Into The Feywild
Into The Feywild
I
     magine a house
      surrounded by a dark, thick
     forest. The house is cozy,
familiar, and is filled with all the
creature comforts of home. This
is your space. It’s been there all
of your life. The house is older
than you, but not so old as to be
dusty or antique.
  The thick forest outside of
the house is older. Much, much
older than the house. The forest
existed long before the house
was ever built, you think. The
house is tall, but the trees of the
forest are so much taller. The
forest seems familiar too, but it’s
nowhere near as familiar to you
                                                      writing       Kiel Chenier
as the house. The forest holds                      color art       Egil Thompson
the promise of newness and                               maps       Kiel Chenier
                                                      editing       James J. Haeck
discovery, but it is also strange
                                                       layout       Eric Life-Putnam
and alien and other.
will only relinquish that key once they’ve satisfied                 Hill: Summerwine Creek”* or the adventure
her childish desires and curiosities.                               “Ildwych’s Crystal Castle”** as a jumping
                                                                     off point, you can use Summerwine as a
                                                                     temporary fey crossing, following Fey Prince
Background                                                           Ildwych as he leaves the Material Plane with
What is the Feywild? The Feywild is the native                       any or all of his retainers.
home of all manner of fey creatures, including                    ▶▶ The party can stumble into the Feywild
fairies, pixies, nymphs, dryads, satyrs, and most                    accidentally during a hexcrawl or wilderness
importantly true elves, the immortal ancestors of                    exploration part of the game in deep, ancient
high elves, wood elves, and drow. All manner of                      forests.
beasts and beauties from mortal fairy tales call the              ▶▶ A random PC (specifically any elves, half-
inscrutable beings, though mortals and less clever                   have them set a trap for the PCs that will
fey tend to put them into two categories: those of                   imprison them within the Feywild. While the
the Summer Court, and those of the Winter Court.                     region doesn’t appear dangerous, the villain
Neither are as good or evil (or as Good or Evil) as                  is certain the PCs will not be able to escape
they claim to be, and neither should be trusted.                     from its clutches.
   The lands themselves are indistinct and ever
changing, a beautiful but dangerous collection of
haunted woods, snowy peaks, and gorgeous sun-                   * James Haeck, “Over the Next Hill: Summerwine Creek,” EN World
dappled meadows. Their true layout is beyond                     EN5ider, https://www.patreon.com/posts/over-next-hill-6110603
the comprehension of most mortal folk, and few                 ** Brandes Stoddard, “Ildwych’s Crystal Castle,” EN World EN5ider,
maps of the Feywild exist.                                       https://www.patreon.com/posts/ildwychs-crystal-6595109
                                        Into
                                         Intothe  Feywild || EN
                                              theFeywild      ENWorld EN5IDER
                                                                World EN5IDER
Who is Princess Dandelion? A lesser Archfey of           The Feywild is also inhabited by the True Elves,
the Summer Court, Princess Daneliean Dandelion           the fey progenitors of the elven race. The graceful
is the nominal ruler of Hedgegrove, the maze             features of elves that humans find so enticing
city of trade and tribute. She was put in charge         are heightened to unsettling extremes within the
of Hedgegrove as punishment over a perceived             True Elves; their skin is smooth as glass, their
slight to the Summer Court, and has been its             movements so elegant as to be dreamlike, and
ruler for almost 7,000 years. She feels stifled by       their eyes so piercing you fear you can keep no
the near-endless hedge maze that surrounds her,          secret from them. True Elf NPCs use High Elf
and wields her power as ruler like a petulant            statistics.
child. Quick to anger and insult, but also easily           Hedgegrove is the common name for the
distracted by flights of fancy and fascinations.         topiary hedgemaze town ruled by Princess
                                                         Dandelion, an Archfey of the Summer Court.
How does this adventure begin? The PCs pass              Hidden within the towering walls of green
through a fey crossing, arriving in a heap in front      are shops, markets, and bazaars of every kind
of the throne of Princess Daneliean Dandelion.           imaginable.
Wherever the PCs were trying to go, and whoever             Hedgegrove lays somewhere in the heartland
they were trying to chase down, isn’t here. Instead,     of the Feywild, right on the border between the
they are the captive audience of a petulant, semi-       gilded summer lands and the chill winter lands.
divine Archfey who demands to know how they              It is a town that none of the Archfey have a high
came to be in her throne room. Though the PCs’           opinion of, but that every civilized person on the
excuses can sway Dandelion’s temperament,                plane visits at least once: a place of necessity.
she invariable decides to be lenient with them—
provided they can complete a grand collection of         How Do Fey Feel About Non-Fey?
quests on her behalf. It’s all very storybook logic      Natives of the Feywild have mixed feelings on
and strange whimsy. The PCs are allowed to leave,        the presence of mortal outsiders. Some view them
provided they promise to return within two days’         as an invasive species to be pushed out, others
time to learn more about these quests.                   find them to be amusing distractions from the
                                                         endless masquerade of courtly business. Most
                                                         tend to think of them as a nuisance; to be politely
Setting                                                  tolerated until they finally leave. When pressed,
                                                         the Fey do have some common beliefs about and
The Feywild and Hedgegrove                               feelings toward mortal folk:
The Feywild is called many things by its                    ▶▶ Elves and gnomes are the most tolerated
inhabitants: the Bright, the Truelands, the                    and treated the best. They are awkwardly
Everwood, and so on. Only mortal outsiders, and                welcomed like distant cousins who left home
fey who have spent an great deal of time in the                to pursue something foolish. That they are
mortal world, call it the Feywild. Most fey look               still alive and well is a pleasant surprise.
at folk who use the word like backwards country             ▶▶ Humans and tieflings are treated like curious
bumpkins (imagine calling the ocean the “really                foreigners. Their strange accents and weird
big puddle” or a castle the “big stone house”).                customs are funny. Fey natives bite their lips
   The Feywild are home to fairies, pixies, satyrs,            and tongues in their presence, trying to stifle
dryads, and sylvan elves (here called True Elves).             their laughter.
This adventure also makes reference to the races
detailed in the EN5ider article Peoples of the            * Michael Ohl, “Peoples of the Fey Realms,” EN World EN5ider,
Fey Realms: fawns, spriggans, and gremlins.*               https://www.patreon.com/posts/peoples-of-fey-6149393
     the most perverse or fetishistic Fey welcome              magically aligned with the Rose Palace.
     a dwarf into their homes (and often only                  These spots are free of random encounters,
     because they want to sleep with them).                    though existing encounters can move or
                                                               chase others into them. In addition, native
                                                               spellcasters can open portals from one Ley
Using the Map                                                  Line Intersection to any other, allowing for
Hedgegrove is a literal maze, and travelling                   faster travel. Any non-native creature who
through it without getting lost is almost                      uses these portals must make a roll on the
impossible. Moving through Hedgegrove is                       Fey Oddity Table, below.
similar to dungeon crawling: there are path                 ▶▶ Topiary Gates are the only physical
choices, random encounters, and numerous                       entrances and exits to Hedgegrove. The
obstacles.                                                     gates are made of five feet of interwoven
   ▶▶ Walls are green hedges, 100 feet tall, and               heartwood branches, and are stronger than
      often hundreds of feet thick. Their brush is             steel. They are patrolled by 2d6 True Elf
      loose enough to push into and hide inside                guards and 1d4 random topiary beasts
      of, but getting out requires a DC 15 Strength            (brown bear, tiger, elephant, giant spider,
      (Athletics) check. Failure results in that PC            dire wolf, warhorse, etc). These beasts have
      making a roll on the Fey Oddity Table below.             resistance to bludgeoning, piercing, and
         The walls can be climbed with four                    slashing damage from non-magical attacks,
      successive DC 17 Strength (Athletics) checks.            but are vulnerable to fire damage.
      The hedge walls change shape to avoid ropes
      and grappling hooks, making climbing via           Moving Through Hedgegrove
      rope impossible. Climbing the walls and/or            ▶▶ Assume PCs are able to move 500 feet per
      walking atop the hedges is a jailable offence.           turn, unless in combat or dealing with a non-
   ▶▶ The Maze Roads are 20 feet wide at their                 chase encounter.
      slimmest, and 30 feet wide at their widest.           ▶▶ Roll for a random encounter every 1,000
      The Maze has no ceiling, and is constantly               feet traveled (see the Random Hedgegrove
      exposed to the sky. The weather around                   Encounters table, below).
      Hedgegrove is perpetually twilight, unless            ▶▶ Every Hedge Tenement has 1d6 random
                                            Into
                                             Intothe  Feywild || EN
                                                  theFeywild      ENWorld EN5IDER
                                                                    World EN5IDER
Random Specific Shops
 d20 Type of Shop                      Owner Name                 Owner Race                     Owner Personality
  1    Bakery                          Twee                       True Elf                       Gruff, inarticulate, rude.
  2    Butcher                         Al’Falfalar
  3    Rope-Maker                      Gallas                                                    Manic, embarrassed, shy.
  4    Apothecary                      Ridachio
  5    Blacksmith                      Fel’anoné                                                 Effete, mincing, fancy.
  6    Jewelers                        Beenis
  7    Curio Dealers                   Jaqueline                                                 Monotone, bored, tired.
  8    Cobbler                         Harleena
  9    Winery                          Aoleth                                                    Pleasant, friendly to PCs.
  10   Animal Shelter                  Al’madath
  11   Cheesemaker                     Cindrahal                  True Gnome                     Jolly, friendly to PCs.
  12   Barber                          Cindraxus
  13   Brothel                         Tel’Caileth                                               As if in a trance, distant.
  14   Clothing Outfitter              Tel’Marxas                 Nymph
  15   Hatter                          Pious                                                     Sarcastic, sardonic, sad.
  16   Gambling Hall                   Merataxus
  17   Glassworks                      Grim Mary                  Satyr                          Depressed, helpful to PCs.
  18   Fortune Teller                  Lady Bones                 Pixie
  19   Candlemaker                     Sir Numbers                Dryad                          Lecherous, smarmy, gorgeous.
  20   Tailor                          Lady Morningstar           Earth Elemental
Each shop contains at least one of each thing the players think is associated with the kind of shop it is (ingredients, tools, merchandise,
etc.). Once that shop has sold or gotten rid of one of that thing, it no longer carries it. Unless otherwise stated, assume all shopkeepers
are disinclined to help or assist the PCs.
                                              Into
                                               Intothe  Feywild || EN
                                                    theFeywild      ENWorld EN5IDER
                                                                      World EN5IDER
Roll for an encounter every 1,000 feet the player                    or disruptive on the streets. Not every encounter
characters travel in Hedgegrove. You may also                        may result in combat, but each is designed to take
roll for one whenever the PCs exit a portal into                     up the PCs’ time and attention. They should not
Hedgegrove, or if they are being particularly loud                   be easily walked past or ignored.
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                                                 theFeywild      ENWorld EN5IDER
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Main Quests                                               Part 1: Briefing
Princess Daneliean Dandelion has the power to             At the Rose Palace, the princess informs the
send the player characters back to the Material           players of the situation. She wants them to find
Plane, but is unwilling to do so until they offer         out what’s taking her slippers so long to be
their services to her in exchange. She has five           finished and delivered. More than that, she would
specific things in mind for the PCs to accomplish:        like them to be found and delivered straight to
five little favors and tasks that are either beyond       her. She describes the undelivered slippers as she
her ability to solve, or beneath one of her station.      expects them (silken, rose pink, with princess cut
   Each quest should take 2–3 hours of play to            gems set into the heels), and describes Frendamus’
complete, but may be completed faster by clever           appearance and mannerisms to them (“short,
players or players who charge through any/all             nervous, fidgety, has a high pitched laugh—such
roleplaying interactions.                                 a silly little thing”). She also provides rough
                                                          directions to Frendamus’ shop.
Quest 1: Recover the Royal Slippers                          Roll 1d4 directly onto the Hedgegrove map.
The princess ordered a pair of custom slippers            Whichever hedge tenement the “bottom” most end
be made by her favorite cobbler in Hedgegrove.            of the dice points to is the location of the cobblers.
The slippers should be finished by now, but the
cobbler has become evasive in his replies to the          Part 2: Investigating the Cobbler’s
princess’ summons. Princess Dandelion wants to            The PCs arrive at the cobbler’s to find it has
know what exactly has happened, and why her               been broken into. The door’s lock has been
slippers haven’t been delivered yet.                      melted away with acid, and shoes litter the floor.
   The cobbler, a gnome named Frendamus                   Frendamus can be found weeping silently in the
Tacktallow, had his shop broken into in the night.        back of the shop. He is skittish and slow to reveal
The royal slippers were stolen. He is unwilling           or admit to anything, seeming to fear for his life.
to come forward with this news, fearing the                  ▶▶ Charisma. Frendamus admits that he’s the
princess’s reprisal. Her business is the only thing             one who the princess commissioned to make
keeping his small shop afloat.                                  her slippers. He reveals they were stolen the
   The slippers were stolen by Lydia El’Ranatoth,               other night and he doesn’t know what to do.
an elven thief with a grudge against the princess.           ▶▶ Intelligence (History). Frendamus fears the
The thief stole the slippers, planning to curse them            princess’ wrath, believing that she’ll punish
using a magic scroll she acquired in the market,                him for being late with his delivery of her
then returning the cursed slippers in the hopes                 slippers. Knowing how Archfey behave, this
that they’d be given to the princess, and that she’d            is a likely outcome.
be cursed upon putting them on. Unfortunately,               ▶▶ Intelligence (Investigation). Looking around
the curse backfired on her. Now, she is trapped in              the cobbler’s, it’s clear that only the princess’
her hideout, wearing the cursed slippers which                  slippers were stolen, suggesting that this
are forcing her to dance until she dies.                        might not have been an ordinary robbery.
                                                                The melted lock suggests a burglar, but not
                                                                one savvy enough to use thieves’ tools.
                                                             ▶▶ Intelligence (Arcana) or detect magic. The
                                     Into
                                      Intothe  Feywild || EN
                                           theFeywild      ENWorld EN5IDER
                                                             World EN5IDER
Part 2: Find the Wild Hunt                                  ▶▶  Investigation. Searching the area for subtle
Once in the area of them, the Wild Hunt isn’t                   clues like track marks, trails, and other signs
hard to miss: a collection of bloody chainmail                  of the elusive warthog.
clad warriors wearing animal masks, watering                 ▶▶ Nature. Guessing at the kinds of hedged
strange shriveled horses with the faces of elves                paths a warthog might walk down, or where
and gnomes.                                                     it might go to find water.
   ▶▶ Fey natives don’t often seek the Wild              Each of these skill checks has a DC of 12. The
      Hunt out themselves, but it does happen            Wild Hunt can track the warthog down with little
      occasionally. Those who have been wronged          trouble, but they want to see what the party is
      and seek justice or revenge sometimes look         capable of. It’s best to let the players be as creative
      for the Wild Hunt, asking to join them if they     as they want to be with coming up with uses of
      will hunt and kill those who wronged them.         their skills.
   ▶▶ The hunters value displays of bravery,                Once the party has found the suckling warthog,
      bravado, and cruelty. They are not chivalrous      the Wild Hunt quickly chases it down and spears
      and they look down upon altruism and               it. Now all the party needs to do is abscond with
      kindness. The hunters do look favorably            it, as the Wild Hunt will be reluctant to let their
      upon those who can prove they are strong           prize, or the party, leave the Hunt.
      and ruthless.
   ▶▶ The easiest way to get the Wild Hunt to            Part 4: Escape
      let the party join them is to present them         How the party escapes the Wild Hunt is up to
      with a challenge. Most of them are familiar        them. Sneaking away during a moment of brief
      with suckling warthogs, and would relish           rest is possible: the Wild Hunt has a collective
      the chance to hunt one. Challenging their          passive Perception of 16. Outrunning the Wild
      abilities and wanting to see proof of their        Hunt is harder, but still doable if the party is
      hunting skills is a great way to be welcomed       clever and uses random encounters along the way
      into the Hunt.                                     to their advantage.
                                                            The Wild Hunt will not chase the PCs into the
Part 3: Hunt a Warthog                                   Rose Palace. Once they make it there, they are safe.
Actually hunting the warthog is a skill challenge,       Provided more than half of the suckling warthog
requiring every party member to suggest a course         is presented to her, Princess Dandelion declares
of action that might help track the warthog down         the PCs are successful in their quest.
that also correlates with a skill. Such as …
   ▶▶ Animal Handling. Being able to coax your           Part 4.5: Fooling Princess Dandelion
      horrible horse into riding harder and faster,      While the princess is a powerful Archfey, she isn’t
      chasing after the warthog’s scent.                 above being deceived or fooled by a clever forgery.
   ▶▶ Athletics. Chasing down the beast yourself         If the players think joining the Wild Hunt is too
      on foot when it’s close, tackling it to the        risky or too dangerous, they can use whatever
      ground and pinning it.                             means available to them to come up with a
   ▶▶ Deception. Leading the Wild Hunt down a            suitable replacement for a suckling warthog.
      false path while other party members chase         Princess Dandelion makes an Intelligence
      down the real warthog.                             (Investigation) check with a +7 bonus, versus a
   ▶▶ History. Remembering folktales and lore            Charisma (Deception) check made by the party
      about these warthogs, and how storied              member with the greatest bonus. Other PCs can
      heroes caught them in the past.                    assist with this roll.
Dandelion. She is preparing to host a feast and                 Summer Court, male, makes clockwork tools and
party for visiting Archfey and other fey nobility,              curiosities. Seeks a wizard or other highly
and would like the PCs to assist her in doing                   intelligent character to talk shop with, and
so. She requests that they take up a variety                    is terribly bored by fey soireés. Wants to
of roles that would suit each PC best: serving                  cause chaos that can’t be traced back to him,
food, serving drinks, playing music, acting as                  and asks a PC for help stashing a bunch of
entertainment, etc.                                             fireworks in a punchbowl as a gag.
   Mortals from the Material Plane are considered            ▶▶ Severus, True Elf Dandy. Male, distant
oddities in the Feywild, and Princess Dandelion                 relative of Dandelion’s, insufferably rich. He is
wants to show the PCs off a bit. She makes it clear             a foppish cad who delights in taunting and
that this is to test their resolve and their grace              teasing mortals. He’s not especially well
under pressure. She also wants to have the PCs                  liked by most, though he gets weepy and
serve on them just for kicks.                                   apologetic when drunk.
   This is a much more open-ended and roleplay               ▶▶ Lurvana, Winter Court Seductress. Archfey,
heavy quest, consisting of a lot of character                   female, crashing the party. Pure, unbridled
interaction and back and forth conversation and                 sexual desire made flesh. Lurvana is looking
improvising. Have the players go about their roles,             for a good time in a variety of ways. She
interacting with the notable guests below. If this              shows no shame and would love to make
doesn’t suit your players, you can opt to make                  out with a PC in the nearby fountain.
it a skill challenge, or lean more heavily on the               She’s terribly bored or anxious in ordinary
dueling and contest parts of the quest.                         conversation.
   Princess Dandelion will consider the soireé a             ▶▶ Branchlord, Spriggan Guard Captain.
success if no one is killed and opinion of her in               Agender, employed by Dandelion, invited because
the Summer Court hasn’t drastically lessened. It                they’re “a real laugh.” Branchlord is a dour,
is left to the GM to find a point to end the party,             humorless guardian of Hedgegrove who
but the sudden entrance of the party crasher                    speaks in a low monotone, but who has
Bel’Ataka can be a suitable climax.                             a manner of speaking that seems to crack
                                                                Dandelion up every time she hears it. Any
Notable Guests:                                                 PC who stands up for or commiserates with
 ▶▶ Leylandra, Summer Court Archduchess.                        Branchlord earns the spriggan’s respect.
    Archfey, genderfluid, Dandelion’s cousin. She            ▶▶ Bel’Ataka, True Elf Hero. Wood elf veteran,
    actively wants to see her lesser cousin                     female, crashing the party. Bel’Ataka seeks
    humiliated, but she also has a weakness for                 out the PCs because she’s curious about the
    grisly stories of mortal wars on the Material               Material Plane. She’s visited it a few times
    Plane. Particularly stories of war and combat.              and wants to learn more. Bel’Ataka and
 ▶▶ Whisper, Faun Artist and Poet. Aristocrat,                  Dandelion do not get along in the slightest.
    male, painter and poet of some repute. He wants             On top of this, she is eager to challenge
    respect from anyone—anyone at all—and is                    anyone who looks tough to a duel: a fight to
    actively hitting on female nobles with little               half hit points, no magic.
                                    Into
                                     Intothe  Feywild || EN
                                          theFeywild      ENWorld EN5IDER
                                                            World EN5IDER
Quest 4. Help a Hopeless Satyr                            This quest relies on the players being proactive,
Find Love                                               rather than reactive. They’re the ones who should
There’s a satyr nobleman, the scion of a Summer         be coming up with a plan to help Beau find love.
Court house, that Princess Dandelion thinks is a        He’s happy to make suggestions and will share
hopeless cause. His name is Beau, and he suffers        the names of assorted shopkeepers he thinks are
from an inability to be charming or appealing to        cute and that he wishes he could talk to (see the
women. He’s a sad, lonely, isolated, and overly         Random Shop Table, above).
nervous nerd.
   Princess Dandelion wants the PCs to set him
up on a date, and hopefully find true love. She         Conclusion
doesn’t really think that such a feat is possible,      (Leaving the Feywild)
but it would amuse her greatly to see it attempted.     Once the PCs have completed Princess
He’s waiting downstairs in the Rose Palace for          Dandelion’s four quests, or otherwise ingratiated
the PCs to take him out on the town and help him        themselves to her in a way that makes her want to
find love—by whatever means they see fit.               help them, she will have her court magicians open
   Beau is usually short for a satyr. He’s round,       a stable portal to the same location on the Material
balding, and has poor table manners and poor            Plane where they first entered the Feywild.
social graces. He is creative and has a flair for          Dandelion will do whatever she can to convince
poetry and song, but has difficulty speaking to         the PCs to stay, but if they insist on leaving she
women or attractive men. He presents himself            will thank them for their time and wish them
as straight, but is bisexual and has a particular       well. If PCs want to continue to adventure within
weakness for True Elf men. He is quick to               the city of Hedgegrove and the Feywild beyond,
become infatuated and fall in love, but won’t           Princess Dandelion is more than happy to offer
feel successful until he is loved back in return by     them a raincheck on the use of her courtly magic
someone, even if just for a night.                      to return home.    e