Fey & Fortune: Fey & Fortune Fey & Fortune Fey & Fortune Fey & Fortune

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Fey & Fortune

Make Lives Better through D&D

T
his adventure is one piece of a movement within the D&D community to invite, encourage, and include those who have not been,
both in the RPG community and nearly everywhere in real life. Wyrmworks Publishing is dedicated to using RPGs
to help you make lives better, to provide tools, training, and a community to this end. We believe that this will extend
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Content Trigger Warnings
This adventure includes death and violence and may possibly include snakes or wasps.

2
Better to burn out than allay the fey!

T
he forest is thick with fey creatures. Why? And
can they stop the influx of fey magic? Dramatis Personae
This side adventure is designed for four to
six characters with an average party level of 4,
totaling roughly 20 levels.
Quickling
Background & Tiny fey, chaotic evil

Synopsis Armor Class 16


An aperture to the Feywild has opened, and magical energy Hit Points 10 (3d4 + 3)
Speed 120 ft.
and fey creatures are sneaking through the portal. The party
first discovers something amiss when they find that all of
their rations or other packed food have been replaced with STR DEX CON INT WIS CHA
acorns or pine cones, depending on the type of forest they’re
in. Regardless of whether they discover the culprits, a 4 (-3) 23 (+6) 13 (+1) 10 (+0) 12 (+1) 7 (-2)
collection of quicklings, they soon learn that this is more than
a random fey prank. Skills Acrobatics +8, Perception +5, Sleight of Hand
The party encounters an artificer who has noticed the +8, Stealth +8
increase in fey in the area and suspects a reason for it, Senses darkvision 60 ft., passive Perception 15
Languages Common, Sylvan
sharing some clues that she has compiled. The party gets Challenge 1 (200 XP)
attacked by displacer beasts, after which they can be traced Proficiency Bonus +2
back to an opening to the Feywild, a hole in a large oak tree.
The hole can be closed by cutting down the tree, but the Blurred Movement. Attack rolls against the quickling
quicklings show up to try to keep it open. As the party have disadvantage unless the quickling is
attempts to close the portal, strange magic leaks from the incapacitated or restrained.
portal and causes random effects on the players. When the
portal is finally closed, the party wakes up wherever they last Evasion. If the quickling is subjected to an effect
took a long rest, and no time has passed, but each finds an that allows it to make a Dexterity saving throw to
acorn (or pine cone) in their rations. take only half damage, it instead takes no damage if
it succeeds on the saving throw, and only half
damage if it fails.
Adventure Hooks
Actions
The party will be drawn into this adventure when they
discover their food has been tampered with, and if they fail to Multiattack. The quickling makes three dagger
take that seedy bait, they’ll encounter Zentha, who will attacks.
request their help, and if they still refuse, she will warn them Dagger. Melee or Ranged Weapon Attack: +8 to hit,
that the fey disruptions will only increase if the problem isn’t reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4
solved. + 6) piercing damage.

Where are we?


This adventure takes place in nearly any wooded area, and it
fits easily into a sylvan part of the Forgotten Realms,
Eberron, or as a preview adventure before starting The Wild
Beyond the Witchlight: A Feywild Adventure.

3
Zentha Beijor Dislocation: Hips (Severity Degree 1, Chronic). Whenever
you attempt a Strength roll or melee attack, you need to
Medium humanoid (High Elf Artificer), Chaotic Good
succeed on a DC 8 + (Severity Degree) Strength saving
throw. On failure, the joint subluxates (partially
Armor Class 16 (Studded Leather Enhanced Defense dislocates). If you fail by more than 5, the joint
Infusion) dislocates. After a subluxation, you suffer a −1 penalty
Hit Points 27 to all rolls with that joint until you take a long rest. After
Speed 30 ft. a dislocation, you must succeed on a subsequent DC 8
Strength check to put the joint back together, using 1
action. (I can receive help resetting it.) On a successful
STR DEX CON INT WIS CHA attempt to reset it, you can use the limb, but you suffer
8 (-1) 17 (+3) 13 (+1) 17 (+3) 10 (+0) 12 (+1) a −1 per Severity Degree penalty to all rolls with that
joint until you take a long rest.

    The symptom is always present.


Saving Throws Con +3, Int +5
Skills Insight +2, Investigation +5, Perception +2, Actions
Persuasion +3, Sleight of Hand +5
Senses darkvision 60 ft., passive Perception 12 Light Crossbow (Repeating Shot Infusion). Ranged
Languages Common, Elvish, Gnomish, Sylvan Weapon Attack: +6 to hit, range 80/320 ft., one target.
Challenge 1 (200 XP) Hit: 5 (1d8 + 1) magic piercing damage.

    This magic weapon grants a +1 bonus to attack and


damage rolls made with it when it's used to make a
Fey Ancestry. Zentha has advantage on saving throws ranged attack, and it ignores the loading property if it
against being charmed, and magic can't put her to has it.
sleep.
Javelin. Melee or Ranged Weapon Attack: +1 to hit,
Magical Tinkering. Imbue a Tiny nonmagical object with reach 5 ft. or range 30/120 ft., one target. Hit: 2 (1d6 -
a magical property of your choice: 5ft. radius light, up 1) piercing damage.
to 6 second long recorded message, emits odor or
nonverbal sound, static visual effect including up to 25 Eldritch Cannon: Force Ballista (Bonus Action). +5 to hit,
words of text. You can affect a maximum of 3 objects originating from the cannon, at one creature or object
at a time. within 120 feet of it. On a hit, the target takes 9 (2d8)
force damage, and if the target is a creature, it is
Artificer Infusions. You have invented numerous magical pushed up to 5 feet away from the cannon. (20 uses)
infusions that rapidly create magic items. Each infusion
tells you the type of item that can receive it and if the
resulting magic item requires attunement.

    Learned Infusions: Repeating Shot, Enhanced


Weapon, Enhanced Defense, Enhanced Arcane Focus
Spellcasting. Zentha is a 4th-level spellcaster. Her
spellcasting ability is Intelligence (spell save DC 13, +5
to hit with spell attacks). Zentha has the following
Artificer (Artillerist) spells prepared, which she primarily
uses to enhance her mobility:

Cantrips (at will): mage hand, message, prestidigitation

1st level (3 slots): cure wounds, expeditious retreat,


jump, longstrider, sanctuary, shield, thunderwave
Skeletal Flexibility (Severity Degree 2, Chronic). Your
skeleton and joints are pliable, making basic tasks like
sitting upright or moving painful, and your bones are
prone to breakage. You take an additional (Severity
Degree) × 10 percent damage from all bludgeoning
damage, your movement rate is reduced by (Severity
Degree) × 10 percent, and you have a −1 per Severity
Degree penalty on all saving throws against
bludgeoning, force, or thunder damage. You also can
benefit from a (Severity Degree) bonus to all rolls
against being restrained or grappled, although this also
causes (Severity Degree) psychic damage if you use
this bonus due to the pain.

    The symptom is always present, but roll 1d20 each


morning. The symptom for the day is 1 degree less on a
roll of 15−19 and 2 degrees less on a roll of 20 with a
minimum of mild.

    Zentha wears armored braces on her legs and hips


which reduce the damage and saving throw penalty by
1 Severity Degree but also cause a −1 penalty on all
Dexterity (Acrobatics) and dodge rolls.
4
Displacer Beast
Large monstrosity, lawful evil

Armor Class 13 (natural armor)


Hit Points 85 (10d10 + 30)
Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 8 (-1)

Senses darkvision 60 ft., passive Perception 11 1d10 Prank


Languages —
Challenge 3 (700 XP) The colors and labels of any of the party’s potions
Proficiency Bonus +2 1 get changed, making them difficult to determine
which is which.
Avoidance. If the displacer beast is subjected to an A party member’s shoelaces get tied together
effect that allows it to make a saving throw to take 2
during a rest.
only half damage, it instead takes no damage if it
succeeds on the saving throw, and only half damage A weapon gets glued into its scabbard with tree
if it fails. sap, requiring an action to succeed on a DC 8
3
Strength check to draw it. This could also be done
Displacement. The displacer beast projects a magical with an entire quiver of ammunition.
illusion that makes it appear to be standing near its
actual location, causing attack rolls against it to have The ropes holding a bridge together get loosened
disadvantage. If it is hit by an attack, this trait is 4 just enough that when a party member reaches the
disrupted until the end of its next turn. This trait is middle, it collapses.
also disrupted while the displacer beast is Several trees fall across the party’s path, and if they
incapacitated or has a speed of 0. go around the surrounding brush, which extends for
5 300 yards on either side, the party comes near an
Actions owlbear den and disturbs 2 owlbears guarding their
Multiattack. The displacer beast makes two attacks cubs.
with its tentacles. 6 A waterskin’s contents get tainted with skunk musk.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 The party’s light sources (torches, lanterns, etc.) get
ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage seeded with pyrotechnics, causing bright lights and
plus 3 (1d6) piercing damage. explosions, destroying lanterns (causing 1d4
7 slashing damage and 1 fire damage to anyone
within 10 feet). Make an additional check for
wandering monsters to be attracted by the
Fast Food commotion.
The party first discovers that all of their rations or other A wasp nest drops from a tree onto a party member,
packed food have been replaced with acorns or pine cones, 8 causing the party to be attacked by a Swarm of
depending on the type of forest they’re in. If they do any Insects (Wasps).
amount of searching, a successful DC 15 Wisdom 4d6 gold coins carried by the largest party member
(Perception) check reveals high pitched chittering, like a 9
get moved to the pack belonging to the rogue,
squirrel but higher, in the trees. If they continue to bard, or other rogue-looking party member, then
investigate, another successful DC 15 Wisdom (Perception) the large member feels a tug on the coin purse.
check will reveal blue streaks zipping between the trees, and A small hole in the path, covered by leaves, requires
a successful DC 20 Wisdom (Perception) will be able to a random party member to succeed on a DC 10
distinguish these streaks as the small fey creatures Dexterity check or twist their ankle, giving them a
responsible for the tampering, four quicklings. −1 penalty to all ability checks involving feet, such
The quicklings will not attack the party unless the party 10
as dodging or jumping for 1 hour. If they fail, they
takes the first shot, but they will continue with pranks if left must succeed on a subsequent DC 10 Sleight of
alone, a new prank every 10d4 minutes. Roll or choose from Hand check or drop whatever they’re holding in
the following table, or choose other pranks. their hands.
If the party attacks the quicklings, they will fight back, but
as soon as one of them dies, they will flee.

5
1d10 Effect
Sally Fairy Ann 1 Their skin and hair turns a random color.
As the party continues on, they encounter Zentha Beijor, an One of their melee weapons becomes a Constrictor
elven artificer. As the party approaches, she has her back to 2
Snake and attacks them.
them, holding a bow with glowing string and arrow. Without
looking, while still holding the bow with her left hand, she 3 They grow wings and have a flight speed of 30'.
raises her right hand to the party in a gesture to stop, then All spells cause 1d6 radiant damage to the target or
switches to raising her index finger. She tilts her head for a 4
area of effect, regardless of the purpose.
moment and then releases the bow string. The bow doesn’t
move as the glowing string snaps straight, and a glowing 5 They are resistant to a random damage type.
arrow strikes a tree with a loud thud and vanishes. She 6 Their feet are rooted to the ground.
shakes her head in disappointment and turns around to the
party. 7 They can neither cast nor be affected by magic.
“Seen any fey?” she says. 8
They must succeed on a DC 10 Wisdom saving
As she introduces herself and talks to the party, she asks throw or become frightened of the tree.
about any fey creatures or signs of such that they’ve seen. They grow scales and gills. They can only breathe
She tells them that travelers have been reporting strange 9
water but have +1 AC.
occurrences in the woods: trees turning colors, flying
raccoons, berries biting people, and their vehicles and 10
They become invisible (or visible if already
possessions being tampered with or ruined. If the party tells invisible).
her about the quicklings, she listens intently and nods that
this matches reports she’s heard, and she’s trying to figure out
what’s happening. She mentions strange colors, sounds, and
movements in the bushes that seem…off…but she can’t figure
out the source.
What Is Displace?
While talking, two displacer beasts attack the party,
attempting to ambush them and gain surprise. If either is
reduced to less than 30 hp, they will attempt to flee toward
the portal tree to find another hiding spot and prepare
another ambush.
Away With The Fairies
The party notices strange flashing colors on the horizon. If
they follow it, they will eventually come to a large oak tree
Dreams Are Strange
with a large hole in the trunk, bright colors swirling out of it, When the portal is finally closed, the party wakes up
and quick blue streaks moving along the ground, which they wherever they last took a long rest, no time has passed, and
realize are four more quicklings. If the displacer beasts anything destroyed or consumed in the adventure is restored,
retreated, they will also be hiding in the shadows and attempt but when mealtime arrives, each finds an acorn (or pine
another ambush. cone) in their rations.
If the party defeats the creatures, they must find a way to
close the portal. Cutting down the tree will close it. If they fail
to close it, two more quicklings will come out every 2d6
minutes.
Every round, a random member of the party is affected by
the fey magic until the portal closes as follows.

6
Credits & Legal

Copyright
DUNGEONS & DRAGONS, D&D, Wizards of the
Coast, Forgotten Realms, Ravenloft, Eberron, the
dragon ampersand, Ravnica and all other Wizards
of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in
the USA and other countries.
Lead writer, editor & developer: Dale Critchley This work contains material that is copyright
Artwork public domain illustrations by Dina Dee, Jim Wizards of the Coast and/or other authors. Such
Cooper, pendleburyannette, S K, jplenio material is used with permission under the
Community Content Agreement for Dungeon
Author Bio Masters Guild.
All other original material in this work is
Dale Critchley is the owner, lead writer, and chief copyright 2021 by Wyrmworks Publishing and
published under the Community Content
tea drinker at Wyrmworks Publishing. He’s been Agreement for Dungeon Masters Guild.
playing tabletop role-playing games since 1982
and launched Wyrmworks Publishing as a hobby
in 2001 to share his homebrew resources with
the world. In 2021, after seeing the power that a
TTRPG group can have to change the lives of the
participants for the better, he rededicated
Wyrmworks Publishing to focus on using
TTRPGs to intentionally improve the lives of
others and turned a hobby into a full time
pursuit.

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