The Enchanted Forest

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Young adventurers unite on a

magical quest to save the


Enchanted Forest from Darkness
f o r Ari e l l e & Se l e ne

A roleplaying game for kids aged 7-12


Disclaimer
This adventure is an independent creation by Cavalier 3D
Miniatures/ Cavalier Adventures and is not affiliated with,
endorsed, sponsored, or specifically approved by Wizards of
the Coast LLC. Dungeons & Dragons is a trademark of
Wizards of the Coast LLC, a subsidiary of Hasbro, Inc., which
does not sponsor, authorize, or endorse this product.

What part of your project uses / will use AI generated


content? Most Images have been generated using AI tools
such as chat gpt and Leonardo AI. I have also used chat gpt
to help with checking work and to run simulations and make
sure the game is balanced. That being said, the images for
the character sheets and other aspects of the roleplaying
game have been designed with works from a designer/
artist.

'The Enchanted Forest: A D&D Inspired Adventure for Kids, '


is a homebrew, fan-made adventure that is inspired by the
mechanics of Dungeons & Dragons and is designed to be just
a fun version of my own to get kids playing, having fun,
rolling dice and solving puzzles, challenges and quests in a
fantasy setting.

2024
Table
of Contents
Introduction
How to Play PAGE 6
Introduction: The Enchanted Forest PAGE 11
Chapter 1: Exploring Willowmere
Exploring Willowmere PAGE 12
The Town Square PAGE 15
The Blue Goat General Store PAGE 16
Al’s Forge PAGE 17
Mira’s Bakery PAGE 18
The Giggling Goblin Inn PAGE 19
Side Quest: The Case of the Missing Puppy PAGE 21

Chapter 2: Entering the Enchanted Forest


Entering the Enchanted Forest PAGE 25
Choosing the Path PAGE 28
The Shortcut Path PAGE 29
Bramble PAGE 33
The Druid’s Altar PAGE 35
Chapter 3: The Dwarven Village
The Dwarven Village PAGE 37
The Stone Mug Inn PAGE 40
The Emberheart Forge PAGE 43
Torva Silverbrew’s Arcane Elixir PAGE 44
Adventure Through the Mines PAGE 45
Chunkhead PAGE 49
Return to the Dwarves PAGE 53
Chapter 4: On the road to Tinkerton
On the road to Tinkerton PAGE 54
Table
of Contents
Chapter 5: The Gnome Village of Tinkerton
The Gnome Village of Tinkerton PAGE 57
The Twin Twizzle Inn PAGE 61
The Cog & Wheel Workshop PAGE 62
The Pendulum Plaza PAGE 63
Quest for the Gears PAGE 64
Challenge 1: Entering the Gear Goblins' Hideout PAGE 65
Challenge 2: The Tinkerer's Workshop PAGE 67
Challenge 3: The Goblin King PAGE 69
Returning to the Gnomes PAGE 71
Chapter 6: The Elven Lands
The Elven Lands PAGE 72
Tracking Lexi PAGE 74
Rescuing Lexi PAGE 78
Returning to the Village PAGE 81
Chapter 7: On the road to Twinkleton
On the road to Twinkleton PAGE 82
Chapter 8: The Fairy Village of Twinkleton
The Fairy Village of Twinkleton PAGE 85
Save the Verdant Crops! PAGE 88
The Windmill Gear Puzzle PAGE 90
The Petal Rest PAGE 93
Table
of Contents
Chapter 9: The Frog Marshes
The Frog Marshes PAGE 95
Giant Mud Monster Encounter PAGE 96
Arrival at the Frog Marshes PAGE 99
The Lily Rest PAGE 102
Quests in the Frog Marshes PAGE 103
Chaos in the Merchant’s Stall PAGE 104
Counting the Costs of Blight PAGE 106
Word Jumble in the Grove PAGE 107
Conclusion of the Lily PAGE 108
Chapter 10: The Halfling Village of Bramblebrook
The Halfling Village of Bramblebrook PAGE 109
The Missing Herbalist PAGE 111
Otto’s Tinker Tap PAGE 113
Saving the Brew PAGE 114
The Mischievous Gardner PAGE 116
Otto’s Tinker Tap PAGE 117
The Festival PAGE 118
Chapter 11: The Confrontation
The Confrontation PAGE 119
Dark Druid Encounter PAGE 121
Conclusion of the Battle PAGE 125
Chapter 12: Epilogue
Epilogue PAGE 127
Thank you! PAGE 131
Special Credits PAGE 132
Disclaimer PAGE 133
Table
of Contents
Appendices
Appendix 1: Creatures/ Enemies PAGE 134
Appendix 2: Magical Items PAGE 146
Appendix 3: Races & Classes PAGE 156
Appendix 4: Character Sheet PAGE 160
How to Play

Welcome to the basic rules of how to play "The Enchanted


Forest."

This section will help you, as a new Dungeon Master (DM), to


lead your players through each chapter and the end of the
story.

Here’s how you can run this segment effectively, balancing


roleplay, exploration, combat as well as ultimately fun.

1. Understanding the Story:


The players return to their homes after being away for some
time, learning their own disciplines and crafts. They find that
the picturesque town of Willowmere is on the brink of disaster
due to a blight affecting the nearby Enchanted Forest. The
players will follow through, completing challenges and finding
clues in each chapter that will lead them to the next location .
Players will eventually unveil the source of the corruption and
face it head on, overcome it, and successfully complete the
campaign and save The Enchanted Forest and villages.

2. Key Adventure Hooks:


Initial Motivation: Players return to their former home,
noticing the ominous changes. This should motivate them to
help the villagers and restore the forest.
Roleplaying Opportunities: Introduce key NPCs like Elena
Brightwood early to anchor the story and provide emotional
stakes. Their own homes will be lost if they cannot find the
source and stop it.

PAGE 6
How to Play

3. Starting the Adventure:


Exploring Willowmere: Allow players to explore the town.
Describe the market, introduce characters like Hal and Pippa
at The Giggling Goblin Inn, and use these interactions to set
the scene and offer initial clues.
Elena's Amulet: Present the amulet as a symbol of unity and
hope, linking the players with the forest and its mysteries.

4. Advancing the Plot:


Guides and Allies: Characters such as Leafa are crucial for
guiding the players deeper into the forest. They offer advice
and warnings about potential dangers.
Challenges and Combat: Introduce various challenges, such
as navigating tricky forest terrain or environmental
dynamics during challenges or combat like falling rocks,
encountering the Tickle Vine Trap or other surprise
encounters, which requires quick thinking and teamwork to
overcome.

5. Tips for Effective DMing:


Roll with it: If the players want to try it, let it happen! If
they want to try something creative, absolutely encourage
it!
Difficulty Checks (DC): Strength, Agility, Sneak, Spot,
Intelligence, Charm checks for the game. General rule of
thumb is roll a d20 and the result is the check.
8 = Easy,
12 = average,
17 = very hard.

If the players want to decide to do something unique,


determine the Difficulty Check on the level of difficulty of
based on the task they want to do.
PAGE 7
How to Play

Vivid Descriptions: Use concise, vivid descriptions to paint


the scene. Focus on sensory details to enhance the
immersive experience.
Player Initiative: Encourage players to think creatively.
Support and facilitate their solutions to problems, adapting
the story as needed. If it doesn’t work, encourage them to
try again!
Smooth Gameplay: Use NPCs like Leafa to guide the plot and
help players stay on track without overtly directing them.
Encourage them to decide on what they should do.
Combat and Action: Ensure a good balance of combat
scenarios that are engaging but not overly complex for new
players. Roll the attack versus the defence of the creature
or enemy being attacked, then roll damage, then go to the
next player in the initiative.

6. Running Key Locations and Characters:


Supplies/ Interactions: Through Alistair or other NPC’s,
players can procure essential items and gain insights into
the forest's mysteries.
Combat Encounters: For combat, explain the basics of
attack rolls, defence, and health. Use the encounter with the
Tickle Vine Trap to introduce combat mechanics in a light-
hearted way.

Combat could be in this order and repeated until resolved.


Initiative (Just to determine sequence of combat)
Movement (Squares) - can be interchanged with Attack
Roll to Attack (versus defense)
Minor Action (Drink a potion, throw something etc...)
Roll Damage
Resolve
Next person/ creature turn
PAGE 8
How to Play

7. Sample Combat Scenario:


Tickle Vine Trap Encounter:
Initiative: Players roll a d20 to determine the order of
actions. Highest role goes first, then second highest etc...
until all combatants have rolled.
Movement: Move in any squares up to total movement
squares of character on Creature or Player card.
Roll to Attack: Players describe how they attack or interact
with the trap. They roll a d20, adding any relevant
modifiers, to see if they beat the defence score of the Vine.
Minor Action (Drink a potion, throw something, change
weapons etc...)
Damage: If players roll equal or above, players roll for
damage. This is based on their character’s weapons or
abilities.
Resolution: Describe the effects of their actions on the trap,
keeping the narrative engaging and dynamic.

Please note, Movement and Actions can be interchanged.


E.g. I finish hitting this creature, roll damage to kill it, then
move elsewhere.
Another scenario could be:
Drink a potion, fire a bow and then move further away from the
creature so it can’t reach me.

8. Magical items & Creatures/ Enemies:


For Magical Items as rewards, see Appendix 2: Magical Items.
On the last page there are suggested Magical Items for each
location (roll a d6 to randomise) but feel free to choose
anything in the list.

PAGE 9
How to Play

For Creatures/ Enemies, see Appendix 1: Creatures/ Enemies.


The Creature Rating is designed for 1 player equivalent to face
it, so a CR Rating of 2 would mean 2 players face the creature
and so on.

You can also mix any Creatures/ Enemies CR numbers for a


total to bring variety to the game if you wish. E.g. 1 + 2 = CR 3.

If things become difficult, have Leafa step in and help out. If


players ask why she was not involved earlier, mention she is
actually a guide mostly and has little experience in combat but
will help out if she sees them struggle.

Final tips:
Have fun! This adventure is designed for kids to have fun and
learn about roleplaying in a fatasy setting. We want to
encourage problem solving, teamwork and ultimately fun.

Don’t be caught on the rules. Go for the “Rule of Cool”, if it


looks cool and they feel good about doing it, let them try it!

Lastly, this is just the first of many adventures to come so


A) If you are here, thank you so much for the support!

B) If you see an error or something doesn’t make sense, please


email me at info.cavalieradventures@gmail.com

C) More adventures to come...


Dungeons & Dogs
Caverns & Cats
The Haunted Manor
The Trials of Mt Olympus
This is just the beginning...
PAGE 10
Introduction

The Enchanted Forest


Welcome to "The Enchanted Forest", an adventure designed for
new Dungeon Masters (DMs) with no preparation, and young
players who are looking to get into fantasy role-playing games.

This guide will lead you through a magical journey filled with
engaging roleplay, exciting combat, creative problem-solving
and lots of other learning outcomes (puzzles, maths, logic,
teamwork etc…). Each chapter focuses on different aspects of
the adventure, offering detailed descriptions and helpful tips to
ensure a smooth and enjoyable experience for all.

PAGE 11
Chapter 1

Exploring Willowmere
The road has been long and tiring, but as you walk over the
last hill, a charming sight unfolds before you. Willowmere, your
old hometown. You have undergone training in your disciplines
as teenagers and have returned for a break back home for a
few months during the holidays. Known for its lush gardens and
cheerful markets, Willowmere welcomes you with open arms.
However, a subtle tension underlies the festive atmosphere.

As you enter the gates of Willowmere, your memories as young


children wash over you as you used to run and play through
the streets nearly 10 years ago. The cobblestone paths, the
charming, thatched cottages adorned with vibrant blooms, and
the laughter of children playing around the well feel welcoming.
Yet much has also changed from 10 years ago with many more
people here and new shops and roads too. Villagers whisper
anxiously, casting worried glances toward the foreboding tree
line of the Enchanted Forest and something feels a little off.

PAGE 12
Chapter 1: Exploring Willowmere Town

As you get closer to the centre of town, you notice a mature


aged kind-hearted elven woman with her hair tied up and
wearing a long flowing earthy dress and a green tree-shaped
pendant hanging on her necklace. She stands by the ancient
wishing well in the town square. She is Elena Brightwood, your
old teacher when you were children, and has now become the
town leader since you have been gone. She welcomes you with a
warm smile but soon turns to a concerned look and explains
the dire situation in the Enchanted Forest.

Welcome, dear friends back to your


beloved Willowmere. It brings me great
comfort to see familiar faces gathered
even in these dark times. Our guardian,
the ancient treant Bramble, seems
weakened by a vile blight. Our streams
are fouled, our vegetables, fruit and
plants wither… our forest tribes and our
forest creatures have also been suffering
daily.
As leader of Willowmere and the local
forest, I implore your help. The task
before us is daunting, but I believe in
Elena your courage and wisdom to venture
deep into the forest and confront this
evil. We need brave souls to venture
into the forest, find the source of this
blight, and end it. We are happy to do
what we can to make it worth your while
for saving the town of course. Will you
help Willowmere in our hour of need?

PAGE 13
Chapter 1: Exploring Willowmere Town

Potential questions from Players:


1 What rewards are you offering for this quest?
2 Can you tell us more about what’s happening in the forest?
3 We will take on this task.

Elena's Responses:
1 We will have many rewards for your help, not just from us in terms of
gold, 100 gold, but saving the town, helping the villagers and the local
animals too. Too many little animals have been seen scared lately and
have left their homes. the local tribes are also struggling and will also
want to give you something for your efforts too if you were able to
help get rid of this blight!
2 The plants are withering, animals are either fleeing or turning
aggressive, and it all seems to be spreading from the forest but we’re
not sure why. Leafa, our local guide to the forest, has been keeping us
informed. We do not know how long before the blight affects the entire
village and our fruit and vegetables are growing anymore.
3 Thank you! Your courage gives us hope.
(Hands each adventurer a beautifully crafted green tree-shaped pendant)
This pendant represents our bond and commitment to peace with all
forest tribes. Wear it proudly as a symbol of unity and hope. The path
you choose is fraught with peril, but I am confident in your ability to
bring light to this darkness. I have also sent letters to the other tribes
to keep an eye out for you. Please seek out our dear Leafa by the Great
Stone at the forest's edge. She is our local forest guide and knows these
woods better than anyone and will guide you on your quest. Make sure
to get supplies before heading to the forest, you will need them for the
adventure ahead! I would start at The Giggling Goblin Inn where you
can get a big meal, have a drink and maybe find out more information
about the blight—it’s just opposite The Blue Goat General Store up the
road. If you need weapons, head to Al’s Forge. We are all depending on
you here to help us and in return. Once you get what you need, then go
and meet with Leafa at the Great Stone just a few minutes outside of
town as I’m sure you remember! The fate of the town is in your hands
…Good luck!
PAGE 14
Chapter 1: Exploring Willowmere Town

The Town Square


Description: The heart of
Willowmere, bustling with Key NPCs:
activity despite the villagers'
worries. The market stalls are Elena Brightwood, the
filled with colorful goods, and compassionate leader; Hal
the laughter of children blends and Pippa Merrypie, the
with the anxious whispers of cheerful innkeepers; Mira
adults. Of note are Al’s Forge the Baker, a cheerful
(the local blacksmith) and young lady with flour-
Mira’s Bakery. dusted hands and a warm
smile; Al, a burly
! Before heading to the Great
blacksmith with a thick,
Stone and into the forest, the
short black beard, always
adventurers should gather
covered in soot, and
supplies and information. This
Alistair, the wise elf full of
provides an opportunity for
knowledge of the forest
roleplaying and ensures the
and a few tales to share.
players are well-prepared for
the journey ahead.

PAGE 15
Chapter 1: Exploring Willowmere Town

The Blue Goat General Store


A hub of activity in Willowmere, The Blue Goat General Store is
lined with shelves of goods ranging from herbs, potions to
provisions, managed by the wise elf Alistair.

Appearance: An elderly elf in a


wheelchair with sharp eyes and a
mischievous grin. He’s known for
his extensive knowledge of the
forest and his adventurous spirit,
even though his adventuring days
are long behind him.
Personality: Witty and always
ready with a story. He enjoys
helping adventurers, especially
young ones, but won’t hesitate to
Alistair upsell a bit.

Dialogues:
Prices at The Blue Goat:
Greeting: Ah, adventurers! You’ve returned
after years to The Blue Goat, have you? Healing Potion: 5 gp
Remember, I’ve got the best supplies in all (Heals 10 health)
of Willowmere. Not that there’s much
competition, mind you. Climbing Rope: 2 gp
On the forest’s blight: The forest’s been (50 ft/ 10 Squares)
sick for a while now. It’s unnatural, that’s Torch (Pack of 5): 2 gp
for sure. I’ve seen many seasons, and this is
unlike anything before. You’ll want to be Animal Feed: 1 gp
well-prepared if you plan to go poking Alistair’s Adventuring
around in there. Just be careful!
Pack: 8 gp
Advice for adventurers: A good rope and
(contains 1 rope, 2
a solid torch can save your life more than
once, my friends. And don’t underestimate torches, 1 healing potion,
the power of some animal feed —creatures and animal feed)
can be persuaded with the right snacks.

PAGE 16
Chapter 1: Exploring Willowmere Town

Al’s Forge (Blacksmith)


Located at the village's edge, Al’s Forge resonates with the
clanging of metal as the burly blacksmith, Al, crafts quality
weapons and armor amid the sparks and heat of his bustling
workshop.

Personality: Friendly, but with


a no-nonsense attitude when it
comes to his craft. He takes
pride in his work and is known
to give practical advice to
adventurers.

Dialogue:
Greeting: Ah, fresh faces! If you need
a weapon sharpened or some armor
patched up, you’ve come to the right
place. I can fix anything—well, almost
anything. Al
When asked about the blight: I’ve
heard the same as the others. Forest
creatures acting strange, plants
withering. Something ain’t right. I’ve Prices at Al's Forge
made more weapons in the past month
than I have all year. People are getting Simple Sword: 3 gp
prepared. If you’re heading into the (Same as normal weapons)
woods, make sure your gear’s in top
Shield: 5 gp
shape.
(+1 Defense)
If asked for help: Help? Ha, I’m no
warrior. I’m a blacksmith. But I can Armor Repair: 2 gp
make sure you’re well equipped for Arrowheads: 1 gp
whatever’s out there. And if you find any
(10 pcs)
strange metals or ores, bring ‘em back.
I’ll craft something special for you.

PAGE 17
Chapter 1: Exploring Willowmere Town

Mira’s Bakery (The Market)


Mira’s Bakery, a charming stall in the village market, lures
locals and adventurers alike with the irresistible aroma of
freshly baked bread, pastries, and pies under colorful awnings.

Appearance: A round, cheerful


woman with orange tinged skin,
short horns, flour-dusted hands
and a warm smile. She runs a
small stall in the market, selling
fresh bread and pastries.

Personality: Always cheerful and


chatty. She loves to share gossip,
especially with adventurers
passing through town.
Mira
the Baker

Dialogue:
Greeting: Ah, adventurers! It’s been years
Prices at the Bakery
since you’ve been home! You must be
hungry after your travels. Nothing like a Loaf of Bread: 1 gp
warm loaf of bread or a fresh pastry to lift
your spirits! Fruit Pastry: 2 gp
When asked about the blight: It’s a (heals 3 health)
terrible thing, isn’t it? My herbs aren’t Meat Pie: 3 gp
growing like they used to. People are
((heals 6 health)
worried it’ll reach the crops too. You
should be careful out there if you go into Berries: 1 gp
the forest. (Small Basket)
On the town: If you’re looking for a place
to rest, The Giggling Goblin has the best
pies in town—well, second best, after mine!

PAGE 18
Chapter 1: Exploring Willowmere Town

The Giggling Goblin Inn


Opposite The Blue Goat, The Giggling Goblin Inn offers a cozy
retreat with its roaring fireplace and rustic décor, where Hal
and Pippa Merrypie serve hearty meals and stories in a family-
like atmosphere.

Hal Merrypie
(Innkeeper)
Appearance: A jovial halfling with
a broad smile. He’s always ready to
greet guests with a story or a joke.
Personality: Outgoing and friendly,
Hal loves to chat with adventurers
and hear their tales. He’s known for
his humor and ability to lighten the
mood.

Pippa Merrypie
(Cook and Hostess)
Appearance: An elegant gnome
with a tattoo of a world map on
her arm, always busy whipping up
Hal & Pippa pies or refilling mugs. She has a
sharp wit and a warm heart.
Personality: While quieter than Hal,
Pippa loves hearing stories from
travelers and is famous for her
blueberry pie, which is said to have
a "magical" quality about it.

PAGE 19
Chapter 1: Exploring Willowmere Town

Dialogue:
Hal’s Greeting: Welcome to The Giggling Goblin! Sit down, warm up by the
fire, and let Pippa get you something tasty. Our hearth will keep you warm.
Pippa’s Greeting: Oh, adventurers! Sorry to ask but have you seen Buttons?
My little puppy has wandered off again. Could you bring him back? He’s
quite the handful and it would help me tremendously!
!Should players accept this quest, please see Side Quest: The
case of the missing puppy
When asked about the blight:
Hal: Ah, the blight... Not much laughter in the forest these days. I’ve heard
strange things—plants withering, animals acting all wrong. But you’re brave
enough to look into it, right?
Pippa: Some say it’s old magic gone bad. Others whisper about a curse. All I
know is it’s making everything feel... darker. You’ll need more than pie to fix
that, though it certainly won’t hurt!
On the town:
Hal: Willowmere’s a lovely place—usually. We’re famous for our gardens,
markets, and friendly folk. But that forest... Well, something’s not right, and
the whole town knows it.
Pippa: You’ll want to stock up before heading into the woods. A full belly
never hurts, and if you’re looking for more rumors, you might overhear
something here at the inn.

Prices at the Bakery


Blueberry Pie (heals 12 health): 6 gp
Beef Stew (heals 5 health): 3 gp
Mullberry Muffins (heals 3 health): 2 gp

PAGE 20
Side Quest

The Case of the Missing Puppy


Overview
Setting: Willowmere Town, The Enchanted Forest Adventure
Quest Giver: Pippa Merrypie, the innkeeper at The Giggling Goblin
Objective: Find and safely return Pippa’s missing puppy, Buttons,
to The Giggling Goblin Inn.

Quest Introduction
As the adventurers have entered The Giggling Goblin, they are
approached by Pippa Merrypie, the innkeeper. Pippa is visibly
distressed and seeks the help of the party.
Pippa: Oh, dear adventurers! My playful puppy, Buttons, has wandered off
again. I suspect he’s gotten himself into a spot of trouble at the market, or
maybe The Blue Goat General Store, the little pup is always looking around
for any treats he can get! He’s so cute but he’s so cheeky! Could you be dears
and help bring him back before he causes too much mischief? I would be
happy to reward you for your efforts.
Quest Acceptance
The players are likely to empathize with Pippa’s distress and
accept the quest to find Buttons. This quest serves as a light-
hearted introduction to the town and its inhabitants, fostering a
sense of community and responsibility.

PAGE 21
Side Quest: The Case of the Missing Puppy

Player Response Options:


1 Of course, we’ll find Buttons for you.
2 Can you tell us what Buttons looks like?
3 We’ll bring him back safely, don’t worry.

Pippa’s Replies:
1 Thank you so much! I’ll have some fresh pie and a small bag of gold
waiting when you return with him
2 Buttons is a small, fluffy puppy with a mischievous glint in his eye. He
loves treats and is quite the escape artist!
3 You’re so kind! Buttons is quite friendly and loves people, especially
those who have treats!

Main Quest Search locations


Mira's Bakery:
Setup: Mira has seen Buttons running around her bakery,
tempted by the smells of freshly baked goods.
Mira: Hello there! Looking for Buttons, you say? He was sniffing
around here just a moment ago. I tried to lure him with a bit of
pastry, but he dashed off towards the market stalls. He seemed
interested in something else.

The Market Apple Stall:


Setup: The players can investigate the bustling food
market where various vendors might have spotted
Buttons.
Stan the Apple man: Buttons? Yes, the little fellow was here
chasing a squirrel. Knocked over a basket of apples! He might
have run towards The Blue Goat general store. Here, have an
apple for helping out Hal & Pippa - you seem like good people!

PAGE 22
Side Quest: The Case of the Missing Puppy

Al’s Forge (Blacksmith):


Setup: Al, the blacksmith, noticed Buttons playing near
his forge, intrigued by the sparks and noises.
Al: Ah, that little pup? Buttons was here alright, nearly singed
his tail by a spark! Last I saw, he scampered off toward The Blue
Goat general store, probably found the clangs and bangs too
much for his little ears.

The Blue Goat General Store:


The adventurers head to The Blue Goat, where they
meet Alistair, the elderly elf proprietor, who provides a
clue to the puppy’s whereabouts.
Alistair: Buttons? Yes, the little fellow was here chasing a
squirrel. Knocked over a basket of apples! He might have run
towards The Blue Goat general store. Here, have an apple for
helping out Hal & Pippa - you seem like good people!
Finding Buttons: Behind the store, the adventurers find
Buttons playfully tangled in ropes. They need to
carefully free him without causing distress.
Mini-Task: Use a gentle hand or a skill check (DC 10
Nature or Intelligence) to untangle Buttons safely.

Quest Resolution
Upon successfully freeing Buttons, the adventurers return him to
a grateful Pippa at The Giggling Goblin.

Pippa: Oh, my stars! Thank you ever so much for bringing back my little
scamp. Here, as mentioned, have some of our famous blueberry pie as a
token of my gratitude. And please, take this small purse of gold coins for
your troubles. You’ve certainly saved me from a day of worry!

PAGE 23
Side Quest: The Case of the Missing Puppy

Rewards
Material Rewards: Each player receives a whole dish of Pippa’s
famous blueberry pie wrapped up for travel and 12 gold coins in
a pouch.
Future Benefits: Improved relations with Pippa, who will offer
2gp discounts and information in future interactions.

Additional Notes:
Roleplaying Tips:
Encourage players to interact with both Pippa and Alistair,
exploring their personalities and gaining insights into
town life.

Adjustments for Younger Players:


Simplify the skill checks or include hints to help younger
players succeed in tasks.

Integration with Main Quest:


This side quest should serve as a brief, heartwarming
break from the main storyline, reinforcing the theme of
community before the adventurers delve deeper into the
dangers of the Enchanted Forest.

PAGE 24
Chapter 2

Entering the Enchanted Forest


As the players leave Willowmere, they see the Great Stone only
a few minutes walk away. This stone as they approach, seems
as large as a tree and twice as wide, mostly covered in moss
and looking like it has been in the same spot for centuries.
When they arrive, they are guided by Leafa, a spritely elf who
knows the forest well.

The Enchanted Forest looms ahead, its ancient trees towering


high above, their branches intertwining to form a dense canopy
that filters the sunlight into a soft, greenish glow. The air is
cooler here, filled with the scent of damp earth and the sweet
fragrance of wildflowers. The path before them, though well-
trodden, seems to twist and turn as if leading deeper into a
world both familiar and mysterious. Leafa the elf, pops out to
greet the adventurers at the Great Stone, a huge moss-covered
boulder at the forest's edge.

PAGE 25
Chapter 2: Entering the Enchanted Forest

DM Tip: Use sensory details to immerse players in the


forest setting. Describe the sights, sounds, and smells
to create a vivid atmosphere.

Appearance: A young spritely elf with a skinny frame and


vibrant and youthful features. She wears a blend of leaf-
patterned cloth and feathered adornments. Her long, brown hair
flows freely and she always carries a bow and quiver on her.

Ah, hey there brave adventurers! I’m


Leafa! Elena sent word of your coming.
The forest was once a beautiful space
full of color and life but now it is
starting to turn and its up to you to find
out why and help fix it! The woods may
be filled with dangers, but they are also
alive with beauty and wonder. We can
start by speaking with Bramble, the
forest’s protector but I’ve not seen them
in some time. Let's waste no time, we
have a forest to save and perhaps some
Leafa shiny things to examine along the way!
This way to Bramble!

Personality: Leafa is cheerful and adventurous, with a deep


love for the forest and its secrets. She’s quick with a smile and
a story but harbors quiet concern for the blight threatening her
home. Her optimism inspires trust in those she guides.

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Chapter 2: Entering the Enchanted Forest

Potential questions from Players:


1 If players ask about the recent blight
2 How long have you been in the forest?
3 Where do we go from here?

Leafa's Responses:
1 I don’t really know how it started to be honest, it just came slowly
then all of a sudden lots of the forest was getting sick! Then the
animals were getting scared too!
2 Oh boy! I’ve been here a long time... I think around 300 years... I’ve
only just started to be able to explore the forest by myself as there is so
much out here that is dangerous!
3 Well, I’ve got a map and we can make a start straight away. We can
take the shortcut, which leads us through a section of the forest that’s
a bit tricky shall we say? Or we can take the longer route, which will
keep us safer but may cost us precious time. The choice is yours.

Leafa carefully folds the map and tucks it away, then gestures
toward the path that winds into the forest. The air around
them seems to grow quieter as they prepare to leave the safety
of the town behind.

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Chapter 2: Entering the Enchanted Forest

Choosing the Path


DM Tip: Give them lots of flexibility and plenty of time to work
out a solution. Use Leafa's character to provide encouragement
and hints about what lies ahead. She can also share folklore
and legends about the forest to build the world and keep
players engaged.

The adventurers are faced with their first significant choice: to


take the shortcut or the longer, safer route. Each option presents
its own set of challenges and rewards, and the decision they
make will shape their early experiences in the forest.

! Should they choose the long way, skip The Shortcut Path
section. The party arrives safely at Bramble.

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Chapter 2: Entering the Enchanted Forest

The Shortcut Path


If the adventurers choose the shortcut, they will find themselves
quickly immersed in the more mystical and unpredictable
aspects of the Enchanted Forest. The path is narrower, the trees
closer together, and the light more dappled. It’s not long before
they encounter the first of many surprises— The Sand Trap.

As they walk, the ground beneath their feet begins to feel


strangely soft, and they start to seep into the ground. It feels as
if they’re treading on a sand and leaves. But then, without
warning, they begin to seep deeper in and around their shins.

Leafa: “ugh oh!”

As the adventurers' feet sink deeper, the mysterious voice below


rumbles offering them three choices:

"Numberssss, teamwork or sacrifice?"

Each choice leads to a different method of escape:

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Chapter 2: Entering the Enchanted Forest

Numbers – Solve a Quick Maths Equation


The voice challenges the party with a riddle woven with numbers:
"Seventeen plus six plus five, that is what gets you out alive!"
As the players quickly calculate the answer, they shout:
"Twenty-eight!"

The player who answered correctly loosens its grip, allowing


them to step free with a squelch. This person can now assist the
others.

Teamwork – Form a Human Chain


Realizing the strength in unity, the adventurers decide to work
together. The voice encourages, "Bind together, stand as one,
over sand and shadow, till the deed is done!" They grab each
other’s hands, forming a human chain, with the freed adventurer
pulling from solid ground.

With coordinated effort and lots of encouragement, they manage


to slowly extract themselves from the clutches of the quicksand.
This not only gets them out but strengthens their bond as a team,
proving that together, they can overcome even the most
unexpected challenges.

Once the party is out, have Leafa breathe out a sigh of relief and
congratulate the party on doing such an excellent job of getting
out.

“Look!” Leafa points to the quicksand.

The party then notices a small set of wings stuck in the


quicksand.

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Chapter 2: Entering the Enchanted Forest

Sacrifice - Rescue a Tiny Pixie


As the group contemplates their options, a faint, nearly
inaudible plea catches their attention. Looking closer, they
discover a tiny pixie in a green dress, its light pink wings with
magical sand, making it almost invisible. The voice booms,
"A sacrifice of heart, not harm, to free thyself from
quicksand's arm."
If the adventurers choose to help the pixie, they carefully lift it
from the sand, using anything like a leaf or a piece of bark.
Grateful, the pixie sprinkles a handful of glittering dust over the
sand, solidifying it enough for the adventurers to escape.

The pixie then flutters around them


excitedly, its wings shimmering
with a dusting of magical sand.
"Thank you, kind-hearted friends,
I’m Salia" it chirps in a voice as
delicate as the wind through the
leaves. Leafa smiles warmly at the
party, her eyes reflecting pride in
their compassionate choice.

I was here collecting honeydew but slipped and got stuck here. Thankfully
you came in time! As thanks for your kindness, I wish to share a secret of
the forest, follow me."
Her voice tingling with excitement. She darts off, her glow a
faint beacon beckoning the party to follow
Shortly after following her, Salia taps a great tree’s root with
her tiny hand. Magically, a section of the ground shifts,
revealing a small, hidden hollow.
Salia: Here, beneath the loving Oak, a treasure for those who respect the
forest's residents. Treasures such as these are yours for saving me. Thank
you once again!

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Chapter 2: Entering the Enchanted Forest

Rewards
Inside, the adventurers find a
collection of small treasures:
a handful of bright, polished
stones that emit a soft glow
(worth 20 gold), and a small
pouch 15 gold coins

The pixie, satisfied with the adventurers' wonder and gratitude,


gives a cheerful wave.

Salia: Remember, every creature, no matter how small, has a part in the
story of the forest. Treat them well, and they will do the same for you.

She then disappears in the woods.

DM Tip: Use this encounter to highlight the importance of


teamwork, quick thinking, and compassion. Each solution
offers a different lesson, whether it's the reward of quick
wits, the value of kindness, or the strength of
cooperation. These moments are great for building
character and group dynamics early on.

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Chapter 2: Entering the Enchanted Forest

Bramble
As the adventurers press onward after their encounter with the
quicksand and the helpful pixie, the Enchanted Forest deepens
around them. The path they follow becomes more intricate, with
the tall trees overhead casting dappled shadows that dance
with the movement of the leaves. The air grows cooler, and the
sounds of the forest—chirping birds, rustling leaves, and the
occasional distant call of a creature—create an ambiance both
mysterious and inviting.

Leafa's concern: Leafa stops suddenly as the group comes to a


clearing. Before them is a large, ancient tree, its bark gnarled
and darkened, with deep cracks oozing a sickly sap. This tree,
Leafa explains, is Bramble, the ancient treant who once
protected this part of the forest. But now, Bramble is corrupted,
his roots tangled and sick.
Leafa: This... this is Bramble. Or what’s left of him. He was the guardian
of this part of the forest and being cheerful with the local folk but now
look... he’s really sick and barely moving anywhere! The blight seems to
be have done this! We have to help him, then we must find the druid
Caelorn; he may be the only one who can help us heal Bramble and save
the forest.

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Chapter 2: Entering the Enchanted Forest

As they stand before Bramble, the once-majestic treant stirs, his


eyes glowing faintly with a sickly green light. He moans softly,
and the ground around him begins to tremble. Roots twist and
writhe, reaching out as if seeking help, but also threatening to
ensnare the adventurers.
Challenge: Healing Bramble
The players can attempt to soothe Bramble by using their
knowledge of nature or by offering a healing item they may
have acquired earlier (like a healing potion or an herbal
remedy from Willowmere). If they succeed, Bramble momentarily
gains clarity, warning them of the dangers ahead and providing
a brief respite in the form of a blessing that grants temporary
protection against the blight (e.g., +1 to all defense rolls for the
next encounter).

DM Tip: Use this mini-encounter to encourage the players


to think creatively and use their resources wisely. It also
reinforces the theme of environmental stewardship and
the importance of healing rather than harming. Use
Leafa to make suggestions if needed.

Leafa: Amazing work team!


Remember, young ones, every
action we take in this forest will
have a consequence. The blight you
see here is a result of something
that has disturbed the natural
order. As we move forward, think
about how your choices can either
restore or further disrupt this
balance. Let’s leave Bramble to
recover and go find Caelorn.

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Chapter 2: Entering the Enchanted Forest

The Druid’s Altar


Leafa leads the group deeper into the forest, toward the druid
Caelorn Darkroot’s altar. As they travel, the path becomes more
treacherous, with twisted roots and low-hanging branches
creating obstacles.

Leafa: This is odd, it looks like the


blight is getting worse here... We
must go to the druid altar quickly
and see if we can find Caelorn
Darkroot to help us from here. He
is the druid of the forest that
would know best. He holds
knowledge of ancient magic and is
the key to reversing the blight.

The forest grows slightly more darker on the floor around the
players as they approach the druid’s altar. The trees here are
starting to become twisted, their bark cracked and blackening.
The air feels like an unnatural fog that clings to the ground,
making it difficult to see more than a few feet ahead. The
adventurers can feel the weight of the forest’s sickness pressing
in on them, and even Leafa seems uneasy.

DM Tip: Use this as a chance to build up suspense and


ask the players what they are doing while heading to the
altar. Encourage roleplaying and creativity.

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Chapter 2: Entering the Enchanted Forest

Ask the adventurers investigate the altar, (DC 12 Intelligence or


Spot check) they find Caelorn’s journal, a black book under
some leaves, wrapped in vines. It contains notes and sketches
detailing his research on the forest’s blight. The entries reveal
that Caelorn discovered an artifact of immense power deep
within the forest—a crystal that he believed could heal the
blight. However, as the adventurers read further, it becomes
clear that the crystal’s power is dark and corruptive, and
Caelorn has been struggling to control it.

Leafa: Power, especially when it’s


not understood, can be dangerous.
Caelorn’s intentions were good—he
wanted to save the forest. But
sometimes, the quickest path isn’t
the right one. We must always
consider the consequences of our
actions, even when we’re trying to do
something good. Let’s see if we can
work out where he went from here.

The journal then begins to fade and Leafa advises that the
party should not touch it anymore and perhaps hide it. After
the players do some checks, have them notice tracks heading
towards a certain direction. Leafa suggests that the path leads
to the Dwarven Village and they may have answers.

DM Tip: Use this as a chance for players to explore


around and do some character role playing and
investigating. Give players a chance to try some checks
and reveal that his path leads to the Dwarven Village.

PAGE 36
Chapter 3

The Dwarven Village


You reach the edge of a grand stone village hidden among
towering trees. This is the Dwarven village, a marvel of
stonework with red stone pillars and walls three times as tall
as a grown man. The entrance is bustling with dwarves busy
with their daily lives.

Leafa explains that this is the Dwarven village, a place where


stout-hearted dwarves live. She stops at the entrance, and
speaks to the party.

Leafa: The forest has told me that the leader of the dwarves is a brave
man named Thromgar. I will go as far as I can, but I may have to wait for
your return as dwarves and elves don’t speak to each other since the old
times. There was a big war and they decided they didn’t want to be friends
anymore. Perhaps once this is over they might start talking again. I will
see if I can come in but if not then I will seek more information from the
forest... Here’s to good luck!

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C h a p t e r 3: T h e D w a r v e n V i l l a g e

DM Tip: Use this to describe a strong stone based village


with lots of stout people about carrying all sorts of stone
and timber to try and repair parts of walls and buildings.
There is a man with an eye patch directing people and he
spots you walking towards him.

Welcome, young heroes, to our


stone village! Long ago, our
ancestors carved this place from
the mountain itself! We have The
Stone Mug Inn if you require a rest
or supplies, or Emberheart Forge
for weapons and armour and 5
mines. 3 of those are in operation,
one has a fearsome ogre in it and
the other is just empty. Now come,
let me show youuuuuu—
Thromgar

Appearance: A stout dwarf with a long, thick brown beard and


wears an eye patch over his right eye. He seems quite friendly,
even if he looks a bit gruff.

Personality: Thromgar is a brave, kind-hearted dwarf leader


who loves sharing stories and helping others. Though he looks
tough with his eye patch, his humor and warmth make everyone
feel welcome. He prefers to avoid conflict if possible, unlike
other dwarven kin.

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C h a p t e r 3: T h e D w a r v e n V i l l a g e

As thick as an oak tree, Thromgar falls over flat on his face.


Turning over red-cheeked, he looks over to his feet where his
shoelaces are tied.

Thromgar: Ah, that rascally Pipper! Always up to his tricks! Where are
you, you little trickster?

A cheeky chirpy laugh co me s


from atop a nearb y ledge.
A sm all, fluffy squir rel-li ke
cre ature w ith big bright e ye s
and a bushy tail watches w ith
sparkling eyes, flick ing its tai l
in amusemen t. Thr om gar gets
up, makes a gr uff laugh, and
thr ows som e food to up to
Pipper.

That’s Pipper, our village’s mischievous mascot. Now, little elf lady, you
will have to wait here as you know, no elves are allowed in the dwarven
village. Err.. By the way, are you looking for that druid? Seems the only
reason you would pass here… You missed him by a few days... he seemed
distracted by something… He knows no dwarf here and entered the the
cave of the ogre so we left the druid on his own. He kept to himself and
looked a little unwell. That cave would be the best place to start… other
than that I have no idea what he did here, sorry friends.”
If you are looking for anything else, there is The Stone Mug Inn for rest and
rumours, The Emberheart Forge for weapons or armour, and The Arcane Elixir
for potions and herbs. The are all just in the village centre. I will take you to the
mines to investigate if you wish, when they are ready.
I’ll meet you at the front of The Stone Mug Inn when you are ready to move on.

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C h a p t e r 3: T h e D w a r v e n V i l l a g e

The Stone Mug Inn


The Stone Mug is a cozy inn carved into a cave, with smooth
stone walls, hearty smells of roasting meat and ale, and a warm
glow from low-burning torches. Dwarves, and cheerful patrons
gather here to share stories, laughter, and hearty meals.

Appearance: Olaf is a big, jolly


dwarf with deep brown skin, a
copper beard streaked with
silver, and a round belly that
shows his love for food and
laughter. His twinkling eyes and
unique southern heritage make
him stand out in the village.

Personality: Olaf loves telling


wild, funny stories about his
adventures, even if they’re a bit
exaggerated. He’s friendly, loves
Olaf Ironbelly helping travelers, and always
makes everyone feel welcome at
his inn.
Dialogue:
Greeting: Welcome to The Stone Mug!
We’ve got the best ale in the whole The Stone Mug Inn
forest, hearty meals that’ll fill you
right up, and stories that’ll make even Roast Ox Leg (Restores
the grumpiest dwarf crack a smile. Full Health) 6 gp
Hearty Stew (Restores 5
Rest up, friends—if you need advice,
I’m your dwarf! Take a look at my Health): 3 gp
prices if you need anything! Dwarven Ale: 2 gp

Oh, did I ever tell you about the time I Group Lodging (Per
wrestled a rainbow slug? Aye, it was night): 5 gp
thiiiis big—
(He gestures wildly with his arms.)

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C h a p t e r 3: T h e D w a r v e n V i l l a g e

Appearance: A small, furry


rabbit with black fur and
bright golden eyes, but he can
speak and has a sharp wit.

Personality: A perfect match


to Olaf's larger-than-life
character—where Olaf is loud
and boisterous, Ludo is dry,
sarcastic, and full of biting
humor. He often perches on
Olaf’s shoulder or hops
Ludo around the inn, offering his
the Pooka own snarky commentary on
Olaf’s wild stories.

Dialogue:
The Stone Mug Inn
Ahem! It was the size of a loaf of
bread, and you got scared and Roast Ox Leg (Restores
ran away. Let’s not exaggerate Full Health) 6 gp
again, Olaf. Hearty Stew (Restores 5
Health): 3 gp
Dwarven Ale: 2 gp

Group Lodging (Per


night): 5 gp

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C h a p t e r 3: T h e D w a r v e n V i l l a g e

When players ask about the village, the blight, or the druid, Olaf is eager to
help but tends to get distracted by his own stories. He knows a little about
the druid passing through, mentioning that the druid looked unwell and was
holding something close, but then Olaf quickly starts rambling about how
the villagers carved their own mines.

Dialogue:
When asked about the blight and Druid:
Olaf: Ah, the blight, the druid, you say? He passed through, looking a bit
sickly, like he'd been wrestling with something in the forest— But you know,
speaking of strange things, back when we were carving out the mines, there
were whispers about... Oh the blight, never mind that, it’s probably nothing.

Ludo: Probably nothing? Since the blight, we’ve had more dangerous creatures
creeping around the village than ever before. You should really tell them about
that, Olaf.

When asked about places in the village:


Olaf: If ya need some cold steel, check out the Emberheart Forge. Or if ye be
looking for fancy potions and spells or whatever, check out the The Arcane
Elixer. Enough chatting for now, go speak to them and come back if you need a
place of rest. For now,… got customers to serve!

Ludo: Good luck. I would advise to stock up on things... That Thromgar has his
hands full with problems at the moment.

! Let the players decide where to go next and read the relevant location.
Remind them that after they have explored the areas to meet Thromgar at
the Inn.

DM Tip: Use Olaf as a friendly guide to provide a resting spot


and share details about the dwarven village. He knows little
about the druid, only that he looked unwell and held
something close. Olaf can also hint at the blight’s effects,
mentioning dangerous creatures appearing near the mines.

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C h a p t e r 3: T h e D w a r v e n V i l l a g e

The Emberheart Forge


A constant chorus of clanging hammers echoes through the
village, guiding adventurers to Thalia's shop. The forge itself is
an open-air workshop surrounded by thick stone walls, with
iron tools hanging meticulously on wooden racks.

Appearance: A dwarven
blacksmith with thick, muscular
arms. She has light skin and
holds a hammer in her hand firm.
She stands shorter than most. Her
long, brown hair is always pulled
back into a neat braid and she
looks very strong.

Personality: Thalia is tough but


fair, with dry humor and a deep
respect for smithing. She asks
Thalia thoughtful questions but knows
little about the blight or the druid
Stoneforge beyond his visit to the mines.

Dialogue:
Greeting: Ah, more adventurers, eh?
The Stone Mug Inn
Don’t just stand there—come closer. No,
you aren’t like the other sickly one… Iron Sword
Don’t worry though, The Emberheart (+1 damage): 9gp
Forge doesn’t bite. How can I help today?
Battle Axe
When asked about the Blight: Ehhh the
blight, not sure about it other than (+1 damage): 9gp
business slowing down. Runic Leather Armor
When Asked About the Druid: That (+1 to Defence): 15gp
druid, right, he was a nervous one. Came
here asking for special gear, to secure Iron Shield: 4gp
something from deep within the mines. I
didn’t have it so he just rushed off - no
idea where though!

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C h a p t e r 3: T h e D w a r v e n V i l l a g e

Torva Silverbrew’s Arcane Elixir


The Arcane Elixir is a mystical establishment nestled within the
heart of the Dwarven village. With an ornate sign depicting a
bubbling potion bottle encased in arcane symbols, the shop
beckons adventurers from afar.
Appearance: A distinguished
alchemist, stands out with her
regal bearing and has a strong
solid stature. Her skin is a deep
ebony, and her thick black hair
are adorned with several beads
that clink softly as she moves.
Personality: Warm yet exacting,
Torva takes her craft seriously,
treating each potion as both an
art and a science. She values
knowledge and is happy to chat.
Torva
Dialogue: Silverbrew
Greeting: Welcome to Arcane Elixir, the
sanctuary of potions where magic meets
the meticulous hand of a master.
The Stone Mug Inn
Making a Purchase: Ah, excellent
He ali ng P ot i on ( Re s t or e s
choice! This potion will surely aid you in 1 2 He alt h) : 6 g p
your endeavors. Remember, it’s not just
about drinking a potion but E li xi r of Goof y g i g g l e s
understanding its essence. ( Whe n d r ank, put s t he
us e r i n a s t at e of g i g g l e s
f or 2 t ur ns ) : 5 g p
When Asked About the Druid: Curious
about that druid? He was here not long F ood of t he F ar t s ( Whe n
e at e n, c aus e s t he us e r t o
ago, seemed hurried. Purchased a potion f ar t wi ld ly f or 1 t ur n,
of Shadow Veil—typically used for c anc e lli ng ac t i ons t he y
stealth. Didn’t look too healthy and was would nor mally d o) : 3 g p
holding something close to him but thats
all I’ve got I’m afraid!

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C h a p t e r 3: T h e D w a r v e n V i l l a g e

Adventure Through the Mines


Thromgar eventually finds the players (if they don’t meet him at
the inn entrance) and leads the players on the outskirts of town
and to a cave entrance shaped with beautiful old ruins. The air
grows cooler as they enter, and the walls are lined with
lanterns on the walls and stone carvings that tell stories of the
dwarven families who once worked here. Some of the carvings
are still standing strong and others seem to have been knocked
over.

The party is led by Thromgar through the mines, and he is


lighting up the lanterns on the walls along the way.

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C h a p t e r 3: T h e D w a r v e n V i l l a g e

As the party ventures deeper into the mine, they notice the walls are
becoming slick with moisture. Stalactites drip ominously from above,
and the faint sound of squelching echoes through the tunnel ahead. The
tunnel widens into a larger chamber where several puddles of
gelatinous substance glisten in the dim light. Thromgar turns to the
group, his voice low.

Thromgar: These mines, once full of life and history, are now home to
dangerous creatures. A large ogre, Chunkhead, guards our treasure—a
chest of precious artifacts that could help us reclaim our strength. We
desperately need your help to retrieve it and prepare to face the growing
blight!

DM Tip: Players have several options here: they can sneak


past the jellies, attempt to lure them away with noise, or
engage in combat to clear the path. Should the players fail
some checks to be silent or simply avoid being cautious, the
party then has to confront the below. (DC 12)

Thromgar: Careful now. Those


puddles aren’t just water. The
old Jellies tend to lay in wait,
and they’ll lash out if disturbed.
We don’t want to become their
next meal, do we?"

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C h a p t e r 3: T h e D w a r v e n V i l l a g e

Multiple Options for Players:


Avoidance (Stealth Approach): Players can choose to
carefully navigate around the jellies without attracting
their attention. To do so, they must make Agility or Stealth
checks (DC 12). If all players succeed, they can avoid the
fight entirely. If a player fails, the jellies will detect the
movement and attack.

Distraction (Using Noise or Magic):


Players may attempt to distract the cave jellies by throwing
objects or using sound-based spells or items. A Spot check
(DC 10) will allow the players to identify a good spot to
throw a stone or cast a noise spell, drawing the jellies
away from their path. If successful, the jellies will move
toward the sound, giving the players a chance to sneak by.

Engagement (Combat): Players who choose to engage the


jellies in combat will face three cave jellies. These
gelatinous creatures are not particularly intelligent, but
they are persistent and will attack relentlessly if provoked

Dynamic Combat Elements:


Environmental Hazards: The damp cavern floor is slippery.
At the start of each round, any player who moves more
than 2 squares must make an Agility check (DC 10) or slip
and fall, losing their movement for that turn.

Falling Stalactites: Every two rounds, there’s a chance that


a stalactite will fall from the ceiling. Roll a d6; on a 5 or 6,
a stalactite falls. The DM should choose a random square
for it to land. Any creature in that square must succeed on
a Agility check (DC 12) or take 5 piercing damage.

Lanterns for Distraction: The old mining lanterns hung


along the walls may still have some use. A player can use
an action to light one and throw it toward the jellies,
potentially distracting or stunning them (DM's discretion). A
successful Intelligence check (DC 12) might allow them to
use this tactic effectively, causing the jellies to shift focus.

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C h a p t e r 3: T h e D w a r v e n V i l l a g e

Conclusion:
Suc ces s b y Avoidan c e:
If the p la yers m an age to avoid the jellies t hrough s teal th
or dis trac tio n, th ey will b ypass the encounter safely and
continue o n their wa y tow ard Chunkhe ad’s lair.
Victory in Co mbat:
Aft er defeating the jellies, t he playe rs can f in d a c l u e
abou t the dr uid Ca elo rn in the form o f a dis carded
journal page th a t one o f the j ellies had p artial l y
dis s olve d. Th is p rovides a dire ct lead fo r t he pl ayers,
connect ing Caelor n’s a ctions to the forest’s bli gh t.

Defe at:
If the p laye rs ar e o verw helmed,
they w ill b e kn ocked unco nsci o us
but wake up just out side the
cave, re scued by Thro mgar and
his dwar ve n allie s. The y’ ll have
the chanc e to r egr oup an d t ry
again.

Aft er this enco unter is completed, the party gets to a


larg e op enin g th at ha s mult iple holes with light reflecting
ac ross the water on th e w alls.

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C h a p t e r 3: T h e D w a r v e n V i l l a g e

Chunkhead
Dialogue:
Thromgar: We are here… the ogre is
just ahead. How do you plan on
getting past? Getting the treasure for
my people would be incredible and
turn the tides for the dwarves. Good
luck adventurers!

DM Tip: Use Thromgar as a friendly guide to provide


suggestions as to how to play out the scenarios they are
thinking. He knows the mines well and is experienced in
combat. Have him encourage players who may be shy. He
prefers to avoid combat when he can.

Chunkhead is a massive, lumbering ogre with a hunched posture and a


surprisingly gentle expression. His skin is a mottled green-gray, and his
large hands are perpetually dusty from living in the cave recently and
he carries a great big club but it doesn’t seem to be aggressive in the
way he holds it. Despite his intimidating size, his demeanour is more
curious than hostile.

When the Party First Encounters Chunkhead: Chunkhead lumbers into


view, sniffing the air. He squints around toward the adventurers and
tilts his head before continuing his pacing around the cave.

The party can choose from several tactics to overcome the situation.
Each option comes with advice from Thromgar. He is reluctant to move
closer as although he is leader of the dwarves here, he wants to avoid
conflict if possible and mentions he struggles with combat now that he
only has one eye. He also knows his people need him now more than
ever and if something were to happen, it would be bad for the village.

PAGE 49
C h a p t e r 3: T h e D w a r v e n V i l l a g e

Multiple Options for Players:


Avo i dance ( St ea l t h Ap pr oach) : Pl ay er s can c hoo se t o
ca ref ul l y nav i gat e aro und t he ogr e wi t hout at t r act i n g t hei r
at t e nt i on. To do so, t hey must make Ag i l i t y o r St eal t h
che c ks ( DC 1 2) . I f a l l pl aye rs succee d, t he y can av o i d
cont act ent i r el y . I f a pl ayer f ai l s, t he og re wi l l d et ec t t he
move me nt a nd c al l out t o w hoev e r m ay b e t her e .

Chunkhead: Who… who goes there? Dwarves again? No… not dwarves.
You… smell funny. Small ones, what you want? I want peace here.
Di st ract i on ( Usi ng Noi se or Mag i c) : P l aye rs may at t e mp t t o
di s t ract t he o gre by t hrow i ng ob j ect s o r usi ng sou nd -b ased
sp el l s o r i t ems. A Spo t check ( DC 1 0) w i l l al l ow t he p l ay ers
t o i dent i f y a go od sp ot t o t hrow a st on e or cas t a n oi se
sp el l , drawi ng t he o gre aw ay f r om hi s cam p. I f succ essf ul ,
t he og re w i l l m ove t owar d t he sound , gi vi ng t he pl aye rs a
cha nc e t o snea k by .
Chunkhead: What!? More cave jelly? I will squish you so you leave me
alone!
Chunk head t hen l eaves t he ar ea f or a whi l e an d co mes
bac k wa nt i ng t o rest .
Engagement ( Co mba t ) : Pl ay er s who cho ose t o en gag e t he
ogre w i l l be f a ced wi t h a chal l e ngi n g f oe . T hi s ogre seems
t o have t ough h i d e and a b i g cl u b t hat coul d d o s eri ous
damage. ( See Ap pend i x: Cr eat ure s f or st at s o n Chun khead ) .

Chunkhead: Why small ones so mean? Chunkhead just want quiet! Fine…
Chunkhead fight!
He rai s es hi s cl ub a nd roar s, b ut hi s at t acks r emai n
unco ordi n at ed, as he cl earl y pre f e rs n ot t o f i ght . I f
Chunk head st art s t o get t he uppe r hand , hav e hi m ask t he
pa rt y t o l eav e hi m al one or t her e wi l l be m ore t r oub l e.

PAGE 50
C h a p t e r 3: T h e D w a r v e n V i l l a g e

Di pl om a cy : Pl a yers wh o c hoo se t o speak w i t h C hunkhead


wi l l soon rea l i se t h at he came here out o f f e ar o f t he
f orest t ur ni ng d an ger ous and w as on l y l ooki n g f or a s af e
sp ac e t o st ay, h e means no harm and i s hap py t o
cont ri but e t o t he dwa rves i f he can st ay f or a w hi l e un t i l
t hi ngs set t l e.
Chunkhead: No one talks to Chunkhead. They yell. Throw sharp things.
You… you different. What you want? No funny business!
Chunkhe ad si t s hea vi l y o n a rock, causi ng t he g ro un d t o
t rembl e sl i ght l y. He l ea ns t he cl ub f ace do wn an d put s i t
t o t h e si de.
Chunkhead: Sick forest and sick creatures. Chunkhead no like. Trees
sick. Water bad. Cave safe. Quiet. Algae taste good, too. Sick forest
spreading quickly but don’t know why. f forest safe, Chunkhead go back.
But… Chunkhead need safe place till then. Maybe… little corner of cave?
Chunkhead stay quiet. No bother dwarves.

About the Treasure: Chunkhead


find them here. Thought they…
pretty. You want shiny things?
Chunkhead share. Chunkhead not
greedy… much.
If you help Chunkhead with safe
place, you take back all shiny
things. Deal?

If Negotiated Peacefully: Good!


Bye, small ones! You good.
Chunkhead remember you. Maybe…
you come visit? Bring snacks

He s hows t hem a hi dden al cove behi nd ol d mi n i n g t oo l s


and rubbl e. Th ey f i nd beaut i f ul l y craf t ed dwarv en chest ,
i ns i de, a sp ec i al sc ep t re. Nest l ed behi nd t he c hes t i s
anot her se t of pa ges, ex act l y as t he one t hey f oun d at t he
al t ar.

PAGE 51
C h a p t e r 3: T h e D w a r v e n V i l l a g e

The j ourna l pages d escr i b e t he drui d bei ng un ab l e t o f i nd


anot her m agi ca l i t em. T he drui d had t o hurry b ec aus e
ogre w as nea rby. Th e wri t i n g se ems angri l y w ri t t en .

Whe n t he part y ev en t u al l y ret ur ns t o Thromgar, he l o o ks


at t hem st a ndi ng p rou d.

Thromgar: Look at this! Thank you so much for helping our village! Let
me open it with the town key and give you your reward… You must also
understand, with this sceptre, we can begin to heal our land and ignite
bravery in all of our folk.
Thromgar op ens t h e ch est and pul l s out a t hi ck d warven
sc ep t e r f u l l of mu l t i c olo ured cr yst al s e t che d a t t he t i p
and a c ro w n wi t h a t h i ck mul t i co l ored j ew el s aroun d i t .

Thromgar: Now we can’t forget about


you... I have something special I have
been saving if you were able to help
me... its just in this pack here. Take
them and lets get out of here!

DM Tip: Use the treasure as a reward for the players’


efforts and to build excitement for future adventures.
Encourage them to use the items creatively.

Have t he pa rt y reci eve 20 gol d and each o f t he p l ay ers


rol l a d6 t o det ermi n e what m agi cal i t em t hey rec i eve
f rom Dw arven Vi l l age i n t he A ppe nd i x: Magi c I t e ms .

PAGE 52
C h a p t e r 3: T h e D w a r v e n V i l l a g e

Return to the Dwarves


Thromgar: You have done a great thing
for us today! Any friends of yours, even
elf, are always welcome here – Leafa
and the elves can come and stay as they
wish! Once this is all over, we will come
to Willowmere and visit the other
villages to set up some friendly trades
of our dwarven gems and gear. Thank
you once again my friends!

Thomgar then bids the adventurers


farewell with hearty thanks and
encouragement. You can see
Pipper tying up Thromgars shoes
again as he stands there waving.

Leafa nods in respect to Thromgar


and has a smile from ear to ear.

Leafa: Well done, heroes! Your bravery is inspiring. While you were gone
I heard of whispers that the druid was heading to the gnome town of
Tinkerton. Not sure what he was doing there but it’s not too far from
here. Let me take you to the next place as quickest as I can.

If you need anything else before we go, now is the time to stock up on
anything. Let’s try be quick though, we don’t want to lose him.

When the party is ready, they can head to the town of Tinkerton.

PAGE 53
Chapter 4

On the road to Tinkerton


As the adventurers journey for some hours through the forest
towards Tinkerton, they encounter an old, moss-covered double
stone door standing between two massive trees. Leafa describes
this path as somewhere she has not been in a very long time,
and only remembers that this is the only way unless they take a
very long detour, losing too much of the day. She can’t
remember how to get through though as its been a very long
time, even for her!

Before she gets a chance to tell the party, a huge beastial roar
can be heard in the distance that startles Leafa.

PAGE 54
C h a p t e r 4 : O n t h e r o a d t o T i nk e r t o n

Leafa: Listen guys, it’s actually been a long time since I have been this far
into this side of the forest… I want to go on but I’m actually a bit scared.
You young people don’t seem to be scared of anything… do you have any
advice? What are you scared of and how do you keep going when you are
scared?

DM tip: Use this as an opportunity for the platers to assist


Leafa in being brave and continuing on to the quest. It’s also
helps adults get a glimpse as to how children might navigate
fears too.

Once the players help Leafa


get past her fear, continue on
to the doors.

You see three glowing panels—


one purple, one orange, and
one green. Near the stone
doors, on the floor, a note is
etched saying to “Color mixes
everywhere, get it right, you’ll
go somewhere!”.

Scattered around the base of


the doors, the forest floor is
covered in bright, primary-
colored flowers: red, blue, and
yellow.

PAGE 55
C h a p t e r 4 : O n t h e r o a d t o T i nk e r t o n

Interaction:
Explain that the gate’s magic responds to color combinations.
Players need to mix the primary-colored flowers found nearby
to match the colors on the gate's panels.

The gate won't open until all the panels are properly matched
with the mixed colors.

DM tip: Use Leafa to make suggestions if players are not


making any progress.
Encourage players to discuss among themselves which
colors need to be combined to create the target colors
on the panels.

Solution:
The players need to place the correct combinations of flowers
on each panel:
Purple: Combine Red + Blue
Orange: Combine Red + Yellow
Green: Combine Yellow + Blue

As each correct combination is made, describe the panel


glowing brighter: "The purple panel flares brightly as the red
and blue flowers intertwine, their colors merging perfectly."

Outcome:
Success: When all three panels glow brightly with the correct
colors, the ancient stone doors glow bright then slowly creak
open, allowing the party to continue their journey towards
Tinkerton.
Have the players roll a Spot check. On a 12+ they find two small
pouches with 8gp each and a small light blue gem (worth 10gp).

Failure: If the wrong combinations are placed, the panels dim


or flicker, and the gate remains closed. Players can retry
different combinations until they succeed.

PAGE 56
Chapter 5

The Gnome Village of Tinkerton


As the players and Leafa approach Tinkerton, they hear the
rhythmic ticking of unseen gears and the occasional hiss of
steam. Mechanical contraptions peek through the trees, blending
into the natural landscape and a village bustling with activity.

As you arrive and enter the gear contrapted doors, you see huge
mechanical marvels and realise the village is a wonder in itself,
with whimsical buildings and colorful decorations. The air is filled
with the sounds of tinkering and a bit of chaos strangely.

At the town’s center stands the magnificent Sky Clock, a beauty


of gnome engineering that orchestrates the daily life of Tinkerton
filled with dozens of gears.

PPAAGGEE 5X7
Chapter 5: The Gnome Village of Tinkerton

DM Tip: Use Tinkerton as a place for the players to gather


more information and possibly acquire new tools and
gadgets to aid in their quest. Emphasise it as a mix of
nature and machinery working as one.

Leafa: Welcome to Tinkerton! The


gnomes here are known for their
clever inventions and joyful spirit.
Let’s see if they have any information
about the blight or the druid!

Appearance: An elderly gnome


with a long white beard, colorful
spectacles, and twinkling eyes. He
is a wiry gnome and wears a
patchwork robe adorned with
various tools and gadgets. He
greets the adventurers warmly
Gearwell and listens to their story.

Personality: Gearwell is a quirky, energetic elder gnome


brimming with curiosity and warmth. Despite his frazzled
demeanor, he’s clever, resourceful, and deeply cares for his
people and Tinkerton’s balance between nature and machinery.
His love for invention shines through his humor and
determination, even when chaos is afoot.

The t own' s ma yor, a b ri ght - eyed gnome, see s t he part y


and ap pro ach es w i t h a w orr i e d l o ok on hi s f ace.

PAGE 58
Chapter 5: The Gnome Village of Tinkerton

Introduction:
Welcome to Tinkerton! I’m Gearwell, and as I see you wear that Amulet of
WIllowmere, I can ask of you, your help! The blight has reached our town,
and our Sky Clock has stopped, throwing everything into chaos! The Gear
Goblins stole the clock’s gears, and without them, things will only get
worse.

About the Blight & Druid:


The blight is making machines malfunction and people act strangely! It
all started after a mysterious figure passed through town. The Goblins
also took some of our gears and things have really taken a turn for the
worse. I even saw a fellow gnome trying to match a wickspanner with a
nobflonger! Who would do that!! I will need the gears back from the
Goblins before it becomes completely chaotic and I need to get my town in
order!

On the Town & Help:


Please, rest and replenish if needed, but return soon so I can show you
where to recover the gears. For lodging, visit The Twin Twizzle Inn; for
tools, try The Cog & Wheel Workshop; and for potions, head to The
Pendulum Plaza. Good luck!
Let the players decide where to go next and read the relevant location.
Remind them that after they have explored the areas to meet
Thromgar at the Inn.

DM Tip: Highlight Tinkerton’s unique blend of chaos and


creativity, using NPCs and odd occurrences to build intrigue
while providing opportunities for roleplay and problem-
solving.

PAGE 59
Chapter 5: The Gnome Village of Tinkerton

As Gearwell says that, a passing gnome seems a little lost and


bumps into Leafa.

Apologies dear Mr Poopington, I


didn’t see you there, umm… I’ll have
the have the fizzlepop ready for the
bumblebottom by yesterday and the
clackerty clink will be ready at -
wait here - take my special
popfammer hammer, I have to rush
now…Don’t forget my name -Menny
Pilwicken!

The gno me rea ch es in his pocket and pulls out a s n otty


ha ndkerc hief a nd pops it straight into yo ur hand s.

"Thank you a nd go od day!” He bow s and craw ls in to a b a l l


on the flo o r in fro nt of yo u an d i nstan tly falls asl eep .

The players have th e o pport un ity t o explore th e vil l age,


int era ct w ith its in ha bitants, and gather supp lies . The
longe r they ta ke, th e mo re odd thi ngs t hey n otice like
gnome s stand ing in cor ners, running from end to en d of
the to wn, cr ad ling ra ndom gears, huggin g and roc king
thems elves in a cor ner mutteri ng gib beri sh.

PAGE 60
Chapter 5: The Gnome Village of Tinkerton

The Twin Twizzle Inn


The Twin Twizzle Inn is a cozy retreat, near the town entrance
of Tinkerton, offering a warm environment for adventurers to
rest and recover. The inn is full of mechanical curiosities: self-
turning ceiling fans, chairs that adjust to the occupant’s size.

Appearance: Identical gnome


twins with shockingly pink hair
styled into dozens of small,
bouncy ponytails, each tipped with
a twinkling bell. Fizzle wears
bright blue, while Pop prefers
bright green..

Personality: Brimming with


energy, the twins are cheeky and
love pulling littlepranks on guests,
Fizzle & such as swapping their drinks,
twirling someones hair. Despite
Pop their antics, they are incredibly
hospitable and always make guest
Dialogue: feel at home.
Greeting:
Fizzle: "Welcome, welcome! Bits & Bobs
soup is bubbling away! Come in, take a The Twin Twizzle Inn
seat, and have fun!"
Pop: "Don’t mind the chairs—they only Room rate (Per person
bite if you’re late paying! Enjoy your room): 8 gp
stay!" Bits & Bobs Soup
(Restores 4 Health): 3 gp
About the Blight & Town:
Fizzle: "It’s been odd! Someone drank Ratchet Roll (heals 2
from a flower vase—twice! Things are health): 1 gp
getting worse…”
Pop: "A squirrel wound up my slippers.
The blight’s spreading, but we just keep
going!"

PAGE 61
Chapter 5: The Gnome Village of Tinkerton

The Cog & Wheel Workshop


The Cog & Wheel Workshop is a bustling hub of innovation,
filled with clinking tools, humming machinery, and inventive
gnomes crafting gadgets like gyrocopters and clockwork mice.
Despite the chaos, the workshop is meticulously organized.

Appearance: A young gnome with


a green mohawk, oversized
goggles, and a perpetual smudge
of grease on his nose. His hands
are always working away on
something

Personality: Enthusiastic, brilliant,


and friendly, though prone to
nervous stuttering around
adventurers. Cooper is here to
help where he can, despite the
Cooper chaos going on around town.

Dialogue:
Greeting: W-welcome to the Cog & Wheel The Cog & Wheel
Workshop! Feel f-free to look around.
Need a repair or my Pop and Lock kit? It’s Workshop
only 5 gp for you? Misc repairs: 9gp
Distraction invention
When asked about the Blight: Machines
are acting weird—b-brand new cogs (Distract opponent for 2
rusting and the boiler refusing to boil. I- turns): 9gp
it’s spooky!

When Asked About the Druid: Eh who?


Is that an inven-n-n-ntor?

PAGE 62
Chapter 5: The Gnome Village of Tinkerton

The Pendulum Plaza


Tinkerton’s bustling market square, a riot of colors, sounds, and
scents. Stalls overflow with goods: fresh produce, shimmering
gemstones, exotic potions, and enchanted tools. Named after the
large hanging clock that swings.

Appearance: Yeena is a friendly


gnome with chestnut hair tied
back with a gear-shaped hairpin
and warm hazel eyes. She wears a
slightly stained apron, evidence of
her latest mechanical experiment

Personality: Warm and


approachable, Yelena loves
helping adventurers find what
they need. She’s also eager to test
Yelena her latest inventions on willing
participants.
at.
Dialogue:
Greeting:
Hello there! Looking for something The Pendulum Plaza
special? We’ve got all sorts of potions to Speed potion (Double speed
help you on your adventure! Stronger? for 2x turns): 5gp
Faster? Or Perhaps just a smoke
distraction!? Starting at only 2 gold each! Smoke bomb (Create a
spoke screen for a 3
squares bock for 1 turn):
About the Blight: 2 gp
It’s strange, really. My clockwork
hummingbird just stopped working Standard adventuring gear:
yesterday, and the gem polish keeps 8 gp
turning black! Something’s definitely
wrong.

About the Druid:


Sorry, it's been chaotic here and I've not
seen anyone like that. PAGE 63
Chapter 5: The Gnome Village of Tinkerton

Quest for the Gears


When you return to Gearwell, he hands you a strange map with
locations where the gears might be found marked with X’s.

Gearwell: These parts are essential for the clock's operation. They have been
taken by Gear Goblins! Please, bring them back and help out town – we are
desperate! Many people are going Haywire… Including Haywire & Menny
Pilwicken the town friar!!
As he says that, walking backwards past the party, an odd looking
gnome approaches looking at the party yelling “I can fix it! Just fetch
me my hammer and fork, I’ll write a letter to start” while trying to
push two wrenches together.

Gearwell: The goblins are cunning and always follow a certain pattern with
their stolen loot. They divide important parts between three key places at
their Goblin camp:

One piece is always kept at the Guard post. Those goofs don’t even know
who is goblin if you talk close enough like them - they can’t see properly!
Another is given to a Goblin Tinkerer, who tries to modify or experiment
with it. You'll have to come up with a clever idea to swap it out.
The final piece is handed over to the Goblin King himself, who hoards it
as a trophy. This will be the hardest and will require all your skill.

To retrieve all the gears, you'll need to figure out ways to get past these
challenges. Whether through stealth, trickery, or force, I believe you have
what it takes. Here's the map and some magical talking stones that might
help with communication between you —good luck, brave souls! I have to
sort out my people!
Talking Pebbles: 5 smooth metallic round pebbles with a painted
face and a cheeky grin. When spoken to a pebble, it repeats the
message to the other stones up to 50 squares. These can be handed
to each player to communicate (think walkie talkies!)

Gearwell hands over the map and pebbles to gather all three gears
to fix the Sky Clock
PAGE 64
Chapter 5: The Gnome Village of Tinkerton

Challenge 1: Entering the Gear


Goblins' Hideout
The adventurers follow the map into the depths of the forest, where they soon
find the entrance to the goblins' forest hideout. It’s a sprawling collection of
ramshale tents, scrap and small half built buildings, with traps and guards
scattered throughout.

Standing at a makeshift guard post built from scraps are a duo of goblin guards.
The guards are bickering, constantly chattering in their own unique slang. The
guards are small but stocky, about the size of dwarves, each with distinctive
appearances.

Grobble: The lead guard, has a


chipped tooth and a helmet
that keeps slipping down. His
armor is a patchwork of rusty
metal and leather, and he
wields a bent spear that he
twirls idly. Grobble fancies
himself the smartest goblin in
the group and takes his job far
too seriously.

Snorp: Grobble’s partner,


DM Tip: Players can have
Snorp, is noticeably pudgier
fun and engage the guards and armour that is being
in conversation, using stretched to its limits. Snorp
creative goblin slang or wears oversized goggles
even making up their own and has a pendant with his
big belly exposed. He’s
phrases to trick them. bumbling and easily
confused.

PAGE 65
Chapter 5: The Gnome Village of Tinkerton

Challenge 1: Entering the Gear


Goblins' Hideout
Leafa: I don’t think these goblins are very clever… we could probably
convince them we are one of them with all this scrap on us that is just laying
around or probably find other ways to get past…what do you think we should
do?

Allow the players to approach the situation however


they like, below are some interactions if they choose
any.

Talking: Players can create their own funny slang


phrases to impress Grobble. If they succeed in coming
up with silly and convincing goblin phrases (DC 12),
Grobble will let them pass. “Ahh, ya speak good gobbo!
Must be one of us… smelly elves and hairy dwarvses
can’ t speak gud likes us! Go on through, but no funny
business!”

Distraction: The adventurers can cause a distraction


nearby to make the guards leave their post temporarily
(DC 10). The guards will rush off to investigate,
allowing the players to sneak in.

Stealing Goblin Uniforms: If the adventurers sneak up


successfully (DC 15), they can find a couple of goblin
uniforms hanging on a nearby hook. The uniforms fit
poorly on larger players, causing the armor to sag or
ride up in awkward places, but they’ ll help the
adventurers blend in with the other goblins (DC 12 to
find the uniforms).

Stealth: As the guards are on active duty, Stealth check


needs to be DC 16 to sneak straight past. If caught they
need to explain themselves and it will either lead to
convincing them they are goblin or will lead to combat

PAGE 66
Chapter 5: The Gnome Village of Tinkerton

Challenge 2: The Tinkerer's Workshop


The room is filled with clanging metal, flashing sparks, and
half-built contraptions scattered everywhere. Skroggle, the
goblin tinkerer, is bustling about, muttering to himself and
tweaking various machines.
Appearance: Skroggle’s large
goggles are crooked on his face,
and he has a wiry white beard
that looks more like twisted wires
than hair. His green skin is
smudged with soot, and he wears
a leather apron dotted with
scorch marks.
Personality: Skroggle is wiry and
hyperactive, with wild tufts of
hair sticking up and his clothing
is stained with thick oil.

Skroggle Skill Challenge


Invention Option:
The adventurers must pass
Dialogue: Intelligence or Agility checks (DC 8)
to avoid accidentally triggering any
Greeting: explosions while assembling a
Ah! Wait! Stop! You! Perfect machine.
timing my goblins! I need
more hands! Yes hands! Come Distraction Option:
help me with dis contraption They can distract Skroggle by giving
—don’t touch dat button, or him another cog or causing a minor
it’ll explode! Or maybe touch explosion elsewhere, allowing them
it... lemme think…I need the to sneak off with the gnome cog.
snazzhammer Conversation Option:
If the players flatter Skroggle’s
About the Blight & Druid: intellect and offer “insightful” ideas
Wot!? No time for nonsense, I (even if they’re absurd), they can
need the cog from the gnomes convince him to hand over the gear
to build this bomb... get it to “improve” his work.
ready will ya!

PAGE 67
Chapter 5: The Gnome Village of Tinkerton

Outcome:
Success : Skroggle will eagerly hand over the gear, not bothered by
it but excited to see how his newest creation works with it. "Ohhh, I
bet it' ll go BOOM! Here, take dis and go see wot happens! Gonna be
amazin' !"

Failure : If the adventurers mess up or Skroggle loses patience, he


sets off a series of traps or gadgets that they must navigate to get
the gear. Some blow up in his face giving a quick chance for the
party to grab what they need and get out.

Key Elements for Integration :


Skroggle should be chaotic and quirky, with a mixture of manic
energy and a love for things that explode.

The workshop should feel cluttered, with a blend of dangerous and


harmless gadgets.
The challenge should involve problem-solving with fun, chaotic
consequences for failure.

The party then make their way toward the


most dangerous part of the hideout—the Goblin
King’s throne room.

PAGE 68
Chapter 5: The Gnome Village of Tinkerton

Challenge 3: The Goblin King


Finally, the adventurers make their way to the throne room of King Snozgrot, the
boisterous leader of the Gear Goblins. The throne room is filled with the sounds of
feasting goblins, gnawing on roasted meats and bickering over loot. The room is
chaotic, and the goblins are too distracted by their meal to notice the adventurers
immediately.
Appearance: Snozgrot is
larger than the average goblin,
with a hunched back and a
jagged crown made from
twisted metal and gears. His
teeth are crooked but he grins
with greed. He wears a long,
tattered robe and his eyes
gleam with greed and mischief.

King Snozgrot: Ahhh, da gear of


da Sky Clock! It's mine! None of
you gobbos coulda pulled dat off
like I did! I’m da greatest king in
all da forest! Now you two go get
my food, I’m ungry!

Potential Interaction Options:


Sneak Through: With the goblins distracted by their feast, the
adventurers can sneak past the rowdy group and grab the gear
without anyone noticing (Stealth Check - DC 12).

Create a Distraction: The adventurers can make a commotion


somewhere or try causing a commotion somewhere. Goblins aren’ t
very bright so if the adventurers do this, they can grab the gear
and make their escape (Intelligence or Spot Check DC 14).

Flatter Snozgrot: Alternatively, the players can engage in a bit of


flattery to distract Snozgrot. If they compliment his crown or ask
him to make up exaggerated stories of his “greatness,” Snozgrot
will be too engrossed in the praise, getting up and walking off
completely, waving his arms about and making silly voices of
others with the rest of the goblins following him taking no notice
of anyone taking the gear (Charm Check DC 12 to succeed).

PAGE 69
Chapter 5: The Gnome Village of Tinkerton

Challenge 3: The Goblin King

King Snozgrot: You know I haz once da elf tell me I am da beautiful


wun! My skin and eyez… who could look away from such beauty…I
had the elf in prison anyway! Then they were like oh, its him, the
beautiful strong one - oh la-di-da they said!”

Leafa can suggest anything to the players to help with


standby with a distraction if they get stuck.

Once successful, the party is able to obtain the last Cog, the
adventurers notice something else amidst the pile… another
journal.

Location of Journal: Once they secure the third gear needed


to repair the Sky Clock, the adventurers encounter a journal
partially sticking out of the gear itself, as if it was used to
protect or hide this important component.

The journal explains that time is like the forest, always


renewing. The Sky Clock was built to hold back a creeping
darkness, but it goes on to worry it might fail if the blight
isn’ t stopped. They tried getting help from the goblins but now
fear that might have been a mistake. The darkness is growing.

Completing the Mission


With all three gears in hand, the
adventurers escape the goblin
hideout and return to Tinkerton.
Gearwell greets them with
overwhelming gratitude, quickly
reassembling the Sky Clock and
restoring balance to the town. The
gnomes start to act normally and
things begin to look normal again.

The adventurers' bravery and


clever thinking have saved the
day, and Tinkerton returns to its
joyful, rhythmic life.

PAGE 70
Chapter 5: The Gnome Village of Tinkerton

Returning to the Gnomes


Gearwell: Thank you once again! We now need to deal with the blight
coming through but I wish I could help more! I can tell you though that
our scouts have seen unusual creatures and strange lights near the old
Elven town. It’s a place of ancient magic. If you’re to find the source of
the blight, that’s where you should go next. Be careful, though. The
roads are dangerous now, and the magic is getting worse.

As a reward, the Gearwell offers them something


special, thanking them profusely for their heroic
efforts.

Roll a D6 on the Appendix: Magic Items (under Gnomes


section) to determine which magical items the party
receives

With Tinkerton' s clock ticking once again, your journey


leads you to the verdant expanses of the Elven lands.

DM Tip: Use Gearwell


information to build
anticipation and set the
stage for the next part of
the adventure. Encourage
players to prepare for the
journey by gathering
supplies and information.

Leafa takes a deep breath of excitement and steps forward.


Leafa: Now we go to my lands!
PAGE 71
Chapter 6

The Elven Lands


On the way over to the Elven lands, Leafa explains to the party
that they live here and the party is welcome to stay as long as
they like.

As you get closer, you notice the air here is filled with the scent
of blooming flowers, and gentle music floats through the trees.
The wooden gates ahead are open and Leafa greets people as
you enter. The homes and buildings are crafted out of ornate
elegant designs of the forest with smooth finishes in and
around the trees, and the streets are clear save for a few
leaves that have recently fallen.

Leafa points out the elven leader to you and mentions they will
be back in a few minutes. Leafa mentions that they already sent
word earlier and the elves have been expecting you. As you
head through, you're greeted by an elven woman named Silvara
a tall, calm and wise elf with flowing silver hair, greets the
party.

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C h a p t e r 6 : T h e E l v e n L a nd s

Leafa take s you str aig ht to S ilv ara and has a


conc er ned lo ok o n her face as she lo oks aro un d.

Leafa: Heya! I’m sorry, I need to check on my family and make sure
they are ok - you go on ahead and I’ll catch up! This blight seems to
be way worse than I thought if its come all the way here!

Appearance: Silvara is a tall,


serene elf with flowing silver
hair and soft emerald eyes. Her
elegant robes, woven from leaves
and threads of moonlight,
shimmer faintly as she moves.

Personality: Calm, wise, and


compassionate, Silvara exudes
authority and empathy. She
speaks with grace, inspiring trust
and hope in those around her.

Silvara

Greeting:
Welcome, brave souls. While our forest is usually a place of peace,
we are troubled. Our owlbear cub, Lexi, is missing near the Crystal
River. Will you help us bring her home?

DM Tip: Emphasize urgency. This is a rescue mission, and


Lexi is counting on them! More info on the next page!

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C h a p t e r 6 : T h e E l v e n L a nd s

Tracking Lexi
Setting the Scene:
The players set out on their journey to find Lexi, following her
trail through the dense, magical forest. The path is narrow, with
low-hanging branches and the occasional sound of distant
animals.

Encourage the players to give you an idea of what to do to track


Lexi (either Spot or Intelligence Check DC 10 or feel free to make
this an auto pass just based off suggestions)

Tracking Le xi
The adve nturers set fort h with t heir pendan ts glo win g
softly as gu ides. Th e fore st is den se and f ille d w ith sound s
of wildlife. Th e gro und is so ft ben eat h t heir f e et, an d the
air s mells of p ine and dam p earth. T he adv enturers must
tra c k the cub, follo wing signs that she le ft behi n d durin g
her wande rings.

Tra cking Le xi:


Playe rs follow along the path an d i f successful f in d b rok en
branc h es, sc attered fea ther s, and small claw marks on the
tre es. The y can take turns spot ting t he se signs or w ork
toge th er to find the path Lex i too k.

Encourage crea tivity in describing t he signs they fin d. A


su cc e ss allow s th em to progre ss, whi le a f ai lure res ul ts in
the m missing a turn o r taking longe r t o catch Lex i’ s trail .

DM Tip: 3x total Success means they stay on the right path,


and the Silver Leaf Pendants glow brighter. On 3x total
failure, they get momentarily lost, but a playful squirrel
drops an acorn from a tree and points them in the right
direction, laughing as it scurries off.

PAGE 74
C h a p t e r 6 : T h e E l v e n L a nd s

Tracking Lexi
DM Notes: (Success): Depending on what they decide they
want to search for, read the below.
Owlbear Feathers – On the forest floor, you see several
soft white and brown feathers scattered. You also
notice some feathers caught in the brambles, leading
further down the narrow path
Broken Branches – A series of broken branches seem
somewhat to match Lexi’s size & weight.You see a set
of small, deep claw marks scratched into a tree, as
though it tried to climb but it quickly abandoned the
attempt.
Muddy Paw Prints – Lexi must have splashed through a
mud puddle, leaving clear prints leading deeper into
the woods.

As t he part y mo ves deepe r i nt o t he f ore st , t he t r ai l b ec o mes


more de f i ned. A f t er a whi l e, t he y be gi n t o n ot i ce di f f eren t
f oot pri nt s i n t he d i rt —l arger an d smal l er, b oot ed f oo t p ri n t s t hat
don’ t b el ong t o L ex i comi ng f ro m di f f e rent di rect i o n s. The
pl ayers not i ce t he t racks no w se em t o t urn t o dr agged s t eps
and f ol l o w Lexi ’ s t rai l t o a smal l , rough camp hi dd en amon g t he
t ree s.

The re, t he y see f o ur bumbl i ng


poach ers ( a l a rge l umberi ng
gre en orc w i t h a net , a
spri t el y red headed gno m e
w eari ng gl asses a nd t w o
humans , an o l d and a younger
one) arg ui ng a mo ngst
t hemsel v es, L exi i s seen
nearby i n a cage. The
poach ers are argui ng ov er a
w hat t o do next and keep
poi nt i ng t o a po orl y draw n
map.

PAGE 75
C h a p t e r 6 : T h e E l v e n L a nd s

Tracking Lexi
Poacher Gnome: Hold the net properly, you oaf! How are we supposed to
catch the cub if you’re all tangled up in it
Poacher Orc: Iz not my fault! And are we iz even in the right part of the
forest? Dis map doesn’t make any sense!
Poacher Young Human: It’s upside down Gorlag!

The adventurers are free to choose how they approach the


situation. Below are a few likely actions the players might take,
along with suggested mechanics and outcomes for the DM:

Sneaking Past the Poachers


The players can try to quietly sneak
into the camp to reach Lexi’ s cage
without alerting the poachers
(Stealth DC 12) . The group moves
carefully through the underbrush,
taking advantage of the poachers’
distraction. A success allows them
to bypass the poachers and free
Lexi unnoticed.
Failure : The poachers notice
Success : The poachers are too
the sound and draw weapons.
busy arguing and you move
Read the below if caught and
quietly enough, you sneak up
give the players a chance to
to Lexi’ s cage unnoticed
talk themselves out of it. The
better the reason the lower the
DC (start at 12) and keep
dropping if they come up with
a good story then ask them to
roll a charm check.

Poacher Orc: Oi! They iz not wiv


us? Who iz you wif?
Poacher Gnome: You are right
Gorlag. You’d better have a good
reason or we’ll tie you up for the
wolves!
PAGE 76
C h a p t e r 6 : T h e E l v e n L a nd s

Tracking Lexi
DM Notes: Build suspense if the party fails or is caught.
This could lead to a tense encounter or combat.

Distracting the Poachers: The players might attempt to distract


the poachers to draw their attention away from Lexi’ s cage
(Charm DC 12). Encourage creative ideas, such as throwing
objects, using spells like Minor Illusion, or mimicking forest
sounds long enough for the group to free Lexi

Combat (Optional): Should the adventurers decide to confront


the poachers, they engage in a short, low-stakes battle. The
poachers are not fighters and realise they are clearly
outmatched (See Appendix 1: Creatures/ Enemies for stats).
After taking a few hits, they trip over themselves and flee,
dropping their net behind. (1 poacher per player)

DM Notes: Encourage inventive problem-solving. Reward


players for creativity, even if it doesn’t perfectly match a
traditional check. The end goal here is that they have fun!

Once the Poachers are dealt withand the party unlocks the
lock to the cage door, Lexi dashes into the forest in a panic!

Setting the Scene:


The party chases Lexi through the
forest until the sound of rushing
water ahead. As they burst
through the trees, they find Lexi
at the edge of a fast-moving river.

Before they can stop her, she


leaps into the water, trying to
escape, but the current is too
strong for her. She is swept
downstream, struggling to stay
afloat.

PAGE 77
C h a p t e r 6 : T h e E l v e n L a nd s

Rescuing Lexi

DM Notes: Below are suggested actions and outcomes for


the DM to use to help young players. Emphasise Lexi is
slipping further away. Every second counts!

The river churns violently, the current dragging Lexi further


and further downstream. Her cries for help are faint over the
roaring water. You’ ll need to act quickly to save her!

Forming a Human Chain or Jumping in:


Players can work together to form a person chain or just
jump straight in with any of these checks (Agility, Strength
or Intelligence Check DC 12)
Using Tools or Magic:
Players can work together with rope, grappling hooks, or
magic may use these to pull Lexi from the river. Strength or
Agility checks (DC 12)
Building a Raft or Improvising a Solution:
Players may take a slower, methodical approach, gathering
materials to craft a raft or platform to rescue Lexi (Spot or
Intelligence (DC 12)

PAGE 78
C h a p t e r 6 : T h e E l v e n L a nd s

Rescuing Lexi
Once out and rescued, Lexi, runs off, still scared and hiding
behind the tree allows the players to approach her. Her big,
round eyes peer out from behind the bark, and she lets out a
soft, nervous hoot.

Leafa then arrives and can help the party if needed. She also
tells them her family is safe thankfully but she had to help clear
the blight for a bit!

The adventurers must now work together to calm the frightened


cub. Each adventurer can try a different approach to soothe
Lexi, and their combined efforts will determine the outcome.

Calming Lexi – Group Activity:

Charm c heck (DC 10): One


adventurer can speak softly,
can sing or play music to Lexi
and approach her gently.

Spot check (DC 10): An


adventurer can search nearby
bushes for berries or honey to
offer Lexi as a treat.

Intelligence check (DC 10): Success: If the adventurers


The adventurer uses s u c c e e d , L e x i r e l a x e s , nu z z l i ng
intelligence to signal a sign of u p t o t h e m a nd l e t t i ng o u t a
h a p p y l i t t l e h o o t . S h e ’ s no w
no harm to the animal that ready to follow them back to
shows they are not a threat. the village.

If any adventurers packed a


backpack with animal treats Leafa: Amazing work team! She
then Lexi starts smelling knows the way back so lets just
about and calms down once
she starts eating. keep her calm and fed and we won’t
have any issues.
T h e p a r t y no t i c e w h a t a p p e a r s t o b e a s q u a s h e d , m u d d y l e a t h e r b ou nd
j o u r n a l t h a t L e x i m u s t h a v e a c c i d e n t a l l y s t e p p e d o n w h i l e s c ar e d . I t r e a d s
o f s o m e o n e s e e k i ng h e l p f r o m n e a r t h e e l v e s w h o w a n t e d t o d e s t r oy i t , b u t
t h i s p e r s o n b e l i e v e s i t c a n h e a l t h e f o r e s t . I t s e v i l p o w e r g r o w s and t h e y
think the fairies might have stronger magic to use it to stop the blight.

PAGE 79
C h a p t e r 6 : T h e E l v e n L a nd s

Rescuing Lexi
DM Notes: On the way back, ask the party how you are
travelling with Lexi? Are you in a line side by sude or
are you in a straight line or a group?

You continue to walk when s uddenly, vines shoot up from the


ground, wrapping around your legs and arms! But instead of
hurting you, the vines begin to tickle you!

Create a number of vines that spring up (equal to the number


of players). See Tickle Vine Trap in Appendix 1: Creatures/
Enemies.

Roll Initiative.
Description: When triggered, it springs to life, wrapping around
the legs of unsuspecting adventurers and tickling them
mercilessly.

Escape: The adventurers must work together to free themselves


from the tickling vines or fight their way through. Each
adventurer makes a Agility check (DC 10) or a Strength check
(DC 14) to untangle themselves.

On success, they manage to free themselves quickly, still


giggling from the experience. On failure, they spend a little
longer laughing uncontrollably until the vines finally release
them on their own.

After the Encounter:


A spore is released in
the air all around,
smelling of sweet honey
that seems to make the
players feel better. All
players and party
members return to full
health.

You continue on and


finally arrive at the
Elven Village.
PAGE 80
C h a p t e r 6 : T h e E l v e n L a nd s

Returning to the Village


With Lexi safe and the vines left behind, the adventurers return to the Elven
Village. Silvara and the other elves greet them with cheers of joy and relief, and
Lexi rushes playfully to her family. The elves thank the adventurers with gifts and
a small celebration in their honor.

Silvara: You have done a great deed today, brave adventurers. Thanks to
your courage and kindness, Lexi is safe, and our village is forever grateful.
May the forest always protect you!

DM Tip: The adventurers are each rewarded with a Silver Leaf


Bracelet, which now glows softly and offers a +1 bonus to all
future Charm checks. Also, have the players roll on the Elven
Village list in the Appendix 2: Magic Items. One roll per player

As the elves sing a joyful song, the adventurers watch Lexi playfully hoot and
nuzzle their feet with the mother by her side now, nuzzling it. The elves are
clearly thankful for their help. Leafa has now returned and is smiling ear to
ear.
Leafa: I knew you could do it! Well done! Where are we off to next? Did
you find any clues out there as to what might be causing the blight or
where we should go?

A l l o w t h e p l a y e r s t o h a v e a d i s c u s s i o n a b o u t w h a t t o d o n e x t a nd i f
s t u c k , h a v e L e a f a a d v i s e t h a t p e r h a p s t h e f a i r i e s h a v e h e a r d s o m e t h i ng
a n d i t m i g h t be w o r t h h e a d i ng t h e r e t o c h a t a s e l v e s a n d f a i r i e s g e t
along well!

PAGE 81
Chapter 7

On the road to Twinkleton


As you head towards the Fairy Village, deep in the forest, all
seems well, however the area in front of you suddenly seems
uneasy and the ground cracks and drops right under your feet
into a wide gap. You manage to step back just in time as a vast
chasm starts to open before you. It opens up slowly in front
and widens very quickly. The crack stretches as far as the eye
can see to the sides.This gaping divide in front if you presents a
formidable obstacle. Taking a detour could cost you a precious
day.

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C h a p t e r 7 : O n t h e r o a d t o T w i nk l e t o n

Leafa: Wowza! These aren't just any nature barriers; they're from the sick forest
itself. We need to find a way to cross here to get to the village before the gap opens
further.

The gap in front of you is approximately 5 squares long (25 feet) and
jumping would be just out of reach. The players will need to think of a
clever way across and perhaps work as a team.

Potential player ideas for Crossing:

Find a Natural Bridge: Players can search the nearby area for a natural
formation or an appropriate fallen tree or vines that might span the
width of the chasm. This requires a successful Spot check (DC 12).

Finding a natural bridge allows for an immediate attempt to cross,


involving two Agility checks (DC 10) to navigate safely across the
precarious bridge. Should the players fail, Leafa can always throw a rope
to them to aid them

DM tip: Have the players come up with ideas and let them
roll with it... DC 12 is average so if they are looking to do
something quite difficult have Leafa gently advise against
it.
If they come up with a unique way to deal with the vines,
such as using forest animals or using environmental
elements to their advantage, facilitate this by setting
appropriate DCs and allowing the narrative to adapt to
their ideas.If it seems too easy, make the gap open up a
little further, resulting in the party having to pass another
series of challenges.

PAGE 83
C h a p t e r 7 : O n t h e r o a d t o T w i nk l e t o n

Use Magic or Special Equipment: If any party member has magical


abilities or items that can assist in crossing (such as spells like Levitate,
Fly, or a rope with a grappling hook), they can attempt to use these to get
across. This might require a Intelligence check to work out shortest
discance or a successful use of Strength or Agility check (DC 12) to hurl
something across if it is just out of reach. Failure results in the magic or
equipment not working.

Build a Makeshift Bridge: The party can attempt to construct a bridge


using materials from the forest. This requires a successful series of
checks: Searching for materials (Spot Check DC 12), and designing/
building the bridge (Intelligence, Strength or Agility Check DC 12).
Successfully building the bridge not only allows crossing but also earns
the players a bonus for ingenuity.

Leafa: Wow! Well done team! Though we made it to the other side, this means that the
blight is much worse than we thought... cracking open the earth like this... I’ve never
seen anything like it in my 400 years! We need to get to the fairy village asap and send
word to the other villages as to what has happened.

Once the party has successfully passed the bridge, Leafa looks at her
map and tells the party the fairy village is up ahead not too far. She
mentions they should try get to the fairies as quickly as possible to tell
them about what happened here.

PAGE 84
Chapter 8

The Fairy Village of Twinkleton


As the adventurers approach the Fairy Village of Twinkleton,
the air grows lighter, filled with the soft hum of wings and the
sweet scent of nectar. The village is nestled among towering
flowers and mushrooms, each one larger than the adventurers
themselves, and glowing lights line the paths. The fairies have
built their homes inside these moss covered areas, their tiny,
intricate dwellings illuminated by soft magical lights.

Leafa: Welcome to Twinkleton, home to the most mischievous, cute and


clever of the forest’s inhabitants. If anyone knows how to lift spirits and
bring magic back to the forest, it’s the fairies.

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C h a p t e r 8 : T h e F a i r y V i l l a g e o f T w i nk l e t o n

The players are greeted by a swarm of giggling Fairy Sprites who hover
around them, curiously inspecting their belongings. They hum to Leafa who
seems to understand what they are saying. The blight seems to be at the
edge of the Village and looking like a small section wide but very dark and
blight affected.

Leafa tells the party the sprites will go and tell the village we have arrived
and they can rest and replenish at The Petal Rest where Arty might have
some news or even a good bed or drink.

Once ready and rested, the sprites will guide them to a nearby section of
unhealthy crops that Fairy Elder Glowbell is inspecting it.

The Verdant Fields:


The primary agricultural area of Twinkleton, where the fairies grow
magical crops, their glow illuminating the fields at night. The crops,
however, show signs of being ravaged by magical pests.

Fairy Elder Glowbell flutters toward the adventurers, her iridescent wings
shimmering in the soft light.

DM Tip: Use the Fairy Village as a place which was filled


with magic in the air. The players need to sense that
something seems off but aren’t sure what it is. Mention that
the air here feels a little off and Leafa seems to be picking
up on something wrong.

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C h a p t e r 8 : T h e F a i r y V i l l a g e o f T w i nk l e t o n

In this period as Elder Glowbell is making her way to the party, have Leafa
mention that the Fairies and Elves have been friends for centuries and are
here to help each other. They also once used to share magic and artefacts
too. Leafa also whispers to the party that Elder Glowbell has not aged since
she was a little girl nearly 400 years ago... imagine how old she must really
be!

Appearance: A delicate fairy


with grey hair, iridescent wings
that shimmer like sunlight on
water. Her soft, glowing robes
are adorned with small flowers
and leaves..

Personality: Glowbell is warm,


nurturing, and thoughtful. She
balances her deep care for her
people with a firm resolve to
protect the village, always
seeking solutions with calm
Elder determination.
Glwobell
Greeting:
Hello, my friends. Normally, Twinkleton is a place of joy, but today, we
face a grave challenge. Our magical crops are being destroyed by pests,
and we are desperate for help!

About the Blight & Druid:


"The blight creeps closer each day, darkening our village’s edge. We’ve
heard whispers of a druid struggling with a powerful artifact, but their
efforts seem to cause more harm than good. I think Arty knows more...

On the Town & Help:


Thank you for coming to our aid. After saving the Verdant crops, please
help Eboneth with her windmill. She needs assistance, and we must keep
the village running smoothly during these dark times.
PAGE 87
C h a p t e r 8 : T h e F a i r y V i l l a g e o f T w i nk l e t o n

Save the Verdant Crops!


Description: The primary agricultural area of Twinkleton, where
the fairies grow magical crops, their glow illuminating the fields
at night. The crops, however, show signs of being ravaged by
magical pests.

Activity: Here, the players will help the fairies deal with a pest
infestation that is threatening their magical crops.

Introduction: To save the crops from the magical pests, the


adventurers must figure out which crops need to be planted
together to repel the pests.

DM Tip: The pests are magically drawn to certain crops. By


planting compatible crops next to each other, the
adventurers can naturally repel the pests.

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C h a p t e r 8 : T h e F a i r y V i l l a g e o f T w i nk l e t o n

Multiple Options for Players:


Puzzle Setup: The adventurers must solve a simple puzzle
involving crop rotation, where they place magical herbs and
flowers next to each other to prevent pests from devouring
the crops. 2x rainbow slugs arrive 10 squares away as this
starts to add some pressure.

Each seed has a different effect when planted next to


another crop, and the goal is to repel the pests as they
come without harming the crops. Have them write this
down.
Tygin (Fruit)
Stegsi (Vegetable)
Goga (Fruit)
Rispot (Vegetable)
Apeny (Fruit)
Bosvik (Vegetable)
Gwoss (Fruit)
Larela (Vegetable)
Mihet (Fruit)
Gilsup (Vegetable)

Puzzle Solution: The players must match the right fruit and
vegetable seeds with the correct alphabetical order to
create a magical barrier to protect them. They must do the
Fruits and then the vegetables in separate lists. Once this is
done, the seeds emanate a powerful glow over the fields,
deterring any pests from entering. Leafa can drop some tips
if the players get stuck.

Elder Glowbell: You have done what we could not. Our fields are safe, our
future is secure, and it is all thanks to your bravery and wisdom.
Planning and preparation are the seeds of success.As a token of our
gratitude and a reminder of your deeds here, take these magical items.

One last thing before you go…I ask that you help Eboneth with her
windmill issue. I’m not sure whats happened but I know its causing her
all sorts of issues.. I must see to the recent blight outbreak on the
otherside of the village but will be back soon.

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C h a p t e r 8 : T h e F a i r y V i l l a g e o f T w i nk l e t o n

The Windmill Gear Puzzle


The adventurers in the area hear a flutter toward them, her
wings flickering with exhaustion. She throws her tiny hands in
the air in exasperation.

Eboneth: Thats it! I’ve had it!!… and well, been trying to fix this all day,
and nothing works! Silly thing! The gears won’t align, and if the mill
doesn’t start turning soon, we’ll lose all the grain. This mill is the heart of
Twinkleton—we depend on it! Please, can you help me? I’ll take any
advice or assistance at this point. I just… can’t do it alone anymore and
everyone seems too busy to help.

DM Tip: Inside the mill, a large central mechanism with


several interlocking gears stands before the party. The gears
have fallen out of alignment and must be placed back in the
correct order to restore the mill's function. To make matters
more challenging, feel free to add a creature or two.

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C h a p t e r 8 : T h e F a i r y V i l l a g e o f T w i nk l e t o n

The Windmill Gear Puzzle


Puzzle Setup:

1 . The adventurers are shown an array of numbered gears,


each representing a sequence of 2’s, 3’s, or 4’s.
2 . Players must arrange the gears in ascending numerical
order (e.g., 2, 4, 6, 8, etc.), matching the correct
sequence to complete the mechanism.
3 . The gear sequence can be adjusted based on the players’
age or experience:
Simple Sequence: 2, 4, 6, 8, 10, etc.
Intermediate Sequence: 3, 6, 9, 12, 15, etc.
Advanced Sequence: Decimal-based (e.g., 2.5, 5.0, 7.5,
10.0).

Mechanics:
Intelligence Check (DC 13): Players can roll to gather
insights about the sequence. Each successful check
provides a hint about the correct order.
Players can also describe their actions to test
placements or suggest solutions. Eboneth provides a
running commentary, reacting to their progress.

Interactive Elements:
Time Pressure: Each round, the grinding gears grow
louder, and the mill’ s structure begins to vibrate. If
players take too long (e.g., 5 rounds), introduce a minor
hazard like a dislodged gear falling (Agility Check DC 10
to avoid 1d4 bludgeoning damage).
Teamwork Opportunity: One player can adjust gears,
another can inspect the order, and a third can roll
Strength (DC 12) to manually reset the mechanism once
aligned or manage the creatures that are coming.

Puzzle Solution:
Players correctly align the gears by matching the sequence.
When the final gear clicks into place, the grinding noise
ceases, and the mill' s blades begin to turn smoothly. A
golden light fills the room as the mill resumes its function,
and the fairies cheer in relief.
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C h a p t e r 8 : T h e F a i r y V i l l a g e o f T w i nk l e t o n

The Windmill Gear Puzzle


Eboneth: You did it! The mill is running again, and Twinkleton is saved! I
can’t thank you enough for stepping in when I couldn’t. Please take these
gems as a token of our gratitude and 2x potions of fire explosion (1d8 fire
damage to a creature in 1 square). They are all together worth around 25
gp. I hope it helps you on your journey. Thank you once again!

As the gears align, a hidden


compartment in the wall
slides open, dropping some
loose pages on the grassy
floor, singed with magical
energy. The writing is
elegant but shaky, hinting
at the author’s growing
instability and frustration.

The journal reads o f The f ai ry folk’s re sili ence persis tin g


despite t he fo rest’s sufferi n g. It spe aks o f a pro m ise to
find a solution but hints at grow in g i nstab ili ty of the
ite ms. Th ey plan to journ ey t o the heart of the m arshes,
belie ving the crimso n artifact may cleanse the fores t an d
that s w here it can become mo re po we rf ul t han e ver.

Glow bell r eturns and than ks the part y o nce mo re

Glowbell: You are always welcome here and in time we will thank you
with something special. Before you go, make sure to speak with Arty
at The Petal Rest who might know a bit more about whats going on.
May your journey be filled with luck and the blessings of the fairies.
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C h a p t e r 8 : T h e F a i r y V i l l a g e o f T w i nk l e t o n

The Petal Rest


The Petal Rest is a serene resting place nestled inside the heart
of a massive flower. Its hammocks sway and create a warm,
glowing canopy that provides a magical ambiance, with
soothing fragrances and soft, natural lighting.

Appearance: Arty is a
young male fairy with
golden wings that shimmer
like sunlight on water. Hi
wears plain clothes and
carries an oaken staff with
him.
Personality: Arty Playful
and quick-witted, he loves
charming his guests with
sharp humor and whimsical
stories. His genuine care
make him beloved among
Arty Dewlight the fairies and visitors
alike.
Greeting:
Ah, weary travellers! Welcome to The
Petal Rest. Stretch out those legs and let
the flower’s magic do the rest. The Petal Rest
Moonlit Nectar (Restores
About the Blight: Full Health): 6 gp
The blight? Pfft, it’s an unwelcome guest
like that druid who came past desperate Sweet Blossom Tea Potion
for something. He looked really sick
though but before I could do anything, he (Restores 5 Health): 3 gp
yelled in frustration and left! Scared out
some of my patrons too! He was holding Group Lodging (Per
a dark red gem of sorts. Good luck! group/ Night): 5 gp
On the Town & Help:
Glowbell’s wisdom, Eboneth’s windmill
woes, and, of course, my charm. You’d be
lost without me! PAGE 93
C h a p t e r 8 : T h e F a i r y V i l l a g e o f T w i nk l e t o n

Lea fa Suggests the party leaves as soon as po ssib le as


wit h th e new informatio n they w on’t kn ow how m an y
other places will co ntinue to be af fect e d. She men tion s
tha t the o ther plac e th e fai ri e s mentio ned he coul d b e is
The Fro g Mar shes a nd they sho uld he ad the re wh en they
are re ady.

PAGE 94
Chapter 9

The Frog Marshes


Heading off to the next location the party sees a river that
seems to be quite blight affected and the party needs to
carefully move around this part of the forest as it seems quite
sick here… There is a log that can avoid stepping in the river.
What is the order of the party?

As the party steps onto the log, it breaks in half and they all
fall into the muddied area. It then goes silent and you feel very
uneasy. Leafa darts her eyes around quickly... Suddenly, a Giant
Monster covered in muck and grime bursts out of the swamp
and a battle begins.

Leafa: Ohh, I think we are in the thick of it now...

Roll initiative.

PAGE 95
Chapter 9: The Frog Marshes

Giant Mud Monster Encounter


See Ap pendix 1: Creature s/ Ene mies for S tat s & A b ilitie s of
Mu d M onster . This creatu re is pur ely hostile .

Combat Strategy:
Env ironmental Haz ards: T he b attlefield should inc lude
areas o f deep mud a nd pools of w at er, whi ch allow the
Mu d Monster to mov e faste r and b enefit from its
rege ne ration and playe rs to mov e slow er.
Div ide and C onquer: T he Gian t Mud M onster will ofte n
attempt to iso late and en trap one player with Sw amp
Eng ulf w hile using Mu d Sli ng t o slow down resc uers.

DM Tip: Use Leafa to yell out suggestions below.


Dynamic Terrain: Lure the Mud Monster to dry ground
to stop its regeneration.
Strategic Fire Usage: Fire-based attacks are highly
effective—let players exploit this weakness.
Encourage Teamwork: Use Swamp Engulf to challenge
the party to work together to escape.

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Chapter 9: The Frog Marshes

Giant Mud Monster Encounter


DM Tip: Around halfway through, have Kendar Marsh, the
Frog Warrior Champion (Appendix 1: Creatures/ Enemies)
come to aid if the players are struggling.
If any players are dropped to zero health then they are
knocked down and unconscious until they are revived by
potion from Kendar, Leafa or another player.

Onc e the Gia nt Mud Mo n ste r i s defeat e d o r reduced to low


hea lt h, it dissolves into the mud an d part of it is seen
moving a way . Kendar cleans hi s we apon and beckon s the
pa rt y t o follo w h im.

Leafa: Wow! That was tough! I hope we don’t run into anything
like that again! Who are you?

Kendar: I am Kendar Marsh, defender of the Frog Village. More


of these creatures have been coming to our lands and more will
come soon. I see you are wearing the Amulet of Willowmere and
know you are friends of the forest. We must leave...

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Chapter 9: The Frog Marshes

DM Tip: Use Kendar as a guide to the Frog Marshes from


here. Any questions are merely redirected to be answered
by Eldar Croakwell except for the fact that over the last
two days those beasts have not stopped coming.

Kendar: I have heard of your


exploits from the forest
creatures and suggest you come
with me. Our leader, Eldar
Croakwell wishes to have a
word about something that
may be of use to you…

Appearance: Kendar stands tall


for his kind, with vivid green
skin patterned with darker
mottles, lending him the look of
both strength and harmony
Kendar with the forest. He wears
Marsh intricately carved leather
armour adorned with forest
motifs.

Personality: Kendar Marsh is a steadfast and honorable


protector of the Frog Marshes. He is deeply attuned to nature,
carrying a calm yet commanding presence that inspires trust.

As you vent ure w i t h K endar Mar sh t hrough t he den s e an d


vi b ra nt unde rbr ush of t he e nchan t e d f orest , t he a mb i an ce
s hi f t s . Thi s se ems t o be much more o f a l ess t raversed
reg i on know n f o r i t s t h i ck ai r and ub i q ui t ous croaki n g—t he
Frog Marsh es. Thi s sec l ude d are a, w rapped i n a n ai r o f
my st eri o us al l ure, i nvi t es bo t h won der and t re pi dat i on .
PAGE 98
Chapter 9: The Frog Marshes

Arrival at the Frog Marshes


As you v entu re w ith Kend ar Mar sh t hr oug h the d ens e and
vib ra nt under bru sh o f the en chan te d f ore st, the am b iance
sh ift s . This seems to be much mo re of a le ss tr aver sed
regio n kn own for its th ic k air and ub iquito us croak ing—the
Frog Ma rsh es. This secluded are a, w rapped i n an air of
mysteriou s allu re, invites b oth w ond er an d t r e pi d ation.

Arrival at the Frog Marshes


App ro ach ing th e marsh es, t he ai r chang es agai n and
be comes cool and d amp. The e ar th un de rf oo t tur n s spon gy ,
the are a permeated with the sce nt o f w et e ar th and
st agnant wa ter. Pu shing t hrough a par ticular ly den se
thic ket of reeds, y ou find yourse lv e s at the ed ge of a v ast
clear marshland in a seclude d t ri be , its e x panse d otted
wit h e norm ous lily pa ds an d t all, clu ste re d r ee ds. The
symp hony of croa ks here is almost ov e rw he lmin g, a
constant, resona nt background t o your e xplorations .

Meeting Eld ar Croakwell


Kenda r continu es on and le ads you acr oss a ne twork of
conne c ted lily p ad s (that all seem as soli d as ir on ) to a
very large o ne that serv es as a com mun ity hub. Her e, y ou
meet E ldar Cr oakwell, th e fro g tr i b e' s chieftai n.

PAGE 99
Chapter 9: The Frog Marshes

DM Tip: Create an immersive marsh atmosphere with


croaking frogs, spongy terrain, and blight-corrupted water,
while adding dynamic traversal challenges and quirky sounds
as well as frogs to croak at passing players.

Thank you Kendar, and thank


you all too! These blight beasts
have been coming more
frequently and larger... All of
my soldiers are out there now
defending our marsh... but we
don’t have enough help here.
Goodness, all this chaos and I
have yet to introduce myself
properly...

Eldar
Croakwell
Appearance: Eldar Croakwell is an old but commanding figure
with vibrant green skin, a long white beard and an intricate
wooden staff, decorated with dark, swirling patterns. His robes
are adorned with various symbols denoting his chief rank.

Personality: An elder frog with vibrant green skin, a flowing


white beard, ornate robes of tribal symbols, and a carved wooden
staff etched with swirling patterns. He addresses you with a voice
that is deep and booms over the marsh's natural chorus.

PAGE 100
Chapter 9: The Frog Marshes

Introduction:
Welcome, brave adventurers. I am Eldar Croakwell, chieftain of the
Frog Marshes. Our scouts have sung of your deeds. We suffer from a
blight, a corruption spreading through forest and water, here worse
than ever! We believe you are key to purging this evil. Will you aid us as
you have aided the others?

About the Blight & Druid:


We know little of its true origin, only that it is unnatural and believe it
has come from something of great power... This darkness creeps in,
turning water to poison and plants to decay. Our wisest shamans
believe it is linked to the forest’s deepest shadows!

On the Town & Help:


There are two tasks that, together, may reveal the blight’s source. Visit
Gribbit, our merchant, who has suffered from a stranger passing
through, and Aid Dr. Hopper in tracking the blight’s effect on our
insects. Should you require a place of rest, I have already arranged free
lodgings for you and your companions for as long as you wish. It is just
over at The Lily Rest just up ahead

He offers his thanks, expressing hope that the adventurers will


save their beloved home.

Kendar: I have more work to do in fighting the threat of the blight


against our homes. I hope you make the wise decision to help us and
get to where you need without trouble. May the ancient gods cast
fortune upon you.

Kendar also bows to you and heads back up the river you
came from.

Let the players decide where to go next and read the relevant location.
Remind them that as time passes, things are getting worse both here and the
entire forest.

PAGE 101
Chapter 9: The Frog Marshes

The Lily Rest


The inn is built from woven reeds and large leaves, featuring
waterproof lilypad roofs that glisten under the marsh's damp
conditions. The inn is surprisingly dry and comfortable, with
furnishings crafted from polished driftwood and soft moss.

Appearance: Lily Padella is a


cheerful, thin frog with soft green
skin, a warm smile, and a floral
apron adorned with tiny lily pad
patterns. Her wide eyes sparkle
with kindness, and she carries a
tray of colorful drinks.

Personality: Lily is nurturing and


optimistic, always offering
warmth and encouragement. She
Lily takes pride in her hospitality and
Padella believes kindness is the key to
overcoming any challenge.
Greeting:
Hello, adventurers! Welcome to The Lily
Rest, a haven in these troubled times.
Please, enjoy some Lily tea and rest—
The Lily Rest
nature is beautiful!
Healing potions: 10 health
Recent Events: restored: 5gp each
The blight has driven away most
customers, though old Odwaz stays here
after losing his home. Poor Gribbit had Refreshments: Local drinks
his shop overturned by a startled restore 3 health: 1gp each.
creature last night!
Rest: A night in hammocks
Advice on the Marsh:
Be kind to the marsh folk—many are restores all health: 0gp
scared or hurt by the blight. A kind word
or helping hand can smooth your path
better than a sword.
PAGE 102
Chapter 9: The Frog Marshes

Quests in the Frog Marshes


1. Chaos in the Merchant’s Stall – Help Gribbit sort his goods and
find clues.
2. Counting the Costs of Blight – Assist Dr. Hopper in analyzing insect
populations affected by the blight.

Players can choose to go straight to any quest directly if they wish.

Chaos in the Merchant’s Stall


Setting: Gribbit’s Stall sits on a raised wooden platform in the lush
Mulgrove marshland, surrounded by dense reeds and oversized lily
pads. The stall is ransacked, with crushed berries, overturned baskets,
and scattered trinkets.

The sweet, pungent smell of smashed swamp berries fills the air as you
see a distressed frog in a brimmed hat flapping his hands and trying
to salvage his scattered goods.

Task:
Help Gribbit organize his stall and find clues about the intruder.

Appearance: A wiry frog


with wide, worried eyes
and a satchel holding a
few undamaged berries, his
hands always in motion.

Greeting:
Oh my days! My poor stall—
kaput! Someone rushed through
and destroyed everything. Please
help me organize it again…
maybe we’ll find a clue about
who caused this mess!
Ohhh nut! Ohhh noot!! Nearly all
of it messed up or gone! Can you
help an old Croaker??
PAGE 103
Chapter 9: The Frog Marshes

Chaos in the Merchant’s Stall


DM Tip: Players can assist by making Spot (DC 10) or Agility
(DC 12) checks to sort through the mud and scattered goods.
If successful, they notice human footprints and markings
about, suggesting it was from a human in a panicked rush.

Encounter: Marshmallow Goop and


Bubble Frogs
(Find creature stats in Appendix 1:
Creatures/ Enemies)

Bubble Frogs: 3 + number of players


spawn, shooting bubbles that encase
items and float them away (1 square
per round). Bubbles have 1 HP and
Defense 10.
Player Actions:
Pop Bubbles: Players Marshmallow Goop: Arrives in Round
can make attacks to 2, attempting to hug players and
pop bubbles, saving items. Players can attack, feed, or
items.
calm it using non-combat methods.
Handle Frogs: Players
can scare off or feed
Bubble Frogs to stop
them from bubbling
items.
Calm the Goop: Feed it
or use creative
problem-solving to
divert its attention.
Fun Mechanics:
Players may get stuck
in bubbles and float
until they pop them.
Gribbit throws small
potions if players
struggle to scare off
frogs or bubbles.

PAGE 104
Chapter 9: The Frog Marshes

Chaos in the Merchant’s Stall


Resolution
Once all items are secured, Gribbit thanks the players profusely and
offers 50% off discounts and rewards.

Gribbit: Ohh my days! Thank the Croakers…thank the Ancient Lilies, thank
you adventurers for saving my shop! Goodness and goop ohh I’ll finally be
able to sell stuff again. Half price my items for your help - thank you!

Shop Items (Without 50% Discount):


Sticky Frog Bomb (16 Gold): Explodes in a gooey web,
immobilizing enemies in a 4-square area for one turn.
Lily Pad Shield (20 Gold): +1 Defense, allows floating on
water for 10 minutes.
Pond Point Arrows (16 Gold): +1 Damage.
Pondweed Potion (6 Gold): Restores 1d4 health, tastes
awful.
Gribbit: What’s this? Not a berry… looks like scribbles from a wandering
druid. He seemed lost, mumbling about shadows and the forest turning on
him.

DM Tip: Use the torn journal to foreshadow the druid’s


mental state and hint at larger threats, without giving away
too much.

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Chapter 9: The Frog Marshes

Counting the Costs of Blight


Setting : D r. Hop pe r’s o utdoor
lab at t he marsh’s edge, filled
with ja rs of insects, sits under
a she lt er mad e o f branc he s
and leave s.

Dr Hopper: Ah, perfect timing! The


blight has been devastating our insect
populations, and I need sharp eyes and
steady hands to help with my research.
Ready to put your brains to work?

Objective : Help Dr . Ho pper


count and sort insects to
ident ify th e mo st b ligh t-
affect ed areas b y dividin g
them int o ja rs and ca lcu lat ing
totals .

Gamep lay Mech anics


Divisio n T as k: Dr. Hop pe r has c ollected a t otal o f 30
Ce ntick insects a nd needs them so rt ed eq ually in to 5
locat ion ja rs fo r observation .

How many insects go int o each jar?

Once completed, sh e will t hen te st the insect s w ith the


wa ter fro m the 5 loca tio ns to dete rmine w here it is most
blight affe cted (Dragonfly Po nd, Jolimo nt Ho llow, Kin gs man
Th ic ket , Anna marsh, and Tro jak Flats).

Outcome
Success: Pla ye rs dis cov er Mosq uito F lats has the hi ghe st
blight concentra tio n. Dr. Hopper perf orms a ritual with the
d ata, unc overing a hid de n path t hrough the marsh.
Fa ilu re: Dr. Ho pp er ta kes a closer loo k at it and asks them
to try again as so mething doe sn ’t lo ok ri ght.
PAGE 106
Chapter 9: The Frog Marshes

Word Jumble in the Grove


Dr Hopper: Excellent work! Your precise counting has shown us exactly
where to focus our efforts. Let’s see if this ritual can lessen the blight’s
grip and uncover new secrets. It should give the location of where it is
now.

Dr. Hopper then conducts the specific ritual and opens up a


secret path to the marsh for the party to find out where the
blight is.

Following the new path, players find a secluded grove where


the marsh’ s waters are still. Floating lily pads with glowing
letters drift gently, casting a soft glow over the clearing.

The grove opens up before you, filled with the glow of lily
pads floating on still water. Each lily pad bears a glowing
letters, illuminating the darkness. The letters shift and move
as if inviting you to arrange them. A faint murmur seems to
rise from the water, urging you to find the hidden message.

The jumbled letters you see glowing are:


HIGLFLAN

Any Intelligence check (DC 12) instantly reveal 3 random


letters in the appropriate location.

DM Tip: The answer is HALFLING. If players struggle, lily


pads shift to numbered hints (A=1, B=2, etc.)
Code: [8, 1, 12, 6, 12, 9, 14, 7]
If it is a bit too easy, have the lilies shift again and reverse
the numbered hints (z=1, Y=2 etc...).
Code: [19, 26, 15, 21, 15, 18, 13, 20]
Leafa can also help if needed. If not, she is distracted by
pretty stones nearby to contribute.

PAGE 107
Chapter 9: The Frog Marshes

Conclusion of the Lily


Final Message: Well done! The letters spell ‘HALFLING.’ Head to the
Halfling village, where new clues await and a friend may be found.

Treasure of the Grove:


As the message completes, an ancient chest rises from beneath the
water. Inside, players find useful magical items.

Each player is flicked 10gp from the water.

Before leaving, the ancient grove writes them a message:

“TIME IS OF THE ESSENCE, MAKE HASTE TO CATCH THE CAUSE OF THE


BLIGHT”

As they read the message, Eldar Croakwell appears


behind them and smiles.

Eldar Croakwell: Well done my friends. With this unlocked and the help you
have given us, we will surely be able to last much longer in the fight against the
blight. Please take these ancient items to help in completing your quest. May
your croaks be heard for all the ages!

Roll a d6 to determine which magical item they get from the Frog
Marshes magical item list in Appendix 2: Magical Items.

Reroll if other players get the same numbers.

The party can then determine what they want to do


from here. Leafa will encourage to quickly get
supplies if needed, otherwise they should head to the
Halfling village just up the road.

PAGE 108
Chapter 10

The Halfling Village of Bramblebrook


After the mysterious events in the Frog Marshes, the
adventurers follow the guidance of the lily pads’ message and
travel through a winding forest path. Eventually, the dense
trees part to reveal the halfling village of Bramblebrook. Leafa
suddenly feels relaxed.

Nestled within the heart of the forest, Bramblebrook winding


stone pathways lined directly with nature flowers, cottage of
beautiful soft wood, and an open-air market bustling with
cheerful, friendly faces. Laughter and the sound of clinking
mugs fill the air, and a halfling child runs past, waving before
disappearing around a corner. This place feels safe, inviting,
and filled with the comforts of home.

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C h a p t e r 1 0 : T h e H a l f l i n g V i l l a g e o f B r a m bl e b r o o k

DM Tip: Highlight Bramblebrook’s warmth and charm to


create a sense of safety, contrasting with earlier
challenges. Use Ivy’s concern to gently introduce the next
quest, keeping players engaged while enjoying the village’s
inviting atmosphere.

Appearance: Ivy is an ageing


halfling with deep brown skin,
curly silver hair adorned with
wildflowers, and a sturdy,
comforting presence.
Personality: Wise, empathetic,
and deeply protective of her
village. She’s a natural leader
who cares deeply for every
villager’s wellbeing.

Greeting: Welcome to
Bramblebrook, travelers! We
don’t get many visitors here, but
Ivy you look like you’ve been
Meadowgleam through quite a journey. Please,
make yourselves at home—our
doors are always open.
On the blight: The blight has seeped into our land, threatening
crops and health alike. Hazel hoped to find a cure, but even she
hasn’t returned since yesterday morning.

On the Town & Help: Our people are kind, but times are hard.
Please, speak to Tawny or Otto just in there—they may know more
about Hazel’s whereabouts. We’ll gladly offer any aid we can.
PAGE 110
C h a p t e r 1 0 : T h e H a l f l i n g V i l l a g e o f B r a m bl e b r o o k

The Missing Herbalist


Objec tive: Find Ha zel Gr een root, a herb alist who v entured
ou t of t he v illa ge to search for an ingredi en t to create an
antidot e aga inst the blight . Haze l hasn ’t returne d in day s,
and t he village is gro wing i n cre asingly con ce rned.

Ivy Meadowgleam: Hazel is our most talented herbalist, and she


insisted on searching for an ingredient she believes could help us
combat this blight. She set off toward Havenbrack Grove three days
ago. Normally, she’s back in a day’s time. Could you… could you look
for her? We fear the forest may not be as safe and don’t even have
any weapons!
1 . Search ing th e F orest
Sk ill C he ck s: Players can use Intelligence (DC 1 2) or
Spot (D C 1 4) to track H azel’ s path.
Succe ss: They find a trai l of crushed plants, sign s of
struggle , a nd , ev entually, H azel’ s sat che l ab and on ed
near a thic ket.
Failure: They lo se tim e b acktracking and m us t d eal
with a ra ndom encounte r (e. g., R andom Enc ou nte r).

1 . Enc ounter with Blight-To u che d Wol ve s (Envir onm en tal


Pressure)
As they se arch for Hazel , the adven ture rs en co un ter
wo lves a ffected by the bli ght. T hese w olves are
sic kly and aggressive, mov ing errat ically.

Pressure Mech anic : The players must defen d t he ms elv es


from th e w olv es wh ile si mult aneo usly ke epi ng wa tc h for
more s ig ns of Hazel’s trai l. Fai lure to defeat the wol v es
quic kly could lead to attract in g mo re creat ures in the area

DM Tip: Have Leafa make sure they are prepared before


venturing out. Seems like a rescue mission and potential
creatures so they need to be prepared!

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C h a p t e r 1 0 : T h e H a l f l i n g V i l l a g e o f B r a m bl e b r o o k

The Missing Herbalist


After overco ming the w olves, playe rs di sco ver Hazel hid ing
in a ho llow tree, weak an d i nj ure d. She has b een hidin g
from th e blighted c re atures an d i s in desperate n eed of
help .

Hazel: Thank goodness


you’re here! I came to find
the rare herb ‘Moonveil
Root,’ but the forest has
changed. I’ve seen shadows
creeping and… something
else. I saw the druid pass
through here, too. He
muttered to himself about
‘Druid’s Circle’—a place I’m
afraid to go alone

She tel ls the pl a ye rs


ab ou t the dru id’s
possib le d estin ati o n at
the Dru id’s Ci rcle . She
expla in s the path s and
the safe a re as as well
as what to expect.

As thank s whe n sh e
gets home, Ha ze l giv es
the ad ven tur ers a
smal l pou ch of
med icin al herb s that
gran t te mpo rar y
re sistan ce to po ison
for 3 tu rn s.

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Otto’s Tinker Tap


A charmingly rustic brewery with copper pipes, bubbling vats,
and shelves of exotic ingredients. The air is rich with the scent
of hops and brewing ale, and Otto’s pride is evident in every
detail. His place is a little small though... mostly for small
people!

Appearance: Otto is a round,


jovial halfling with a reddish-
brown beard flecked with gold,
copper-toned skin, and laugh lines
around his eyes. He’s often seen
with his sleeves rolled up, smelling
of herbs and hops.

Personality: Optimistic, slightly


scatter-brained, but always ready
to share a laugh or a pint. He
treats brewing like an art form,
Otto but lately, the blight has affected
Barleybrew his latest batch.

Otto’s Tinker Tap

Greeting: Festival Ale (Restores 1d4


Travelers! Welcome to Otto’s Tinker health: (2 gp per mug)
Tap! If you’ve come for a pint, you’re
in luck—well, you will be once we fix Spiced Honey (Grants +3 on
this blighted brew. You can rest here the next Charm check): 3 gp
or even get a few basic supplies too, I
per mug
guess.

Mug of Courage (+1 bonus


to attack rolls for one
combat encounter): 5 gp
per mug
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Asking for help:


Oh, dear me! Listen, errr.. Travelers! Adventurers yes! Just in time! I’ve
been working on my finest batch yet, but the blight’s mucked it up
something fierce! If you lend a hand, I’d be much obliged—and I’ve got
a few magical odds and ends I’d be willing to part with as thanks

About the Blight:


The blight’s fouled my finest ale! If we can’t fix it, the village’s festival
spirit might be ruined. I just can’t let that happen! Golden ale of the
gods will be spoiled into...into... a goblins fart! No, I just can’t have
that!

On the Town & Help:


Everyone’s doing their best to keep the village running. If you’ve got
time to spare, lend a hand! I’ll make it worth your while—there’s
nothing like a good brew to say thanks! Oh, and um I think that
herbalist lady has gone missing or something - can’t tell you too much
as I’ve been trying to fix this darn thing!

Saving the Brew


Objective: Help Otto Barleybrew salvage his prized batch of
ale, which has become tainted due to the blight’ s influence.
Otto fears it will spoil the reputation of his brewery - Otto’ s
Tinker Tap if he can’ t fix it in time for the village’ s festival.

Otto Barleybrew: It’s a disaster! My finest brew’s gone foul, and I


swear it’s this blasted blight! The village counts on me for the
festival ale, and if I don’t fix this, I’ll never live it down. It’ll be like a
face full of ogre stink! There’s no way I’m letting down my people.
Will you help an old brewer save his pride?

Leafa suggests starting by diagnosing the Blight-Taint in the


Brew
Skill Checks: Players can use Spot (DC 13) or Intelligence (DC
12) to identify the blight’ s effect in the brew. Success reveals
that a foreign, toxic herb has somehow contaminated the entire
brew.

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Saving the Brew


Otto Barleybrew: Ok, if thats what it is then we need the Sun’s
Kissed Flowers on the cliff edge up there... Not easy to get but if thats
what it takes...

Collecting Pure Herbs (Environmental Pressure)


To counter the blight-taint, players must gather “Sun’ s
Kiss Flowers” that grow on a cliffside at the edge of
town.
Pressure Mechanic: As players gather the herbs, a
sudden storm rolls in, making the climb slippery and
dangerous. They must balance speed and caution, with
each player making an Strength or Agility check (DC 12).
Failing the check results in a player slipping or taking
minor damage. They can work together and reduce the
DC by 2 if they come up with clever ideas.

Purifying the Brew


Once the players return with the herbs, they work
alongside Otto to carefully infuse the herbs into the
brew, removing the blight’ s influence.
Final Check: Players make a group Intelligence check
(DC 12) to ensure the herbs are properly mixed.
Success: The batch is saved, and the brew returns to its
rich, fragrant state. Otto is thrilled and offers his
thanks.

Outcome:
Magical Rewards: Otto gifts the adventurers two magical
items: Roll a d6 on Apprendix 2: Magic Items Halfling
Village to determine what each player gets.

Festival Invitation: Otto invites them to the festival as


honored guests.

Otto Barleybrew: Holy halfling holes you did it! I’m as stunned as a
goose on Tibseston! My oh my I’ve got to get to work - err, take those
and thank you! I’ve got too much to do! See if you can find that
herbalist girl if you haven’t already.

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The Mischievous Gardner


The local gardener who lovers to get her hands dirty and help
with making things grow. Has a great knowledge of the local
paths, trees and plants and if asked, knows about Hazel’s usual
route and where she could have gone. She hangs out at the
Brewery if she isn’t working around town.

Appearance: Tawny Fiadh is a


petite, dark-skinned halfling with
a short crop of curly hair, a
smattering of freckles, and an
infectious grin. Her clothes are
always smudged with dirt.

Personality: A mischievous streak


and a knack for plants. She’s
curious, full of energy, and loves
Tawny Fiadh to joke, especially with
Willowwhistle newcomers.

Greeting:
Well, aren’t you a sight for sore eyes! Welcome to Bramblebrook! If you’re here
for Hazel, you’ve come to the right gardener.

About the Blight:


It’s hitting us hard. Crops are wilting, and strange creatures are creeping closer.
I’m sure Hazel’s out there trying to fix it, but she’s taking too long.

On the Town & Help:


Bramblebrook’s small, but we’ve got everything you’ll need. Check out Otto’s for
a drink, or talk to Ivy for village gossip. Just mind the kids—they’ll try to nick
your snacks!

On Hazel:
Oh, you’re here about Hazel? I bet she wandered to Havenbrack grove —she
mentioned something about finding a rare herb to fight the blight. Just mind the
strange creatures
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Otto’s Tinker Tap


Milo offers valuable knowledge about local folklore and myths,
including tales about the druid circles and the blight, though his
stories are often interwoven with embellishments and humor.

Appearance: Milo is a tall (for a


halfling) and slender fellow with
dark brown skin, tightly curled
hair, and a scar on his cheek

Personality: Milo is charming,


witty, and has a knack for pulling
people into his stories. He’s a
natural entertainer who loves to
exaggerate his tales and play
Milo music for anyone who will listen.

Thistledown

Greeting:
Ah, travelers! You’ve stumbled upon Milo Thistledown, teller of tales and spinner
of songs. Care to hear a story or two?

About the Blight:


I’ve heard whispers that the blight’s tied to the Druid Circles, but who can say? If
you want the real scoop, help me gather some Glow Moss—I’ll make it worth
your while!

On the Town & Help:


Bramblebrook’s a cozy place. Stick around for the festival; there’s nothing like it.
And if you’re helping with the blight, you’ve got my lute at your service!

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The Festival
As du sk settles, the village comes alive w ith t he war m g l ow
of h angin g lanterns and the soun d of che er f ul hal fl ing
voic es of the festiv al. Tab les are laid out lade n w ith fr esh
food and p la tters o f swe et ho ney cak es. Chi ld re n chase
eac h ot her a ro und the tables, w hi le the elde rs laugh an d
sh are st ories o f old. Milo begi n s a liv e ly tune on his fl ute,
and e ven Otto raises a mug of hi s b re w , now fully fin ished .

Afte r g athe ring insigh ts into the b li g ht, the adv e ntu rer s
prepare to lea ve Bramblebr ook, now know ing t he Dru id
Circ les may h old th e key to stopping i t. The villager s b id
you farew ell with gifts an d gratitude .

Ivy Me adowglea m smiles warmly.


Follow the rising sun beyond the eastern hills to find the Druid
Circles. May the forest guide you.

PAGE 118
Chapter 11

The Confrontation
After gathering supplies and magical items from each
community, you follow the twisted, shadowed path to the heart
of the Enchanted Forest, where the blight’s source festers. You
notice that there is only one way in as the corrupted forest has
blocked the rest of the paths.

The path to the Dark Druid’s lair is lined with withered plants
and lifeless trees, marking the center of corruption. As you step
deeper into the dark, damp grove, the air grows thick with a
foul energy.

Leafa: Ummm... I hate to say it but it looks like we are heading to the right
place.

PAGE 119
Chapter 11

The Confrontation
As you approach the heart of the forest, the trees around you
grow twisted and blackened, their limbs reaching out like
skeletal hands. The ground beneath your feet is cold and
lifeless, with only patches of sickly moss and thorny vines
clinging to life.

In the center of a clearing, encircled by massive, glowing runic


stones, stands a figure cloaked in darkness—a sinister, powerful
presence. His eyes glow with an unnatural green light, and in
his hand, he clutches a twisted staff crowned with a pulsing red
crystal. This is Caelorn Darkroot, the druid who once protected
the forest but now seeks to control it with dark power.

As you get closer to the figure, you realise the forest behind
you closes up, preventing you from escaping. Caelorn smiles.

Roll initiative.

PAGE 120
Chapter 11: The Confrontation

Dark Druid Encounter


See Ap pendix 1: Creature s/ Ene mies for S tat s & A b ilitie s of
Dark Druid Ca elorn Darkroot .
Initial En counter
The battle begins with Caelorn testing t he adv e nturers ,
us ing Cor rupted Staff Stri ke and call ing a B li ghtwa lker
To ad to gauge th eir stren gth. Thi s is a w arm- up phas e
whe re players get a feel for t he bat tle. The T oad run s
awa y after it gets h it on ce.

Env ironmental Effec t: The for e st itse lf s eem s ali v e w ith


dark magic . Sh ado ws shift, an d lo w grow ls e cho as
bra nch es c rea k and sway omino usly. O ccasionally,
sma ll, twiste d ro ots grab at playe rs’ fe et, creat in g a
se nse of unease.
DM Tip: The forest pulses with dark energy, shadows
flicker across the ground, and twisted branches reach out
toward you, making each step a challenge. You feel the
eyes of the forest upon you, as if it too has turned against
you.

PAGE 121
Chapter 11: The Confrontation

Dark Druid Encounter


Phase 2: Su mmon i ng more Re i nf or ce men t s
Tri gger: Once Ca el o rn l ose s 1 5 he al t h, he snarl s an d
cal l s f ort h t w o Bra mb l e H oun ds.

Caelorn’ s eyes flare as


he raises his staff,
summoning dark,
snarling hounds to his
side.

The ground trembles,


sending loose stones
and branches tumbling
around you, adding to
the chaos. The wolves
circle, snapping and
lunging, trying to keep
you apart.

Tactics: These hounds focus on


flank attacks, adding pressure to
the party. Their goal is to divide
the adventurers, drawing them
away from each other. They also
flee ater hit 1-2 times.

Environmental Pressure: The


ground begins to shake
periodically, causing minor
obstacles. Players must make a
Agility check (DC 10) to avoid
stumbling over loose stones or
falling branches.

DM Tip: Should the players find it difficult from here, have


Kendar arrive to assist and have him throw a special
smoke potion he got from staying at Lilly’s Inn as his
secondary action to heal the whole party for 12 health.

PAGE 122
Chapter 11: The Confrontation

Dark Druid Encounter


Phase 3: Blight Wave and Artifact Pulse
Trigger: When Caelorn reaches 30 health, he becomes visibly
frustrated and uses Blight Wave to hit multiple players,
followed by a more intense Artifact Pulse that inflicts
continuous poison damage.

With a frustrated shout, Caelorn slams his staff into the ground,
sending a wave of dark energy surging out in all directions.
The air crackles as dark tendrils of energy spread, forming
pockets of twisted vines and thorns. The corrupted plants
sprout around you, clawing at your legs and slowing your
movements as you try to evade his attacks.

Environmental Effect: Dark energy crackles through the


clearing, and small, corrupted plants sprout erratically from
the ground, creating additional hazards.
Players must make an Agility check (DC 12) to avoid the
dark energy. Failure results in minor damage (1 damage)
and movement reduction for one turn.

DM Tip: Have Leafa as a support fighter, staying back and


shooting at the minions to ease the pressure while they try
battle him. She also heals downed party members so don’t
feel bad if they drop. Should it be too easy, introduce
more creatures/ enemies like the Bog Creeper.

PAGE 123
Chapter 11: The Confrontation

Dark Druid Encounter


Phase 4: Nature’s Fury
Trigger: When Caelorn’ s health drops to 15, he becomes fully
enraged, drawing on all his remaining power. His attacks
increase in frequency and intensity.

Caelorn’ s face contorts with rage as he unleashes his final


assault. The crystal in his staff pulses wildly, casting beams of
dark energy that sear the ground. The forest around you
groans and trembles as if in pain, and corrupted energy flows
through the clearing, making each movement perilous.

Environmental Pressure: The corrupted crystal in Caelorn’ s


staff begins to pulse erratically, sending bursts of energy
across the battlefield. Players in randomly selected squares
must make an Agility check (DC 12) or take 3 damage from
these energy surges.

DM Tip: Make sure the players are using thier magical


items and booster potions they may have been given or
bought. This is the time to use them!

PAGE 124
Chapter 11: The Confrontation

Conclusion of the Battle


Druid’ s Defeat and Forest’ s Healing:
Upon defeating Caelorn, his staff crimson crystal shatters, and
disintegrates into a fine, dark dust. Caelorn collapses, his eyes
losing their malevolent glow and returning to a sorrowful,
exhausted blue. He realizes that the artifact had corrupted him
and expresses his regret.

With Caelorn’ s fall, the corruption begins to recede. The twisted


trees and thorny vines wither, and the forest slowly regains its
vibrant color from the inside out. The once-menacing grove is
now quiet, bathed in the soft, warm light of the setting sun.

Caelorn: Thank you… I only


wanted to save the forest… but
the artifact… it was too
powerful. I’ve lost myself… and
nearly destroyed what I loved
most. I knew this was powerful
but I wanted to heal the forest
myself… How can I show my
face to the people I have hurt…
What should I have done? What
should I do now? I feel like such
a fool.

DM Tip: Allow this as a chance for the players to “teach”


Caelorn a lesson as to what they could have done better
and reflect on the actions based on what they say. Have
him acknowledge them and make sure he will do the right
thing from here.

PAGE 125
Chapter 11: The Confrontation

Conclusion of the Battle


Caelorn slowly looks around at the transformation that was
happening. He takes out a few seeds from his pocket and
throws them around... The forest around you then becomes lush
with growth and begins to feel as it once was - full of life.

Caelorn: I’m not sure how the crimson gem got to me so deeply but I
simply remember it making me feel like I was doing right, even
though it was making me do bad things. I tried to fight against it but
it was too powerful and had me in its grasp. I thought if I could just
leave clues where I went that perhaps someone could see them and
work out where I was going to stop this madness - thankfully you
found my clues and were able to defeat me and the crystal! The forest
owes you a tremendous debt... I will think of a suitable reward in
time but for now I must work with Bramble to restoring the rest of
the towns and forests.

Thank you once again adventurers, you are truly heroes!

PAGE 126
Chapter 12

Epilogue
With the forest freed from the blight, Bramble, the ancient treant
guardian, is now fully healed. He steps forward, his bark now
glowing with renewed energy, and speaks to the adventurers in a
deep, resonant voice.

Bramble: Young ones, you have saved this forest. Your bravery and
kindness have restored life to all who dwell here. The forest will
remember your deeds, and so will we.
As the adventurers return to the village, they are greeted by the
joyful communities of Willowmere, Tinkerton, the dwarven
settlement, and the elves. Each group comes forward to honor the
young heroes, and they gather in a grand celebration—a festival of
unity and gratitude.

PAGE 127
Chapter 12: Epilogue

Epilogue
The forest is alive with celebration. Lanterns are strung between
trees, casting warm light across the gathering. Tables laden with
food and drink stretch across the glade, with villagers from every
community laughing, singing, and sharing stories. Music fills the air,
and children play among the trees, their laughter echoing through
the forest. Leaders from all around are here to visit and celebrate.

Elena Brightwood, a respected leader in Willowmere, steps


forward to address the crowd and honor the adventurers.

PAGE 128
Chapter 12: Epilogue

Epilogue
Elena: Today, we celebrate not just the end of the blight but the
bravery and friendship that brought us together. These young
adventurers have shown us the power of unity. Let us always
remember that together, we can overcome any darkness.

As a final gift, Elena presents the adventurers with a permanent


residence, George’s Rest, a restored watchtower on the edge of
Willowmere. Each tribe has contributed unique touches to make this
place special—a hearth from the dwarves, enchanted lights from the
gnomes, delicate wood carvings from the elves, and a beautiful
garden from the halflings.

PAGE 129
Chapter 12: Epilogue

Epilogue
Upon entering George’s Rest, you notice the breath-taking view of
the forest. The walls are lined with gifts from each community. It is
a place of peace, warmth, and welcome, a true home for heroes. On
the dining table you also notice a pouch and a scroll attached to it.
Upon reading the scroll you see a detailed thanks from all of the
village leaders. Opening the pouch, you realise there is over 500
gold pieces for you to all share between you. This was a gift from
all of the village elders.

As the celebration winds down, the adventurers have time to reflect


on their journey and the friends they’ve made. They’ve not only
saved the Enchanted Forest but have united its people, leaving a
legacy of courage and kindness that will be remembered for
generations to come

PAGE 130
Chapter 12: Epilogue

Thank you!
Thank you for purchasing this game and helping it come to life. This
all started from my own daughter wanting to get involved in
tabletop RPG’s more. I really hope whoever you played with it had a
tremendous time!

This is just the first of many adventures for young players.

If you have any feedback about the story, please email us at


info.cavalieradventures@gmail.com

Keep Charging,
Harry

Special Thanks to the team in helping bring this to life,


without your help, this would not exist!

Lead Designer - Ricardo - Pop Minis


Design Assistant - Adrastea Perry
Sculptor - Lexi (owlbear cub) - Yasashii Kyojin Studios
Christmas One Shot Co-writer - DM Chris
All the volunteers who helped DM at PAX

PAGE 131
Chapter 12: Epilogue

Special Credits
Specific thank you to the wonderful backers who pledged that little
bit more on Kickstarter to help this get to the fully upgraded version
here. Thank you so much!!

These people who helped are:

Allen Panakal Morgan R James


ChristopherKeller Colee
Ehruhgahn Audrey Mollan
Andrew
Jerome Boland
George Kimball
Mike Smith Haleigh Kirch
Rachel Freilich Nate Marshall
Sean Satchel Universe
Ṅƴťhịç Charming Darling
Anthony Miller Harun
Alex Agius
Dylan Clements Mike
Hilary Zanca Mike Bober
Allison Kunz Richard
Ben Rondeau Damien Brand
Cave Gaming Aaron Roseum
Jayde Cook Andrew
Christopher G
Levi Davis Jonithan Vanscoy
David Witte Laura Dunleavy
Ajay Cody Nill
Joel Bruno Shann
Jonathan Henton Kimberly Orr
Stephen Howell
Joe Nesvara
Mark Atalla

PAGE 132
Chapter 12: Epilogue

Disclaimer
This adventure is an independent creation by Cavalier 3D
Miniatures/ Cavalier Adventures and is not affiliated with,
endorsed, sponsored, or specifically approved by Wizards of
the Coast LLC. Dungeons & Dragons is a trademark of
Wizards of the Coast LLC, a subsidiary of Hasbro, Inc., which
does not sponsor, authorize, or endorse this product.

What part of your project uses / will use AI generated


content? Most Images have been generated using AI tools
such as chat gpt and Leonardo AI. I have also used chat gpt
to help with checking work and to run simulations and make
sure the game is balanced. That being said, the images for
the character sheet has been partly designed with AI and
also include original works from a designer/ artist.

'The Enchanted Forest: A D&D Inspired Adventure for Kids, '


is a homebrew, fan-made adventure that is inspired by the
mechanics of Dungeons & Dragons and is designed to be just
a fun version of my own to get kids playing, having fun,
rolling dice and solving puzzles, challenges and quests in a
fantasy setting.

PAGE 133
Appendix 1

Creatures/ Enemies
Bouncy Boggle
Creature Rating (CR): 1
Description: A small, round creature that bounces everywhere it goes. Its body
is rubbery and bounces off surfaces with a boing sound.
Defense: 12
Health: 18
Movement: 5 squares (bouncing)
Actions:
• Bounce Attack: Leaps high into the air and attempts to land on a target. Roll
a d20 +4 to attack, dealing 6 bludgeoning damage.
• Ricochet: Once per encounter, can bounce off a hard surface to change
direction unexpectedly, gaining an advantage on its next attack.

Blighted Bramble Bear


Creature Rating (CR): 2
Description: A once-gentle bear now overtaken by dark, thorny vines that
protrude through its fur, giving it a jagged, menacing appearance.
Defense: 13
Health: 38
Movement: 4 squares
Actions:
• Thorn Swipe: Roll a d20 +4 to attack, dealing 8 slashing damage and causing
bleeding (additional 2 damage at the start of the target’s next turn).
• Roar of Thorns: Once per encounter, can unleash a roar that sends thorns
flying in a 3-square radius. All within range must succeed on an Agility check
(DC 12) or take 5 piercing damage.

Blight-Touched Sprite
Creature Rating (CR): 0.25
Description: Once a peaceful forest sprite, now corrupted by the blight and
spreading its evil influence.
Defense: 12
Health: 10
Movement: 6 squares
Actions:
• Magic Bolt: Roll a d20 +3 to attack, dealing 1d4 damage.
• Curse: Forces a Charm check (DC 11) or the target’s attack rolls are reduced
by 2 for 1 turn.
Encounter Suggestion: 4 Blight-Touched Sprites (Total CR 1)

Blightwalker Toad
Creature Rating (CR): 1
Description: A large, bloated toad with skin that oozes a slick, oily substance.
Its eyes have a sickly yellow sheen, and it hops sluggishly.
Defense: 11
Health: 22
Movement: 3 squares
Actions:
• Acidic Croak: Emits a loud croak that sprays acid in a cone up to 2 squares in
front of it. Roll a d20 +2 to attack, dealing 6 acid damage.
• Sticky Leap: Can leap to a target within 4 squares, attempting to land on and
grapple them. Roll a d20 +3 to grapple, the target is restrained and takes 3
bludgeoning damage per turn until they break free (Strength check DC 12).

PAGE 134
Appendix 1

Creatures/ Enemies
Bog Baddies
Creature Rating (CR): 2
Description: Sludgy creatures that emerge from bogs; they like to pull
adventurers into the muck.
Defense: 10
Health: 18
Movement: 3 squares
Actions:
• Muck Pull: Pull an enemy into the bog, reducing their movement by half for 1
turn (Strength check DC 12).
• Sludge Splash: Splash sludge at an enemy, blinding them and reducing their
attack rolls by 2 for 1 turn.

Bog Creeper
Creature Rating (CR): 1
Description: A sluggish creature from the bogs, covered in muck and slime,
seeking to drag adventurers into the mire.
Defense: 12
Health: 26
Movement: 3 squares
Actions:
• Muck Pull: Roll a d20 +3 to attack. Target must succeed on a Strength check
(DC 13) or be grappled.
• Sludge Slam: Deals 1d6 bludgeoning damage and reduces the target’s
movement by 2 squares for one turn.

Bramble Hounds
Creature Rating (CR): 2
Description: Wild dogs covered in brambles and thorns, driven mad by the
druid’s influence.
Defense: 13
Health: 16
Movement: 6 squares
Actions:
• Bramble Bite: Bite into an enemy, dealing 3 damage and causing them to
bleed, taking an additional 1 damage on their next turn.
• Pack Howl: Howl to call for other hounds, increasing their attack rolls by 2
for 1 turn.

Bubble Bees
Creature Rating (CR): 2
Description: Bees that blow bubbles instead of stinging. They live in harmony
with the flowers and trees. Often seen in swarms.
Defense: 9
Health: 5
Movement: 6 squares
Actions:
• Bubble Burst: Deal 3 points of damage. If the target is hit, they are encased in
a bubble and float 2 squares away.
• Honey Heal: Heal an ally for 2 health points by sharing their honey.

PAGE 135
Appendix 1

Creatures/ Enemies
Bubble Frogs
Creature Rating (CR): 4
Description: Frogs that blow bubbles to communicate and play. Often found in
pairs or small groups.
Defense: 9
Health: 10
Movement: 6 squares
Actions:
• Bubble Blow: Blow a bubble that deals 2 points of damage and encases the
target, reducing their movement by 2 squares for one turn.
• Croak of Joy: Emit a joyful croak that boosts all allies within 3 squares,
increasing their next attack roll by 2.

Darkroot Fungus Brute


Creature Rating (CR): 2
Description: A massive fungal creature with hardened bark and dripping toxic
spores.
Defense: 14
Health: 50
Movement: 4 squares
Actions:
• Slam: Roll a d20 +X to hit, dealing 2d6 bludgeoning damage.
• Spore Cloud: Forces all creatures within a 10-square radius to succeed on a
Charm check (DC 14) or be poisoned for 1d4 rounds.

Fungal Sporebat
Creature Rating (CR): 1
Description: A small bat whose body is covered in glowing fungal spores. When
it flaps its wings, it releases a cloud of blight spores that shimmer in the air.
Defense: 12
Health: 15
Movement: 6 squares (flying)
Actions:
• Spore Release: When attacking, it releases a cloud of spores. Roll a d20 +3 to
attack, dealing 3 poison damage. Additionally, the target must succeed on a
Charm check (DC 10) or become poisoned for 1 turn.
• Evasive Flight: Increases evasion, giving attacks against it a disadvantage
until its next turn.

Frolicsome Foxes
Creature Rating (CR): 5
Description: Foxes that love to play tricks and frolic around the forest. A
typical encounter might involve a small pack.
Defense: 10
Health: 12
Movement: 8 squares
Actions:
• Quick Dash: Move up to 10 squares and deal 3 points of damage.
• Playful Pounce: Pounce on an enemy, dealing 4 points of damage and
knocking them prone unless they succeed on an Agility check (DC 12).

PAGE 136
Appendix 1

Creatures/ Enemies
Giant Mud Monster
Creature Rating (CR): 8
Description: A towering elemental composed of thick,
viscous mud, the Giant Mud Monster moves with a slow,
lumbering gait across solid ground. In muddy or watery
environments, it gains additional speed, allowing it to
traverse such terrains more efficiently. This formidable
creature uses its massive form to slam enemies, sling
mud from a distance, and attempt to engulf foes in
swampy depths.
Defense: 13
Health: 45
Movement: 2 squares (lumbering movement on solid
ground; +1 square in mud or water)
Actions:
• Slam Attack
- Melee Attack (1 square)
- Damage: 7 bludgeoning
- Effect: On a hit, the target must succeed on a Strength
check (DC 12) or be knocked back 1 square and prone in
the mud.
• Mud Sling
- Ranged Attack (up to 3 squares) Damage: 5. On a hit,
the target's movement is reduced by 1 square until they
use an action to clear the mud off.
Special Traits:
• Mud Armor
- The Giant Mud Monster’s thick, viscous armor absorbs
part of each attack. Reduce incoming damage from all
sources by 2 points per hit (minimum 1 damage per hit).
Fire attacks deal full damage and bypass Mud Armor.
• Marsh Regeneration
- At the start of its turn, if the Giant Mud Monster is in
water or muddy terrain, it regains 3 health unless it
took fire damage during the last turn.
Encounter Suggestion:
• Solo Encounter: 1 Giant Mud Monster (CR 8)
• Group Encounter: 1 Giant Mud Monster (CR 8) + 3
Swamp Sprites (CR 2 each) (Total CR 14)

PAGE 137
Appendix 1

Creatures/ Enemies
Giggling Gelatinous Cube
Creature Rating (CR): 2
Description: A transparent, cube-shaped blob that jiggles comically when it
moves. Every movement is accompanied by bubbly, infectious giggling sounds.
Defense: 8
Health: 40
Movement: 3 squares
Actions:
• Engulf: Can engulf creatures it moves over. Roll a d20 +3 to attack, engulfing
creatures and dealing 5 acid damage per turn. Creatures can escape with a
Strength check (DC 12).
• Laughing Bubbles: Releases laughter-filled bubbles. Creatures within 3 squares
must succeed a Charm check (DC 10) or start laughing uncontrollably, next action.

Giggle Blossom
Creature Rating (CR): 3
Description: A flower that releases giggle-inducing pollen when touched.
Typically encountered in small groups.
Defense: 7
Health: 8
Movement: Stationary
Actions:
• Pollen Burst: Release a burst of pollen that causes all enemies within 3
squares to giggle uncontrollably, reducing their attack rolls by 2 for one turn.
• Sweet Nectar: Heal an ally for 3 health points by sharing its nectar.

Giggle Sprites
Creature Rating (CR): 3
Description: Tiny, glowing fairies that love to play pranks and spread laughter.
Typically found in groups.
Defense: 8
Health: 8
Movement: 8 squares
Actions:
• Tickle Touch: Deal 2 points of damage and cause the target to giggle
uncontrollably, reducing their next attack roll by 2.
• Laughter Burst: Once per encounter, the sprites can create a burst of
laughter. All enemies within 3 squares must succeed on a Charm check (DC 10)
or be incapacitated by laughter for one turn.

Glow Worms
Creature Rating (CR): 2
Description: Luminescent worms that emit a soft, calming light. Usually found
in small groups.
Defense: 7
Health: 10
Movement: 1 square
Actions:
• Light Beam: Deal 2 points of damage and blind the target for one turn,
reducing their attack rolls by 2.
• Calm Glow: Emit a soothing light that heals all allies within 3 squares for 3
health points.

PAGE 138
Appendix 1

Creatures/ Enemies
Grumble Golems
Creature Rating (CR): 3
Description: Grumpy golems made of rocks and dirt. They grumble constantly
and enjoy blocking paths and entrances.
Defense: 11
Health: 22
Movement: 4 squares
Actions:
• Block Path: Stand in the way, preventing passage until they are moved or
defeated.
• Gravel Toss: Toss gravel at enemies, dealing 3 damage and reducing their
movement by 1 square for 1 turn.

Haunted Leaves
Creature Rating (CR): 1.5
Description: Leaves that have been cursed to hover and swirl menacingly
around intruders.
Defense: 9
Health: 10
Movement: 0 squares
Actions:
• Leaf Swarm: Creates a swirling vortex of leaves that disorients enemies,
reducing their defense by 2 for 1 turn.
• Razor Edges: The leaves slice at enemies as they swirl, dealing 3 damage.

Jelly Pop Mushrooms


Creature Rating (CR): 3
Description: Brightly colored mushrooms that pop and jiggle when touched.
Usually in small clusters.
Defense: 8
Health: 10
Movement: 2 squares
Actions:
• Jelly Pop: Pop and deal 3 points of damage to all enemies within 2 squares.
• Spore Cloud: Release a cloud of spores, causing all enemies within 2 squares
to sneeze and be distracted, reducing their defense by 2 for one turn.

Marshmallow Goop
Creature Rating (CR): 4
Description: A blob of living marshmallow that loves to hug and squish things.
Typically a solo encounter or with smaller creatures.
Defense: 10
Health: 15
Movement: 2 squares
Actions:
• Squishy Hug: Deal 4 points of damage and cause the target to be restrained
for one turn unless they succeed on a Strength check (DC 12).
• Sticky Throw: Throw a piece of itself at an enemy, reducing their movement
by 2 squares for one turn.

PAGE 139
Appendix 1

Creatures/ Enemies
Prankster Pixie
Creature Rating (CR): 0.5
Description: A tiny, fluttering pixie with a mischievous grin. It carries a small
sack of glitter that it uses to sprinkle on unsuspecting victims.
Defense: 14
Health: 8
Movement: 6 squares (flying)
Actions:
• Glitter Bomb: Tosses a handful of glitter at a creature. Roll a d20 +5 to
attack, deals no damage but causes the target to sparkle brightly, giving
disadvantage on stealth checks for 1 turn.
• Giggle Fit: Emits a high-pitched giggle that is contagious. Creatures within 2
squares must succeed on a Charm check (DC 10) or be forced to giggle along,
losing focus and their reaction until the next turn.
Rainbow Slugs
Creature Rating (CR): 3
Description: Colorful slugs that leave a trail of rainbow slime wherever they
go. They tend to travel in pairs or groups.
Defense: 7
Health: 12
Movement: 3 squares
Actions:
• Slime Trail: Create a trail of slippery slime. Any enemy that moves through it
must succeed on an Agility check (DC 10) or fall and lose their next turn.
• Glitter Splash: Splash an enemy with glittery slime, causing them to sparkle
and be easier to hit. Reduce the enemy’s defense by 2 for one turn.

Shadow Moss Creeper


Creature Rating (CR): 2
Description: A creeping carpet of dark moss that moves slowly across the
ground. It absorbs light around it, making its surroundings dimmer.
Defense: 12
Health: 30
Movement: 2 squares
Actions:
• Suffocating Growth: Extends fibrous tendrils up to 2 squares away to latch
onto a target. Roll a d20 +3 to attack, dealing 4 necrotic damage and reducing
the target’s movement by half until the end of their next turn.
• Darken: Once per encounter, can darken the area within a 4-square radius,
causing disadvantage on all sight-based checks and attacks for 1 turn.

Snortlet
Creature Rating (CR): 1
Description: A tiny creature with oversized nostrils that snorts loudly when
amused or excited, sending small gusts of wind.
Defense: 10
Health: 12
Movement: 4 squares
Actions:
• Mud Spray: Snorts out a spray of muddy mist. Roll a d20 +2 to attack, dealing
3 bludgeoning damage and blinds the target until their next turn.
• Windy Waddle: Can create a small gust of wind with a snort, pushing objects
or creatures within 1 square away by 1 square.

PAGE 140
Appendix 1

Creatures/ Enemies
Thorned Guardians
Creature Rating (CR): 4
Description: Animated wooden statues covered in sharp thorns, acting as
protectors of the druid's lair.
Defense: 12
Health: 20
Movement: 4 squares
Actions:
• Thorn Barrage: Shoots thorns at enemies, dealing 3 damage and causing a -1
penalty to attack rolls for 1 turn.
• Root Snare: Roots extend from their base to entangle enemies, reducing their
movement by 2 squares for 1 turn.

Ticklish Treant
Creature Rating (CR): 3
Description: A large, walking tree with branches that quiver and shake as if
being tickled. Its bark is knotty and occasionally bursts into giggles when
touched.
Defense: 15
Health: 52
Movement: 4 squares
Actions:
• Branch Bash: Swings a heavy branch. Roll a d20 +6 to attack, dealing 12
bludgeoning damage.
• Tickle Tremor: Stomps the ground, sending a ticklish tremor through the
earth. Creatures within 4 squares must succeed on a Charm check (DC 14) or be
incapacitated with laughter for 1 turn.
Tickle Vine Trap
Creature Rating (CR): 1
Defense: 12
Health: 15
Movement: None (stationary)
Actions:
Tickling Tendrils: Any creature that moves within 2 squares of the Tickle
Vine Trap must succeed on a DC 12 Dexterity saving throw or be restrained
and incapacitated with uncontrollable laughter for 1 turn.
Vine Lash: The trap lashes out at a target within 2 squares, dealing 1d6
slashing damage and reducing their movement by half until the start of
their next turn.

Twisted Fungi
Creature Rating (CR): 3
Description: Giant mushrooms twisted by the druid's magic, oozing with dark
slime.
Defense: 10
Health: 18
Movement: 0 squares
Actions:
• Slimy Spit: Spits dark slime at an enemy, dealing 4 damage and reducing their
movement by 2 squares for 1 turn.
• Fungal Cloud: Releases a toxic cloud that causes 2 damage per turn for 2
turns unless the enemy succeeds on an Intelligence check (DC 13).

PAGE 141
Appendix 1

Creatures/ Enemies
Twisted Vine Serpent
Creature Rating (CR): 3
Description: A serpentine creature made entirely of twisted, thorny vines. It
slithers silently and can blend into the underbrush with ease.
Defense: 14
Health: 45
Movement: 5 squares
Actions:
• Thorn Lash: Strikes with a whip-like tail made of thorns. Roll a d20 +5 to
attack, dealing 10 slashing damage and has a reach of up to 3 squares.
• Entangling Constriction: Can attempt to wrap around a target within 2
squares. Roll a d20 +4 to grapple, the target is restrained and takes 5
bludgeoning damage per turn until they escape (Strength check DC 14).

Whispering Wind
Creature Rating (CR): 4
Description: A playful breeze that carries soft whispers and giggles. Often
encountered solo or with weaker creatures.
Defense: 9
Health: 12
Movement: 10 squares
Actions:
• Wind Push: Push an enemy 3 squares in any direction.
• Whisper Confusion: Whisper confusing messages to an enemy, causing them
to lose their next turn unless they succeed on an Intelligence check (DC 10).

Leafa
Race: Elf
Class: Ranger
Special Feature:
Heightened Perception: Notice things others might miss twice per game.
Health: 10
Defense: 13
Movement: 6 squares
Actions:
Arrow Attack: Deal 1d8 +1 damage to a single target.
Healing Shot: Leafa uses her expert shot to shoot a pouch of magical
healing fragrances at the players feet. The magic rises from the ground and
heals them for 1d4 health each time.
Inventory:
Bow
Quiver of Arrows
Compass
Healing Herbs

PAGE 142
Appendix 1

Creatures/ Enemies
Kendar Marsh
Race: Frog Folk
Class: Fighter
Special Feature:
Amphibious Leap: Once per game, leap up to 8
squares to avoid an obstacle or attack.
Health: 12
Defense: 14
Movement: 5 squares
Actions:
Axe Slash: Deal 1d8 +2 damage to a single target.
Shield Block: Reduce damage by 1d6 on the next
turn.
Inventory:
Battle Axe
Shield
Healing Potion

PAGE 143
Appendix 1

Creatures/ Enemies
Druid Caelorn Darkroot - Final Boss Fight
Type: Human Druid
Size: Medium
Creature Rating (CR): 4
Defense: 13
Health: 40
Movement: 4 squares per turn
Actions:
Corrupted Staff Strike
Attack Roll: d20 to hit
Damage: 1d6 bludgeoning
Range: Melee (1 square)
Effect: If the attack hits, the target also suffers 1
poison damage at the start of their next turn.

Dark Vines
Attack Roll: d20 to summon
Damage: None
Range: Melee (1 square)
Effect: Summons twisting, dark vines to restrain a
target for one turn. The restrained player can make
a Strength or Agility check (DC 10) to escape on their
turn.

Blight Wave
Usage: Once per encounter
Attack Roll: d20 for each target within range
Damage: None
Range: 3 squares radius around Caelorn
Effect: A wave of corrupt energy radiates from
Caelorn, reducing movement by 1 square for affected
players on their next turn. Special Abilities:
Artifact Pulse
Effect: At the start of each round, the crystal
Summon Blight Creatures atop Caelorn’s staff emits a pulse of dark
Usage: Once per encounter when below half health energy, dealing 1 point of poison damage to all
(20 or less) players within 2 squares.
Effect: Summons a blight creature to aid in combat.
Battle Phases:
Blightwalker Toad (CR 1): Uses acidic croak and Phase 1: Initial Encounter
sticky leap abilities to spray acid and restrain Caelorn uses Corrupted Staff Strike and Dark Vines
players, enhancing battlefield hazards. to test the adventurers. Environmental effects such
Twisted Vine Serpent (CR 3): Complements as entangling roots challenge the players.
Caelorn's plant control with its ability to grapple Phase 2: Summoning Blight Creatures
and constrict targets from a distance, adding Trigger: Once Caelorn’s health is reduced to half,
tactical complexity. he summons Blight Sprites to assist him,
Darkroot Fungus Brute (CR 2): Emits toxic spores complicating the battle dynamics.
that synergize with Caelorn's corruption theme,
Phase 3: Blight Wave
affecting large areas and altering battlefield Caelorn uses his once-per-encounter Blight Wave to
dynamics. slow the movement of all players within a 3-square
Blight-Touched Sprite (CR 0.25): Individually radius, creating strategic obstacles for the players.
weak but, in swarms, can disrupt players with a
DM Tips:
curse ability, reducing effectiveness and Strategic Use of Fire: Highlight Caelorn's
reflecting the pervasive nature of the blight. vulnerability to fire, encouraging Leafa to tell
Ticklish Treant (CR 3): Provides fun factor and players to use fire-based attacks to counter his
uses its tickle tremor ability to incapacitate regeneration and defense capabilities.
players with laughter and a fun scene, Encourage Teamwork: Encourage players to
strategically aiding Caelorn. collaborate closely to manage multiple threats
effectively.
PAGE 144
Appendix 1

Suggested Creature Encounters


Chapter 2: Entering the Enchanted Forest
Giggle Blossoms
Blight-Touched Sprites
Bubble Bees
Frolicsome Foxes

Chapter 3: Dwarven Village


Grumble Golems
Blightwalker Toad
Giggling Gelatinous Cube
Prankster Pixie

Chapter 4: On the Road to Tinkerton


Bouncy Boggle
Marshmallow Goop
Jelly Pop Mushrooms
Shadow Moss Creeper

Chapter 5: Gnome Village - Tinkerton


Giggle Sprites
Rainbow Slugs
Glow Worms

Chapter 6: The Elven Village


Whispering Wind
Snortling Piglet
Darkroot Fungus Brute

Chapter 7: On the road to Twinkleton


Bubble Frogs
Haunted Leaves
Thorned Guardians
Twisted Vine Serpent

Chapter 8: The Fairy Village of Twinkleton


Whispering Wind
Haunted Leaves
Thorned Guardians
Ticklish Treant

Chapter 9: The Frog Marshes


Bog Baddies
Bog Creeper
Ticklish Treant

Chapter 10: The Halfling Village of Bramblebrook


Giggle Blossom
Fungal Sporebat
Bramble Hounds
Twisted Fungi

PAGE 145
Appendix 2

Magic Items
Balloony's Bracelet of Bouncing Buddies
Type: Bracelet
Rarity: Uncommon
Description: A colorful bracelet that releases playful balloon animals
when activated. These creatures bounce energetically, bringing joy to
those nearby.
Effect: Summons a balloon animal that can distract enemies or carry
small items for up to 5 minutes.
Range: 10 feet (2 Squares)
Uses: 3 times per day

Banana Peel
Type: Trap
Rarity: Common
Description: This appears to be an ordinary, slightly shiny banana
peel, but it is enchanted with a slickness that defies natural laws.
Effect: Causes anyone who steps on the peel to slip and fall prone,
potentially disabling them for 1 round.
Range: Placed within 15 feet (3 Squares)
Uses: Once, then it decays

Boing-Boots of the Boundless Bunny


Type: Boots
Rarity: Uncommon
Description: Brightly colored boots with hidden springs that allow for
playful bouncing.
Effect: Grants the wearer the ability to jump up to 25 feet in any direction
without provoking opportunity attacks.
Range: Self
Uses: Unlimited

Breezy's Bag of Bliztery Blows


Type: Bag
Rarity: Rare
Description: A small bag that, when opened, releases a gust of wind
capable of pushing small objects or creatures.
Effect: Creates a gust of wind in a 10-foot radius (2 Squares around),
knocking over small objects or creatures.
Range: 10 feet (2 Squares)
Uses: 4 times per day

PAGE 146
Appendix 2

Magic Items

Bubble Orb of Farts


Type: Orb
Rarity: Common
Description: This glass orb swirls with iridescent gas that shifts colors
playfully. It feels slightly warm to the touch.
Effect: When popped, it releases a cloud of stinky gas in a 10-foot
radius, causing all within to recoil in disgust.
Range: Thrown, up to 20 feet (5 Squares)
Uses: Once, then must be recharged in a noxious environment

Glowstick of Colors
Type: Glowstick
Rarity: Uncommon
Description: This translucent stick is filled with glowing liquid that
shifts through the colors of the rainbow.
Effect: Can be used to cast bright colorful light in a 20-foot radius or
draw glowing shapes in the air that linger for a minute.
Range: 20 feet (4 Squares)
Uses: 5 times per day

Goat Amulet (Upgraded to Artifact)


Type: Amulet
Rarity: Artifact
Description: This ancient silver amulet bears the engraving of a
frolicking goat surrounded by arcane runes. It pulses with a
transformative magic.
Effect: Transforms the wearer into a giant goat with enhanced abilities
(as per the Polymorph spell) for up to 10 minutes. The wearer gains all
abilities of a giant goat, including charge attacks and sure-footedness.
Range: Self
Uses: Once per week

Grand Gesture Gloves of Glorious Illusions


Type: Gloves
Rarity: Rare
Description: Elegant gloves that allow the wearer to conjure vivid
illusions with simple gestures.
Effect: Creates harmless, minor illusions within a 10-foot radius (2
Squares around), useful for distractions or entertainment.
Range: 10 feet (2 Squares)
Uses: 5 times per day

PAGE 147
Appendix 2

Magic Items
Crasmon Colorburst Conjuror Crasmon
Type: Writing
Rarity: Rare
Description: A crasmon that shifts colors, allowing the user to draw
objects that come to life briefly.
Effect: Draws a small object or creature (no larger than 5 feet) that
animates and acts independently for up to 10 minutes.
Range: 5 feet (1 Square)
Uses: 1 time per day

Cupcake Conjurer's Cap of Sweet Surprises


Type: Hat
Rarity: Common
Description: A small, delightful cap that smells faintly of baked goods.
Effect: Conjures a cupcake that restores 1d4+1 hit points when eaten.
Range: Self
Uses: 3 times per day

Chameleon's Ring of the Colorful Camouflager


Type: Ring
Rarity: Uncommon
Description: A silver ring that changes color to match the environment.
Effect: Grants advantage on Stealth checks.
Range: Self
Uses: Unlimited

Curious Compass of the Whimsical Wanderer


Type: Compass
Rarity: Uncommon
Description: An old compass that sometimes points to curious locations
instead of true north.
Effect: Points to the nearest point of interest rather than the intended
direction.
Range: Self
Uses: Unlimited

Echoing Acorn
Type: Acorn
Rarity: Uncommon
Description: A shiny golden acorn that seems to absorb sounds and echo
them back.
Effect: When activated, it repeats the last sound it captured, creating an
echo that can be heard up to 50 feet away (10 Squares).
Range: 50 feet (10 Squares)
Uses: 3 times per day

PAGE 148
Appendix 2

Magic Items
Fluffy Pillow
Type: Pillow
Rarity: Artifact
Description: An incredibly soft pillow that seems to be filled with the
fluff of clouds, always cool to the touch.
Effect: When used, it grants the user the benefits of a long rest in only
10 minutes, completely refreshing the body and mind.
Range: Self
Uses: Once per two days

Freud Firecracker's Fantastical Feather


Type: Feather
Rarity: Uncommon
Description: A vibrantly colored feather that allows for a gentle,
controlled descent.
Effect: Prevents fall damage and allows for slow descent from any
height.
Range: Self
Uses: 1 time per day

Gigglesnort's Amulet of Uncontrollable Mirth


Type: Amulet
Rarity: Rare
Description: A tiny golden amulet featuring a laughing face. The amulet
vibrates slightly when held, as if containing laughter.
Effect: Causes creatures within a 10-foot radius to burst into uncontrollable
laughter, incapacitating them for 1 turn (DC 13 Wisdom saving throw to
resist).
Range: 10-foot radius (2 Squares)
Uses: 3 times per day

Glitterbomb Gloves of Dazzling Display


Type: Gloves
Rarity: Rare
Description: Bright gloves that, when snapped, release a burst of glitter,
blinding enemies briefly.
Effect: Blinds creatures in a 15-foot (3 Squares) cone (DC 12 Strength or
Agility saving throw to resist) for 1 turn.
Range: 15-foot cone (3 Squares)
Uses: 3 times per day

Glowstick of Colors
Type: Glowstick
Rarity: Uncommon
Description: This translucent stick is filled with glowing liquid that shifts
through the colors of the rainbow.
Effect: Can be used to cast bright colorful light in a 20-foot radius or draw
glowing shapes in the air that linger for a minute.
Range: 20 feet (4 Squares)
Uses: 5 times per day

PAGE 149
Appendix 2

Magic Items
Goat Amulet
Type: Amulet
Rarity: Artifact
Description: This ancient silver amulet bears the engraving of a
frolicking goat. It pulses with a transformative magic.
Effect: Transforms the wearer into a giant goat with enhanced
abilities (as per the Polymorph spell) for up to 10 minutes. The wearer
gains all abilities of a giant goat, including charge attacks and sure-
footedness.
Range: Self
Uses: Once per week

Grand Gesture Gloves of Glorious Illusions


Type: Gloves
Rarity: Rare
Description: Elegant gloves that allow the wearer to conjure vivid illusions
with simple gestures.
Effect: Creates harmless, minor illusions within a 10-foot radius (2 Squares
around), useful for distractions or entertainment.
Range: 10 feet (2 Squares)
Uses: 5 times per day

Hat of Hundred Happenstances


Type: Hat
Rarity: Very Rare
Description: This magical hat, adorned with feathers and trinkets, can
produce a small random item once per day.
Effect: Produces a random small item (e.g., key, coin, marble).
Range: Self
Uses: 1 time per day

Hide-and-Seek Hood of the Hiding Hare


Type: Hood
Rarity: Rare
Description: A hood that blends seamlessly with surroundings, enhancing
stealth.
Effect: Grants advantage on Sneak checks to hide.
Range: Self
Uses: Unlimited

Hover Boots
Type: Boots
Rarity: Artifact
Description: These elegantly crafted silver boots feature delicate
wings on each side that flutter rapidly when activated.
Effect: Grants the ability to hover up to 30 feet above ground and
move at double the walking speed for up to 10 minutes.
Range: Self
Uses: Once per day

PAGE 150
Appendix 2

Magic Items
Invisible Ink Pen
Type: Pen
Rarity: Uncommon
Description: A sleek silver pen that writes in ink visible only under
moonlight or similar illumination.
Effect: Allows the user to write messages that are invisible except
under moonlight. Messages fade completely after 1 hour.
Range: N/A (writing surface)
Uses: Unlimited

Jester's Cap
Type: Hat
Rarity: Uncommon
Description: A colorful floppy hat adorned with jingling bells that resonate
with magical mirth.
Effect: Causes the wearer to spout humorous and sometimes insightful
jokes, granting advantage on Charisma (Performance) checks.
Range: Self
Uses: 3 times per day

Leprechaun's Lantern of Luck and Laughter


Type: Lantern
Rarity: Rare
Description: A lantern that changes colors, each hue bringing about a small
magical effect.
Effect: Different colors provide minor effects like calming or focusing in a
5-foot radius.
Range: 5 feet (1 Square)
Uses: Unlimited

Melodious Box of the Dreamweaver


Type: Music Box
Rarity: Very Rare
Description: An ornate music box that plays an enchanting lullaby when
opened.
Effect: Causes creatures within a 20-foot radius (4 Squares grid around) to
fall asleep, affecting up to 35 hit points of creatures.
Range: 20 feet (4 Squares)
Uses: 2 times per day

Mimic Leaf
Type: Magical Item
Rarity: Artifact
Description: A vibrant green leaf that pulses with a magical glow, vibrating
gently when sounds are made nearby.
Effect: Copies the last sound it heard and amplifies it throughout a 30-foot
radius (6 Squares grid), creating confusion or distraction.
Range: 30 feet (6 Squares)
Uses: 3 times per day

PAGE 151
Appendix 2

Magic Items
Mini Raincloud
Type: Magical Item
Rarity: Artifact
Description: Contained within this small glass jar, a tiny cloud floats,
pulsing with a storm's potential.
Effect: When released, the cloud grows to cover a 20-foot radius,
showering the area with heavy rain that reduces visibility and douses
fires, lasting for 10 minutes.
Range: Thrown, up to 30 feet (6 Squares)
Uses: Once, then needs to be recharged during a natural storm

Nap-Necklace of the Nodding Nymph


Type: Necklace
Rarity: Very Rare
Description: This necklace features a pendant shaped like a tiny nymph
with closed eyes, radiating a calming aura.
Effect: Allows the wearer to take a short rest in just one minute, feeling
refreshed and gaining the benefits of a standard short rest.
Range: Self
Uses: 1 time per day

Mr. Chatterboxes's Circlet of Speaking


Type: Circlet
Rarity: Rare
Description: A simple, silver circlet that grants the wearer the ability to
understand and speak any language.
Effect: Allows the wearer to speak and understand any one language of
their choice for 1 hour.
Range: Self
Uses: 1 time per day

Hide-and-Seek Hood of the Hiding Hare


Type: Hood
Rarity: Rare
Description: A hood that blends seamlessly with surroundings, enhancing
stealth.
Effect: Grants advantage on Sneak checks to hide.
Range: Self
Uses: Unlimited

Nap-Necklace of the Nodding Nymph


Type: Necklace
Rarity: Very Rare
Description: This necklace features a pendant shaped like a tiny
nymph with closed eyes, radiating a calming aura.

Effect: Allows the wearer to take a short rest in just one minute,
feeling refreshed and gaining the benefits of a standard short rest.
Range: Self
Uses: 1 time per day
PAGE 152
Appendix 2

Magic Items
Prankster's Mirror
Type: Mirror
Rarity: Uncommon
Description: A hand-held oval mirror encased in a frame adorned with
tiny jester hats and mischievous symbols.
Effect: When gazed upon, the mirror's reflection shows the viewer in
various comical and exaggerated expressions, causing laughter and
lightening the mood.
Range: Self
Uses: 5 times per day

Rainbow Glasses
Type: Glasses
Rarity: Artifact
Description: These oversized glasses have lenses that swirl with magical
rainbow colors, enchanting the viewer's vision.
Effect: Allows the wearer to see hidden magical auras and pathways,
providing insight into the mystical structure of spells and enchanted objects
within a 60-foot radius (12 Squares).
Range: Self
Uses: Once per day for up to 10 minutes

Satchel of Sparkly Escapes


Type: Satchel
Rarity: Very Rare
Description: This small bag contains a fine, glittering dust that renders the
user invisible.
Effect: Grants invisibility for 1 turn.
Range: Self
Uses: 2 times per day

Sneaky Sneakcloak of Shimmering Shadows


Type: Cloak
Rarity: Uncommon
Description: This iridescent cloak shifts through colors, blending with
surroundings to aid in stealth.
Effect: Grants advantage on Stealth checks.
Range: Self
Uses: Unlimited

Sneezing Powder
Type: Powder
Rarity: Common
Description: This fine pink powder sparkles lightly. Even a slight
disturbance causes it to puff into the air.
Effect: Causes intense sneezing in all creatures within a 10-foot radius,
potentially interrupting concentration and causing discomfort.
Range: Up to 30 feet when thrown (6 Squares)
Uses: 2 times per day

PAGE 153
Appendix 2

Magic Items
Squirrel Summoner's Silver Figurine
Type: Figurine
Rarity: Uncommon
Description: A silver squirrel figurine that comes to life when
commanded.
Effect: Summons a silver squirrel for 1 hour, which can fetch small
items or create distractions.
Range: 10 feet (2 Squares)
Uses: 1 time per day

Stardancer's Robe of the Cosmic Guide


Type: Robe
Rarity: Very Rare
Description: A flowing robe adorned with constellations and stars that glow
in darkness.
Effect: Casts Light at will; can cast Guiding Bolt once per day.
Range: Light - Self, Guiding Bolt - 60 feet (12 Squares)
Uses: Light (unlimited), Guiding Bolt (1 time per day)

Sticky Gloves
Type: Gloves
Rarity: Common
Description: These bright yellow gloves are coated with a sticky, honey-like
substance.
Effect: Anything touched sticks to the gloves, allowing for easy grabbing of
items or climbing surfaces.
Range: Self
Uses: 3 times per day, becomes less sticky with each use

Squeaky Shoes
Type: Shoes
Rarity: Common
Description: These comically oversized red shoes are crafted from a
mysterious stretchy material that makes a loud squeak with each step.
Effect: Allows the wearer to walk on water or any liquid surface while
producing loud squeaks that can draw attention or cause distraction.
Range: Self
Uses: Unlimited

Talking Pebble
Type: Pebble
Rarity: Common
Description: This smooth, round pebble has a painted face with a
mischievous grin.
Effect: When spoken to, it repeats the last sentence it heard in a high-
pitched, funny voice.
Range: Sound can be heard up to 15 feet away (3 Squares)
Uses: Unlimited

PAGE 154
Appendix 2

Magic Items
Tickle Feather
Type: Feather
Rarity: Artifact
Description: This golden feather is said to have been plucked from a
celestial bird. It shimmers with potent, joyful magic.
Effect: When used, it induces euphoria in all creatures within a 15-foot
cone, causing uncontrollable laughter that incapacitates them for 1
minute.
Range: 15 feet (3 Squares)
Uses: Once per day

Treetop Tunic of Terrific Traversal


Type: Tunic
Rarity: Uncommon
Description: This tunic's light fabric allows for swift, effortless climbing of
trees.
Effect: Grants climbing speed equal to walking speed.
Range: Self
Uses: Unlimited

Wand of Giggles
Type: Wand
Rarity: Uncommon
Description: This slender wand ends in a star-shaped tip encrusted with
tiny multi-colored gems that glitter like a rainbow. It vibrates slightly with
contained laughter.
Effect: Causes a single target to burst into uncontrollable laughter,
rendering them incapacitated for 1 round.
Range: 30 feet (6 Squares)
Uses: 3 times per day

Whiskerpurr's Pendant of Peaceful Purring


Type: Pendant
Rarity: Rare
Description: This pendant features a small, sleeping cat figure that emits a
soft purr.
Effect: Allies within 10 feet (2 Squares) gain advantage on saving throws
against being frightened.
Range: 10 feet (2 Squares)
Uses: 4 times per day

Whizbang's Wand of Wondrous Wonders


Type: Wand
Rarity: Rare
Description: A wand decorated with random symbols, triggering
magical effects with each use.
Effect: Creates harmless, random magical effects (sparks, scents, wind)
within a 10-foot radius (2 Squares around).
Range: 10 feet (2 Squares)
Uses: 5 times per day

PAGE 153
Appendix 2

Magic Items
Whoopee Cushion Charm
Type: Charm
Rarity: Common
Description: A small, rubber charm shaped like a whoopee cushion,
glittering with a light dusting of magical sparkle.
Effect: When sat upon, it emits a loud, embarrassing noise followed by
a silly tune, causing laughter in a 10-foot radius.
Range: 10 feet (2 Squares)
Uses: Unlimited, recharges itself after each use
SUGGESTED MAGICAL ITEM LOCATIONS

Chapter 2: Entering the Enchanted Forest


1. Wand of Giggles
2. Bubble of Farts
3. Echoing Acorn
4. Glowstick of Colors
5. Squirrel Summoner's Silver Figurine
6. Hide-and-Seek Hood of the Hiding Hare

Chapter 3: Dwarven Village


1. Hover Boots
2. Sneaky Sneakcloak of Shimmering Shadows
3. Sticky Gloves
4. Whoopee Cushion Charm
5. Chattering Teeth
6. Silverskate Slippers of the Slippery Slope

Chapter 4: On the Road to Tinkerton


1. Prankster's Mirror
2. Mini Raincloud
3. Bouncing Ball
4. Chirpy's Cape of Cheeky Chirping
5. Curious Compass of the Whimsical Wanderer
6. Mimic Leaf

Chapter 5: Gnome Village - Tinkerton


1. Mini Raincloud
2. Bubbly's Belt of Floating Fantasies
3. Chameleon's Ring of the Colorful Camouflager
4. Whizbang's Wand of Wondrous Wonders
5. Squeaky Shoes
6. Grand Gesture Gloves of Glorious Illusions

PAGE 154
Appendix 2

Magic Items
SUGGESTED MAGICAL ITEM LOCATIONS

Chapter 6: The Elven Village


1. Rainbow Glasses
2. Melodious Box of the Dreamweaver
3. Stardancer's Robe of the Cosmic Guide
4. Glitterbomb Gloves of Dazzling Display
5. Mirror of Many Moods by Merryweather
6. Freud Firecracker's Fantastical Feather

Chapter 7: The Fairy Village - Twinkleton


1. Fluffy Pillow
2. Balloony's Bracelet of Bouncing Buddies
3. Cupcake Conjurer's Cap of Sweet Surprises
4. Jester's Cap
5. Hat of Hundred Happenstance
6. Gigglesnort's Amulet of Uncontrollable Mirth

Chapter 8: The Frog Marshes


1. Banana Peel
2. Breezy's Bag of Blustery Blows
3. Invisible Ink Pen
4. Glowstick of Colors
5. Rainbow Glasses
6. Whizbang's Wand of Wondrous Wonders

Chapter 9: The Halfling Village of Bramblebrook


1. Freud Firecracker's Fantastical Feather
2. Satchel of Sparkly Escapes
3. Leprechaun's Lantern of Luck and Laughter
4. Hat of Hundred Happenstances
5. Mr. Chatterboxes's Circlet of Speaking
6. Silent Steps Sneakers of the Shadow Stalker

PAGE 155
Appendix 3: Races & Classes

Races
Human
Adaptive Learner – Automatically succeed on one check per game.

Elf
Heightened Spot – Notice things others might miss twice per game.

Dwarf
Sturdy – Reduce damage from one attack per game by 1d4.

Halfling
Fortunate Turn – If you roll a 1 on any roll, you can reroll it once.

Dragonborn
Dragon’s Breath – Once per game, deal 1d10 damage to all enemies in a cone.

Tiefling
Fiery Resistance – Reduce fire damage taken by half.

Half-Elf
Enchanter – Automatically succeed on one action involving Charm per game.

Half-Orc
Brutal Strike – Once per game, add 1d6 to the damage of one successful attack.

Gnome
Ingenious Inventor – Automatically succeed on one action involving fixing, creating, or
understanding a device or magical item per game.

Centaur
Bull Rush – Once per game, move up to 6 squares straight & deal 1d8 damage to the
target.

Fairy
Flight – Move up to 10 squares in any direction on the battlefield once per combat without
needing to roll.

Mighty Treeant
Barkskin - Once per game, increase defense by 2 points for three turns.

Halfling
Fortunate Turn – If you roll a 1 on any roll, you can reroll it once.

Orc
Brutal Strike – Once per game, add 1d6 to the damage of one successful attack.

Rockblood
Mountain Resilience – Once per game, reduce damage from one attack by 1d8.

Cat Folk
Special Ability: Feline Agility – Once per game, double your movement for 1 turn.
PAGE 156
Appendix 3

Classes
Fighter
Health: 12
Defense: 14
Movement: 4 squares
Actions:
Sword Strike: Deal 1d8 damage to a single target.
Shield Block: Reduce damage by 1d6 on the next turn.

Wizard
Health: 6
Defense: 12
Movement: 5 squares
Actions:
Magic Bolt: Deal 1d6+1 damage to a single target.
Blink: Move to any spot within 8 squares without rolling.

Cleric
Health: 10
Defense: 14
Movement: 4 squares
Actions:
Divine Light: Deal 1d6+1 damage to a single target.
Healing Touch: Heal 1d6+1 health to an ally.

Rogue
Health: 8
Defense: 12
Movement: 6 squares
Actions:
Sneak Attack: Deal 1d8+2 damage to a single target.
Dodge: Automatically dodge the next attack.

Ranger
Health: 10
Defense: 13
Movement: 6 squares
Actions:
Arrow/Sword Attack: Deal 1d8 damage to a single target.
Animal Ally: Use 1 round to call an animal companion to assist in battle, granting an
extra attack roll on your next turn.

Paladin
Health: 12
Defense: 16
Movement: 4 squares
Actions:
Holy Strike: Deal 1d8+2 damage to a single target.
Lay on Hands: Heal 1d6+1 health to an ally.
PAGE 157
Appendix 3

Classes
Sorcerer
Health: 6
Defense: 12
Movement: 5 squares
Actions:
Fire Spark: Deal 1d6+1 damage to a single target.
Magic Shield: Reduce damage by 1d6 on the next turn.

Druid
Health: 8
Defense: 13
Movement: 5 squares
Actions:
Nature's Wrath: Deal 1d6+1 damage and prevent movement of one enemy for one turn.
Healing Touch: Heal 1d6+1 health to an ally.

Warlock
Health: 8
Defense: 12
Movement: 5 squares
Actions:
Dark Blast: Deal 1d6+1 damage to a single target.
Curse: Reduce an enemy's defense by 2 for the next turn.

Bard
Health: 8
Defense: 12
Movement: 5 squares
Actions:
Inspiring Song: Boost a friend's next attack roll to guarantee a hit.
Distracting Performance: Distract an enemy to skip their next turn.

Barbarian
Health: 14
Defense: 13
Movement: 5 squares
Actions:
Rage Attack: Deal 1d10+2 damage to a single target.
Intimidate: Reduce an enemy's attack by 2 points on their next turn.

Monk
Health: 10
Defense: 14
Movement: 6 squares
Actions:
Martial Strike: Deal 1d8 melee damage to a single target.
Evasion: Automatically avoid the next attack.

PAGE 158
Appendix 3

Classes
Shaman
Health: 8
Defense: 12
Movement: 5 squares
Actions:
Spirit Strike: Deal 1d6+1 spiritual damage to a single target.
Healing Spirits: Heal an ally within sight for 1d6+2 health.

Guardian
Health: 14
Defense: 16
Movement: 4 squares
Actions:
Shield Bash: Deal 1d6+1 damage and push the enemy 1 square back.
Protector's Aura: Once per game, create a shield aura that reduces damage taken by
allies within 3 squares by 1d4 for one turn.

Alchemist
Health: 8
Defense: 10
Movement: 5 squares
Actions:
Acid Flask: Throw an acid flask to deal 1d6+1 acid damage to a single target.
Potion Mix: Brew a potion for one turn to either heal 1d8 health to an ally or increase
an ally’s damage by 1d4 for their next turn.

Elementalist
Health: 8
Defense: 12
Movement: 5 squares
Actions:
Earthen Grasp: Immobilize an enemy for 1 turn and deal 1d6+1 damage.
Elemental Burst: Deal 1d8 fire, ice, or lightning damage to an enemy within 6 squares.

Illusionist
Health: 6
Defense: 12
Movement: 6 squares
Actions:
Mirror Image: Create 2 duplicates, avoiding all attacks for 1 turn.
Phantom Strike: Deal 1d8 psychic damage to an enemy within 5 squares.

Duelist
Health: 10
Defense: 14
Movement: 6 squares
Actions:
Precision Strike: Deal 1d8+2 damage to a single target.
Riposte: Counter an attack, dealing 1d6+1
P A G Edamage
159 to the attacker.

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