Ch 5 – The Feywild
Into the Feywild
The party will drop through the trapdoor and will land in a grassy field with flowers all around.
They won’t see any way to get back and things will look – different. A bit brighter than where
they’re from. Coras will know that they’re in the Feywild. There’s no sign of the hag or
anything for that matter – they’re lost. It’ll be late afternoon
The party can wander whichever way they want. After about an hour of wandering they’ll still
be in a forest and will come to a road. No matter which way they go after about an hour they’ll
come across farmland and as they continue on a town and will arrive at nightfall. They’ll find an
inn (1sp each) for a room plus dinner. Coras can play for tips if he wants. (Max 15sp – not a rich
town)
Town - Karador
In town they’ll be able to convert some of the bulky/heavy gold for gems (20% fee) and purchase
any supplies they need – food/med kits/potions. Prices will be standard. The shop is the
Gnomish Bazaar – again. The players will find everything they need.
While shopping they’ll be attacked by a Masked Assassin – he will jump down from a roof in
front of the party. (Passive perception vs Assassin Stealth roll.) City Guards will show up if
players are either losing badly or when they kill the assassin. (4 man squad – 2 heavy crossbow
and two Glaive). They will attempt to capture the assassin if possible but the assassin will die.
On his body they’ll find a small trinket – a small statue with 3 heads that look vaguely like the
party - and will know it’s from a Hag. There will also be a pouch with 10g but the players may
not be able to get it. The players can offer to help locate the hag and would want the token.
They can discuss with guards – Charisma v Charisma with coin making it easier. (4g+ is auto
success) The guards will let them know there’s a fortune teller, Riolin, on the outskirts of town
that may be of help.
1
Fortune Teller
The party will find a small but well-kept house on the edge of town with a sign of a crystal ball
out front. When they enter Riolin will greet the party. He will ask their names – and Coras –
would have warned the party about using their “true name” in the Feywild. They’ll need to cross
the fortune teller’s palm with silver (3sp each) for Riolin to examine the trinket. He will let them
know it allows the bearer to track the individuals and is given to assassins to help them find their
targets. By possessing the token it shows that the assassin failed – and if they return it to the Hag
she will be forced to cancel the contract that she put out. He will warn that they must’ve done
something to incur her wrath – and that hired assassins are not cheap. He will know of only one
Hag that’s in the area – Dread Olga Toestealer.
The party may want their individual fortunes read. If so:
Coras: An item he seeks may be found but the price to use it will be high.
River: Great treasure can be found in a small place.
Bjolt: A chance for closure is in his future.
Will let Bjolt know the sword’s name is Exordium and is much more powerful than it appears.
Coras’ ring is called Conflux.
Riolin will also mention he sees books in their future but the image is unclear why.
Finding the Hag - Redcaps
After wandering for a bit they’ll come across a wounded Owlbear and the Druid will be able to
tell it’s looking for help. Unless attacked it won’t be hostile. It appears to be more intelligent
than a normal Owlbear and understands Sylvan. The party can attempt to befriend (Animal
Handling, DC 12) and heal it a bit. Bjolt will notice the trail of blood the Owlbear left behind.
DC 12 insight to keep an eye on that direction. Shortly after it’s healed there will be the sound
of heavy boots pounding through the forest
The party will have time to prepare for an attack and will roll initiative. Two Redcaps will
charge out of the forest – and each (d4) charge one of the party. The Redcap will attack up to 3
different targets if possible to cause as much pain/suffering as it can. The Owlbear will assist.
Hag’s Hut - Night Hag – Dread Olga Toestealer
After fighting the Redcaps the Owlbear will lead them towards the Hag’s hut. A path will appear
where one didn’t exist before. The Owlbear will wander off at this point. The party can follow
the path – but no matter which way they do go they’ll end up at the hut of Dread Olga
Toestealer. She’ll be in front of the hut with a cauldron full of stuff being cooked. The smell is
not pleasant.
2
Olga will ask why they’re in the Feywild and the players can be honest and say they were sent to
find out why she was in the material plane causing trouble and/or that they’re looking for a gem
for Coras’ ring. She will mention the ring – and sword – if they player’s don’t mention it.
Olga gives the reason for being in the Elf lands was to cause mischief because it entertained her
– but with the Ogres gone that is no longer fun. The entire time Olga won’t look happy to see
the party.
When the party gives the token back it will disintegrate since the deal it was used to make wasn’t
completed.
Olga will reach into her dress and pull out a small gemstone and show it to Coras. He’ll detect
that it would be perfect for the ring. She will refuse to sell the gem but does have a few
problems the group can solve and if they do these few simple tasks she’ll do them 3 favors and
give them the gem.
The players will need to be told a bargain struck in the Feywild must be kept or there are very
negative consequences for the party that breaks the bargain.
The Bargain
Players win persuasion: She’ll offer 3 things: Stone for Coras, Unlock for Bjolt’s sword; Stone
of Light for River.
Players lose: She’ll offer Stone and sword unlock and a “moment of time” from River.
Hag will have 3 simple favors she wants done.
1. Place a Hag’s Eye in a rival hag’s lair. That hag is the last of a coven and a longtime
rival. This will allow Olga to spy on the other Hag and know her plans. Olga knows for a
fact that that hag is travelling away from her lair- because she arranged it.
2. Collect the Eyes of Molag-Bal. Two large rubies – fist sized. Rumored to be on an island
in the Western Sea. (This will be a 3 level dungeon).
3. Deep in the Blackleaf Bog a tree grows that produces magic fruit. The hag wants 6
pieces of fruit and provides a box to bring them back in. Fruit is not very large, about
egg sized.
In return she’ll offer the gem for Coras’ ring, training on how to activate another element on the
sword, and (if players win) a Stone of Illumination.
The path to the dungeon
3
The Hag will give the party a small totem – compass that will point the general direction they
need to go. Can be used 2x a day
Day 1
The party will head out in the direction the Hag points them. After an hour of travel they’ll come
out of the forest into open fields and rolling hills. On the horizon will be mountains but the
distance to them will seem to shift closer/farther as the party travels. They will come across a
road heading in that direction.
After stopping for the night the party will be in an area of rolling hills. There are not a lot of
defensive areas but a good Survival roll will give them a spot with 3 sides of hills and one flat
way in.
As the party sets up camp and the 1st watch starts – rabbits. 100 or so rabbits will hop through
the campsite ignoring the party.
During the 2nd watch Orcs – 2 Berserkers and 4 normal – will attack the party. Perception roll
will give the party time to prepare for the attack. They will be spread out a bit as they attack.
Day 2
The party will come across a small village on a river at mid- morning (see map). The party can
shop for potions or other items they may need at the market – there will be a Gnomish Bazaar
stall. The stall will have a variety of potions including two Remove Curse (75g each). If the
party stops and heads to the inn/tavern they’ll hear people talking about odd happenings in the
area. If they ask questions – and spread some sliver around – they’ll talk to a barmaid who was
in the woods foraging for mushrooms and saw a hut that she’d never seen before since she
foraged in that area often. She’ll let it slip she saw an old cauldron in front of the hut but the fire
was cold and cauldron empty. (Insight, DC12 party realizes it’s the Hag they’re looking for)
If the party gets 15+ on the insight they can speak with an older man in the tavern. He’ll
ask them to buy him a drink and he’ll let them know that the hut is just the entrance and
the hag’s lair is underground and full of monsters.
If the party brings up Molag-Bal with the old man he’ll act surprised that they know of
the island. He’ll let them know there’s an Ettin in Blackleaf Bog who might be able to
help and rumors put the island past the bog.
Day 3
If the party spoke to the barmaid they’ll be able to head directly for the Hag’s hut/lair.
4
If the party spoke to the old man they’ll know that Blackleaf Bog is farther away and the
island even farther.
If not – then Day 3 they continue to travel and will come across a path off the road that looks
gloomy and dark and heads into woods. DC 10 insight (if they don’t think of it) that this is where
they need to go.
Travel day to Hag’s den
The party will follow a faint path that Bjolt and River can easily follow. Around midday the
party will stop for food.
While they’re eating roughly 100 ghost cats will walk through their rest area.
From here go to Hag’s Den pages – Encounter with Zombie