lands know where to find it. The fair passes by the ettin, or leaves by the fey road upon Lords
takes place inside a large fairy ring and requires an ettin’s and Ladies Mount. To depart, they may complete one of the
permission to enter. following two complex skill checks.
The “oak trees” around the ring are really mushrooms—
black, woody, and tall as oaks. When the PCs are outside COMPLEX SKILL CHECK: FEY ROAD EXIT
the ring, they can see and hear absolutely nothing of the
To undo the enchantment, the party must complete a complex
fair. Inside the ring, there are sounds and vibrant colors
skill challenge. If they try to open/manipulate a fey portal, see
everywhere. The fair itself takes place in a hollow, a flat
below. This check requires 6 successes before 3 failures.
meadow that fills a small valley surrounded by forest.
Characters who enter the fair find themselves refreshed, DEXTERITY DC 17: This is a difficult attempt to succeed at
regaining hit points and removing conditions as if they had without knowing anything about magic.
enjoyed a long rest. Spellcasters regain two spell slots of their
INTELLIGENCE (ARCANA) DC 12: Stones must be set in
choice.
a specific order, words must be chanted in a certain tone, or
STORY GOALS whatever other steps might be necessary to activate the portal.
The player characters have four possible goals for this chapter: INTELLIGENCE (HISTORY) DC 17: A recollection of
1. Learn from Rhorlief or Ambertan the particulars of using other portals and stories of fey travel come to mind, granting
the fey road portals that permit travel on the fey roads advantage or disadvantage to the next skill check. This does
not count as a success or failure.
2. Learn of Lord Flax’s warmongering
INTELLIGENCE (NATURE) DC 12: This check determines
3. Accept the badge of the Shadow Fey or the Birch Queen the location the PCs want the portal to take them. A failed
4. Recover items lost to the Rushing River check could result in either arriving a short distance from their
intended target or somewhere else altogether.
None of these goals are required to complete the adventure
If quicklings are about, perhaps they try to sabotage the portal
but may be great fun for players excited about the adventure’s
while the PCs work on it. Characters’ passive perception
theme.
scores (opposed by the quicklings’ Dexterity [Stealth] checks
ENTERING THE FAIR each round) may allow them to notice what the quicklings
The easiest path into the fair is between two enormous birch are doing. Three rounds of failed checks before noticing the
trees, guarded day and night (see The Ettin at the Gate section quicklings result in disadvantage on the skill checks for the rest
on page 36). It’s also possible to enter via the fey road, in of the challenge.
which case the entrance is in the middle of the fireplace in the This skill check covers an attempt to leave the fair and bypass
Hall of Revels. the wards set up by the Birch Queen and her servants to
The market is a strange place. Sidhe rub shoulders with prevent people from leaving without her permission.
quicklings, gnomes, goblins, and centaurs, and everything SUCCESS
seems to move to the beat of music that can be heard
The PCs piece together enough information to learn what is
everywhere: pipes, drums, and harps.
required to manipulate the fey portal on Lords and Ladies
The merchants here sell hunting imps, offer bottled passion,
Mount and can use it to escape the Birch Queen’s Fair. They still
the services of house goblins, cold iron exorcisms to banish
must pay the gift in order to use the fey road. See the entries for
mortals, incantations for hibernation, incantations for baking,
Rhorlief and Ambertan (page 38) for more information.
debauchery, and waterproof roofing, all at the top of their
lungs. FAILURE
The characters cannot suss out the arcane steps needed
LEAVING THE FAIR to activate the portal. They must seek help (Rhorlief or
Getting out is just as hard as getting in, though the fey road Ambertan) in order to use the fey portal and the road beyond
in the Hall of Revels is always open. Exiting while the queen’s if they wish to escape the fair in this manner.
music plays is almost impossible; the fair goes on and on, and
the Ettin’s Gate is always on the opposite side of wherever the COMPLEX SKILL CHECK: LEAVING THE FAIR
PCs meet the edge of the forest.
When the party members realize they cannot leave the fair,
THE ENDLESS FAIR they may search for ways to bypass the enchantments that bind
If the party annoys the queen or the ettin at the gate, for them within the fair.
instance, the Birch Queen’s Fair may become impossible to This check requires 6 successes before 3 failures. After 3
leave. In this case, when the party leaves one side, they enter it successes, the party can see the way out through the streets
again on the opposite site. Alternately, the fair just continues

31
and notes the fey road from the Lords and Ladies Mount as queen’s good name from such meddling, iron-mongering
well, though they still cannot actually reach the exit. mortals. Use statistics for a centaur or Sir Oberest from page
An elf, half-elf, elfmarked, or gnome may receive advantage 14. The PCs must fight, as they cannot flee. The only ways to
on checks in this challenge, at the GM’s discretion. leave the fair now are by the fey road or by waiting it out until
PRIMARY SKILLS: Dexterity (Sleight of Hand), Intelligence the fair ends in three days’ time.
(Arcana), Intelligence (Nature).
PLACES IN THE FAIR
CHARISMA (DECEPTION) OR CHARISMA (INTIMIDATE)
The Birch Queen’s Fair is a bit of neutral ground where the
DC 12: This is only usable after a successful Wisdom
fey conduct their business without the day-to-day feuds and
(Perception) check, and it tricks one musician into stopping
sniping. The entire open clearing is filled with tents, merchants,
her music, weakening the enchantment. This counts as 1
wagons, animals, giants, gnomes, elves, sidhe, and monsters of
success.
a hundred kinds all seeking to buy, cheat, steal, and sell their
DEXTERITY (ACROBATICS) DC 20: Attempts to use sheer various goods. The fair consists of several main areas:
speed to get out of the fair are usually futile. This counts as 2
successes if a PC finds a way to outrun or leap over the wards. THE MERCHANT STALLS
These consist of canvas and silken tents, flimsy huts, and
DEXTERITY (SLEIGHT OF HAND) DC 12: The wardings
temporary shelters under mushroom caps or stone pavilions.
have physical aspects: small wreathes are the most common.
This check allows a PC to attempt to take down such a wreath LORDS AND LADIES MOUNT
in a public place without being noticed. Atop one hillside stands the Queen’s cloth-of-gold tent. Below
INTELLIGENCE (ARCANA) DC 15: This skill allows a it stand the many-hued tents of her nobles and lesser lords.
character to manipulate the ley lines and see the weak points in To one side are makeshift tables, springs of enchanted water
the enchantment, possibly finding a way around the warding. and wine, and many servants and guards. Her enormous stone
This counts as 1 success. table and woven wooden throne are at the top of the hill. No
lesser fey are allowed up there without express invitation.
INTELLIGENCE (HISTORY) OR WISDOM (PERSUASION)
The fey door out of the fair opens directly beneath the
DC 10: With Intelligence (History), the PC remembers that
queen’s seat at the stone table, in a set of stairs that go directly
such “closed fairs” and “closed courts” are a tradition of the
into the hill. The queen forbids travel on her road during
fey, who hold their revels in a sealed space outside normal
her nightly revels while the fair is in session. When the fair
lands, under hills or the like. Leaving before the event is over
concludes and she moves her court elsewhere, she ignores the
is considered quite rude. It is possible to petition the lord or
door entirely.
lady for permission to leave. Only 1 success is possible with
Her guards are the centaur Oiglas by day and three bugbears
Intelligence (History).
by night. Seeking to travel during her feasts (or arriving at
After Intelligence (History) is used successfully, a PC may
a nighttime hour) without a successful DC 15 Charisma
attempt Wisdom (Persuasion) with the queen. Convincing
(Persuasion) check immediately earns the queen’s disfavor. The
the Birch Queen to let the party go early is quite a feat (and is
queen’s disfavor may involve losing her badge (see the Queen’s
done with disadvantage if they have murdered any fey while at
Consort, page 41) or being exiled from the fair for a season.
the fair). A successful Wisdom (Persuasion) check counts as 2
successes. THE HALL AND HILL OF REVELS
INTELLIGENCE (NATURE) DC 10: The wards are made of A single long wooden hall with a slate roof projects out from
woven mistletoe, entwined with briar rose, willow withes, and the hillside opposite the Lords and Ladies Mount. It has
juniper branches. Taking down the wreaths weakens the wards entrances directly into the halls of the lesser fey. No matter
but is certainly against the fey’s traditions and wishes. This how many giants, ogres, ettins, goblins, and other creatures
counts as 1 success. are seated here, the high table of the queen always has room.
The enchanted hall can accommodate any number of dancers,
WISDOM (PERCEPTION) DC 7: It’s quite easy to notice the
drinkers, and diners.
fair’s enchantments seem related to the music that makes many
visitors dance. If the music were stopped somehow, this would THE HERALD’S FIELD
weaken the enchantment. This successful skill check allows This open field includes the archery grounds, the tilting
trying Charisma (Deception) or Charisma (Intimidation) on a ground, and the dancers’ maypole. Fey challenge one another to
fey musician. It counts for 1 success, but then no more. contests of wit and skill here and challenge strangers to contests
SUCCESS of poetry, archery, silence, jousting, and courtesy. These are
opposed tests of Dexterity (Acrobatics)/Strength/Dexterity,
The music is quiet enough and the arcane wreath bindings are
melee and ranged attacks, Charisma (Deception)/Wisdom
momentarily reduced sufficiently to allow the party to walk
(Insight), and Dexterity (Stealth)/Wisdom (Perception).
free from the fair into the woods. If the party doesn’t depart
within two minutes, the wards are restored. THE GOBLIN WARRENS
FAILURE Under the Lords and Ladies Mount are the dark homes of
many goblin, bugbear, shadow servants, and other lesser fey
The wards are sealed tightly. A knight of the Queen’s Court
servants. This is where the kitchens are, full of goblins peeling
(or perhaps the centaur Oiglas the Healer from the Queen’s
potatoes, stirring cauldrons, and slicing mushrooms into
Consort challenge below) duels with the PCs to restore the
various dishes.

32
33
FEY TRADE AND BARTER: BODY, hits). The fey making the trade gains the “lost” critical hit or
SOUL, MEMORIES successful save.
Among the fey, it is not uncommon to trade in the abstract THE TRADE: MEMORY IN, MEMORY OUT
and to make the arcane and the spiritual concrete and Extracting memories requires a few herbs and a 10-minute
mercantile. Indeed, that is a large part of the fair’s trade. magical ceremony. The character losing a memory, skill, or
Haggling can be done as opposed Charisma (Deception)/ attribute also makes a DC 15 Constitution save.
Wisdom (Insight) skill checks. You are probably better off If the save succeeds, there’s no adverse effect as the
just roleplaying most barter. The fey consider five traditional ceremony proceeds normally. If the saving throw fails, the
categories of goods: character gains a level of exhaustion. The memory may be
GIFTS OF THE MIND AND BODY swapped with the recipient immediately (the most common
practice) or it may be stored in a vial of semi-precious stone
A fey may trade his speed, fortitude, and so forth to another.
(carved crystal, jade, and even glass) for later use. Opening or
These must be given willingly and are usually exchanged in
receiving a memory requires a DC 15 Wisdom saving throw.
pairs. A maximum of a –2 penalty to any one ability score
If it succeeds, the transfer goes smoothly and the recipient is
while another rises by up to +2 may be made. In some rare
stunned for 1 round as the memory, skill, or attribute floods
cases, one party trades a gift of mind and body in exchange for
his consciousness. Afterward, the ability gained can be drawn
crucial memories or learning.
on normally, though memories are always clearly those of
GIFTS OF LEARNING someone else. If the Wisdom saving throw fails, the character
These are skills, traded permanently or temporarily, for a gains a level of exhaustion and is stunned for 1 minute. The
specific purpose. A character trading for a skill becomes transfer still succeeds.
proficient or loses proficiency. Among the fey, they often trade
a few other “skills” as well: poetry, song, and crafting arts. EVENTS AT THE FAIR
Loaning a poet’s gift of inspiration to another fey is considered As the PCs stroll around the market fair, they may notice some
a wildly romantic gesture. of the following events. Some are side treks and all are at the
DM’s discretion.
GIFTS OF THE ARCANE, PRIMAL, AND DIVINE
Divine magics granted by gods are not widely available among THE CAGED CHILD
the fey and are valued as a result. Arcane gifts, or those divine A human child is kept among a group of ogres. Any PCs
gifts of druids or those who worship an ideal rather than a local to Riverbend recognize the child as Miko, a missing
deity, are relatively common, and are traded permanently or boy last seen swimming in the millpond. He was believed to
sometimes loaned. Failure to return a loan may cause a fey have drowned, but the body was never recovered. If the party
to wither and die, or merely to twist to evil. It is considered a haggles for his freedom or fights to free him, they have a
horrible sign to renege on such a bargain. friend. Miko could either have seen Ellessandra a few days ago
and could direct them to the River King’s court, or he could
MEMORIES OF TIMES PAST direct the PCs to some of their missing items.
Some fey trade memories of important days, such as weddings,
battles, or a kiss. These memories have whatever price one THE BOXER
cares to name for them. In most cases, the memory of another An ogre boxer challenges a PC to a fistfight. No matter how
such event is required in exchange. hard a PC hits, he can never wound the boxer, though the PC
takes damage as normal. A PC who persists, even in the face
MEMORIES OF GREAT PROWESS of sure defeat, is granted a boon, perhaps an amulet that allows
A PC can trade away (or gain) a critical hit. For instance, a him a +2 bonus on saving throws against fey powers for as
hero might forget the critical hit that slew a dragon and gain long as he is in the River King’s realm.
a future success (his next attack roll of natural 19 becomes a
20). The loss of that memory is expensive, as the PC loses 100 THE JEALOUS HUSBAND
XP. The reverse is also possible, though the DM should permit A sidhe maiden asks a good-looking PC to dance with her, or
it only once: a character can gain 100 XP from a fey’s memory walk with her through the market, to make her spouse jealous.
of wooing the queen, winning a duel, or what have you. In Let the PCs beware if they get in the middle of the intrigues of
exchange, his next natural 20 on an attack roll is automatically this high-spirited couple; it never ends well.
a failure of 1.
Note that memories may also have other effects for the fey, THE GIFT
such as enabling change to the fey roads (see page 39). A small, gray-robed servant goblin offers a tray of delicious
sugared plums or cherry tarts. If the PCs eat any (perhaps
FUTURE MOMENT OF SUCCESS only if they do so without paying), the treats cause strange
A character can trade away a future saving throw for a future transformations or delusions: the PC speaks only in poetry
critical success (it’s never clear what one has traded with the or rhyme, for instance, or he sees his friends as all resembling
fey). By agreeing to fail a future saving throw, the hero gains enormous field mice and the fey as cats.
an extra potent critical hit to use in the future (maximize
the damage dice). Or vice versa; the PC gives up her critical DANCE OF MADNESS
hits (the foe is still hit, just not critically) until such time as After the Birch Queen’s Contest, music permeates the fair,
she changes her next failed saving throw to a success (when audible throughout the area from morning until night.
she makes the save, she regains the ability to inflict critical Ambertan the Shadow Fey Warlock enchanted the queen’s

34
35
THE PIG WITH WINGS
Designer's Note: Measuring Success At the edge of the fair, a few sprites are working magic on a
winged pig, striving to break a spell. The pig is Vilaine, a sprite
The temptation may be to add a small element of mystery
who played a prank on the time-mage Orelliar, and the prank
by recording skill challenge successes and failures behind
did not go over well. She is now trapped in the form of a pig
the DM screen. However, you may have better results by
with wings.
making it clear how the party is doing. Consider marking
To complicate matters, Vilaine cannot move far from where
their successes somewhere in plain view with tally marks.
she has been bewitched. Cruel goblins have turned the site to
mud and thrown scraps and garbage around.
Vilaine’s friends are wasting their time. The wording of the
musicians, and those who hear them are subject to the effects spell is such that only a non-fey could break it; sidhe, elves,
of a suggestion spell (DC 15), which lasts until the fair ends in and gnomes are all forbidden from interfering, and bugbears
three days, encouraging them to dance. Elves, gnomes, and and goblins all seem to find it too amusing to see a sprite so
half-elves gain advantage to their Wisdom saving throw for humbled. Any PC who makes a DC 12 Intelligence (Arcana)
this effect. check knows that touching the sprite/pig with cold iron
Those who are hit are compelled to dance, cannot sit, and returns her to her normal shape.
cannot take either a short or long rest until the music stops. Vilaine tries to make sure anyone doing so expects nothing
And the music stops only when Ambertan says it stops or in return. If the PCs haggle a bit, she confesses that she
when the Birch Queen’s revels end. After two hours, and every owes someone who broke the spell a debt. Vilaine offers
additional two hours thereafter, a dancer must succeed on a to guide the party around the fair for a day, answering six
Constitution saving throw. The DC begins at 15 and increases questions starting with either “who,” “where,” or “what.” She’s
by 2 with every subsequent check. Each time a character fails a remarkably shallow and flighty creature, and there are limits
the check, she gains a level of exhaustion, which cannot be to what she knows.
removed by normal rest; only a lesser restoration spell removes THE PUPPET SHOW
the condition.
A group of gnomes puts on a puppet show telling a tale of
THE DWARF TOSS entering another world through a non-descript lake—a world
How about a dwarf toss? The fey offer a competition: One of round-eared creatures that live like mayflies.
contestant among the PCs tries to toss a fey dwarf into the
THE RETURNING STONE
circle and win a prize. Afterward, the dwarf gets to return the
favor to the PC contestant. That’s it—until the local dwarf- The gnomish jeweler Glirrim asks the PCs to deliver a
tossing champion shows up. seemingly worthless green stone to another local jeweler,
The fey “dwarf ” is Urdan the Runt, an unnaturally short Tidril. After delivering the stone they find they still have it and
stone giant (he is a mere 12 feet tall). Throwing him takes a can’t get rid of it. Both Glirrim and the jeweler want to be paid
DC 25 Strength (Athletics) check. Once the PC contestant tries for their loss. They ask for services they know the party cannot
to toss Urdan, the giant gets to take a turn with that character, perform, such as defeating the Boxer or leaving the fair.
tossing the PC for a distance equal to three times the result of
his DC 5 Strength (Athletics) check and doing 1d6 damage for THE ETTIN AT THE GATE
every ten feet tossed. The fey find this quite amusing. XP Threshold: 3,900
THE GNOMISH ACROBATS The ettin’s two heads are named Garag and Nagan.
Three sisters named Froggy, Flopsy, and Jumper work together An ettin lounges on an enormous stone, and the stink of
as an acrobatic and balancing act, with a bit of thievery on the sweat, blood, and wet dirt hangs heavy in the air around him.
side. They attempt to entertain for a few coins. One usually A filthy bag made from a whole shaggy ox hide sits at his feet.
climbs up the tallest member of the party to stand on his He holds a leg of beef in one hand and a tree-trunk club in the
shoulders for the “leap of death!” finale. This is a distraction other. At least a dozen swords, axes, and spearheads hammered
for a pickpocket attempt (+5 Dexterity [Sleight of Hand] to into the wood give it wicked spikes. If the party approaches,
steal something, opposed by Wisdom (Perception) to notice). read the following:
If they are caught, they can attack individually (as 3rd-level
rogues) or jump on each other’s shoulders to form one larger The head on the left tears a rough bite from the leg of beef,
creature (as a bugbear). They might also choose to run, darting chewing it slowly as the right head squints at you.
in three directions shouting for their brothers. “Nagan,” the right head says, “these whelps think they can just
walk into the Lady’s Fair.”
LOST DOG
The head on the left digs a piece of gristle from between two
A small elf child is looking for his pup, Bouncer. The PCs big fangs. “No one just walks into the Birch Queen’s Fair, Garag.”
must search around to find it. When they locate it, it isn’t The head on the right spits on the dusty path leading into the
what they expect; it is a three-headed basilisk. It doesn’t want clearing, “You hear him, meat? No one just walks in; you pay
to go along quietly (maybe it found a nice snack) and the or you leave.” A small crowd starts to gather at a safe distance
party has to subdue it first. They’ll be in big trouble with the around you.
child’s mother (a lady-in-waiting for the Birch Queen) if they
accidentally kill it.

36
COMPLEX SKILL CHALLENGE: THROUGH THE GATE SUCCESS
The ettin agrees to allow the characters entry. If Charisma
This skill challenge covers an attempt to enter the largest fey (Deception) and Charisma (Persuasion) were used more than
market in this region. It may take a short period of time as the four times, the ettin insists they bring him back an amphora
ettin and characters banter, or it may require a small expedition of feywine from Ambertan the Warlock. (Until they do, he
for some item to secure safe passage from Garag-Nagan. doesn’t let them out of the fair.) As they pass, Garag-Nagan
For the ettin to allow the party through, they need to mutters something about “freeloaders.”
convince him or trick him into allowing them to pass. If the PCs succeed at this complex skill check, grant them
Alternatively, they could simply purchase their entrance for 100 each 600 XP.
gp per character. The odds of a successful fight are possible, but
success imposes disadvantage to Charisma (Persuasion) checks FAILURE
with the Birch Queen later, as they have killed her gate guard. Nothing the PCs do allows them through without a price.
If the PCs elect to try to talk with Garag-Nagan, this check The characters are forced to pay 100 gp per character, go
requires 6 successes before 3 failures. After 3 successes, one of elsewhere, or find someone to sponsor them (for a price not
the ettin’s heads begins to argue with the other head to let the paid in coin). The ettin marks them as rubes and fair game for
party in. Giving the ettin the invitation from the Frog Riders future harassment.
provides one success without a roll.

OPTIONAL BONUSES: GARAG-NAGAN


The PCs can gain advantage on one skill check for any of the Large giant, neutral evil
following: ARMOR CLASS 15 (patchwork armor)
Talking to the ettin in Giant HIT POINTS 138 (12d12 + 60)
SPEED 40 ft.
A successful DC 7 Intelligence (Gather Information) check to
ask the crowd about the ettin before starting
STR DEX CON INT WIS CHA
Offering the ettin wine when they begin to negotiate 23 (+6) 9 (−1) 21 (+5) 9 (−1) 10 (+0) 12 (+1)
PRIMARY SKILLS: Charisma (Deception), Charisma
(Intimidation), Charisma (Persuasion) SAVING THROWS Con +8, Wis +3, Cha +4
CHARISMA (DECEPTION) DC 12: Party members can try SKILLS Athletics +9, Perception +3
to encourage the ettin to allow entry using false pretenses. A SENSES darkvision 60 ft., passive Perception 13
second character can help, granting advantage on this skill. LANGUAGES Giant, Sylvan
CHARISMA (INTIMIDATION) DC 12: The heroes can CHALLENGE 8 (3,900 XP)
attempt to bully the ettin with bravado and force him to allow
them entry. The first success with this skill grants advantage
Actions
on the next Charisma (Persuasion) or Charisma (Deception) Multiattack. Garag-Nagan makes two club attacks.
check and reveals that any further use of the Intimidate skill Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one
earns a failure. target. Hit: 25 (3d12 + 6) bludgeoning damage.
CHARISMA (PERSUASION) DC 7: The PCs can simply ask
the ettin to allow them into the fair. THE MAGES AND MERCHANTS
CONSTITUTION SAVING THROW DC 17: No success or This is a pure roleplaying encounter that may result in one or
failure in the challenge. However, if a PC challenges the ettin more quests. The sidhe at the fair are the majority, but other
to drink some more and makes a successful saving throw to merchants—mostly gnomes, goblins, and Shadow Fey—sell
keep up, all characters gain advantage on future Charisma their wares here as well.
(Deception) attempts.
VOYLAND THE SMITH
DEXTERITY (STEALTH) DC 12: The ettin has four excellent
A set of four iron posts holds up a roof of slate shingles, and
eyes, and he simply places his tree trunk to stop anyone
in the center of this shop is a blazing forge. Standing over it is
sneaking past him. A success means that PC slips through,
a silver-haired sidhe stripped to the waist and singing to the
but that PC can no longer make checks to help the rest of the
sword he works while swinging a glowing blue hammer.
party. Failure means the ettin raps the PC on the head for 17
Always covered in soot and sweat, Voyland is not a typical
damage with his club and pushes the PC 3 squares away from
sidhe but instead a hard-working smith capable of the finest
the gate. This counts as a failure and annoys the ettin.
metalwork. His patterns and magic have won him many noble
INTELLIGENCE (ARCANA) DC 12: This check allows a customers. He also has friends at the River Court who often
character to remember proper fey and giant customs to haggle give him gifts of items that fall into the river. He doesn’t ask
for entry. The ettin has basic tastes for food, sweets, and drink. where they come from.
WISDOM (PERCEPTION) DC 7: This check grants no If the party wants one of his items, he is happy to haggle.
success or failure in the challenge, but the first success means Use opposed Charisma (Persuasion) for haggling, but note
the PC notices a feywine amphora beneath the oxhide sack and that coin is not useful here. Voyland wants items in exchange
gains advantage on future Charisma (Deception) attempts. or help running off his sleazy rival, the gnome enchanter
Mudflick. He quite openly asks the party to lean on the

37
gnomes, threaten them, or chase them off. If the party gets the centered on the box, except the area affected is a 60-foot-radius
gnomes out of the fair, he cuts them a deal on the trade. sphere. This is a one-use item worth 500 gp.
If the PCs chase the gnomes out of the fair, award each
member of the party 500 XP. THE WOLF RHORLIEF AND HIS WARES
A 9-foot-tall wolf-like humanoid named Rhorlief sits cross-
AMBERTAN, SHADOW FEY WARLOCK legged on the grass beneath a maple tree, with many scrolls
The tent ahead is shadowy and made of black silk shot through laid out before him on a roughly-woven cloth. Rhorlief is
with silver. At the door, a spiral-bearded gnome with curly always looking for arcane components and knows many
shoes says the following: strange fireside tales. But he’s not entirely friendly.
The half-wolf has a scraggly goat-like beard hanging from his
“Enter my master’s tent and learn things that only the ancient chin; he wears a battered brown vest with a hood that covers
forests whisper. Enter and hear the gnarled voices of the his pointy ears. Charms and fetishes made of feathers and the
Summer Lands answer all your questions, honored heroes.” The skulls of tiny woodland creatures hang from his clothes. A
tent smells of earth and mushrooms, of the forest after rain. A ragged, gnarly staff lies across his lap.
chill fog seems to drift from the walls of black silk. If the party approaches him, the wolf speaks in Elven and
Common and asks to exchange one scroll for another. The
The Shadow Fey warlock Ambertan is a rotten apple, but difficulty of bargaining with Rhorlief is that he’s driven by a
he possesses knowledge the party needs. To learn it, the need to come out ahead. He offers a number of useful spells
party must accept his badge of service to the Wicked Queen (pick a few to suit the needs of the party), but his most useful
Nimurae. If they refuse, he strikes some other bargain (see asset is a scroll that describes how to activate the portals and
Memories of Times Past, page 34), though he demands a great use the fey roads. For the party to gain any of these, though—
deal for his information. He can learn four main things of and especially for the fey roads—Rhorlief wants flesh and
interest from the dark, gnarled, earthen voices of deep-rooted memories and bones.
trees that speak to him through his fey pact, as follows: Rhorlief drives an extremely hard, sly bargain. He’ll say that
• The whereabouts of Ellessandra (with Le Nain Rouge or he would like all the food the party is carrying (and if they
the dragon Tatzel) agree, he takes it but offers nothing in return—he did only
• The intentions of Lord Flax (on a road, coming to the fair say that he would like it, not trade for it). He mentions that he
soon) will give the party a commodity in exchange for their wisest
• The current situation at the River Court (agitated and priest’s curing touch, and then if they agree, take that ability
warlike) away from the character as the price of the magic (rather than,
say, him being the recipient of a curing touch, as some might
• Where to learn how to return to the mortal world (from the
assume—the character loses all spell slots for the remainder of
dragon Tatzel, though the fey roads might lead back to the
the day, for example, or perhaps the knowledge of any curative
mortal world as well if a mage were clever enough)
magic until some kind of atonement is made to the character’s
Ambertan wants to make sure the efforts of the River King deity; be creative in how this transpires).
to gather an army and march on Riverbend are not derailed If the party grows suspicious, he offers another deal. In
by these mortals. As a result, he seeks to trick the party exchange for the wizard’s memories of his master (or the
members into accepting his badge of service in exchange for a fighter’s instincts, the paladin’s courage, the cleric’s patience,
magical item or an audience with their own souls (see below). or the rogue’s trickery—use an abstraction that works for the
Ambertan’s full stats are on page 63. character he is bargaining with), he will give the PCs what
they want: the secret to activating the fey portals and traveling
AUDIENCE WITH ONE’S OWN SOUL the fey roads. If a PC agrees to these terms, he does lose those
Ambertan offers each PC “a few minutes alone with your soul.” memories and suffers disadvantage to all attack rolls, skill
He says, “You will meet your true self . . . but will you like what checks, saving throws, and ability checks. This fey penalty
you see?” fades after the PC completes the equivalent of two hard
Treat this experience like a contact other plane spell. The soul encounters.
can only know things the character has actually experienced Finally, Rhorlief asks for their archer’s eyesight and promises
but may make connections she hasn’t or remind her of things to return it (if asked when, he says after the Birch Queen’s
forgotten. It may also have other opinions to share. consort is chosen). The archer gains the blinded condition,
but the wolf does not return. Healing the archer requires a
MAGIC ITEMS
standard cure wounds spell and the archer suffers disadvantage
He offers several things, including boots of elvenkind, a +1 to ranged attacks until he completes two long rests.
mithral chain shirt or +1 breastplate, and an invitation to the
River Court. Once two or more PCs accept his badge and
swear loyalty, he is content. ORELLIAR, THE MAGE OF TIME
When the characters approach this vendor tent, read:
OTHER ITEMS
Even if the party does not accept his badge, Ambertan has a “Buy a moment!” the sidhe mage in his purple robe cries.
few things to sell. In particular, he’s keen to unload a small “A trice, an instant, all for sale! A lucky break, sir? A pivotal
wooden box. If they ask to see what it contains, he lifts the hour? I have six fateful seconds on special offer! Or perhaps sir
lid just a crack and whispers, “darkness.” The true contents is would be interested in a happily-ever-after at the River Court, a
an enchanted shadow that functions like the spell darkness, wedding like no other . . . I’ve just one left in stock.”

38
If a PC expresses an interest in buying his wares, the mage mechanics of this are explained in the Fey Trade and Barter
says the following: section on page 34.) He especially favors Memories of Times
Past and Future Moment of Success trades.
“Gold, sir? Oh no, I don’t accept gold; only barter, moment
for moment. What do you have to offer me? A past glory, a WICKERBELL’S WEDDING DAY
dragonslaying, perhaps? Impress me, mortal heroes!” Orelliar has one moment in particular the party may later
wish to purchase: the wedding of Lady Wickerbell and the
This is the sidhe wizard Orelliar, and he claims to sell time. Lord Apicus in the Great Rippling Hall at the River Court.
Not extra time, but memorable and worthwhile moments. The memory itself is nice enough: a set of vows in Elven,
The cost is simple: a moment to come the buyer gives up. (The overseen by the River King and attended by a wide range of

TRODDING THE FEY ROADS


In order to travel the fey roads, the heroes must create a While the portal is open, any creature that enters the fey
shortcut through the fey planes, linking fey portals—the door appears at the other location 1d4 hours later, along with
origin and destination points—with one another. These are anything the creature holds or carries. If the creature travels
always teleportation sites, typically a hollow tree, a door in with several others, they all arrive in the same round and in
a hillside, or standing stones on a hilltop. Most of them are the same sequence that they entered the road.
well-known among the fey. Sidhe, elves and other creatures The destination of a fey road is always set when the
with fey blood gain advantage to their Intelligence (Arcana) ceremony to open the portal is begun; the destination can be
checks when opening the fey roads. The magic is a part of the changed en route only with effort. Those with fey blood can
portals themselves, so the ceremony must be conducted there. choose to change the destination of a fey road; attempting
As part of the magical process, the characters wishing to to do so requires a DC 15 Intelligence (Arcana) check made
use the fey roads must offer the proper gifts to the fey lords with disadvantage. The fey creature must have visited the
and ladies who own the road; this toll must come in the form new fey door before, not merely heard of it (a bartered
of items of worked silver and gold and must be worth at memory is also sufficient). Any number of creatures of any
least 500 gp. The magic needed to actually activate the portal size can use an open road; the only limitation is the number
requires an hour to complete, needs pinches of mandrake, that can reach the door before it disappears again. Certain
aconite, and other herbs that must be burnt, and a silver fey roads are guarded; others lead in only one direction.
dagger that serves as a focus. Often, anyone standing in the vicinity of either end of the
At the completion of the hour-long ceremony, the portal sees a foggy road through a forest but no hints of the
character attempting to activate the portal makes an destination; this may be different depending on the location
Intelligence (Arcana) check (those with fey blood, including of the door. Environmental effects at one end of the road
elves, gnomes, half-elves, and elfmarked, may substitute don’t affect the other end.
Intelligence [Nature]). The result determines the duration the
fey road remains open, as indicated on Table 4–1. THE FEY ROADS
PCs can make Intelligence (Arcana) checks to determine how
BACKLASH much they might already know about fey roads, as indicated
After the ceremony, the character activating the portal suffers on Table 4–2.
a level of exhaustion.
TABLE 4–2: FEY ROAD LORE
FAILURE INTELLIGENCE (ARCANA) CHECK
Failing two consecutive attempts in a single day disturbs
the planar boundary. The PC attempting to open the portal DC RESULT
suffers 7 (2d6) damage and the veil between worlds becomes 5 or lower You really don’t know how fey roads work.
turbulent and cannot be reopened until a day has passed or a
6–10 Fey roads connect two points through
fey creature opens the portal from the other side.
magical travel. The two points are always set
TABLE 4–1: DURATION in advance, and the doors to them are never
open long.
INTELLIGENCE (ARCANA) CHECK
11–15 The entrances to fey roads are usually portals:
RESULT PORTAL DURATION doors in a hillside, hollow trees, standing
10 or lower Failure stones, caves, hedge mazes, or the like.
11–15 1 Minute 26–20 The destination of a fey road can be changed,
most often by the fey themselves, but also by
16–20 2 Minutes
anyone who has visited the destination and
21+ 3 Minutes has some mastery of the arcane.
21+ Some fey roads are guarded, and others lead
only in one direction.

39
sidhe knights and ladies, tricksy gnomes in loud clothes and MUDFLICK “THE FOUL”
ludicrous hats, a somber delegation of Shadow Fey, an ogre
Small humanoid (fey, gnome), chaotic evil
huntsman, talking frogs and bears, and a dozen beautiful
singing lorelei leading the processional music. The bride, a bee ARMOR CLASS 14 (padded leather)
fey clearly loved by the courtiers around her, arrives through HIT POINTS 33 (6d6 +12)
the fey road under the Queen’s table at the fair (see page 32). SPEED 25 ft.
That vision of the fey road is enough for an arcanist to
establish a link through the fey roads to the River Court and STR DEX CON INT WIS CHA
use the fey river road. Orelliar is rather fond of this particular 12 (+1) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 16 (+3)
memory, as it is courtly, full of the arcane, and exactly what
uninvited lesser fey pay top dollar for. He asks for three SKILLS Deception +5, Perception +2, Sleight of Hand +4
temporary Gifts of Mind and Body or three other memories
SENSES darkvision 60 ft., passive Perception 12
for this one. He has no use for Gifts of Learning, as he is quite
content with his own skills. LANGUAGES Common, Elven, Gnomish, Sylvan
CHALLENGE 1 (200 XP)
THE VILE GNOMES
XP Threshold: 1,200 Special Equipment. Mudflick’s personal valuables consist of
a mithral-tipped spear +1, bracers of defense, a potion of hill
This gang of gnomes bothers the weak and preys on the
giant strength, 2 scrolls of cure wounds, a collection of exotic,
helpless because of the evil streak of its leader, the vile gnome
mummified pixie-heads, and 28 gp in random coin.
enchanter Mudflick. He and his four brothers run a “resale”
Gnome Cunning. Mudflick has advantage on all Intelligence,
weapons shop where they sell items lost and found in the
Wisdom and Charisma saving throws against magic.
Rushing River, items stolen from mugging victims, items
confiscated by the gate ettin, and items being fenced for Innate Spellcasting. Mudflick’s innate spellcasting ability is
various thieves and scoundrels. Charisma. He can cast the following spells innately, requiring
While the party may find the brothers in their tent, the no material components:
gnomes also roam the fair, assaulting the weak and defending At will: mage hand, speak with animals
others. For instance, they may lean on the party to tip the 3/day: hideous laughter, magic missile, shield
gnomish acrobats more heavily (see the Events at the Fair 1/day: entangle, invisibility
section on page 34).
If the PCs come across the gnomes in their tent, read or Actions
paraphrase the following:
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft. Hit: 6 (1d6 + 2) piercing damage, or 7 (1d8 + 2)
The canvas tent is full of weapons and gnomes: their leader
if used with both hands in a melee attack.
seems to be a fellow with a triple-curled mustache and a
salesman’s patter. “We have it all! Magical greatswords, bastard
swords, giant swords, longspears, mithral elven arrows, and MUDFLICK’S BROTHERS (4)
even fire-charmed poleaxes and halberds. You’ll never see a Small humanoid (gnome), chaotic neutral
collection of quality cutlery like this anywhere else. All for sale, ARMOR CLASS 15 (chain shirt)
for trade, for you to take home! The finest gnomish quality.
HIT POINTS 16 (3d6 + 6)
What can I interest you in?”
SPEED 20 ft.

If the party expresses no interest in buying, the gnome says, STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 8 (–1) 8 (–1) 8 (–1)
“Well, move along, before I ask my four brothers to move you!
You’re taking up valuable space in our tent.”
SKILLS Athletics +4, Perception +2, Stealth +4
Mudflick harasses the party to leave his shop, complaining SENSES darkvision 60 ft., passive Perception 11
that his four brothers won’t let people “finger the merchandise” LANGUAGES Sylvan, Gnomish
and “clog up the aisle for paying customers.” CHALLENGE 1/2 (100 XP)
A successful DC 10 Wisdom (Perception) check reveals the
weapons here all shimmer strangely, and a detect magic spell Gnome Cunning. Mudflick’s four “enforcers” have advantage on
reveals all manners and strengths of magic auras. Some of the all Intelligence, Wisdom and Charisma saving throws against
weapons are mithral, others are clearly alloys of adamantine magic.
or strange greenish metals. The PCs have never seen quite so
many all in one place. A further successful DC 15 Intelligence Actions
(Arcana) check indicates the enchantments on these weapons
Thicker than Water. Any time one of the brothers is killed or
all seem . . . temporary. The “magical” swords here trade for a
incapacitated within sight of another, all remaining siblings
lot less than Voyland’s goods and most of them are junk. Their
converge in a berserk rage upon the responsible individual,
magic fades in a few days, typically after a single encounter.
making all attack rolls against that target with advantage for 3
Mudflick always uses his aura plus natural stealth to escape
(1d4 + 1) rounds.
notice at the start of combat.

40
+1 Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., ROUND 1: ARCHERY
one target. Hit: 7 (1d6 + 3) piercing damage. Like all the The archery contest is straightforward; competitors must make
“enchanted” weapons here, the magic fades after 1–2 days. three ranged attack rolls (use of any magic is not allowed,
Treasure: The gnomes’ goods include all types of +1 magical although bonuses from feats and other nonmagical abilities
weapons: daggers, swords, axes, etc. These are all temporary are acceptable). Any total over 55 automatically moves that PC
enchantments that fade in a few days. into the next round. Any total over 45 is pretty good but does
not impress the crowd at this level of competition. Any roll of
If the party attempts to loot the shop, the Birch Queen herself 1 means the PC missed a shot completely, disqualifying her
stops by and asks what they are doing, exactly. “If mayhem from the remainder of the contest. This is why elves do so well
is the order of the day, then you should join my army as in this contest.
mercenaries. In the meantime, I am commandeering this The archery rolls can be stretched out a little by rolling them
armory.” one at a time for each round, and describe whose shots hit. The
Any PC may retain one or more weapons they find with a rolls for the rivals are listed below, and the top six advance.
successful DC 17 Dexterity (Sleight of Hand) check.
OIGLAS THE HEALER: The centaur’s bow is fully 7 feet tall
Development: The gnomes pursue the party around the fair and shoots through the target and the hut behind it. He shoots
and report any suspicious activity to the queen, Sir Arnovar, a 27, 23, and 18, for a total of 68.
or the centaur archer.
SIR YNGRESS THE RED: The young sidhe in red shoots a 17,
DM NOTE 24, and 21, for a total of 62.
Mudflick sells everything here as if it’s a permanent magic item HARROWDIN THE SHADOW FEY: A black-bearded,
unless a player figures out his ruse, either with the successful black‑garbed hunter, Harrowdin shoots a 20, 20, and 21, for a
DC 15 Intelligence (Arcana) check described above or a total of 61.
successful DC 15 Wisdom (Insight) check. Then he haggles. STUMBLEGRIN THE POACHER: A leafy bugbear with a
ragged cloak, Stumblegrin shoots a 19, 28, and 13, for a total
THE QUEEN’S CONSORT of 60.
In a large open field, archers are stringing their bows and SIR ARNOVAR: The knight in the blue cloak shoots
heralds are taking down the names of contestants. One herald white‑feathered arrows and scores a 22, 16, and 19, for a total
nearby is a young bugbear who cries out, “The Birch Queen’s of 57.
consort will be chosen from among the challengers! Enter your
name now for a shot at fame and glory!” A crowd gathers on a MUDFLICK THE GNOME: The vile gnome uses a heavily
grassy hillside to watch. The contest is indeed to win the Birch enchanted bow to shoot an 18, 17, and 17, for a total of 52.
Queen’s favor and a title in her court for the coming year. The items the PCs lost to the Rushing River or the enchantress
If the PCs inquire for details, a successful DC 12 Intelligence and her courtiers may be given out among the prizes.
(Gather Information) roll reveals the information. The contest
begins immediately, and all contestants must show skill in SABOTAGING YOUR RIVALS
archery. Those who do well may then amuse the queen in their At the DM’s discretion, the party members can cheer on their
preferred fashion (riddling, declaiming poetry, storytelling, companion, or offer reminders to stay calm and focused, and
acrobatics, even throwing logs or expounding on Intelligence give assistance in the contest, granting advantage on the PC’s
[Arcana], Intelligence [History], or Intelligence [Nature]). The archery shots. They may also similarly attempt to affect the
two or three best of the entertainers may then meet the queen other competitors through heckling. The heralds of the Birch
at the High Table at the top of Lords and Ladies Mount and Queen frown on this sort of behavior, so doing it once gets
prove themselves worthy in discussion with other finalists and the PCs a warning. Doing it twice gets them thrown out of
the queen herself. the contest. A third infraction results in the contestants being
This represents a ritual for abundant crops and general exiled from the fair, spending a year as a statue, or even being
prosperity. The law of the land states anybody can participate. mute for a month.
If a corrupted or power-mad creature wins, the queen need not On the other hand, cheering and jeering during the
grant him more than the honorary title. However, if an evil or entertainment portion is expected and acceptable. Other
ambitious creature can hide its evil, her kingdom may suffer at champions have a cheering section. Anyone using Intelligence
the consort’s whims. (History) or Intelligence (Nature) can make an opposed roll
when a fey champion strives to impress. If the PC rolls higher
THE CONTESTANTS
than the champion, he notices a flaw and may point it out
Fully 41 competitors attempt to win the title, not including the in whatever terms he likes (or keep it to himself). Doing so
PCs. They include 12 elves, 12 sidhe, 2 goblins, 6 bugbears, 4 reduces the champion’s result by 2.
quicklings, 3 gnomes, 1 centaur, and 1 ettercap. The majority Calling a fey champion on his mistake makes the interrupting
are just out for a lark, but several are experts. If one of the PC that champion’s nemesis; he stares the character down and
hunting bugbears survived early on, he is here as an expert makes it clear there will be a reckoning later.
shot. Likewise, the Green Knight Oberest may be here, and
certainly the Eagle Knight, Sir Arnovar, is here.

41
ROUND 2: ENTERTAINMENT THE MILLER’S BRIDE VISITS
The six competitors who advance from the prior round must This encounter with Ellessandra is entirely a roleplaying affair.
show their skill as entertainers before the crowd. The PCs If the party attacks Ellessandra, her first action is to take a fey
should be encouraged to roleplay this encounter heavily, leap and run.
and the GM should reward particularly creative ideas. Each Run this encounter at night, perhaps after one of the
participating PC must roll one of the following skills: Queen’s Revels, when darkness and mystery make it easier
AVAILABLE SKILLS: Charisma (Deception), Charisma for Ellessandra to approach the party. It may also begin in
(Perform), Dexterity (Acrobatics), Intelligence (Arcana), Riverbend itself after a great success with the complex skill
Intelligence (History), or Intelligence (Nature). The queen check described in the Miller’s Child section (see page 12).
favors Intelligence (Nature) and Intelligence (Arcana) in NAIN ROUGE CHANGES
particular, and those choosing that route gain advantage on
If the PCs have not met Ellessandra with Le Nain Rouge, do not
their roll.
run that encounter in the future and leave out the reference to
SUCCESS: The highest three rolls win. The centaur Oiglas has that encounter below. Begin by reading the following:
a result of 20 for Intelligence (Nature), Sir Arnovar has a 25 in
Charisma (Perform) for his poetry, and even little Mudflick It is a starry night, with a gentle breeze and the sound of leaves
the gnome has a 21 for Intelligence (Arcana). Harrowdin the rustling in the woods. Someone speaks in lightly accented
Shadow Fey manages a set of rather grim anecdotes for a 14 in Common, saying: “I come as a messenger from the Summer
Intelligence (History). Stumblegrin tries Dexterity (Acrobatics) Lands. Can you swear that I will have safe passage and
and fails to impress with a 7. Young Yngress attempts a hospitality among you?”
Charisma (Perform) check to speak of nature and the hunt in a
bit of storytelling and the whole thing falls completely flat (he Ellessandra is deeply worried. Her son’s ambition and cold
rolled a 1). calculation disturb her. Assuming the PCs are not complete
ROUND 3: AN AUDIENCE bloodthirsty fools, read the following:
The queen summons two or three contestants to her table. If A sidhe woman with silver hair and wearing a purple cloak
the PCs flubbed out, Sir Arnovar wins the day and the title. steps out of the darkness and says, “My name is Ellessandra
THE CONSORT: The Birch Queen’s consort is expected to sit and I was Froderick’s wife; you and I met when Le Nain Rouge’s
with her at that night’s revel and to keep the queen amused, storms battered the land. Since then, things have gotten worse.
safe, and happy during the remainder of the fair. The consort I will not return to Froderick, and it would be best if he stopped
then attends her morning and night and brings her such gifts looking for me.”
as he or she can. Annoying or ignoring the queen is a bad idea,
and may quickly lead to the consort’s dismissal. A PC who Let the PCs react and then continue:
becomes the queen’s consort earns 2,000 XP for the party and
can take the title of Birch Queen’s Consort and Champion of “The River King is angry that Froderick fails to make his
the Summer Fair. offerings. He will steal away a few human children into the
Consummation of the marriage is optional and involves its Summer Lands, but they will be cared for here. Do not interfere,
own complications. The Queen may not want her new lover or things will grow worse.”
to leave the fair, in which case she uses the dancing music
to seal the exit. If this happens, the only way out is by using She thinks the party are diplomats sent to sue for peace.
the fey road door at the top of Lords and Ladies Mount. The In any case, she wants the party to take a message of caution
consort is free to come and go (unless the queen bars his or her back to the human villagers and offers to explain the price and
travel), as are those who wear a token of the Lords and Ladies, methods of the sacrifices required.
such as the badge from the wizard Ambertan (see page 38) or If the party asks Ellessandra how things could get worse, she
Lady Sorreminx (page 29). For those using Midgard Campaign mentions the River King could raid the village of Riverbend
Setting rules for Status, the consort gains a +9 to Status and burn it down unless blood offerings are made and the
among the Fey Courts, the Shadow Fey Court, the Duchy of ancient miller’s pact is restored. She seems genuinely surprised
Bourgund, the Grand Duchy of Dornig, and any other locale if the party finds this unacceptable, as it is the way things are
with close ties to the court of the Beloved Imperatrix. In other done among the fey. The price might be exacted soon or in
places, this equates to a +4 bonus in Status; no one wants to be years to come.
the person who killed a fey queen’s consort. The lands of Riverbend, she says, will become new lands of
THE QUEEN’S TOKEN: Made of red and yellow gold in the the Summer Lands if the River King’s price is not paid. Surely
shape of a birch leaf, this broach for a cloak is equivalent to a Froderick knows this and has told the reeve of the danger? She
doesn’t know that Froderick has continued to keep this secret.
periapt of health for anyone who wins it. Froderick, doomed to die in a few days’ time, has warned
EXILED: Those who gain an audience with the Queen but the Reeve Koyla of nothing. Though as the day approaches,
cannot manage a DC 5 Charisma (Persuasion) check are asked he might do so in desperation. Right now, he does not want
to leave the Birch Queen’s lands until next year. to admit to the pact he has sworn with the fey, for that would
only make him guiltier in the eyes of the villagers.

42
THE RAID RECRUITER A mercenary company of Shadow Fey steps forward to take
This roleplaying encounter can either occur at the fair to wrap Flax’s coin, and the warlock Ambertan stands at the head of
up this chapter of the adventure, or it can happen after the PCs the company. Unless the party outwitted Lord Flax by offering
adventure some in the woods and on the fey roads. a challenge that he declined, the young lord’s offer is the talk of
Years have passed in the Summer Lands for young Flax, the fair.
who has grown into a half-elf and a man. Jenny Greenteeth The word goes out to the goblins, ogres, and quicklings that
convinced the young half-breed that he can earn respect from there’s money to be had and blood to spill in the service of
the fey. When the PCs face this encounter, read or paraphrase Lord Flax. The drums beat through the night. Come morning,
the following: the Birch Queen declares the fair closed for the season. The fey
prepare for war, and Lord Flax goes to press his case as rightful
A rider in pale blue armor on a gray steed clatters through the lord of Riverbend. If the PCs ask, it’s quite clear: the young
gates of the fair with two bugbear hunters running behind him. lord goes to King Ulorian, the River King, who can grant him
He pulls up when he sees creatures that are not of the Summer permission to raid Riverbend and burn it down.
Lands. “You do not belong here!” he says. “I am done with your PCS AS MERCENARIES
kind, and your mud huts will soon be carried downstream. Your
lives are nothing but pebbles in the water. Do not try to stop me.” The PCs are welcome to take Lord Flax’s offer and sign their
swords to his service, so long as they have not already taken
Lord Flax clearly commands the PCs not to interfere, but he service with anyone else (such as Ambertan the Warlock, as
also counts on the fair’s protection. He doesn’t want a fight or consort to the Birch Queen, a favor from Lady Sorreminx, or
duel at this point. The PCs are not a worry since he has won even a scale from the Dragon Tatzel).
the sympathy of many of the fey and the patronage of their Taking service means the character gets a blue flower badge
lords and ladies. If the party attacks, he simply fey leaps away. to wear (flax, of course), and the promise of land and gold if
The Birch Queen’s guards ask the PCs to leave (the charge is the raid against Riverbend goes well. The character is expected
“assault on a lord or lady”). If the party members are smart, to march with Lord Flax’s company in the morning to the
they will challenge Flax to a duel, which he declines out of fear River Court.
(reducing his status in the eyes of the fey). A character who has sworn service to a fey may not attack
If the PCs don’t chase Lord Flax off with violence, things are that fey lord or lady unless he or she makes a successful
worse in some ways. The half-elf speaks to the gathered elves, Wisdom saving throw (DC = 10 + the creature’s CR +
sidhe, gnomes, and goblins: creature’s Charisma bonus). Breaking an oath of service in
the Summer Lands is a free action that means the PC verbally
“Those who wish new lands for themselves and glory for their denounces her sworn word. The character is then stunned
names should follow me! I am rightful lord of Riverbend,” Flax for 2 rounds. Rolling a critical failure when denouncing a
says. “Those who follow me shall have land, titles, and slaves sworn oath (a natural roll of 1) means the oathbreaker is
from among the mortal folk, and they shall no longer drive us incapacitated for 1 day per character level or until she receives
into the forest shadows. Take service in my raiders and ride to a lesser restoration.
glory!” Breaking an oath like this means other fey view the
character as shifty and suspect; all Charisma (Deception)
His bugbears pick up the offer, shouting the following: and Charisma (Persuasion) checks suffer disadvantage while
the character is in the Summer Lands. He gains the epithet
“Land and flour and the blessings of the River King on anyone “Oathbreaker” and suffers a –4 penalty to Status among the
who signs on with Lord Flax! We seek strong arms and stout Fey and Shadow Fey Courts.
hearts to seize his rightful claim to Riverbend! Sign up tonight
and ride with us for the King’s Blessing tomorrow.”

43
Chapter 5: The Deeper Woods
and The Fey Roads
After the party has had some time to wander (or has been to The clearing is dappled with sunlight, but all around it the
the Birch Queen’s Fair), they may seek out the dragon Tatzel, woods are still, deep, and dark. A rising fog obscures sight (see
who knows the secret to returning to the mortal world. The below). Not a single bird sings. The wind has stopped.
dragon may also be a fierce encounter if the party displays a lot The following are features of this area.
of wealth.
These encounters should not be used before the party BONE PIT: This 30-foot-deep pit has bones and wooden
reaches 6th level and ideally not before at least one character spikes at the bottom. Those falling in take 17 (3d10) damage.
reaches 7th level. One easy way to make this work is to hide Climbing out requires a DC 12 Strength (Athletics) check.
these locations off the straight road or to manipulate the path. TREES OF MIST: The trees shown on the map vanish into the
The PCs get there when you say they get there or when they fog when the dragon or dragonborn need to move through
get the help of some fey creature (likely a sidhe or Ambertan at them and do not block their movement.
the Birch Queen’s Fair).
SHROUDS OF FOG TERRAIN: The woods in Tatzel’s clearing
THE DRAGON’S CLEARING are perpetually shrouded in heavy mist and are treated as
XP Threshold: 4,800 lightly obscured.
Fire spells can remove this restriction: all fire effects push
The green dragon Tatzel lives in this roughly oval clearing,
back the fog in a 10-foot radius from the effect’s center in
using it both as running room to take flight and as a landing
addition to their normal effects.
area when heavily burdened with cattle or other prey.
The dragon is in the hollow oak during the night and chews
bones during the day. It wakes up each morning ravenous and
tends to eat PCs who linger nearby.

THE DRAGON’S CLEARING

S
S

PCs
S

30' deep

44
ENTERING FROM THE FEY ROAD Amphibious. Tatzel can breathe both air and water, and being
underwater imposes no penalties on his movements or attacks.
The trees and streams of light vanish, and the road opens into
a pit or tunnel of some kind. The floor of the pit is covered Woodland Stride. Tatzel can move through any sort of normal
with bones. A successful DC 13 Wisdom (Perception) check foliage at full speed without taking damage or suffering
outside the bone pit reveals claw marks on the branches above. impairment. Areas of foliage that have been magically
A successful DC 23 Wisdom (Perception) check outside the manipulated affect him normally.
bone pit reveals human-sized footprints among the leaves. A Actions
successful DC 12 Intelligence (Nature) check anywhere in the
area reveals the clearing ahead is hung with moss and scattered Multiattack. Tatzel makes three attacks, one with his bite and
with bones. two with his claws.
A single enormous oak tree, scarred by lightning and claw Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
marks, stands at the north end of the clearing. 10 (1d10 + 4) piercing damage plus 3 acid damage.
Creatures: The party won’t see Tatzel right away but may Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
hear him or his dragonborn followers. If the heroes disperse 9 (2d4 + 4) slashing damage.
the fog, read or paraphrase the following: Acid Breath (Recharge 5–6). Tatzel exhales acid in a 30-foot line
that is 5 feet wide. Each creature in that line must make a DC 14
An enormous dragon curls around a tree trunk, its skin glowing Dexterity saving throw, taking 27 (6d8) acid damage on a failed
with a sickly greenish light like phosphorescent fungus. The fog save or half as much damage on a successful one.
seems to roll off it as it spreads its wings. Bone Storm (1/Day). While within his clearing, Tatzel can use
his wings to create a 60-ft. (centered on him) swirling vortex
If the party chooses to talk, ask for an immediate DC 15 of flying bones, branches, and other forest debris for 3 (1d6)
Charisma (Deception) or DC 12 Charisma (Persuasion) check. rounds. Any Medium or smaller creature caught in the bone
If the party succeeds, Tatzel is happy to talk to them for a storm must succeed at a DC 13 Dexterity saving throw each
round or two while his dragonborn servants use the fog to get round the maelstrom persists to avoid 5 (1d4 + 2) slashing
behind the party. damage and the blinded condition caused by flying bone-
Tatzel knows the secret to returning through the river to the shards and debris.
millpond but is not eager to give that up without a substantial
bribe. He taunts the party with the lie that time runs slower in CAUSTRIX, PHOSPHOR, AND GALLOGARD,
the Summer Lands, hinting that months and years are passing DRAGONBORN PROTECTORS (3)
in the mortal world while they are here. And he won’t sell the
Medium humanoid, no alignment
secret cheaply, either: he wants at least 500 gp, or gems worth
half that, or two horses, or a rare or rarer magical item. ARMOR CLASS 16 (chain mail)
The secret itself is simple, Tatzel says: to return from the HIT POINTS 30 (4d10 + 8)
Summer Lands, the party needs to touch the millstone of the SPEED 30 ft.
False Mill (see page 62). Diving in to touch that stone pulls
them down and spits them out in the millpond on the same STR DEX CON INT WIS CHA
day they first entered it—time actually flows much faster in the 17 (+3) 11 (+0) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
Summer Lands than in the mortal world.
SAVING THROWS Str +5, Con +4
TATZEL (THE FOREST DRAGON) SKILLS Athletics +5, Perception +3
Large dragon, lawful evil DAMAGE RESISTANCES acid
ARMOR CLASS 16 (natural armor) SENSES passive Perception 13
HIT POINTS 128 (15d10 + 45) LANGUAGES Common, Draconic
SPEED 40 ft., fly 80 ft., swim 30 ft. CHALLENGE 1 (200 XP)

STR DEX CON INT WIS CHA Special Equipment. potion of healing
19 (+4) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 14 (+2)
Actions
SAVING THROWS Str +7, Dex +5, Con +6, Wis +4 Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
SKILLS Perception +4, Stealth +7 target. Hit: 10 (2d6 + 3) slashing damage.
DAMAGE IMMUNITIES poison Treasure: Tatzelhas buried his treasure in the leaf litter and
CONDITION IMMUNITIES charmed, exhausted, paralyzed, sleep loose dirt of the forest floor, much like an enormous squirrel
SENSES Blindsight 10 ft., darkvision 60 ft., passive Perception 14 burying nuts. These treasures the dragon can find by smell
LANGUAGES Common, Draconic, Sylvan and instinct, but for anyone else digging them up, it requires
CHALLENGE 5 (1,800 XP) a major effort. One item is found per hour of hunting, but
only if a DC 18 Wisdom (Perception) check is made by one of
Fog Vision. Tatzel sees normally through light or heavy the searchers.
obscurement caused by foliage or branches, fog, mist, clouds,
or flying debris.

45
The items the dragon has collected are: The use of a tracker or prop to show vertical elements
• Ironbound chest with 500 gp (such as the tree platforms from Fat Dragon Games’ Forest
• Three 100-gp moonstones Adventure Pack or the Wizard Elevation Indicators) is
recommended for this encounter.
• One potion of greater healing
The dark forest is treated as dim light. The trees are tall and
• +2 mithral chain shirt their bark is gnarled and easily climbed. The main platforms
• A wand of lightning bolts where the ettercaps live are about 15 to 25 feet above the forest
• +2 magical weapon (tailored to the party) floor.
The spider webs are difficult terrain. Heroes who enter a
spider web square must make a DC 12 Dexterity (Acrobatics)
THE ETTERCAP GROVE check or become immobilized. To escape, a hero must spend
XP Threshold: 4,000 an action shaking off the webs. The spider webs provide light
When the PCs enter the ettercap grove, read the following: obscurity.

The woods around you have grown very quiet; no birds sing. You LADY ARIABELINA CLATTERSPIN
see spider webs ahead and hear raspy voices arguing in Elven.
Medium monstrosity, neutral
A successful DC 19 Wisdom (Perception) check reveals the ARMOR CLASS 18 (natural armor)
voices clearly come from up in the trees, not from ground HIT POINTS 65 (10d10 + 10)
level. The ettercaps are 15 to 20 feet up in the trees, on SPEED 50 ft., climb 30 ft.
platforms of webbing and branches.
STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 16 (+3) 15 (+2) 13 (+1) 16 (+3)

Designer’s Note: Tatzel’s SKILLS Perception +5, Stealth +7


Friendlier Brother SENSES darkvision 60 ft., passive Perception 15
DAMAGE IMMUNITIES poison
I really wanted my internal playtesters to fight the dragon
Tatzel, but they wanted nothing to do with it. This might LANGUAGES Common, Sylvan
be party composition: two kobolds and one dragonborn CHALLENGE 4 (1,100 XP)
made them an extremely draco-friendly bunch.
But it wasn’t just that. They didn’t want to tangle with Shapeshifter. Lady Clatterspin can take the form of a Small or
the dragon. They wanted to talk to it. And talk. And talk Medium humanoid or a spider-humanoid hybrid. In humanoid
some more. I was fine with this, to a point. They had form she cannot use her bite, web, or poison abilities but
been grinding through combats. may cast spells, wield weapons and wear armor. Her speed in
I tend to run a roleplay-heavy table some nights, for humanoid form is 30 ft.
the players who are industry vets and couldn’t give a rat’s Spider Climb. Lady Clatterspin can climb difficult surfaces,
ass about another slugfest. But my inner GM was not including upside down on ceilings, without needing to make an
happy: A dragon! Itching to be slain! What was wrong ability check.
with these folks? Web-Walker. Lady Clatterspin ignores movement restrictions
At first, I made the dragon a barrier. They were told at caused by webbing.
the Birch Queen’s Fair that only the dragon knew the way Innate Spellcasting. Lady Clatterspin’s spellcasting ability is
for mortals to leave the Summer Lands. “Nah,” said the Charisma (spell save DC 13). She can innately cast the following
oldest player, who is also a novelist. “There’s bound to be spells, requiring no material components:
another way back to Riverbend. Probably connected to 3/day: faerie fire, poison spray, spider climb
the finale or something.” Dammit, he was right.
2/day: jump, ray of sickness
Next, I made it clear that to visit the dragon was
dangerous. “Night is falling,” I said. “And the dragon 1/day: insect plague (spiders)
always wakes up very, very hungry.”
“Oh,” said the party. “There’s no way we’re burning
Actions
more cash on the fey road ritual again. We’re going broke Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
already. We’ll hunt some game. Our new ranger friend 5 (2d4) piercing damage, and the target must succeed on a DC
has awesome nature skills for hunting and foraging.” 14 Constitution saving throw, taking 9 (2d8) poison damage on
I made them do the rolls, but it was hopeless. The a failed save, or half as much damage on a successful one. If the
kobolds sucked up to Tatzel and begged for badges to poison damage reduces the target to 0 hit points, the target is
show their allegiance. In the morning, the dragon found stable but poisoned for 1 hour, even after regaining hit points,
that his visitors had killed a magnificent Summer Lands and is paralyzed while poisoned in this way.
stag and hooked an enormous river carp. He let them Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range
live. In the end, this was never the combat encounter I 30/60 ft., one creature. Hit: The target is restrained by webbing.
wanted it to be. Looking back on it, it’s still a highlight of As an action, the restrained target can make a DC 15 Strength
the adventure. check, bursting the webbing on a success. The webbing can
also be attacked and destroyed (AC 10; hp 5; vulnerability to

46
fire damage; immunity to bludgeoning, poison, and psychic
damage). ETTERCAP GROVE

PCs
ETTERCAPS (2)
Medium monstrosity, neutral evil
ARMOR CLASS 13 (natural armor)
HIT POINTS 44 (8d8 + 8)
SPEED 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 13 (+1) 7 (−2) 12 (+1) 8 (−1) E
SKILLS Perception +3, Stealth +4, Survival +3 W
SENSES darkvision 60 ft., passive Perception 13
LANGUAGES Sylvan E
CHALLENGE 2 (450 XP)

Spider Climb. The ettercap can climb difficult surfaces, including


upside down on ceilings, without needing to make an ability
check.
Web Sense. While in contact with a web, the ettercap knows the
exact location of any other creature in contact with the same
web. 15" up
Web Walker. The ettercap ignores movement restrictions caused
by webbing. 20" up

Actions
Multiattack. The ettercap makes two attacks: one with its bite
and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
SPIDERS (12)
Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage.
The target must succeed on a DC 11 Constitution saving throw Tiny beast, unaligned
or be poisoned for 1 minute. The creature can repeat the saving ARMOR CLASS 12
throw at the end of each of its turns, ending the effect on itself HIT POINTS 1 (1d4 − 1)
on a success.
SPEED 20 ft., climb 20 ft.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) slashing damage. STR DEX CON INT WIS CHA
Web (Recharge 5–6). Ranged Weapon Attack: +4 to hit, range 2 (−4) 14 (+2) 8 (−1) 1 (−5) 10 (+0) 2 (−4)
30/60 ft., one Large or smaller creature. Hit: The creature is
restrained by webbing. As an action, the restrained creature can
SKILLS Stealth +4
make a DC 11 Strength check, escaping from the webbing on a
success. The webbing can also be attacked and destroyed (AC SENSES darkvision 30 ft., passive Perception 10
10; hp 5; vulnerability to fire damage; immunity to bludgeoning, LANGUAGES —
poison, and psychic damage). CHALLENGE 0 (10 XP)

Treasure: The rich treasures of the Lady of Spiders are kept Spider Climb. The spider can climb difficult surfaces, including
guarded in a locked cocoon-chest of black spider silk (DC 15 upside down on ceilings, without needing to make an ability
Dexterity check with thieves' tools to pick the lock). If anyone check.
attempts to break the chest open by force, a swarm of spiders
Web Sense. While in contact with a web, the spider knows the
is released.
exact location of any other creature in contact with the same
The treasures within include three cloaks of elvenkind and a web.
crown of mithral (the Regalia of the Crawling Fey; see below). Web Walker. The spider ignores movement restrictions caused
The crown is worth possibly more to a fey who understands its by webbing.
significance, but selling it also means selling the title of Lord/
Lady of the Crawling Fey and giving up the spider-related Actions
abilities that come with it. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage, and the target must succeed on a DC 9
Constitution saving throw or take 2 (1d4) poison damage.

47
A successful DC 18 Wisdom (Perception) check reveals
the green and orange masses aren’t moss; they’re a swarm of
Lady Clatterspin's Title butterflies.
Anyone who kills Lady Clatterspin may claim her title; Creatures: The swarm pulls itself into a humanoid form
when she dies, her guards expect the party to do so. and flies toward the PCs in a slow, fluttering mass.
This does not stop them from attacking the PCs until
the title is claimed. If a PC does claim her title and takes The tree bridge is also warded by a powerful but deranged
her crown (see Treasure), the PC gains abilities granted treant calling itself Ashbark. It is badly charred along one side
by the Fey Regalia item and gains a friendly reception and it keeps strange company. If the party seeks to cross the
from most spiders, ettercaps, drow, driders, and related bridge and leave the deepest forest, Ashbark demands healing
arachnid creatures. At the same time, the PC loses 2 (a potion or three will do). If that’s not forthcoming, it wants
points of Intelligence (regained if the title is renounced). the party to provide food and meat for its allies: the Lord
After Lady Clatterspin dies, the PCs can learn about Peppick and his swarms of death butterflies.
her crown using Intelligence (Nature), as indicated in If the party wishes to parley, Ashbark is happy to talk while
Table 5–1. Lord Peppick slowly gathers himself and prepares for a fight,
always staying over the chasm to avoid melee combat. Lord
TABLE 5–1: FEY REGALIA Peppick demands fealty from one or more PCs as the price to
cross the bridge. Failure to swear allegiance and wear one of
INTELLIGENCE his blue and white butterfly badges makes him angry.
(NATURE) RESULT PCs may choose to go around rather than across the bridge.
10 or less You know nothing about fey This takes them into thick undergrowth (perhaps inhabited by
nobility and their titles. ettercaps) and certainly takes a day’s march and rations.
The light near the chasm is normal daylight. The chasm is
11–15 The powers of some fey are kept steeply sloped and difficult because of the crumbly earthen
in their regalia, typically a crown, side and undergrowth. A successful DC 15 Strength (Athletics)
orb, or scepter, but sometimes a check is required to ascend it. Falling into it means a 50-foot
ring, staff, or amulet. fall for 18 (5d6) bludgeoning damage.
16–20 Taking and wearing a fey noble’s The bridge’s hollow log provides total cover and is dark
regalia means you claim her title within. Only one Medium creature can squeeze through per
and powers. round. Walking on top of the log is much faster (normal
21+ A claim to a fey noble’s title can movement) but requires a DC 13 Dexterity (Acrobatics) check.
be challenged by other fey; this Failure means a 50-foot fall and 18 (5d6) bludgeoning damage.
usually results in a duel or brawl.
DEATH BUTTERFLY SWARM
Large swarm of tiny beasts, chaotic evil
Regalia of the Crawling Fey ARMOR CLASS 15 (natural armor)
This mithral crown acts as a cloak of arachnida and HIT POINTS 60 (11d10)
grants advantage to Charisma (Persuasion) checks with SPEED 5 ft., fly 40 ft. (hover)
spiders, ettercaps, and similar creatures. Additionally,
such creatures always initially have a favorable attitude STR DEX CON INT WIS CHA
when interacting with the wearer and address the wearer 1 (–5) 13 (+1) 10 (+0) 1 (–5) 12 (+1) 15 (+2)
as “your Majesty.” The wearer can converse with such
creatures, even if not normally able. The wearer loses 2 DAMAGE RESISTANCES bludgeoning, piercing, slashing
points of Intelligence when the regalia is worn. For those
DAMAGE VULNERABILITIES cold, fire
games using Status, the wearer gains the title “Lord or
Lady of the Crawling Fey” and gains +3 Status among CONDITION IMMUNITIES charmed, frightened, paralyzed,
Fey Courts and +4 Status among Shadow Fey Courts. petrified, prone, restrained
SENSES darkvision 60 ft., passive Perception 11
CHALLENGE 4 (1,100 XP)

THE FLUTTERING BRIDGE Potent Poison. The death butterfly swarm’s poison affects
XP Threshold: 9,400 corporeal undead who are otherwise immune to poison.
Swarm. The swarm can occupy another creature’s space and
This is encounter is nearly impossible for the characters to win
vice versa, and the swarm can move through any opening large
through combat. When the PCs reach the fluttering bridge,
enough for a Tiny insect. The swarm can’t regain hit points or
read the following: gain temporary hit points.
The woods open onto a gorge cut by a fast-moving stream 50 Weight of Wings. A creature in a space occupied by the death
feet below. A tree bridge spans the chasm, the hollow tree trunk butterfly swarm has its speed reduced by half and must succeed
charred by fire. The trunk is covered in an array of brilliant on a DC 13 Dexterity saving throw or become blinded. Both
green and orange moss. effects end when the creature doesn’t share a space with the

48
swarm at the end of the creature’s turn. If a creature succeeds CHALLENGE 6 (2,300 XP)
on the saving throw, it is immune to the swarm’s blindness (but
not the speed reduction) for 24 hours. Special Equipment. A glass orb that acts as a brooch of shielding.

Actions Potent Poison. Lord Peppick’s poison affects corporeal undead


who are otherwise immune to poison.
Multiattack: The swarm makes a Bite attack against every target Swarm. Lord Peppick can occupy another creature’s space and
in its spaces. vice versa, and he can move through any opening large enough
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., every target for a Tiny insect.
in the swarm’s spaces. Hit: 22 (6d6 + 1) piercing damage, or Weight of Wings. A creature in a space occupied by Lord
11 (3d6 + 1) piercing damage if the swarm has half of its hit Peppick has its speed reduced by half and must succeed on a
points or fewer. The target also takes 10 (3d6) poison damage DC 16 Dexterity saving throw or become blinded. Both effects
and becomes poisoned for 3 (1d4) rounds; a successful DC 13 end when the creature doesn’t share a space with Lord Peppick
Constitution saving throw reduces poison damage by half and at the end of the creature’s turn. If a creature succeeds on the
prevents the poisoned condition. saving throw, it is immune to Lord Peppick’s blindness effect
(but not the speed reduction) for 24 hours.
ASHBARK, THE FIRESCARRED TREANT
Huge plant, neutral
Actions
ARMOR CLASS 15 (natural armor) Multiattack. Lord Peppick makes a Bite attack against every
HIT POINTS 73 (7d12 + 28) target in his spaces.
SPEED 30 ft. Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., every target in
Lord Peppick’s spaces. Hit: 24 (6d6 + 3) piercing damage, or 13
STR DEX CON INT WIS CHA (3d6 + 3) piercing damage if he has half his hit points or fewer.
The target also takes 17 (5d6) poison damage and becomes
21 (+5) 8 (–1) 18 (+4) 12 (+1) 16 (+3) 11 (+0)
poisoned for 3 (1d4) rounds; a successful DC 15 Constitution
saving throw reduces poison damage by half and prevents the
DAMAGE RESISTANCES bludgeoning, piercing poisoned condition.
DAMAGE VULNERABILITIES fire
SENSES passive Perception 13
Treasure: The Butterfly Lord “wears” a collection of
gemstones in orange, red, and green worth 500 gp total. He
LANGUAGES Common, Druidic, Elvish, Sylvan
also holds a glass orb which acts as a brooch of shielding.
CHALLENGE 5 (2,300 XP)

False Appearance. While the treant remains motionless, it is


indistinguishable from a normal tree. THE FLUTTERING BRIDGE
Siege Monster. The treant deals double damage to objects and
structures.

Actions
Multiattack. The treant makes three slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., single target.
Hit: 15 (3d6 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/180 ft., one
target. Hit: 21 (3d10 + 5) bludgeoning damage.

LORD PEPPICK, THE BUTTERFLY LORD


Huge swarm of tiny beasts, chaotic evil S
50' drop
ARMOR CLASS 15 (natural armor)
HIT POINTS 84 (13d12) S
SPEED 5 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


P
1 (–5) 16 (+3) 10 (+0) 1 (–5) 15 (+2) 12 (+1)
T
DAMAGE RESISTANCES bludgeoning, force, piercing, and
slashing
DAMAGE VULNERABILITIES cold, fire
CONDITION IMMUNITIES charmed, frightened, paralyzed,
petrified, prone, restrained PCs
SENSES darkvision 60 ft., passive Perception 12

49
Chapter 6: Source of the River
The final chapter takes the party to the River Court and to reeds. Suddenly, the scenery slows down until you stand in
the false mill, which leads them back to Riverbend, hopefully a marsh along a riverbank, with willow trees all around and
unharmed. The PCs should have an opportunity to rest and the trickle of water over stone. A creature rises up out of the
recover spells prior to arriving at the castle. water—a fey woman of terrible beauty, completely naked, her
The characters can approach the River King’s castle in a skin blue from the cold water. Behind her are creatures who
couple of different ways. If they travel by means of the fey could be her sisters, each carrying wicked-looking shortswords.
roads, then they are ambushed by a group of nixies as they
near the end (but before they exit at the arrival portal). If they The area’s reeds and muddy ground have pockets of deeper
travel overland, they are attacked by a band of lorelei and their water and channels, which are difficult terrain. The willow
merrow companion while trying to ford a dangerous river. Feel trees provide light obscurity for anyone among their branches.
free to employ the unused encounter at a later time (perhaps A successful DC 12 Strength (Athletics) check to swim is
when they are trying to get to the False Mill). required as part of any move action. Additionally, the river
current is strong here, and any creatures that fail the check
TRAVELING THE FEY RIVER ROAD move 10 feet downstream at the start of their next turn.
XP Threshold: 5,600 Creatures: A successful DC 15 Intelligence (Nature) check
If the PCs travel from the Birch Queen’s Fair to the River reveals the women are not sidhe made blue from cold; their
King’s Court via the fey river road (see Orelliar, the Mage of skin is naturally blue because they are nixies.
Time, on page 38), nixies attack them along the way. Sidhe and A successful DC 12 Wisdom (Perception) check reveals the
other fey-blooded creatures gain advantage on all initiative current seems to help the women move; they glide through it
checks made on the fey road. like fish.
To begin this encounter with the nixies, read the following:

The fey river road rushes by, with fewer half-seen trees and NIXIES (4)
more half-seen stretches of rippling water, riverbanks, and Small fey, neutral evil
ARMOR CLASS 15
HIT POINTS 26 (4d6 + 12)
FEY RIVER ROAD
SPEED 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA


11 (+0) 20 (+5) 17 (+3) 16 (+3) 17 (+3) 22 (+6)

SKILLS Perception +5, Stealth +7


DAMAGE RESISTANCES bludgeoning, piercing, and slashing
from nonmagical attacks not made with cold-iron weapons
-5' SENSES passive Perception 15

-10' -5' PC LANGUAGES Common, Elvish, Sylvan

s CHALLENGE 3 (450 XP)

Innate Spellcasting. A nixie’s innate spellcasting ability is


-10' Charisma (spell save DC 16). It can innately cast the following
spells, requiring no material components:
-10' At will: animal friendship
-5' 3/day: charm person
-10'
1/day: water breathing
Magic Resistance. The nixie has advantage on saving throws
against spells and other magical effects.
N N
N Actions
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (1d6 + 5) slashing damage.
N Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320
ft., one target. Hit: 10 (1d8 + 5) piercing damage.

50
Luring Song. The nixie sings a magical melody. Every humanoid Any creature that falls into the water or attempts to swim
and giant within 300 feet of the nixie that can hear the song across at full speed must succeed on a DC 20 Strength
must succeed on a DC 16 Wisdom saving throw or be charmed (Athletics) check to avoid being swept downriver. Failure
until the song ends. The nixie must take a bonus action on its means the character suffers 6 (1d6 + 2) bludgeoning damage
subsequent turns to continue singing. It can stop singing at any and is carried 10 feet downstream by the current. That PC
time. The song ends if the nixie is incapacitated. must make a new check each round to regain a foothold and
While charmed by the nixie, a target is incapacitated and avoid being swept farther along.
ignores the songs of other nixies. If the charmed target is Only by making a DC 10 Strength (Athletics) check and using
more than 5 feet away from the nixie, the target must move his total movement to move 1 square (5 feet) can a character
on its turn toward the nixie by the most direct route, trying navigate the treacherous waters without risk of being carried
to get within 5 feet. It doesn’t avoid opportunity attacks, but downstream. For every additional square beyond the first the
before moving into damaging terrain, such as lava or a pit, and character attempts to travel on his turn, the DC increases by
whenever it takes damage from a source other than the nixie, 2. Thus, if a character attempts to move 3 squares (15 feet), he
the target can repeat the saving throw. A charmed target can must succeed on a DC 14 Strength (Athletics) check.
also repeat the saving throw at the end of each of its turns. If If the PCs rope themselves together, they must all move at
the saving throw is successful, the effect ends on it. the same rate, but they can make progress through the water
A target that successfully saves is immune to this nixie’s song with no one losing their footing and being swept away if at
for the next 24 hours.
least half of them succeed on the Strength (Athletics) check
Change Shape. The nixie magically polymorphs into a Medium each turn. If fewer than half succeed, the current carries the
or smaller sized aquatic beast, or back into its true form. It whole group 10 feet downriver and each member of the party
reverts to its true form if it dies. Any equipment it is wearing suffers the bludgeoning damage mentioned above.
or carrying is absorbed or borne by the new form (the nixie’s Creatures with swim speeds treat the water as normal
choice). difficult terrain.
In the new form, the nixie retains its alignment, hit points,
Hit Dice, proficiencies, and Intelligence, Wisdom, and Charisma
THE LORELEI
scores, as well as this action. Its statistics and capabilities are
otherwise replaced by those of the new form.
While the characters are attempting to cross the ford, a group
of lorelei appear and try to draw them to their doom. They
WHERE THE LORELEI SING appear when the lead character is about halfway across.
When the PCs face these creatures, read the following:
XP Threshold: 3.600
If the heroes travel to the River King’s Court by normal means The river crossing is going well when you hear several female
(rather than via the fey river road), a river cutting through the voices singing a clear harmony. You also hear a deeper voice that
middle of the Summer Lands blocks their way. There is a spot sounds more like croaking than singing.
where the river can be forded, but it is strewn with rocks and
the rushing water is deceptively deep. During the crossing, Creatures: This encounter involves three lesser lorelei and
things go horribly wrong when the sisters of the River King one merrow, which only enters the battlefield after one or
sing to draw mortals to their deaths in the churning waters. more lorelei perish.
THE RIVER CROSSING
LESSER LORELEI (3)
When the PCs approach the river crossing, read or paraphrase
the following: Medium fey (aquatic), chaotic evil
ARMOR CLASS 13 (16 mage armor)
You see a river crossing ahead; you might be able to cross by HIT POINTS 30 (4d8 + 12)
leaping from stone to stone, but it will be tricky. SPEED 30 ft., swim 30 ft.

Hazard: The powerful current and slick stones create a STR DEX CON INT WIS CHA
hazardous obstacle. A successful DC 17 Intelligence (Nature) 10 (+0) 17 (+3) 18 (+4) 16 (+3) 16 (+3) 23 (+6)
or Wisdom (Survival) check allows a PC to recognize the
dangers of the rushing water and how best to move without
SAVING THROWS Dex +5, Cha +8
getting swept away.
SKILLS Deception +8, Performance +8, Persuasion +8
Jumping from stone to stone is possible, but it requires a DC SENSES darkvision 60 ft., passive Perception 13
17 Dexterity (Acrobatics) check with each jump to avoid LANGUAGES Common, Sylvan
missing or slipping and falling into the water. Any character
CHALLENGE 2 (450 XP)
who falls into the water is subject to the strong current (see
below). Characters who rope themselves together must all
Alluring Presence. All humanoids within 30 feet of a lorelei who
move at the same rate of speed, but they can cross without
look directly at her must succeed on a DC 16 Charisma saving
slipping and falling if at least half of them succeed on the
throw or be drawn to her in the most direct path, regardless of
Dexterity (Acrobatics) check. If fewer than half succeed, the
the danger. This compulsion fades once the person gets within
entire group falls into the water and each character is carried
5 feet of the lorelei. A creature can avoid this effect for one full
by the current and buffeted against rocks.
round by choosing to avert its eyes at the start of its turn, but
it then has disadvantage on any attacks or other rolls directed

51
against the lorelei until the start of its next turn. A lorelei can take damage, directly or indirectly, it repeats the saving throw,
suppress or resume this ability as a bonus action. Anyone who ending the effect on itself on a success. Otherwise, the effect
successfully saves against this effect cannot be affected by it lasts 24 hours or until the lorelei is killed, is on a different plane
from the same lorelei for 24 hours. of existence than the target, or takes a bonus action to end the
Unearthly Grace. A lorelei applies her Charisma modifier to all effect.
her saving throws in place of the normal ability modifier. Stunning Glance. The lorelei mentally disrupts a creature
Water Spirit. The lorelei is under the effect of freedom of within 30 feet with a look. The target must succeed on a DC 16
movement whenever she is in contact with a body of water. Wisdom saving throw or be stunned for 2 rounds. Anyone who
Spellcasting. The lorelei is a 6th-level spellcaster. Her successfully saves against this effect cannot be affected by it
spellcasting ability is Charisma (spell save DC 16, +8 to hit with from the same lorelei for 24 hours.
spell attacks). She requires no material components to cast her
spells. The lorelei has the following sorcerer spells prepared: MERROW
Cantrips (at will): detect magic, guidance, light, mending, Large monstrosity, chaotic evil
poison spray, prestidigitation ARMOR CLASS 13 (natural armor)
1st level (4 slots): comprehend languages, fog cloud, mage HIT POINTS 45 (6d10 + 12)
armor, ray of sickness SPEED 10 ft., swim 40 ft.
2nd level (3 slots): hold person, misty step, suggestion
3rd level (3 slots): hypnotic pattern, gaseous form, water walk STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 8 (−1) 10 (+0) 9 (−1)
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. SENSES darkvision 60 ft., passive Perception 10
Hit: 6 (1d4 + 3) piercing damage. LANGUAGES Abyssal, Aquan
Charm. The lorelei targets one humanoid she can see within CHALLENGE 2 (450 XP)
30 feet of her. If the target can see or hear the lorelei, it must
succeed on a DC 16 Wisdom saving throw against this magic Amphibious. The merrow can breathe air and water.
or be charmed by the lorelei. The charmed target regards
the lorelei as its one true love, to be heeded and protected. Actions
Although the target isn’t under the lorelei’s control, it takes the
Multiattack. The merrow makes two attacks: one with its bite
lorelei’s requests or actions in the most favorable way it can.
and one with its claws or harpoon.
Each time the lorelei or her companions cause the target to
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
8 (1d8 + 4) piercing damage.
WHERE THE LORELEI SING Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) slashing damage.
Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5
PCs ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing
damage. If the target is a Huge or smaller creature, it must
succeed on a Strength contest against the merrow or be pulled
up to 20 feet toward the merrow.

Treasure: One lorelei carries a beautiful silver hand mirror


with a golden frame worth 340 gp.

-5' -5' THE COURT OF THE RIVER KING


The River Court resides within a castle made of smooth white
L L stone that sits upon an island. A single white-feathered eagle
(belonging to Sir Arnovar) perches in a nest on the highest
-10' -10' tower. It cries out loudly when visitors approach by the road or
L the river.
The characters should be 7th level by the time they reach the
M Court of the River King.
ARRIVING BY ROAD
-5' -5' If the PCs approach the River Court by road, read:

A castle stands in the middle of the foaming river, built of pure


white stone with six tall towers. A narrow passage leading in
is not accessible from the riverbank; it seems to be flooded or
perhaps made for boats.

52
The party can find a small brownie with a ferry raft to OUTER COURTYARD
carry them out to the castle for a modest fee (bread or a This outer area is where lesser nobles and servants live. A lively
song). Otherwise, they must swim, making a DC 10 Strength place similar to the Birch Queen’s Fair, there are more sidhe
(Athletics) check in the process. Success means arrival at the here and a much higher standard in clothing and courtesies.
Sluice Gate (see below). Failure means the river current carries Walking through the Outer Courtyard without giving offense
the PC downriver and drops him or her in the mud and reeds. is straightforward: it is a DC 10 Charisma (Persuasion) check
This is a fine time to unleash the eel hound, nixie, or goblin for those who seek conversation, or simply walking without
frog rider encounters if they have not appeared previously. speaking for those who do not.
The people here are mostly ogres, talking animals, and a
ARRIVING BY FEY RIVER ROAD
few of the lesser sidhe soldiers. Two of the chattier folk are
If the PCs approach the River Court by fey road, read: Silverwing the Herald and Knurlnap the Water Bearer, who
seeks someone to take his burden (see Appendix A).
The treacherous and cold waters fall behind you and the cry
of the fey women stops haunting you. Up ahead, sunlight His Excellency Silverwing, Herald of the Spring Melt,
sparkles on water, and suddenly the air around you echoes with Knight of the Gilded Scroll is also here. The Margrave of
splashing. A castle built of white stone, ice, and foam stands in Ravens, feathers dusted with gold, stands three feet tall with
the middle of the river. A narrow water path—a stream, really— a beak and talons of obsidian. While playing the loyal vassal,
leads into the castle, but a gate between two high walls guards the margrave schemes to be free of his feudal obligations and
the entrance. become King of Lost Battlefields and Master of Carrion. He
collects titles the way some noblemen collect swords or horses.
Arriving by the fey river road drops the party at the entrance
of the Sluice Gate. A successful DC 7 Strength (Athletics) Fangs-in-Shade-and-Rushes, the King’s Huntsman, is a
check avoids having the current sweep a PC away and toward lanky and grim ogre with a belt of severed hands. No quarry
the shore. As above, the PCs might meet a lorelei, merrow, demanded by his lord eludes this ravenous predator. Fangs
goblin frog riders, or eel hounds if they are swept away. harbors an openly secret love for the king’s youngest daughter,
Ripple, who toys with him by asking for exotic and near-
LOCATIONS IN THE RIVER COURT impossible prey. See his full stats on page 67.
The River Court is best divided into three sections: two Caias Gruffkin, a satyr noble, is the sly, beloved Royal
main courtyards and a Great Rippling Hall with an Vintner, known for his music and rich red wares. His well
audience chamber. There are two entrances other than the coiffed goatee, perfect smile, and rich accent make him a court
simple expedient of flying into the River Court. Swimming favorite. He’s exceedingly smooth. Never without a good song
underwater against the river current takes a visitor more or or better bottle, he lusts especially for Lady Budena, who finds
less directly past a merrow guardian into the Great Rippling him crass and disgusting. He offers the party wine, the better
Hall, or one can pass through the narrow Sluice Gate, which to manipulate them.
leads through two courtyards and then into the Great Hall.
For more information about how to enter the River Court via LEAVING THE OUTER COURTYARD
Charisma (Persuasion) or Dexterity (Stealth), see the complex XP Threshold: 4,650
skill checks on page 57.
The Outer Courtyard connects to the Inner Courtyard by a
THE SLUICE GATE raised drawbridge, which only lowers when Gumphollow, the
The gateway into the River Court is a narrow one, just wide Major Domo, says it should be lowered. The Inner Courtyard
enough for creatures to pass through one at a time. There is and the drawbridge are covered in mithral runes inlaid into
no drawbridge; wading, boating, or swimming seems to be dark wood.
required. The runes are part of a warding to keep dragons out. A
On the far side stands a fat black bear wearing a bright green successful DC 14 Intelligence (Arcana) check identifies the
vest over scale armor. He commands a small group of sidhe runes as a warding, and if the result is at least an 18, it is clear to
archers to hurry up to the battlements, then shouts in your the PC that it specifically wards against dragons. Dragonborn
direction: “Who are you, and what business do you have at the and other reptilian creatures feel vaguely ill at ease walking over
River Court?” the bridge but suffer no other negative effects. Dragonborn who
The bear is Rumpkin the Porter. If Redcoat the bear survived attempt to climb the walls or sneak over the drawbridge suffer
his encounter at the Golden Knight Tavern, he is also here, disadvantage on any skill checks to do so.
and he vouches against the party if they were violent or if the Creatures: The dapper talking frog, Gumphollow, is
party fails the diplomatic complex skill check (see page 57). obsessed with etiquette and courtesies. He proudly serves
Rumpkin has only a single satyr friend here, the wine steward as the King’s Major Domo, largely because of his invaluable
Caius Gruffkin. ability to coordinate business above and below the river’s
If the PCs engage in combat, use the stats for Redcoat for surface.
both Rumpkin and Redcoat (see page 11). Additionally, there
are four sidhe archers here; use the stats for king’s soldiers on An enemy of tricksters, malcontents, and spies, Gumphollow
page 54. strives for the safe and proper operation of the River King’s
realm. He questions visitors closely (Wisdom [Insight]
checks against their Charisma [Persuasion]; see page 54),
and it is ultimately his decision whether to allow visitors

53
over the drawbridge to the Inner Courtyard. Gumphollow is KING’S SOLDIERS (10)
accompanied by four king’s soldiers and a merrow that lurks Medium fey (sidhe), neutral evil
nearby underwater.
ARMOR CLASS 15 (leather armor)
If the party met him at the fair, Sir Arnovar, the Eagle
Knight, may be here as well at the DM’s discretion. Best HIT POINTS 13 (3d8)
known for having tamed a white eagle as his mount (though SPEED 30 ft.
he does not fly it today), Sir Arnovar carries a spear and a
longbow. He wears outrageous plumes in his helmet and STR DEX CON INT WIS CHA
displays great command of courtesy, titles, heraldry, and 12 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1) 13 (+1)
arcane lore as it applies to the Summer Lands. Though
outwardly courteous, he is not especially helpful or friendly SKILLS Perception +3, Stealth +5
unless discussing birds of prey or archery (DC 15 Intelligence SENSES darkvision 60 ft. passive Perception 13
[Nature] or Wisdom [Survival]).
LANGUAGES Common, Elven, Sylvan
For more information about how to approach gaining
entrance to the Inner Courtyard via diplomacy, see page 57. CHALLENGE 1/2 (100 XP)

Actions
GUMPHOLLOW
Fey Leap. As an action a sidhe may “leap” between spaces as if
Medium humanoid (aquatic), chaotic evil by dimension door. This magical transport must begin and end
ARMOR CLASS 13 (16 mage armor) within 20 ft. of some illumination. A sidhe can “jump” up to a
HIT POINTS 52 (8d8 +16) total of 20 ft. per day in 10 ft. increments (i.e., 2 10-ft. leaps or 1
SPEED 20 ft., swim 30 ft. 20-ft. leap per day). Using this ability with a Fey-touched mount
brings the mount along as part of the movement.
STR DEX CON INT WIS CHA Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.
13 (+1) 12 (+1) 14 (+2) 12 (+1) 13 (+1) 14 (+2)
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 3)
SAVING THROWS Dex +5, Cha +8
SKILLS Deception +8, Performance +8, Persuasion +8
MERROW
SENSES darkvision 60 ft., passive Perception 11
CHALLENGE 2 (450 XP)
LANGUAGES Common, Sylvan
See page 52.
CHALLENGE 1/2 (100 XP)
INNER COURTYARD
Amphibious. Gumphollow can breathe air and water.
This is a much quieter region, with many gray-liveried servants
Actions and a single large hall built of silvery driftwood. The people
here are primarily sidhe, Shadow Fey, and elves, along with
Multiattack. Gumphollow makes two attacks, one with his
some favored brownies and gnomes rather than talking animals
morningstar and one with his sticky tongue.
or satyrs. A few nobles the PCs should recognize live in the
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one inner courtyard or its towers: Lady Sorreminx, the Shadow
target. Hit: 6 (1d8 + 1) piercing damage. Fey Warlock Ambertan, and Sir Oberest, The Green Knight.
Sticky Tongue. Melee Weapon Attack. +3 to hit, reach 10 ft., The general rule is that elves, Shadow Fey, and sidhe live in
one target. Hit: A creature hit by Gumphollow’s tongue cannot the Inner Courtyard. All others live in the Outer Courtyard,
move more than 10 feet away and takes a –2 penalty to AC as sharing space in the Lesser Hall and working on Gumphollow
long as the tongue is attached. The tongue can be removed to win their way to an audience with the king.
by succeeding on an opposed Strength check as an action, or
by dealing 2 slashing damage to the tongue (AC 11, damage GREAT RIPPLING HALL
does not deplete Gumphollow’s actual hit points). Gumphollow Ripples in the water overhead form a roof, as the main
cannot move more than 10 feet away from the target, but he audience chamber of the court itself is below the waters.
can release his tongue as a free action. Unlike a giant frog, The river water forms some of the walls, but the space of the
Gumphollow cannot pull a target toward him with his tongue. chamber itself is an enormous air pocket. Entering it requires
Terrifying Croak (Recharge 6). Gumphollow can emit a loud stepping though a membrane of scintillating water, which wets
and horrifying croak. Any creature within 30 feet must make a everything it touches and extinguishes all fires carried. A PC
DC 14 Wisdom saving throw or become frightened for 3 (1d4) must make a successful DC 15 Wisdom (Perception) check to
rounds. Creatures that succeed at this saving throw cannot be see the tunnels of air leading into and out of the Rippling Hall.
affected again by Gumphollow’s croak for 24 hours.
DIVING DOWN
If anyone tries to go straight from the Inner Courtyard to the
Great Rippling Hall, a successful DC 7 Strength (Athletics)
check allows the PC to pass through. They must then make a
successful DC 15 Dexterity (Acrobatics) check to stay in the
water and swim, or they fall 25 feet into the hall’s center, taking
7 (2d6) bludgeoning damage. They land prone and muddy.

54
55
THE WATER TOWER contrast with his stark and utilitarian weapons. See full stats on
This is a tower of water held up by pure enchantment (DC page 67.
25 Strength [Athletics] check to climb). A dozen elves and He loves finding unintended insults in the words of those
sidhe nobles and guards live here, above the gate, on three who address the king, then demanding satisfaction by blade.
floors: these include Sir Lijon Troutscales, six river soldiers, Sir OMURTHA, a one-eyed foul hag of incredible vanity, sees
Oberest, and Sir Arnovar. herself as Lady Budena’s physical equal. She attempts to seduce
beings at the River King’s court. Those in the know quickly
THE ICE TOWER
learn to appease her.
This is a tower made of ice (DC 20 Strength [Athletics] Omurtha has the ear of many of the ladies-in-waiting.
check to climb). The three lorelei sisters of the River King Misfortune tends to befall those who hurt Omurtha’s feelings.
occasionally live here, as do the soldiers and witches of the Omurtha also has a terrible temper and has been known to
Shadow Fey who recently came to court. Unlike the other crush men’s skulls with her bare hands.
two, this tower’s smooth walls are very chill. At the moment,
the two hags, Omurtha and Jenny, share the uppermost floor, WICKERBELL, Keeper of the Royal Apiaries, is a demure
while Ambertan, his six Shadow Fey guards, and Marshfox the brownie with a myriad of braids and a love for luxurious
quickling share the lower two floors. fabrics. Seemingly trustworthy and pleasant, she keeps many
courtiers’ counsel. Secretly the King’s Surface Spymaster, her
THE PEARL TOWER bees roam the realm and report back with the plots of more
A tower made of pearly white force (DC 25 Strength nefarious subjects. See full stats on page 66.
[Athletics] check to climb), this place serves as the home to the THIMBLESCARVES, the nixie jester, wears a brilliant-colored
brownies and gnomes, and Sir Arnovar’s giant eagle perches on jacket with a peacock-feathered back. He is a silver-tongued
top. The brownie Wickerbell lives here with her new husband, fool known for puns and verbal acrobatics. A keen observer
Sir Apicus. of personalities and foibles, he takes great delight in catching
THE GREAT RIPPLING HALL speakers in double entendres and unintentional meanings.
Lady Sorreminx lives in the castle’s underwater chambers, as MARSHFOX, the quickling Bandit Lord’s ambassador, is never
does the king himself, his two favorite eel hounds, six river without his crimson fur tippet and a cattail bundle carried
soldiers, six merrow guards, Thimblescarves, and the lovely as an official symbol. Cruel and avaricious, he prefers talking
Budena. The hallways are yielding, and any character who animal meat.
makes a successful DC 8 Strength (Athletics) check can push While primarily an envoy, he sends word back to his master
through them from the river side into air, or vice versa. of outgoing caravans and poorly armed travelers.
The floor of the hall is watery, with pebbles along the floor
and mud and weeds underfoot. Drops of water frequently fall THE ENEMY POINT OF VIEW
from the ceiling, and the air is distinctly chill. The sidhe avoid Here’s where all the chickens come home to roost. Every
the Rippling Hall; the guards on duty here shiver and complain courtier the PCs have met, every badge of service they ever
of the cold by the end of their watch. accepted, every fight they failed to finish: those NPCs are at
the River Court. They remember the bar brawls, the archery
MEMBERS OF THE RIVER COURT contest, whatever occasions where the PCs bested them. And
they want a bit of petty revenge.
Almost a hundred fey and twice that number of servants serve
Worse than that, Ellessandra’s son recently spread a very
at the River King’s court. Here are some of the most notable.
different version of history around here. As far as the fey are
RUMPKIN THE PORTER, a rather fat bear who watches the concerned, the facts are:
entryway to the Outer Courtyard and advises polite visitors • The miller used their gift of the millstone to enrich only
about the dangers of an audience: the chill waters, the ettercaps himself rather than profit all the people of his village
and soldiers, the River King’s dour manner and his greed for • He used the millstone’s magic to mistreat his bride
land and a proper mill of his own—the better to show his • Mortals have killed many fey in Riverbend (goblins,
dukes and nobles his power over the water. If he fails to scare ettercaps, sidhe merchants) and may be guilty of not just
them off, Rumpkin happily offers to protect the party with a murder but foul blood magic
water breathing spell in exchange for a large amount of honey
or a similar mass of berries from the woods. Due to Rumpkin’s The River King fears being carried along by events and
appetite and frequent visitors to the River Court, the nearest desires the resumption of his tribute or more territory. When
hives and berries are all a day’s march into the woods. Lord Flax gathered a band of mercenaries and set out to
The following NPCs are at the River Court. petition King Ulorian (see page 43) to permit him to retake
Riverbend, the king agreed to his harsh countermeasures. The
LADY BUDENA, the Lorelei of Summer Twilight and secret fey now plan to invade and attack Riverbend in force.
consort of the River King, is draped in a gown of bronze willow If the party does not visit the River Court, in a few days or
boughs, trailing a constellation of fireflies. She wanders the weeks the king says, “Gather my vassals at the millpond and
lower chambers of the Rippling Hall. See full stats on page 65. we will return their false friendship!” And so the fey will arrive
in force in Riverbend shortly after the PCs return from the
SIR LIJON TROUTSCALES, a silver-maned sidhe and king’s
Summer Lands.
knight, is a veteran duelist with a penchant for provoking foes.
His impeccable green-and-gold livery and blue-scale armor

56
STREETWISE IN THE OUTER COURT INTELLIGENCE (NATURE) DC 12: The fey have rules,
The party may decide not to charge in past the Outer Court customs, and traditions that go back to the founding of the
but instead peacefully seek to ingratiate themselves with summer kingdoms. Knowing those rules and customs makes
the locals and learn more about current events. This can be it much easier to convince the door wardens that one is
handled with some to-and-fro roleplaying with particular fey trustworthy.
creatures and animals described above, or it can be done with WISDOM (INSIGHT) DC 7: The PCs realize what the porter
Intelligence (Gather Information) or Charisma (Persuasion) or chamberlain guards want, namely a sign of authority, a
checks. Not all the information is entirely accurate. small bribe, and a declaration of fealty to the fey and some sign
If the party does choose to make a check, only a single of service (any badge of fealty).
character may make the check, unless the party splits up and
WISDOM (PERCEPTION) DC 8: The fey all seem to think a
questions people in separate conversations. In that case, the
battle or war is coming, and many of the smallest are playing at
PCs may find themselves challenged by the lesser courtiers,
war with wooden swords and turtle shell shields. Mercenaries
offered secret back ways to the Inner Courtyard (a scam
seem to wander in and out of the castle freely. Taking a
most of the time), or even made the victims of fey pranks,
military tone might be a good approach. A successful check
enchantments, and lust magic that keeps them apart.
does not count as a success or failure, but it grants advantage
Any PC gains advantage for speaking Elven when making a
on the next check.
check. Consult Table 6–1 when the PCs make an Intelligence
(Gather Information) or Charisma (Persuasion) check to SUCCESS
discover more. After 3 successes, the party is past the Sluice Gate and into
the Outer Courtyard. After 6 successes, they are over the
COMPLEX SKILL CHECK: APPROACH BY DIPLOMACY drawbridge. After 10 successes, they are on the stairs and
The party can attempt to enter the River Court entirely on granted an audience with the king. See the River King’s
charm and a good dose of luck, winning their way past the Judgment (page 59).
porter at the Sluice gate, the creatures at the drawbridge, and If the PCs succeed at this challenge, grant them 600 XP each.
the guards and soldiers outside the Great Rippling Hall.
This encounter can be resolved by a complex skill check if the
FAILURE
party is willing to risk possible capture by the fey guards within The party is denied entry to the Great Hall and they are not
the castle. The party can attempt this challenge collectively. granted an audience with the king before he gives his blessing
This check requires 10 successes before 3 failures. to Lord Flax’s venture. The fey ask the party to leave the castle
and toss them in the river if their departure is not swift enough.
PRIMARY SKILLS: Charisma (Deception), Charisma
(Persuasion), Intelligence (Nature). PCs gain advantage for
speaking Elven or Sylvan when making a check. COMPLEX SKILL CHECK: APPROACH BY STEALTH
CHARISMA (DECEPTION) DC 10: The fey appreciate a The party can attempt to enter the River Court by sealing
good lie, but that doesn’t mean they appreciate being lied to. lips, treading softly, and getting a good dose of luck. This is a
Any failure with deception leads to the subject of the failed complex skill check.
subterfuge calling a few guards. These would be another This encounter can be resolved by a skill challenge if the
talking bear, a satyr, or ettercap in the Outer Courtyard, a party wants to put themselves at risk of capture by the fey
lorelei or river soldiers at the drawbridge, and more merrow at guards within the castle or anyone who shouts an alarm.
the barrier into the Great Rippling Hall. This check requires 10 successes before 3 failures.
CHARISMA (INTIMIDATION) DC 7 OR 16: Any lesser fey PRIMARY SKILLS: Dexterity (Acrobatics), Dexterity (Stealth),
(brownies, gnomes, talking animals, satyrs) are all relatively Strength (Athletics), Wisdom (Perception).
easily cowed. The sidhe, ettercaps, and others are not. CHARISMA (DECEPTION) DC 17: Showing up uninvited
CHARISMA (PERSUASION) DC 10: Smooth words and through windows and walking around in dark clothes with
diplomatic courtesies will get the party far. A failure means muffled armor makes it difficult to be convincing.
the party is asked to wait while the guardian “consults with CHARISMA (INTIMIDATION) DC 7 OR FAILURE: The
the master bailiff ” or “consults with the chamberlain” or the lesser fey (brownies, gnomes, talking animals, satyrs) are
like. This delay can last for hours or even another day. The skill relatively easily cowed, as are the servants, such as gray fey
challenge continues despite the lag in time. and goblins. Once intimidated, they generally stay quiet.
INTELLIGENCE (ARCANA) DC 10: The Intelligence Sidhe, elves, ogres, Shadow Fey, ettercaps, hags, merrow, and
(Arcana) check shows the successful use of magic of some lorelei simply can’t be intimidated by an intruder; in this
kind or clever discussion of magic, which impresses the fey case, a Charisma (Intimidation) check results in an automatic
gate guardian enough to allow the PCs some leeway. The check failure.
counts as 1 success and is only possible once per gate. DEXTERITY AND THIEVES’ TOOLS DC 16: It’s possible to
INTELLIGENCE (HISTORY) DC 8: The PC remembers the pick locks and open doors and windows of the fey, but many
tradition of gates and fey roads being owned and guarded are magically warded.
by the fey and the need to placate those forces with clever DEXTERITY (ACROBATICS) DC 13: A party member can
conversation. A successful check opens up the Intelligence leap ahead and squeeze through bars or narrow openings to
(Arcana) check but does not count as either a success or failure unlock the path or scout out trouble ahead or simply leap up
for the challenge. out of sight to avoid detection.

57
Table 6–1: Talking to NPCs at the River Court
Charisma
(Persuasion) NPCs Reactions
Natural 1 The fey are offended and refuse to speak with the murderers, iron-bearers, or spies, whom they watch with
suspicion. No one trusts them or helps them. The PCs may be challenged to a duel if they have split up or if the
speaker is considered especially disagreeable to the fey (such as a dragonborn, dwarf, or tiefling).
2–7 The fey speak of trivialities, the progress of the seasons and the growth of acorns, the lovely wedding of Lady
Wickerbell and Lord Apicus not long ago, the coursing of the eel hound packs against the Oak King’s river
crossing some days ago. They mention the fine trout and delicious nuts coming into season, but nothing related
to the mill or politics. Some may ask for gold, gems, or other bribes, which they pocket without providing any
information or gifts in return.
8–11 It is interesting to see mortals at the River Court. Perhaps the party members are changelings, like Lord Flax? Or
they seek some boon from the king? What gifts and memories have they brought? You do know that the River
King has nine sisters, and they are always asking him for gifts. Three are the lorelei, three are nixies, and three are
hags. His brothers were done away with when King Ulorian ascended the throne.
12–15 The Lady Ellessandra was shamed at court long ago, for she loved a mortal she saw through a scrying glass. The
king exiled her for that forbidden love, married her to a miller, and declared her barren. Some say the hags are
the only ones who kept her close to their hearts, and they cast the enchantment that let her bear a half-breed
child. That one has always been warlike, trying to prove he is more fey than the fey themselves.
16–19 Lord Flax has gathered his full army and has gained the River King’s blessing for his enterprise. Lady Ellessandra
has not returned to court (she is still exiled), but rumor has it if the young lord burns out the humans and seizes
their land for the Summer Lands, his mother will be forgiven and received at court once more. The nixies claim
she weeps bitter tears for her son’s ambition and the king’s wrath and wishes she had not returned to give birth
long years ago.
20+ The River King has been treated to a steady diet of bad advice from a river hag named Jenny Greenteeth, the
Shadow Fey led by Ambertan, and the young changeling Lord Flax. Those three are the source of the River King’s
rage against Riverbend. Ambertan is a coward and the changeling is a warmonger. The hag seems to believe the
fey must spill blood to retain their strength. Many corpses now float within the eddying waters of the Court,
with more surely to come.

DEXTERITY (STEALTH) DC 10: The easiest way to be Either way, the word spreads about the outsiders, and the PCs
stealthy is with quiet, hidden movement. suffer disadvantage to all further Charisma (Deception) and
STRENGTH (ATHLETICS) OR DEXTERITY Charisma (Persuasion) checks they might make in the castle.
(ACROBATICS) DC 10: The party can swim, climb, and CRITICAL FAILURE: DIPLOMACY OR STEALTH CHALLENGE
scramble to avoid detection, or use ropes and swing from If the third and final failure roll is a natural 1, the fey capture
walls and towers. Swimming is difficult in cold water. The and hold the PCs in the Prisoner’s Tower for Ambertan to
party members must each make a DC 12 Constitution saving question using a zone of truth spell scroll.
throw after any swimming attempt or become incapacitated The party can fight—almost certainly hopeless, given the
for 1 minute. numbers involved. When the fey drop characters to 0 hit
WISDOM (PERCEPTION) DC 10: The River Court is full of points, they choose to knock the PCs out and imprison
illusions and echoes in multiple layers above and below the them. If the heroes attempt to escape but are caught, they are
water. A Perception check makes it easier to figure out how to imprisoned again, but this time without food or rest. The fey
get from point A to point B. use irresistible dance, drenching buckets of ice water, or other
methods to keep the PCs awake and miserable.
SUCCESS Either way, they are delayed long enough for Jenny and
After 3 successes, the party is through the river water (by boat Lord Flax to begin the ritual that opens the way for a raid on
or swimming) and on the walls. After 6 successes, they are in Riverbend; when the castle is largely deserted, a servant or
the correct section of the castle, unseen and approaching the friendly fey (such as Wickerbell, the satyr Caius, or even Lady
Inner Courtyard. After 10 successes, they have found a way Sorreminx) lets them go free.
past the merrow to the audience chamber of King Ulorian,
who may or may not be happy to see them. See the River CHANGING CHALLENGES
King’s Judgment encounter (page 59). If the party wants to switch from a Stealth challenge to a
If the PCs succeed at this challenge, grant them each 600 XP. Diplomacy challenge, they must make at least one successful
Charisma (Deception) check (which, should they fail, counts as
FAILURE two failures). If they wish to switch from Diplomacy to Stealth,
The party is caught sneaking around the castle by four river they must get out of sight by making one additional Dexterity
soldiers on patrol. They may make an immediate Charisma (Stealth) success (counts as two on a failure). Retain the party’s
(Deception) or other check to avoid being taken under guard existing successes, but continue using the Diplomacy or Stealth
to the River King, or they may attempt to flee. checks and successes to 10 (or failure with 3).

58
THE RIVER KING’S JUDGMENT
XP Threshold: 49,750 The River King's Title and Regalia
If the party succeeds in the Stealth or Diplomacy challenge, Only a sidhe or elf may take the River King’s title if he is
they may enter the Rippling Hall safely. However, the River defeated, and odds are extremely good that defeating him
King is a force of nature and occasionally forgets his promises; means an immediate challenge from Jenny, Sir Arnovar,
there’s no reason to believe they’ll leave safely. and others who wish to make sure that no intruder moves
The hall beneath the castle is purely magical; some warding in. Taking his regalia out of the Summer Lands weakens
holds back the river, but the walls themselves are nothing anyone who takes the title; both the Crown and the Orb
but dark, streaming water. A single corpse floats in the water are required for the holder of the River King’s title.
above a driftwood throne, its arms stuck through to the air
bubble below. ORB OF THE RUSHING FLOOD
The River King enjoys the cool, damp environs of the Great When worn, this encapsulates the wearer’s hand in a
Rippling Hall. Other fey are less keen on the wet floor and sphere of pulsating blue light.
permeable walls and ceiling. The lighting here is normal, with Effect: This item acts as a ring of the ram.
moonstones glowing with silver light scattered throughout.
The walls of the Rippling Hall are made of cold river water CROWN OF THE RIVER KING
but are not solid. Creatures may step through them with a When sat upon the brow, this circlet of sterling silver
successful DC 7 Dexterity (Acrobatics) or Strength (Athletics) appears to sway and ripple, like sunlight on a stream.
check. Moving from air to water requires a Strength (Athletics)
Effect: This crown acts as a cloak of displacement
check to swim back into the hall or up to the surface. The
and grants the wearer the continuous effects of a
current carries creatures 15 feet per round downstream on the
water breathing spell. It grants advantage to Charisma
River King’s turn, as determined by the DM.
(Persuasion) checks with sidhe and fey creatures in the
Whirlpool currents form in the floor wherever the River
Summer Lands. If worn along with the Orb of the Rushing
King wishes; these are all fey doors to the fey river road where
Flood, its bearer is the River King and gains Innate
the nixies live. They can move creatures around the throne
Spellcasting abilities as described in his statistics. The
room as well. Any creature entering a whirlpool square slides
character becomes an NPC under the DM’s control if both
10 feet in a direction chosen by the River King, including out
are worn for more than 7 days. Sidhe within the Summer
into the fey river road. The creature may struggle against the
Lands pursue its bearer until it is surrendered.
current by spending movement to reduce the distance the
current carries it. A creature can be affected by more than
one whirlpool on a turn. If the River King attempts to send an with the miller Froderick before the treaty was broken and
affected creature out of the castle and to the fey river road, that Ellessandra returned some years ago. All this might become
creature may attempt a DC 22 Wisdom saving throw to resist. obvious to the party in conversation, or it might not.
Creatures: Those present include Ulorian, the River The PCs can try to talk things around, but if they arrived
King; Jenny Greenteeth; two greater eel hounds; two river diplomatically, various other figures will show up who may
soldiers; and two merrow (hidden in the water walls and not oppose them. These should be the recurring fey antagonists
immediately obvious; see the map on page 55). who have caused the party the most trouble in the adventure,
such as:
The hall itself has two sidhe guards in it, but the ruler here • Redcoat the Talking Bear
is clear. When the PCs approach the River King, read or
paraphrase the following: • Oberest the Green Knight, and Illisfan, his squire
• Lady Sorreminx and Sir Ygresse
A powerful elf wears a cloak of foam-trimmed dark blue and • The vile gnome Mudflick
a vest of woven green reeds and willow branches. His crown • The lorelei or nixies
shines like the sun on a lake, and his flowing hair curls and
moves, though there is no wind. Two enormous eel hounds Any of these NPCs may denounce the PCs as liars, or they
stand silent near him, and an orb of rippling blue light circles may declare the PCs are honorable and fought valiantly
his right hand. “I am King Ulorian, the Master of the River,” he against the green dragon Tatzel or against other fey such as Le
says. “Why do you trouble my people?” Nain Rouge. If the PCs fail to correct the king’s impression of
things, the River King demands they obey Lord Flax’s “rightful
To stop the destruction of Riverbend, the PCs must first authority.” If they refuse to swear some fealty or at least an oath
convince the River King that Lord Flax’s claim is spurious. of non-interference, he throws the party out of the River Court
Then they must gain his consent to visit the false mill and stop using his whirlpools and sends soldiers to support Lord Flax’s
Flax in person, either by duel or by mass combat. The Shadow assault on Riverbend.
Fey and the hag Jenny Greenteeth lied to King Ulorian, so he The party must return to the mortal world via the fey roads
is under the false impression Lord Flax has a legitimate title to (most likely through the dragon Tatzel’s road, or perhaps by
the lands of Riverbend. convincing the Birch Queen or Oak King to aid them).
As Lord Flax tells the story, his mother was the miller’s wife,
and the fey believe the miller is a figure who rules the river—
and thus is clearly the king of Riverbend. It’s quite obvious,
and the River King sees the sense of it. After all, he had a treaty

59
ULORIAN, THE RIVER KING Innate Spellcasting. The River King’s innate spellcasting ability
is Charisma (save DC 16, +8 to hit with spell attacks). The River
Medium fey, chaotic neutral
King can innately cast the following spells, requiring no material
ARMOR CLASS 18 (natural armor) components.
HIT POINTS 152 (16d8 + 80) At will: create or destroy water, shocking grasp, water breathing
SPEED 30 ft., swim 40 ft. 3/day: freedom of movement, control water
1/day: chain lightning
STR DEX CON INT WIS CHA
Legendary Resistance (3/day). If the River King fails a saving
21 (+5) 17 (+3) 20 (+5) 14 (+2) 13 (+1) 17 (+3)
throw, he can choose to succeed instead.
Magic Weapons. The River King’s weapon attacks are magical
SAVING THROWS Dex +8, Con +10, Wis +6
and do an extra 11 (3d6) lightning damage (included below).
SKILLS Intimidation +8, Nature +7, Perception +6, Stealth +8
DAMAGE RESISTANCES fire, cold, thunder; bludgeoning, Actions
piercing, and slashing damage from weapons that aren’t cold Multiattack. The River King makes three attacks with his
iron longsword and/or flood blast, in any combination.
DAMAGE IMMUNITIES lightning Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one
CONDITION IMMUNITIES exhaustion target. Hit: 9 (1d8 + 5) slashing damage or 11 (1d10 + 5)
SENSES blindsight 10 ft., darkvision 60 ft., passive Perception 16 slashing damage if used with two hands, plus 11 (3d6) lightning
LANGUAGES Common, Elemental, Elvish, Giant damage.
CHALLENGE 16 (15,000 XP) Flood Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one
target. Hit: 18 (4d8) bludgeoning damage. A target creature
Amphibious. The River King can breathe air and water. must succeed on a DC 16 Strength saving throw or be knocked
prone and pushed up to 60 feet at the River King’s choosing.
Grasping Whirlpool (Recharge 5–6). The River King magically
creates a swirling vortex of water centered on a point he can
see within 60 feet. The vortex fills a cylinder with a 10-foot
radius and 15 feet high. Creatures in the area must make a
successful DC 16 Strength saving throw or take 11 (2d10)
bludgeoning damage and be restrained and unable to breathe.
On a successful save, the creature is pushed to the edge of the
area. A restrained creature can escape from the whirlpool by
using an action to make a successful DC 16 Strength check. A
creature that’s in the whirlpool at the end of its turn takes 11
(2d10) bludgeoning damage in addition to any effects from
being unable to breathe. Creatures with a swim speed have
advantage on the saving throw and the Strength check to
escape. The whirlpool lasts for 1 minute or until the River King
uses this ability again.

Reactions
Blade Current. When a creature within the River King’s melee
reach stands up from prone, the River King can make a
longsword attack on that creature with advantage.

Legendary Actions
The River King can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The River
King regains spent legendary actions at the start of his turn.
Longsword. The River King makes a longsword attack.
Flow. The River King moves half his speed without provoking
opportunity attacks.
Ripple (2 Actions). The River King magically ripples like sunlight
on the surface of water. Until the start of his next turn, all
attacks against him have disadvantage.

60
JENNY GREENTEETH (ELDER MARSH HAG) MERROW (2)
Medium fey, chaotic evil CHALLENGE 2 (450 XP)
ARMOR CLASS 17 (natural armor) See page 52.
HIT POINTS 136 (16d8 + 64)
Treasure: The River Court is full of treasure rooms filled
SPEED 30 ft. with silver and gold, halls decorated with tapestries woven
with mithral and pure light, and foes that carry weapons of elf
STR DEX CON INT WIS CHA silver and wear sidhe chain shirts. Play up the wealth of the
18 (+4) 12 (+1) 18 (+4) 15 (+2) 14 (+2) 17 (+3) court but also how many elements are illusion and glamour.
Parties making their stealthy way through the court may find
SKILLS Arcana +5, Deception +6, Perception +5, Stealth +4
one such tower room to loot. Most of these treasures fade into
SENSES darkvision 60 ft., passive Perception 15 ice and melt when removed from the Summer Lands. The DM
DAMAGE IMMUNITIES poison should choose one item per PC that remains whole, ideally one
CONDITION IMMUNITIES charmed, frightened, poisoned of the following options:
LANGUAGES Common, Elven, Giant, Sylvan • A Treasure from the River Court (worth 1,800 gp).
CHALLENGE 7 (2,900 XP) • A mithral necklace with an enchanted, pulsing
star‑emerald pendant that has 3 charges and regains 1d3
Amphibious. Jenny can breathe both air and water. charges daily at dawn. Each charge expended allows the
Immutable Form. Jenny is immune to any power, other than her wearer to cast water walk.
own, that would change her shape or alter her form. • A suit of +2 mithral armor (tailored to the group)
Innate Spellcasting. Jenny Greenteeth’s innate Spellcasting • A wand of web
ability is Charisma (spell save DC 16, +8 to hit with spell • A +2 vicious sword (tailored to the group) fashioned of
attacks). She can innately cast the following spells, requiring no magical, unmelting ice (treat as a silvered or cold iron
material components: weapon).
At will: chill touch, command, friends, invisibility, minor illusion,
poison spray DUEL IN THE COURT
3/day: arms of Hadar, charm person, detect thoughts, ray of If the party convinces King Ulorian that Lord Flax is mad and
sickness, suggestion that there is no rightful claim on mortal lands by a miller or by
1/day: bestow curse, conjure woodland beings, counterspell a half-elf, he is content to call off the attack.
Magic Resistance. Jenny has advantage on saving throws However, others are not so quick to give up their schemes, in
against spells and other magical effects particular Mistress Greenteeth.
Mimicry. Jenny can mimic animal sounds and humanoid Creature: Jenny Greenteeth challenges the party to a duel—
voices. A creature that can hear these sounds can tell they are or rather, she challenges one of their number. She prefers to
imitations on a successful DC 16 Wisdom (Insight) check. pick on a creature that seems weak: a halfling rather than
a dragonborn, or an unarmored wizard rather than a fully
Actions girded paladin.
Multiattack. Jenny makes 2 claw attacks. If the PCs trigger this duel, read or paraphrase the following:
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage and 7 (2d6) poison damage. A beautiful sidhe woman who could be Ellesandra’s sister steps
forward from near the king’s throne and points at you. “They are
Bogwater (Recharge 5–6). Jenny can spew regurgitated
not fey! They are no servants of yours, Your Majesty. I challenge
swamp‑water, algae and mud in a 10 ft. vomitous cone. Each
the little one to defend his friends in combat, with the loser to
creature in that area must succeed at a DC 15 Dexterity check to
serve the victor for a week and a day. It is only right they prove
avoid being spattered with the leech-infested bile and acquiring
themselves worthy of speech with royal blood.”
the blinded condition for 1 round. Any affected target creature
that does not spend 1 additional turn to remove the leeches
A successful DC 15 Wisdom (Perception) check reveals the
must succeed on a DC 16 Constitution saving throw each turn
sidhe challenger is not what she appears; her voice is deeper
to avoid acquiring 1 level of exhaustion.
than a sidhe’s normal voice. A successful DC 15 Wisdom
Swamp Fever. If both Jenny’s claw attacks damage the same (Insight) check reveals the fey around the courtroom are a
target creature, the target must succeed at a DC 16 Constitution little more eager than they should be to witness this duel.
saving throw to avoid acquiring the poisoned condition. There’s real anticipation in the court.
If the challenge is accepted, she chooses Sir Oberest (if he
EEL HOUND PACK LEADERS (2) still lives), Sir Yngress (if Oberest has been defeated), or a
CHALLENGE 2 (450 XP) merrow named Bloodeye as her second to step forward if her
See page 19.
foe should engage in trickery or she is slain. When the fight
begins, read or paraphrase the following:
KING’S SOLDIERS (2)
Your challenger smiles and her shape shifts: she now has wild
CHALLENGE 1/2 (100 XP) puffball hair, long arms ending in clawed hands, and a set of
See page 54. green, snaggly teeth glistening like pond scum.

61
If possible, she wants the fight to be in the watery section of A successful DC 16 Wisdom (Perception) check reveals the
the room; she knows the River King’s whirlpools will prevent young Lord looks a lot like a grown-up version of the “child”
others from interfering in the fight. the PCs saw at the mill in Riverbend. A successful DC 21
The River King stays out of the fight directly, unless one Intelligence (Nature) check makes a PC realize the fey the
of his soldiers is killed. At that point, he attacks the person party has already met seem very keen on single combat. So,
who attacked his feudal vassal (to exact revenge), and begins it stands to reason, perhaps the leader could be convinced to
throwing people out, using whirlpools to push them out to the stand in for his whole army.
fey river road. Lord Flax is delighted to duel a single foe. If he is defeated,
Whirlpool currents form in the floor wherever the River the remaining fey retreat, reluctantly abandoning the idea of
King wishes; these are all fey doors to the fey river road where conquering Riverbend.
the nixies live. They can move creatures around the throne
room as well. Any creature entering a whirlpool square slides LORD FLAX (SIDHE NOBLE)
10 feet in a direction chosen by the River King, including out
Medium fey, neutral evil
into the fey river road.
The creature may struggle against the current by spending ARMOR CLASS 15
movement to reduce the distance the current carries it. A HIT POINTS 91 (14d8 + 28)
creature can be affected by more than one whirlpool on a turn. SPEED 30 ft.
If the River King attempts to send an affected creature out of
the castle and to the fey river road, that creature may make a STR DEX CON INT WIS CHA
DC 17 Wisdom saving throw to resist this transportation. 15 (+2) 20 (+5) 14 (+2) 15(+2) 13 (+1) 18 (+4)
Development: If the party defeats Jenny Greenteeth, the
River King asks the party to bring word to Lord Flax and his SKILLS Animal Handling +4, Deception +7, Perception +4,
army at the mill that the attack on Riverbend is off. Stealth +8
SENSES darkvision 60 ft., passive Perception 14

THE SIEGE OF THE FALSE MILL LANGUAGES Common, Elven, Sylvan


XP Threshold: 8,250 CHALLENGE 5 (1,800 XP)

The last threats the party must face are Lord Flax’s forces Umbral Frailty. A sidhe in dim illumination or worse rolls all
gathered at a fey version of the real mill. It should prove to be attack, skill-check and saving throws at disadvantage.
a very challenging combat for the characters. The false mill Innate Spellcasting. Flax’s spellcasting ability is Charisma (spell
is really an empty engine of industry that imitates human save DC 15). He can innately cast the following spells, requiring
conventions. The River King grinds wood to sawdust and is no material components.
surprised when his bakers cannot give him proper bread.
At will: blade ward, disguise self
The young Lord Flax uses the false mill as a staging ground
to leave the Summer Lands and run rampant in Riverbend. 3/day: entangle, faerie fire, hunter’s mark
The connection through the millpond is a fey road leading 1/day: haste
directly to Riverbend.
Actions
Creatures: When the PCs approach the false mill, read:
Multiattack. Lord Flax makes 2 melee attacks.
There’s a large shape in the dark woods, illuminated by the Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
flickering light of fireflies and fey lanterns. It is a stone-and- target. Hit: 11 (2d8 + 2) slashing damage and 6 (1d10) poison
timber building right up against the river. A rough wooden damage. Flax’s greatsword is coated with enough toxin for 5
dam of logs and mud holds back the water, and a huge successful attacks.
millwheel turns slowly. This mill looks remarkably like the Pommel Strike. On a successful greatsword attack, Lord Flax’s
one in Riverbend, though the dam is different, and so is the current target must succeed on a DC 15 Dexterity (Acrobatics)
raiding party gathered near the shore of the millpond. A couple check to avoid being knocked prone.
ettercaps are the tallest, but you also see Shadow Fey with their Whirling Multiattack. When Flax succeeds at a greatsword
tall swords, several sidhe with bows, plus a single mounted attack that does not include a pommel strike, half the damage
rider: a young half-elf with golden hair. That rider’s eyes burn a delivered to the target is also applied to all enemies within 5
cold blue, the color of cornflowers. Eight blue-fletched arrows feet of the target.
shoot from the windows of the mill and land near your feet. He Fey Leap. As an action, Flax may “leap” between spaces as if by
shouts: “That’s a warning shot. Trouble us no further.” dimension door. This magical transport must begin and end
within 20 ft. of some illumination. He can “jump” up to a total of
If the party tries to negotiate, a successful DC 20 Charisma 20 ft. per day in 10 ft. increments (i.e., 2 10-ft. leaps or 1 20-ft.
(Persuasion) check may make Flax listen, briefly, while he and leap per day). Using this ability with a mount brings the mount
his troops cross over the dam to a better tactical position. along as part of the movement.
If the PCs draw steel and ready spells, Flax says the following:

“We have waited long years! Now, we burn the humans out of
their huts and take their land! We will spill their blood for the
River King!”

62
LIONHEART, FEY-TOUCHED WARHORSE and he will be somewhat terrified by the army. Let the PCs do
CHALLENGE 1/2 (100 XP)
the talking for him; they’re the heroes.
If Lord Flax still lives, he returns from the forest on his horse,
See page 15.
urging his followers on. If he was pretending to have been
slain, or if he was captured, he uses a fey leap to gain some
ETTERCAPS (2) distance and attempts to remount his warhorse (or a new one
CHALLENGE 2 (450 XP) made of river foam).
See page 47. If the party retreats, Ambertan will surely track them down.

SIDHE ARCHERS (KING’S SOLDIERS) (10) AMBERTAN THE WARLOCK


CHALLENGE 1/2 (100 XP) Medium humanoid (shadow fey), neutral evil
See page 54. ARMOR CLASS 15
HIT POINTS 72 (11d8 +22)
SHADOW FEY BRIGANDS (5) SPEED 30 ft.
CHALLENGE 1/4 (50 XP)
See page 26. STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) 16 (+3) 12 (+1) 18 (+4)
THE SECOND WAVE AT THE MILL
XP Threshold: 7,800 SAVING THROWS Dex +7, Wis +3, Cha +6
If Lord Flax is not defeated in a single-combat duel during the LANGUAGES Common, Draconic, Elven, Umbral
initial siege, he rides away the moment any member of the CHALLENGE 4 (1,100 XP)
party enters the mill or if the party defeats all minions outside
the mill; he may also retreat into the mill by stepping onto the
waterwheel and letting it lift him up to the second floor. This
is a perfect opportunity for the party to catch their breath, cast
some healing magic, and possibly even take a short rest. SIEGE OF THE FALSE MILL
The millpond shore is muddy and quickly becomes deep.
Any shove attack can push a creature over into the water.
In the mill itself, the shuttered embrasures provide
three‑quarters cover to archers. The stream in the millpond -5'
counts as difficult terrain because of its depth. Getting out -10'
requires a DC 10 Strength (Athletics) check; those wearing
-15'
heavy armor who fail this check sink into the pond and may
begin to drown. -20'
The millpond is created by a mill dam, which is a rough
mass of sticks and logs at the top and muddy along its entire
length. Water spills over the top if the river is running high.
The top is difficult terrain. Creatures struck while standing on
F
the dam must make a DC 13 Dexterity (Acrobatics) check.
If the check fails, the creature falls into the stream below the PCs B B
millpond, taking 1d6 damage from the fall and requiring a DC B B B
10 Strength (Athletics) check to swim to shore. 10' drop
Creatures: Lord Flax returns with a second wave of E
attackers. When he does so, read or paraphrase the following: E

You hear the fey knight’s shout and the river roars in answer.
The water rises up, foaming and boiling with bubbles—and the
central 10-foot section of the dam gives way. As the water rushes
through, a sidhe, a couple of Shadow Fey, and two merrow come
out of the water, howling for your blood.

The party may try to negotiate if they are badly wounded and
did not get a short rest. Flax allows this but does not offer a lot
of concessions. His father must acknowledge his claim to the A A A A
land and all competing claims (that is, the Reeve Kolya) must
A
be exiled or killed. A
A reconciliation with his father might convince him to avoid A
a bloody slaughter, but that sort of negotiation is best left to the T
DM’s discretion. Froderick probably has no idea that he has a A
A A
son (much less a half-fey raider with an inferiority complex),
Cellar Upper Floor Ground Floor

63
Fey Ancestry. Ambertan has advantage on saving throws Development: If the party cannot defeat Lord Flax (or
against being charmed, and magic can’t put him to sleep. is too cowardly to fight him), the raiders wade into the
Innate Spellcasting. Ambertan’s innate spellcasting ability is millpond and disappear, going to burn Riverbend. The party
Charisma. He can cast the following spells innately, requiring no can return the same way by swimming into the millpond and
material components. touching the millstone. Even if they do defeat the fey lord and
1/day: misty step (when in shadows, dim light, or darkness only) his troops, the whole area is bound by Flax’s ritual. With the
Spellcasting. Ambertan is a 6th-level spellcaster. his spellcasting dawn, the false mill becomes the real mill, and the party is
ability is Charisma (spell save DC 14, +6 to hit with spell transported to Riverbend. The villagers come out of their huts
attacks). He has two 4th-level slots which he regains after a and go to the fields, ready for another day of toil and sweat.
short rest, and knows the following warlock spells: Froderick and Kolya are excited to see the PCs back; only a
night has passed since they disappeared, after all.
Cantrips (at will): eldritch blast, poison spray, true strike
1st level: armor of Agathys, arms of Hadar, protection from evil
If Ellessandra gave the PCs her ring and note, the Reeve
and good
Kolya accepts it as proof she is not dead, on the PCs’ sworn
oath. Froderick is set free; see the Conclusion section.
2nd level: cloud of daggers, crown of madness
3rd level: fly CONCLUSION
4th level: blight If the party dissuades the River King from sending his army
Sunlight Sensitivity. While in sunlight, Ambertan has (or defeats Jenny in single combat) and then defeats or kills
disadvantage on attack rolls and on Wisdom (Perception) young Lord Flax, they may step through any fey door to find
checks that rely on sight. themselves back at the peaceful millpond. Alternately, they
Traveler in Darkness. Ambertan has advantage on Intelligence may arrive there from the false mill, if they pursued Lord Flax
(Arcana) checks made to know about shadow roads and to the mercenary camp. Ellessandra stands on the shore by the
shadow magic spells or items. reeds, weeping. “My son is dead [dishonored], and you are the
cause. You have my child’s blood on your hands. Yet it would
MERROW (2) have been worse if he had come to claim his title here. Leave
Riverbend. Leave, and never return.”
CHALLENGE 2 (450 XP)
See page 52. QUEST REWARDS
If the PCs proved to Kolya that Froderick did not kill his wife
SHADOW FEY BRIGANDS (2) and saved him from execution, award each of them 500 XP. If
CHALLENGE 1/4 (50 XP) they stopped the invasion and turned aside the wrath of the
See page 26.
River King, award them each an additional 1,000 XP. Froderick
himself is true to his word and gives the party 100 gp each
Treasure: The party finds little at the false mill unless they and a miller’s blessing. They also each gain a single fey boon,
look very, very carefully indeed. The millstone seems to grind which takes the form of a small pouch of silvery flour and
acorns into acorn flour and wood into sawdust; chests are can be used once to teleport a creature up to 25 feet away to
filled with both. The sawdust, however, is really gold dust a place with line of effect and line of sight as a bonus action.
obscured by illusion. A DC 16 Wisdom (Perception) check He cannot truly grieve for a son he never knew, but he is
sees through that illusion. The gold is worth 270 gp, but profoundly grateful the PCs brought Ellessandra back to him.
taking it certainly makes an enemy of the River King.
If the party did not steal a treasure from the River Court
FURTHER ADVENTURES
(see page 61), Lord Flax’s blade turns into the magical The PCs now have friends and enemies in Riverbend and in
sword Iceriver. The sword is a +2 vicious greatsword made of the Summer Lands.
unmelting ice (treat as a silvered or cold-iron weapon). The fey, in particular, have long memories. They carry
grudges and debts with them for decades, much longer than
most human lives. The party might meet up with Jenny
Greenteeth again and might meet Ellessandra’s relatives,
bitter about the loss of her half-elven son. Other fey-oriented
adventures include Courts of the Shadow Fey, available from
Kobold Press.
Designer’s Note
It’s anticlimactic to initiate this twist/duel by a die roll;
it would be much better if the players came up with it
themselves. However, I think it’s heavy-handed to have
Lord Flax mention it; he’s not the type who fights fair,
really. Why should he give up his numerical advantage?
If a player does come up with it, award that character a
story award of 500 XP, regardless of the duel’s outcome,
and award the total XP for all the creatures at the mill
to the party, even though they were not all defeated by
conventional means.

64
Appendix A: Courtiers of
the River Court
The following NPCs will be found in attendance at the River Spellcasting. Lady Budena is a 9th-level spellcaster. Her
King’s Court. spellcasting ability is Charisma (Spell save DC 18, +10 to hit
with spell attacks). Lady Budena has the following sorcerer
LADY BUDENA spells prepared:
Cantrips (at will): fire bolt, mage hand, poison spray, ray of
Draped in a gown of bronze willow boughs and trailing a
frost, true strike
constellation of fireflies, this sultry brunette feeds the King’s
jealousy with her regular attempts to seduce newcomers to his 1st level (4 slots): detect magic, ray of sickness, shield, witch
court; each conquest is justification for another tryst. bolt
2nd level (3 slots): invisibility
THE LADY BUDENA 3rd level (3 slots): dispel magic, protection from energy
Medium humanoid (lorelei), chaotic evil 4th level (3 slots): confusion, dominate beast, polymorph
ARMOR CLASS 16 (19 mage armor) 5th level (1 slot): insect plague
HIT POINTS 94 (11d8 + 44)
SPEED 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


8 (–1) 22 (+6) 18 (+4) 16 (+3) 18 (+4) 24 (+7)

SAVING THROWS Dex +9, Wis +7, Cha +10


SKILLS Arcana +6, Deception +10, Insight +7, Perception +7,
Persuasion +10
CONDITION IMMUNITIES charmed
SENSES darkvision 60 ft., passive Perception 17
LANGUAGES Common, Sylvan
CHALLENGE 7 (2,900 XP)

Special Equipment. Lady Budena carries a +2


silver dagger.
Alluring Presence. All humanoids within 30 feet
of Lady Budena who look directly at her must
succeed on a DC 18 Charisma saving throw
or be drawn to her in the most direct path,
regardless of the danger. This compulsion
fades once the person gets within 5 feet of
her. A creature can avoid this effect for one
full round by choosing to avert its eyes at the
start of its turn, but it then has disadvantage
on any attacks or other rolls directed against Lady
Budena until the start of its next turn. Lady Budena can
suppress or resume this ability as a bonus action. Anyone
who successfully saves against this effect cannot be affected
by it from Lady Budena for 24 hours.
Unearthly Grace. Lady Budena applies her
Charisma modifier to all her saving throws in place
of the normal ability modifier.
Water Spirit. Lady Budena is under the effect of
freedom of movement whenever she is in contact with
a body of water.

65
Actions Innate Spellcasting. Wickerbell’s natural spellcasting ability
is Charisma (spell save DC 15). She casts the following spells,
Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. requiring no material components:
Hit: 9 (1d4 + 6) piercing damage. At will: alter self, prestidigitation
Charm. Lady Budena targets one humanoid she can see within 3/day: mage armor, shillelagh
30 feet of her. If the target can see or hear her, it must succeed
1/ day: haste (self only), invisibility (self only)
on a DC 18 Wisdom saving throw against this magic or be
charmed by Lady Budena. The charmed target regards her as its Spellcasting. Wickerbell is a 7th-level spellcaster. Her
one, true love, to be heeded and protected. Although the target spellcasting ability is Wisdom (spell save DC 14, +6 to hit
isn’t under the Lady Budena’s control, it takes her requests or with spell attacks). Wickerbell has the following druid spells
actions in the most favorable way it can. prepared, requiring no material components:
Each time Lady Budena or her companions cause the target Cantrips (at will): poison spray, resistance, thorn whip
to take damage, directly or indirectly, it repeats the saving 1st level: cure wounds, entangle, faerie fire, speak with animals
throw, ending the effect on itself on a success. Otherwise, 2nd level: heat metal, flame blade, hold person
the effect lasts 24 hours or until Lady Budena is killed, is on a
3rd level: conjure animals, dispel magic, speak with plants
different plane of existence than the target, or takes a bonus
action to end the effect. 4th level: giant insect (bees only)
Stunning Glance. Lady Budena mentally disrupts a creature Child of the Summer Lands. Wickerbell has advantage on all
within 30 feet with a look. The target must succeed on a DC 18 saving throws versus sleep and charm and to any immobilizing
Wisdom saving throw or be stunned for 2 rounds. Anyone who spells or magical effects.
successfully saves against this effect cannot be affected by it Inconspicuous. Wikerbell has advantage on all Dexterity (Stealth)
from Lady Budena for 24 hours. checks made to hide.
Firefly Storm. The scintillating cloud of fireflies and fairy-lights
that delicately mantle Lady Budena’s presence are not for
Actions
adornment alone. She can mentally command her “cloud” +1 Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
to instantly occupy any 20-ft. cube within 60 feet of her that target. Hit: 10 (1d6 + 6) piercing damage.
she can see. Any creature caught inside the cloud’s radius Fey Leap. As an action, Wickerbell may jump between spaces
is affected by faerie fire and takes 5 (1d8) piercing damage. as if by dimension door. This magical transport must begin and
Targets must then succeed at a DC 14 Constitution saving throw end within 20 ft. of some illumination. She can “jump” up to
to avoid the blinded condition (50%) or the poisoned condition 20 ft. per day in 10-ft. increments (i.e., two 10-ft. leaps or one
(50%). Lady Budena can mentally move the cloud up to 30 ft. to 20-ft. leap per day). Using this ability with a mount brings the
another space she can see for a second attack. Afterwards, the mount along as part of the movement.
cloud dissipates and Lady Budena must complete a short rest
before using this ability again. SUMMER LANDS HONEYBEE
Medium beast, neutral
WICKERBELL ARMOR CLASS 13 (natural armor)
A demure brownie with myriad braids and a love for luxurious HIT POINTS 28 (5d8 + 5)
fabrics, she seems trustworthy and pleasant, keeping many
SPEED 10 ft., fly 50 ft.
courtiers’ counsel.
STR DEX CON INT WIS CHA
WICKERBELL
12 (+1) 16 (+3) 12 (+1) 7(–2) 10 (+0) 7 (–2)
Tiny fey, neutral
ARMOR CLASS 15 (18 mage armor)
SENSES passive Perception 10
HIT POINTS 72 (13d4 + 39)
LANGUAGES understands Sylvan but does not speak
SPEED 20 ft.
CHALLENGE 1/2 (100 XP)

STR DEX CON INT WIS CHA Actions


10 (+0) 20 (+5) 16 (+3) 14 (+2) 17 (+3) 18 (+4) Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 3) piercing damage, and the target must make a
SAVING THROWS Dex +8, Wis +6, Cha +7 DC 12 Constitution saving throw, taking 10 (3d6) damage on a
SKILLS Acrobatics +8, Perception +6, Stealth +8 failed save or half as much damage on a successful one.
SENSES darkvision 60 ft., passive Perception 16
LANGUAGES Common, Elven, Gnome, Sylvan FANGS-IN-SHADE-AND-RUSHES
CHALLENGE 6 (2,300) A lanky and grim ogre with a belt of severed hands, This
consummate hunter can always track down any quarry
Special Equipment. Wickerbell always has her +1 shortsword demanded by his lord. Fangs harbors an openly secret love
and a wand of wonder in her possession. Wickerbell is never for the King’s youngest daughter, Ripple, who toys with his
without her escort of 1–2 giant honeybees and can nearly emotions by asking for exotic and near impossible prey.
always be found mounted on the back of one of them.

66
FANGS-IN-SHADE-AND-RUSHES removed if someone honestly agrees to carry it instead of the
current wearer. It produces magical effects and attacks and
Large giant (ogre), chaotic evil
operates outside the Summer Lands only by the express will of
ARMOR CLASS 15 (breastplate) the River King.
HIT POINTS 112 (12d10 + 46)
SPEED 20 ft.
Actions
Gushing Geyser (Cursed Urn). Ranged Weapon Attack: +3 to
STR DEX CON INT WIS CHA hit, range 20/60 ft., one target. Hit: 9 (3d4 + 1) bludgeoning
22 (+6) 12 (+1) 18 (+4) 10 (+0) 10 (+0) 7(–2) damage and 12 (3d6 + 1) fire damage (scalding tea). Target
must succeed at a DC 14 Dexterity check to avoid being
SAVING THROWS Str +9, Dex +4, Con +7 knocked prone. A 20-foot-long, 1-foot-wide stream at 50
gallons per round sprays forth from the urn.
SKILLS Athletics +9, Nature +6, Perception +6, Stealth +7,
Survival +6 Silver Chalice. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 2) bludgeoning damage.
SENSES darkvision 60 ft., passive Perception 16
LANGUAGES Common, Giant
CHALLENGE 5 (1,800 XP)
SIR LIJON TROUTSCALES
Sir Lijon Troutscales, the silver-maned sidhe and king’s knight,
Special Equipment. Fangs wears a cloak of elvenkind and a is a veteran duelist with a penchant for provoking foes. His
mithral breastplate (250 gp) and carries a +1 greatclub and a impeccable scarlet and silver livery is woven with mithral
potion of speed. fish-scales and contrasts sharply with his stark and utilitarian
Schooled in the Summer Lands. Fangs doubles his proficiency rapiers. Sir Lijon loves finding the unintended insults in the
bonus and makes all rolls at advantage for any Nature, words of those who address him or his king, and demands
Perception, Stealth or Survival related checks made while in the satisfaction by blade. He has been cast out of the Inner Court
wilds of the Summer Lands. for excessive dueling many times, but a few courtiers and rakes
consider him a hero.
Actions
+1 Greatclub. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 21 (3d8 + 7) bludgeoning damage.
Javelins (6). Melee or Ranged Weapon Attack: +9 to hit, reach
5 ft., or range 30/120 ft., one target. Hit: 13 (2d6 + 6) piercing
damage.

KNURLNAP, THE WATER BEARER


This old but brawny human is bowed down by the weight
of an enormous silver tea-urn strapped to his back. Cast
in silver, this ornate vessel is awash with filigree and elegant
reliefs. Spigots are set into its circumference and flagons dangle
from silver chains.

KNURLAPP THE WATER BEARER


Medium humanoid (human), chaotic neutral
ARMOR CLASS 11
HIT POINTS 52 (8d8 + 16)
SPEED 20 ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

SAVING THROWS Str +4, Con +4


SKILLS Athletics +4, Perception +2
SENSES passive Perception 12
LANGUAGES Common, Elven, Sylvan
CHALLENGE 2 (450 XP)

Cursed Silver Urn. This silver tea urn is always full and
produces any non-magical beverage on command of its wearer,
from spring water to wine to piping hot tea. It weighs 300
lbs. and always counts as a heavy load. The urn can only be

67
SIR LIJON TROUTSCALES Innate Spellcasting. Sir Lijon’s innate spellcasting ability is
Charisma (spell save DC 14). He may cast the following spells,
Medium fey (sidhe), neutral evil
requiring no material components:
ARMOR CLASS 16 (scale mail)
At will: disguise self
HIT POINTS 66 (12d8 + 12)
3/day: entangle, hunter’s mark
SPEED 40 ft.
1/day: glibness (self only), haste (self only)
STR DEX CON INT WIS CHA Actions
14 (+2) 20 (+5) 12 (+1) 12 (+1) 14 (+2) 18 (+4)
Multiattack. Sir Lijon makes two melee attacks, one with his
rapier and one with his dagger.
SAVING THROWS Dex +7, Int +3, Cha +6
Rapier. Melee Weapon Attack: +7 to hit, range 5 ft., one target.
SKILLS Arcana +3, Athletics +4, Deception +6, Perception +4, Hit: 10 (1d8 + 5) piercing damage.
Persuasion +6
Dagger of Venom. Melee Weapon Attack: +7 to hit, range 5
DAMAGE RESISTANCE piercing ft., one target. Hit: 8 (1d4 + 5) piercing damage. Sir Lijon can
SENSES darkvision 60 ft., passive Perception 14 use an action to cause poison to coat the blade. The poison
LANGUAGES Common, Elven, Sylvan remains for 1 minute or until Sir Lijon hits a creature with it.
CHALLENGE 3 (700 XP) That creature must succeed on a DC 15 Constitution saving
throw or take 11 (2d10) poison damage and become poisoned
Special Equipment. Sir Lijon wears magical scarlet and silver for 1 minute. The dagger can’t be used this way again until the
scale mail that provides damage resistance against nonmagical next dawn.
piercing damage, and he wields a dagger of venom. He Fey Leap. As an action, Sir Lijon may jump between spaces as if
also carries an ornamental mithral, silver, and moonstone by dimension door. This magical transport must begin and end
dueling‑dirk worth 200 gp. within 20 ft. of some illumination. He can “jump” up to 20 ft.
Umbral Frailty. In dim illumination or worse, Sir Lijon rolls all per day in 10-ft. increments (i.e., two 10-ft. leaps or one 20-ft.
saving throws, skill checks, and attack rolls at disadvantage. leap per day). Using this ability with a mount brings the mount
along as part of the movement.

OPEN GAME LICENSE Version 1.0a and/or You have sufficient rights to grant the rights conveyed by this License.
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acceptance of the terms of this License. System Reference Document. Copyright 2000–2003, Wizards of the Coast, Inc.;
4. Grant and Consideration: In consideration for agreeing to use this License, the Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and
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5.Representation of Authority to Contribute: If You are contributing original material Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon,
as Open Game Content, You represent that Your Contributions are Your original creation Rodrigo Garcia Carmona, and Wolfgang Baur.

68
FACE the R IVER’S FURY!
I n the small hamlet of Riverbend, the miller’s wife
is missing, and the locals suspect the husband
himself was involved. But all is far from what it
the fey courts of the Summer Lands to stop a raid that
would surely spell Riverbend’s doom. All the while,
Arthurian intrigue and mischief runs high among the
seems. Ellessandra, the missing woman, is actually fey lords and ladies in this mercurial, open‑format
an elf from the Summer Lands. She came to live adventure from acclaimed adventure designer
in the human settlement when the miller made Wolfgang Baur!
a dangerous pact with the River King, the lands’ This 5th Edition adventure for 5th- through 7th-level
powerful sidhe ruler. characters is full of hijinks and trickery, and fits nicely
Now, the player characters must unravel the truth into any campaign setting in which fey are regal.
behind Ellessandra’s disappearance, piece together Their courtly plots are dangerous and will test bold
the involvement of a young fey lord, and dive into adventurers’ skills to the limit!

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