Into Wonderland

by gq69

Search GM Binder Visit User Profile

Book Details

Hints

  1. Bigger numbers don't make better stories.
  2. There are lies, damned lies, and statistics.
  3. Those who fight alone die alone.

Sources

The following publications are referenced in this book. In-text page references for Into Wonderland use the abbreviation "IW". You can find the abbreviations for the other books below, as well as the book's publisher and whether or not it is a required or optional book for the adventure.

Sourcebook Publisher Abbreviation Required?
Player's Handbook Wizards of the Coast PHB Yes
Monster Manual Wizards of the Coast MM Yes
Dungeon Master's Guide Wizards of the Coast DMG Yes
Elemental Evil Player's Companion Wizards of the Coast EE Yes
OUTCLASSED: The NPC Statblock Compendium Will Rotor NPC Yes
Volo's Guide to Monsters Wizards of the Coast VGM Optional
Mordenkainen's Tome of Foes Wizards of the Coast MTF Optional
Xanathar's Guide to Everything Wizards of the Coast XGE Optional
Tasha's Cauldron of Everything Wizards of the Coast TCE Optional
OUTCLASSED: Tasha's Panopticon of Nemeses Will Rotor TPN Optional

Please support Wizards of the Coast by purchasing the three core books of the PHB, MM, and DMG. The EE can be acquired for free. For OUTCLASSED, you can acquire this book for free or pay what you want from the DM's Guild. Purchasing Into Wonderland absolutely gives you permission to grab OUTCLASSED and its expansion for free, but if you have the means, please toss a coin to me, your friendly neighbourhood independent content creator. It'll go greatly appreciated.

Credits

Artwork
Page Artist
Cover Tithi Luadthuong
/u/scodo
Page Loot
Back Cover Nagwa Mousad

Table of Contents

  • Book Details (IW)
  • Table of Contents (IW)
  • Part 1: Adventure Background (IW)
    • How to Use This Book (IW)
    • Introduction (IW)
    • Dramatis Personae (IW)
    • Endercoast Reference (IW)
    • Endercoast (IW)
      • Factions (IW)
      • Map (IW)
      • Key Locations (IW)
      • Downtime Activities (IW)
      • Citywide Tables (IW)
    • Feywild Reference (IW)
    • The Feywild (IW)
      • Create an Archfey (IW)
      • The Nature of the Fey (IW)
      • Threshold of Endercoast (IW)
      • General Features (IW)
      • Seasons and Weather (IW)
      • Magical Effects (IW)
      • Fey Marks (IW)
      • Fey Pranks (IW)
      • Map (IW)
      • Travel (IW)
      • Key Locations (IW)
  • Part 2: Player Options (IW)
    • Races (IW)
      • Bullywugs (IW)
      • Centaurs (IW)
      • Changelings (IW)
      • Dryads (IW)
      • Faeries (IW)
      • Kuo-Toas (IW)
      • Satyrs (IW)
    • Classes (IW)
      • Path of Mercury Barbarian (IW)
      • Circle of Growth Druid (IW)
      • Survivalist Fighter (IW)
      • Way of Gardens Monk (IW)
      • Primal Warden Ranger (IW)
      • Warlock Patrons (IW)
      • School of Witchcraft Wizard (IW)
    • Customisation (IW)
      • What You Left Behind (IW)
      • What You Will Leave (IW)
      • Why You Joined (IW)
      • Backgrounds (IW)
      • Languages (IW)
      • Feats (IW)
      • Druid Wild Shapes (IW)
      • Spells (IW)
  • Part 3: Into Wonderland (IW)
    • Running the Adventure (IW)
      • Adventure Synopsis (IW)
      • Character Progression (IW)
      • Encounter Balancing (IW)
      • Variant Rules (IW)
    • The Shimmer (IW)
    • The Litter and the Peat (IW)
    • The Court of Jest (IW)
    • The Tree of Infinity (IW)
    • Dewdrops (IW)
    • Spirited Away (IW)
    • If I Could but Shudder (IW)
    • Don't Go Out in the Woods at Night (IW)
    • Looking Glass (IW)
  • Part 4: Appendices (IW)
    • Random Encounters (IW)
      • Endercoast Tables (IW)
      • Feydark Tables (IW)
      • Woods Tables (IW)
      • Encounters (IW)
    • Creatures (IW)
      • Quick Races (IW)
      • Ancient Beasts (IW)
      • Awakened Plants (IW)
      • Centaurs (IW)
      • Darkwood Stalker (IW)
      • Cirrus the Jester (IW)
      • Dailili (IW)
      • Gardener (IW)
      • Giant Tortoise (IW)
      • Growth Druid (IW)
      • Mercury Berserker (IW)
      • Lord Cals (IW)
      • Mossy Hill Ogre (IW)
      • Poppiplob (IW)
      • The Prowler (IW)
      • Storm Mephit (IW)
      • Survivalist (IW)
      • Tettlebug Moonflower (IW)
      • Time Vulture (IW)
      • Warden (IW)
      • Warlocks (IW)
      • Witch (IW)
    • Inspirations (IW)
    • Behind the Green Curtain (IW)












Part 1

Adventure Background


How to Use This Book

Step 1

Ensure you have the following sourcebooks.

Sourcebook Publisher Abbreviation
Into Wonderland
(that's this book!)
Will Rotor IW
Player's Handbook Wizards of the Coast PHB
Monster Manual Wizards of the Coast MM
Dungeon Master's Guide Wizards of the Coast DMG
Elemental Evil Player's Companion Wizards of the Coast EE
OUTCLASSED: The NPC Statblock Compendium Will Rotor NPC

You can acquire the EE and NPC books for free online through the links above.

The following sourcebooks are optional. They are referenced, but are not required to run the adventure.

Sourcebook Publisher Abbreviation
Volo's Guide to Monsters Wizards of the Coast VGM
Mordenkainen's Tome of Foes Wizards of the Coast MTF
Xanathar's Guide to Everything Wizards of the Coast XGE
Tasha's Cauldron of Everything Wizards of the Coast TCE
OUTCLASSED: Tasha's Panopticon of Nemeses Will Rotor TPN

Step 2

Read the adventure introduction (IW) and decide if this book is right for your group. Run a "Session Zero" with your group to set expectations going forward.

Step 3

Give your players the Into Wonderland Player's Guide to help them make characters. Its content is included in Part 2 of this book (IW).

Step 4

Read through Part 1: Adventure Background (IW) and the Running the Adventure section (IW) in Part 3. Start the adventure in The Shimmer (IW) in Part 3. Make clear the following short and long term goals for the party.


  • Short Term Goals. Fulfill the basic needs of Endercoast: food, water, shelter, community, and safety. Establish relationships (positive or negative) with the archfey who rule the nearby courts.
  • Long Term Goals. Return Endercoast to the Material Plane. Leave the Feywild behind.

Step 5

Incorporate plot hooks (IW) into your session. Let the players decide which hooks appeal to them.

Step 6

The following characters can help the party leave Endercoast by explaining the rules for entering the Feywild (IW).

  • Jilwocky Niftywoop (IW)
  • Hermione Galanodel (IW)

Step 7

Use the travel rules for entering the Feywild (IW).

Step 8

Incorporate random encounters into your party's travel (IW).

Step 9

Use the quests of the fey courts (IW) and location descriptions (IW) for descriptions on how your party might achieve their short and long term goals.

Step 10

Characters can't take a long rest in the Feywild. They must return to Endercoast to take a long rest.

Return to Endercoast using the rules to leave the Feywild (IW). Use the Fey Influence table (IW) to describe how the Feywild has begun creeping into Endercoast, and use the Unfulfilled Needs table (IW) if the party hasn't been able to achieve a short term goal.

Step 11

Conduct downtime activities (IW) in Endercoast and use the event tables for each faction (IW) to further the story. Review plot hooks (IW).

Step 12

Repeat from Step 6 until the party have achieved all of their short term goals and at least two archfey court quests (IW).

Step 13

Conclude the adventure with the Looking Glass quest (IW).

Step 14

Your party returns home to the Material Plane and conducts a narrative-focused denouement (IW) to wrap up each character's personal journey.

Introduction


introduction is incomplete

The Rundown

Into Wonderland is a book detailing an adventure in the Feywild, a setting for Dungeons and Dragons 5th Edition. This book provides player options, encounters, variant rules, and a campaign of expeditions into the unknown centred around the city of Endercoast that has been spirited away from the Material Plane. To survive, you'll need to balance the needs of the displaced city with the mercurial whims of four powerful archfey.

Player Experience

This book is best suited for a group that is confident with the rules and expectations of Dungeons and Dragons, led by an experienced DM. A good rule of thumb is that players should have played a DnD character up to 8th level before beginning this adventure, even if they make a new character for it.

Forward

What is the Feywild?

The Feywild is a timeless, forgotten place: the past, present, and future mix, and the old ways roll over to neverending change. Man still hangs on to the ways of the old world. The Feywild does as it pleases.

In more certain terms, the Feywild is a sister realm to the Material Plane home to the mercurial fey -- pixies, sprites, dryads, and the like. It's a realm of fairy tales, a realm of wonder, and a realm of nameless horror.

Why Play a Game in This Setting?

The Feywild is a setting for those who enjoy fairy tales, who like fairies and witches and mischief and magic, and who long to feel once again the sense of wonder and discovery they felt as children. It eschews dungeon crawling and tactical encounters for difficult, meaningful decision-making that balances the needs of many disparate and ineffable forces.

Most of all, the Feywild is a setting of the unknown. It's about striding forth into a realm of dreams, emotion, feelings, and wonder. All of this only works because of the juxtaposition between the other main setting of this adventure, the city of Endercoast, whose strict routines and rituals contrast heavily with the dreamlike nature of the fey.

What's Included in This Book?

  • A whole section on the city of Endercoast including great detail about 14 key locations, 4 factions, a heap of downtime activities, seasons, weather, holidays, and the influence of the fey on the city.
  • A whole section on the realm of the Feywild including a step-by-step approach to creating an archfey, rules for using emotional truths to travel, examples of dreamlike descriptions, effects of the seasons and the weather, fairy pranks, consequences for getting lost, and descriptions of 14 locations
  • 7 new races (14 including subraces) plus lists of races from official books that would work well in the setting and specific goals or ideals for each race
    • bullywugs (frog people)
    • centaurs (unicorn, plant, beetle, and spider forms)
    • changelings (face changers)
    • dryads (tree people)
    • faeries (pixies, sprites, quicklings, faerie dragons, and storm mephits)
    • kuo-toas (fish people)
    • satyrs (goat people)
  • 10 new subclasses plus lists of subclasses from official books that would work well in the setting
    • Path of Mercury (barbarians that let chaos decide their actions)
    • Circle of Growth (druids that turn into plants)
    • Survivalist (fighters with a defensive focus)
    • Way of Gardens (monks with a plant theme)
    • Primal Wardens (half druid, half ranger)
    • Warlock Patrons (Lord Cals, patience and death, Cirrus, trickster spirit, Dailili, consuming growth, and Tettlebug Moonflower, charms and storms)
    • School of Witchcraft (wizards that learn their craft in the wild, brew potions, and form powerful covens with their party)
  • 3 new backgrounds, including an Endercoast guard, a courtier for an archfey, and a hag's servant, plus extra material for other backgrounds that would work well in the setting
  • 2 new feats: Chaos Caster (wild magic surges) and Feywild Navigator (easier to get around).
  • 14 new spells: babble, coin toss, despair, discord, euphoria, extract dream, knight's hop, mouse, our little secret, rainbow, reflect, return to earth, tormentor, and trick
  • 9 questlines taking a party through the courts of the archfey and through journeys inspired by the fairy tales of the Brothers Grimm
  • Random encounter tables
  • 60 random Feywild encounters
  • 35 new monsters, including 8 ancient beasts, 3 dangerous plants, 4 extremely powerful archfey, a heap of NPCs based on the new subclasses of the book, creepy new fey like the darkwood stalker and the time vulture, and other such creatures found in the Feywild
  • A handy guide for applying races quickly to NPC statblocks
  • A list of works that inspired the book

Quirks of This Book

  • There's a lot of self-referential content, which means the book includes a tonne of in-text references. Flip to a random page and use the in-text references to guide your way through various sections of the book, flitting wherever your heart takes you.
  • In parts 1, 3, and 4, the pronoun "you" refers to the DM. In part 2, it refers to the player.
  • The rules in the Feywild are intentionally "jujjy". They leave a lot up to the DM. Let your feelings guide you to what is right.

Dramatis Personae

Mayor Hitchen Attercat

Flustered and incompetent, Mayor Attercat struggles to maintain control of the city of Endercoast after it is spirited to the Feywild. His lack of competence has opened up opportunities for several competing factions to vie for control, all under his nose.

Mayor Attercat can be represented by a human king (NPC 220). He relies on his magic items, given to him as bribes throughout his political career, to reassure him of his self-image as an effective leader.


  • Appearance. Short, overweight, with a bright red nose from his alcoholism. He's dressed in glorious purple robes.
  • Voice. He has a nasally voice and a sneering affectation. New York accent.
  • Personality. Paranoid and mousey.
  • Ideal. One's financial standing is a measure of one's worth as a person. The richer you are, the more deserving of those riches you are. The poor oughtta pull themselves up by their bootstraps. (Lawful Evil)
  • Bond. Indebted to the Union of Small Business Owners who have bribed him with luxurious piles of magic items and gold.
  • Flaw. Easily bribed, which means that his government really has no identity distinct from its "investors". Whatever the lobbyists say is what goes.
Commissioner Huck Lasick of the Endercoast Guard

Commissioner Lasick is a brutal, no-nonsense infrastructure coordinator who has built his career in the engineering sector. He has recently acquired the badge of commissioner and intends to reform the slipshod Endercoast guards into a fighting force to be reckoned with.

Commissioner Lasick can be represented either by a stout halfling trebucheter (TPN 14) or artillerist (NPC 186) and is never seen without his arcane turret (TPN 14, NPC 186).


  • Appearance. A dark-skinned halfling with deep scars on his face and calluses of a life working with his hands. He wears drab, functional armor somewhat visible underneath his commissioner's uniform.
  • Voice. Deep, gruff, and a bit snarly. Canadian accent.
  • Personality. No nonsense.
  • Ideal. A single competent person can make all the difference in the world. (Lawful Neutral)
  • Bond. His six chiefs and their immediate underlings are his "untouchables" -- they cannot be bought.
  • Flaw. His failures as an engineer follow him. He sees his mistakes in Endercoast's infrastructure everywhere he goes.
Hermione Galanodel of the Sentinels of Equity

Hermione Galanodel is a devotee and spokeswoman of the Sentinels of Equity whose goals are to return Endercoast to a state of nature. She believes that by presenting her arguments reasonably, people will be turned to her point of view. Anyone who isn't convinced is therefore unreasonable and should be eliminated.

Hermione can be represented either by a wood elf court debater (TPN 20) or glamour bard (NPC 36).


  • Appearance. Tall, thin, covered entirely in white robes. Her long black hair trails out from her hood.
  • Voice. Oozes like honey. Upper class non-rhotic Southern American.
  • Personality. Affable, insistent, and self-assured. Prides herself in her stoic affectation.
  • Ideal. All shall be made equal. (Chaotic Neutral)
  • Bond. Joined the sentinels after her high elven village elder betrayed her people to become a lich.
  • Flaw. Cannot suppress her emotions as well as she thinks.
Turph Musheen of the Union of Small Business Owners

Turph Musheen is a retired adventurer and small business owner. He owns a flower shop. He's also on the board of the Union of Small Business Owners and has gained massive support from the other union members for his rejection of the Feywild's influence over Endercoast. The city should be self-sufficient. It should not give in to the magic of the Fey.

Turph is represented by a half-orc commander (NPC 206).


  • Appearance. Well-dressed grey-skinned man with tusks. Braided through his hair are four flowers: a white rose, two daffodils, and a chrysanthemum.
  • Voice. Rough and working class, hiding a sharp intelligence. Heavy cockney accent.
  • Personality. Everything's a negotiation to him. He likes to beat around the bush before getting to the point.
  • Ideal. If we don't stand up for ourselves, nobody's gonna do it for us. (Neutral)
  • Bond. His son was killed in the Endercoast salt mines ten years ago. He vowed never to let anything like that happen again, no matter the cost. His wife and two daughters now live a respectable lifestyle in a nice part of town. The four flowers in his hair symbolise his family. Flowers need a gardener.
  • Flaw. Not above using dirty tricks and intimidation to get what he wants, and he doesn't see the hypocrisy in his actions.
Lord Cals of the Litter and the Peat

Lord Cals of the Litter and the Peat is an ancient archfey, perhaps older than the Feywild itself. He is as patient as the winds that flatten a mountain. He is as determined as a root that grows in a crack in a stone. He waits, sometimes for millennia, as eventually all good things shall fall into his lap. Lord Cals knows that the problem of Endercoast will soon go away. He only has to nudge it along.

Lord Cals is represented by the Lord Cals statblock (IW). He primarily uses time vultures (IW) and stone golems (MM 170) as minions.


  • Appearance. He appears to mortals as a black-cloaked skeletal specter, his head the skull of a goat, wearing a rope necklace adorned with a beautiful red rose.
  • Voice. Deep, slow, cracked, and sonorous.
  • Personality. Patient. His wrath is unearthed only after careful deliberation.
  • Ideal. It doesn't matter who you are. Your time will end eventually. (Neutral Evil)
  • Bond. The red rose pinned to his rope necklace is a symbol of a long-lost faerie queen whose advances he spurned. When she gathered her forces to destroy him, he slew them all and locked her forever away in his rose.
  • Flaw. He does not sweat small failures, knowing that in the end he will be victorious. But for mortals with short lives, this means he can be defeated. At least for a while.
Cirrus the Jester

Cirrus the Jester is a trickster spirit. They tell jokes to soothe their addled, sickened mind. But nothing suffices.

Cirrus is represented by the Cirrus statblock (IW). They primarily use eladrin jokers (NPC 219), jesters (NPC 37), and clowns (NPC 197) as minions.


  • Appearance. They generally appear to mortals as a spider-legged rabbit with teeth too big for their skull. They can shapeshift at will into any mortal that has ever laughed at their jokes.
  • Voice. Modulating wildly between masculine and feminine, deep and high, joking and serious. They have an unsettling, mirthless, megalomaniacal laugh.
  • Personality. Desperately clownish. More mean-spirited than comedic.
  • Ideal. Humour is how we cope with the absurdity of an uncaring universe. (Chaotic Neutral)
  • Bond. As a mortal, Cirrus was a genderfluid eladrin circus clown, blessed by Corellon with shapeshifting powers. They fell in love with a beautiful acrobat, a woman who glowed with the joy of life itself. The acrobat asked for Cirrus' hand in marriage, and on the night of their wedding, she revealed that her true form was that of Lliira, Goddess of Joy. Overwhelmed by the revelation, Cirrus descended into madness.
  • Flaw. Cirrus would like nothing more than to return to Lliira and join her in Elysium. But they know they are too far gone for her to ever want them back. So much has gone wrong. So much is lost.
Dailili, the Tree of Infinity

Dailili was once a dryad whose many children in the material realm were cut down by an overzealous woodsman. She slew the woodsman but was banished to the Feywild for the crime of murder. In the Feywild, she grew to the power of an archfey on spite alone. She now sits on her rooted throne, plotting her revenge, growing ever stronger. A tree has sprouted from her fey court, an extension of her very will, that is fated to consume all of existence.

Dailili is represented by the Wild Guardian (NPC 121) statblock (her dryad form) and her true Dailili (IW) form. She primarily uses dryads (MM 121) and either wood woads (VGM 198) or primeval guardians (NPC 130) as minions, plus other plant monsters such as blights (MM 32) and treants (MM 289), each of which are an extension of herself.


  • Appearance. She appears to mortals as an ordinary (if toweringly tall) dryad. Only her sheer size and her glowing magenta-tinted eyes give away her true identity as an archfey. Her true form is the entire forest around her court, where every tree shares the same root system linking with the Tree of Infinity at the center.
  • Voice. Soft, bitter, and rumbling.
  • Personality. Brimming with rage, spite, and hatred for all things except the plants and creatures she has birthed.
  • Ideal. Mortals have no respect for nature. She will make them respect her. (Chaotic Evil)
  • Bond. She was banished from the Material Plane, her birth plane, for the crime of murder. Perhaps there is a chance that she can be pardoned for her crimes. But what then of her court in the Feywild?
  • Flaw. Dailili does not value the lives of creatures other than herself. They are so small, and she is so big.
Tettlebug Moonflower

The Princess of Dewdrops brings rain, fog, and chill in her endless dance, wreaking havoc across the Feywild as she revels in the melancholy of distant thunder.

Tettlebug Moonflower is represented by the Tettlebug statblock (IW). She primarily uses storm mephits (IW), sprites (MM 283), and pixies (MM 253) as minions.


  • Appearance. Tettlebug appears to mortals as an ordinary pixie. Her status as an archfey is revealed by the intricate patterns on her wings that glow with barely-contained thunderous energy, and by the fact that every beat of her wings lets loose a minor thunderclap.
  • Voice. She has a tiny little voice that somehow booms across the land.
  • Personality. She is a reveller, a dancer, a singer, and a destroyer, and she hardly knows the destruction she has wrought.
  • Ideal. There is nothing more comforting than the sound of rain pattering against the leaves and the boom of thunder in the distance in the night time. (Chaotic Neutral)
  • Bond. She has a family of pixies that are very worried about her. They do not know the immense power that she has gained since she went missing. She is just their lost sister.
  • Flaw. She is unaware of the true extent of her power.

Endercoast

Endercoast is a city of about 100,000 inhabitants founded on the edge of the Bay of Driving Winds. It proved to be a valuable investment for its founders when they discovered the city was built over a region ideal for mining salt deposits, which were valuable in a time where food was scarce and preservation through winter was difficult. Economic prosperity quickly brought about debaucherous semi-annual street festivals, which in turn brought in a thriving middle class of merchants, artists, and vacationers.

One fateful twilight, the entire city was spirited away through powerful magic. Now, Endercoast is trapped in an unfamiliar and dangerous new realm. Can the city hold together, or will it fall to the chaos of the Feywild?

Endercoast is a place of stability and rest for the party. Since long rests are not permitted in the Feywild, characters must frequently return to Endercoast or risk succumbing to exhaustion.

Endercoast Reference

Mood (IW)
d20 Mood
1 Riotous. The general population boils over with frustration from being locked away in the Feywild. In a show of violent protest, a small group of rioters burns down buildings, smashes windows, loots storefronts, and brawls with guards.
2-14 Discontented. The general population goes about their lives in a grumbling but accepting mood.
15-17 Nostalgic. Throughout the night, songs of the old world can be heard sung from apartment balconies. Bonfires roar, revellers tell stories of the families and friends they've left behind, and pubs run until dawn.
18-19 Hopeful. Rumours spread of a chance to return to the Material Plane. The city comes alive with excitement. People smile on the street. They give gifts to strangers. They dance and twirl with relief.
20 Silent. The city is draped in magical silence at twilight. Only voices are affected. This isn't an uncommon occurrence in the Feywild, and for once the sounds of nature surrounding the city take precedence. People gather at the edges to listen to the music of the forest. They drink, they revel, and when dawn arrives, the silence lifts, and so do spirits. Sometimes it's easiest to connect to one another without words.

Downtime Activities

  • Carousing (IW)
  • Crafting (IW)
  • Crime (IW)
  • Gigs (IW)
  • Operating a Small Business (IW)
  • Research (IW)
  • Relaxation (IW)

Factions

  • The Government (IW)
  • The Endercoast Guard (IW)
  • The Sentinels of Equity (IW)
  • The Union of Small Business Owners (IW)

Faction Leaders

See Dramatis Personae (IW) for key faction leaders.

Weather (IW)

Summer is always humid and winter is always cold.

d20 Weather
1 Cold. Anyone further than 5 ft. from a source of heat or another person takes 1d4 cold damage per round. Everyone huddles together in clumps and the streets grow empty. There is no snow, only cold.
2-7 Rainy. Torrential downpours fill the city. The streets flood with waist-high water. Sewage is backed up. People retreat to the upper floors of their homes. Anyone shorter than 3'6" risks drowning in the streets. The streets are difficult terrain for anyone without a swim speed, unless they move in the direction of the current.
8-17 Mild. The weather is pleasant, though the air is choked with pollen and other particulates. A failed DC 3 Constitution saving throw at the beginning of the day gives a humanoid the poisoned condition until twilight as they choke and sneeze uncontrollably. Mayor Attercat always fails his check, even with such a low DC.
18-20 Humid. The hot, stuffy air shortens the amount of time it's comfortable to spend outside. The cityfolk wear only necessities and guzzle down gallons of water. Humanoids who spend more than an hour at a time outside must succeed on a DC 10 Constitution saving throw or incur a level of exhaustion.

Happenings in Town

  • Feywild Influence (IW)
  • Holidays (IW)
  • Saltine News (IW)
  • City Gossip (IW)
  • Government Faction Events (IW)
  • Endercoast Guard Faction Events (IW)
  • Sentinels of Equity Faction Events (IW)
  • Union of Small Business Owners Faction Events (IW)

Map

Refer to the map of Endercoast (IW).

Leaving and Returning

Refer to Thresholds of Endercoast (IW).

Sidequests

Government

  • Act 1: The Marketplace of Ideas (IW)
  • Act 2: I am Not a Crook (IW)
  • Act 3: Bad Enough to Save the Mayor (IW)

Endercoast Guard

  • Act 1: Establish Credibility (IW)
  • Act 2: Intercept Suppliers (IW)
  • Act 3: Expose Corruption (IW)

Sentinels of Equity

  • Act 1: All Shall Be Made Equal (IW)
  • Act 2: Sinners Shan't be Granted Leniency (IW)
  • Act 3: Choose Carefully One's Allies (IW)

Union of Small Business Owners

  • Act 1: Identify Your Target Market (IW)
  • Act 2: Promote Your Unique Selling Point (IW)
  • Act 3: Profit (IW)

Other

  • Bring It to a Boil (IW)
  • Purse Your Lips (IW)

Religions

Lliira (IW)

Chaotic Good. The Joydancers of Lliira exist to provide a welcome distraction from the tribulations of the common people. Their church, a modest but long-running circus in Endercoast, risks pulling farmers from their families, knights from their quest, wives from their husbands, and children from their parents, all for a chance to be lost forever watching the hypnotic sway.

Sentinels of Equity (IW)

Chaotic Neutral. The Sentinels of Equity do not worship a specific god, but moreso the abstract concept of a "truly equal society". Perhaps there is a god that grants them their powers, though such a god has yet to reveal itself. Now that the city has been cut off from the Material Plane, their power has remained steady while other churches of Endercoast, aside from those of Lliira and Silvanus, have waned.

Silvanus (IW)

Neutral. The woodlands must be preserved at all costs. Worshipping their Forest Father from impossibly high treehouses, followers of Silvanus stand steadfast against the intrusion of civilisation into the natural forests of the world. Sometimes this involves warnings. Other times, arrows.

Goods, Services, and Other Offerings
Type Merchant
Adventuring Equipment - Matthew's Shop (IW 16)
- The Sentinels of Equity Headquarters (IW 18)
- Thinkiad's Magic Atrocities (IW 20)
Accommodation - Endercoast Officially Sanctioned Tourist Hotel and Museum (IW 14)
- Nine Layers (IW 16)
- The Prince (IW 17)
Administration - Council Hall: bribes (IW 13)
- Guardhouse: crime reports (IW 14)
- Union of Small Business Owners Headquarters: small business (IW 20)
Eating Out - Horizon's Edge Eatery: seafood (IW 15)
- The Prince: pub food (IW 17)
Nightlife - Nine Layers (IW 16)
- Shiner's (IW 18)
Religious Services - The Church of Her Inimitable Joyousness: Lliira (IW 13)
- The Sentinels of Equity Headquarters: non-denominational (IW 18)
- Sylvan Gardens: Silvanus (IW 19)
Research - Council Hall (IW 13)
- Endercoast Officially Sanctioned Tourist Hotel and Museum (IW 14)
Tourism - Endercoast Officially Sanctioned Tourist Hotel and Museum (IW 14)
- The Petrified Dragon Turtle (IW 17)
- Sylvan Gardens (IW 19)
Work - The Church of Her Inimitable Joyousness: Acrobatics or Performance (IW 13)
- Guardhouse: Investigation (IW 14)
- Horizon's Edge Eatery: sidequest (IW 15)
- Matthew's Shop: dungeoneering, Nature or Survival (IW 16)
- Nine Layers: Performance (IW 16)
- The Prince: Athletics, Performance (IW 17)
- The Sentinels of Equity Headquarters: Religion (IW 18)
- Shiner's: Performance, sidequest (IW 18)
- Sylvan Gardens: Nature or Religion or Survival (IW 19)
- Thinkiad's Magic Atrocities: dungeoneering (IW 20)
The Union of Small Business Owners: small business, Persuasion (IW 20)

Endercoast Factions

Government

Leader

Hitchen Attercat is the mayor of Endercoast. See Dramatis Personae for details.

Goals

The government of Endercoast pursues the following goals over the course of the story.


  • Return to the Material Plane. The Feywild is a scary place that can't be tamed. The longer the city spends here, the more it will fall into anarchy.
  • Protect the Interests of the Mayor. The mayor takes bribes from the Union of Small Business Owners, and his daughter has her own fashion store in the city square that he wants to ensure the success of. He acts to support these businesses if they don't interfere with his other goals.
  • Preserve the Mayor's Secret. The mayor is rumoured to have a secret lover. If his unfaithfulness to his wife were ever confirmed, it would seriously undermine his chances at reelection.

Influence


  • Finances. The government has effectively unlimited funds for this adventure. As long as the people of Endercoast collectively agree to continue to use the gold piece standard while in the Feywild, the government can secure its hegemony over the city through financial means.
  • Leverage. After taking so many bribes, the government and its politicians have an uneasy alliance with many criminal organisations in Endercoast due to mutually-assured destruction. They both have world-shattering revelations to share, if only the other would strike first.
  • Politics. The government is able to achieve its political goals because of the support of its people and because of its careful bureaucracy that exists to prop itself up. With a bureaucracy in place, any reasonably intelligent politician can absolve themselves totally of responsibility for anything bad that happens.
Events

You can roll randomly for the following faction events, or choose an event appropriate to your session.

d6 Event
1 The mayor plans a ball to celebrate his daughter's 30th birthday. Worried that nobody will attend, he puts in place an 8 o'clock curfew and makes his ball an exception to the curfew.
2 The mayor starts following through on his campaign promises to "clean up the streets" of both trash and crime. Suspiciously, the mayor has never fulfilled a campaign promise before, leading many to believe that he's been replaced by a döppelmayor.
3 To celebrate the party's recent victory, he invites them to a public ceremony to grant them the key to the city. He changes his mind last minute and gives it to Huck Lasick instead, despite the fact that Lasick absolutely does not want the key to the city.
4 The mayor takes some time off at his mansion by the docks, ostensibly by himself. Without him, a lot of work is getting done by the council, but he's been gone a while and some people are getting worried.
5 The mayor bans all travel in or out of the city. The guards are unlikely to follow his demands, especially considering that some people have seen the mayor sneaking someone in and out anyway.
6 The mayor's daughter uses her father's political clout to advertise her fashion store.
Faction Bonuses

By completing sidequests, the group can increase or decrease their faction relationship.

Relationship Bonus (or Detriment)
-1
Anarchists
NPCs allied with the government have advantage on Intelligence (Investigation) and Wisdom (Insight) checks made against the party, and they are supported by 1d4 inquisitors (NPC 138) each.
0
Citizens
No effect.
1
Statists
When a party member takes the Help action to assist an ally with an Intelligence (Investigation) or Wisdom (Insight) check, the recipient can additionally add 1d4 to their result.
2
Lobbyists
The party receives the above benefit and can put into place one reasonable city law. The party can't put into place any further laws than this.

Endercoast Guard

Leader

Huck Lasick is the commissioner of the Endercoast Guard. See Dramatis Personae for details.

Fighters

The guards in the Endercoast Guard are all fighters. The guard is made up of six precincts (refer to NPC 75 for the rundown on fighter squads) with 5d100 guards (MM 347) in each precinct (roughly 250 per precinct and roughly 1500 total). The precincts are respectively led by a veteran (MM 350), a master-at-arms (NPC 80), a rally guard (NPC 80), a commander (NPC 206), a brute (NPC 82), and a banneret (NPC 79) as their chiefs.

Goals

The Endercoast Guard pursues the following goals over the course of the story.


  • Crack Down on Enormities. Endercoast is a city of sinners. The commissioner knows that a few broken windows is all it takes for criminals to think they can get away with it, so his strategy is one of zero quarter.
  • Replace Shoddy Engineering. A lot of Endercoast's engineering work was done shoddily, in a rush, to keep up with a velocitous population growth. Now that the population has levelled off (especially because everyone is trapped here), now's the time to push for some infrastructure work that desperately needs to get done.
  • Ally with the Cult. Huck Lasick isn't a religious man, but he knows the power of church on ensuring the obedience of the masses. He thinks the Sentinels of Equity are a bunch of crackpots, but if they can help him maintain order, maybe a bunch of crackpots is what this city needs. He doesn't quite understand the true purpose the cult, unfortunately.

Influence


  • Leadership. The guards command respect from their citizens, who go along with what they say unless they have a good reason to disobey (and are willing to potentially put their life on the line to do so). The commissioner commands the guards, and time and time again he proves his capabilities as a leader.
  • Persistence. Commissioner Huck Lasick does not rest until he has his man. He does not sleep until he has a solution to his problems. He does not give up, not now, and not ever. He is relentless. He is inevitable. And his guards must follow suit.
  • Violence. In concept, as an organisation a city guard has widespread societal permission -- and in fact, expectation -- to inflict violence on those who would go against the interests of the city. They employ mercenaries and train recruits to become lethal fighters. They are the largest combative force in the adventure, moreso even than any individual archfey's forces.
Events

You can roll randomly for the following faction events, or choose an event appropriate to your session.

d6 Event
1 The commissioner arrests thirty anti-Feywild protesters off the street, causing the protests to worsen as more people take up the cause.
2 One of the commissioner's top-ranking chiefs is assassinated, prompting a swift and violent investigation into the perpetrators.
3 The commissioner makes a public apology for the recent collapse of a small stone bridge that he oversaw the construction of ten years prior. The bridge wounded a young child when it collapsed.
4 The commissioner sends several dozen guards out into the streets with soap, buckets of water, and fresh paint in order to clean up the rampant graffiti. They accidentally paint over a beautiful mural that Mayor Attercat had commissioned for his daughter.
5 A councillor accuses the commissioner of refusing to investigate the bribes that the Union of Small Business Owners pays to the mayor. In response, the commissioner asks the party to investigate the councillor for any wrongdoing on his part.
6 A crime boss (NPC 132) puts out a hit on the commissioner. 1,000 gp for the halfling's head. 1d6 discount assassins (NPC 136) take to the streets.
Faction Bonuses

By completing sidequests, the group can increase or decrease their faction relationship.

Relationship Bonus (or Detriment)
-1
Perps
The streets are filled with bandits (MM 343), dirty fighters (NPC 215), thugs (MM 350), and the occasional outlaw (NPC 225). Sometimes, there are much worse threats, like an arcane thief (NPC 135) or a master thief (VGM 216). It's not safe to walk around after dark.
0
Civvies
No effect.
1
Informants
The party is accompanied by a mercenary (NPC 223) from Lasick's "untouchables" -- not a chief but an experienced sergeant. Lasick's guard forces as a whole become mercenaries (NPC 223) instead of guards (MM 347).
2
Consultants
The party receives the above benefit and is pardoned for a serious wrongdoing, if applicable. The party can't be pardoned for further wrongdoings, and crimes committed with knowledge of a potential future pardon cannot be pardoned.

Sentinels of Equity

Leader

The Sentinels of Equity have no official leader, but Hermione Galanodel is their spokeswoman. See Dramatis Personae for details.

Religious Details

Chaotic Neutral. The Sentinels of Equity do not worship a specific god, but moreso the abstract concept of a "truly equal society". Perhaps there is a god that grants them their powers, though such a god has yet to reveal itself. Now that the city has been cut off from the Material Plane, their power has remained steady while other churches of Endercoast, aside from those of Lliira and Silvanus, have waned.

Cultists of the sentinels of equity dress in identical white robes and often speak together as many voices merging into one. Once a day, each cultist can replace any result of a die roll with 10 (before adding modifiers).

Goals

The Sentinels of Equity pursue the following goals over the course of the story.


  • Absolute Fairness in All Matters. The cult believes that the government and the city guard are incapable of objectively doling out justice. Only the Sentinels of Equity are capable of viewing criminal acts from an unclouded perspective and should therefore be the adjudicator in all cases.
  • Return to a State of Nature. Endercoast is a city encroaching on the natural order of the world. Being transported to the Feywild is a sign that the city has strayed too far from its roots and must tear itself apart to coalesce into the soil once more.
  • Eliminate the Opposition. Any who disagree with the Sentinels of Equity are acting unreasonably, and there is no room in this world for unreasonable people. The cult must eliminate anyone who crosses them.

Influence


  • Divine Magic. The sentinels command divine power in a place that is otherwise largely cut off from the gods. Most major religious institutions find their clerics powerless. Not so for the sentinels. They heal the sick, banish undead, and bring light to the masses.
  • Luck. The sentinels have made a pact with Lord Cals, who supplies Hermione Galanodel and other influential members of the cult with a warlock's magic. Lord Cals provides them the boon of patience -- the dice will be in their favour if they are willing to wait.
  • Manipulation. The sentinels have their claws in most influential organisations in Endercoast. They've bribed the government, they've installed secret members on the board of the Union of Small Business Owners, and they've convinced the Endercoast guard that their presence in the city helps maintain order.
Events

You can roll randomly for the following faction events, or choose an event appropriate to your session.

d6 Event
1 Cultists burst into an active criminal court case and demand that the defendant be executed immediately for the crime he is so clearly guilty of perpetrating.
2 The cultists summon the spectral visage of an archfey, casting it high into the clouds so that all of Endercoast can listen to its demands.
3 The cultists set off an explosive rune in the sewers to demonstrate to the common folk their over-reliance on proper sanitation. The city stinks.
4 The cultists assassinate Mayor Attercat. His incompetency only serves to hinder their goals.
5 The cultists send cultists of the archfey (NPC 208) disguised as church hands to "support" a guard raid on suppliers of ellicit substances. Secretly they wish to obtain these substances for themselves.
6 Hermione meets a party member at a formal event and attempts to convince them to join her cult. She becomes vengeful if denied.
Faction Bonuses

By completing sidequests, the group can increase or decrease their faction relationship.

Relationship Bonus (or Detriment)
-1
Heretics
The party cannot add their proficiency bonus to saving throws due to a curse from the cult.
0
Fools
No effect.
1
Useful Fools
Once per day, a party member can replace an ally's d20 roll for an ability check, attack roll, or saving throw with 10 (before modifiers). After doing so, the original party member's next ability check, attack roll, or saving throw also becomes 10 (before modifiers).
2
Cultists
The party receives the above benefit and also receives the maximum healing possible from all hit dice rolled.

Union of Small Business Owners

Leader

Turph Musheen is the most influential member on the board of the Union of Small Business Owners. See Dramatis Personae for details.

Features

The union uses thugs (MM 350) for intimidation purposes. Thugs have access to Pack Tactics, which is a powerful feature that grants advantage when ganging up against a target. You can grant other NPCs the Pack Tactics feature if they work for the union.

As an alternative to Pack Tactics, you can grant NPCs the ability to use the variant flanking rules (DMG 251), which is also what player characters gain access to as a result of allying with this faction. If you're running this adventure with theatre of the mind, you can adapt the flanking rules as follows:


Theatre of the Mind Flanking. When a creature and its ally are both within 5 feet of a target, a creature can spend 10 feet of movement to position itself in such a way that the target becomes flanked. The flanking bonus lasts until the creature, its ally, or the target moves, or the creature or its ally become incapacitated.

Goals

The Union of Small Business Owners pursues the following goals over the course of the story.


  • Protect Our Own. Members of the union are granted special protections and must be allowed to call upon the resources of the union to support them. All for one and one for all.
  • Absorb Competitors. Almost every other guild in Endercoast has been incorporated into the union, and they won't stop until everyone is a part of their organisation whether they like it or not.
  • Return to the Material Plane. The Feywild isn't good for business. Law is preferable to chaos.

Influence


  • Arcane Magic. When the court wizards joined with the union, Mayor Attercat knew that attempting to circumvent the union would be hopeless. The wizards possess scrying and illusion magic that make it impossible to pull a fast one on them. Or so they think, for their overconfidence breeds complacency.
  • Intimidation. The union wields the power to shut the city down at any moment. Endercoast can't function without the businesses that supply its people with essential services like food, clothing, water, and medicine. If the union is crossed, they will strike, and the city will suffer.
  • Law. The union's team of expert lawyers can worm their way in and out of the legal labyrinth, always ensuring that the union comes out on top in a negotiation.
Events

You can roll randomly for the following faction events, or choose an event appropriate to your session.

d6 Event
1 Matthew the blacksmith calls upon the union to provide him with extra tools to detect and disable magic after his shop is burgled by an arcane thief (NPC 135).
2 The board funnels money into a public works project that would necessitate tearing down and relocating a rival weaver's guild's headquarters. They hope that this will pressure the guild into joining with the union to survive.
3 Union thugs beat an auditor in the streets for daring to give one of their members an unfavourable report. The auditor, a young woman named Hacinth, refuses to press charges out of fear.
4 Two board members make a pact to veto all of Turph Musheen's proposals, worried that he is letting his power go to his head. He manages to gather enough votes to kick them from the board, so they try to start their own competing union.
5 A courier for the union is caught transporting a bribe to mayor Attercat. The union denies all responsibility. The party is asked to sit in to the court hearing, where the mayor absolves the union of all wrongdoing.
6 A previously-successful mining company, Tracer Coal, refuses to pay its workers their salaries given that the mine is no longer accessible while they're in the Feywild (even though the miners are still completing jobs for the company). Union thugs face off against mercenaries (NPC 223) hired by Tracer Coal to press the workers into complacency.
Faction Bonuses

By completing sidequests, the group can increase or decrease their faction relationship.

Relationship Bonus (or Detriment)
-1
Boycotters
The party magically loses 25 gp per week due to a curse from the union.
0
Customers
No effect.
1
Stakeholders
The party gains access to flanking rules (DMG 251).
2
Investors
The party receives the above benefit as well as a dividend of 50 gp per week from the union.

Key Locations

a. The Church of Her Inimitable Joyousness

The Church of Her Inimitable Joyousness is a large colourful circus that runs nightly performances doubling as both entertainment and sermons meant to spread the joy of their goddess Lliira.


Local Knowledge

"Worst part of the whole city getting plopped into the Feywild? The travelling circus ain't travelling anymore. Gotta hand it to them, they know how to put on a show, just wish they wouldn't do it so late into the night."

Directions

"You can find their tents on the west riverbank, North Ward. A few little ones and a real, real big one. Major eyesore, obnoxiously loud, can't miss 'em."

When the party first enters the circus, describe the following scene.

Explosions of colour and light momentarily blind you. The sound of the announcer's voice booms through the flaps of the tent. "Our main attraction, ladies and gentlemen, the Joydancers!" You feel the rush of wind on your skin as acrobats flip and dance in the air. The showstopper is the synchronised aerial formation of three stars joining in a point, the symbol of the goddess of Lliira.

The concierge, Greta, a lithe half-elf church hand (NPC 205), helps the party find their seats and cheerfully tells them that she'll be checking in on them periodically to ensure they're having a good time (and to take any orders for snack food). She flashes a pearly-white smile and then skips off to help out other audience members.

Religious Details

Chaotic Good. The Joydancers of Lliira exist to provide a welcome distraction from the tribulations of the common people. Their church, a modest but long-running circus in Endercoast, risks pulling farmers from their families, knights from their quest, wives from their husbands, and children from their parents, all for a chance to be lost forever watching the hypnotic sway.

Non-worshipping citizens are often unsettled by the relentless smiles of the Joydancers.

Activities


  • Back Tent Clerical Duties. For a fee of gp equal to 200 times the spell level, Greta offers the party access to cleric spells like lesser restoration and raise dead, but they'll need to come quietly with her into the smaller satellite tents around the main performance where they can get some privacy. Followers of Lliira (or those who falsely claim to be and succeed on a DC 15 Charisma (Deception) check) have a 50% discount on these services. She'll introduce them to her sister Hannah, a surprisingly elderly half-elf cardinal (NPC 48) with the same cheery demeanour as Greta. If a receiver of clerical services makes small talk, a DC 15 Charisma (Persuasion) check convinces Greta and Hannah to reveal that Lliira has a surprising connection to one of the archfey that has made contact with Endercoast: Lliira was once engaged to be married to Cirrus the Jester. Cirrus went insane after learning of Lliira's true identity as a goddess.
  • Joyous Celebration. Followers of the goddess Lliira (or those who falsely claim to be and succeed on a DC 15 Charisma (Deception) check) are invited to join the Joydancers as they attend an after-party at the Nine Layers. An attendee of the party can make a Charisma (Persuasion) check with advantage using the Nine Layers Carousing table (IW) without spending any money.
  • Work. A party member with proficiency in Acrobatics or Performance can earn money by spending a week of downtime performing at the circus. Doing so earns the performer a 50% discount on clerical services, a wage of 5 gp, and tips equal to 1 gp times the result of a Dexterity or Charisma (Acrobatics or Performance) check. The performer has advantage on this check if they are a follower of Lliira.

b. Council Hall

The Council Hall is the center of bureaucracy for Endercoast and house of the government (IW). It has a courthouse and a records room that dates back decades to Endercoast's inception. Its architecture is magnificent thanks to Huck Lasick overseeing the project in his early days as a municipal engineer. Mayor Hitchen Attercat spends most of his time here.


Local Knowledge

"All that money that went into its architecture ought to have gone into repairing the bridges, if you ask me. Useless place. Once spent an hour and a half waiting in line to talk to the mayor and he brushes me off to schmooze with some noblewoman jingling a pouch of platinum."

Directions

"North side of the river, right where it spills into the lake. Big fat gate all around it. You'll recognise it by the marble pillars and the swathes of civvies waiting their turn to enter."

When the party first enters the hall, describe the following scene.

The inside of the hall is elaborately carved with figures of myth and legend. You spot the mayor waddling over to greet you. "My adventuring friends!" he says, disingenuously. "Come, come, join me in my little office." His office is enormous. His desk is surrounded by twenty-foot high bookshelves stocked with books that have never been opened.

You can find information on Mayor Attercat in Dramatis Personae (IW 4).

Activities


  • Bribe the Mayor. For a small "donation" of 100 gp, the mayor will grant the party easy access to any bureaucratic permission slips they need. The party can obtain a business license, make a bid on a property, rent a boat in the dock, conduct expeditions into the lower depths of the city, or represent the city in a negotiation with an archfey. A bribe does not waive any other relevant costs.
  • Research. The council hall's libraries and records provide the opportunity to spend a week of downtime here conducting research. The mayor will need to be bribed at least 25 gp in order to make use of the hall's resources for the week.
  • Sit in on a Court Session. Some sidequests or random events may include a court session, which is held here. A 10 gp bribe to the mayor allows a party member to sit in on a court session for a day. Most court sessions are a bit dull, but sitting in on one grants a character advantage on the next ability check they make relating to the laws or history of Endercoast.

c. Endercoast Officially Sanctioned Tourist Hotel and Museum

The Endercoast Officially Sanctioned Tourist Hotel and Museum is a bureaucratically-designed soulless building that exists only to take advantage of idiot tourists who don't know any better.


Local Knowledge

"It's a hunk of plaster and wood, what can I say? Check it out if you've got a half dozen gold pieces burning a hole in your pocket and you'd rather give it to the government than the homeless."

Directions

"Just north of the council hall. Ugliest building this side of the river. Hard to miss what with all the signs pointing right at it."

When the party first enters the museum, describe the following scene.

The front room is a gaudy, cramped, souvenir shop helmed by a baggy-eyed old dwarven lady. Two goat-legged men, satyrs you reckon, flip through brochures with wide-eyed excitement. They speak to each other in Sylvan. "Oh my god, Brian, have we seen the dragon turtle yet? Oh, and the beautiful architecture of the council hall, that's just across the street, how grand!"

The receptionist, Ethel Greenpick, a dwarf commoner (MM 344), stares up at the party through her misshapen bifocals. She tells them to check out the petrified dragon turtle if they haven't already. Her words are recited. She lays her head down to rest.

Activities


  • Accommodation. A room at the Endercoast Officially Sanctioned Tourist Hotel and Museum costs 20 gp per week. The rooms are very nice, if bland. A renter can find a lost invitation to Shiner's (IW) in their room's dresser drawer with a DC 5 Intelligence (Investigation) check. It's been ripped in half but could easily be repaired with mending or a forgery kit.
  • Research. The small museum attached to the souvenir shop provides an opportunity to spend a week of downtime conducting research. Entry to the museum is 10 gp per week. The museum provides low-quality surface-level information; the highest result possible for a research check in this location is 10.
  • Tourist Attractions. The souvenir shop downstairs has brochures to the Petrified Dragon Turtle, the Sylvan Gardens, and the Council Hall, as well as many out-of-city-limits locations like the Salt Mines that are unfortunately no longer accessible while Endercoast is in the Feywild. Ethel hasn't removed these brochures because she is too lazy to do so and looking at them makes her depressed.

d. Guardhouse

The guardhouse is the headquarters of the Endercoast Guard. It's both an office for the commissioner, his chiefs, and his sergeants, as well as a holding cell for most of the city's criminals.


Local Knowledge

"The guardhouse? Well I hope I don't look like the kind of person who'd be well acquainted with it."

Directions

"Bad side of the river, wish it wasn't so close to the south end of the gardens. Cluster of grey buildings about a street or two back from the river."

When the party first enters the hall, describe the following scene.

Angry prisoners bang and clatter from the other side of the walls, but the guards seem to have tuned them out after working here for so long. The guardhouse is open plan, wide but with a low ceiling that makes it feel quite claustrophobic. Sergeants rush from desk to desk gathering papers for their reports. Near the entrance stands Commissioner Huck Lasick, short but still imposing, chewing on a cigar as he chews out a low-ranking guard.

You can find information on Commissioner Huck Lasick in Dramatis Personae (IW 4).

Activities


  • Report a Crime. Huck Lasick takes the details of the crime and puts one of his investigators on the case. A victim rolls an Intelligence (Investigation) check to represent their recollection of the crime. On a result of 15 or higher, the crime is solved within a week. On a result of 5 or lower, the crime is pinned on the wrong perpetrator. Otherwise, the crime is unsolved and forgotten about.
  • Work. A party member with proficiency in Investigation can earn money by spending a week of downtime consulting with the guard. Doing so earns them 20 gp and, if the party's relationship with the Endercoast Guard is at -1, this returns it to 0 with a successful DC 15 Intelligence (Investigation) check.

e. Horizon's Edge Eatery

The Horizon's Edge Eatery is a classy seafood restaurant.


Local Knowledge

"Great food and a beautiful view. Expensive, but it's worth it if you've got the gold. Took a date there once. Cost me two weeks' salary."

Directions

"South Wharf. About as far south as you can go while sticking to the lakeside."

When the party first enters the restaurant, describe the following scene.

Smells like saltwater and brine but otherwise the restaurant is opulent. Spectacular sunset view across the lake. Silver chandeliers glitter on the ceiling. All the clientele are dressed up nicer than you are.

The head chef, Ben, a tall, lean, serious human noble (MM 348) dressed in a white smock, kills a lobster in the front of the party to demonstrate that it is fresh. Lobster blood is spattered across his smock.

Activities


  • Fancy Date. This is a good place to take a date if a character wants to dazzle them. Eating here costs 32 gp (4d10 + 10) per head.
  • Work (Sidequest: Bring It to a Boil). If the party seeks work at this location, Ben can give them the following sidequest.

Sidequest: Bring It to a Boil


  • Situation. Ben, the head chef of the Horizon's Edge Eatery, has been commissioned by the archfey Lord Cals of the Litter and the Peat to cater a full-course lobster dish.
  • Task. The party is tasked with escorting Ben through the Feywild to the court of Lord Cals. Ben has a horse-drawn caravan with an attached aquarium where he keeps his live lobsters. Only the freshest lobsters are acceptable for such a commission.
  • Complication 1. The caravan is attacked by 2d6 satyrs (MM 267) who demand to feed on the fresh lobsters. Allowing them to eat the lobsters results in failure.
  • Complication 2. When the party arrives at Lord Cals' court (IW), the chef immediately begins preparations and slaughters the lobsters in front of Lord Cals, who is satisfied. Lord Cals describes proper eating etiquette. A successful DC 10 Charisma or Intelligence (Persuasion) check is enough to avoid breaking Lord Cals' rules; all party members must succeed.

  • Outcome (Failure). Ben begs for forgiveness. If no apology from the party is given, Lord Cals casts power word kill on Ben and then teleport to send the rest of the party back to Endercoast. The Horizon's Edge Eatery quickly goes out of business. If an apology is given, Lord Cals spares Ben's life but promises that the restaurant will soon go out of business anyway.
  • Outcome (Success). Lord Cals is satisfied and casts teleport to send Ben and the party back to Endercoast. Ben rewards the party with 100 gp and two free meals at the Horizon's Edge Eatery.

See the next page for Lord Cals' rules of etiquette.


Lord Cals' Rules of Etiquette

  1. Sit up straight.
  2. Do not place your elbows on the table.
  3. Do not ask questions.
  4. Thank the lobster for granting you its flesh before every bite.
  5. Acknowledge and respect the waiting of my stone golem. She deserves respect.
  6. Do not make eye contact with your host, Lord Cals.
  7. You must make or participate in at least one toast throughout the evening. When clinking glasses as part of a toast, do not allow the glasses to make contact.
  8. Knock thrice under the table to request a sprinkling of salt. Four times for pepper.
  9. Upon completion of your meal, place your fork, spoon, and knife in a triangle pattern on the table above your plate. The configuration is irrelevant.
  10. If the beetle on the table reaches your host, Lord Cals, before it is squashed, you have failed.

Instead of rolling a check, you can force your players to actively roleplay these rules. Pass out snacks in-person at the table and keep careful watch to ensure that your players abide by the etiquette. You can represent the stone golem by walking around passing out snacks yourself. You can represent a beetle approaching Lord Cals by quietly placing a miniature figure somewhere on the table; a player that spots the "beetle" can have their character smash it in the game (but not in real life, as miniature figures are expensive). Allow your table three mistakes total.

f. Matthew's Shop

Matthew's Shop is a large one-stop-shop adventuring equipment establishment run by a single hardworking blacksmith.


Local Knowledge

"You guys look like a proper rough-and-tumble gang of adventurers. Seems like you'd make good use of Matthew's Shop. He sells everything you'd ever need for an expedition."

Directions

"Right at the end of the bridge, directly across from The Prince and the council hall."

When the party first enters the shop, describe the following scene.

Huge place. Shelves are lined with torches that burn forever. You've got weapons. You've got armor. You've got camping gear, backpacks, kits for dungeoneering and exploring and diplomacy alike, tools of every trade imaginable, trinkets of mysterious origin, brochures for livestock, horses, vehicles, and homes, goods traded in from every corner of Toril, and in the center of it all is a big flaming stone forge.

Matthew the blacksmith works at the forge. As he pounds at his anvil, a fully-formed silvered longsword coalesces magically from the raw materials in front of him. He is a curly-haired human indefatigable (NPC 77) with the quick features of a forge priest (NPC 53). He wears simple peasant's clothes. As a bonus action he can magically equip all of his weapons and armor instantly. He is incapable of leaving his shop due to an unbreakable curse, so he doesn't have much patience for anyone whinging about being stuck in Endercoast.

Activities


  • Adventuring Equipment. Any item in Chapter 5 of the PHB (143) can either be found here directly or can be sourced (or created) by Matthew within 1 week. He uses the standard prices and is generally inflexible about them. Note that other than ambiguously-magical trinkets, Matthew does not sell magic items.
  • Work (Dungeoneering). Matthew gruffly supplies each party member with a dungeoneering kit and tells them to start spelunking the caves near Endercoast. Roll for a Feywild Cave random encounter (IW) and roll for two magic items from the Magic Item Table B (DMG 137). The party gives one of these magic items to Matthew to prove the success of their mission. As a reward, Matthew allows them to keep the other magic item and gives them a 20% discount the next time they spend 100 gp or more. What use does Matthew have of magic items? Nobody knows.
  • Work (Scouting). A character with proficiency in Nature or Survival can earn 20 gp per week by scouting the surrounding area for Matthew, who otherwise doesn't have a good way of discovering what he's dealing with in the Feywild (and therefore which types of goods he should be pushing to his customers).

g. Nine Layers

The Nine Layers is a mildly trashy tavern and dance hall popular with the lower class of Endercoast. It's accessible, cheap, and popular, which means every night is party night.


Local Knowledge

"You gotta check out the Nine Layers. Heard they've got that tiefling rocking out on a fiddle tonight."

Directions

"South Wharf. Follow the pounding music."

When the party first enters the tavern, describe the following scene.

The Nine Layers is bathed in moody, strobing red light. Dozens of young working class people dance rhythmically to the hypnotic fiddling of a tiefling bard up on the stage. He sings of being thrice displaced from home. Tavern wenches swerve through the crowd with trays of drinks that miraculously don't spill.

The tiefling, Hypnos, is a bard (VGM 211) or whisper bard (NPC 41). He gets regular gigs here and enjoys the crowd this place attracts, particularly if they get a bit rowdy.

Activities


  • Accommodation. A week's accommodation on the upper floor of the Nine Layers is among the cheapest in the city at only 2 gp per week. However, the noise from the partiers downstairs means that anyone who takes a long rest here must succeed on a DC 10 Constitution saving throw before they can remove a level of exhaustion or regain hit dice.
  • Carousing. See the Carousing section (IW).
  • Work. A character with proficiency in Performance can earn their keep at the Nine Layers as well as 15 gp per week.

h. The Petrified Dragon Turtle

The Petrified Dragon Turtle is a gargantuan limestone statue of a dragon turtle just outside the city walls, eerily life-like to the ones in the MM (117). It used to be a major tourist attraction for Endercoast.


Local Knowledge

"Scary the first time you see it, comforting the twentieth. I'd welcome the sight of it after a long vacation because it meant I was back home. Now that we can't leave the city, it gives me comfort that it came along for the ride, as though it's still watching over us."

Directions

"Just outside the North Lakeside gate. Turn left and you'll be looking down its gullet."

When the party first arrives at the statue, describe the following scene.

The tour guide describes with glee the terror of a real dragon turtle. With a wink, she tells the enthralled onlookers that nobody is quite sure whether it's a particularly life-like statue or, perhaps, a real dragon turtle that fell victim to a medusa's wicked gaze. Either way, there are certainly legends of such a beast that once lived in the lake. Well, not that lake specifically, but the lake that that was here back in the Material Plane. "Real beaut', they used to say."

The tour guide is a halfling brawler (NPC 204) named Bepsy who speaks with a heavy Australian accent. She wears an outfit that looks like it's meant for crocodile wrestling.

Activities


  • Dragon Turtle Presentation. Tipping Bepsy at least 10 gp and listening to her presentation on the dragon turtle grants a character advantage on the next ability check they make relating to the legends and lore of Endercoast's past.
  • Release the Dragon Turtle. The legends are true. Casting greater restoration on the dragon turtle releases it from its petrification, potentially causing a rampage across the North Ward of Endercoast -- or a suitable distraction. The party aren't the only ones who can take advantage of this ticking time bomb; factions like the Sentinels or even the Union might use it to further their goals if they are out of suitable alternatives. The dragon turtle can be calmed by reducing its hit points to half or lower and succeeding on a DC 20 Wisdom (Animal Handling) check. Once calm, it dives into the lake and causes no further harm unless provoked.

i. The Prince

The Prince is a quiet yet successful tavern that prides itself on the strict moderation of its clientele. Cause a scene and you're booted out by the tavern's enforcers, represented by the wrestler (NPC 233) statblock.


Local Knowledge

"Got kicked out my first night there for causing a ruckus. Never been back. Way too posh. Heard it's got great food though, and you can't ask for a better room for the prices they offer."

Directions

"Suspiciously close to the council hall. Mayor probably drinks there in disguise."

When the party first enters the tavern, describe the following scene.

Blissfully quiet. The patrons aren't particularly well-dressed and certainly not as posh as you'd been led to believe, but they are miraculously polite. Gentle music wafts from a string quartet.

Borik, a dwarven wrestler (NPC 233), instructs the party on how to be respectful to the other patrons. He gives everyone a legal pad upon which to write down their drink orders, which he then ferries to the bartenders who mix drinks with only a murmur of communication between them.

Activities


  • Accommodation. A week's rent of a room above the tavern costs 10 gp. Most people who stay here claim it's worth the price. The rooms are nice and the locale is quiet.
  • Quiet Date. This is a good place to take a date if a character wishes for a neutral, risk-free evening. A meal at the Prince costs 8 (1d10 + 3) gp per head.

  • Work (Enforcer). A character with proficiency in Athletics can spend a week working here as an enforcer to earn their stay plus 25 gp and two free meals. The enforcer must non-lethally remove 1d4-1 dirty fighters (NPC 215) from the premises, one at a time, throughout the week.
  • Work (Performance). A character with proficiency in Performance can spend a week working here as a musical performer to earn their stay plus 20 gp and one free meal.

j. The Sentinels of Equity Headquarters

The Sentinels of Equity are satisfied with humble accommodation for their followers. The headquarters is a place of worship, of business, and of rest. Hermione Galanodel can usually be found here.


Local Knowledge

"Those sentinel folk weird me out, always staring at me from underneath those white hoods. Do they even worship a god? Where does their power come from? Gives me the creeps."

Directions

"Don't know why you'd want to go there, but I'm not in the business of prying. You'll find it way up on the north end of the city, right on the edge of the east riverbank. It's a bit hard to see on account of being majorly inconspicuous. Here's the exact street number if you need it, one forty-one East River. Got it? Good."

When the party first enters the headquarters, describe the following scene.

A quiet hum of conversation. Dozens of white-robed figures glide across the headquarter floor. You can see shelves of records and information, desks for work, tools of the trade like alchemist's supplies and weaver's tools all laid out, and most obviously, enough hammocks it seems to accommodate the city.

Hermione Galanodel is writing notes for a speech in her journal. Her hood is down. She mouths the words of her speech as if in trance. When the party approaches, she slams her journal shut and flips her hood back over her head. You can find more information on Hermione in Dramatis Personae (IW 4).

Religious Details

See the description of the Sentinels of Equity (IW).

Activities


  • Adventuring Equipment. The sentinels sell at base price any adventuring equipment they can reasonably create from standard artisan's tools.
  • Clerical Services. The sentinels have access to scrolls of cleric spells of up to 5th level. They charge a price equal to 100 times the spell's level.

  • Work. A character with proficiency in Religion can earn 15 gp for a week's work consulting with the sentinels.

k. Shiner's

Shiner's is an invitation-only club notorious for its debaucherous parties. It attracts the young wealthy elite of Endercoast.


Local Knowledge

"What, you think they just hand out invitations to anyone? There's no way in the Nine Hells they'd let me in."

Directions

"If you have to ask where it is, you aren't invited. But let's say you want to admire it from afar. You can find it in the North Ward by the docks near the lakeside gate."

Invitations

A party member can obtain an invitation to Shiner's in one of the following ways:

  • Leveraging one's Noble background.
  • Taking a noble on a date and suitably impressing them.
  • Stealing an invitation from a noble.
  • Finding an invitation accidentally left behind in a room at the Endercoast Officially Sanctioned Tourist Hotel and Museum (IW).
  • Bribing the mayor (IW).

When the party enters the club, describe the following scene.

Rainbow lights dance across the ceiling in time with the dancers on the floor. The sweet smell of perfume is overpowering, and the murmur of mingling nobles is almost deafening. Ethereal music caresses your ears, more felt than heard.

A high elf noble (MM 348) woman, eyes far away in a trance, beckons a party member to dance with her. The dance is impersonal and she quickly moves on to someone else, but by now, the whole party has been absorbed into the crowd.

Activities


  • Carousing. See the Carousing section (IW).
  • Work (Performance). A character with an invitation can earn 40 gp per week as a performer at Shiner's, and completing a week's worth of work earns them one invitation they can give to anyone they like.
  • Work (Sidequest: Purse Your Lips). The high elf noblewoman, who refuses to give her name, demands that the party locate her lost purse. It contains a very powerful magic item.

Sidequest: Purse Your Lips


  • Situation. A noblewoman at Shiner's lost her purse earlier in the night and is quite concerned as it contains a powerful magic item: a cape of the mountebank (DMG 157). She has reason to suspect that the thief is one of the other party-goers at Shiner's.
  • Task. The party must track down the thief. The noblewoman claims she is in too much of a haze to remember any details about the theft. Spells like locate object or detect magic will be able to locate the cape of the mountebank in the crowd, and succeeding on a DC 10 Wisdom (Insight) check reveals that the noblewoman isn't revealing everything: she caves and tells the party that it was probably her husband who took it.
  • Complication. The thief is a high elf noble (MM 348) who is the noblewoman's husband. If he suspects that he is being followed, he will use the cape of the mountebank to escape Shiner's and retreat to Thinkiad's Magic Atrocities (IW), where he intends to sell the magic item for money to fuel his secret addictions.

  • Outcome (Failure). If the party can't apprehend the thief, or if he manages to sell the magic item, the noblewoman is devastated at the betrayal of her husband. She wails about how her reputation is ruined and refuses to compensate the party.
  • Outcome (Success). If the party can successfully apprehend or talk down the husband, the wife expresses her gratitude by allowing the party to keep the cape of the mountebank (it was really about the purse to her, not the magic item), and she grants them an invitation to Shiner's that they can give to anyone they like.

l. Sylvan Gardens

The Sylvan Gardens hosts the majority of the city's population of wood elves, forest gnomes, and firbolg, or at least the ones who agree to lay worship to Silvanus, God of Wild Nature.


Local Knowledge

"Great place for a picnic. Those elves sure are an unfriendly bunch, though. I mean, none of the trees there are sacred, right? They're just planted by the city. Who cares if my kid goes and hangs off the branches?"

Directions

"Right in the center of the city, east side of the river. Greenest place there is inside the city walls."

When the party enters the gardens, describe the following scene.

There's a clear paved path through the gardens, where botanical delights capture your attention through your eyes, with beautiful reds, purples, greens, and blues, and through your nose, with fragrant scents mingling in the air. Up high in the tree tops, off the paved paths, are treehouses where wood elves have made their home. You see an elf glaring at you from his window before he disappears.

A forest gnome nature priest (NPC 58) named Jilwocky Niftywoop can be seen speaking to two squirrels who dart away when the party approaches.

Religious Details

Neutral. The woodlands must be preserved at all costs. Worshipping their Forest Father from impossibly high treehouses, followers of Silvanus stand steadfast against the intrusion of civilisation into the natural forests of the world. Sometimes this involves warnings. Other times, arrows.

Followers of Silvanus are prone to fits of violent rage followed quickly by apologies.

Activities


  • Garden Tour. A character can pay Jilwocky 10 gp to give them a tour of the garden. After taking a tour and listening to Jilwocky speak, the character gains advantage on the next ability check they make relating to nature, herbalism, or the god Silvanus.
  • Clerical Services. The Church of Silvanus in Endercoast is suspicious of anyone who isn't a wood elf, forest gnome, or firbolg. Making use of their services requires a successful DC 15 Charisma (Persuasion) check. Jilwocky can cast any spell from his spell list or any 3rd-level or lower cleric spell for a fee of gp equal to 200 times the spell level. Followers of Silvanus (or those who falsely calim to be and succeed on a DC 15 Charisma (Deception) check) receive a 50% discount on these services.
  • Work. Characters with proficiency in Nature, Religion, or Survival can spend a week working in the Sylvan Gardens, receiving 15 gp. From the gardens they can steal components for any spell, or ingredients for any potion, with a successful DC 15 Dexterity (Sleight of Hand) check. On a failure, they do not receive what they have stolen, they do not get paid for their work, and they and their companions permanently lose access to clerical services from followers of Silvanus.

m. Thinkiad's Magic Atrocities

Thinkiad enjoys a profitable and lucrative monopoly on magic item sales in Endercoast. Her shop is cluttered and cramped, as she has no need to make it look nice.


Local Knowledge

"Wish there were some competitors, but the Union's not gonna do anything about it, and I bet that dragonborn's misplaced a few coppers near the mayor's office if you catch my drift. The only 'atrocities' in that shop are the prices!"

Directions

"North bridge, east side. It's a tiny little place. You'd think the shop-owner would be able to afford a bigger lot, but what do you know. Guess she just doesn't care about appearances."

When the party enters the shop, describe the following scene.

Crammed between a shelf of magic scrolls and a misshapen, inert metal crab, Thinkiad inspects a floating bauble with a magnifying lens. Satisfied, she breathes a puff of cold air to freeze it solid then stuffs it in her pocket. "Adventurers, it appears. How can I supply you?"

Thinkiad is a dragonborn white dragon sorcerer (NPC 150) with three levels as a divination wizard (NPC 242). She brags about all the contacts she has in Endercoast (seems to know everyone who's anyone) and chews her claws to keep them short while she does business with the party. All of the cleaning and maintenance of her shop is done by an invisible servant (as per the spell unseen servant) because she just can't be bothered to do it herself.

Activities


  • Magic Items. Thinkiad sells (or can quickly source) any magic item from the Magic Item Tables A and B (DMG 137) as long as she's given at least a week to prepare. She sells them using the magic item price chart below. Most people agree that her prices are outrageous, but that's what happens when you've only got one supplier in the market. The nobility of Endercoast doesn't mind paying out of pocket for the exclusivity.
  • Work. If the party is equipped with sufficient dungeoneering tools, Thinkiad can send them on a mission to explore the caves near Endercoast. Roll for a Feywild Cave random encounter (IW) and roll for two magic items from the Magic Item Table B (DMG 137). The party gives one of these magic items to Matthew to prove the success of their mission. As a reward, matthew allows them to keep the other magic item and gives them a free common magic item of the party's choice. Thinkiad can't sell them back the item they've given her, as she needs to run some analysis on it before she puts it out to sale, which can take weeks if not months to do correctly. Or so she says. Maybe she's just lazy.
Thinkiad's Magic Item Prices
Rarity Price
Common 70 (2d6+1 x 10) gp.
Uncommon 900 (2d8+2 x 100) gp.
Rare 19,000 (3d10+3 x 1000) gp.
Very Rare 300,000 (4d12+4 x 10000) gp.
Legendary 5,750,000 (5d20+5 x 100000) gp.

n. Union of Small Business Owners Headquarters

A few bribes to the mayor and The Union of Small Business Owners (IW) has managed to secure a huge block of real estate in the North Ward. They control a cluster of flat, grey buildings.


Local Knowledge

"Commissioner tells us his guards keep the good people of Endercoast safe, but when some big-shot Neverwinter organisation started muscling its way onto my block and pressured me to fold up my father's shop, was it the Endercoast Guard that stepped in to tell those Neverwinter fat cats to shove it? No, it was the Union of Small Business Owners. That's why I'm a card-carrying member today."

Directions

"Start at the Council Hall and take a stroll along the river for ten minutes. You'll see a cluster of buildings on the left, that's union headquarters."

Describe the following scene when the party first enters the headquarters.

The union headquarters are alive with secretaries, number crunchers, and paper-pushers. A circle of modestly-dressed business people argue about tax rates. You recognise Turph Musheen, a famous figure in Endercoast for his dramatic calls to action against the influence of the Feywild on this great city.

You can find information on Turph Musheen in Dramatis Personae (IW 4).

Activities


  • Business Administration. The Union of Small Business Owners will help you set up your small business. If you present a business license to the Union, for a fee of 100 gp plus a 20% cut of your profits, the Union will file your paperwork, ensure that you are not pushed out of the market by competitors, complete your taxation requirements for you, and staff your storefront with experienced customer-facing workers. In other words: "You do what you do best, and leave it to us to fix up the rest." Refer to the Small Business section (IW 24).
  • Work. The Union has need of customer-facing retail workers. A character with proficiency in Persuasion can work odd jobs for various shops around the city, earning 10 gp plus additional gp equal to one quarter the result of a Charisma (Persuasion) check, rounded down.

Downtime Activities

Carousing

Spending quality time with good company and good drinks is easy enough in Endercoast, a city known for its lively celebrations. Carousing has the potential benefit of making useful contacts and learning city gossip and news, but can often result in messy situations without proper care.

Almost every night of the week there is some interesting event on at one of the main haunts of the city. Most carousers recommend the Nine Layers (IW, building G) on the South Wharf, which usually attracts a lower-class crowd, or Shiner's (IW, building K) in the Turtle District, which attracts a young wealthy elite and is usually invitation-only.

Nine Layers Carousing

Spending a week carousing at the Nine Layers costs 71 (1d100 + 1d20 + 10) gp. A carouser makes a Charisma (Persuasion) check using the following carousing table.

Nine Layers Carousing
Result Outcome
1-9 The carouser makes a hostile contact: an outlaw (NPC 225). This contact bears a grudge against the carouser and organises a meaningful disruption to the carouser's plans.
10-14 The carouser learns of some city gossip. Roll on the city gossip table (IW 25).
15-19 The carouser learns of some city gossip (IW 25) and gains a friendly contact: a commoner (MM 344) who can assist with the carouser's plans in a small way.
20+ The carouser learns of some city gossip (IW 25) and gains a friendly contact: a member of one of the four key Endercoast factions: a noble (MM 348) for the government, a mercenary (NPC 223) for the guard, a cultist of the archfey (NPC 208) for the Sentinels of Equity, or a thug for the Union of Small Business Owners.

There is always a risk involved with carousing. The Nine Layers can be an especially dangerous place after dark, and it's infamous for its criminal activity.

After spending a week carousing at the Nine Layers, roll a d10. On a result of 7 or lower, roll for a complication.

Nine Layers Complications
d8 Complication
1 A pickpocket lifts 1d10 x 10 gp from you, and replaces it with a soul coin, used as currency by followers of devils in the Nine Hells. The coin is cursed -- you can only get rid of it by stealing from someone unsuspecting of your intentions.
2 A scrap in the bar leaves you with a horrific scar.
3 You drunkenly signed a contract to fund an orphanage. It's written. No backing out now.
4 Everyone calls you "Hornsnapper" or another strange nickname for reasons you can't remember.
5 When you check a mirror the next morning, you find that not a single scrap of clothing you are wearing is actually yours.
6 A grotesquely ugly tiefling has taken a romantic interest in you and follows you around all day.
7 You spent an additional 71 (1d100 + 1d20 + 10) gp in a vain attempt to impress people.
8 You wake up in bed next to a bitter rival.

Shiner's Carousing

Spending a week carousing at Shiner's costs 710 (10d100 + 10d20 + 100) gp and requires either the Noble background or a direct invitation. A carouser makes a Charisma (Persuasion) check using the following carousing table.

Shiner's Carousing
Result Outcome
1-5 The carouser makes a hostile contact: a noble (MM 348). This contact bears a grudge against the carouser and organises a meaningful disruption to the carouser's plans, with a high degree of capability.
6-14 The carouser learns of some city gossip (IW 25). Other carousers express their opinions on the news, giving the carouser advantage on Wisdom (Insight) checks to evaluate its veracity.
15-19 The carouser learns of some city gossip (IW 25) and has advantage on Wisdom (Insight) checks to evaluate its veracity. The carouser also gains a friendly contact: a noble who can assist with the carouser's plans in a significant way.
20+ The carouser learns of some city gossip (IW 25), has advantage on Wisdom (Insight) checks to evaluate its veracity, and gains a friendly contact: a high-ranking member of one of the four key Endercoast factions: an inquisitor (NPC 138) for the government, one of Lasick's chiefs (IW 9) for the guard, a trickery priest (NPC 62) for the Sentinels of Equity, or a noble (MM 348) on the board of the Union of Small Business Owners.

There is always a risk involved with carousing. While Shiner's doesn't have a reputation as unfortunate as the Nine Layers, it can still be a hotspot for criminal activity, though the sort of criminal activity is more high-brow, or in other words, less enforced. Those who are rich enough to afford it can just pay a bribe to the government and move on with their day. If you have to ask how much to pay for a bribe, you are not rich enough to afford it.

After spending a week carousing at Shiner's, roll a d10. On a result of 3 or lower, roll for a complication.

Shiner's Complications
d6 Complication
1 You're deafened for a week. Shouldn't have stood so close to the bards.
2 You don't know how your hair turned bright purple, but you think it kind of looks good on you.
3 You solemnly swore to complete a quest for one of the four factions of Endercoast. The only problem is, you can't remember which one.
4 You have become the target of an embarrassing rumour. Something about "two left feet". You're not sure whether it's figurative or literal.
5 You feel in your gut that you have committed a deeply illegal act, but when you ask around, everyone assures you that "it's dealt with".
6 You wake up in bed next to a bitter rival.

Crafting

The Feywild provides ample opportunity for craftworkers to ply their trade and experiment with new combinations, and Matthew's Shop (IW) provides generic crafting supplies for sale of all types.

As long as a character has sufficient supplies and is proficient with the relevant tools, crafting an item takes 1 week of downtime (rounded up) per 50 gp of the base price of the item. Multiple items can be created in one week of downtime if their total cost is less than 50 gp, and a single item can be constructed over the course of several consecutive weeks of downtime if its cost is higher than 50 gp.

Items created in this way can be sold to the general public for one half their base price (rounded down) to supplement a small business operated by the party (IW), or to Matthew's Shop, as he is always in need of more goods to stock his shelves with.

Crime

The following crimes can be committed by the party.

After committing a crime, one perpetrator of the crime must roll a Dexterity or Intelligence (Sleight of Hand or Thieves' Tools) check to represent their ability to erase evidence. Refer to the crime discovery table on the next page for the outcomes, based on meeting certain Difficulty Classes of this check.

Crime Discovery Check
DC Outcome
Failure The crime is solved and the perpetrator is apprehended. The perpetrator receives the "Risk" result for their crime.
5 The crime is unsolved. The perpetrator receives the "Reward" result for their crime.
20 The crime is pinned on the wrong perpetrator. The perpetrator receives the "Reward" result for their crime, and the DC for these outcomes isn't increased by 1.

For each successive crime committed by the party, the DC for these outcomes increases by 1. The DC is shared by the entire party, and any increases are permanent. Small crimes, e.g. gambling and pickpocketing, do not increase the DC in this way, and scoring above 20 on the crime discovery check also prevents this increase. If a player abuses the system, you can choose to increase the DC without having to explain why.

Burglary

  • Reward. The burglar makes a Dexterity (Stealth or Thieves' Tools) check. The burglar receives 50 (1d20 + 40) gp plus gp equal to the result of their check.
  • Risk. 300 gp fine and 8 weeks in jail.
Enchantment

  • Reward. Enchantment magic allows for the party to influence others in social situations. It is forbidden in Endercoast.
  • Risk. 8 weeks in jail. If the recipient knows they were influenced by magic, the crime discovery check is made with disadvantage.
Gambling

  • Reward. After a night of gambling, roll 1d10. On an even result, the gambler gains that amount in gp. On an odd result, the gambler loses that amount in gp.
  • Risk. 150 gp fine. Gambling does not increase the DC for the crime discovery check.
Murder

  • Reward. Some people just need to be removed from the equation.
  • Risk. 52 weeks in jail.
Necromancy

  • Reward. Necromancy magic allows for the party to control life and death. Any necromancy spell on the wizard spell list is forbidden.
  • Risk. Execution.
Pickpocketing

  • Reward. 1d6 gp plus 1d20 sp.
  • Risk. 50 gp fine and 4 weeks in jail. Pickpocketing does not increase the DC for the crime discovery check.
Other

  • Reward. The party can spend a week of downtime committing generic criminal activity, earning 50 (1d20 + 40) gp plus gp equal to the result of a Dexterity (Stealth or Thieves' Tools) check.
  • Risk. A generic crime has a fine of 300 gp and may result in 8 weeks in jail.

Gigs

Skilled Work

Possible job opportunities are available for characters with the following proficiencies.


  • Acrobatics. The Church of Her Inimitable Joyousness (IW 13)
  • Athletics. The Prince (IW 17)
  • Investigation. Guardhouse (IW 14)
  • Nature. Matthew's Shop (IW 16), Sylvan Gardens (IW 19)
  • Performance. The Church of Her Inimitable Joyousness (IW 13), Nine Layers (IW 16), The Prince (IW 17), Shiner's (IW 19)
  • Persuasion. The Union of Small Business Owners (IW 20)
  • Religion. The Sentinels of Equity Headquarters (IW 18), Sylvan Gardens (IW 19)
  • Survival. Matthew's Shop (IW 16), Sylvan Gardens (IW 19)

Characters can also find generic gigs for any other proficiencies they might have (including tool proficiencies), earning 10 gp per week.

If a character thinks that a skill or a tool they have makes them suited to one of the work opportunities in a location listed above, they can do that job if they can convince you they're well suited to it.

Unskilled Work

A character can spend a week performing unskilled labour for 6 (1d4 + 4) gp.

Dungeoneering

Matthew's Shop (IW 16) and Thinkiad's Magic Atrocities (IW 20) provide an opportunity for adventurers to cave-dive to acquire magic items and receive discounts or rewards.

Sidequests

Horizon's Edge Eatery (IW 15) and Shiner's (IW 19) offer two rewarding sidequests for the party. Sidequests for factions can be found using the page references below.

Government
  • Act 1: The Marketplace of Ideas (IW)
  • Act 2: I am Not a Crook (IW)
  • Act 3: Bad Enough to Save the Mayor (IW)
Endercoast Guard
  • Act 1: Establish Credibility (IW)
  • Act 2: Intercept Suppliers (IW)
  • Act 3: Expose Corruption (IW)
Sentinels of Equity
  • Act 1: All Shall Be Made Equal (IW)
  • Act 2: Sinners Shan't be Granted Leniency (IW)
  • Act 3: Choose Carefully One's Allies (IW)
Union of Small Business Owners
  • Act 1: Identify Your Target Market (IW)
  • Act 2: Promote Your Unique Selling Point (IW)
  • Act 3: Profit (IW)

Operating a Small Business

The party can earn money by collectively running a small business together in Endercoast. The Union handles all of the administration costs for the party, and the party takes the following steps to putting their business together.

1: Decide on a Business

The party identifies a product or service they wish to sell based on their collective strengths and abilities as a group, or based on gaps they see in the types of goods and services available in Endercoast.

2: Pay Business Costs

The major costs of starting a business are 100 gp to bribe the mayor for a business license, 100 gp for the Union's support (small businesses very rarely survive without it; refer to IW 20), Union cut, and property prices. A business has two options for property:


  • Buy. A small storefront in Endercoast goes for 4,000 gp, including any bribes to the mayor and other incidental expenses.
  • Rent. Renting a storefront costs 40 gp per week.

3: Calculate Revenue

A small business earns revenue based on how long it has been operating and based on the success of business-related ability checks. The party elects one character to hold responsibility over the success of the business, and this character is the one who makes the checks. As everyone helps out, these checks are made with advantage.

A business-related check (BRC) is a type of check of the party's choosing related to the operations of their business. For example, a private investigation business might use an Intelligence (Investigation) check.

Small Business Revenue
Length of Operations Weekly Earnings
1-12 weeks 110 (100 + 3d6) gp plus BRC
13-52 weeks 146 (125 + 6d6) gp plus 2 x BRC
52+ weeks 181 (150 + 9d6) gp plus 3 x BRC

A character can supplement their small business' revenue with crafting (IW).

4: Calculate Costs

Each week, a business costs 80 (70 + 1d20) gp to operate. Add 40 gp to that cost if the party is renting their storefront.

5: Calculate Profit

Profit is costs subtracted from revenue.

The party can use their small business to launder (legitimise) any money they receive from criminal activities by over-reporting their profit. With a successful DC 10 Charisma or Intelligence (Deception) check, investigations into the source of the party's funds cease. The penalty for laundering money is 26 weeks in jail.

6: Split Profits

Other organisations will likely take a cut of the profit.


  • Insurance. The party can opt to insure their business, paying 10% of the profit to an insurance company (owned and operated by the Union, of course). An insured business does not lose money if costs exceed revenue, and if the business is rendered permanently incapable of operating due to external forces, the party is paid out 3,000 gp total. A successful DC 20 Charisma or Intelligence (Deception) check allows a party to conduct an insurance scam; on a failure, they are jailed for 52 weeks.
  • Union Cut. 20% of profit. If no profit is made, the party pays nothing.

Once all the cuts have been divvied out, the party splits the remaining profit (or cost, if no profit is made) equally between them.

Relaxation

A character can spend a week relaxing in Endercoast. While relaxing, they can visit tourist locations like the Endercoast Officially Sanctioned Tourist Hotel and Museum (IW 14), the Petrified Dragon Turtle (IW 17), and the Sylvan Gardens (IW 19).

After relaxing for a week, a character gains advantage on saving throws to recover from long-term diseases and poisons.

Research

Characters can spend a week researching at the Council Hall (IW 13) or at the Endercoast Officially Sanctioned Tourist Hotel and Museum (IW 14).

Citywide Tables

The Saltine News

The Saltine News is run by Rita Barnacky, a human courtier (NPC 207). She writes the headlines for her newspaper. She is known for a strong conservative bias and for her journalistic integrity, although the latter is usually said with sarcastic air quotes. There aren't any major competitors to her newspaper, especially not after it was backed by the Union of Small Business Owners.

If a character purchases The Saltine News for 5 sp, roll for the newspaper headline on the chart on the next page.

Saltine News Headlines
d8 Headline
1 TERRIBLE WEATHER TRIGGERS WIDESPREAD ALLERGIES: MAYOR YET AGAIN DOES NOTHING TO SOLVE THE WEATHER
2 COMMISSIONER CLAIMS GAMBLERS ARE 'COWARDS, LOSERS': HERE'S WHY HE'S RIGHT
3 SENTINELS OF EQUITY SHOW US OUR DIVINITY IN TOUGH TIMES
4 SPEND, SPEND, SPEND: THE ECONOMY MUST NOT FAIL (TURPH MUSHEEN EXCLUSIVE INTERVIEW!)
5 EDITORIAL: THE DUTY OF A CITIZEN IS TO CARRY ON AS THOUGH WE WERE NOT IN THE FEYWILD
6 LLIIRA CIRCUS AND ELF GROVE POLLUTE THE PUBLIC CONSCIOUSNESS
7 HOW TO POISON PLANTS GROWING ON YOUR PROPERTY
8 MAYOR RECKLESSLY WELCOMES FEY INTO ENDERCOAST, AND IN UNRELATED NEWS, SHOULD YOU BE WORRIED ABOUT A PIXIE TURNING YOU INTO A GOBLIN? THE ANSWER IS YES.

None of the articles provide any substantially greater context than the headline alone. It's hard to overstate how terrible of a newspaper this is.

City Gossip

A successful DC 10 Wisdom (Insight) check allows a character to get a feel for the talk of the town. Roll on the following table for city gossip. Some are true and some are baseless conjecture; you can decide for yourself or roll a d6: a result of 5 or 6 means it has an element of truth.

City Gossip
d20 Gossip
1 Someone's going to try to unpetrify the petrified dragon turtle. Heard it was either the union or the sentinels. Don't know what they'd need it for, but I'm just glad I don't live in the North Ward.
2 Everyone in the circus is a Lliira worshipper. Heard Lliira's involved with some Feywild stuff. That's why we're over here, I reckon. Some archfey got rejected and is taking it out on us. Get rid of the circus and we'll be back home for supper.
3 Toss Mayor Attercat a platinum coin and he'll be eating out of your hand. He can get you dinner reservations anywhere in the city. Wish tossing him a coin would get the bridges fixed.
City Gossip (cont'd)
d20 Gossip
4 Mayor Attercat's gotta be a warlock. Sold his soul to an archfey and took the whole city with him. How else does he keep getting elected if we all know he's corrupt?
5 Commissioner Lasick used to work in infrastructure. Did you know he bought his degree? It's fake. He's a fraud!
6 The head chef of the Horizon's Edge Eatery is a warlock of the archfey. I just know it. He's in deep.
7 Matthew -- you know, of Matthew's Shop -- he married a salamander! Like the big red flaming kind. Straight up married her. Reckon she left him for a fire giant.
8 One of those sentinel loons -- the elf lady who's always speaking for them, Hermes Gland or something -- she got kicked out of The Prince for throwing a temper tantrum.
9 Sentinels have been going door to door recruiting anyone who listens to them. Targeting people who've lost their connection to their god. They've probably doubled in size since last month.
10 Some rich bitch ran bawling out of a room above the museum. You reckon she might've left some stuff behind? Make-up, money, maybe even an invitation to Shiner's.
11 Those knife-ears in the gardens brought us all here to the Feywild cause they want Endercoast to return to nature. We can't let them get away with it. Let's tear down the gardens and start building up houses.
12 The dragonborn with the magic shop -- what is she, silver, white? Silver -- she murdered all her competitors. That's why she's the only magic dealer in town.
13 Heard Matthew's Shop and Thinkiad's Magic Atrocities are competing to see who can dig the most magic items out of the caves. Maybe that's why we're in the Feywild -- we're just chips in a bet between the two of them.
14 Turph Musheen's got a plan to get us back to the Material Plane. I'm all for it, whatever he's cooked up. At this point I'd vote for him as mayor.
15 That blacksmith who runs the adventuring shop, he can't leave his forge. He's been cursed by a hag.
16 You really wanna impress a date? Take 'em to the seafood joint in the South Wharf. Heard they kill the lobster in front of you to show you it's really fresh.
17 The vultures that circle above Endercoast are just waiting for the whole city to die. If they wait long enough, it'll happen for sure.
City Gossip (cont'd)
d20 Gossip
18 You ever notice how there are so many clowns wandering around? I thought they were from the circus, but they don't actually do clowns in their show. Creeps me out.
19 These weird plants keep sprouting in my yard. Only thing that gets rid of them is straight-up poison, and even then, not for long.
20 The rain that keeps flooding the streets isn't natural. Something is causing it. Something dark and terrible and ancient.

City Mood

Each day, roll on the mood table to determine the attitude of the general populace with their circumstances.

Mood
d20 Mood
1 Riotous. The general population boils over with frustration from being locked away in the Feywild. In a show of violent protest, a small group of rioters burns down buildings, smashes windows, loots storefronts, and brawls with guards.
2-14 Discontented. The general population goes about their lives in a grumbling but accepting mood.
15-17 Nostalgic. Throughout the night, songs of the old world can be heard sung from apartment balconies. Bonfires roar, revellers tell stories of the families and friends they've left behind, and pubs run until dawn.
18-19 Hopeful. Rumours spread of a chance to return to the Material Plane. The city comes alive with excitement. People smile on the street. They give gifts to strangers. They dance and twirl with relief.
20 Silent. The city is draped in magical silence at twilight. Only voices are affected. This isn't an uncommon occurrence in the Feywild, and for once the sounds of nature surrounding the city take precedence. People gather at the edges to listen to the music of the forest. They drink, they revel, and when dawn arrives, the silence lifts, and so do spirits. Sometimes it's easiest to connect to one another without words.

City Weather

Each day, roll on the weather table to determine the weather. The Feywild is no place for half-measures: the weather makes itself known. Get used to it.

Summers in the Feywild are humid every single day, and winters in the Feywild are cold every single day. Each season lasts for 14 weeks, longer than in the Material Plane.

Weather
d20 Weather
1 Cold. Anyone further than 5 ft. from a source of heat or another person takes 1d4 cold damage per round. Everyone huddles together in clumps and the streets grow empty. There is no snow, only cold.
2-7 Rainy. Torrential downpours fill the city. The streets flood with waist-high water. Sewage is backed up. People retreat to the upper floors of their homes. Anyone shorter than 3'6" risks drowning in the streets. The streets are difficult terrain for anyone without a swim speed, unless they move in the direction of the current.
8-17 Mild. The weather is pleasant, though the air is choked with pollen and other particulates. A failed DC 3 Constitution saving throw at the beginning of the day gives a humanoid the poisoned condition until twilight as they choke and sneeze uncontrollably. Mayor Attercat always fails his check, even with such a low DC.
18-20 Humid. The hot, stuffy air shortens the amount of time it's comfortable to spend outside. The cityfolk wear only necessities and guzzle down gallons of water. Humanoids who spend more than an hour at a time outside must succeed on a DC 10 Constitution saving throw or incur a level of exhaustion.

Holidays

Endercoast celebrates the following eight holidays, most of them uncreatively named after the days they fall upon. Endercoast uses a modified version of the calendar of Harptos with the new year transitioning over in the autumn instead of the winter.

Winter


  • Winter Solstice. Week 1. Things will only get better from here. Celebrants throw flaming torches from their windows which would traditionally melt the snow in the streets. Here in the Feywild without the snow, it's a bit of a fire hazard, but volunteer Union spellcasters patrol the streets to put out any fires.
  • Midwinter. Week 6. Friends and family exchange exotic gifts. It's been of particular contention whether items obtained outside of city limits in the Feywild should be so freely traded, but contention hasn't stopped anyone from doing it.

Spring


  • Greengrass. Week 3. This is a farmer's holiday where the citizens of Endercoast head out into the farming fields to sow the seeds for the farmers while the farmers relax. The fields did not come to the Feywild with the rest of the city. Instead, it's now just an opportunity for people to stretch their legs and have a picnic outside the walls. Many fey creatures join in with this celebration.
  • Homeward. Week 9. A new holiday for the city, Homeward marks the anniversary of the day that Endercoast was transported to the Feywild. Celebrants are encouraged to swap stories of what life was like back home, and to think about what they might do when they finally get back. It is a time for reflection on the past and planning for the future, a recognition that the present is a threshold that we all must pass through together.

Summer


  • Summer Solstice. Week 1. The hottest, longest day of the year. It's a day reserved for sports, play, dancing, drinking, and loving. It's seen as impolite to head home before dark.
  • Midsummer. Week 6. The holiday of Midsummer traditionally stands in for the founding of the city of Endercoast, even though the exact days don't match. It's a much more ceremonial affair than other holidays, with the mayor delivering a long, boring speech in the blistering heat to a crowd of disinterested citizens.

Autumn


  • Highharvestide. Week 2. An opportunity to spend time with close family and to give thanks for everything that is still available to people of the city even in exceptional circumstances.
  • New Years' Feast. Week 13. The new year is upon Endercoast and with it renewed hope for a better future. Maybe next year will be the year that the city is finally returned home. We can only hope. Most establishments run until the early hours of the morning as celebrants stay up all night to welcome in a new tomorrow.

Feywild Influence

The Feywild seeps into Endercoast deeper and deeper for every day it remains in the realm. You can express the influence of the Feywild using options from the following table.

You can choose to have ongoing effects start at dawn and end at twilight, or you can make them permanent.

Feywild Influence
d12 Feywild Influence
1 Goblins appear more frequently in back alleys, threatening good people with sharp sticks and scrap metal. People say they were once humans before those pixies got to 'em.
2 Brightly-glowing fire beetles skitter through the streets and along walls. It's strangely beautiful in the night-time.
3 Snowflakes fall down on a cold day, but on closer inspection, every snowflake is a pixie wearing an elaborate dress of goose feather.
4 All fires are green and all water is red. All earth churns like magma, all wind is cold.
5 When someone intentionally tells a lie, their nose grows a half inch.
6 The day is exactly the same as the day before. Everyone in the city rolls 1d100 and only remembers that the day has repeated on a result of 100.
7 All weapons become magical and glow in the presence of those who have intent to do their wielder harm. Everyone starts carrying a knife around with them at all times.
8 The sky shimmers with hypnotic patterns that threaten to leave an onlooker enraptured for hours on end. After the first few days like this, everyone gets used to staring at the ground while they walk.
9 Coins etched with the face of Cirrus the Jester somehow make their way into circulation. Shopkeepers reject them initially, but the sheer number of coins mixed in with the rest means that they become adopted as unofficial currency worth the same as an electrum piece.
10 Many commoners become enthralled by Lord Cals and secretly become cultists of the archfey (NPC 208).
11 The city looks as though it becomes mirrored; east is west and west is east. All signs are backwards. Staring at a mirror for one hour reverts this effect for an individual, but there is something waiting in the mirror for a select few. Something strange.
12 Dawn begins suddenly at midnight, lasts until mid-day, and then suddenly switches to twilight, which lasts until midnight.

The Feywild

Outside of the walls of Endercoast, the Feywild obeys few of the rules of man. The seasons are different, the weather is different, and all the regimented laws of gold pieces and tracking of weeks fall away. The Feywild is a timeless, forgotten place: the past, present, and future mix, and the old ways roll over to neverending change. Man still hangs on to the ways of the old world. The Feywild does as it pleases.

Having tasted the pull of the world of man, the party cannot take long rests in the Feywild. To take a long rest, they must return to Endercoast and spend their downtime there.

Feywild Reference

Season

The season changes randomly every 42 (4d20) days, or whenever you feel like a change of pace.

d4 Season Mood Weather
1 Spring Cheerfulness and Celebration Any Weather
2 Summer Boldness and Aggression Always Humid
3 Autumn Peace and Goodwill Any Weather
4 Winter Contemplation and Sorrow Always Cold
Weather
d20 Weather
1 Cold. Anyone further than 5 ft. from a source of heat or another creature takes 1d4 cold damage per round. Creatures of the forest huddle together in clumps for warmth. There is no snow, only cold.
2-7 Rainy. Torrential downpours flood the forests. Beasts retreat to the tops of trees. Anyone shorter than 3'0" risks drowning in the muddy embankments. The forest is difficult terrain for anyone without a swim speed, unless they move in the direction of the current.
8-17 Mild. The weather is pleasant, though the air is choked with pollen and other particulates. A humanoid's failed DC 3 Constitution saving throw at the beginning of the day gives them the poisoned condition until twilight as they choke and sneeze uncontrollably.
18-20 Humid. The hot, stuffy air shortens the amount of time it's comfortable to spend in the open air. Humanoids who spend an hour outside must succeed on a DC 10 Constitution saving throw or incur a level of exhaustion.

Long Rests

Party members can't take long rests in the Feywild.

What are the Fey?

See the Nature of the Fey (IW) for an explanation that does not really answer the question in any meaningful sense.

Fey Pranks

Fey creatures like to prank characters. See the Fey Pranks table (IW) for examples of such pranks.

Archfey and Courts

  • Lord Cals (IW 5) of the Litter and the Peat (IW)
  • Cirrus the Jester (IW 5) of the Court of Jest (IW)
  • Dailili (IW 5), the Tree of Infinity (IW)
  • Tettlebug Moonflower (IW 5), Princess of Dewdrops (IW)

Custom Archfey

Refer to the Create an Archfey section for instructions on how to construct a custom archfey (IW).

Random Encounters

Refer to the random encounter appendix (IW).

Travel

See the travel section for travel rules (IW) and the general features section for descriptions of travel (IW).

Quests

The Litter and the Peat

  • Act 2: Crack in the Stone
  • Act 3: Patient as the Winds
  • Act 4: All Will Come With Time

The Court of Jest

  • Act 2: Tricks are for Foundlings
  • Act 3: They're After My Lucky Talisman
  • Act 4: No More Tears

The Tree of Infinity

  • Act 2: Seed
  • Act 3: Root
  • Act 4: Forest

Dewdrops

  • Act 2: Wingbeat
  • Act 3: Transforms Into Gust
  • Act 4: Collects Into Hurricane

Map

What would make you think the Feywild would have a map, or that such a map would be useful?

Magical Effects

Ongoing effects last from dawn until twilight.

d20 Magical Effects
1 Creatures are invisible.
2 Humanoid and fey creatures can cast polymorph on themselves at will. They retain their mental ability scores and hit points.
3 Creatures outwardly appear to be at the end of their species' lifespan.
4 Creatures shrink by one size category.
5 Creatures grow by one size category.
6 At twilight, every creature rolls on the Wild Magic Surge table simultaneously (PHB 104).
7 Creatures emit faint, ethereal music that can be heard clearly up to 10 feet away.
8 Humanoid and fey creatures can cast levitate on themselves at will.
9 At twilight, creatures killed since dawn return to life as per the spell reincarnate.
10 Creatures are resistant to nonmagical bludgeoning, piercing, and slashing damage.
11 Creatures have advantage on saving throws against spells and other magical effects.
12 Humanoid and fey creatures can use a bonus action to shift between the Feywild and the Ethereal plane.
13 Creatures with an alignment have their alignment shifted one space towards chaos. For example, a lawful neutral character becomes neutral.
14 All plants become thick and overgrown. A creature moving through the Feywild must spend 4 feet of movement for every 1 foot it moves.
15 At dawn, humanoid and fey creatures are teleported to a random location within 1 mile of their original location. At twilight, it happens again.
16 Creatures gain 1 point of exhaustion at dawn. They gain another point of exhaustion at twilight if they haven't taken at least 6 short rests.
17 Roll on the Random Urban Encounters table (DMG 114). Each creature in that encounter is transported from the Material Plane to the Feywild at twilight.
18 The Feywild is blanketed in sinister black fog, heavily obscuring everything further than 10 feet away.
19 A wild magic surge is triggered every time a creature casts a spell or scores a critical hit. Refer to the Wild Magic Surge table (PHB 104).
20 Roll two more times on this table.

Entering and Exiting

See the Threshold of Endercoast section (IW).

To leave Endercoast and enter the woods, choose up to three of the following requirements. Don't tell your party which ones they need to fulfill.


  • Humility. You must show deference to someone you believe to be beneath you.
  • Humour. You must make someone laugh.
  • Invitation. You must be invited by the Feywild itself. You'll know it when you see it.
  • Sacrifice. Something dear to you must be given up.
  • Serendipity. You must be guided only by chance.
  • Threshold. You must pass through a door, gate, life event, or abstract idea that you have never passed through before.
  • Truth. You must speak openly, without inhibitions, and with intent to speak truth. Leave cynicism behind.

To return to Endercoast, the party must engage in ritualistic city behaviour, then make a DC 10 Charisma saving throw. The DC is increased by 1 for performing the following actions, or by 5 if the fey creature is an archfey.

  • Ate food prepared by a fey creature.
  • Danced with a fey creature.
  • Stole an item from a fey creature.
  • Insulted a fey creature.
  • Lost a game to a fey creature.

If you fail to leave the Feywild, you become trapped and lost until the rest of the party comes back to the Feywild. You receive a magic item from the Magic Item Table A (DMG) as well as a Fey Mark (IW).

Locations

The following information will help your party reach these locations (IW), either intentionally or accidentally.

  • Bullywug Swamp. Show deference to frogs.
  • The Court of Jest. Perform backstage for the actors.
  • Eladrin Village. Allow yourself to feel strong emotions.
  • Faerie Village. Relax for a while. Don't be so stuck up.
  • The Feydark. Dive deep into terror.
  • Fields of Open Air. Release yourself from responsibilities.
  • Hag Hovel. Express a deep, unfulfilled need.
  • The Litter and the Peat. Wait patiently.
  • Satyr Village. Play primal, emotional music.
  • The Sea of Vines. Let go of the past. Embrace the present.
  • Sparkling Grove. Remember moments of safety.
  • The Tree of Infinity. Coalesce into the soil.
  • The Unknown. Get lost, or roll below 10 on Survival.

Create an Archfey

Into Wonderland provides four archfey who rule the immediate area of the Feywild that Endercoast was displaced into. You can swap out one or more of these archfey for one or more you've created yourself with the following steps.

1: Concept

Your archfey should be more than just a person -- they are a force of nature made manifest. Think of powerful emotions, abstract concepts, natural phenomenae, and existential threats to humanity. You can also base them off of recognisable tricksters like the Mad Hatter, Loki, Jack Sparrow, Koh, or Anansi. And if you prefer, you can make them human, in a sense: as flawed and anxiety-ridden as anyone else in such an absurd world.

2: Name

Come up with your own name or roll on the following chart.

Archfey Names
d8 Name
1 Marroweater
2 The Shoemaker, Slayg
3 Osheann the Blinded Monarch
4 Pecan Petalbriar of the Pecan Pillbox
5 Marnivolis the Collapsed
6 Amaretta, Lady of Wine and Revelry
7 Sleepy Dean
8 Weeping Fog in the Cold Winter Morning

3: Appearance

Describe your archfey's appearance or roll on the following chart.

Archfey Appearances
d4 Appearance
1 Takes the form of a ten-foot-tall eladrin elf dressed in the finest robes that match the season.
2 Takes the form of a massive black centipede that wears the faces of those who have wronged it.
3 Takes the form, eerily, of whoever looks upon them.
4 Takes the form of a churning mass of vines, insects, and bloodshot disembodied eyes.

4: Voice

Describe your archfey's voice or roll on the following chart.

Archfey Voices
d4 Voices
1 Booming and royal.
2 Slow and sinister.
3 Smooth and relaxed.
4 Cackling and crazy.

5: Personality

Describe your archfey's personality or roll on the following chart.

Archfey Personalities
d4 Personality
1 Unpredictable, chaotic, mercurial.
2 Self-satisfied, pompous, amused.
3 Depressed, anxious, fearful.
4 Giddy, playful, joyous.

6: Ideal

Describe your archfey's ideal or roll on the following chart.

Archfey Ideals
d4 Ideal
1 Music. If music be the food of love, play on.
2 Thankfulness. We must always be grateful for the things we have, for they will not always be with us.
3 Spite. All who scorn me shall die.
4 Loyalty. It is the easiest thing in the world to change one's mind, which is why I simply do not allow such weaknesses in my court.

7: Bond

Describe a special bond for your archfey or roll on the following chart.

Archfey Bonds
d4 Bond
1 I fell in love with a mortal a thousand years ago and would do anything to resurrect them.
2 I slew a rival archfey, but now every time I look in a mirror, I see their face instead of mine.
3 I hold the last living memories of a race that was tragically wiped out ten thousand years ago.
4 For as long as I live, so lives a king in the Material Plane who bargained with me for his immortality.

8: Flaw

Describe your archfey's flaw or roll on the following chart.

Archfey Flaws
d4 Flaw
1 I am narcissistic to the point of delusion.
2 I obey a strict code of conduct -- if I break it, I will die.
3 Without my minions, I would be powerless. I rely on them to support me.
4 A rival's curse means I slumber in all seasons but winter.

9: Statblock

The archfey of this campaign are intended to be able to be defeated, and thus they use a statblock. Choose one of the following statblocks to represent your archfey. Change the creature type to fey if it isn't already. Give it Magic Resistance and Legendary Resistance (3/Day) if it doesn't have them already (see Lord Cals (IW) for an example of these traits). Make any other changes you like as you please.

  • Ancient Bronze Dragon (MM 107)
  • Ancient Green Dragon (MM 93)
  • Androsphinx (MM 281)
  • Archdruid Coven Leader (NPC 65)
  • Archmage (MM 342)
  • Beholder (MM 28)
  • Coven of Bheur Hags, nature (VGM 160)
  • Cirrus (IW)
  • Dailili (IW)
  • Dao (MM 143)
  • Djinni (MM 144)
  • Efreeti (MM 145)
  • Elder Tempest (MTF 200)
  • Guardian Naga (MM 234)
  • Gynosphinx (MM 282)
  • Ki-Rin (VGM 163)
  • Leviathan (MTF 198)
  • Liminal Druid (NPC 71)
  • Lord Cals (IW)
  • Marid (MM 146)
  • Morkoth (VGM 178)
  • Phoenix (MTF 199)
  • Rock Legend (NPC 33)
  • Spirit Naga (MM 234)
  • Spirit Troll (MTF 244)
  • The Swarm (TPN 38)
  • Tettlebug Moonflower (IW)
  • Vampire (MM 297)
  • Wild Guardian (NPC 121)
  • Zaratan (MTF 201)

10: Goals

Choose one of the four archfey included in this book and use their list of goals (IW), or use the generic goal below.


Generic Goal: Expand the Court

The archfey intends to keep Endercoast in the Feywild for as long as possible. It's not often that new opportunities to amass followers are placed so neatly in one's lap. A hundred thousand potential new warlocks! What a delight.

11: Influence

Choose one of the four archfey included in this book and use their influence (IW), or use the generic influence below.


Generic Influence: Magic

The archfey achieves their goals primarily through the use of powerful fey magic. They also have a general awareness of when magic is cast in the Feywild and can track their enemies by following trails of magical energy, which they usually send their minions off to do for them.

12: Minions

Choose one of the four archfey included in this book and use their minions (IW), or use the generic minions below.

  • Bards (VGM 211)
  • Centaurs (MM 38)
  • Cultists of the Archfey (NPC 208)
  • Druids (MM 346)
  • Dryads (MM 121)
  • Faerie Dragons (MM 133)
  • Feysworn (NPC 111)
  • Goblins (MM 166)
  • Green Hags (MM 177)
  • Meenlocks (VGM 170)
  • Nature Priests (NPC 58)
  • Owlbears (MM 249)
  • Pixies (MM 253)
  • Primal Wardens (NPC 194)
  • Satyrs (MM 267)
  • Sprites (MM 283)
  • Swarms of Ravens (MM 339)
  • Treants (MM 289)
  • Unicorns (MM 294)
  • Warlocks of the Archfey (VGM)
  • Witch Doctors (NPC 232)

13: Events

Choose one of the four archfey included in this book and use their events (IW), or use the generic events below.

Generic Events
d6 Event
1 The archfey sends hundreds of swarms of ravens (MM 339) to blot out the sun above Endercoast.
2 The archfey seduces one of the four faction leaders of Endercoast, turning them to their cause.
3 The archfey sends everyone in Endercoast into a magical slumber that lasts until dawn the next day. Only elves and half-elves are unaffected and must awaken the rest of the city before the archfey's minions start dragging people off to the archfey's court to be turned into cultists and warlocks.
4 The archfey offers to cease its pursuit of its goal as long as the party can help them destroy the court of a rival archfey.
5 The archfey changes the season of Endercoast to their preference of season for 42 (4d20) days.
6 The archfey reveals themselves to have been the true form of a party members' beloved beast companion the whole time.

14: Patron Bonuses

To represent the bonus (or detriment) of allying with this archfey collectively as a group, choose one of the four archfey included in this book and use their patron bonuses (IW), or use the generic patron bonuses below. Feel free to mix and match at will. A relationship of 1 grants the party a feature that promotes teamwork, and a relationship of 2 grants the group a magic item, usually an uncommon, rare, or very rare wondrous item.

Generic Patron Bonuses
Relationship Bonus (or Detriment)
-1
Enemies
Each party member has disadvantage on saving throws against spells due to a curse from the archfey.
0
Ignorants
No effect.
1
Allies
When a party member is within 10 feet of another party member, both party members have advantage on saving throws against spells and magical effects.
2
Family
The party receives the above benefit as well as the following magic item: Robe of Useful Items (DMG 195).

15: Description

Write a short description of your archfey you can present to your players that captures their essence in one or two paragraphs. Be brief but evocative.

16: Court

Your archfey takes over one of the four fey courts described in this book (IW). You can make your own, but the courts are complex and feature heavily in the story. Pick the one that best fits your archfey. Feel free to change cosmetic details as needed.

17: Patronage

If one of your players wishes to become a warlock of your archfey, you can use the Archfey patron from the PHB or one of the four warlock patron options provided in this book (IW). If your archfey is a patron of a warlock in the party, you can start their patron relationship at 1 instead of 0 for the purpose of acquiring patron bonuses for the whole party.

18: Have Fun

Archfey are meant to be fun to play as the DM and fun to interact with as the party. Make sure to play up the most interesting aspects of your patron whenever possible -- melodrama trumps realism.

The Nature of the Fey

The fey are creatures of deep magic. Old magic. Pervasive magic. They are born in it to love it, hate it, to be killed by it, and to be born again. Ask any fey and they will tell you that they are the ones who are most natural to the world. Man is the race that is unnatural. Man rejects magic. And what could be less natural than that?

Threshold of Endercoast

If you leave through Endercoast's gates, you'll wander for a while on the hills and beaches of the Sea of Vines before you inevitably find yourself back in town, hardly realizing the moment when the city took you again. And if you find yourself outside of Endercoast, returning home is even harder.

Endercoast may have been transported to the Feywild, but it is not a part of it yet.

Entering the Feywild

The best person to ask about how to leave Endercoast is Jilwocky Niftywoop in the Sylvan Gardens (IW), a nature priest who has a special connection to the Feywild already due to her stewardship over the Sylvan Gardens in Endercoast.

"Aye, we're guests, unwilling guests but guests nonetheless. Don't be afraid of the wilds out there. They'll put you back in your quaint little city, safe and sound, as sure and as lovingly as one would put to bed the child of your friend. If you won't be having your bedtime, there are ways of getting out. I've been out a few times myself, and it's never the same, as surely as no man wades through the same river twice. Out there, the river may not even be the same by the time he steps out, dry as a beetle. It's not a physical place you cross. Not even close."

To leave Endercoast, choose up to three of the following requirements. Only once these requirements are filled does the party find themselves immersed in the Feywild, Endercoast far behind them. Each party member must individually fulfill the requirements, or the party as a whole remains in Endercoast. You can tell the party about these requirements, but never write them down, and never tell them which ones specifically they need to fulfill.


  • Humility. You must show deference to someone you believe to be beneath you.
  • Humour. You must make someone laugh.
  • Invitation. You must be invited by the Feywild itself. You'll know it when you see it.
  • Sacrifice. Something dear to you must be given up.
  • Serendipity. You must be guided only by chance.
  • Threshold. You must pass through a door, gate, life event, or abstract idea that you have never passed through before.
  • Truth. You must speak openly, without inhibitions, and with intent to speak truth. Leave cynicism behind.

You alone determine if the party is ready.

If everyone is ready, while describing another location in Endercoast, shift your description to any location in the Feywild of your choice as naturally as you can with as little fanfare as possible. The party slowly regains memories of leaving Endercoast, travelling for a few days through the Feywild, but these memories are hazy, often contradictory. Roll on the Random Magic Item Table A (DMG) for a single item that the party has managed to acquire in the last few days of travel, and, if you'd like, give every party member a different memory for how it was acquired.

Leaving the Feywild

Given that long rests cannot be taken in the Feywild, the party will need to return to Endercoast to take a long rest.

The world of man is a world of meaningless rituals. The party can return to Endercoast by engaging in ritualistic behaviour, mimicking their routines back home. They can recite their schedule, talk about mundane shared phenomenae like the weather, make small talk about future plans, try to track the accounting of a small business, complain about prices, brush their teeth, cook a standard meal, sing anthems of their homeland, check the time, complain about public figures ...

When the party has engaged in sufficient ritual, have each individual party member make a DC 10 Charisma saving throw. On a failed save, they remain in the Feywild. On a successful save, they return home, engaging in that same ritual but in a more mundane context. Unlike leaving Endercoast, returning home can be individually completed. Feel free to have a minute or two of roleplay with each party member as they return based on the ritual they were engaging in. The fog over their mind starts to lift, and they realize that they've actually been home for several days already, but they can't remember for the life of them how they actually managed to return. A party member gains the benefits of a long rest and also finds out that 1d8 weeks have gone by while they were gone, regardless of how much time they spent in the Feywild.

If a party member fails their check three times, they are trapped in the Feywild. They will stumble upon the rest of the party the next time that the party leaves Endercoast. Roll on the Magic Item Table A for an item they've obtained in their travels while everyone else was back home, and roll on the Fey Mark table (IW) for how the Feywild has influenced them.

Increase the save DC of the saving throw to return home by 1 for each of the following behaviours they engaged in while travelling through the Feywild. Fey creatures who are members of the party don't count.

  • Ate food prepared by a fey creature.
  • Danced with a fey creature.
  • Stole an item from a fey creature.
  • Insulted a fey creature.
  • Lost a game to a fey creature.

If the fey creature is an archfey, increase the DC by 5 instead.

The party may or may not be aware that these reduce their likelihood of returning to Endercoast. You don't have to tell them why their check was more difficult. Most fey understand that engaging with the Feywild in these ways means it's harder to escape, but they probably aren't inclined to say so.

General Features

As the party travels through the Feywild, work in any of the following descriptions as you see fit.

It's twilight, but even the twilight is darker and colder than any night you've slept through in the comforts of Endercoast. The black gaps in the trees watch you, drooling with hunger. You avert your eyes instinctively, knowing that the longer you stare into the darkness, the deeper it will worm its way through your skin.

Crimson clouds roll overhead, and you are struck with a nameless terror, a terror you are all too familiar with. It's the terror you felt as a child when you realized for the first time that your parents could make mistakes. It's the terror of knowing that there is no longer solid ground beneath your feet. It's the terror of craning your neck up to see the top of a mountain that is bigger than anything you could accomplish in your life, a mountain that will stand for millions and millions of years before it too is ground to dust. It's the terror you will feel one day when your death no longer becomes abstract. You know that you are fragile. You know that the world doesn't care. The clouds pass. The sky clears. And you forget that terror for one more day.

The rocks here are rigid, defined, seemingly shaved away at ninety-degree angles with little slots for what appear to be windows and doors, though you know without even checking that there is only more rock behind them. It reminds you of the regimented city streets of Endercoast. There is no function to it, no purpose. Except ... you get the feeling it might be sarcasm.

You realize you've passed the same apple tree at least half a dozen times in the last hour. Only this time, the tree is noticeably larger. Noticeably older. You don't know how you know, but you know that the further you press on, the older this tree will get.

A landmark rises above the trees. A red needle, scraping the clouds as though scratching a record. You spend an hour approaching it, but you never get any closer. Then, someone coughs, and your next three steps take you soaring past it. Now it follows you instead.

The leaves are the colour of cold feet. The ground weeps for the life they could have had together.

A vine that breathes with the sigh of a mother's love has grown in lazy flat circles, curled over and over in on itself, covering the forest floor with nothing but its devotion. With each step, its love slowly but surely turns to the agony of that love fading away. You know better than to stick around for long.

There is a path that bears your name as a cloak, and another that bears your face as a whisper. They fork, but they are the same.

This field was once a promise to keep a secret. It has flourished with flowers, each one an opportunity for that secret to be told, and each opportunity lost. You know in your heart that whispering a secret here will kill the field, and all will be lost. But then again, it is the way of all secrets to be told. The field is even less natural than you.

Upon four great rocks sit four great ravens, each with a beak whose name you know to be Fey. A word spoken out loud and the ravens will never have been here. They are desperate for you to speak.

A door opens up in the path. Through the door is the room in which you slept as a child. It reeks of sulfur and steak. You know that smell, and you remember, long ago, a door opening to a forest. The thought of going through the door never once enters your mind.

This was once a forest, now a field, now a basin, now a coast. Each new step and your surroundings change, but the surroundings are not the important part. The musical note, the very same one they played at the funeral all those years ago, guides your footsteps, and each step takes you further from death. When the music fades, you relax.

You crest the hill and peer down the sheer drop into the valley. It is deeper than a soul. At the bottom, an ocean is nothing more than a puddle. A mountain is a four-sided die. If you fell, you would starve.

You are struck with the realization that every pebble here on the ground was thrown at a friend in anger.

Seasons and Weather

For every 42 (4d20) days the party spends in the Feywild, the season changes randomly. Roll a d4 on the following Season table. You can also just decide to change the season whenever you feel like a change of pace. The season in the Feywild bears no correlation whatsoever to the season in Endercoast.

Season
d4 Season Mood Weather
1 Spring Cheerfulness and Celebration Any Weather
2 Summer Boldness and Aggression Always Humid
3 Autumn Peace and Goodwill Any Weather
4 Winter Contemplation and Sorrow Always Cold
Weather

Summer is always humid and winter is always cold.

d20 Weather
1 Cold. Anyone further than 5 ft. from a source of heat or another creature takes 1d4 cold damage per round. Creatures of the forest huddle together in clumps for warmth. There is no snow, only cold.
2-7 Rainy. Torrential downpours flood the forests. Beasts retreat to the tops of trees. Anyone shorter than 3'0" risks drowning in the muddy embankments. The forest is difficult terrain for anyone without a swim speed, unless they move in the direction of the current.
8-17 Mild. The weather is pleasant, though the air is choked with pollen and other particulates. A humanoid's failed DC 3 Constitution saving throw at the beginning of the day gives them the poisoned condition until twilight as they choke and sneeze uncontrollably.
18-20 Humid. The hot, stuffy air shortens the amount of time it's comfortable to spend in the open air. Humanoids who spend an hour outside must succeed on a DC 10 Constitution saving throw or incur a level of exhaustion.

Magical Effects

Every day, roll for a new magical effect that spreads across the Feywild, unless you don't feel like a magical effect today. The Magical Effects table contains 20 interesting magical effects, but feel free to make up your own. They don't have to be mechanically solid, or make sense, or be consistent from one character to the next. Do as you please.

Ongoing magical effects begin at dawn and fade away at twilight. You can change the timings if you want. Maybe these effects only happen during combat, or maybe they last a week, or maybe they're over in the blink of an eye.

Magical Effects
d20 Magical Effects
1 Creatures are invisible.
2 Humanoid and fey creatures can cast polymorph on themselves at will. They retain their mental ability scores and hit points.
3 Creatures outwardly appear to be at the end of their species' lifespan.
4 Creatures shrink by one size category.
5 Creatures grow by one size category.
6 At twilight, every creature rolls on the Wild Magic Surge table simultaneously (PHB 104).
7 Creatures emit faint, ethereal music that can be heard clearly up to 10 feet away.
8 Humanoid and fey creatures can cast levitate on themselves at will.
9 At twilight, creatures killed since dawn return to life as per the spell reincarnate.
10 Creatures are resistant to nonmagical bludgeoning, piercing, and slashing damage.
11 Creatures have advantage on saving throws against spells and other magical effects.
12 Humanoid and fey creatures can use a bonus action to shift between the Feywild and the Ethereal plane.
13 Creatures with an alignment have their alignment shifted one space towards chaos. For example, a lawful neutral character becomes neutral.
14 All plants become thick and overgrown. A creature moving through the Feywild must spend 4 feet of movement for every 1 foot it moves.
15 At dawn, humanoid and fey creatures are teleported to a random location within 1 mile of their original location. At twilight, it happens again.
16 Creatures gain 1 point of exhaustion at dawn. They gain another point of exhaustion at twilight if they haven't taken at least 6 short rests.
17 Roll on the Random Urban Encounters table (DMG 114). Each creature in that encounter is transported from the Material Plane to the Feywild at twilight.
18 The Feywild is blanketed in sinister black fog, heavily obscuring everything further than 10 feet away.
19 A wild magic surge is triggered every time a creature casts a spell or scores a critical hit. Refer to the Wild Magic Surge table (PHB 104).
20 Roll two more times on this table.

Fey Marks

You don't come out of the Feywild unchanged. When a non-native character spends too much time in the Feywild, things start to happen to them, things they can't explain. Roll on the Fey Marks chart for example of what might happen, or just describe your own effect, whatever feels best.

Fey Marks
d20 Fey Mark
1 Replace your ideal with another ideal randomly selected from your background.
2 You've gone mad. Roll on the Indefinite Madness table (DMG).
3 The first day after linking back up with your party is revealed to be an elaborate dream. Reset the day and roll 1d6. On a result of 5 or 6, the next day is another layer of the dream.
4 You've lost your sense of taste.
5 Randomly roll for a second flaw from your background.
6 You've lost all of your nonmagical equipment. The only thing you have is robes the shape and colour of the first snowfall of winter in your homeland. You would never dare to part with them.
7 Your skin colour has changed to an obnoxiously bright shade of purple.
8 Your hair is suuuper messed up!
9 When you are sad, you appear content. When you are joyous, you appear depressed.
10 When you roll a natural 1, it is treated as a natural 20, and vice versa.
11 You can no longer speak ... but you can still sing!
12 You've misplaced your shadow. It probably nipped off somewhere for a quick nap and got lost.
13 You've forgotten someone or something important to you. Remove a bond, even if it's your only bond.
14 You can't see in colour, only shades of grey.
15 If you don't make someone laugh each day, you drop dead at twilight.
16 You've got puny little deer antlers.
17 You've died and been resurrected by a hag. You had to leave something behind. Lose one of your racial traits or class features of your choice.
18 A tiny storm cloud hovers above your head, drizzling pathetically and occasionally zapping you with harmless static bursts.
19 You're two feet shorter.
20 Ten years have passed for you since the last time you met your party. Roll for another fey mark.

Fey Pranks

Even if you haven't been lost in the Feywild, the fey are mischievous creatures. You will inevitably be pranked. Roll on the Fey Pranks table. Ongoing pranks last until twilight unless stated otherwise.

Fey Pranks
d12 Fey Prank
1 Your hair grows at the speed of rumours. It's unmanageable by mid-day and impossibly long by twilight, at which point it all falls out and then grows back to how it was before.
2 You get painful, loud hiccups.
3 Any coins you have on your person grow spider's legs and rip their way out of your satchel. They form a colony in the woods with a strict heirarchy: copper at the top and platinum at the bottom.
4 A goblin (MM) approaches, selling merchandise he's picked off the ground. A clump of dirt, a broken branch, a dead spider, half a worm, a stick, a leaf. One hundred gold coins each. If you buy nothing, sprites emerge from the trees and mock him mercilessly for his failures.
5 A giant tortoise (IW) slowly, agonisingly crosses the path in front of you. Pixies (MM) ask you to wait patiently and guard the area, because all will be lost if the tortoise cannot cross. Great enemies shall soon descend on the tortoise. The fate of the Feywild is at stake. The tortoise finishes crossing after one hour. No enemies arrive to stop it.
6 Every time a bag is opened, it makes a little fart noise.
7 All of your equipment gets covered in glitter. You'll likely be finding bits of glitter in your bag for the next few years.
8 Your weapon, shield, or arcane focus transforms into the severed head of a pig. When you hold it, it screams and bursts apart into beetles, which quickly burrow into the dirt and are gone. You find your lost equipment in polished condition an hour later just lying on the ground, unaffected.
9 A "kick me" sign is placed on your back. It can't be removed.
10 A hummingbird hovers around your head. Each time you miss with an attack roll or have an enemy succeed on a saving throw against a spell you've cast, the hummingbird pecks you in the ear.
11 There's a crude curly moustache drawn on your face. You can't wash it off.
12 A raven flies past and drops a letter into your lap. Express delivery just for you. The letter reads, "I admire you in secret. And I just think you're swell. I hope you get my letter. I wish to wish you well." The letter is secretly from ... the raven!

Map

Trying to map the Feywild is foolish. It is less a physical place to move through and more an emotional truth to be navigated. Put no more thought into maps.

Travel

To get to different key locations in the Feywild, you must walk through the woods and let them guide you on your path. Each location has different emotional truths you must meet to end up there, emotional truths that you must embody in your travels. You, as the DM, have final say in where a party ends up.

While travelling, you can roll on the Random Encounter tables (IW) or on the Fey Pranks table (IW) for events that happen during travel.

A character can travel to each location while deep in the Feywild or even while still in Endercoast. It's possible to arrive accidentally (and in fact quite likely). Pay attention to the emotional truth of each location (IW), and if you feel a party member is acting in such a way that they would be granted passage to the location, whisk them away even if they're in the middle of something else.

Key Locations

Bullywug Swamp

"The bullywugs believes themselves the incontrovertible masters of their domain. Show deference to all frogs and toads you meet. Give to them an offering of peace. They will lead you to their king."

Describe the following scene when the party arrives.

Lilypads bounce with joy. Weeping willows cry crystal tears into the pond, water as clear as an epiphany. You can see thousands of tadpoles coursing in lazy circles. Two frog-men surface. They croak, and you understand their croak to mean "Welcome", though suspicion swims in their bulbous eyes. Seated upon a throne of confident untruths, the bullywug king leans down and smiles.

King Slithercroak

Slithercroak is a bullywug king (NPC 220). He can speak Common fluently (though only due to his magic items). The other bullywugs (MM) can only speak Bullywug and a few simple phrases of Sylvan.


  • Personality. Slithercroak has a grandiose sense of self-assuredness. Any indication that he is not the true king of the Feywild is merely laughed off, barely worth a remark.
  • Ideal. Slithercroak's sheer confidence in his version of reality is strangely admirable. So much that other bullywugs and even some other fey creatures go along with his assertions unquestioningly.

  • Bond. Slithercroak's stewardship over the swamp has allowed it to remain beautiful. Many other swamps in the Feywild are dark, gross places. Not here.
  • Flaw. Slithercroak is utterly incapable of realizing the truth of his station: he is a ruler only of a small band of bullywugs, and the Feywild is too big and too complex for one mildly stupid frog man to rule it all.

Offerings

King Slithercroak can offer the crystal tears of his willow trees. These crystal tears can purify water for drinking. They could be used to clean the sewers and to decontaminate the city's supply of drinking water. The cultivation of these willow trees requires them to weep, so each morning King Slithercroak tells each tree exactly how pathetic they are. If seeds of these willows are planted in Endercoast, a similar strategy will need to be put into place. They must weep.

Price

In exchange for the crystal tears, the king tells the party that many of his people have become lost. They must capture his lost bullywug followers and convince them to return home to the swamp. Send at least three bullywugs home to him and he will grant them their crystal tears, because he is a kind, just, and reasonable king who cares for the wellbeing of his subjects.

Another

The bullywug king speaks with reverence, oddly enough, of one called the Princess of Dewdrops. She seems to be the only fey creature that the king is willing to even consider to not be one of his subjects. Tears roll down his fat cheeks as he speaks of her beauty and her power, and when his tears touch the water of the pond, green sickness spreads. The crystal tears of the willow trees eliminate this sickness as quickly as it appeared.

The Court of Jest

"After a show, meet an actor backstage. Behind the stage you will find an identical theatre, only this time you are the actor and the actors are the audience. Impress them and the court will accept you into their ranks of performers and acrobats and clowns. You are one of them, now, and that can never be taken from you."

You can find information on the Court of Jest in Part 3 (IW).

Dewdrops

"Spread joy where you go, and damn the consequences. Who cares if you inconvenience the many if it means just one person will remember that day for the rest of their life?"

You can find information on Dewdrops in Part 3 (IW).

Eladrin Village

Use this village if you have Mordenkainen's Tome of Foes. Refer to the sections on the eladrin for roleplaying information.

"Drink deep, laugh hard, feel how you truly feel! When you are happy, scream it to the world until your stomach is knotted with laughter! When you are sad, weep until all the moisture has left your body and you are a lifeless husk on the forest floor! When you extend hospitality to others, let your ego fall away to nothing and serve them as you would serve a master! And when your friends are threatened, strike down your foe without hesitation! Without mercy. In the most pure of those feelings is where the eladrin live."

Describe the following scene when the party arrives.

High up in the trees, high enough that you must crane your neck back to see, are houses grown from the willing bark of the oak. The creatures walking from branch to branch as though they weighed nothing are elves, certainly, but the elves you are familiar with still remind you of yourself. These elves are alien, inscrutable, both eerily calm and explosive in their temperament. Their eyes do not track you, but you feel their gaze upon you anyway.

The elves react to the party in different ways depending on the season.

  • In the spring, the elves cheerfully greet the party and wrap them up into a dancing celebration of life.
  • In the summer, they rain arrows down from above unless the party approaches unarmed.
  • In the autumn, they are kind, hospitable, caring, providing the party with a cornucopia of delicious food.
  • In the winter, they stay huddled in their homes wrapped in thick woolly blankets and refuse to let the party enter.

Plucky Glancinel

Plucky Glancinel is an eladrin (MTF) who changes their gender, personality, and statblock based on the season (or on their whims). They are the speaker for their village.


  • Personality. Refer to the sections on the eladrin in MTF. Plucky's personality changes dramatically depending on which season the party encounters them.
  • Ideal. There is no shame in feeling one's emotions.
  • Bond. Plucky's role as the village's speaker to outsiders is due to learning to speak Common from a wood elf who found her way into their village in the autumn hundreds of years ago. The wood elf died of old age quite recently, which left the village in a seemingly endless winter. Plucky managed to bring the village back to spring, but they are worried that making new outsider friends (who will inevitably die) will cause the same thing to happen again.
  • Flaw. Plucky changes their mind as quickly as they change the words in their sentences.

Offerings

The eladrin village can enchant the air to help protect Endercoast from the elements, giving every citizen advantage on saving throws against negative effects caused by the weather. This benefit only applies if the citizen is feeling the "right" emotion for the weather. Anyone who dances in the rain will face the full brunt of the rain.

Price

The eladrin wish to capture the rawest, most perfect emotions they can. Each party member must present a memory of such an emotional experience, though doing so erases that memory from their mind and prevents them from ever feeling that emotion again. If the eladrin are satisfied, they will protect Endercoast, as a city that can produce such a wealth of emotion is a city worth preserving.

Another

The eladrins speak in hushed tones of those who feels emotion the strongest. They speak of the beautiful, unstoppable, unforgettable Princess of Dewdrops. A thousand mothers weeping over the bodies of their children hardly compares to one singular moment of her joy. They too speak of the rage of Dailili, a rage so pure, so encompassing, that it has spread through the Feywild as quickly as the wind. What they wouldn't do for but a taste of that rage, but a peek into her seething mind. Anything. Anything for her.

Faerie Village

"Why so serious? Live a little. Relax. Laugh. Have fun. We are not determining the fate of the multiverse. And even if we were, what good is a multiverse that's so stuck up all the time?"

Describe the following scene when the party arrives.

Spotted mushrooms lay dotted around the enclave. An old boot lies on the ground, dazzling lights shooting forth from the lip. A turnip spins in place, hollowed out, something dancing in joy within. Baubles of dreamy lights hang from the treetops, only for them not to be lights at all, but creatures, fey, wings of gossamer, dresses of honeydew leaves. They alight upon your shoulder and giggle in your ear. This is a faerie village.

A sprite (MM) named Holly Hocking checks each party member one by one with its Heart Sight, explaining that he is checking for evil in their hearts. He plays a harmless prank on each party member as he does so. Any ongoing effects end at twilight.


  • First Prank. He yanks on their nose and says, "Honk!"
  • Second Prank. He throws glitter into their hair, changing its colour to a sparkling rainbow.
  • Third Prank. He turns their ears so the lobe faces up and the tip faces down. "You'll hear everything upside down!"
  • Fourth Prank. He gives them a pitying glance. "Life has played enough pranks on you."

  • Fifth Prank. He gives them the ability to see "the eighth colour". Everything appears more vibrant. They never want to go back.
  • Sixth Prank. He erases their eyebrows.
  • Seventh Prank. He kisses their cheek. A fat pimple forms.

When he has finished checking their alignments, it is made clear that when the sprite speaks of Evil, he is of course actually talking about Law -- anyone with a lawful alignment must sit on a toadstool in the corner of the village and wear a "dunce" hat until the party leaves.


  • Personality. What a scamp!
  • Ideal. Enjoy your life. Nobody else will enjoy it for you.
  • Bond. Related to Tettlebug Moonflower; his wife Tattletale Hocking is her half-sister.
  • Flaw. He has trouble taking anything seriously.

Offerings

Holly Hocking presents to the party a hero's feast (as per the spell heroes' feast). He claims that the faeries of the village can offer such a feast to the whole city of Endercoast, solving their food crisis entirely. Sure, some peaches might taste like mushrooms, and some wine might turn to water, but the city will be fed.

Price

Such a generous offering requires a significant trade. The party must play a practical joke on an archfey. Make sure it's good.

Another

The faeries spin tales of four archfey in this region of the Feywild. There is the one called Lord Cals who sits and waits. There is Cirrus the Jester who puts on just the most spectacular performances. There is Dailili, the Tree of Infinity, One with the Earth, the Spiteful Queen, the Consumer. And there is Tettlebug Moonflower, a pixie once from this very village who doesn't even realize that she is an archfey at all.

Tettlebug Moonflower's family of pixies (MM) can be found in this village. They urge the party to speak sense into Tettlebug and send her back home before she hurts anyone. Though perhaps it is already too late for that.

The Feydark

"The oldest and strongest emotion of your short-lived kind is fear, and the oldest and strongest kind of fear is fear of the unknown. Did you know that your body reacts to a spider before your mind recognises it's there? And what of a face that is not quite your own? Where have these fears come from? You already know the answer. We have all crawled out of that darkness and been reborn. We have all escaped. But it's still there, waiting for us to dive back in."

Describe the following scene when the party arrives.

That familiar icy terror grips your heart and holds it still. This is not a place for children. It is not a place of safety. The caves wind around you like the coils of a snake. You can no longer tell which way is left or right, up or down, and you suspect such cardinal terms are meaningless here. Luminescent mushrooms grow from the walls. Water drips from stalagmites on the floor up into the endless darkness above you. And there is always, like tinnitus, the screams of those who are lost.

There is a colony of kuo-toas who live on the coast of a black lake in the Feydark, a lake with no horizon, a lake that bubbles and swirls yet bears no life. The kuo toa archpriest (MM) Ploupdoolp describes with glee the new god of his people, Poppiplob, a burgeoning archfey. At the moment Poppiplob is a shadow that has eaten through each and every one of the kuo-toas' shadows one by one.

Offerings

If Poppiplob were to become a full-fledged archfey, it could grant the party a host of magic items that would support them in their efforts to battle other archfey. Ploupdoolp promises the party four magic items, and if the price is paid and Poppiplob rises as an archfey, Poppiplob rolls four times on the Magic Item Table F (DMG), granting the party all four of the items rolled.

Price

All Poppiplob needs is a sacrifice: just four more shadows to eat, that's all. A party member who agrees permanently loses their shadow, as well as two points of Constitution. Neither the Shadow nor the points of Constitution can be restored by anything short of a wish.

Another

Also deep within the Feydark there sit those who have been cursed by the hag, Dearest Gran. They made their deal, they paid their price, and now they have nowhere to go but down, down where they wait in the dark, alone, afraid, and lost. You can represent these cursed beings with the specter statblock (MM) or the Lost statblock (MTF). They aren't immediately hostile. They demand that the party bargain with Dearest Gran for their freedom; maybe she will give them back their lives. And if the party shows hesitation, they grow frustrated and attack.

You can roll on the Cursed of Dearest Gran table (next page) for the reasons that each creature was cursed. Killing the cursed one floods the killer's minds with these regrets.

Trapped in the Feydark

Generally, the party ventures into the Feydark only if they have been given a quest to go dungeoneering, or if they have been challenged in other ways. There is nothing down here but the remnant magic items of those who have come before.

Roll on the Feydark random encounter table (IW) for what the party encounters in here, and roll on the Magic Item Table B (DMG) for the magic items they might find.

If a party member fails to return from the Feydark (IW), they become lost here. Only by launching an expedition to find them can the party recover their friend.

Cursed of Dearest Gran
d6 Regret
1 "Dearest Gran cured my husband's sickness, but made him forgetful and stupid. One day, in frustration, I struck him. He died."
2 "I traded all the mushrooms from my garden. One year later, a rich businessman came to my door, having heard of my wonderful mushrooms. He looked to make a purchase, but I had none left to trade. So I stole them back from Dearest Gran's hut."
3 "I asked Dearest Gran to make me handsome in the hopes that the one I loved would finally look my way. I become so handsome that a dryad stopped me on my way home, unable to contain her affections, and my beloved was forgotten."
4 "I demanded eternal life, and now, here I float, a thousand years old to the day."
5 "I was impatient for my inheritance, so I slew my father and mother. Worried that the crime would be pinned on me rather than my accomplice, I pleaded with Dearest Gran to clear my name. She just laughed."
6 "I promised Dearest Gran my firstborn son, but I never married. On my deathbed, I smiled at my cleverness, but then I saw Dearest Gran's scowling face, and I felt her twisted claws on my throat."

Fields of Open Air

"Feel the wind on your face and go where it pushes you! Do not worry about time, or space, or responsibilities, or needs, or wants, or desires, or anything else that should tear your body or your mind from the freedom of the open air!"

Describe the following scene when the party arrives.

An endless plain of delights. Rolling hills to a horizon that your eyes can never meet. A breeze that speaks the language of the grass. Only the nicest and prettiest of insects fluttering from blade to blade. It is as close to Elysium as you will ever reach.

The centaurs (MM, IW) of the Feywild have made their home here. They frolick in the fields. They barely acknowledge the party's presence. Only one of them, a centaur whose lower half is a whirlwind of grass, dares to approach them. He introduces himself as Shambler of the Blades.


  • Personality. Laid-back, calm, collected, and bold in his assumptions.
  • Ideal. Freedom without direction.
  • Bond. His brother was overtaken by the vines and became a shambling mound.
  • Flaw. He can't make up his mind on anything.

Offerings

If the people of Endercoast were to open their hearts to the most beautiful aspect of the Feywild -- the freedom of the open air -- then this minor realm could surround the city and protect it from the more dangerous locales.

Price

Eliminate the government of Endercoast. Let the Sentinels of Equity take control of the city. They are the only faction that truly understands what Endercoast could become.

Another

Shambler of the Blades speaks of the Sea of Vines and how it threatens Endercoast. He knows that his brother, Gardener of the Vines, was consumed in its churning mass. This Sea of Vines is the work of Dailili, the Tree of Infinity, whose excess rage has boiled over into the waters.

Hag Hovel

"I can see it behind your eyes. A need. A need that cannot be fulfilled. You know who can help you. You know what you must do."

Describe the following scene when the party arrives.

An old wooden playset illuminated by a single beam of light through the thick black canopy in the woods. A rocking horse swings lazily back and forth. Swings creak with each gust. A climbing wall is overtaken with vines. In the middle of the playset, nursing a weed growing through the litter, is an old woman with kind eyes. She wears a patchwork dress.

Dearest Gran is a night hag (MM) that is fey instead of fiend, and she is of neutral alignment; she did not fall to the temptations that her sisters did. You can alternatively use a bheur hag (VGM) to represent her. She has available to her all of the spells that would normally only be available to an entire hag coven (if a bheur hag, specifically a nature coven), a reminder that her sisters are still working their evil plans.

She has glamoured her hovel such that it only appears to those who have paid her a price for her services. Her hovel is a simple wooden hut with giant grasshopper legs. It can hop thousands of miles in a single bound. Her hovel is much bigger on the inside than the outside, perhaps infinitely big, and it is filled with enslaved zombies (MM), revenants (MM), ghosts (MM), and other undead creatures who were once mortals that tried to cheat her. There are also plenty of commoners (MM) paying off a 10-year period of service.


  • Personality. Dearest Gran takes special interest in the stewardship of those who fall between the cracks. She offers her services to the downtrodden, the ugly, the hopeless, and the desperate. She grows angry if her services are taken advantage of and despises the most out of anyone those who think they are a better person than they truly are.
  • Ideal. Truth, chance, investment, and comeuppance.
  • Bond. Dearest Gran's sisters fell to the temptation of fiendish power and left the Feywild forever. There is no one that she hates more than her sisters, yet they are also the source of the power she wields.
  • Flaw. Dearest Gran treats everyone like young children who don't know what's best for themselves, and she is greatly offended if her services are not accepted.

Offerings

Dearest Gran is a problem solver. She can cure sickness, disease, and curses. She can grow any type of herb, poison, curative, potion, or alchemical component. She can change your appearance, not just magically, but physically and permanently. She can influence the minds of others to love you, to accept you, to cherish you. She can grant you the one-time ability to cast contact other plane or even put you in contact with those left behind in the Material Plane. And she can grant eternal life. But all of these offerings come with a price.

Price

Dearest Gran demands one of the following prices for her services. She never describes the effect, refusing to elaborate beyond her simple request. The prices paid cannot be recovered through anything short of a wish.

Hag Prices
d20 Price
1 "A moment of your time." Each time the character rolls initiative, roll a d6. On a roll of 5 or 6, the character disappears for one round, having been whisked away by Dearest Gran to help her with some simple mundane task like getting a jar down from a high shelf. The character returns to the space they left, or the nearest empty space. Once this has happened 10 times, Dearest Gran no longer seeks their services.
2 "A lock of your hair." Dearest Gran creates an identical clone of the character. The clone must serve her for 14 years. The clone insists that a mistake was made: the clone is the original and the character is the clone.
3 "That lovely smile." The character can no longer feel joy. They lose proficiency in all Charisma-related skills.
4 "What no one could teach you." The character loses proficiency in all Wisdom-related skills and Wisdom saving throws.
Hag Prices (cont'd)
d20 Price
5 "A pound of flesh!" Dearest Gran strips a full pound of skin from the character's back, reducing their maximum hit points by 4d6.
6 "Your memory." Dearest Gran removes the memories of the character from the minds of everyone except the other party members.
7 "Comfort, safety, home." If the character already has a home, they return to find it burned to the ground, along with everyone and everything inside. Regardless, they can never settle in a permanent place, always having to stay at inns or other such establishments.
8 "All those beautiful phrases." The character loses knowledge of two languages. If this would leave them without a language, they learn to read and write Sylvan, but can't speak it.
9 "Your strength." Surprisingly literal -- the character's Strength score becomes 6.
10 "Your soulmate." If the character is in a romantic relationship, roll a d6. On a roll of 1-2, Dearest Gran banishes their partner to her private demiplane, where they must serve her for 14 years. On a roll of 3-6, or if the character isn't in a romantic relationship, Dearest Gran whisks away a random stranger they meet in their travels.
11 "That spring in your step." The character loses 10 feet of movement speed and cannot jump.
12 "Your bond with a deer one." The next time a character encounters a deer, it seems to invite them closer, and even is willing to eat out of their hand and nuzzle their face. But, just as the character grows fond of this deer they've encountered, it kicks them in the stomach and bolts.
13 "Your shadow." Dearest Gran strips the character of their shadow, which becomes a shadow (MM) that must serve her for 14 years. The character also loses two points of Constitution.
14 "The thrill of battle." Any critical hits made by the character become normal hits, and rolling a 20 on a death save only grants 1 success.
15 "Your pain." The character cannot feel pain. The DM rerolls the character's hit points and keeps them hidden. From there on out, the DM doesn't tell the player how many hit points the character has remaining or how much damage they've taken.
16 "The ring finger of your most careful hand." The character loses proficiency in all Dexterity skills, and they can no longer marry.
17 "Your last words." Dearest Gran whispers the character's last words in their ear, chilling them to the bone. The character dies after their second failed death save, instead of their third, and can't be resurrected through any means short of a wish.
Hag Prices (cont'd)
d20 Price
18 "The fire in your heart." After each week spent without taking fire damage, the character gains one level of exhaustion.
19 "Your wealth." The maximum value of wealth the character can possess is 500 gp, not including the value of items. Any coins they receive that would bring their net worth above 500 gp instead turn to chocolate. Any bank notes burn up. Any promises are broken.
20 "Your freedom." Dearest Gran enslaves the character for 14 years. The next time the party returns to Endercoast, they find the character somehow already waiting for them, fourteen years older.

Curses

Attempting to cheat Dearest Gran or exploit a loophole in her price angers her and will result in a terrible curse inflicted upon any who have crossed her. You can make up your own curse or roll on the Hag Curses table. These curses can be removed by nothing short of a wish or by the grace of Dearest Gran.

Hag Curses
d6 Curse
1 Servitude. Upon being reduced to 0 hit points, the character rises immediately as a revenant (MM) with the time limit waived, and they are whisked away to Dearest Gran's hut or the Feydark (whichever she decides is most fitting). The revenant must serve Dearest Gran eternally.
2 Loneliness. The character takes 10d4 psychic damage whenever their skin touches another's. The person they touch takes 1d4 psychic damage as well.
3 Torment. Each long rest, the character is tormented by nightmarish visions of Dearest Gran. They must succeed on a Wisdom saving throw or they gain a level of exhaustion and can't recover from exhaustion that rest.
4 Howling. The character becomes a wolf lycanthrope (MM).
5 Ugliness. The character becomes repulsive in appearance, voice, mannerisms, and spirit. Their Charisma becomes 6.
6 Madness. The character rolls on the Indefinite Madness table (DMG).

Another

Dearest Gran has a bitter rivalry with Lord Cals of the Litter and the Peat, who disapproves of her meddling with the border between life and death. Lord Cals waits patiently for Dearest Gran to make a mistake and reveal herself to him.

The Litter and the Peat

"All you have to do is wait. Wait for the sun to rise. Wait for the rain to fall. Wait for the mountains to be ground to dust. Wait for the storms to pass, for the storms to rattle once more, for the ground beneath your feet to split and crack apart with age. Wait for the floods, wait for the droughts, wait for a trillion mayflies to cry out that they will not be forgotten, and wait until they are forgotten. Wait for the sun to grow cold, the rock to grow hot, the stars to die out, the universe to be reborn. And there you will find the Litter and the Peat. Just wait."

You can find information on the Litter and the Peat in Part 3 (IW).

Satyr Village

"If music be the food of life, play on. Play not from the sheet. Play not from memory. Play the songs of the earth itself. Oh, you already know it, don't you?"

Describe the following scene when the party arrives.

You've been listening to this music since the day you were born. These goat-legged men and women are no musicians. They are prospectors. They have dug deep, and they have revealed what was always there. This is the music that spun the world's threads. These satyrs in their humble huts in a graven grove have grown closer to the Weave than a thousand wizards studying for a thousand years could ever hope for.

Whispering Puck is the village's leader, a satyr whisper bard (NPC) or creation bard (TPN) who has a magic set of panpipes that he can use to cast greater invisibility a few times a day, or more if he can play well. He prefers to remain invisible. The party can hear his voice, and his music, and all the notes of his panpipes, but he stays hidden even as he speaks to them about their purpose in the village.


  • Personality. We are but vessels for the song of creation.
  • Ideal. No words can express what music has revealed all along.
  • Bond. I am in love with all the satyrs of my village, and they love me just the same.
  • Flaw. I am ashamed of my face, which is as human as faces come. I wish vainly for my features to reflect my wild nature. And so I stay invisible.

Offerings

Endercoast's sense of community is at risk. With the stress of a new situation, and with hope of return growing dimmer each day, the people need to feel like they belong to something greater than themselves. Don't let them turn to the hokey Sentinels of Equity or the gods that still remain. Invite us into the city, so we do not have to sneak in so often, and we will help people feel alive again as surely as we are all but notes in the Weave.

Price

An invitation is all that Whispering Puck asks for. Free reign to pass in and out of Endercoast as he pleases. He has been in and out of the city many times already, of course, but always as an outsider. Never as a friend.

Another

Whispering Puck talks at length about the greatest feast he has ever had the fortune of gatecrashing. It was put together by those sprites and pixies of the faerie village, the one down the path of relaxation, guided by the tinkling of laughter. Maybe they can feed not just one's heart, but also one's stomach. Maybe they can feed a city.

The Sea of Vines

"Don't you long for the sparkling Bay of Driving Winds? Don't you remember what it was once like back home? All those summers on the pier, fishing and splashing and diving and swimming. All of that is gone, now, and all that remains is the vines. There will be no fishing, no splashing, no diving, no swimming. Put your nostalgia behind you. And let yourself be consumed."

Describe the following scene when the party arrives.

The sea thrashes with anger. How dare you come here. How dare you set your city down on these shores. In the anger of the fey, the sea is no more, replaced only with the churning matter of the earth. There is an island, on the horizon, too far by many leagues to reach, and you know deeply and primally that, even if you could walk unharmed through the vines and not be sucked into their bottomless depths to be consumed, you would never reach that horizon, and you would never set foot on the island that no doubt carries the key to returning home.

A shambling mound (MM) patrols the coast and shambles sheepishly towards the party. It shapes its roots into a sylvan symbol, and in your mind you know that symbol to mean "NOT HOSTILE". That is all it can get across unless someone in the party can speak Druidic or can cast speak with plants, at which point its meaning is clearly communicated from there.

Offerings

The shambling mound is one of the only reasonable cuttings of the Sea of Vines left, and it speaks to the party's good nature towards negotiation.

It offers endless water, all the water that the vines consumed, an infinite amount that stretches perhaps all the way through the border ethereal and into the Plane of Water itself. It communicates all of these through symbols.

Price

The shambling mound says that once water is being supplied to the city, the city has one year and one day to remove itself from the Feywild. After that, the Sea of Vines will once more begin to creep in through the cracks in the cobblestone. One year and one day. That is all that can be afforded.

Another

The Sea of Vines was spawned by Dailili, the Tree of Infinity. If she created it, maybe she can tame it.

Sparkling Grove

"Place in your mind thoughts of safety. Your mother embracing you after a bad dream. The peaceful chirping of birds in the spring time. The touch of a lover's hand on your cheek. These thoughts will bring you to the grove."

Any characters who attempt to travel to the Sparkling Grove with intent to harm its residents take 24d8 necrotic damage upon entry, their skin sloughing off and their bones collapsing to feed new growth in the soil. They die instantly if this damage brings them to 0 hit points. Describe the following scene when the party arrives safely.

The grove is flooded with life, and the sunlight dappled through the blue leaves above your head reminds you, to your great curiosity, of memories you did not think you had from before you were even brought into the world. This place is safe, and more than safe, it is protected by an enchantment more ancient and more feral than the oldest of your ancestors. Even the waterfalls do not churn.

The party is greeted by a dryad (MM) named Nym. Nym is glad that they have arrived safe, for though the enchantment over the grove protects those who live here, it is always unfortunate to see a life cut short so quickly and so violently. She is willing to speak with the party on behalf of the grove, but she wants them to know that she does not necessarily represent the views of all who live here. Many of the elves and firbolgs, and especially the lizardfolk, believe that the grove should stay hidden, and that all trespassers should feel their skin slough from their bones. Be glad that she was able to talk sense into the others, at least for now.


  • Personality Trait. Nym is a mother figure to the others.
  • Ideal. The Sparkling Grove must be preserved at all costs. It's one of the only rays of light in the chaos of the Feywild.
  • Bond. Nym takes responsibility for the wellbeing of the elves, firbolgs, lizardfolk, gnomes, and dryads of the grove.
  • Flaw. Nym feels crippling remorse for every creature killed by the grove's enchantments, deserved or otherwise.

Offerings

If it is suggested that the enchantment over the grove be extended to Endercoast, the laughter of all the grove's denizens echoes throughout the grove. You hear the high pitched whinny of the forest gnomes, the deep groans of the firbolg, the haughty, contemptuous snickers of the elves, and the rustling of every dryad's leaves. Nym doubles over in laughter, but soon catches her breath, straightens herself, and explains.

"If such an enchantment were placed over your city, every one of you would die! You are a fickle, violent species, all of you. Do not argue with me when you know it to be true."

Instead, the Nym offers the city a blessing of growth on the Sylvan Grove within its walls. The Sylvan Grove has enough space in it to grow enough food to feed the majority of the city, and with the blessings of the dryads, its full potential could be realized.

Price

The Sylvan Grove will stay in the Feywild when the rest of the city leaves. It will join the Sparkling Grove.

Another

Nym talks of how Dailili, the Tree of Infinity, once laid assault upon the grove in attempt to make it part of her. The enchantment held then, but she does not know if it will hold forever. They sought out Dearest Gran for help, but the price the hag asked for was much too high: a place within the grove. Nym had to endure Dearest Gran's temper, but she knew that an outright refusal would be survivable, whereas regret at a deal gone wrong would threaten everyone she holds dear.

The Tree of Infinity

"All the trees here are hers. No, not hers, they are her. All with the same roots. All with the same mind. The roots are her veins, the vines her nerves, the bark her skin, the leaves her drinking mouth. The woods and Dailili are coterminous. She is one and she is all. And soon you all shall be too. Join the trees. Join the plants. Coalesce into the soil. Join the Tree of Infinity now, while she is still merciful, for you will join her in the end even still."

You can find information on the Tree of Infinity in Part 3 (IW).

The Unknown

"You're lost, aren't you? No compass will help you here."

Any Wisdom (Survival) check made with a result below 10 will bring the party here. Describe the following scene when the party arrives.

You have been circling the same dozen trees for the entire day. Completely spent, you collapse in the middle of the path. You are overcome with lethargy. Where do these paths lead? What are you doing out here in the unknown? What is the purpose of your quest? Isn't your bed at home in Endercoast preferable to this? Why is this mission important in the first place? These and other anxious questions play over and over in your head as you prepare to rest.

You can choose one of the descriptions of general Feywild nonsense (IW) to work into The Unknown. Then, roll on the Woods Random Encounter table (IW). Only by completing the encounter can the party re-attempt an escape of The Unknown. It requires a successful DC 10 Wisdom (Survival) check in addition to the regular travel rules of the Feywild.

If the party continually ends up in The Unknown and you start to get a bit sick of it, you can foreshadow a terrible monster with the following description.

Once more you find yourselves lost in the limitless expanses of the woods. This time, you feel baleful eyes peering at you from the darkness in the gaps of your Perception. Something has your scent. Best to find the path once more or you will be made the dinner of a most ancient and terrible prowler.

After this, if the party fails to leave the Unknown, or ends up in it again, you can give them the following encounter.

The Prowler

The prowler (IW) is a primordial being, once an avatar of Malar, the God of the Hunt, now lost in the woods just like you. The prowler speaks Sylvan. If no party members speak Sylvan, he just howls.

A wolf with fur stolen from the starry sky pushes aside the trees as though they were reeds. His teeth are great pikes that could hold back the armies of the dead. His eyes swim with the instincts of millennia. "Lost here, aren't you? Just like me. I remember the days when these hunting grounds were my choice, when Malar would send down prey like you and I would revel in it, I would choose to remain here, I would prosper. I remember when Malar was my eyes, my ears, my snout, my claws. It has been so long since I have seen an offering like you. It has been so long since I have fed."


  • Personality. The hunt is all I live for. And I have had nothing to live for for thousands of years.
  • Ideal. The perfect hunter requires the perfect prey.
  • Bond. I was the avatar of Malar, once, long ago.
  • Flaw. I have gone mad with hunger.

The prowler can assist the party in escaping if they succeed on a DC 20 Wisdom (Animal Handling) check and help him find a way out as well. Otherwise, he attacks. Defeating the prowler locks out The Unknown to the party permanently.
































Part 2

Player Options


Races

You can choose to play a character who is native to Endercoast or who is native to the Feywild. Each race has a special significance to the story of the campaign. You can choose to adopt your race's collective goals or make up your own for your character. For example, most people from Endercoast wish to return home, but perhaps your character likes it here and wants to stay.

Endercoast Races

Player's Handbook

Everyone in the city of Endercoast has been transported to the Feywild. In order to survive, the city must learn to work together with the native peoples to provide the city with the resources it needs to prevent widescale starvation and panic.

All races from the player's handbook, including all subraces and variants, are represented in the diverse city of Endercoast. Almost everyone from Endercoast desires to return to the Material Plane, but some people secretly prefer the Feywild. In the case of many wood elves and forest gnomes, it's not so secret.

  • Dragonborn (PHB 32)
  • Dwarves (PHB 18)
  • Elves (PHB 21)
  • Gnomes (PHB 35)
  • Half-Elves (PHB 38)
  • Halflings (PHB 26)
  • Half-Orcs (PHB 40)
  • Humans (PHB 29)
  • Tieflings (PHB 42)

The primary goal of characters from Endercoast is to venture out on missions throughout the nearby region of the Feywild in order to provide the city with permanent solutions for basic needs like food, water, safety, and protection from the unusual elements.

Volo's Guide to Monsters

If you have a copy of VGM available to you and your DM permits its use in this adventure, the following races can also be found as citizens in Endercoast. The firbolg live in the Sylvan Gardens where most worship Silvanus, and the tight-knit kenku communities are infamous for criminal activity.

  • Firbolgs (VGM 105)
  • Kenku (VGM 109)

Feywild Races

Volo's Guide to Monsters

If you have a copy of VGM available to you and your DM permits its use in this adventure, the following races can be found as native denizens of the Feywild.

  • Firbolgs (VGM 106)
  • Goblins (VGM 119)
  • Kenku (VGM 109)
  • Lizardfolk (VGM 111)

Mordenkainen's Tome of Foes

If you have a copy of MTF available to you and your DM permits its use in this adventure, the following elf subrace is native to the Feywild.

  • Eladrin (MTF 61)

Into Wonderland

All races from Into Wonderland are available as player characters for this adventure. However, your DM may decide that all characters should be from Endercoast, locking out these and other native Feywild options.

  • Bullywugs (IW)
  • Centaurs (IW)
  • Changelings (IW)
  • Dryads (IW)
  • Faeries (IW)
  • Kuo-Toas (IW)
  • Satyrs (IW)

All races of this adventure are detailed below and on the following pages. If the race is from another sourcebook, its statistics are included in that sourcebook, but extra roleplay information and personal goals are included here.

Eladrin Elves

The eladrin might seem unfriendly, and even at times quite hostile, but they are likely to work with the party. Eladrin characters have one of four main goals, depending on the season.


  • Spring. The eladrin have a personal responsibility to ensure that those affected by the city's sudden appearance in the Feywild are cared for, with preference for any beasts within the city walls. It's not the animals' fault.
  • Summer. The eladrin must force out the intruders by any means possible. Any who openly advocate for the city to remain in the Feywild must be killed.
  • Autumn. There is no sense in being antagonistic to the outsiders while they're here. Everyone is more likely to work together on a solution if the eladrin prove their hospitality.
  • Winter. It may be hopeless to remove the city. If that is the case, the eladrin should preserve at all costs what may be lost by the city's encroachment on their land. Set firm boundaries and do not back down.

Firbolgs

The city has landed just outside firbolg territory, who are suspicious of the newcomers. Firbolg characters have the following goal.


  • Preservation. The party must be made to respect the ways of the firbolg while within firbolg territory. As an ambassador for your people, it is up to you to exemplify the behaviour you wish to see from others.

Goblins

This region of the Feywild is a haven for goblins who have broken free from the call of Maglubiyet, their insane god who steals their souls to fuel his endless armies in the heavens. This city from the Prime Material plane is an omen that Maglubiyet has found them and wishes to take them back.

A goblin character has the following goal.


  • Vigilance. Find a way to break any further links between the Feywild and the Material Plane, which means investigating heavily into the arcane mechanics of the city's sudden teleportation. Additionally, eradicate any signs of Maglubiyet, lest he grow in power.

Kenku

Unlike the kenku in Endercoast, the communities of kenku in the Feywild have no such criminal stereotypes. They are respected members of many different courts, highly valued for their eidetic memories and beautiful music-making capabilities.

As a kenku native to the Feywild, you have the following goal.


  • Posterity. Keep a careful record of the party's adventures so that beautiful ballads can be sung about it one day.

Lizardfolk

Lizardfolk are supremely practical and view the city's appearance purely as a new opportunity for their tribe, the Twilight Hunters. A lizardfolk character pursues the following goal.


  • Prosperity. Find a way for each party's mission to benefit the Twilight Hunters tribe, which may include making deals and concessions along the way that others may not be comfortable making. Lizardfolk are not afraid to trade lives to get what they want for their people.

Bullywugs

Bullywugs believe that they have uncontested reign over the Sea of Vines. They sneer at other creatures who claim to own land in their territory, dismissive rather than aggressive. Since they are the rightful rulers, they have nothing to prove. Most bullywugs take prisoners and present their captured foes to their king, a massive, bloated bullywug whose stomach is engorged with brine and insects.

A bullywug working with the party has the following goal.


  • Prove Your Worth. Capture and present live foes to your king as evidence that your rightful territory is being effectively patrolled.

Bullywug Traits


  • Ability Score Increase. Your Dexterity, Constitution, and Wisdom scores increase by 1.
  • Age. Bullywugs gain maturity a few months after emerging from their egg along with dozens of their siblings. They live for about 20-30 years.
  • Alignment. Like many races in the Feywild, bullywugs tend towards neutrality.
  • Size. Bullywugs are short, between four and five feet tall. Your size is Medium.
  • Speed. Your base walking speed is 25 feet. You have a swimming speed of 40 feet.
  • Amphibious. You can breathe air and water.
  • Bullywug Magic. Starting at 3rd level, you can cast jump, expeditious retreat, and ray of sickness once each. You regain the ability to cast these spells when you finish a long rest. Wisdom is your spellcasting ability for these spells.
  • Speak with Frogs and Toads. Using your native language, Bullywug, you can communicate simple ideas with frogs and toads.
  • Standing Leap. Your long jump is 20 feet and your high jump is 10 feet, with or without a running start.
  • Swamp Camouflage. You are proficient in Stealth, and you can apply double your proficiency bonus to Dexterity (Stealth) checks made to hide in swampy terrain.
  • Languages. You can speak, read, and write Elvish and Bullywug.

Centaurs

A centaur is the name of a range of different creatures in the Feywild, each with the lower body of a fey creature and the torso of a humanoid. Centaurs are nomadic, tribal and protective of their own kind, and they value above all else the freedom of the open air.

A centaur travelling with the party has the following goal.


  • New Experiences. Feel the wind through your hair. Experience all that life has to offer. But never forget your roots, nor your people.

Centaur Traits


  • Ability Score Increase. Your Strength score increases by 2, and your Wisdom score increases by 1.
  • Age. Centaurs age at about the same rate as humans.
  • Alignment. Centaurs are chaotic in temperament towards others, doing what they feel is best for themselves and their tribe even if it might be morally unacceptable to others.
  • Size. Centaurs are Medium in size. Their exact proportions vary greatly.
  • Speed. Your base walking speed is 40 feet.
  • Centaur Weapons Training. You are proficient with javelins, longbows, pikes, shortbows, and spears.
  • Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your Natural Fey Weaponry from your subrace.
  • Fey. Your type is fey instead of humanoid.
  • Monstrous Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your unusual proportions. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
  • Languages. You can speak, read, and write Elvish and Sylvan.
  • Subrace. Choose one of the following subraces: fire beetle, shambling mound, unicorn, or wolf spider.

Fire Beetle

You have the lower body of a giant fire beetle.


  • Fire Beetle Spellcasting. You can cast the light cantrip innately.
  • Natural Fey Weaponry. Your pincers are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 fire damage plus piercing damage equal to your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Shambling Mound

You have the lower body of a writhing mass of vines.


  • Shambling Mound Defense. You have resistance to lightning damage.

  • Natural Fey Weaponry. Your vines are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you can choose to grapple your target instead of dealing damage. The escape DC for your grapple is 8 plus your proficiency bonus plus your Strength modifier.

Unicorn

You have the lower body of a celestial horse.


  • Alignment. Unlike most centaurs, you are lawful good.
  • Natural Fey Weaponry. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 plus your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Swift. Your movement speed increaes to 45 feet.
  • Unicorn Spellcasting. You can cast the spare the dying cantrip innately.

Wolf Spider

You have the lower body of a predatory spider.


  • Wolf Spider Climb. You have a climbing speed equal to your movement speed. This means you also ignore the climbing penalties from your monstrous build.
  • Natural Fey Weaponry. Your mandibles are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 poison damage plus piercing damage equal to your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Changelings

As a changeling, you've been cursed by a hag to have forgotten your true name, your true face, your true home. You must wear others' faces now, for your changeling form is blank, featureless, soulless, empty. So many layers of disguises over all these years has made your true identity a mystery, a mystery that you are determined to solve. And now that a city from the Material Plane has arrived in the Feywild, perhaps it is the key to finally getting home.

A changeling working with the party pursues the following goal.


  • Identity. Find out who you truly are.

Changeling Traits


  • Ability Score Increase. Your Charisma score increases by 2, and one other ability of your choice increases by 1.
  • Age. Changelings are ageless due to the curse placed upon them by a hag.
  • Alignment. Changelings are universally chaotic, though this may not be the alignment they are most naturally inclined to be.
  • Size. Changelings, in their changeling form, are roughly the same size and shape as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Background Operator. You have proficiency in two of the following skills of your choice: Deception, Investigation, Sleight of Hand, or Stealth.

  • Changeling Spellcasting. Starting at 1st level, you can cast thaumaturgy and disguise self at will. Starting at 3rd level, you can use this trait to cast alter self three times. Beginning at 5th level, you can use this trait to cast polymorph on yourself once. You regain the use of expended spells when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Hag's Curse. You were originally a member of another race before you were cursed by a hag. If you discover who you were, you can choose to permanently revert to your original race. You keep your Background Operator trait.
  • Shapechanger. Your type is humanoid (shapechanger). Many spells that would alter your form instead do not affect you, as listed in the spell description.
  • Languages. You can speak, read, and write Common, Elvish, and Sylvan. You once knew another language, but it has long since faded from memory.

Changeling Recommendations

When making a changeling character, it is recommended to take the Charlatan background. The Actor feat is also very useful for changeling characters.

Speak with your DM about two aspects of your character. Firstly, what are the details of the hag that cursed you? You can decide instead that it was an archfey from this book. Secondly, ask your DM to secretly come up with an identity for your character before they were cursed. You can choose to learn this secret as a player (make sure not to engage in metagaming), or you can keep it a surprise for both you and your character.

Dryads

Many people distrust the dryads, as they have a reputation for being tricksters, just like all the fey. When they offer their help to Endercoast in exchange for protection against Dailili, it's hard to say whether they are telling the truth or whether they are agents of the Tree of Infinity.

A dryad working with the party pursues one of the following goals.


  • Acceptance. Blur the threshold between Endercoast and the Feywild. It is time that the city accepts its new place in this world.
  • Assimilation. Overtake Endercoast with plants. The Tree of Infinity shall consume all in its wake, and Endercoast is the main obstacle in your path. You are nothing but an extension of the will of Dailili.

Dryad Traits


  • Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.
  • Alignment. Dryads are chaotic, but their chaos has direction, like roots growing from the base of a tree.
  • Age. Dryads can live indefinitely if they care for themselves well, sometimes up to five or six thousand years.
  • Speed. Your base walking speed is 30 feet.
  • Size. Dryads are surprisingly solid and heavy for their stature, which can be anywhere from thin like a twig to thick like a trunk. Your size is Medium.
  • Darkvision. You have Darkvision out to 60 feet.

  • Fey. Your type is fey instead of humanoid.
  • Fey Resistance. You are immune to the charmed condition.
  • Speak with Plants. Using your native language, Sylvan, you can communicate simple ideas with plants.
  • Dryad Magic. You know the druidcraft and shillelagh cantrips. Instead of a stick, you can use your arm for shillelagh. You can use this trait to cast entangle once. Starting at 3rd level, you can also cast barkskin once. You regain the use of expended spells when you finish a long rest. Wisdom is your spellcasting ability for these spells.
  • Languages. You can speak, read, and write Elvish and Sylvan.

Faeries

The fey folk are mercurial in their desires. Those who identify as Seelie wish to remove the city from the Feywild. Ideally, this means teleporting it back, but if such a plan proves impossible, the eradication of the city and all who came with it may be necessary. Those who identify as Unseelie wish instead to turn the people of Endercoast against one another. The Unseelie can then reign over the ashes.

A faerie character may identify as either Seelie or Unseelie, which determines their goal.


  • Seelie. The faerie must investigate all avenues of removing the city from the Feywild. Nothing is off the table. Hopefully the matter can be resolved peacefully, but this is negotiable.
  • Unseelie. The faerie sows disagreement within the party, trying to drive a wedge between conflicting ideals.

Faerie Traits


  • Ability Score Increase. Your Dexterity and Charisma scores increase by 1. Your Strength score is reduced by 2.
  • Alignment. Faeries are mischeivous pranksters. They are as chaotic as one would expect.
  • Age. Faeries live for thousands of years, though it's very difficult to tell a faerie's age, as they all share a youthful exuberance.
  • Speed. Your base walking speed is 10 feet while Tiny and 25 feet while Small. You can fly up to 30 feet while Tiny as long as you are not wearing armour.
  • Size. You weigh less than a feather. Your size is Tiny. You require specialised weapons, armor, and equipment to suit your size, and while you are Tiny, you can only wield finesse weapons and ranged weapons, which deal damage only equal to 1 plus your Dexterity modifier for as long as you are Tiny. Using the Enlarge trait, many faeries present themselves to other races as Small creatures rather than Tiny to put them more at ease.
  • Enlarge. As a bonus action, you magically enlarge yourself into a Small creature or return to your original Tiny size. Your equipment is also enlarged or reduced to suit your size, except for magic items or any items the DM decides are unaffected. If there isn't enough space to grow, this trait has no effect.

  • Faerie Magic. You know the druidcraft cantrip. Starting at 3rd level, using this trait, you can cast sleep once, and when you reach 5th level, you can cast invisibility on yourself once. You regain the use of expended spells when you finish a long rest. Charisma is your spellcasting ability for these spells, and you can replace any verbal and material components with dust from your wings.
  • Fey. Your type is fey instead of humanoid.
  • Fey Nimbleness. You can move through the space of any creature that is of a size larger than yours.
  • Fey Resistance. You are immune to the charmed condition.
  • Languages. You can speak, read, and write Elvish and Sylvan.
  • Subrace. Choose one of the following subraces: faerie dragon, quickling, pixie, sprite, or storm mephit.

Faerie Dragons

You are the smallest and trickiest of all dragons.


  • Ability Score Increase. Your Charisma scores increases by 1.
  • Dragon. Your type is both dragon and fey.
  • Euphoria Breath. You replace your Faerie Magic trait with this trait. As an action, you exhale a puff of euphoric gas at one creature within 5 feet of you. The target must succeed on a Wisdom saving throw as if making a save against your Faerie Magic, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn, as per the chart below. Each ongoing effect (other than the inability to take reactions) ends at the end of the target's turn, at which point it the target can repeat the save, ending all effects on a success. Once you've used this feature, you can't do so again until you've completed a short or long rest.
  • Languages. You can also speak, read, and write Draconic.
Euphoric Breath Effect
d6 Effect
1 The target takes no action or bonus action and uses all of its movement to move in a random direction.
2 The target uses all of its movement to move in a random direction. It can otherwise act normally.
3 The target drops prone and immediately ends its turn.
4 The target takes the Dodge action and immediately ends its turn.
5 The target can act normally, but all its attack rolls are made with disadvantage and all saving throws against its spells and effects are made with advantage.
6 The target behaves normally.

Quicklings

You are the quickest of all faeries, barely a smudge in someone's eye.


  • Ability Score Increase. Your Dexterity score increases by 1.
  • Blurred Movement. Creatures have disadvantage on attacks of opportunity made against you.
  • Quick. Your base walking speed, both Tiny and Small, increases to 60 feet.

Pixies

You are a trickster, an illusionist, and a sneak.


  • Ability Score Increase. Your Charisma score increases by 1.
  • Pixie Magic. You know the dancing lights and minor illusion cantrips, and when you reach 5th level, you can cast invisibility on yourself twice with your Faerie Magic trait, instead of once.

Sprites

You are a proud little fighter with a strong moral compass.


  • Ability Score Increase. Your Dexterity score increases by 1.
  • Sprite Weapon Training. Due to your training alongside the eladrin elves, you are proficient in shortswords and shortbows.
  • Heart Sight. As an action, you touch a creature and magically sense its current emotional state. You can also choose to search further; the creature must make a Wisdom saving throw as if making a save against your Faerie Magic. On a failed save, you know its alignment. Celestials, fiends, and undead automatically fail this save.

Storm Mephits

You are a creation of Tettlebug Moonflower, an elementally-charged being of storms.


  • Ability Score Increase. Your Dexterity score increases by 1.
  • Cloud Breath. You replace your Faerie Magic trait with this trait. As an action, you exhale a puff of smoke at one creature within 5 feet of you. The target must succeed on a Constitution saving throw as if making a save against your faerie magic or it takes one level of exhaustion. You can use this trait once. At the start of each of your turns, you roll a d6. On a roll of 5 or 6, you regain expended uses.
  • Static. As a reaction when you take damage from a melee attack, you can deal 1 lightning damage to the attacker.

Kuo-Toas

The fishy kuo-toa live in the Feydark, the caves that run through the marrow of the Feywild. They worship the archfey, who they believe are indistinguishable from gods. Many archfey are propped up only through the belief of their kuo-toa followers.

A kuo-toa that travels with the party has the following goal.


  • Blind Worship. Do everything in your power to bring glory to the archfey you serve.

Kuo-Toa Traits


  • Ability Score Increase. Your Wisdom score increases by 2, and your Dexterity score increases by 1.
  • Alignment. In the Feywild, kuo-toa tend to be neutral in alignment.
  • Age. Kuo-toa only live to about 50 years and come of age at about age 10. They are desperate to find meaning in their short lives, which usually means devoting themselves wholly to a deity of their own making.
  • Speed. Your base walking speed is 30 feet, and you have a swim speed of 30 feet.
  • Size. The tallest of kuo-toa are about five feet, and the shortest are about four feet. Your size is Medium.
  • Amphibious. You can breathe air and water.
  • Darkvision. You have Darkvision out to 60 feet.
  • Otherworldly Perception. As an action, you can activate your otherworldly senses, which last for one minute. While active, you can sense the presence and pinpoint the location of any creatures within 30 feet of you that are invisible or on the Ethereal Plane. You can use this trait a number of times equal to your Wisdom modifier, and you regain expended uses when you finish a long rest.
  • Slippery. You have advantage on ability checks and saving throws made to escape a grapple.
  • Languages. You can speak, read, and write Kuo-Toa, and you can speak Elvish well enough to be understood.

Satyrs

Satyrs, goat-legged humanoids native to the feywild, live hedonistic lifestyles interrupted only by vicious bouts of violence. If you're lucky, the violence is against one another. If not, it's against anyone foolish enough not to compliment them on their musical talents.

A satyr that travels with the party has the following goal.


  • Make Merry. Tell jokes, drink wine, do crimes, and dance like nobody is watching. Stir the pot. There is nothing sadder than a bored satyr.

Satyr Traits


  • Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1.
  • Alignment. Satyrs hate the law.
  • Age. Satyrs are functionally immortal, but few live more than a century due to their lifestyle.
  • Speed. Your base walking speed is 35 feet.
  • Size. Satyrs stand between five and a half and seven and a half feet tall. Your size is Medium.
  • Fey. Your type is fey instead of humanoid.
  • Magic Resistance. You have advantage on saving throws against spells and other magical effects.
  • Musician. You have proficiency with Performance and two musical instruments of your choice. Most satyrs play the harp, the fiddle, the harmonica, or the pan pipes.
  • Natural Weapons. Your ram horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal 1d4 bludgeoning damage plus your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Languages. You can speak, read, and write Elvish and Sylvan.

Classes

You can choose to play a character who gained their class abilities in the Material Plane, or one who draws their skills or magic from the Feywild, either being born in the Feywild or having their powers unlocked after they were spirited away. You ultimately decide where and how your character gained their abilities. Remember that characters in this campaign start at 8th level, which means that you are an experienced, capable adventurer, one who is well-suited to the challenges ahead.

Material Plane Classes

Player's Handbook

All classes and subclasses from the player's handbook are appropriate for characters who became adventurers in the Material Plane. Even subclasses like the Archfey patron that would suggest a connection to the Feywild can be portrayed as originating from the Material Plane if you like.

Feywild Classes

Player's Handbook

The following subclasses from the Player's Handbook potentially bear a connection to the Feywild and can represent the abilities of characters who draw their power or skills from within this plane.

  • Path of the Spirit Totem Barbarian (PHB 46)
  • Nature Domain Cleric (PHB 56)
  • Circle of the Land Druid (PHB 64)
  • Circle of the Moon Druid (PHB 64)
  • Oath of the Ancients Paladin (PHB 82)
  • Hunter Archetype Ranger (PHB 89)
  • Beastmaster Archetype Ranger (PHB 89)
  • Arcane Trickster Archetype Rogue (PHB 94)
  • Wild Magic Bloodline Sorcerer (PHB 99)
  • Archfey Patron Warlock (PHB 105)

Xanathar's Guide to Everything

If your DM allows the use of this book, the following subclasses potentially bear a connection to the Feywild.

  • Path of the Ancestral Guardian Barbarian (XGE 9)
  • Path of the Storm Herald Barbarian (XGE 10)
  • College of Glamour Bard (XGE 14)
  • Circle of Dreams Druid (XGE 22)
  • Circle of the Shepherd Druid (XGE 23)
  • Arcane Archer Archetype Fighter (XGE 28)
  • Horizon Walker Archetype Ranger (XGE 42)
  • Storm Sorcery Bloodline Sorcerer (XGE 51)

Tasha's Cauldron of Everything

If your DM allows the use of this book, the following subclasses potentially bear a connection to the Feywild.

  • Path of the Beast Barbarian (TCE 24)
  • Path of Wild Magic Barbarian (TCE 25)
  • College of Creation Bard (TCE 28)
  • Twilight Domain Cleric (TCE 34)
  • Circle of Stars Druid (TCE 38)
  • Circle of Wildfire Druid (TCE 39)
  • Way of the Astral Self Monk (TCE 50)
  • Oath of the Watchers Paladin (TCE 54)
  • Fey Wanderer Archetype Ranger (TCE 58)
  • Swarmkeeper Archetype Ranger (TCE 59)
  • School of Bladesinging Wizard (TCE 76)

Into Wonderland

All subclasses from Into Wonderland are available for player characters in this adventure. However, your DM may decide that all characters should be from the Material Plane, locking out these and other Feywild-associated options.

  • Path of Mercury Barbarian (IW)
  • Circle of Growth Druid (IW)
  • Survivalist Archetype Fighter (IW)
  • Way of Gardens Monk (IW)
  • Primal Warden Archetype Ranger (IW)
  • Lord Cals Patron Warlock (IW)
  • Cirrus Patron Warlock (IW)
  • Dailili Patron Warlock (IW)
  • Tettlebug Moonflower Patron Warlock (IW)
  • School of Witchcraft Wizard (IW)

Path of Mercury

Barbarians in the Feywild use the wild magic to guide them in combat, surrendering wholly to chaos.

Mercury Rage

Starting when you take this path at 3rd level, your rages propel you into a flurry of senseless carnage, embracing the primordial backdrop of life in the multiverse.

Choose six Mercury Actions (listed on the next page) and label them with the numbers 1-6. While raging, you can use your action to take a Mercury Action. Roll a d6 twice and choose either result, taking the corresponding Mercury Action. Mercury Actions have the following extra rules.

  • If the action forces a creature to make a saving throw, the DC is 8 + your Wisdom modifier + your proficiency bonus.
  • You don't benefit from your Extra Attack feature if the action allows you to make an attack.
  • If an action is impossible to take, you instead waste the action.
  • You can change your chosen options when you finish a long rest.
  • Your Mercury Rage does not prevent you from taking other actions otherwise available to you, such as to Attack or to Dash, unless you have already rolled for a Mercury Action.

Mercury Actions


  • Beast Shape. You take the form of a beast of CR 1/4 or lower that you have seen before. Your equipment melds into your new form and you retain your Intelligence, Wisdom, and Charisma scores, your alignment, your personality, and your class features. You can then take one of the beast's available actions. You return to your original form at the beginning of your next turn, if your rage ends, or if the beast form is reduced to 0 hit points. Any excess damage carries over to your original form.
  • Challenge. A creature of your choice that you can see within 60 feet of you that can see and hear you must make a Wisdom saving throw. On a failed save, until the end of its next turn, the target has disadvantage on attack rolls against creatures other than you, and it can't willingly move further away from you.
  • Charge. You target a creature you can see at minimum 20 feet away and move up to your speed towards it, then make a melee weapon attack against it if you're in range. This doesn't count as expended movement on your turn. On a hit, the target takes an additional 10 (3d8) damage and, if the creature is Large or smaller, it must succeed on a Strength saving throw or be knocked prone.
  • Escape. You take the Dodge, Disengage, and Dash actions.
  • Flurry. You make three melee weapon attacks. Starting at 5th level, you make four melee weapon attacks.
  • Frighten. Each creature within 30 feet of you that can see or hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
  • Grow. You cast enlarge/reduce on yourself, using the enlarge option. You can then make one melee weapon attack. The spell ends at the end of your next turn or when your rage ends.
  • Power Strike. You make one melee weapon attack against a target that you can see. You gain a +2 to the attack roll, and on a hit, the attack is considered to be a critical hit.
  • Rally. Two allies of your choice within 30 feet of you that can see and hear you can use their reaction to make one weapon attack. If they do so, they have advantage on the attack roll.
  • Rejuvenate. You regain hit points equal to 1d12 + your Constitution modifier and you gain 1d12 temporary hit points.
  • Teleport. You magically teleport up to 120 feet to an empty space that you can see. If you teleport within 5 feet of a creature, you can then make one melee weapon attack against it. Starting at 5th level, you can make two melee weapon attacks against that creature.
  • Wild Magic Surge. You roll on the Wild Magic Surge table (PHB 104), with the following changes.
  1. A result of 21-22 instead refers to any effect originating from you that requires the target to make a saving throw, rather than a spell you've cast.
  2. A result of 27-28 instead allows you to make one melee weapon attack as a bonus action each round for 1 minute.
  3. A result of 33-34 instead maximises the damage of the next attack you hit with in the next minute.
  4. A result of 59-60 instead replenishes one use of your rage.
  5. Any ongoing effects end when your rage ends.

Mercury Rising

Your Mercury Rage improves at 6th level: instead of rolling a d6 twice, you roll a d8 twice. Choose one additional option to be labelled number 7.

When you roll an 8, you can choose to reroll that die and then take the Mercury Action of both dice, potentially taking two actions on your turn instead of one. If you would take the same Mercury Action twice, you instead waste the second action.

If at any point the result of both dice is 8, you don't reroll them and instead take one mercury action of your choice, which can be any action from the full list, not just from the seven you've chosen.

Mercury Straining

Your Mercury Rage improves again at 10th level: when you roll an 8 when determining your Mercury Action, instead of rerolling the die, you can choose to instead select any Mercury Action from the full list, not just from the seven you've chosen. You take this action in addition to the action corresponding to the other die (i.e. two actions total).

Mercury Breaking

Your Mercury Rage improves a final time at 14th level: instead of rolling a d8 twice, you roll a d10 twice. A roll of 9 or 10 is treated the same as an 8.

Circle of Growth

Druids of the Circle of Growth promote the unrestrained expansion of the Feywild's endless forests. Once the entire Feywild is choked with vines, they will move onto other realms.

Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Circle Forms

Starting at 2nd level, you can use your Wild Shape to transform into a plant. You must otherwise follow the limitations in the Beast Shapes table.

Starting at 4th level, you can transform into a plant with a challenge rating as high as your druid level divided by 4, rounded down, ignoring the Max CR column in the Beast Shapes table. Common plant forms are included in the Plant Shapes table on the next page.

Some new plants are included at challenge ratings otherwise not accounted for in the Monster Manual. These new plants are marked with an asterisk* and are included in Into Wonderland as statblocks for use with your Wild Shape. Each new plant has rules for how it interacts with your Wild Shape.

Plant Shapes
Plant Challenge Rating
Awakened Shrub (MM 317) 0
Twig Blight (MM 32) 1/8
Needle Blight (MM 32) 1/4
Vine Blight (MM 32) 1/2
Awakened Creeper* (IW) 1
Awakened Tree (MM 317) 2
Awakened Trapper* (IW) 3
Awakened Oak* (IW) 4
Shambling Mound (MM 270) 5

If you have access to Volo's Guide to Monsters, you can also transform into the following plants with your DM's permission.

Additional Plant Shapes
Plant Challenge Rating
Vegepygmy (VGM 196) 1/4
Thorny (VGM 197) 1
Vegepygmy Chief (VGM 196) 2
Wood Woad (VGM 198) 5

Awakened Creeper

If you are charmed, frightened, or have levels of exhaustion when you Wild Shape into an awakened creeper, these conditions (and the amount of time you've had each condition) are suspended while in Wild Shape, but resume when you return to your original form if the conditions are still relevant, up to the DM's discretion.

Awakened Trapper

If you've taken the form of an awakened trapper and have a creature swallowed while reverting back to druid form, the swallowed creature is no longer restrained by you and is ejected prone into an empty space within 5 feet of you.

Awakened Oak

You can use the awakened oak's Innate Spellcasting trait to cast the oak's spells while in Wild Shape.

Thornies, Vegepygmies, Wood Woads

If your Regeneration trait is active, you still return to your original form when you are reduced to 0 hit points, but excess damage doesn't carry over.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to plants.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Growth Spells
Druid Level Circle Spells
3rd barkskin, spike growth
5th plant growth, speak with plants
7th blight, grasping vine
9th awaken, tree stride

Floral Aura

Starting at 6th level, while using your Wild Shape to take the form of a plant, you release a pleasant-smelling aura in a 30-foot radius. You and creatures of your choice within the radius receive one of the following benefits of your choice for as long as they stay within range. You can choose a different benefit each time you use your Wild Shape.


  • Armor of Barkness. A target's skin develops a rough, bark-like texture. If a target isn't wearing heavy armor, its AC increases by 1.
  • Clear Heads. A target has advantage on saving throws to resist being charmed or frightened or to end such an effect on themselves.
  • Photosynthesis. A target regains 1d4 hit points when they start their turn in direct sunlight. Once a target has received hit points equal to twice your druid level from this aura, it can't receive any more hit points from it until it finishes a long rest.
  • Rooted Defense. A target can take opportunity attacks against hostile creatures that enter a space within 5 feet of its position.

Treant Wild Shape

Beginning at 10th level, you can expend two uses of Wild Shape at the same time to transform into a treant. The following additional rules apply.

  • Any animated trees you create with the treant's Animate Trees action give off the same Floral Aura that you do.
  • Your treant form and its animated trees don't have hit points. Instead, each time you take damage, you must succeed on a Constitution saving throw with a DC equal to 10 or to half the amount of damage taken, whichever is higher. You have advantage on the save if the damage is bludgeoning or piercing, and disadvantage if the damage is fire. On a failed save, you revert back to your druid form and any animated trees you've created turn back into inanimate trees, taking root if possible. Your druid form does not take the damage that caused you to revert.
  • You make the same save if one of your animated trees takes damage, but the consequences of a failed save is only that the animated tree that took damage becomes inanimate again, taking root if possible.

Once you have used this feature, you can't use it again until you have finished a long rest.

Animate Plants

Starting at 14th level, you can summon forth plants to do your bidding. As an action, you animate and take control of inanimate plants within 60 feet of you. You have a pool of 8 points you can spend, choosing plants from the Animate Plants table to animate. You can take this action (and any subsequent bonus actions to control the animated plants) even while transformed by Wild Shape.

Each inanimate plant you choose becomes its animated counterpart under your control, and its Intelligence, Wisdom, and Charisma scores are 5, unless they are already 5 or lower. As a bonus action on each of your turns, you can mentally command any plant you've animated with this feature if the creature is within 120 feet of you (if you control multiple plants, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the plant will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the plant only defends itself against hostile creatures. Once given an order, the plant continues to follow it until its task is complete. The plant is under your control for 1 hour, after which it becomes an inanimate plant again and takes root if possible.

Once you have used this feature, you must finish a long rest before you can use it again.

Animate Plants
Inanimate Plant Animated Plant Points
Small shrub Awakened Shrub 1
Small pile of loose twigs Twig Blight 2
Small pile of loose needles Needle Blight 3
Medium mass of creeping vines Vine Blight 4
Gargantuan mass of creeping vines Awakened Creeper 6
Huge tree Awakened Tree 8

If you have access to Volo's Guide to Monsters, you can also animate the following plants.

Animate More Plants
Inanimate Plant Animated Plant Points
Small thicket of thorns Vegepygmy 4
Medium thicket of thorns Thorny 6
Small thicket of thorns Vegepygmy Chief 8

Survivalist

Survivalist fighters don't battle the storm. They weather it. Engaging with a survivalist in combat leaves an enemy gasping for breath from attrition after a long and hard-fought battle while the fighter slips away, no worse for wear.

Keep Moving

Starting at 3rd level, you are steady and consistent over long distances and suffer less from the strains of both travel and combat. You ignore any detrimental effects of difficult terrain, you have advantage on Constitution saving throws, and when you take a long rest, you require only half the normal amount of time you would otherwise need.

Padded Armour Master

Starting at 3rd level, when you wear padded armour, your AC is 16 plus your Constitution modifier, you have resistance to cold and fire damage, and padded armour doesn't give you disadvantage on your Dexterity (Stealth) checks.

Let Me Catch My Breath

Starting at 7th level, when you spend hit dice to heal yourself, you regain the maximum amount possible from each die. Additionally, as an action, you can spend two hit dice to immediately gain the effects of a short rest. You do not gain hit points from the hit dice you spend to trigger this feature, but you can immediately spend additional hit dice to heal yourself.

Sure Footing

Starting at 10th level, when you wear padded armour, your AC is 18 plus your Constitution modifier. Additionally, you have advantage on Strength and Dexterity saving throws, plus advantage on saving throws and ability checks to avoid being knocked prone or to avoid or escape from a grapple.

Extra Padding

Starting at 15th level, while you're wearing padded armour, any critical hit against you becomes a normal hit, and you have immunity to cold and fire damage.

Survivor

Starting at 18th level, at the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

Way of Gardens

Monks who follow the Way of Gardens complete a long hermitage of solitude in the twisting forests of the Feywild, where they learn to become one with all living things. To a gardener, a creature is not a distinct entity, but part of a larger whole. Our actions have far-reaching consequences.

Unforeseen Consequences

Starting at 3rd level, after hitting a target with an unarmed strike, each subsequent hit with an unarmed strike on the target for the next minute deals an additional 1 poison damage, which accumulates with each hit. For example, your fifth hit against the same target in one minute deals the regular amount of damage plus 5 poison damage. Each time you land an unarmed strike, the minute resets. The maximum amount of extra poison damage you can deal per hit with this feature is 10.

Natural World Protector

Also starting at 3rd level, you can spend ki points to reproduce the effects of certain spells listed in the Garden Spells table. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. Wisdom is your spellcasting ability for these spells.

Garden Spells
Spell Ki Cost
druidcraft 1
thorn whip 1
detect poison and disease 2
speak with animals 2
locate animals or plants 4
protection from poison 4
plant growth 7
speak with plants 7
conjure woodland beings 10
grasping vine 10
commune with nature 13
tree stride 13

Tree Hugger

Starting at 6th level, you can shield your allies from harmful effects. Whenever a creature other than yourself within 30 feet of you that you can see takes bludgeoning or piercing damage, you can use your reaction to shield the target with your ki, forming an instantaneous protective layer of bark. You spend 2 ki and the target has resistance to the damage of the attack or effect.

Harmony

Starting at 11th level, your ki flows through all creatures. When you cast one of your Natural Spells, you can treat any friendly creature within 30 feet of you as the caster of the spell. You provide all other aspects of the spell.

One WIth All

Starting at 17th level, when you die, you can transfer your consciousness to a willing beast or plant within 1 mile of the location you died. Over a period of 24 hours, the chosen beast or plant transforms into the form you took when you died, merging both of your consciousnesses together. While transforming, you are incapacitated and have 1 hit point. If you are reduced to 0 hit points while transforming, you die and can't resurrect yourself through this method until you return to life through other means.

After returning to life using this feature, you gain one proficiency or language of your choice, as well as one personality trait, ideal, bond, or flaw of the DM's choice. These should be related to the beast or plant that you chose.

Primal Warden

As a ranger of the natural world and an expert at living at one with the land, it is the duty of a Primal Warden to extend protection to anyone who is an ally of the forests, and to strike down any who threaten the natural order of things.

Spellcasting

When you reach 3rd level, you replace your ranger spellcasting feature with this feature and replace your ranger spell list with the Primal Warden spell list. Instead of referring to the Ranger table for your spell slot progression, you refer to the Primal Warden Spellcasting Table.

Cantrips. You learn two cantrips from the primal warden spell list. You learn additional primal warden cantrips of your choice at higher levels, as shown in the Cantrips Known column of the primal warden spellcasting table.

Spell Slots. The Primal Warden Spellcasting table shows how many spell slots you have to cast your primal warden spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell absorb elements and have a 1st-level and a 2nd-level spell slot available, you can cast absorb elements using either slot.

Preparing and Casting Spells. The primal warden spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of spells that are available for you to cast, choosing from the primal warden spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your ranger level divided by three (rounded down; minimum of 1). The spells must be of a level for which you have spell slots.

For example, if you are a 7th-level ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell absorb elements, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Focus. You can use a druidic focus (found in chapter 5) as a spellcasting focus for your primal warden spells.

Spellcasting Ability. Wisdom is your spellcasting ability for your primal warden spells, since you learn your spells through your connection to nature.

You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a primal warden spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Guardian Grove

Starting at 7th level, if you and your companions take a short rest outside in the wilderness, you can shield the group from view. In a 20-foot radius around a point you choose, you extend a sheen of restfulness and safety. No noise penetrates from inside the radius to the outside unless you allow it, smoke or other environmental effects from within the radius are harmlessly and invisibly dispersed, each creature of your choice within the radius gains a +10 to the results of their Dexterity (Stealth) checks (unless already under the effects of pass without trace), and if a creature within the radius spends a hit die to regain health, they can roll the hit die twice and take either result.

Primal Shapes

Starting at 11th level, you can use this feature to cast alter self, gaseous form, meld into stone, and polymorph innately, without requiring components and targeting only yourself. Wisdom is your spellcasting ability for these spells. After casting one of these spells, you can't cast the same spell again using this feature until you finish a long rest.

Resourcefulness

Beginning at 15th level, you can cast a spell from your primal warden spell list that you do not have prepared, expending a spell slot as normal. Once you have done this, you must complete a short or long rest before you can do so again.

Primal Warden Spell List

Cantrips (0 Level)

  • Druidcraft
  • Guidance
  • Mending
  • Mold Earth
  • Resistance
  • Thunderclap
1st Level

  • Absorb Elements
  • Alarm
  • Animal Friendship
  • Beast Bond
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Entangle
  • Ensnaring Strike
  • Fog Cloud
  • Goodberry
  • Hail of Thorns
  • Hunter's Mark
  • Jump
  • Longstrider
  • Speak With Animals
2nd Level

  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Cordon of Arrows
  • Darkvision
  • Earthbind
  • Enhance Ability
  • Heat Metal
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Pass Without Trace
  • Protection from Poison
  • Silence
  • Spike Growth
  • Warding Wind
3rd Level

  • Conjure Animals
  • Conjure Barrage
  • Daylight
  • Dispel Magic
  • Flame Arrows
  • Lightning Arrow
  • Meld Into Stone
  • Nondetection
  • Plant Growth
  • Protection from Energy
  • Speak with Plants
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level

  • Confusion
  • Conjure Woodland Beings
  • Control Water
  • Dominate Beast
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine
  • Hallucinatory Terrain
  • Locate Creature
  • Polymorph
  • Stoneskin
  • Wall of Fire
  • Watery Sphere
5th Level

  • Awaken
  • Commune with Nature
  • Conjure Volley
  • Contagion
  • Control Winds
  • Greater Restoration
  • Insect Plague
  • Maelstrom
  • Reincarnate
  • Swift Quiver
  • Tree Stride
  • Wall of Stone

Warlock Patrons

The archfey featured in this book -- Lord Cals, Cirrus, Dailili, and Tettlebug Moonflower -- can use the archfey patron warlock subclass for their pacts with player characters. However, to distinguish them, you can instead swap out features granted by the archfey patron subclass for new features specific to the archfey from this book.

Each new patron also has an expanded spell list. You can select your warlock spells as you please from the warlock list, from the generic archfey expanded spell list, and/or from the expanded spell lists of the new patrons. The generic archfey expanded spell list is reproduced here for ease of use.

Archfey Expanded Spells
Spell Level Spells
1st faerie fire, sleep
2nd calm emotions, phantasmal force
3rd blink, plant growth
4th dominate beast, greater invisibility
5th dominate person, seeming

If one of the characters in your party has chosen an archfey from the book as their patron, the whole party might start at a relationship of 1 with that patron's court. The court bonuses are reproduced in this section for ease of use.

Lord Cals

Lord Cals of the Litter and the Peat is an ancient archfey, perhaps older than the Feywild itself. He is as patient as the winds that flatten a mountain. He is as determined as a root that grows in a crack in a stone. He waits, sometimes for millennia, as eventually all good things shall fall into his lap. Lord Cals knows that the problem of Endercoast will soon go away. He only has to nudge it along.

Lord Cals Expanded Spells
Spell Level Spells
1st absorb elements, sanctuary
2nd warding bond, zone of truth
3rd aura of purity, slow
4th death ward, guardian of faith
5th antilife shell, geas

Fey Presence

Lord Cals uses the 1st-level Fey Presence feature of all archfey.

Ever Waiting

Beginning at 6th level, when you take the Ready action, choose an allied creature within 30 feet of you that can hear you. Without spending an action, your ally can take the Ready action as well, which will be triggered immediately before or after you take the reaction you readied (ally's choice).

Additionally, you don't need to concentrate on spells while they are being readied.

Halt the Impudent

Starting at 10th level, after a creature makes an attack roll against you, you can use your reaction to prevent the creature from making any further attacks against you until the start of your next turn.

Dark Delirium

Lord Cals uses the 14th-level Dark Delirium feature of all archfey.

Lord Cals Patron Bonuses

The party's relationship with Lord Cals and his court begins at 1 instead of 0.

Relationship Bonus (or Detriment)
-1
Hustlers
The party has disadvantage on initiative rolls due to a curse from Lord Cals.
0
Mayflies
No effect.
1
Observers
The party draws from the same pool of available spells. Spells unavailable to one party member also become unavailable to the rest. Their shared spell save DC is 8 + proficiency bonus. The party can cast the following spells innately.

1/day each: comprehend languages, dispel magic, hold person, protection from evil and good, sanctuary, slow, tongues, zone of truth
2
Wanderers
The party receives the above benefit as well as the following magic item: Ioun Stone, Reserve (DMG 176).

Cirrus the Jester

Cirrus the Jester is a trickster spirit. They tell jokes to soothe their addled, sickened mind. But nothing suffices. Cirrus can shapeshift at will into any mortal that has ever laughed at their jokes.

Cirrus Expanded Spells
Spell Level Spells
1st grease, Tasha's hideous laughter
2nd magic mouth, pyrotechnics
3rd haste, speak with dead
4th compulsion, confusion
5th mislead, modify memory

Fey Presence

Cirrus uses the 1st-level Fey Presence feature of all archfey.

Penny Circus

Beginning at 6th level, when a creature hits you with an attack and it can see and hear you, you can use your reaction to force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened of you until the end of your next turn.

Frightful Magic

Starting at 10th level, when a creature fails a saving throw against your spell of 1st level or higher, the creature also becomes frightened of you until the end of your next turn.

Dark Delirium

Cirrus uses the 14th-level Dark Delirium feature of all archfey. The hallucinatory realm resembles a twisted circus.

Cirrus Patron Bonuses

The party's relationship with Cirrus and their court begins at 1 instead of 0.

Relationship Bonus (or Detriment)
-1
Critics
Due to a curse from Cirrus, each time a party member is knocked prone, they must succeed on a DC 15 Wisdom saving throw or fall under the spell of Tasha's hideous laughter.
0
Audience Members
No effect.
1
Fans
All party members gain proficiency in Performance while performing together as a group. If a party member already has proficiency in Performance, they can add +1 to their Performance checks (whether with their party or elsewhere).
2
Performers
The party receives the above benefit as well as the following magic item: Hat of Disguise (DMG 173).

Dailili

Dailili was once a dryad whose many children in the material realm were cut down by an overzealous woodsman. She slew the woodsman but was banished to the Feywild for the crime of murder. In the Feywild, she grew to the power of an archfey on spite alone. She now sits on her rooted throne, plotting her revenge, growing ever stronger. A tree has sprouted from her fey court, an extension of her very will, that is fated to consume all of existence.

Dailili Expanded Spells
Spell Level Spells
1st ensnaring strike, hail of thorns
2nd barkskin, spike growth
3rd daylight, speak with plants
4th blight, grasping vine
5th awaken, tree stride

Tangling Roots

At 1st level, you learn the 1st-level spell entangle if you don't know it already. You can cast entangle at will.

Splitting Earth

Starting at 6th level, as a bonus action, you can activate or deactive this feature. While activated, natural ground in a 15-foot radius around you becomes difficult terrain for creatures other than you and up to 6 creatures of your choice.

Beguiling Defenses

Dailili uses the 10th-level Beguiling Defenses feature of all archfey.

Infinite Soul

Beginning at 14th level, you gain temporary hit points equal to your level at the start of each of your turns if you are standing on natural ground and aren't incapacitated.

Dailili Patron Bonuses

The party's relationship with Dailili and her court begins at 1 instead of 0.

Relationship Bonus (or Detriment)
-1
Parasites
All natural terrain is difficult terrain for the party due to a curse from Dailili.
0
Food Sacks
No effect.
1
Planters
The party draws from the same pool of available spells. Spells unavailable to one party member also become unavailable to the rest. Their shared spell save DC is 8 + proficiency bonus. The party can cast the following spells innately.

1/day each: barkskin, entangle, grasping vine, hail of thorns, plant growth, speak with plants, spike growth
2
Wardens
The party receives the above benefit as well as the following magic item: Bag of Beans (DMG 152).

Tettlebug Moonflower

The pixie Princess of Dewdrops brings rain, fog, and chill in her endless dance, wreaking havoc across the Feywild as she revels in the melancholy of distant thunder.

Tettlebug Expanded Spells
Spell Level Spells
1st heroism, thunderwave
2nd find steed, shatter
3rd call lightning, conjure animals
4th conjure woodland beings, storm sphere
5th control winds, reincarnate

Wingclap

At 1st level, you learn the cantrip thunderclap. For you, the range of this cantrip is a 15-foot radius around you, and you can choose to make it silent to all but those who fail their save against it.

Misty Escape

Tettlebug Moonflower uses the 6th-level Misty Escape feature of all archfey.

Beguiling Defenses

Tettlebug Moonflower uses the 10th-level Beguiling Defenses feature of all archfey.

Limitless Cheer

Beginning at 14th level, you are immune to the charmed and frightened conditions, and magic can't put you to sleep. You also learn the spell freedom of movement, which you can cast once without expending a spell slot. Once you've cast the spell in this way, you must finish a short or long rest before you can do so again.

Tettlebug Patron Bonuses

The party's relationship with Tettlebug Moonflower and her court begins at 1 instead of 0.

Relationship Bonus (or Detriment)
-1
Meanies
The party is magically deafened every day from dawn until twilight due to a curse from Tettlebug.
0
Boors
No effect.
1
Friends
Each party member succeeds on all nonmagical weather-related saving throws and is immune to nonmagical weather-related damage as long as they are within 30 feet of another party member.
2
Best Friends!
The party receives the above benefit as well as the following magic item: Instrument of the Bards, Anstruth Harp (DMG 205). A party member can spend 4 weeks of downtime learning to play the harp from Greta in the Church of Her Inimitable Joyousness (IW 13) or Hermione Galanodel in the Sentinels of Equity Headquarters (IW 18); they become fully proficient after 4 weeks as the Anstruth Harp magically enhances their learning.

Other Archfey

If a warlock in your party has made a pact with an archfey not included here, the party can still benefit from patron bonuses as follows.

Generic Patron Bonuses

The party's relationship with the archfey and its court begins at 1 instead of 0.

Relationship Bonus (or Detriment)
-1
Enemies
Each party member has disadvantage on saving throws against spells due to a curse from the archfey.
0
Ignorants
No effect.
1
Allies
When a party member is within 10 feet of another party member, both party members have advantage on saving throws against spells and magical effects.
2
Family
The party receives the above benefit as well as the following magic item: Robe of Useful Items (DMG 195).

School of Witchcraft

Not all wizards learn their practice in an academy. A witch learns their trade by stealing, hiding, squirreling themselves away for months and years alone. They may not have had the means to pay for their tuition, or perhaps they were banned or expelled. Witches thrive in small communities where they cure the sick, guard the walls, chase out intruders, care for the land, and pursue their magical interests in their own way.

Bonus Cantrips

When you become a witch, you learn one of the following cantrips: druidcraft, guidance, resistance, or thorn whip. Whenever you learn a new wizard cantrip, you can add these cantrips to the list you can choose from.

Expanded Spell List

When you pick your wizard spells, you can add the following spells to the wizard spell list. These spells are considered to be wizard spells for you.

Witch Expanded Spells
Spell Level Spells
1st bane, goodberry
2nd lesser restoration, protection from poison
3rd plant growth, speak with dead
4th conjure woodland beings, death ward
5th awaken, contagion
6th conjure fey
7th regenerate
8th animal shapes
9th storm of vengeance

Potions

Starting when you take this subclass at 2nd level, as part of a short or long rest, you can spend one hour brewing a potion using a cauldron or a pot, magically creating the bottle for the potion as you do so. You can infuse the potion with the effects of a spell of 3rd level or lower that you have prepared by expending the material components of the spell, half a gallon of water (most is boiled off), and extra potion components detailed below.

If the spell requires a creature to target, a creature falls under the effects of the spell either by drinking the potion or having its contents splashed on it. They have disadvantage on any saving throws they must make as part of the spell.

You know when a creature drinks your potion. You can choose to allow the drinker to immediately cast the infused spell using your spellcasting ability, spell attack bonus, and spell save DC. Otherwise, the drinker falls under the effects of the spell as normal.

When splashing a creature with your potion, you have a reach of 5 ft. and a range of 30/90 feet. The splasher uses your spell attack bonus or their own attack bonus. On a hit, the potion splashes its contents over the target and shatters. On a miss, it shatters without effect.

Once the potion has been drunk, emptied, shattered, or left unused in these ways for 14 days, it is no longer infused and its magic fades. If it still has liquid in it, the liquid becomes clean water. You can have a number of potions infused at once equal to your Intelligence modifier.

Extra Potion Components

Each time you brew a potion, you must expend more than just the infused spell's components. Roll on the Extra Potion Components table or pay another price given to you by your DM. If you can't obtain these extra components before the end of your rest, the potion fails to brew.

Extra Potion Components
d8 Component
1 A memory.
2 The life of a beast.
3 A weapon that has tasted blood.
4 A lost item, still being searched for.
5 A lock of hair.
6 A kiss, and a promise.
7 The dying words of an enemy.
8 A minute of contemplation.

Witch's Familiar

At 2nd level, the spell find familiar appears in your spell book if you don't have it already, and you can ignore the material components for the spell. You always have this spell prepared, and it doesn't count towards your prepared spells.

Witch's Coven

At 6th level, your form a coven with your party. Choose up to 6 allies you can see; they become your coven mates. A new coven mate must agree to be part of the coven and undergo a 1-hour ritual as detailed below.

After finishing a long rest, you can choose to remove coven mates from your coven, or add new ones if you have fewer than six.

You gain a two-way telepathic connection to your coven mates up to 60 feet away, and coven mates can telepathically communicate with each other as long as they are each within 60 feet of you. You can cast any of your spells as though they originated from any coven mate of your choice, except spells with a range of self, as long as they are on the same plane of existence as you.

Coven Ritual

"Repeat after me: My arm is your arm."

"My arm is your arm," they repeat.

"My thoughts are your thoughts."

"My thoughts are your thoughts," they repeat.

"My heart is your heart."

"My heart is your heart," they repeat.

"Now, give me your hand so that it may point true."

They hold out a hand. The witch slices their palm and drinks the blood.

"Bend down your head so that it will know truth."

They bend down their head. The witch plucks a strand of hair and tucks it behind an ear.

"Call past the wind so we know where it blew. Do you accept?"

"I do!" they call.

"Then we are one. We are true."

Witch's Hut

From 10th level, you can extend your hospitality to your coven. At the start of a short or long rest, you can touch a point on the ground to raise up your hut from the earth. Your hut is a 30 foot by 30 foot single-story building made of magically-reinforced wood. While within your hut, you and your coven mates gain the maximum amount of healing from hit dice, and you are alerted if creatures approach the hut with ill intent. At the end of the rest, your hut grows legs, spits everyone out, and walks away. It disappears from sight after a minute.

Animator

At 10th level, the spells unseen servant, mouse (IW), and animate objects appear in your spell book if you don't have them already. You always have these spells prepared, and they don't count towards your prepared spells.

Combat Brewing

Starting at 14th level, you can instantly brew potions mid-combat. While initiative has been rolled, you can use your action to brew a potion, infusing it with any spell you have prepared. You must expend the material components of the spell as well as one extra potion component of your choice from the list above. The potion materialises in your empty hand. As part of the action you took to brew the potion, you can drink it, splash it, or pass it to an ally within 5 feet of you.

You can brew a potion in this way even if you already have your maximum number of potions infused. Unlike other potions, this potion loses its infusion after 1 minute. Once you have used this feature, you must finish a short or long rest before you can do so again.

Potion Mastery

Also starting at 14th level, you can infuse your potions with any spell you have prepared.

Customisation

What You Left Behind

As a Material plane native, why is it important to return to the Material Plane? Why risk these expeditions into the Feywild?

Discuss the answer to these questions with your DM. You can decide on your own answer, or roll on the Reason to Return table.

Reason to Return
d6 What You Left Behind
1 A dream of a better life.
2 A family. Your children.
3 Your true love.
4 An item of great value.
5 A promise unfulfilled.
6 Revenge.

What You Will Leave

As a Feywild native, why is it important to leave the Feywild? Why have you begun to settle in Endercoast?

Discuss the answer to these questions with your DM. You can decide on your answer, or roll on the Reason to Leave table.

Reason to Leave
d6 What You Will Leave
1 A life of uncertainty and pain.
2 A family you would not have chosen for yourself.
3 An arranged marriage.
4 A cursed item.
5 An oath you regret taking.
6 An order of banishment.

Why You Joined

The Feywild can be a vast and lonely place. Why have you chosen to join with a party of adventurers? What can you offer the party? What can they offer you?

Discuss the answer to these questions with your DM. You must decide for your own benefit why the character you play is appropriate for this adventure and deserves to be in the party.

A character in the party must be willing to delegate responsibility, to allow others to have the spotlight, and to accept that failure in this land of chaos is not only inevitable but frequent. Such is the way of life in the Feywild.

Backgrounds

Endercoast Backgrounds

The following backgrounds from the PHB are appropriate to represent characters who live in Endercoast.

  • Acolyte (PHB)
  • Charlatan (PHB)
  • Criminal (PHB)
  • Entertainer (PHB)
  • Guild Artisan (PHB)
  • Guild Merchant (PHB)
  • Noble (PHB)
  • Sage (PHB)
  • Urchin (PHB)

In addition, the following new background from Into Wonderland can also represent characters well established in Endercoast.

  • Guard (IW)

Feywild Backgrounds

The following backgrounds from the PHB are appropriate to represent characters who live in the Feywild.

  • Charlatan (PHB)
  • Hermit (PHB)
  • Outlander (PHB)

In addition, the following new backgrounds from Into Wonderland can also represent characters well established in the Feywild.

  • Archfey's Courtier (IW)
  • Hag's Servant (IW)

Acolyte (PHB)

There are only three religions in Endercoast with significant following now that the city has been transplanted into the Feywild.

The Church of Her Inimitable Joyousness worships Lliira, Goddess of Joy, and their worship of her takes the form of an acrobatic circus performance.

The elves, firbolgs, gnomes, and druids of the Sylvan Grove worship Silvanus, God of Wild Nature, although they are seen with suspicion by the rest of the city due to the circumstances.

The Sentinels of Equity are largely non-denominational, but still mysteriously receive clerical powers for their priests.

If you serve as an acolyte of the Sentinels of Equity, your DM may allow your party to begin with a relationship of 1 with this faction.

You can worship other gods, but you might be the only acolyte of such a god in the city still actively practicing your faith. Even the most devoted feel totally cut off from the divine in the Feywild.

Archfey's Courtier

You are a courtier in the majestic court of a powerful archfey, such as Lord Cals, Cirrus the Jester, Dailili, Tettlebug Moonflower, or another archfey of your choice. You are often sent on missions of both high and low importance in accordance with the mercurial whims of your master.


  • Skill Proficiencies. History, Performance
  • Languages Sylvan or one Feywild language of your choice (IW)
  • Tool Proficiencies One musical instrument of your choice (PHB)
  • Equipment A musical instrument you're proficient in, four sets of beautiful courtier's robes (one for each season), a token of your archfey such as a sprig of mistletoe or a shrunken skull, a common magic item of your choice, and a belt pouch containing 25 chocolate coins

Audience with the Archfey

As a courtier, you can obtain an audience directly with the archfey you serve. You will need to present a very compelling argument for why they should pay attention to you right now as opposed to anything else of interest in their realm.

Your DM may decide that this background allows your party to start at a relationship of 1 with the archfey you serve.

Suggested Characteristics

Archfey like to keep exuberant courtiers to entertain themselves, and you are no different.

Personality Trait
d8 Personality Trait
1 I am utterly devoted to my master, who is perfect in every way.
2 The music I play captures the hearts of all who listen.
3 All the world's a stage, and I am but an actor on that stage. I say my lines, and I am done.
4 My mood changes dramatically depending on the season.
5 I am as carefree as the wind.
6 Only I know the true nature of the archfey. And they have secrets I shall never tell.
7 I AM VERY LOUD.
8 The world is so full of wonders. How could anyone settle on just one vocation their whole life?
Ideal
d6 Ideal
1 Chaos. The nature of the Feywild is to reject the laws that mankind imposes on it. (Chaotic)
2 Emotional Truth. One must not tell lies. The Feywild will know. (Neutral)
3 Music. I hope to one day play a song so beautiful that the Weave itself sings along. (Good)
4 Love. You can't argue with how you feel. (Chaotic)
5 Devotion. I have sworn myself to my archfey because I believe in their cause. (Neutral)
6 Trickery. The world needs pranksters as much as it needs lawyers and bankers and accountants. (Chaotic)
Bond
d6 Bond
1 This is by no means the first archfey for whom I am a courtier, and they will not be the last.
2 My instrument was carved by an ancient being and still bears a portion of its soul.
3 I have seven lovers in seven realms. May they never meet.
4 I believe that my archfey and I share a special relationship, deeper and truer than with other courtiers.
5 I was once a human on the Material Plane. Look how times have changed.
6 My six thousandth birthday was just last month. Or was it my seven thousandth? Who can keep track?
Flaw
d6 Flaw
1 I'm so rAnDoM!
2 Lend me your trust and you shall quickly regret it.
3 I have little patience for things that do not bring me immediate joy.
4 There is none more glorious than my archfey, and I will burn to death without hesitation anyone who claims otherwise.
5 I can't take anything seriously. It's all just a big joke.
6 Responsibility is a four letter word.

Charlatan (PHB)

You have taken another's identity in Endercoast. You may be a native resident of Endercoast, or you may be a spy for an archfey. Either way, your fragile existence in Endercoast is one that teeters on the knife's edge of discovery.

Criminal (PHB)

Life was always hard for those without means, but now that Endercoast has fallen into the Feywild, the means available to you have shrunk even further. A life of crime makes the most sense when you're not even sure that money will be accepted tomorrow.

Entertainer (PHB)

You wonder how you could possibly hope to compete with the beautiful ballads sung by fey creatures, but hey, you still get work, and there's nothing that gets the Endercoast public's mind off their predicament more than a jaunty tune.

Guard

Commissioner Huck Lasick has really doubled down on recruitment into the Endercoast Guard. As a guard, you have a duty to protect the city, and although in the past this was mostly against itself, now there are greater incursions that threaten public safety.


  • Skill Proficiencies. Intimidation, Investigation
  • Languages Any two Endercoast languages of your choice
  • Equipment A uniform identifying you as part of the Endercoast Guard, a set of Thieves' Tools you took from the evidence locker, a set of manacles, a set of common "civvie" clothes, and a pouch containing 15 gp

Stop! You've Violated the Law!

You have the authority to stop, question, and frisk Endercoast civilians, who are likely to cooperate with you in the pursuit of criminals.

Your DM may allow your party to begin at a relationship of 1 with the Endercoast Guard faction.

Suggested Characteristics

Use the tables for the Soldier background (PHB) as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the Endercoast Guard.

Guild Artisan (PHB)

The arts have always been a major part of Endercoast's prosperity. The festivals are traditionally a celebration of that. But in the Feywild, the government has turned its attentions on more practical matters, and you find that the guilds are having to borrow a lot of money to keep the dividends flowing for their members.

Guild Merchant (PHB)

Endercoast has a powerful union, the Union of Small Business Owners, which you are invariably a member of if you want to obtain and keep a business license. Circumstances have arisen such that your regular business has gone under or has been made redundant with the displacement into the Feywild, but there is always the opportunity to start a new business (IW).

Your DM may allow your party to begin at a relationship of 1 with the Union of Small Business Owners faction.

Hag's Servant

You made a bad deal. You've paid for it. You were young when you first entered into servitude to the hag, and now you are fourteen years older, no wiser, no stronger, just tired. The hag was true to her word: your service has ended. Now what?


  • Skill Proficiencies. Medicine, Nature
  • Languages Two Feywild languages of your choice, one of which is Sylvan unless you already know it
  • Equipment A petrified crow, a mirror that shows your face when you are old, an iron rat's skull, an unopenable tiny chest that beats rhythmically, a voodoo doll of a long-dead enemy of the hag, and a bright pink mushroom

A Hag's Eye View

You understand innately the meaning of any deals a hag (or other similar deal-making fey creature) offers the party. For example, you know that the demand for "That spring in your step" means that you will lose 10 feet of movement speed and will no longer be able to jump.

Suggested Characteristics

Fourteen years of servitude to a hag is more than enough to change someone forever.

Personality Trait
d8 Personality Trait
1 I've grown sympathy for the hag over the years.
2 I did not deserve this fate. Someone must pay.
3 An inescapable obsession compels me to organise everything I see into just the right configuration.
4 Direct eye contact makes me uncomfortable.
5 I collect interesting trinkets.
6 Don't talk to me about hardship. I've worked longer days and done harder things than you could imagine.
7 I carefully catalogue every new plant and animal I encounter out of habit.
8 I make sure to acknowledge the hard work of familiars, unseen servants, and other such helpful creatures summoned by magic. If I had my way, I'd free them all.
Ideal
d6 Ideal
1 Freedom. I will not be enslaved. Not again. Not this time. (Chaotic)
2 Pain. Everyone should have to endure a taste of what I went through. (Evil)
3 Curiosity. I was able to learn a lot from the hag, despite her best efforts. (Chaotic)
4 Negotiation. Don't make my mistake. Be clear in the terms of every deal. (Lawful)
5 Cynicism. Life sucks, and then you die. Get used to it. (Neutral)
6 Nature. I appreciate the beauty of every defiant little pocket of life found in the natural world. (Good)
Bond
d6 Bond
1 I made friends with a very smart rat who kept me sane during my servitude. I was devastated to learn she was the hag in disguise.
2 By the end of my time with the hag, we had grown mutual respect for one another. We were not equals, but sometimes we came close.
3 The home I left behind is no longer there for me. I wouldn't want to go back anyway. It's time I struck out on my own.
4 A satyr tried to save me, but was captured and enslaved by the hag. One day I will go back to save him in return. But first I must plan.
5 I watched a dryad grow from a shrub to a tree. Every day I would sneak her a ray of sunshine I had caught in my pocket. I wonder where she is now.
6 I made a promise before I was enslaved. There is still time to fulfill it.
Flaw
d6 Flaw
1 Empathy exhausts me. There is no more room in my heart for those who have suffered misfortune. I've seen it all before.
2 Hard work never set me free. What's the point of it now?
3 I'm much more confident in Sylvan than I am with my native language. I've lost touch with my roots.
4 The terrible things I've seen have left me with a scar on my mind that will never go away.
5 I don't fully believe that I am free. Each night I fear I will wake up with the hag standing over me, compelling me back to her service.
6 I've inherited all the worst traits of a hag.

Hermit (PHB)

You've spent countless years in the Feywild mulling over the meaning of such a place. The secret you've uncovered likely has to do with how to defeat a powerful archfey, or how to return Endercoast to the Material Plane. Discuss with your DM the nature of such a secret.

Noble (PHB)

You're part of the upper class of Endercoast, and you likely have ties with Mayor Attercat and the government due to your family's extensive briberies.

The DM may allow your party to begin at a relationship of 1 with the Endercoast Government faction.

Outlander (PHB)

The Feywild is home to many countless tribes of many countless races. There are humans, not in great number, but they are here. And there are more exotic tribes of goblins who have rejected Maglubiyet, lizardfolk and bullywugs who have wandered here from their homelands, kuo-toas who got lost in the Underdark and swam to the Feydark, wood elves and eladrin and firbolg that have made their home in the tree tops, gnomes that live in glamoured villages in hills, and centaurs in the open fields.

Sage (PHB)

Endercoast has plenty of magic users and plenty of researchers. After the displacement, such scholars became highly sought for their knowledge of the planes.

Urchin (PHB)

You've been doubly displaced from your home, now. Perhaps the Feywild is an opportunity to improve your situation. Then again, how many opportunities have you let slip?

Languages

Everyone in Endercoast speaks Common as well as any languages of their race. The most commonly spoken languages are as follows.

  • Common
  • Draconic
  • Dwarvish
  • Elvish
  • Gnomish
  • Halfling
  • Infernal
  • Orc
  • Thieves' Cant

In the Feywild, communication can be more difficult, and there are hundreds of unique languages. The following languages are spoken enough to be notable. Elvish is the only language that is commonly spoken in both Endercoast and the Feywild, so it is the language of trade between them, despite vastly different dialects.

Whenever someone from Endercoast and someone from the Feywild attempt to understand each other without the aid of magic, each speaker must succeed on a DC 10 Intelligence check or they will misunderstand the other speaker.

  • Bullywug
  • Draconic
  • Druidic
  • Elvish
  • Giant
  • Goblin
  • Kuo-Toa
  • Sylvan

Feats

Any feats from the PHB are appropriate for this adventure. In addition, the following feats are available to those who embrace the chaotic nature of the Feywild.

  • Chaos Caster (IW)
  • Feywild Navigator (IW)

Chaos Caster

You've learned to accept the chaos of the Weave into your spellcasting.

Increase your Intelligence, Wisdom, or Charisma by 1. Each time you cast a spell of 1st level or higher, roll a d20. On a roll of 20, you trigger a Wild Magic Surge (PHB 104).

If you are a sorcerer with the Wild Magic bloodline, you instead bolster your class feature by triggering a surge on a roll of 1 or 20.

Feywild Navigator

You are in tune with the shifting of the Feywild.

Increase your Intelligence, Wisdom, or Charisma by 1. You innately understand the emotional frame of mind you need to travel to any area of the Feywild, and you have advantage on Wisdom (Survival) checks and Charisma saving throws made as part of navigating the Feywild.

Monster Lists

Druid Wild Shapes

The following beast shapes are available to any druid with the Wild Shape feature who is familiar with the Feywild. This is also a good list to pick from when you cast polymorph.

Wild Shapes
CR Beast Restrictions Source
0 Badger PHB
0 Cat PHB
0 Deer PHB
0 Goat PHB
0 Owl PHB
0 Raven Fly PHB
0 Spider PHB
1/8 Giant Weasel PHB
1/8 Poisonous Snake Swim PHB
1/4 Constrictor Snake Swim PHB
1/4 Elk PHB
1/4 Giant Frog Swim PHB
1/4 Giant Owl Fly PHB
1/4 Giant Poisonous Snake Swim PHB
1/4 Wolf PHB
1/2 Black Bear PHB
1/2 Giant Goat PHB
1/2 Giant Wasp Fly PHB
1 Brown Bear PHB
1 Dire Wolf PHB
1 Giant Spider PHB
1 Giant Toad Swim PHB
2 Cave Bear PHB
2 Giant Boar PHB
2 Giant Constrictor Snake Swim PHB
2 Giant Elk PHB
2 Giant Tortoise IW
3 Ancient Boar IW
4 Ancient Raven Fly IW
4 Ancient Wolf IW
5 Ancient Toad Swim IW
6 Ancient Bear IW
7 Ancient Elk IW
8 Ancient Owl Fly IW
9 Ancient Spider IW

Conjure Animals

The following beasts are available to be conjured with the spell conjure animals. The DM usually selects which beasts are conjured, but you can ask the DM to allow you to pick them instead.

Wild Shapes
CR Beast Amount Source
0 Badger 8 PHB
0 Cat 8 PHB
0 Deer 8 PHB
0 Goat 8 PHB
0 Owl 8 PHB
0 Raven 8 PHB
0 Spider 8 PHB
1/8 Giant Weasel 8 PHB
1/8 Poisonous Snake 8 PHB
1/4 Constrictor Snake 8 PHB
1/4 Elk 8 PHB
1/4 Giant Frog 8 PHB
1/4 Giant Owl 8 PHB
1/4 Giant Poisonous Snake 8 PHB
1/4 Wolf 8 PHB
1/2 Black Bear 4 PHB
1/2 Giant Goat 4 PHB
1/2 Giant Wasp 4 PHB
1 Brown Bear 2 PHB
1 Dire Wolf 2 PHB
1 Giant Spider 2 PHB
1 Giant Toad 2 PHB
2 Cave Bear 1 PHB
2 Giant Boar 1 PHB
2 Giant Constrictor Snake 1 PHB
2 Giant Elk 1 PHB
2 Giant Tortoise 1 IW

Conjure Woodland Beings

The following fey are available to be conjured with the spell conjure woodland beings. The DM usually selects which fey are conjured, but you can ask the DM to allow you to pick them instead. You can't summon a fey creature if you don't have access to the sourcebook it comes from.

Woodland Beings
CR Fey Amount Source
1/8 Boggle 8 VGM 128
1/4 Blink Dog 8 MM 318
1/4 Pixie 8 MM 253
1/4 Sprite 8 MM 283
1/2 Darkling 4 VGM 134
1/2 Satyr 4 MM 267
1 Centaur, Fire Beetle 2 IW
1 Centaur, Shambling Mound 2 IW
1 Centaur, Unicorn 2 IW
1 Centaur, Wolf Spider 2 IW
1 Dryad 2 MM 121
1 Quickling 2 VGM 187
1 Time Vulture 2 IW
2 Darkling Elder 1 VGM 134
2 Darkwood Stalker 1 IW
2 Gardener (any fey race) 1 IW
2 Growth Druid (any fey race) 1 IW
2 Meenlock 1 VGM 170
2 Sea Hag 1 MM 179

Conjure Fey

Fey Creatures

The following fey are available to be conjured with the spell conjure fey. You can't summon a fey creature if you don't have access to the sourcebook it comes from.

Although the four warlocks of the archfey contained in this book can be of a fey race, they cannot be summoned by this spell as they are protected by their archfey. Similarly, Poppiplob in archfey form meets the criteria for being summoned by this spell, but his status as an archfey protects him from being summoned.

Creatures summoned by this spell cannot cast conjure woodland beings or conjure fey themselves.

Fey
CR Fey Source
1/8 Boggle VGM 128
1/4 Blink Dog MM 318
1/4 Pixie MM 253
1/4 Sprite MM 283
1/2 Darkling VGM 134
1/2 Satyr MM 267
1 Centaur, Fire Beetle IW
1 Centaur, Shambling Mound IW
1 Centaur, Unicorn IW
1 Centaur, Wolf Spider IW
1 Dryad MM 121
1 Quickling VGM 187
1 Time Vulture IW
2 Darkling Elder VGM 134
2 Darkwood Stalker IW
2 Gardener (any fey race) IW
2 Growth Druid (any fey race) IW
2 Meenlock VGM 170
2 Sea Hag MM 179
3 Green Hag MM 177
3 Redcap VGM 188
3 Survivalist (any fey race) IW
3 Witch (any fey race) IW
4 Mercury Berserker (any fey race) IW
4 Yeth Hound VGM 201
5 Warden (any fey race) IW
6 Annis Hag VGM 159
7 Bheur Hag VGM 160
7 Korred VGM 168

Fey Spirits in Beast Form

The following beasts are available to be conjured with the spell conjure fey, changing their type to fey.

Fey spirits of challenge rating 0 have been removed from this list to save space. If you really want to use conjure fey to summon a CR 0 creature, you can find a list of them in the Druid Wild Shape and Conjure Animals tables above.

When you summon an ancient beast with this spell, such as the ancient elk, you summon the beast itself; its type doesn't change to fey. The spell otherwise has the same effect. If you attempt to summon an ancient beast that is dead, the spell fails.

Fey Spirits
CR Fey Spirit / Ancient Beast Source
1/8 Giant Weasel PHB
1/8 Poisonous Snake PHB
1/4 Constrictor Snake PHB
1/4 Elk PHB
1/4 Giant Frog PHB
1/4 Giant Owl PHB
1/4 Giant Poisonous Snake PHB
1/4 Wolf PHB
1/2 Black Bear PHB
1/2 Giant Goat PHB
1/2 Giant Wasp PHB
1 Brown Bear PHB
1 Dire Wolf PHB
1 Giant Spider PHB
1 Giant Toad PHB
2 Cave Bear PHB
2 Giant Boar PHB
2 Giant Constrictor Snake PHB
2 Giant Elk PHB
2 Giant Tortoise IW
3 Ancient Boar IW
4 Ancient Raven IW
4 Ancient Wolf IW
5 Ancient Toad IW
6 Ancient Bear IW
7 Ancient Elk IW
8 Ancient Owl IW
9 Ancient Spider IW

Spells

Spell Lists

Bard

Cantrips (0 Level)
  • Coin Toss
2nd Level
  • Euphoria
  • Mouse
  • Our Little Secret
3rd Level
  • Babble
4th Level
  • Despair
  • Tormentor
6th Level
  • Discord
7th Level
  • Trick

Cleric

Cantrips (0 Level)
  • Coin Toss
3rd Level
  • Babble
5th Level
  • Extract Dream
  • Rainbow

Druid

2nd Level
  • Mouse
3rd Level
  • Babble
  • Return to Earth
5th Level
  • Extract Dream
  • Rainbow

Paladin

5th Level
  • Rainbow

Ranger

2nd Level
  • Euphoria
3rd Level
  • Return to Earth
5th Level
  • Rainbow

Sorcerer

Cantrips (0 Level)
  • Coin Toss
1st Level
  • Knight's Hop
4th Level
  • Despair
5th Level
  • Rainbow
6th Level
  • Reflect

Warlock

Cantrips (0 Level)
  • Coin Toss
3rd Level
  • Babble
4th Level
  • Despair
5th Level
  • Extract Dream
6th Level
  • Discord
7th Level
  • Trick

Wizard

Cantrips (0 Level)
  • Coin Toss
1st Level
  • Knight's Hop
2nd Level
  • Euphoria
  • Mouse
  • Our Little Secret
3rd Level
  • Babble
4th Level
  • Despair
5th Level
  • Extract Dream
6th Level
  • Discord
  • Reflect
7th Level
  • Trick

Spell Descriptions

Babble

3rd level enchantment


  • Available to: bards, clerics, druids, warlocks, wizards
  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (a weasel's tongue)
  • Duration: Concentration, up to 1 minute

You inflict a curse of uncontrollable bouts of gibberish. Choose a humanoid or fey that you can see within range. The target must succeed on a Wisdom saving throw or babble incoherently for the duration. While babbling, the target can't speak, make bite attacks, use breath weapons, or use spells that require a vocal component. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends for the target.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid or fey for each slot level above 3rd. The humanoids or fey must be within 30 feet of each other when you target them.

Coin Toss

Enchantment cantrip


  • Available to: bards, clerics, sorcerers, warlocks, wizards
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a coin, which the spell consumes)
  • Duration: Instantaneous

You enchant a coin and flip it. The coin hovers and spins for a split second, then darts towards a creature you can see within range, bursting on impact with a flash of energy. Make a ranged spell attack roll against the target. On a hit, roll a d2. The target takes 1 force damage on a roll of 1 and 8 force damage on a roll of 2.

At Higher Levels. This spell's damage increases either by 1 on a roll of 1 or by 8 on a roll of 2 when you reach 5th level (2, 16), 11th level (3, 24), and 17th level (4, 32).

Despair

4th level enchantment


  • Available to: bards, sorcerers, warlocks, wizards
  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (the skull of a Tiny beast)
  • Duration: Concentration, up to 1 minute

You remind your target of the hopelessness of existence. Choose a humanoid or fey that you can see within range. The target must succeed on a Charisma saving throw or become despondent. A creature with 5 or less Intelligence or that is immune to being charmed automatically succeeds on this saving throw. While despondent, the target is incapacitated, it automatically fails any ability checks or saving throws made to resist being grappled or restrained, and attack rolls have advantage against it. At the end of each of the target's turns or when the target takes damage, it can make another Charisma saving throw. On a success, the spell ends for the target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional humanoid or fey for each slot level above 4th. The humanoids or fey must be within 30 feet of each other when you target them.

Discord

6th level enchantment


  • Available to: bards, warlocks, wizards
  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (a bouquet of flowers thrown high in the air, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You cause infighting amidst your enemies' ranks. Choose a point within range. Each creature of your choice within a 20 foot radius of that point must succeed on an Wisdom saving throw or become charmed by you. While charmed, each target must use its action on its turn to make a melee weapon attack against an ally within reach. The target will move up to its speed to get in reach of one of its allies if it is safe to do so. At the end of each of the target's turns or when the target takes damage, it can make another Wisdom saving throw. On a success, the target is no longer charmed.

Euphoria

2nd level evocation


  • Available to: bards, druids, rangers, wizards
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an expanded balloon)
  • Duration: Instantaneous

You breathe a puff of sweet-smelling, dizzying gas like that of a faerie dragon. Each creature in a 15-foot cone originating from you must make a Wisdom saving throw. On a failed save, roll on the Euphoria Breath Effect table. The target must act accordingly on its next turn.

Euphoria Breath Effect
d6 Effect
1 The target takes no action or bonus action and uses all of its movement to move in a random direction.
2 The target uses all of its movement to move in a random direction. It can otherwise act normally.
3 The target drops prone and immediately ends its turn.
4 The target takes the Dodge action and immediately ends its turn.
5 The target can act normally, but all its attack rolls are made with disadvantage and all saving throws against its spells and effects are made with advantage.
6 The target behaves normally.

Extract Dream

5th level divination


  • Available to: clerics, druids, warlocks, wizards
  • Casting Time: Casting Time
  • Range: Touch
  • Components: V, S, M (a spinning top)
  • Duration: 10 minutes

You extract the ectoplasmic energy of dreams by laying your hands upon a sleeping humanoid or fey. The target makes a Charisma saving throw. On a failed save, the target's dreams, if it has any, appear in a hazy bubble above its head. The dreams are, by nature, meaningful only to the dreamer. A person viewing the dream in this way can make a DC 20 Wisdom (Insight) check to fathom the meaning of the dream, learning a secret about the dreamer on a success.

If the dreamer is being targeted by the spell dream, a representation of its nightmares materialises as a living nightmare, such as a terrible monster, the caster of dream, or even the dreamer themselves. The living nightmare is any CR 4 or higher creature with the following changes.

  • Its hit points are halved.
  • Its type is abberation.
  • It has resistance to bludgeoning, piercing, and slashing damage, and it has immunity to necrotic and poison damage.
  • It has the Incorporeal trait of a ghost (MM).
  • It can't move further than 30 feet from the dreamer.
  • If the dreamer dies or is no longer unconscious, the living nightmare disappears.
  • If the living nightmare dies, the dreamer can sleep more soundly for a while. If the same caster of dream attempts to cast it again on the dreamer in the next 42 (4d20) days, the spell fails.

Knight's Hop

1st level transmutation


  • Available to: sorcerers, wizards
  • Casting Time: 1 action
  • Range: 5 ft.
  • Components: V, S, M (a small carved figure of a horse)
  • Duration: Instantaneous

You move a creature as though they were a knight on a dragon's chess board. Make a melee spell attack against a creature within range. On a hit, you move the target in a straight line 10 feet in any direction and then 5 feet in a perpendicular direction, as long as there is space to do so. You can choose to move the target 5 feet and then 10 feet perpendicular instead. Against a willing target, you don't need to hit them with a melee spell attack, you just need to touch them.

Mouse

2nd level transmutation


  • Available to: bards, druids, wizards
  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S, M (a little winding handle)
  • Duration: 1 minute

You animate an object with the speed and timidness of a mouse. Choose an Tiny object within range. The target grows four little furry legs and becomes an animated mouse (IW) for the duration, immediately rolling initiative and attempting to escape to a hiding spot. It sees all other creatures as deadly threats, including you. The effects end if the animated mouse is reduced to 0 hit points (which destroys the object) or if a creature can see the animated mouse when the spell ends. Otherwise, it remains an animated mouse indefinitely.


Animated Mouse

Tiny construct, unaligned


  • Armor Class 15
  • Hit Points 1 (1d4 - 1)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 9 (-1) 2 (-4) 6 (-2) 2 (-4)

  • Skills Stealth +7
  • Senses passive Perception 8
  • Languages --
  • Challenge 0 (0 XP)

Actions

Scurry. The animated mouse takes the Disengage and Hide actions. It can break them up with movement.

Our Little Secret

2nd level divination (ritual)


  • Available to: bards, wizards
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a novel with certain passages suspiciously marked)
  • Duration: 1 hour

You and each willing humanoid or fey touching you when the spell is cast can speak, read, and write Thieves' Cant for the duration. If no willing creatures are touching you, the spell fails.

Rainbow

5th level evocation


  • Available to: clerics, druids, paladins, rangers, sorcerers
  • Casting Time: 1 action
  • Range: 300 ft.
  • Components: V, S, M (an inverted crystal pyramid)
  • Duration: Instantaneous

A swathe of multicoloured radiance springs forth from your glimmering chest. Choose a creature within range and make a ranged spell attack against it. On a hit, you deal 1d12 damage of each of the following types, for a total of 7d12 damage: radiant, fire, lightning, acid, cold, thunder, and force. You also learn if the target has any vulnerabilities, resistances, or immunities to any of these damage types.

At Higher Levels. When you cast this spell using a spell slot of 6th level, 7th level, or 8th level, you can add 1d12 damage of an additional damage type for each slot level above 5th. You can choose from the following additional damage types: necrotic, poison, and psychic. When you cast this spell at 9th level, you instead roll additional damage equal to 1d12 poison, 1d12 psychic, 1d12 necrotic, 2d12 force, and 2d12 radiant.

Reflect

6th level abjuration


  • Available to: sorcerers, wizards
  • Casting Time: 1 reaction
  • Range: 60 ft.
  • Components: V, S, M (a silver mirror)
  • Duration: Instantaneous

In response to a caster you can see within range targeting you with a single-target spell, you can attempt to reflect the spell. A reflected spell targets the caster of the spell as though it originated from you, if possible, and it uses your spell save DC or spell attack bonus, if relevant. You can reflect a spell even if it isn't a spell you know. If the target is casting a spell of 1st level or lower, you reflect the spell without needing to make an ability check. If the target is casting a spell of 2nd level or higher (up to 5th level) make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell is reflected. You can't reflect spells of 6th level or higher.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you reflect the spell if its level is less than or equal to four levels below the spell slot you used. For example, casting reflect at 8th level allows you to reflect spells of 4th level or lower without needing to make an ability check.

Return to Earth

3rd level necromancy


  • Available to: druids, rangers
  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S, M (dirt from a grave)
  • Duration: Concentration, up to 1 minute

The earth calls for all manner of creature to coalesce back into its dark soil. Choose a creature within range. At the end of each of its turns until the spell ends, the target must succeed on a Strength saving throw or be knocked prone if it is within range and it is standing on natural ground.

Tormentor

4th level conjuration


  • Available to: bards
  • Casting Time: 1 bonus action
  • Range: 60 ft.
  • Components: V
  • Duration: Concentration, up to 1 minute

You torment your enemy with jests and mockery. Choose a creature within range. An illusory floating mouth appears and follows the target. The mouth criticizes, harangues, insults, and berates the target in its native tongue. As a bonus action and as part of casting this spell, you can use the mouth to cast vicious mockery on the target, dealing 4d4 psychic damage on a failed save (regardless of your level). You can't cast vicious mockery twice in the same round using this spell, and you must fulfill the requirements to cast it, using the mouth for verbal components. If the target dies, you can use your bonus action to move the mouth to a new target within range and use the mouth to cast vicious mockery on the new target.

Trick

7th level illusion


  • Available to: bards, warlocks, wizards
  • Casting Time: 1 action
  • Range: 90 ft.
  • Components: S
  • Duration: Concentration, up to 24 hours

You swap identities with a humanoid you can see within range that is within 1 size category of you. If the target is unwilling, it must make a Charisma saving throw. On a success, the spell ends. On a failure, both you and the target teleport to each other's spaces, switching positions. You both become glamoured to look like each other and speak in each other's voices. The moment of change is not perceptible. To discern through the illusion, a suspicious creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. The changes wrought by this spell fail to hold up to physical inspection.

A hag that knows this spell can cast it on two targets other than herself within range. Both targets must either be willing or have failed their saving throw for the change to take place.























Part 3

Into Wonderland


Running the Adventure

Adventure Synopsis

Too Long; Didn't Read

  • Endercoast is whisked away to the Feywild
  • The party joins together and learns of their short and long term goals
  • The party investigates rumours in the Feywild
  • The party chooses an archfey court and completes the court's quest
  • The party returns to Endercoast to take their long rests
  • The party spends downtime and finishes up other quests while waiting for a harmonic convergence
  • The party battles an evil mastermind in a climactic battle
  • Endercoast is returned to the Material Plane

Full Synopsis

The adventure starts as people emerge from their homes in Endercoast to look up at unfamiliar stars. Fey creatures stand at the gate, asking to be let in, and despite the crowd being unsettled by their presence, Mayor Attercat welcomes the fey. Included among both the crowd and they fey are members of the party that will soon be formed. Just as the friendly fey enter the city, so does a very unfriendly creature, a primeval guardian that calls out with the voice of Dailili, a powerful archfey of growth. The party defeats the primeval guardian, earning the trust of the mayor.

Mayor Attercat forms an emergency council session in the Guardhouse. He remarks on the prowess displayed by the party in battle and asks Commissioner Huck Lasick if he would christen them as a special task unit to investigate further into the strange realm that the city has landed itself in. Turph Musheen claims that they need to be part of the union before they can be syndicated, but the mayor waves him off, to his chagrin. Hermione Galanodel, representative of the Sentinels of Equity, states what she knows about the Feywild and offers to help the party get started on their first expedition. She theorises that the island in the Sea of Vines will likely be important, but nobody can figure out how to get there yet. Moving through the Feywild isn't so simple.

The party has a few weeks of downtime before their first expedition is scheduled. They take the time to run around Endercoast, seeking what information they can about the Feywild and pursuing plot hooks. They learn that Endercoast is without easy access to its normal supply of food and water, and they learn that the general populace is anxious about maintaining safety and a sense of community. They also learn that, because Endercoast was hosting a music festival, there are many, many more people in the city than there are places to house them. Most of all, everyone is concerned with getting back to the Material Plane as quickly as possible.

The party sets out into the Feywild to solve these problems, pursuing at least one of the plot hooks of their choice. Their investigations take them all around the Feywild, but lead eventually to one or more of the following places: the Litter and the Peat, the Court of Jest, the Tree of Infinity, and Dewdrops.

In the Litter and the Peat, a court built in the ruins of a race of long-forgotten progenitors, the party faces off against Lord Cals, an archfey who wishes as badly as they do that Endercoast be returned to the Material Plane. He's content, however, to sit back and let Endercoast destroy itself just as the progenitors did. The party negotiates with Lord Cals to help fulfill Endercoast's needs for food, water, and shelter, but there is a price. There is a spy in his court. He cannot tell who it is, but he knows that if he waits long enough, the spy will reveal themselves. If the party can locate the spy, he will help Endercoast. The party discovers that many of Lord Cals' warlocks have been charmed by a hag, Dearest Gran, who angles to destroy Lord Cals' court after a perceived slight. Lord Cals grants the party what they ask, and asks them for one more favour. Dearest Gran has given out a curse of immortality to many creatures in the Feywild. Seek out these three and slay them: the ancient boar, the ancient wolf, and the shadow in the Feydark. Bring proof of their demise. This will anger Dearest Gran, and in her anger she will reveal herself. It is then that Lord Cals can destroy her. In return, he will reveal the secrets to returning to the Material Plane.

In the Court of Jest, the party puts on a performance for Cirrus the Jester, who welcomes them into his court. They offer the party shelter, safety, and community. In return, Cirrus demands that the party expose the artifice of Endercoast. The party must prove that people crave the unpredictable wilds, not the trappings of society. If the party can accomplish this, Cirrus delivers on their promises, but something is deeply bothering them. Further investigation reveals that Cirrus pines for their lost love. If the party can reunite Cirrus with their beloved, Cirrus may be inclined to reveal the secret to returning home.

In the Tree of Infinity, the party ventures into a deeply overgrown area of the Feywild and are horrified to learn that every tree shares the same consciousness: Dailili the archfey. Dailili expresses her intention to grow over the entire Feywild and expresses frustration that she cannot fully break through into Endercoast. The party might be able to convince her that sending Endercoast home will be easier than consuming it, though of course Dailili sees this as an opportunity to spread her seed into the Material Plane as well. She offers endless food, water, and safety to Endercoast, but in return the party must kill the sacred beasts that protect the Feywild from her influence: the ancient elk, the ancient owl, and the warden. Once the party has slain these beasts, Dailili is true to her word, though her influence strengthens and she pushes her luck for even further power. She demands that the party help her overtake the Sylvan Garden in Endercoast completely. If they help her with this, she will reveal how to send Endercoast home. Her ultimate goal is to spread to the Material Plane, of course, so it may be unwise to take her up on it.

In Dewdrops, the party is beset by storms and rescued by the Princess of Dewdrops, Tettlebug Moonflower, a powerful pixie archfey. Tettlebug is responsible for the wicked weather experienced in the Feywild and in Endercoast. Tettlebug remains blissfully unaware of her true power, though her sycophantic devotees know it all too well. A group of four of her devotees, a goblin, a bullywug, a kuo-toa, and a storm mephit approach the party with a proposition: they will guide Tettlebug such that her powers provide Endercoast with food, water, and community, as long as the party rescues the bullywug swamp and the kuo toa cave in the Feydark from the destructive storms. If the party successfully protects these communities, Tettlebug's followers make do on their promise. If the group presses, they might be able to convince a few of the followers to see the errors of their ways, at which point the party's new quest becomes to reveal to Tettlebug the true extent of her capabilities, which will hopefully allow her to harness them to help save Endercoast. Unfortunately, the realization drives Tettlebug to madness.

The party can also pursue other quests, such as Spirited Away, If I Could but Shudder, Don't Go Out in the Woods at Night, and various sidequests for factions and business owners in Endercoast.

Once the party has completed at least one of the four main quests, they learn that Endercoast can only be returned to the Feywild during a period of harmonic convergence. In other words, they'll need to wait for the stars to -- quite literally -- align. This gives them the opportunity for more freeform exploration of the Feywild. They can pursue the quests of other courts, finish up side quests, scheme for one faction to dominate Endercoast, fight back against evil, or just explore for exploration's sake. Not to mention figuring out the mystery of who spirited Endercoast away to the Feywild in the first place. Each time the party requires a long rest, remember that they must return to Endercoast.

As the harmonic convergence approaches, the party learns of several different potential culprits: Hermione Galanodel of the Sentinels of Equity, Mayor Hitchen Attercat, Commissioner Huck Lasick, Turph Musheen of the Union of Small Business Owners, Lord Cals, Cirrus the Jester, Dailili, or Tettlebug Moonflower. You decide which faction was the culprit, and that faction makes a serious effort to prevent the party from allying with any factions that could help them. The party's investigations lead them to the island in the Sea of Vines. They learn of the purpose of the island: a watchtower. Within the watchtower is the true answer for how to get home. The party finds a way to pass the Sea of Vines using the help of one of the archfey, and when they reach the watchtower, they must defeat the enemy faction and its leader in a climactic battle.

The secret to returning home is "the friends we've made along the way". Armed with this knowledge, the party returns to Endercoast and prepares the city to be whisked back to the Material Plane. They Feywild is left behind, and each party member ends their story on a meaningful personal note.

Character Progression

Characters level up every couple of sessions, whenever you feel they've earned it, or upon completion of the following milestones.

  • Solved all of Endercoast's basic needs
  • Orchestrated a faction's domination of Endercoast
  • Completed a quest

The adventure is intended for 8th to 14th level adventurers, but there are quite a bit more than 6 opportunities to level up. If you'd like to extend the adventure into higher-levelled play, you are free to do so, just be wary of the use of powerful magic like plane shift that makes it trivial for the party to escape the Feywild without help. Consider blocking access to any spell that allows a character to teleport or to make extraplanar contact.

Encounter Balancing

Once characters reach 11th level, they enter the 3rd tier of play, where they are capable of taking on world-ending threats. The creatures of the fey possess powerful magic, but only a few are of significant danger to existence itself (e.g. Dailili). This means that your party might be facing threats that are wildly disproportionate to their power level, often much weaker but occasionally much stronger. There was no special care taken towards balancing the encounters of this adventure, especially because the archfey can be tackled in any order (or not at all). If you find that a combat encounter swings too far in one direction, you have a few options.

Too Easy!

The Feywild is a magical place, and travel is complicated. It's likely that even more dangerous creatures might just show up out of nowhere. Roll on a random encounter table (IW) appropriate for the region the party is fighting in. Any creatures in that encounter wander in and disrupt the battle.

Too Hard!

The fey are tricksters, not murderers. If the party is looking like they might take significant losses in battle, their opponents might whisk themselves away, ending the fight immediately and leaving any unconscious party members stable but with a new Fey Mark (IW), or, less punitively, a Fey Prank (IW).

Too Slow!

If combat is taking way too long, consider that the Feywild can spirit people away to new locations at the drop of a hat. If you think it will help, you can remove enemies, friendly NPCs, and even party members at will.

Variant Rules

The following variants to the 5th edition rules are recommended for this adventure. Only use however many of these rules appeal to you.


  • Feats (PHB): Alternatives to ability score increases make characters more fun to build and easier to differentiate.
  • Variant Humans (PHB): A feat at level 1 can be a powerful, interesting option for human characters.
  • Player-Determined Inspiration (PHB): Giving a teammate inspiration (instead of relying on the DM) can help build group cohesion.
  • Proficiency Dice (DMG): The Feywild is more chaotic than the Material Plane, and rolling for proficiency rather than flatly applying it might help get across this difference. It makes the game more dependent on luck.
  • Hero Points (DMG): The Feywild is an inspiring place full of magic and wonder, which can bring out the best in those who embrace its majesty. You can reflavour Hero Points as Sublime Inspiration in this way.
  • Fear and Horror (DMG): The Feywild isn't just majestic. It can also be terrifying. Rules for fear and horror can help emphasise this aspect of the realm to your players.
  • Gritty Realism Resting (DMG): While conducting downtime in Endercoast, Gritty Realism (7 days long rest) can put the focus on intrigue and politics by making resources more cost-intensive.
  • Plot Points (DMG): The freeform nature of the campaign means that the players have a lot of say in how the story plays out. You can further increase their agency by implementing a plot point system, which allows them to modify the story in major ways otherwise only available to the DM.
  • Combat Options (DMG): Combat is not meant to be the full focus of the campaign, which means that rules like Massive Damage and Morale that can end combat early could be put to good use in finishing an encounter non-lethally.
  • Lingering Injuries (DMG): Crippling the party might be a good way to get them to seek out a hag for help.

Plot Hooks

The Litter and the Peat

  • A dessicated corpse is found in the middle of town square being picked apart by vultures. As people approach, the vultures seem to teleport high above the crowd's head. They circle ominously. A young mother and her kids wail in agony. He had just gotten better. How did it end up like this? Inquiry shows that the dead man had fallen terribly ill and had ventured into the Feywild to seek a cure. Sure enough, when he returned, he was cured, all thanks to his "grandmother", or some other name, can't remember. But as he boasted of his ability to cheat certain death, he was descended upon by the vultures and slain. It is said the vultures are agents of an ancient and powerful archfey.
  • Just outside the city walls sit stand hundreds of straw people held up on gnarled black staffs of burnt wood. The Sentinels of Equity claim that they are wards of banishment, but that the lingering traces of the Material Plane are blocking the archfey's attempts to send the city home -- perhaps negotiating with the archfey might bear fruit.

The Court of Jest

  • Rumour has it that an archfey can be found among the audience of the Church of Her Inimitable Joyousness. Seems like we've caught someone's eye. Perhaps if a suitably glorious performance was put on for such an archfey, they would invite us into their court.
  • Doppelgangers seem to have become a plague on the town. People don't trust strangers, and a nightly ritual of quizzing one's family members has become commonplace. It'll probably be important to quell this paranoia. Perhaps an archfey is sending these doppelgangers and could be convinced to stop.

The Tree of Infinity

  • The corpse of the primeval guardian at the North Gate has overgrown with vines that encroach on the city. Municipal engineers have cut through them, poisoned them, and even had wizards blast it with fireballs, but no matter their efforts, the vines keep regrowing. Whatever archfey this is, it is powerful. Perhaps powerful enough to send Endercoast back home rather than go through all this effort to consume it.
  • A woodsman has gone missing in the Feywild. He of course is not a woodsman any longer, for not even he would dare to harm a tree while in the Feywild, but for some reason he set out with his axe and his backpack and got lost in the woods. Tracking down this woodsman reveals that he had been lured by a dryad, the result of which were his legs rooted to the ground and his head chopped clean from his body. The leaves in this area, despite not being autumn, have turned red with the dryad's hatred.

Dewdrops

  • Terrible weather. Even the mild days cause allergies, hayfever, sneezing, and sickness. Some say that it is the work of the most powerful archfey of all, one who controls the weather, controls the seasons, controls the world. Such an archfey must possess power undreamt of. Perhaps they could be convinced to help Endercoast. Though, just like with the eladrin elves, the season would determine this archfey's amenability.
  • A parade of fey passes through Endercoast singing praises of the Princess of Dewdrops. The parade has dozens upon dozens of goblins, bullywugs, kuo-toas, pixies, and sprites. Might be worth following them.

Spirited Away

  • During a holiday where the people of Endercoast get together and reminisce about the past, a teenaged girl, named Magpie, instead stares up at unfamiliar stars in wonder. If she's spoken to, she speaks of the possibilities of a future in this place, where the stars have true meaning, where the sun hangs at the horizon, and where the earth can nurture you as it nurtures its plants. There is a future here. Some time later, the girl seeks out the party. She explains that she is the first girl after seven boys. She was a very sick baby, and when her father pleaded with the gods to save her, he got no answer from them. But he did get an answer from someone. And she thinks, now that they are in the Feywild, that whoever answered her father's cry has finally taken its prize: her seven brothers, transformed into ravens. She asks the party to help her travel through the Feywild to find them: she will ask the sun to shine the way, entreat the stars for a gift, and seek shelter in the earth. They will bring her to her brothers.

If I Could but Shudder

  • Jacob Pleasant, a board member of the Union of Small Business Owners, requests a private audience with the party. He and his brother Wilhelm have always been close, though after the death of their father, they had a fight about how the body should be treated. Wilhelm wanted him to be buried in the Feywild, while Jacob just wanted him to be incinerated. Jacob won out in the end, but he is worried about this obsession with the Feywild in his brother. In fact, Wilhelm has just run off with one of those fey women. Jacob doesn't want to put his life and his family's livelihood at stake by leaving Endercoast's borders. He knows that the party are among the most respected adventurers in the city due to their place in Mayor Attercat's task force. He tells them he will pay them a total of five thousand gold pieces if they can find Wilhelm, talk some sense into him, and bring him home. If they can't do it, Jacob worries that he will eventually have to do it himself.

Don't Go Out in the Woods at Night

  • A tired mother, eyes red from tears, demands that the party listen to her. "The hag, Dearest Gran, has terrorised the good people of Endercoast for long enough. Yes, she grants them their wishes, but too many have been taken by her out of malice. And now my child is counted among the lost. Is her hut not clean enough? Why should she take so many? Why my child? Go forth into the wilds, find her, kill her, and return my boy to me."

The Shimmer


The Shimmer

Once upon a time, things were going well for Mayor Attercat. He had a comfortable office in a city that had enjoyed three solid years of growth, and there was barely anything he had to do except approve the odd public works project and look the other way whenever someone passed him a platinum. His dreams of retiring early in a beach house in the neighbouring villages were shattered when he woke up one late morning to the screams of a horrified crowd. As he slipped on his glamoured robes, put on his magic hat, and grabbed his rod of mayorship, he had no idea that his entire world had come crashing down around him. The city of Endercoast was no longer where it used to be. The entire city -- buildings, people, and all -- had just been spirited away.

Quest Summary

This is the first quest in the campaign book Into Wonderland, serving as the introduction of the setting to the characters. Before beginning this adventure, ensure that your players have created 8th-level characters and have read through what their characters would know of Endercoast and the Feywild.

The party meets for the first time, fights off Dailili, is sworn in as a Feywild Task Force, and discovers they're trapped in a looping dream. The four faction leaders of Endercoast slay a living nightmare and rescue the party. The party takes some downtime in Endercoast to recover before setting out into the Feywild.

By the end of this quest, the party will have ...

  • met each other
  • fought off a dangerous enemy
  • met all four of the key faction leaders in Endercoast
  • joined the Feywild Task Force of Mayor Attercat
  • escaped a dream sequence
  • learned of short term and long term goals for the campaign
  • spent some downtime in Endercoast
  • learned of some archfey featured in the adventure
  • learned how to travel in and out of the Feywild

DM Preparation

  • Count how many characters in the group are immune to being put to sleep (usually just elves and half-elves). If all of them are immune to being put to sleep, the part of this quest that takes place in a dream will actually be in the dream of Mayor Hitchen Attercat.
  • Read the information on the four Endercoast faction leaders from Dramatis Personae (IW) and prepare their statblocks to give to your players. If you have more than four players who can be magically put to sleep, also prepare a mercenary (NPC) statblock for them.
  • Prepare for the possibility of a character getting killed; since it's a dream sequence, just revive them at 1 hit point after resetting the day. They're 8th level; they can work out their own methods of healing if they need to.
  • Look through the section on Endercoast (IW) to be prepared for downtime activities at the end of the quest.
  • Incorporate a few plot hooks (IW) during downtime to lead the party to the courts of the archfey.
  • Prepare the following foes:
    • Primeval Guardian (NPC)
    • Shambling Mound (MM)
    • Awakened Tree (MM)
    • Dryad (MM)
    • Roper (MM) with the living nightmare adjustments from the spell extract dream (IW)

Methods of Escaping the Dream

Your party will be trying to escape the dream with a variety of methods. Allow them to experiment and let them escape if they find a clever solution; you absolutely do not have to make them complete all four fights with Dailili. Regardless of the party's solution to waking up, the faction leaders will still need to fight the living nightmare to rescue them.

Pinch Me

The characters may resort to orchestrating their character's 'death' to wake themselves up. If more than half the party is killed, go to the next reset of the day; everyone is revived at 1 hit point at the start of each day.

Kill Dailili

Since Dailili escapes on her next turn after being reduced to half hit points or lower, the party may try to "nova" her and kill her outright in one go. You can choose to have the same effect if she escapes or is killed, or you can allow this as a potential solution to waking up. Dailili does not die in real life if she dies in the dream, however.

Change the Script

The party might attempt to reason with Dailili. Use Dramatis Personae for her personality, ideal, bond, and flaw (IW). The party can convince Dailili to cease her assault if they work in all four of her characteristics into their appeal and then succeed on a DC 20 Charisma check (any relevant skill). They can discern one characteristic by talking to her and succeeding on a DC 10 Wisdom (Insight) check. Convincing her to back off will end the dream if you choose.

Dailili will get annoyed and attack if they try to talk to her for too long, up to your discretion.

What the party learns in the dream will still be relevant if they face down Dailili for real later in the campaign.

Kill the Faction Leaders

The party might attack the faction leaders. If they try, they hear each faction leader's voice mysteriously wafting in from above their heads, arguing about how it's hopeless trying to rescue people who don't want to be rescued. Hermione is the voice of reason that convinces the others to keep going with the extraction. She resets the day for the party.

Prevent the Invitation

Each day, Mayor Attercat somehow manages to invite in the fey. If the party can stop him from doing that, the fight with Dailili is prevented, and you can decide that this constitutes a valid way to escape.

Something You Hadn't Anticipated

Players can be super creative. If they impress you with how they tackle their escape, just roll a few dice behind your screen, blink a few times in surprise, give them a look of disbelief, and say it works.

The North Gate

To begin the quest, read the following passage to your players.

It was a mild night in Endercoast when the sky became a shimmer beyond the walls. By mid morning, word had spread and terror had gripped the hearts of the good people of this city. When misty figures appeared at the North Gate, a crowd gathered. Some were there out of curiosity. Some had brought spears and shields and crossbows to defend their home. The figures at the gate revealed themselves, and they were fey.

At this point, if any party members are from the Feywild, they introduce their character to the rest of the group.

It is at this moment that Mayor Hitchen Attercat arrives. The crowd parts for the portly, ridiculous man in his glorious robes and he stands before the fey, red-faced, breathing heavily. A pixie asks something in a language no one in the crowd can speak, but Mayor Attercat seems to understand. He tries to reply, but something is caught in his throat. He coughs. He sneezes. He just nods and waves them in. A gesture he soon regrets, for once the fey step into Endercoast, the crowd becomes uproarious.

At this point, any party members from Endercoast introduce themselves to the rest of the group and can attempt to calm down the crowd. A DC 10 Charisma check (any skill) will quell the uproar. Mayor Attercat uses his rod of rulership if nobody else can do it; he automatically succeeds in his attempt.

Just as it seems like the crowd might be willing to give the fey a chance, a hulking figure from just beyond the gate lumbers through the shimmer: a tree, no, a dryad, twelve feet tall, as strong as the headstone of a king's grave. The dryad bellows out in a young woman's voice, soft, bitter, and rumbling: "Relieve Dailili of the wretched taste of your city! The Feywild belongs only to the trees!" The crowd panics. Luckily, a few strong warriors step forth to challenge the dryad.

That's the cue for the party to draw weapons and prepare to fight. Everyone rolls initiative.

Fight with Dailili

Dailili takes the form of a primeval guardian (NPC 130). At the start of each party member's first turn, they must roll a DC 3 Constitution saving throw or suffer the effects of mild weather (IW), i.e. the poisoned condition, for the rest of the day.

On initiative count 20, the party hears one of the following echoing whispers all around them.

Mysterious Whispers
d4 Whisper
1 "They don't know, they don't know, they don't know ..."
2 "Not yet, not yet, not yet ..."
3 "Can't hear us, can't hear us, can't hear us ..."
4 "Too early, too early, too early ..."

Music

If you tend to play music during fights, try "Non, Je ne Regrette Rien" by Edith Piaf.

Dailili ends the fight after she has taken at least 102 damage or after two turns have passed. She uses her Singular Being trait (IW) to collapse and reform elsewhere in the Feywild instantly, leaving only behind an inert pile of plant matter. If the party manages to kill her, the same thing happens anyway.

The North Gate quickly becomes encrusted with plant matter. Vines sprout from cracks in the stone. A canopy of wicked, spiky leaves grows over the gate, blocking out the sun. It's all overgrown. All vicious. All hateful. And everyone knows, in their heart of hearts, that nothing will ever be able to get rid of these weeds.

After Dailili's attack, the public has become, quite rightfully, distrustful of the other fey creatures who have arrived. The crowd shoves the fey creatures back. Pixies turn invisible and flutter away. Satyrs back up slowly back through the shimmer, showing their horns. A goblin skitters into a back alley. The crowd eventually disperses.

Mayor Attercat, on the other hand, is delighted. He sneezes a few more times before finally composing himself. He invites the party to join him in the Council Hall for an important meeting.

There is no transition between the North Gate and the Council Hall. Just start with the description below of the council hall, and if the party protests, just tell them they have no memory of how they got to the council hall. It just seemed to ... happen.

The Council Hall

Huck Lasick, the commissioner, scoffs at the idea of creating a Feywild Task Force. He slams his little halfling fists on the mayor's desk in the council hall and says, quite forcefully, that if he is given more funding to train his recruits, the Endercoast Guard will be more than capable of handling any expeditions into the Feywild. An elven woman in white robes, Hermione Galanodel, speaks with a voice like honey: "The Feywild cannot be mapped or measured by your glorified accountants, your honourable commissioner. And the more we send, the harder it will be for all of them to return home. No, we need a small but effective group of adventurers like those our dear Mayor has brought before us. Will you tell the commissioner of your skills?" Lasick crosses his arms and gives you an expectant look.

The party has the chance to explain why they would be a good fit to conduct expeditions into the Feywild and survive. Whatever answer they give, Lasick throws up his hands in defeat.

A half-orc man in a well-tailored suit takes a puff from a whalebone pipe. He has four beautiful flowers in his hair. His voice is rough, working class. "Need to be part o' the Union, else you'll be taking advantage of 'em, won't you, Attercat?"

Anyone from Endercoast recognises this man from the papers: Turph Musheen, the most influential member on the board of the Union of Small Business Owners.

The mayor waves off the half-orc. "No need, no need, I'll have my lawyers draft up a contract. You stay in your lane and I'll stay in my lane, isn't that our agreement?" Turph just snarls and takes another puff.

Hermione looks over the group. "I know some things of the Feywild. The first is that you cannot trust your senses. I suppose all of you would know quite a bit about that, wouldn't you? How do you know all of this, everything that's happened today, is absolutely beyond a shadow of a doubt not just a --"

The North Gate

-- cold night in Endercoast when the sky became a shimmer beyond the walls. By mid morning, word had spread and terror -- and the biting cold -- had gripped the hearts of the good people of this city. When misty figures appeared at the North Gate, a crowd gathered.

All of the party members, both from the Feywild and from Endercoast, must introduce themselves. Dismiss any confusion they might express. This is the first time the party is meeting. They have to introduce themselves.

It is at this moment that Mayor Hitchen Attercat collapses in the middle of the crowd. All of his magic items could not protect him from the cold. As the townsfolk huddle around him to warm up his frostbitten fingers, he raises a weak hand and waves for the interlopers to enter. The fey all huddle together, for even they aren't immune to the cold, except for one. A dryad, twelve feet tall, with a woman's bitter voice: "Relieve Dailili of the wretched taste of your city! The Feywild belongs only to the trees!"

Roll initiative.

Fight with Dailili

The party has not received the benefit of a rest. Any resources spent in the previous battle are not recovered.

This time, Dailili takes the form of a shambling mound (MM). On initiative count 20, any character not within 5 feet of an allied creature takes 2 (1d4) cold damage. Dailili herself offers no warmth against the cold.


Music

If you play music during your fights, use the same music from the last time the party fought Dailili, but slow it down to 75% speed.

Dailili is defeated after taking at least 68 damage or after two turns have passed. Once more, she collapses into a pile of plant matter regardless of whether she was killed or whether she escaped.

The North Gate quickly becomes encrusted with plant matter, and you know that nothing will ever be able to get rid of these weeds. It seems you are needed in --

The Council Hall

The mayor's office is enormous. His desk is surrounded by twenty-foot high bookshelves stocked with books that have never been opened. You've never really taken a good look around here, but with Mayor Attercat indisposed, the other leaders of Endercoast can't help but pry through his collection. Hermione Galanodel reads a book -- previously unopened -- about proper lawn care. "Suppose the commissioner's running the meeting. Our dear mayor shouldn't have gone out in the cold without me."

The commissioner hops up onto the mayor's desk and stares you down, arms crossed, legs dangling. "Well? Why should you be on the mayor's special task force and not the town guard?"

Once more, the players must explain themselves. Why are they the right people for the job? And once more, Huck Lasick seems unconvinced. This time, Turph Musheen joins in with the interrogation.

"Besides which, you lot'll be looking for representation, I gather. Read this." He passes you a scroll, but it's nonsense. The words swim on the page. "Case you get targeted by some powerful magic and get knocked out for a few days. What do you say? Pay your union dues and sleep soundly in the night-time?"

Hermione peers up from her book. "They won't sleep soundly any nights. Certainly not this type of --"

The North Gate

-- hot, stuffy, humid summer morning. The crowd swelters in the baking sun. Fey creatures huddle in the shade under the north gate, waiting for their invitation.

The party introduces themselves yet again.

The mayor, drenched in sweat, arrives to the great relief of the crowd. He waves in the fey creatures, but one dryad at the back, beautiful and terrible, says with a bitter voice, "Relieve Dailili of the wretched taste of your city! The Feywild belongs only to the trees!"

Roll initiative.

Fight with Dailili

Again, the party receives no benefit of any rest. Dailili takes the form of an awakened tree (MM). The party members start the fight with three levels of exhaustion due to the sweltering heat.


Music

If you play music during your fights, use the same music, but slow it down to 50% speed.

Dailili is defeated after taking at least 30 damage or after two turns have passed.

The North Gate is encrusted with plant matter. Nothing will remove the weeds.

The Council Hall

Hermione Galanodel checks Attercat's temperature. He's burning up from exhaustion. His sweat soaks into the fine leather chair in his office. The commissioner crosses his arms and leans against the wall, frustrated, no less sweaty. Even the half-orc Turph Musheen is uncomfortable with the heat. He addresses the party frankly. "Reckon we've been trying to extract you for a week and a half. This is some powerful magic. Hermione's learned a new spell that should help. You just have to survive one more --"

The North Gate

-- rainy morning. The streets flood with six feet of rushing water, and only you and Mayor Attercat sit in your rafts by the North Gate, hoping to let in the fey. Mayor Attercat waves them in, and wouldn't you know it, a mess of seaweed rises from the water and forms the shape of a woman, a dryad. "Relieve Dailili of the wretched taste of your city! The Feywild belongs only to the trees!"

Roll initiative.

Fight with Dailili

The party is still exhausted and without rest from the other encounters. Dailili takes the form of a dryad (MM) who walks upon the surface of the flood waters. She doesn't use her Fey Charm action. Instead, she tries to use entangle to drag the characters off the side of the boat and drown them.


Music

If you play music during your fights, use the same music, but slow it down to 25% speed.

Dailili is defeated after taking at least 11 damage or after two turns have passed.

The North Gate is encrusted with plant matter.

The Council Hall

And the council hall is no better. It's covered with vines, thorns, seaweed, and thick roots. There's nobody else in the mayor's office but you. You hear in a whisper in your ear ...

"We've almost got them out. Hang on."

The vines begin to creep closer.

Reality

At this point, drop the act and explain precisely what is going on. The players are under the effects of a powerful and cursed casting of dream that is forcing them to relive the same day over and over. They are unconscious in the council hall while the four faction leaders -- Mayor Attercat, Commissioner Lasick, Hermione Galanodel, and Turph Musheen -- attempt to rescue them with the extract dream spell (IW).

Players controlling a sleeping character can take on one of these four NPCs if they wish. Refer to Dramatis Personae for the statblocks you can use to represent these NPCs (IW).

If someone in the party has the Fey Ancestry racial trait (i.e. anyone who can't be put to sleep by magic), you can determine that they have been awake the whole time and must help the rest of the party wake up from the shared nightmare.

If everyone can't be put to sleep by magic, the party must rescue Mayor Attercat, who was truly the one asleep the whole time; they were all watching his dreams together.

If there are more than four players with sleeping characters, you can give them the statblock of a mercenary (NPC) from Lasick's guard who is helping out.

You can also skip this fight if your players are fatigued from the fight, or if you've forgotten to prepare the NPCs for the players. Simply describe the four faction leaders landing the decisive blow against ...

The Living Nightmare

... a living nightmare, the manifestation of Dailili's will through the spell dream. The living nightmare is represented by a roper (MM) with the following changes.

  • It resembles a whipping mass of vines.
  • It has 46 hit points.
  • Its type is aberration.
  • It has resistance to bludgeoning, piercing, and slashing damage, and it has immunity to necrotic and poison damage.
  • It has the Incorporeal trait of a ghost (MM).
  • It can't move.

Upon the defeat of the living nightmare, all of the dreamers awaken and gain immunity to the spell dream for 42 (4d20) days.

Awakening

After awakening, the party is told that they were targeted by a powerful archfey. The mayor suspects Dailili, of course, but Hermione explains that Dailili isn't the only archfey in the Feywild. The other archfey might have a vested interest in making everyone think it was her.

In any case, the paperwork is official: the party now forms the mayor's Feywild Task Force. Their first mission is to investigate the source of the powerful magic cast upon them, probably by attempting to locate Dailili's fey court or find rumours of other archfey in the area.

The commissioner, scowling, reminds Hermione that there are more pressing concerns. Endercoast is running dangerously low on food and water. There's a huge displaced population of holiday-makers who don't have a roof over their heads. Everyone distrusts the fey and each other -- often for good reason. And nobody feels safe. These five basic needs must be fulfilled before everything else.

Make sure the party has written down these short term goals.

Turph Musheen, ever the pragmatist, adds, "Oi, don't forget the purpose of all this task force malarkey. We oughtta find Endercoast a way back home. We got business to get back to."

Make sure the party has written down their long term goal.

The mayor claps his hands together in glee. "Splendid! Take a few weeks to get settled into town -- you deserve it after such an ideal -- and see if anyone's got info about the Feywild in town. We've been leading you around by the hand up until now, but the rest is up to you to decide. Off you go!"

Downtime

The party has three weeks of downtime to spend in Endercoast (IW). The party has been unconscious for more than a week. They begin their downtime in Week 11 of Spring and end their downtime in Week 1 of Summer, celebrating the Summer Solstice (IW).

When their downtime is complete, Hermione Galanodel meets them for dinner at the Horizon's Edge Eatery (IW). She's paying. She tells the party about how anyone who tries to venture out of Endercoast just winds up right back where they started. Crossing the threshold into the Feywild takes a bit of finesse.

See the Threshold of Endercoast section (IW) to find the information that Hermione relays to the party.

She asks the party what they've discovered about the Feywild, what their plans are, and how they intend to approach their short and long term goals.

Quest Completion

The Shimmer is complete when the party successfully enters the Feywild. This is a good opportunity for the party to level up. You can treat a level-up as the result of each party member's efforts to improve their skills during downtime, or as a spontaneous power boost they receive just by passing through the Shimmer and entering into the Feywild.

Remind your party that a long rest will not be possible in the Feywild; they will need to return to Endercoast each time they wish to take a long rest and/or level up. This can be presented diegetically (the characters are told this by Hermione Galanodel) or metatextually (the players are told this by the DM).

FAQ


  • What happens if my character dies during the dream? They revive with one hit point each time the dream resets.
  • Does my character regain all of their resources when the dream ends? No -- they must complete enough long rests to recover all their resources and get rid of their exhaustion levels, hence three weeks of downtime in Endercoast.
  • Who Do I Play When I Fight the Living Nightmare? You play one of the four key faction leaders of Endercoast, or a capable guard in the Endercoast guard, as determined by your DM, who will give you a photocopy of the relevant statblock. When the fight is over, you reclaim your character as normal.
  • My character can't be put to sleep by magic. Am I still asleep for the dream? No, your character was awake the whole time, attempting to rescue the others. In the dream, you were playing a manifestation of that character as dreamed up by the others. In reality, you can play yourself in the final fight against the living nightmare, and you haven't lost any resources that you lost in the dream (it wasn't really you).

The Litter and the Peat


The Litter and the Peat

Once upon a time, a poor man had twelve children and was forced to work night and day to provide for them. Many nights he had to go without food himself. When his thirteenth child was born, knowing he could not care for him, he resolved to walk the forest path and find a godfather for the boy.

The first man he came across was a young man. The young man told him that he would be the best godfather he could be. He would give the boy the world. He would protect him from evil, shield him from fear, save him from death. The poor man laughed. "You have not the wisdom of age. A boy does not become a man by being sheltered from the world." The poor man walked on.

The next man he came across had skin as red as hot coiling iron and horns ripped from the head of a sacred ebony goat. The man was Asmodeus, Lord of the Nine Hells, and Asmodeus told the poor man he would raise his son, as long as the contract was signed that day. The poor man laughed. "You may be the greatest of the devils, but you are still a devil. You prey on the poor, the desperate, the impatient. I may be poor and desperate, but I have the patience to trust that you will not be the last one to offer me help." The poor man walked on.

The third man he came across was a celestial knight in beaten armor, the Vigilant One himself, Helm, the God of Protection. Helm introduced himself as such and vowed that he would raise the poor man's boy to be strong, wise, good, resilient, moral, and fair. The poor man nodded at each of these but the last. He did not laugh. "The audacity you have to declare yourself capable of teaching someone what is fair, when a poor man like me spends his life toiling to be a good father, praying to you, only to be beset by countless misfortunes. Leave now, before I curse you with the same lifetime of scorn you have shown to me." The poor man walked on.

The final man he came across was hidden under a black shroud. The hidden man said, "Your boy will grow to be resilient, for I will be his companion in times of strife. Your boy will be grow to be patient, for all good things will come to him in time. And your boy will grow to be fair, for he will see first hand how little I care for riches, how little I care for luck." And for once, the poor man was convinced by what he had heard. He knew in his heart that this man could not lie.

The poor man returned to his twelve children. They asked where their brother had gone. The poor man laughed, a horrid laugh, and could say only this: "Your brother is in the hands of death."

Quest Summary

The party travels through the Feywild and reaches the court of the Litter and the Peat, ruled by Lord Cals. The archfey offers Endercoast food, water, and shelter if the party can locate the spy in his court.

Upon successfully identifying the spy and securing resources for Endercoast, Lord Cals offers to trade information on how to send Endercoast home to the material plane if the party can goad Dearest Gran into revealing herself by slaying three monsters: the ancient boar, the ancient wolf, and the shadow in the Feydark. Upon completion of these tasks, Lord Cals reveals important information about the Harmonic Convergence.

The party can optionally locate Lord Cals' godson in Endercoast, which will increase their relationship with Lord Cals' court. This angers Cirrus the Jester and decreases the party's relationship to their court.

DM Preparation

  • Make sure that your players have been given sufficient plot hooks (IW) to foreshadow this quest.
  • Allow the players to pick up plenty of rumours about Lord Cals (IW).
  • Read the Brothers Grimm fairy tale Godfather Death.
  • Read Lord Cals' description in Dramatis Personae (IW) and familiarise yourself with the abilities from his statblock (IW), especially his spells.
  • Familiarise yourself with Feywild travel (IW).
  • Pre-roll some random woods encounters (IW).
  • Prepare foes from Lord Cals' list of minions (IW), especially the following.
    • Dream Guardian (NPC)
    • Warlock of Lord Cals (NPC)
    • Nothic (MM)
    • Oni (MM)

Plot Hooks

  • A dessicated corpse is found in the middle of town square being picked apart by vultures. As people approach, the vultures seem to teleport high above the crowd's head. They circle ominously. A young mother and her kids wail in agony. He had just gotten better. How did it end up like this? Inquiry shows that the dead man had fallen terribly ill and had ventured into the Feywild to seek a cure. Sure enough, when he returned, he was cured, all thanks to his "grandmother", or some other name, can't remember. But as he boasted of his ability to cheat certain death, he was descended upon by the vultures and slain. It is said the vultures are agents of an ancient and powerful archfey.
  • Just outside the city walls sit stand hundreds of straw people held up on gnarled black staffs of burnt wood. The Sentinels of Equity claim that they are wards of banishment, but that the lingering traces of the Material Plane are blocking the archfey's attempts to send the city home -- perhaps negotiating with the archfey might bear fruit.

Rumours of Lord Cals

The following rumours about Lord Cals can be picked up by the party in their travels and research. Learning as many rumours as possible will give the party a better chance of interacting socially with Lord Cals or facing him in battle.

False or misleading rumours have been marked with an asterisk (*). This doesn't mean that such rumours are entirely untrue, just that the truth is more complicated than is stated.

Rumours of Lord Cals

You can roll randomly for the following rumours, or choose a rumour you like.

d20 Rumour
1 He is powerful enough to shrug off magic as though it were a fine layer of dust upon his shoulders.
2 He sees only truth.*
3 He is older than the universe.*
4 You never meet his true form.*
5 He is much more wrathful than he appears.
6 The rose around his neck is all that remains of a faerie queen whose heart he scorned.
7 He can only be defeated in the short term. In the long term, he will always be victorious.
8 He has no conception of good or evil. All are the same in his court.*
9 No mortal weapon can harm him.
10 He can weather the coldest winter, the hottest summer, the darkest storm.
11 His very touch inflicts a terrible curse.
12 He can stop time.
13 Dark spirits fight for him in battle.
14 He wishes to slay the hag, Dearest Gran.
15 He can weave words in such a way that they cannot be resisted.*
16 He steals your spells and uses them against you.*
17 He adopted a human son, but they are now estranged.
18 He guides Tettlebug Moonflower with a subtle hand into achieving his goals for him.*
19 He allows Dailili to wreak havoc across the land because it will eventually benefit him.*
20 He cursed Cirrus the Jester with madness.*

Custom Archfey

This court serves well an archfey with a strong connection to death.

If you are using a custom archfey and would like to use The Litter and the Peat as their court, ensure that you read through the entire quest before you start and replace any relevant details with what would better suit your archfey. For example, Lord Cals' godson might instead be your archfey's offspring. Keep the broad strokes of the quest mostly the same if you can.

Court Information

Lord Cals rules the court of the Litter and the Peat, a place frozen in time after a calamity struck the ancient race that once lived here, more ancient even than the gods. The architecture of the old race is alien, non-euclidean, beautiful in its own way, and the moment of the destruction of their most sacred buildings has been forever preserved.

The Litter and the Peat

Leader

For information on Lord Cals, see Dramatis Personae (IW) and his statblock (IW).

Goals

Lord Cals pursues the following goals.


  • Inevitability. Anyone who wishes to cheat death must be shown the error of their ways.
  • Purification. Lord Cals intends to remove Endercoast from the Feywild. An advanced society threatens the purity of his court.

Influence


  • Patience. Lord Cals is used to waiting. His time vultures (IW) take advantage of an enemy's impatience, and his stone golems (MM 170) force enemies to slow down. The magic of his court rewards those who take their time and punishes those who strike ahead.
  • Reservation. Lord Cals possesses nigh-limitless power, but he is careful about how the power is used. He refuses to employ more of his power than is necessary, so the most successful of his enemies are those who are as patient and insidious as he is, never revealing their full strength until it is too late.

Minions

  • Cultists of the Archfey (NPC 208)
  • Dream Guardians (NPC 69)
  • Gargoyles (MM 140)
  • Liminal Druids (NPC 71)
  • Nagpas (MTF 215)
  • Nothics (MM 236)
  • Onis (MM 239)
  • Scarecrows (MM 268)
  • Stone Golems (MM 170)
  • Time Vultures (IW)
  • Twilight Priests (TPN 24)
  • Warlocks of Lord Cals (IW)
Events

You can roll randomly for the following court events, or choose an event appropriate to your session.

d6 Event
1 Lord Cals replaces half of the statues in Endercoast with a gargoyle (MM 140) to keep watch over the city.
2 Lord Cals asks a trusted dream guardian (NPC 69) to torture the party members or an enemy faction through their dreams.
3 Using onis (MM 239), Lord Cals kidnaps vulnerable people from Endercoast in the hopes of converting them into his cultists.
4 Lord Cals sends 52 (5d20) time vultures (IW) to circle Endercoast from above, watching and waiting.
5 Lord Cals signs a deal with Mayor Attercat. The mayor adds the quick features of a warlock of the archfey (NPC 165) to his existing statblock (king/queen, NPC 220).
6 Lord Cals curses the city of Endercoast with a "slow day" where every citizen of the city must succeed on a DC 20 Constitution saving throw or fall under the effects of slow until twilight.
Patron Bonuses

By completing sidequests, the group can increase or decrease their court relationship.

Relationship Bonus (or Detriment)
-1
Hustlers
The party has disadvantage on initiative rolls due to a curse from Lord Cals.
0
Mayflies
No effect.
1
Observers
The party draws from the same pool of available spells. Spells unavailable to one party member also become unavailable to the rest. Their shared spell save DC is 8 + proficiency bonus. The party can cast the following spells innately.

1/day each: comprehend languages, dispel magic, hold person, protection from evil and good, sanctuary, slow, tongues, zone of truth
2
Wanderers
The party receives the above benefit as well as the following magic item: Ioun Stone, Reserve (DMG 176).

Approaching the Court

The party explores the Feywild until they come across someone who can tell them about the emotional truth needed to reach the Litter and the Peat. The faeries of the faerie village (IW) know of Lord Cals, as does Dearest Gran (IW), though any fey creature might have this information.

"All you have to do is wait. Wait for the sun to rise. Wait for the rain to fall. Wait for the mountains to be ground to dust. Wait for the storms to pass, for the storms to rattle once more, for the ground beneath your feet to split and crack apart with age. Wait for the floods, wait for the droughts, wait for a trillion mayflies to cry out that they will not be forgotten, and wait until they are forgotten. Wait for the sun to grow cold, the rock to grow hot, the stars to die out, the universe to be reborn. And there you will find the Litter and the Peat. Just wait."

As the party waits for the Litter and the Peat to come to them, roll on the Woods random encounter table twice and add the following twists.

Twist I

Everyone in the encounter is affected by the spell slow until it is resolved.

Twist II

Everyone in the encounter is affected by the spell slow until it is resolved, and the encounter takes place on a floating chunk of stone wall that was once part of a glorious cathedral. The sky shines an iridescent pink and blue as more chunks of stone rise up from an endless void beneath.

Welcome

As the universe is reborn and the world reshapes beneath your feet, you watch as a civilisation rises around you. Generations rise and fall in the blink of an eye. People love, they laugh, they build, they fight, they cry, they yearn, they create, and slowly but surely, a crack forms in their society. At first, a niggling worry, then it widens, and widens, until soon all that any generation can focus on is that crack, and one day it widens so far so quickly that it can never be repaired. It was always too late to repair it. And yet their society marches on, fighting and loving and creating and hoping that the crack will be fixed. It never is. And soon they all drift apart when the crack reduces their foundations to nothingness. This civilisation had been dying long before, and this was the moment they were finally, mercifully erased. It is here, frozen in time in this one moment, this cataclysm, that the Litter and the Peat was formed, for that little crack, ever widening, was Lord Cals.

The party is surrounded by scarecrows (MM) forming a circle around them, watching silently and motionlessly. Stepping across the frozen cathedral walls as casually as one would step across rocks in a river, and escorted by a stone golem (MM), is Lord Cals himself.

The archfey is old, unimaginably so. He is a skeletal specter draped in a black cloak, the hood caught on the horns of a primordial goat's skull behind which his eyes shine as white as a supernova. A necklace of coarse rope is adorned with a beautiful flushed-red rose, the only splash of colour. His voice is deep, slow, cracked, and sonorous.

"I knew it was only a matter of time until you came to me. The city, it is a black mark on the Feywild, a corruption. It must be removed. Tell me this is your purpose."

The party must tailor their response based on their understanding of Lord Cals' characteristics (IW). They can draw upon research or rumours they've heard of Lord Cals, and they can attempt a DC 20 Wisdom (Insight) check to deduce more information about his characteristics (up to your discretion). If they incorporate at least two of his personality traits, ideals, bonds, and flaws into their answer, they gain the ability to make a DC 20 Charisma (Deception or Persuasion) check to convince Lord Cals to help them. If their answer doesn't incorporate Lord Cals' characteristics, or if they fail their check to gain his favour, Lord Cals tells them that their idealism shall not serve them well in this court, then dismisses them into The Unknown (IW).

The party can only return to the Litter and the Peat if they have a court relationship of 1 or higher. They can raise their court relationship by completing the Godson sidequest or by being a warlock or courtier of Lord Cals.

The Deal

"I am content to allow Endercoast to destroy itself." He gestures around him at the destruction of a civilisation, frozen in time. "Just as our progenitors once did. All the same, however, the city's presence here blackens the earth. Hastening its departure might be for the best. I can offer you the following. Pick two."

Food. "Dead things pass through this realm. Their energy can be used to fuel life that hasn't yet been extinguished."

Water. "I know of a spring that drips eternal, a siphon into the Plane of Water itself."

Shelter. "My vultures will guard Endercoast from terrible creatures. No beast dares to pass under the shadow of my creations."

"These offerings come with a condition. An insidious crack has opened in my court, the same crack that threatened and eventually destroyed the civilisation whose ruins we tread upon. There is one who is untrue. Wait for them to reveal themselves. Bring them to me. Only then shall I grant you what you have asked."

The Spy

Lord Cals wishes for the party to identify a spy in his court.

The courtiers of the Litter and the Peat consist primarily of eladrin warlocks of Lord Cals (IW), cultists of the archfey (NPC 208), and dream guardians (NPC 69). Circling overhead are time vultures (IW) and a grinning oni (MM 239) riding a broomstick of some progenitor race's spinal column. Nothics (MM) peek from between cracks in the massive stone platforms while will-o'-wisps (MM) sparkle in the void between.

The party can speak to any of the following characters to work out who the spy is. Present these options to your players. They can speak to them in any order.

  • Anamnest Nogilny, eladrin warlock of Lord Cals (IW), who studies the linguistics of the progenitor race in their destroyed library.
  • Rolf Dugnutt, forest gnome dream guardian (NPC), who torments Lord Cals' enemies in the hopes of revealing the location of Dearest Gran.
  • Dustice, nothic (MM), who uses scrolls of scrying to spy on the enemies of Lord Cals when he isn't out preying on their secrets in person.
  • Bug, oni (MM), who patrols the court searching for interlopers and thieves.

Any of these five characters might be a spy. Decide which of them you think would be most interesting as the spy, and work in the following indicators. Variations on these indicators are included for each of the spies.

  • The spy suffers from a hag curse of Torment (IW). They are suffering from three levels of exhaustion, and it will only get worse with time. Their work as a spy is in the hopes that Dearest Gran will show them grace.
  • The spy has a connection to the number 14.
  • The spy is content; their innermost desires have been fulfilled through their deal with Dearest Gran.

Alternatively, you can decide that one of the party members is actually the spy. In that case, give them the following bond and goal.


  • Bond. You've made a deal with Dearest Gran to spy on Lord Cals. The number 14 has suddenly become extremely important to you. Work with your DM to determine how this number manifests in your life.
  • Goal. Learn at least three spells Lord Cals can cast. Do not be caught.

If the spy succeeds on a DC 14 Charisma (Deception) and/or Dexterity (Stealth) check, they learn any rumours about Lord Cals that they don't already know and must use those rumours to determine at least three spells Lord Cals is likely to have prepared. Reward a player with inspiration if they find a way to cajole Lord Cals into casting a spell without drawing suspicion.

Anamnest Nogilny

The progenitor library is in cross-section, split straight down the middle. From your perch on the floating cathedral wall, you can see every level, every shelf, every interlocking staircase of the whole library, unimaginably huge with unimaginable wonders locked within, and it pains your heart to know that half has disintegrated already. You can see the eladrin warlock Anamnest treading lightly in the air upon the frozen pages of a book torn apart, each page a stepping stone. She is in eternal winter, and the winter of her discontent spreads to the library itself, which sparkles with freshly-fallen snow.

Anamnest Nogilny has the following characteristics. They can glean a characteristic with a successful DC 14 Wisdom (Insight) check or by conversing naturally with Anamnest.


  • Personality. I weep at all that has been lost. The great injustice of the universe is that we cannot recover what is truly dead.
  • Ideal. Preservation: I hold dear to my heart all that I can, for if I lose grip, it will all be lost.
  • Bond. It is my duty in Lord Cals' court to scour the library for any clues as to the translation of the progenitor race. Their language is so ancient that even comprehend languages only returns gibberish.
  • Flaw. The grip of my convictions is so tight that I destroy things even in the act of trying to preserve them.

Secrets

Anamnest is indifferent to the party, as she is focused on her work of translation. By using Anamnest's characteristics, the party can raise her attitude to friendly, allowing them to uncover the following secrets by interacting with her. The DC for any social checks they make against Anamnest is 14.

  • The progenitors were destroyed indirectly by Lord Cals.
  • Lord Cals cast a powerful version of time stop to preserve the final moment of their civilisation, though the crack that destroyed them was already in the works for centuries.
  • Lord Cals once knew their language, but has forgotten it after so many millennia.
  • Lord Cals bears the skull of an ancient scholar of their civilisation. Like all of his physical manifestations, he has adopted his form from a creature he has "taken" -- i.e. orchestrated the death of. His true form is unknown.
  • Defeating his physical form would only be a minor setback. He will inevitably regenerate after one thousand years have passed -- a drop in the ocean for an immortal being such as him.

Spy Details

If Anamnest is the spy, she has the following quirks.

  • Her tears have frozen on her cheeks, and her tired eyes have gone icy and blank. She reads the same pages over and over again, hardly realizing that she is repeating herself.
  • 14 magic snowflakes dance in and out of her white hair. She can use them in place of coins for the cantrip coin toss; they immediately reform after being used.
  • She has successfully translated the progenitor language, but dares not reveal it to anyone, especially not Lord Cals. She continues on with her work, keeping a secret journal of her translations.
  • She'll try to pass off suspicion onto Rolf Dugnutt by revealing Rolf's flaw.

Translations

If Anamnest is the spy, she will have translated the progenitor language. As the only one with the knowledge to do so, anyone who wishes to read their books must work off of her notes. Unfortunately, her notes are very confusingly written in loopy sylvan script, requiring a DC 14 Intelligence or Wisdom (Insight) check.

If Anamnest isn't the spy, the party can help her translate the books by asking for assistance from a powerful being such as Dearest Gran or another archfey, or they can spend 14 years in service to Anamnest and succeed on a DC 30 Intelligence (Investigation) check at the end (their efforts are wasted on a failed check). The party should be well aware of the difficulty of such an undertaking.

Many of the books aren't all that interesting. Most of them are functional in nature, detailing architectural configurations and the accounting of progenitor projects. However, a few books detail poetry, and although much is lost in translation, the poetry itself strikes the reader as painfully true, agonisingly real, and overwhelmingly sad. The reader gains advantage on Charisma (Performance) checks if they use progenitor poetry as inspiration in their performances. An example of the poetry is included below.

As a boy my mother told me
We would all soon be gone
And I knew this wasn't true
Because I had so much life ahead
As a man I told my children
We would all soon be gone
And they knew it wasn't true
Because they had so much life ahead

If the poetry is performed for Lord Cals, he will be moved to tears, and then he will order the destruction of the library.

Rolf Dugnutt

The gnome has skin like bark and hair like the stiff bare branches of a maple tree in the winter. He sits cross-legged on the roof of a church to a long-lost god -- all but the roof has disintegrated, of course -- and has his eyes closed deep in meditation. He opens one eye and mischievously beckons the party to join him. He is currently tormenting a poor faerie with terrible nightmares. "Trust that she is afraid. She'll reveal her secrets soon. Forget about her and ask me anything you'd like."

Rolf Dugnutt has the following characteristics. The party can glean a characteristic with a successful DC 15 Wisdom (Insight) check or by conversing naturally with Rolf.


  • Personality. I've got one foot in the real world and one foot in dreams. One eye is perpetually asleep, the other perpetually awake.
  • Ideal. Escapism: Reality sucks. You can't leave it but you can certainly keep a loose grip.
  • Bond. I dreamed of a life I never had, a family who loved me, a village, a community, all my own. Maybe I can return to that dream. It is more real than all I see before me in this court.
  • Flaw. I bear no real loyalty to anyone, and have no real understanding of consequences.

Secrets

Anamnest is indifferent to the party, though he is curious of their intentions. By using Rolf's characteristics, the party can raise his attitude to friendly, allowing them to uncover the following secrets by interacting with him. The DC for any social checks they make against Rolf is 15.

  • Lord Cals believes Rolf torments others with visions of Lord Cals himself, but Rolf likes to get more creative with it. He shows them something they want, something they yearn for, desperately, and then he takes it away. It's more in the spirit of what Lord Cals would want.
  • Lord Cals has forgotten more than he is willing to admit, and the only thing that truly scares him is losing his mind.

Spy Details

If Rolf is the spy, he has the following quirks.

  • Even his wakeful eye is droopy, and he suffers from the same nightmares that he inflicts on others.
  • The nightmares he inflicts last for 14 minutes exactly.
  • Each night, he dreams of his imaginary family, and it's just as beautiful as he remembers. He knows that as soon as he steps out the door of his house, his wonderful dreams will end, and the nightmares will begin, so he spends more and more of his time in his dreams, reluctant to pass on. It's seriously affecting his work.
  • He'll try to pass of suspicion onto Dustice by revealing Dustice's flaw.

Rolf's Family

I was struck, I think, by some manner of creature like a bugbear or an ogre. I think I may have been dead, or close to it. I laid bleeding on the ground with my skull half caved in. A woman came to my rescue. She blasted away my attacker and healed my wounds, but I was still in a daze, barely myself, and she took me in and cared for me. She was a gnome, like me. I married her. Since I had no home, and no memory from before the day I was struck, she took me to her village and I was accepted as one of them. They lit a bonfire as they gave me my new names, and I lit a candle from that fire that I knew would never burn out. That candle still burned, as tall as ever, even after my wife bore me a daughter. I raised the girl to be beautiful, talented, empathetic, kind, and loving. And still the candle burned. I stared at that candle one night, and something was strange, more so than the fact that it would never burn out. It just ... didn't look right. Like it was flat, and always turned towards me, and its flame didn't flicker, and its light didn't shine.

But I ignored it. My daughter became a weaver and my wife grew sick. I cared for her in the darkest nights, the coldest winters. And still that candle burned, and still I ignored it. When my wife finally died, the candle burned out. I called my daughter to the house, and I decided I would relight the candle after we buried her mother. She told me that's not what she wanted. But I knew what needed to be done. I reached out to take the candle. I could not wrap my hands around it. My daughter pleaded with me to stop. I tried again. It was as though the candle wasn't even real. And sure enough, it wasn't. I didn't get the chance to say goodbye. I woke up. Still bleeding on the cave floor. Lord Cals took me into his court. And here we are. The thing is, I can't remember my wife's face anymore. She's a smear in my mind. But my daughter ... I know her face better than my own.

Dustice

In the massive telescope of a long-destroyed observatory sits a monstrous little creature with a great big green eye, peering through the cracks in the glass. The nothic has made itself a little shrine in the tunnel of the telescope. The shrine has a marvellous watercolour portrait of a strikingly handsome satyr. A set of panpipes whistles a haunting tune as wind rushes through the telescope's tunnel. An ivory chip of horn has been lovingly placed upon a bed of soft down. Pinned to the tunnel walls are dozens of scrolls of scrying. The nothic is currently scrying the very satyr whose painting hangs in his shrine; the telescope's glass shimmers and displays a peaceful waterfall somewhere in the Feywild where the satyr bathes. The nothic watches in adoration.

Dustice has the following characteristics. The party can glean a characteristic with a successful DC 12 Wisdom (Insight) check or by conversing naturally with Dustice.


  • Personality. Spying on people for a living has given me good insight into how people think and act, so I'm a bit of an armchair psychologist.
  • Ideal. Preparation. You can never spend too much time planning your approach.
  • Bond. I am hopelessly in love with the satyr Jingle Bells and can't bring myself to file a report to Lord Cals. I'm always asking for more time (and ever more scrolls of scrying).
  • Flaw. I'll happily watch someone all day planning the best thing to say to them, but I trip over my words when it comes time to talk.

Secrets

Dustice is indifferent to the party, as he is only concerned with fawning over the image of Jingle Bells. By using Dustice's characteristics, the party can raise his attitude to friendly, allowing them to uncover the following secrets by interacting with him. The DC for any social checks they make against Dustice is 12.

  • The irony of an immortal being who punishes those who cheat death is not lost on Lord Cals. The only being in the world he hates more than Dearest Gran is himself.
  • Lord Cals speaks to his stone golems as though they were family. They are the only ones who will not judge him for his deepest insecurities. Sometimes all we need is someone who will listen without interjecting.
  • Lord Cals' godson lives in Endercoast. Perhaps that might have something to do with why Endercoast was spirited away to the Feywild in the first place. Not to say that Lord Cals did it, necessarily, just that there's likely a connection there.

Spy Details

If Dustice is the spy, he has the following quirks.

  • His green eye is bloodshot with exhaustion. Seems he's been staying up late doing nothing except watching Jingle Bells.
  • He has 14 scrolls of scrying which regenerate automatically after being used.
  • He met Jingle Bells disguised as a beautiful prince. Jingle Bells reciprocated his affections. Dustice is too ashamed to show his love his true form. He stays in his scrying telescope because it is a familiar comfort, and because he is scared of what might happen if Jingle Bells finds out who he is.
  • He'll try to pass off suspicion onto Bug by revealing Bug's flaw.

The Scrying Telescope

The scrolls of scrying are enchanted to disintegrate if removed from their hooks, but Dustice will be happy to help the party scry on anyone they wish as long as they help him gain the courage to speak to Jingle Bells. See the spell scrying (PHB) for details on how to maximise the likelihood of success.

Dustice will also be happy to scry on Lord Cals' godson. He already has all of the materials he needs, and the spell succeeds due to his familiarity. The godson is a square-jawed human physician noble in his sixties named Lord Zephyr Sunset. He can be found most Friday nights at the Horizon's Edge Eatery, having a nice meal overlooking the Sea of Vines.

Bug

Racing through the pink-and-blue sky on a broom of severed spines, the grinning oni Bug cackles with manic glee. She screeches to a halt before you, steps off her spinal column broom, and towers above you. She is eleven feet tall and under the links of her chain mail her blue skin ripples with muscle. She plants her glaive on the stone platform, which shakes violently, and demands that you tell her if you have any intention of stealing from the Litter and the Peat.

Bug has the following characteristics. The party can glean a characteristic with a successful DC 13 Wisdom (Insight) check or by conversing naturally with Bug.


  • Personality. I am bold, brash, confident, and frightening.
  • Ideal. Fearlessness. The end comes to all. Why be afraid?
  • Bond. I was once ordered to kill a young boy and bring the corpse to Lord Cals as proof. I could not do it, for the boy was so small. I slew a doe and mutilated it until all that was left was organs, and then placed a glamour upon the organs so that they would be identified as the boy. Lord Cals saw through my glamour. My punishment is that I cannot leave the Litter and the Peat. I must guard it until I die.
  • Flaw. I have a compassionate streak, and I hate myself for it.

Secrets

Bug is indifferent to the party, as she wants to ensure that they have no intention of overstaying their welcome. By using Bug's characteristics, the party can raise her attitude to friendly, allowing them to uncover the following secrets by interacting with her. The DC for any social checks they make against Bug is 13.

  • Lord Cals is a jealous steward of this place. The progenitors are his. No-one else's. She may live here, she may even be trapped here forever, but she is only a guest. Even those who spend their whole lives in this court are only guests.
  • Lord Cals has truesight. No glamour can fool him. However, his confidence can make him blind to true deception.
  • The boy she was tasked to kill was Lord Cals' godson. She was the one who eventually convinced Lord Cals to accept his responsibilities as godfather and provide a better life for the boy.

Spy Details

If Bug is the spy, she has the following quirks.

  • She is woozy on her feet, and she has massive bags under her eyes.
  • She is 14 feet tall instead of 11 feet tall, and her AC is only 14 instead of 16, despite wearing chain mail.
  • She has managed to leave the Litter and the Peat and visit other locations in the Feywild like the faerie village and the bullywug swamp. Her eyes might light up in recognition if they are mentioned in casual conversation, or she might even make an unforced error and slip up.
  • She'll try to pass of suspicion onto Anamnest by revealing Anamnest's flaw.

Lord Cals' Godson

Bug has a special fondness for Lord Cals' godson Lord Zephyr Sunset, who is now in his sixties and works as a physician in Endercoast. She'd like to see him again, though the freedom to leave the Litter and the Peat is her most pressing concern.

Revealing the Spy

The party must provide evidence to Lord Cals if they accuse one of his courtiers of being a spy. He will interrogate them under zone of truth to ensure they are not deceiving him.

If he is satisfied with the evidence, he will bring the spy before him, cast despair upon them (they automatically fail the save), and then kill them with a casting of finger of death (don't roll for damage; it's an auto-kill). When they rise as a zombie, Lord Cals' two stone golem (MM) guards pummel the zombie into a red smear on the stone.

He thanks the party for their efforts and grants them the basic needs for Endercoast they have selected.

Rivalry

Lord Cals tells the party that they have proved their willingness for cooperation with the Litter and the Peat and that he would ask of them to complete another mission. If they fulfill his request, he will reveal to them how to return Endercoast home to the material plane.

"The hag. Dearest Gran. She is responsible for the spy in my court. For too long she has conducted blasphemy after blasphemy, delivering curses of immortality as though it means nothing. I intend to imprison her just as I have imprisoned so many others who have slighted me. She will be locked in a jade toy house of her hut, just as she has locked so many away herself. But she must first reveal herself to me. I would have you draw her anger by slaying three creatures to whom she has granted immortality."

The Ancient Boar. "Stubborn as iron, the boar would not die even after she struck it for eating from her garden. She warded the boar from almost any killing blow. Find a way to strike it down regardless."

The Ancient Wolf. "The wolf cried out to be saved from a trap and to see its family again. Dearest Gran answered, but her deals always come with a price, and the price the wolf paid was having to watch his family grow old and die while he remained. End the wolf's loneliness."

The Shadow. "Having come to Dearest Gran to cure his terminal illness, Dearest Gran erased his name and his body, leaving only a shadow that she banished to the Feydark. The shadow grows in power through the worship of the kuo-toas. Find it and kill it before it becomes a god."

The ancient wolf (IW) and the ancient boar (IW) can be found separately in The Unknown (IW) or as the next Ancient Beast found in a random encounter (IW). The shadow, Poppiplob (IW), can be found in the kuo-toa colony in the Feydark (IW).

Use the rules of travel (IW) and monster rumours to track down and face these three foes.


The Court of Jest


The Court of Jest

The Court of Jest is the threshold of theatre. Meet an actor backstage after the show, and behind the stage is an identical theatre, only this time you are the actor and the actors are the audience. Impress them and the court will accept you into their ranks of performers and acrobats and clowns.

Leader

For information on Cirrus the Jester, see Dramatis Personae (IW).

Goals


  • All the World's a Stage. Expose the artifice of society. It's all a performance. It's all an act. Endercoast's unwillingness to fully embrace the chaos of the Feywild is foolishness. And wouldn't Cirrus know about being a fool.
  • Hide the Pain. Anything to keep the painful thoughts at bay. Any distraction at all.

Influence


  • Entertainment. They say the only thing holding society together is bread and circuses. Cirrus understands that the latter is a double-edged sword: society needs entertainment, and yet entertainment has the power to collapse society.
  • Mockery. Cirrus knows exactly how to bring pompous people back down to earth. He knows their deepest flaws and knows just the right words to say to bring them to their knees. No amount of protestation or denial will suffice. Cirrus' mockery is truth.

Minions

  • Banshees (MM 23)
  • Bards (VGM 211)
  • Clowns (NPC 197)
  • Cultists of the Archfey (NPC 208)
  • Doppelgangers (MM 82)
  • Effects Masters (NPC 198)
  • Fashionistas (NPC 199)
  • Glamour Bards (NPC 36)
  • Harpies (MM 181)
  • Jesters (NPC 37)
  • Jokers (NPC 219)
  • Satyrs (MM 267)
  • Warlocks of Cirrus (IW)
Events

You can roll randomly for the following court events, or choose an event appropriate to your session.

d6 Event
1 Cirrus puts on a circus performance. Everyone in Endercoast finds an invitation in their pocket.
2 Cirrus sends his minions to crash a court debate, mocking both sides for not seeing the obvious solution to their dispute.
3 Cirrus replaces one key faction leader with a doppelganger and puts on endless performances to entertain the real person. He tells them that they will be set free when they agree that a performance was the best they have ever seen.
4 Cirrus disguises themselves as a member of the nobility and wanders around Endercoast, seeing life from the eyes of a mortal. They're disgusted.
5 Cirrus kidnaps Rita Barnacky of the Saltine News (IW 24) and disguises themselves as her. The Saltine News insults key faction leaders, getting right to the roots of their deepest insecurities.
6 Cirrus tries to secretly attend a show in the Church of Her Inimitable Joyousness but can't stop themselves from openly weeping and causing a scene. They summon clowns (NPC 197) to cause chaos and then attempt to cast modify memory on anyone who might have recognised them.
Patron Bonuses

By completing sidequests, the group can increase or decrease their court relationship.

Relationship Bonus (or Detriment)
-1
Critics
Due to a curse from Cirrus, each time a party member is knocked prone, they must succeed on a DC 15 Wisdom saving throw or fall under the spell of Tasha's hideous laughter.
0
Audience Members
No effect.
1
Fans
All party members gain proficiency in Performance while performing together as a group. If a party member already has proficiency in Performance, they can add +1 to their Performance checks (whether with their party or elsewhere).
2
Performers
The party receives the above benefit as well as the following magic item: Hat of Disguise (DMG 173).

Rumour has it that an archfey can be found among the audience of the Church of Her Inimitable Joyousness. Seems like we've caught someone's eye. Perhaps if a suitably glorious performance was put on for such an archfey, they would invite us into their court.

Doppelgangers seem to have become a plague on the town. People don't trust strangers, and a nightly ritual of quizzing one's family members has become commonplace. It'll probably be important to quell this paranoia. Perhaps an archfey is sending these doppelgangers and could be convinced to stop.

In the Court of Jest, the party puts on a performance for Cirrus the Jester, who welcomes them into his court. They offer the party shelter, safety, and community. In return, Cirrus demands that the party expose the artifice of Endercoast. The party must prove that people crave the unpredictable wilds, not the trappings of society. If the party can accomplish this, Cirrus delivers on their promises, but something is deeply bothering them. Further investigation reveals that Cirrus pines for their lost love. If the party can reunite Cirrus with their beloved, Cirrus may be inclined to reveal the secret to returning home.


The Tree of Infinity


The Tree of Infinity

All the trees in the woods share the same root structure. Those roots lead back to the tree at the center of the forest, visible from all angles, towering impossibly high into the clouds. The very plants under one's feet are the veins and nerves of Dailili, for her court and her being are coterminous.

Leader

For information on Dailili, see Dramatis Personae (IW).

Goals


  • Growth. Dailili will not stop until she has overgrown the entire Feywild, and from there, the rest of existence. She consumes, and she grows, and she will never, ever cease.
  • Revenge. Dailili has vowed to subsume the fools who banished her from the Material Plane. They took her children, and they took her home, and soon she will take their lives. From their lives she will grow new life, her life, stronger than before.

Influence


  • Plants. Dailili's will extends through all plants in her court, for they are as much a part of her as the fingers of a human.
  • Rage. Dailili's burning, festering rage manifests in the world as forest fires that occasionally clear huge swathes of her own growth, the only thing that is keeping her from expanding outward even more quickly. From the fires grows new trees, with thicker bark, hardier limbs, faster lifespans.

Minions

  • Awakened Shrubs (MM 317)
  • Awakened Trees (MM 317)
  • Corpse Flowers (MTF 127)
  • Druids (MM 346)
  • Dryads (MM 121)
  • Eco-Terrorists (NPC 217)
  • Flamefighters (TPN 27)
  • Green Hags (MM 177)
  • Grungs (VGM 156)
  • Needle Blights (MM 32)
  • Primeval Guardians (NPC 130)
  • Shambling Mounds (MM 270)
  • Swarms of Insects (MM 338)
  • Thornies (VGM 197)
  • Treants (MM 289)
  • Trolls (MM 291)
  • Twig Blights (MM 32)
  • Vegepygmies (VGM 196)
  • Vine Blights (MM 32)
  • Warlocks of Dailili (IW)
  • Witch Doctors (NPC 232)
  • Wood Woads (VGM 198)
Events

You can roll randomly for the following court events, or choose an event appropriate to your session.

d6 Event
1 Creeping vines cover up windows and doors, trapping people in their homes in Endercoast.
2 Twig Blights (MM 32) grow out of cracks in the pavement in Endercoast, terrorising pedestrians.
3 Anyone who eats fruits and vegetables becomes terribly sick, becoming poisoned until twilight. The only thing that makes them feel better is sunlight and meat.
4 Plants grow all through the North Ward, then spontaneously combust, causing widespread fires through the city.
5 Trolls (MM 291) are spotted in the sewers planting mysterious seeds. If left unchecked, the seeds will become shambling mounds (MM 270).
6 More and more people in Endercoast turn to witch doctors (NPC 232) instead of medical experts or local priests.
Patron Bonuses

By completing sidequests, the group can increase or decrease their court relationship.

Relationship Bonus (or Detriment)
-1
Parasites
All natural terrain is difficult terrain for the party due to a curse from Dailili.
0
Food Sacks
No effect.
1
Planters
The party draws from the same pool of available spells. Spells unavailable to one party member also become unavailable to the rest. Their shared spell save DC is 8 + proficiency bonus. The party can cast the following spells innately.

1/day each: barkskin, entangle, grasping vine, hail of thorns, plant growth, speak with plants, spike growth
2
Wardens
The party receives the above benefit as well as the following magic item: Bag of Beans (DMG 152).

The corpse of the primeval guardian at the North Gate has overgrown with vines that encroach on the city. Municipal engineers have cut through them, poisoned them, and even had wizards blast it with fireballs, but no matter their efforts, the vines keep regrowing. Whatever archfey this is, it is powerful. Perhaps powerful enough to send Endercoast back home rather than go through all this effort to consume it.

A woodsman has gone missing in the Feywild. He of course is not a woodsman any longer, for not even he would dare to harm a tree while in the Feywild, but for some reason he set out with his axe and his backpack and got lost in the woods. Tracking down this woodsman reveals that he had been lured by a dryad, the result of which were his legs rooted to the ground and his head chopped clean from his body. The leaves in this area, despite not being autumn, have turned red with the dryad's hatred.

In the Tree of Infinity, the party ventures into a deeply overgrown area of the Feywild and are horrified to learn that every tree shares the same consciousness: Dailili the archfey. Dailili expresses her intention to grow over the entire Feywild and expresses frustration that she cannot fully break through into Endercoast. The party might be able to convince her that sending Endercoast home will be easier than consuming it, though of course Dailili sees this as an opportunity to spread her seed into the Material Plane as well. She offers endless food, water, and safety to Endercoast, but in return the party must kill the sacred beasts that protect the Feywild from her influence: the ancient elk, the ancient owl, and the warden. Once the party has slain these beasts, Dailili is true to her word, though her influence strengthens and she pushes her luck for even further power. She demands that the party help her overtake the Sylvan Garden in Endercoast completely. If they help her with this, she will reveal how to send Endercoast home. Her ultimate goal is to spread to the Material Plane, of course, so it may be unwise to take her up on it.


Dewdrops


Dewdrops

Surrounding the endlessly-singing Tettlebug Moonflower are a court of devoted fae creatures, the Dewdrops, that attend to her every whim. The court attempts to spread joy wherever it goes, completely unaware of its destructive side effects. In its wake are terrible storms.

Leader

For information on Tettlebug Moonflower, see Dramatis Personae (IW 5).

Goals


  • Good Cheer. Tettlebug Moonflower spreads joy and happiness wherever she goes. She refuses to believe otherwise. She never returns to places she has visited. After all, she's already spread joy to that place. No need to see if the joy has lasted. She knows that it has.
  • Music. Tettlebug is not a great singer, but music isn't about becoming an expert, it's about expressing oneself, about releasing oneself from inhibitions, about creativity. Her wingbeats are pounding drums and her voice tinkles like chimes.

Influence


  • Devotees. Tettlebug is surrounded by sycophants. They compliment her constantly. And they are perfectly willing to put their lives on the line if it means that she remains unaware of the destruction she wreaks across the Feywild. In their eyes, it is worth the deaths of millions for Tettlebug to remain in blissful ignorance. Her laughter trumps all.

Minions

  • Autumn Eladrin (MTF 195)
  • Bards (VGM 211)
  • Bullywugs (MM 35)
  • Cultists of the Archfey (NPC 208)
  • Faerie Dragons (MM 133)
  • Feysworn (NPC 111)
  • Fey Wanderer (TPN 37)
  • Goblins (MM 166)
  • Kuo-Toas (MM 199)
  • Pixies (MM 253)
  • Quicklings (VGM 187)
  • Satyrs (MM 267)
  • Spring Eladrin (MTF 196)
  • Sprites (MM 283)
  • Summer Eladrin (MTF 196)
  • Unicorns (MM 294)
  • Warlocks of Tettlebug Moonflower (IW)
  • Winter Eladrin (MTF 197)
Events

You can roll randomly for the following court events, or choose an event appropriate to your session.

d6 Event
1 Endercoast suffers rainy weather for 14 solid weeks.
2 Lightning incinerates a high-levelled member of one of the four factions (not one of the faction leaders), causing that faction to scramble to recruit someone to replace them.
3 Warlocks of Tettlebug Moonflower (IW) arrive in town, accompanied by subservient goblins (MM 166) and kuo-toas (MM 199), to sell six paintings of Tettlebug Moonflower. They ask for unusual payments (IW). They refuse to leave Endercoast until all are sold.
4 A faerie dragon (MM 133) entices Turph Musheen with promises of beautiful flowers to add to his shop if he follows it. When he returns, he has a new flower in his hair, a tulip that glistens with a sprinkling of dewdrops and fairy dust.
5 Lightning strikes collapse all of the bridges in Endercoast, cutting off the east side of the city from the west until they can be repaired.
6 A unicorn (MM 294) weeps at the feet of the petrified dragon turtle (IW 17). It touches its horn to the stone skin of the monster, but there is no effect, and the unicorn leaves, distraught.
Patron Bonuses

By completing sidequests, the group can increase or decrease their court relationship.

Relationship Bonus (or Detriment)
-1
Meanies
The party is magically deafened every day from dawn until twilight due to a curse from Tettlebug.
0
Boors
No effect.
1
Friends
Each party member succeeds on all nonmagical weather-related saving throws and is immune to nonmagical weather-related damage as long as they are within 30 feet of another party member.
2
Best Friends!
The party receives the above benefit as well as the following magic item: Instrument of the Bards, Anstruth Harp (DMG 205). A party member can spend 4 weeks of downtime learning to play the harp from Greta in the Church of Her Inimitable Joyousness (IW 13) or Hermione Galanodel in the Sentinels of Equity Headquarters (IW 18); they become fully proficient after 4 weeks as the Anstruth Harp magically enhances their learning.

Terrible weather. Even the mild days cause allergies, hayfever, sneezing, and sickness. Some say that it is the work of the most powerful archfey of all, one who controls the weather, controls the seasons, controls the world. Such an archfey must possess power undreamt of. Perhaps they could be convinced to help Endercoast. Though, just like with the eladrin elves, the season would determine this archfey's amenability.

A parade of fey passes through Endercoast singing praises of the Princess of Dewdrops. The parade has dozens upon dozens of goblins, bullywugs, kuo-toas, pixies, and sprites. Might be worth following them.

In Dewdrops, the party is beset by storms and rescued by the Princess of Dewdrops, Tettlebug Moonflower, a powerful pixie archfey. Tettlebug is responsible for the wicked weather experienced in the Feywild and in Endercoast. Tettlebug remains blissfully unaware of her true power, though her sycophantic devotees know it all too well. A group of four of her devotees, a goblin, a bullywug, a kuo-toa, and a storm mephit approach the party with a proposition: they will guide Tettlebug such that her powers provide Endercoast with food, water, and community, as long as the party rescues the bullywug swamp and the kuo toa cave in the Feydark from the destructive storms. If the party successfully protects these communities, Tettlebug's followers make do on their promise. If the group presses, they might be able to convince a few of the followers to see the errors of their ways, at which point the party's new quest becomes to reveal to Tettlebug the true extent of her capabilities, which will hopefully allow her to harness them to help save Endercoast. Unfortunately, the realization drives Tettlebug to madness.


Spirited Away


During a holiday where the people of Endercoast get together and reminisce about the past, a teenaged girl, named Magpie, instead stares up at unfamiliar stars in wonder. If she's spoken to, she speaks of the possibilities of a future in this place, where the stars have true meaning, where the sun hangs at the horizon, and where the earth can nurture you as it nurtures its plants. There is a future here. Some time later, the girl seeks out the party. She explains that she is the first girl after seven boys. She was a very sick baby, and when her father pleaded with the gods to save her, he got no answer from them. But he did get an answer from someone. And she thinks, now that they are in the Feywild, that whoever answered her father's cry has finally taken its prize: her seven brothers, transformed into ravens. She asks the party to help her travel through the Feywild to find them: she will ask the sun to shine the way, entreat the stars for a gift, and seek shelter in the earth. They will bring her to her brothers.


If I Could but Shudder


Jacob Pleasant, a board member of the Union of Small Business Owners, requests a private audience with the party. He and his brother Wilhelm have always been close, though after the death of their father, they had a fight about how the body should be treated. Wilhelm wanted him to be buried in the Feywild, while Jacob just wanted him to be incinerated. Jacob won out in the end, but he is worried about this obsession with the Feywild in his brother. In fact, Wilhelm has just run off with one of those fey women. Jacob doesn't want to put his life and his family's livelihood at stake by leaving Endercoast's borders. He knows that the party are among the most respected adventurers in the city due to their place in Mayor Attercat's task force. He tells them he will pay them a total of five thousand gold pieces if they can find Wilhelm, talk some sense into him, and bring him home. If they can't do it, Jacob worries that he will eventually have to do it himself.

























Don't Go Out in the
Woods at Night


A tired mother, eyes red from tears, demands that the party listen to her. "The hag, Dearest Gran, has terrorised the good people of Endercoast for long enough. Yes, she grants them their wishes, but too many have been taken by her out of malice. And now my child is counted among the lost. Is her hut not clean enough? Why should she take so many? Why my child? Go forth into the wilds, find her, kill her, and return my boy to me."

When Endercoast was whisked away to the Feywild, a young girl was separated from her parents by time and space. In desperation, the little girl called out to someone to help her, and she was answered by two beasts: a wolf and a cicada. The wolf, recognising a heartache all too familiar, taught her to howl. But the cicada promised her a home. And when the girl accepted, the cicada condemned her to an eternity of servitude, for the cicada was a hag. And the girl howled and howled.

The wolf bargained for her release. The hag agreed, if the wolf would raise the girl. A simple request. Time is a funny thing in the Feywild. For her parents, it may as well have been yesterday they were whisked away. But for the girl, it has been 17 years. And her parents are long forgotten.


Endercoast Sidequests


Government

  • Act 1: The Marketplace of Ideas (IW)
  • Act 2: I am Not a Crook (IW)
  • Act 3: Bad Enough to Save the Mayor (IW)

Endercoast Guard

  • Act 1: Establish Credibility (IW)
  • Act 2: Intercept Suppliers (IW)
  • Act 3: Expose Corruption (IW)

Sentinels of Equity

  • Act 1: All Shall Be Made Equal (IW)
  • Act 2: Sinners Shan't be Granted Leniency (IW)
  • Act 3: Choose Carefully One's Allies (IW)

Union of Small Business Owners

  • Act 1: Identify Your Target Market (IW)
  • Act 2: Promote Your Unique Selling Point (IW)
  • Act 3: Profit (IW)

Looking Glass


Once the party has completed at least one of the four main quests, they learn that Endercoast can only be returned to the Feywild during a period of harmonic convergence. In other words, they'll need to wait for the stars to -- quite literally -- align. This gives them the opportunity for more freeform exploration of the Feywild. They can pursue the quests of other courts, finish up side quests, scheme for one faction to dominate Endercoast, fight back against evil, or just explore for exploration's sake. Not to mention figuring out the mystery of who spirited Endercoast away to the Feywild in the first place.

As the harmonic convergence approaches, the party learns of several different potential culprits: Hermione Galanodel of the Sentinels of Equity, Mayor Hitchen Attercat, Commissioner Huck Lasick, Lord Cals, Cirrus the Jester, Dailili, or Tettlebug Moonflower. You decide which faction was the culprit, and that faction makes a serious effort to prevent the party from allying with any archfey that could help them. The party's investigations lead them to the island in the Sea of Vines. They learn of the purpose of the island: a watchtower. Within the watchtower is the true answer for how to get home. The party finds a way to pass the Sea of Vines using the help of one of the archfey, and when they reach the watchtower, they must defeat the enemy faction and its leader in a climactic battle.

The secret to returning home is "the friends we've made along the way". Armed with this knowledge, the party returns to Endercoast and prepares the city to be whisked back to the Material Plane. They Feywild is left behind, and each party member ends their story on a meaningful personal note.


Part 4

Appendices


Random Encounters

Endercoast Tables

Endercoast Encounters
d6 Encounter
1 The Guard
2 The Noble
3 The Thug
4 The Doppelganger
5 The Shadow Rogue
6 The Bounty Hunter
Endercoast Bonus Encounters

If you have Tasha's Panopticon of Nemeses, you can roll a d10 instead of a d6 and add these encounters to the list.

d10 Encounter
7 The Alchemist
8 The Court Debater
9 The Phantom
10 The Bladesinger

Feydark Tables

Feydark Encounters
d6 Encounter
1 The Fungus
2 The Ooze
3 The Phase Spider
4 The Darkwood Stalker
5 The Gloom Stalker
6 The Warlock of the Raven Queen
Feydark Bonus Encounters

If you have Mordenkainen's Tome of Foes, you can roll a d10 instead of a d6 and add these encounters to the list.

d10 Encounter
7 The Sorrowsworn
8 The Spirit Troll
9 The Meazel
10 The Nightwalker

Woods Tables

Woods Encounters
d12 Encounter
1 The Ancient Beast
2 The Feysworn
3 The Awakened Creeper
4 The Warden
5 The Gardener
6 The Blink Dog
7 The Satyr
8 The Blight
9 The Mossy Hill Ogre
10 The Owlbear
11 The Witch
12 The Archfey
Woods Bonus Encounters

If you have Volo's Guide to Everything, you can roll a d20 instead of a d12 and add these encounters to the list.

d20 Encounter
13 The Boggle
14 The Grung
15 The Vegepygmy
16 The Meenlock
17 The Redcap
18 The Bard
19 The Yeth Hound
20 The Korred

Endercoast Encounters

Endercoast Bonus Encounters

Feydark Encounters

Feydark Bonus Encounters

Woods Encounters

Woods Bonus Encounters

Creatures

Quick Races

Many NPCs have the creature type "humanoid or fey (any race)". Give these creatures a race from the Quick Racial Feature Application Guide table below. This will massively speed up applying a race to your NPCs. When you do so, take into account the following suggestions.

  • Don't bother adjusting the challenge rating.
  • Don't bother changing the hit points or hit dice or whatever.
  • Only change their base movement speed if they start at 30 ft. Add swimming, flying, and climbing as guided.
  • If there's no spell save DC, provide a save DC of 10 for easy enemies, 15 for hard enemies, and 20 for boss monsters.
  • If there's no attack bonus or spell attack bonus, provide +3 for easy enemies, +6 for hard enemies, and +9 for boss monsters.
  • It should be fairly evident which language they speak; use the language list if you're unsure (IW).
  • Give them Darkvision up to 60 feet if it makes sense for their race and environment, otherwise don't bother.

You can randomly determine an NPC's race by rolling 1d20. If you do so, embrace incongruent results. That's the Feywild for you.

Quick Racial Feature Application Guide
d20 Race Features Roleplaying
1 Bullywug (MM, IW) Swim 40 ft.; Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Croaky.
2 Centaur (IW) Fey; 40 ft. movement; Charge. If the centaur moves at least 20 feet straight toward a target and then hits it with a melee weapon attack on the same turn, it adds 1d4 bludgeoning damage. 1d4 subrace.
1: Fire Beetle: Can cast light at will.
2: Shambling Mound: lightning resistance; grapples targets it hits.
3: Unicorn: 45 ft. movement; can cast spare the dying at will.
4: Wolf Spider: Climb 40 ft.
Freedom.
3 Doppelganger or Changeling (MM, IW) Shapechanger. The doppelganger can polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Duplicitous.
4 Dragonborn (PHB) Use an appropriate dragon breath (30 ft. line or cone, 2d6 damage); give it an appropriate damage resistance. Proud.
5 Dryad (MM, IW) Fey; can cast druidcraft and shillelagh at will, and entangle and barkskin 1/day each; Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects. Earthy.
6 Dwarf (PHB) 25 ft. movement; poison resistance; Dwarven Resilience. The dwarf has advantage on saving throws against being poisoned. Gruff.
7 Elf (PHB, MM, MTF) Fey Ancestry. The elf has advantage on saving throws to resist being charmed, and magic can't put it to sleep. 1d4 subrace.
1: High: Can cast one wizard cantrip at will, usually message, prestidigitation, or fire bolt.
2: Wood: 35 ft. movement.
3: Drow: Can cast dancing lights at will and faerie fire and darkness 1/day.
4: Eladrin: Fey; can cast misty step 3/day.
Aloof.
Quick Racial Feature Application Guide (Cont'd)
d20 Race Features Roleplaying
8 Faerie (MM, VGM, IW) Fey; Tiny; fly 30 ft.; can cast druidcraft at will and sleep and invisibility 1/day each. 1d4 subrace.
1: Quickling: 60 ft. movement; Blurred Movement. Creatures have disadvantage on attacks of opportunity against the quickling.
2: Pixie: Can cast dancing lights at will and invisibility 2/day.
3: Sprite: Heart Sight. The sprite touches a creature, which must succeed on a Wisdom save or reveal its alignment and emotional state.
4: Storm Mephit: Cloud Breath (Recharge 5-6). Target must succeed on a Constitution save or take a level of exhaustion.
Tricky.
9 Firbolg (VGM) Can cast speak with animals at will and detect magic, disguise self, invisibility, and speak with plants 3/day. Serene.
10 Gnome (PHB) Small; 25 ft. movement; Gnome Cunning. The gnome has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. 1d4 subrace.
1-2: Rock: Has a construct as a companion. I recommend a monodrone (MM).
3-4: Forest: Can cast minor illusion and speak with animals at will.
Twinkly.
11 Goblin (MM, VGM) Small; Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Cowardly.
12 Half-Elf (PHB) Fey Ancestry. The half-elf has advantage on saving throws against being charmed, and magic can't put it to sleep. Narcissistic.
13 Halfling (PHB) Small; 25 ft. movement; Lucky. When the halfling rolls a 1 on an attack roll, ability check, or saving throw, it can reroll the die. It must use the new result. 1d4 subrace.
1-2: Lightfoot. Can take the Hide action when obscured by a larger creature.
3-4: Stout. Poison resistance; advantage on saving throws against being poisoned.
Cheerful.
14 Half-Orc (PHB) Relentless Endurance (1/Day). When the half-orc is reduced to 0 hit points and not killed outright, it can choose to drop to 1 hit point instead. Frustrated.
15 Human (PHB) -- Dangerous.
16 Kenku (MM, VGM) Mimicry. The kenku can mimic sounds it has heard, including voices. A creature that hears the sounds it makes can tell they are imitations with a successful Wisdom (Insight) check (DC kenku's Charisma). Echoing.
17 Kuo-Toa (MM, IW) Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Psychotic.
18 Lizardfolk (MM, VGM) Swim 30 ft. Literal.
19 Satyr (MM, IW) Fey; Magic Resistance. The satyr has advantage on saving throws against spells and magical effects. Musical.
20 Tiefling (PHB) Fire resistance; can cast thaumaturgy at will and darkness and hellish rebuke 1/day each. Shifty.

If you're looking to apply a fey race, such as for the spells conjure woodland beings or conjure fey, the following races are fey.

  • Centaur (fire beetle, shambling mound, unicorn, wolf spider)
  • Dryad
  • Elf (eladrin)
  • Faerie (quickling, pixie, sprite, storm mephit)
  • Satyr























Cirrus the Jester

Medium fey, chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 180 (24d8 + 72)
  • Speed 30 ft.
  • Page References IW

STR DEX CON INT WIS CHA
12 (+1) 25 (+7) 16 (+3) 17 (+3) 22 (+6) 29 (+9)

  • Saving Throws Con +9, Int +9, Wis +12, Cha +15
  • Skills Acrobatics +13, Deception +15, Insight +12, Performance +21
  • Condition Immunities charmed, frightened
  • Senses passive Perception 16
  • Languages Common, Elvish, Sylvan
  • Challenge 20 (25,000 XP)

Bardic Inspiration (1/Turn). As a bonus action, Cirrus chooses an ally that can see and hear them within 30 feet of their position. In the next minute, the target can add 1d12 to one ability check, attack roll, or saving throw of its choice. Once a target has been given a die of bardic inspiration from Cirrus, it must finish a short or long rest before it can be given another.

Countercharm. While Cirrus plays music, allied creatures that can hear them have advantage on all saving throws and are immune to the frightened and charmed conditions.

Frightful Magic. When a creature fails a saving throw against one of Cirrus' spells of 1st-level or higher, it becomes frightened of Cirrus while it is under the effects of the spell.

Legendary Resistance (3/Day). If Cirrus fails a saving throw, they can choose to succeed instead.

Magic Resistance. Cirrus has advantage on saving throws against spells and other magical effects.

Spellcasting. Cirrus is a 20th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). They know the following bard spells.

Cantrips (at will): dancing lights, friends, minor illusion, vicious mockery
1st level (4 slots): charm person, disguise self, faerie fire, sleep, Tasha's hideous laughter
2nd level (3 slots): enthrall, magic mouth, pass without trace, rope trick
3rd level (3 slots): babble, counterspell, hypnotic pattern, major image, tongues
4th level (3 slots): despair, greater invisibility, hallucinatory terrain, polymorph, tormentor
5th level (3 slots): mislead, modify memory, seeming, telekinesis
6th level (2 slots): discord, Otto's irresistible dance, programmed illusion, mass suggestion
7th level (2 slots): mirage arcane, reverse gravity, trick
8th level (1 slot): feeblemind, glibness
9th level (1 slot): shapechange

Actions

Multiattack. Cirrus casts a spell and uses their psychic scream.

Psychic Scream. Cirrus emits a mournful psychic blast. Each creature within 60 feet of Cirrus must make a DC 20 Intelligence saving throw. On a failed save, a target takes 42 (14d6) damage and is stunned for one minute. On a successful save, a target takes half damage and isn't stunned. A creature stunned by this effect can repeat the save at the end of each of its turns, ending the effects on a success. Once a creature has succeeded on a save against the psychic scream, it becomes immune to the stunning effect for 24 hours (but not the damage). If the psychic scream reduces a creature to 0 hit points, its head explodes, assuming it has one.

Legendary Actions

Cirrus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Cirrus regains spent legendary actions at the start of their turn.

Fey Casting. Cirrus casts a spell.

Feywild Summoning. Cirrus summons an eladrin jester (IW), which appears in an unoccupied space within 60 feet of them.





















Dailili

Huge fey, chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 228 (24d12 + 72)
  • Speed 30 ft.
  • Page References IW

STR DEX CON INT WIS CHA
21 (+5) 21 (+5) 17 (+3) 15 (+2) 20 (+5) 15 (+2)

  • Saving Throws Str +12, Con +10, Wis +12, Cha +9
  • Skills Nature +9, Perception +12
  • Damage Resistances bludgeoning, piercing
  • Damage Immunities nonmagical bludgeoning, piercing, and slashing
  • Senses passive Perception 27
  • Languages Common, Elvish, Sylvan
  • Challenge 24 (62,000 XP)

Eyes of the Forest. Dailili's passive Perception is increased by 5, and she has advantage on ability checks made to locate creatures in her forest. She has advantage on initiative checks and can't be surprised.

Innate Spellcasting. Dailili's spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). She can cast the following spells innately, without expending material components.

At will: detect poison and disease, goodberry, locate animals or plants, thorn whip, tree stride
3/day each: awaken, blight, locate creature, return to earth
1/day each: wall of thorns

Legendary Resistance (3/Day). If Dailili fails a saving throw, she can choose to succeed instead.

Magic Resistance. Dailili has advantage on saving throws against spells and other magical effects.

Regeneration. Dailili regenerates 20 hit points and gains 20 temporary hit points at the beginning of each of her turns. If Dailili takes fire or necrotic damage, she doesn't regenerate, gaining only her temporary hit points at the start of her next turn. Dailili dies only if she starts her turn with 0 hit points and doesn't regenerate.

Singular Being. As a bonus action, Dailili collapses into a pile of plant matter. She instantly reforms from the living body of a plant, animate or inanimate, regardless of distance, that is part of her forest in the Feywild. If Dailili takes fire or necrotic damage, she can't use this bonus action on her next turn.

Wild Weapons. Dailili's weapon attacks are magical and deal an additional 9 (2d8) necrotic damage (included in the attack).

Actions

Multiattack. Dailili makes two slam attacks. She can then cast a spell.

Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage plus 9 (2d8) necrotic damage.

Entangling Thorns. Dailili summons a miasma of vines, thorns, and roots in a 120 foot radius centered on herself. Each creature in the area of effect must succeed on a DC 20 Strength saving throw or be restrained by the entangling plants. Creatures that start their turn restrained by this effect take 10 (3d6) piercing damage from thorns. An affected creature can be freed with a DC 19 Strength check. The vines remain for 1 minute and are difficult terrain.

Legendary Actions

Dailili can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Dailili regains spent legendary actions at the start of her turn.

Fey Casting. Dailili casts a spell.

Feywild Summoning. Dailili summons an awakened tree (MM), a shambling mound (MM), or a dryad (MM), which appears in an unoccupied space within 60 feet of her. She can't summon a creature if she has already summoned the same creature this round or the previous round.

Search. Dailili makes a Wisdom (Perception) check.

Entangling Thorns (Costs 2 Actions). Dailili uses her Entangling Thorns action.



























Lord Cals

Medium fey, neutral evil


  • Armor Class 20 (natural armor)
  • Hit Points 290 (20d8 + 200)
  • Speed 30 ft., fly 30 ft. (hover)
  • Page References IW

STR DEX CON INT WIS CHA
12 (+1) 21 (+5) 30 (+10) 25 (+7) 28 (+9) 20 (+5)

  • Saves Dex +11, Int +13, Wis +15, Cha +11
  • Skills History +13, Insight +15, Nature +13, Perception +15
  • Damage Resistances cold, fire, lightning
  • Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 30 ft., Darkvision 120 ft., passive Perception 25
  • Languages all
  • Challenge 20 (25,000 XP)

Legendary Resistance (3/Day). If Lord Cals fails a saving throw, he can choose to succeed instead.

Innate Spellcasting. Lord Cals' innate spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components.

At will: coin toss, detect thoughts, dispel magic, levitate, slow, zone of truth
3/day each: babble, bestow curse, blight, fear, hold person, misty step, reflect
1/day each: circle of death, despair, dominate monster, discord, dream, extract dream, eyebite, finger of death, geas, harm, time stop, weird
1/century each: clone (self only), imprisonment

Magic Resistance. Lord Cals has advantage on saving throws against spells and other magical effects.

Punish the Impatient. Lord Cals casts time stop immediately upon rolling initiative if he has it available.

Actions

Multiattack. Lord Cals uses his intoxicating touch. He can then cast a spell or use his Unleash action.

Intoxicating Touch. Melee Spell Attack: +15 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on ability checks and on Wisdom saving throws.

Unleash. Lord Cals summons 2 gargoyles (MM), 2 nothics (MM), or 2 scarecrows (MM), which appear in an unoccupied space within 60 feet of him that he can see. He can't summon a creature if he has already summoned the same creature this round or the previous round.

Legendary Actions

Lord Cals can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Lord Cals regains spent legendary actions at the start of his turn.

Fey Casting. Lord Cals casts a spell.

Feywild Summoning. Lord Cals summons 2 darkwood stalkers (IW), 2 will-o'-wisps (MM), or 2 time vultures (IW), which appear in an unoccupied space within 60 feet of him that he can see. He can't summon a creature if he has already summoned the same creature this round or the previous round.





















Tettlebug Moonflower

Tiny fey, chaotic neutral


  • Armor Class 30
  • Hit Points 140 (40d4 + 40)
  • Speed 10 ft., fly 30 ft.
  • Page References IW

STR DEX CON INT WIS CHA
1 (-5) 30 (+10) 12 (+1) 12 (+1) 18 (+4) 30 (+10)

  • Saving Throws Dex +17, Int +8, Wis +11, Cha +17
  • Skills Perception +11
  • Damage Immunities lightning, thunder; nonmagical bludgeoning, piercing, and slashing
  • Condition Immunities charmed, frightened
  • Senses passive Perception 21
  • Languages Sylvan
  • Challenge 22 (41,000 XP)

Charming Defenses. Tettlebug adds her Charisma modifier to her AC. If a creature can't see or hear Tettlebug, it gains a +10 on its attack rolls to hit her.

Fey Resilience. Magic can't put Tettlebug to sleep.

Immutable Form. Tettlebug is immune to any spell or effect that would alter her form.

Innate Spellcasting. Tettlebug's spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). She can cast the following spells innately, without expending material components.

At will: charm monster, discord, druidcraft, dancing lights, enthrall, sleep
3/day each: call lightning, shatter, thunderwave
1/day each: chain lightning, control weather, planar binding, rainbow

Legendary Resistance (3/Day). If Tettlebug fails a saving throw, she can choose to succeed instead.

Magic Resistance. Tettlebug has advantage on saving throws against spells and other magical effects.

Wingclap. Due to the sound of her wingbeats, a creature that starts its turn within 10 feet of Tettlebug takes 3 (1d6) thunder damage or 7 (2d6) thunder damage if within 5 feet of her. Tettlebug can choose creatures to be deafened to the noise of her wingbeats.

Actions

Multiattack. Tettlebug uses her scepter or takes the Unleash action, if available. She can then cast a spell or call down another bolt of lightning from call lightning if she is concentrating on that spell.

Change Weather (1/Day). Tettlebug chooses the weather in the Feywild (IW).

Scepter. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage plus 14 (4d6) lightning damage.

Unleash (Recharge 5-6). Tettlebug summons 2d6 storm mephits (IW), plus 1d6 goblins (MM), kuo-toas (MM), or bullywugs (MM), which appear in unoccupied spaces within 60 feet of her.

Legendary Actions

Tettlebug can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Tettlebug regains spent legendary actions at the start of her turn.

Boost. Tettlebug claps her wings together. Each creature of Tettlebug's choice within 30 feet of her that can see her must make a DC 25 Constitution saving throw, taking 10 (3d6) thunder damage on a failed save, or half as much damage on a successful one. Tettlebug can then fly up to her speed without incurring attacks of opportunity.

Fey Casting. Tettlebug casts a spell or calls down another bolt of lightning from call lightning if she is concentrating on that spell.

Feywild Summoning. Tettlebug summons an kuo-toa whip (MM), a goblin or bullywug cultist of the archfey (NPC), or a faerie dragon (MM), which appears in an unoccupied space within 60 feet of her. She can't summon a creature if she has already summoned the same creature this round or the previous round.

Ancient Beasts

The creatures described here are the oldest of the beasts. They are nameless, primordial, all of the fury and hatred of the wilds, but all of its beauty as well. Meeting such a creature is an encounter of legend. Those who pass on tales of their encounters are heralded as prophets or blasphemers, and to kill an ancient beast is to commit an unspeakable crime. The one who lands the killing blow on an ancient beast suffers a hag curse (IW).

A druid from the Feywild knows that it is a great taboo to take on the form of these beasts as their Wild Shape, but many still do. As a result, these great beasts often feel compelled to prove their identity through great feats of power.

Ancient Bear

This ancient black bear has hibernated for millennia. It takes a lot to wake her from her slumber -- a beehive in her claws, an owl feather to her nose, a memory of her young. Once she is awake, she will do whatever it takes to return to her wonderful dreams of honey.

Ancient Bear Rumours

  • The bear can see all around her even when she is asleep.
  • The bear cannot be physically harmed while she is asleep; an ancient faerie blessing protects her.
  • The bear's yawn is enough to put you to sleep where you stand.


Ancient Bear

Huge beast, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 115 (10d12 + 50)
  • Speed 30 ft.
  • Page References IW

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 21 (+5) 10 (+0) 20 (+5) 14 (+2)

  • Saving Throws Str +10, Con +6, Wis +8
  • Skills Perception +8
  • Senses Blindsight 60 ft., Darkvision 120 ft., passive Perception 18
  • Languages Sylvan
  • Challenge 6 (2,300 XP)

Hibernate. When the bear is unconscious, she is immune to all damage types except psychic.

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear uses her yawn, if available, then makes two attacks: one with her bite and one with her claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.

Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Yawn (Recharges 5-6). The bear yawns, magically plunging herself and other creatures into slumber. The bear can affect 50 hit points with this action. Starting with the creature that has the lowest current hit points, each creature within 60 feet of the bear (including her) that can hear her and is affected by the ability falls unconscious until the sleeper takes damage or someone uses an action to shake or slap the sleeper awake (this doesn't work on the bear). Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this ability.

Ancient Boar

The ancient boar has lived for thousands of years due to his sheer unwillingness to die.

Ancient Boar Wild Shape

A druid that takes the ancient boar as their wild shape adds (2/Day) to the boar's Relentless Defiance trait.

Ancient Boar Rumours

  • The ancient boar is nothing more special than a particularly large boar. It just happens to have not yet been killed.
  • The boar cannot be killed in combat by anything but the most devastating blow, and the boar can shake off any negative effects with nothing but a grunt and a snort.


Ancient Boar

Large beast, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 40 ft.
  • Page References IW

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 16 (+3)

  • Saving Throws Str +5, Con +5, Wis +2
  • Senses passive Perception 10
  • Languages Sylvan
  • Challenge 3 (700 XP)

Charge. If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless Defiance. If the boar is not killed outright by an attack or effect that would reduce him to 0 hit points, he is reduced to 1 hit point instead.

Legendary Resistance (2/Day). If the boar fails a saving throw, he can choose to succeed instead.

Actions

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

A druid wild shaped into the ancient boar adds (2/Day) to the boar's Relentless Defiance feature.

Ancient Elk

The ancient elk has guarded these forests since before your oldest ancestor opened their eyes for the first time. The elk will always return.

Ancient Elk Rumours

  • The elk jealously guards the forests from those who would do the trees harm.
  • It doesn't matter how slippery you are. The elk will be able to stop you.
  • He punishes those who would strike down the helpless.
  • He can walk across water as though it were a thick sheet of glass.
  • He is big enough to shrug off any effects you throw at him.


Ancient Elk

Gargantuan beast, neutral good


  • Armor Class 15 (natural armor)
  • Hit Points 85 (10d20 + 30)
  • Speed 40 ft.
  • Page References IW

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 16 (+3) 12 (+1) 20 (+5) 18 (+4)

  • Saving Throws Str +9, Con +6, Wis +8
  • Skills Intimidation +7, Perception +8, Stealth +6
  • Senses passive Perception 18
  • Languages Common, Elvish, Giant Elk, Sylvan
  • Challenge 7 (2,900 XP)

Charge. If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Sentinel. The elk can take opportunity attacks against creatures that have taken the Disengage action, unless the target also has the Sentinel feat.

Legendary Resistance (3/Day). If the elk fails a saving throw, he can choose to succeed instead.

Water Walk. The elk can walk across any liquid surface as though it were harmless solid ground. He can choose to rise to the surface of such liquids at a rate of 60 feet per round.

Actions

Multiattack. The elk attacks with its ram. He can make a second attack with his hooves against a creature that is prone.

Ram. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 27 (5d8 + 5) bludgeoning damage.

Reactions

Sentinel Strike. The elk makes an opportunity attack against a creature within 5 feet of him that makes an attack against a target other than him.

Ancient Owl

From her perch in the tallest tree of the Feywild, the ancient owl jealously observes all that goes on across her lands. She is opposed inherently to Dailili, the Tree of Infinity, who claims the owl's lands as hers. Dailili must be blighted into dust.

Ancient Owl Rumours

  • She flies too fast to strike from the ground.
  • Her screeches can chill you to the bone.
  • A favourite technique of hers is to grab you, fly you high into the air, and drop you to your doom, all the while rending out your liver as though you were nothing but a mouse.
  • She hates Dailili, for Dailili infringes on the land she governs.


Ancient Owl

Gargantuan beast, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 135 (10d20 + 30)
  • Speed 15 ft., fly 90 ft.
  • Page References IW

STR DEX CON INT WIS CHA
19 (+4) 25 (+7) 17 (+3) 15 (+2) 30 (+10) 19 (+4)

  • Saving Throws Str +7, Con +6, Wis +13
  • Skills Perception +13
  • Senses passive Perception 23
  • Languages Common, Elvish, Giant Owl, Sylvan
  • Challenge 8 (3,900 XP)

Flyby. The owl doesn't provoke opportunity attacks when she flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Legendary Resistance (3/Day). If the owl fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. The owl uses her screech, if available. She then makes an attack with her talons.

Talons. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage, and the owl can grapple the target (escape DC 15). If the owl has two targets grappled, she can't use this attack against creatures other than them.

Screech (Recharge 5-6). Each creature within 1 mile of the owl that can hear her must succeed on a DC 15 Wisdom saving throw or become frightened of her for one minute. An affected creature can repeat the save at the end of each of its turns, ending the effect on a success.

Legendary Actions

The owl can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.

Fly. The owl flies up to her flying speed.

Gizzard Digestion. The owl rolls a d6. On a 5-6, she recovers a use of her screech.

Rend. The owl makes an attack with her talons against a creature she is grappling.

Ancient Raven

The three-eyed raven observes the past with her left eye, the present with her right, and the future with her third. She knows how you were born. She knows how you will die. And she knows all the ways that you are lying to yourself.

Ancient Raven Rumours

  • The raven hears only truth.
  • The raven speaks only lies.
  • The raven sees the past, the present, and the future.


Ancient Raven

Large beast, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 77 (14d10)
  • Speed 5 ft., fly 60 ft.
  • Page References IW

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 22 (+6) 21 (+5) 19 (+4)

  • Saving Throws Str +2, Con +3, Wis +7
  • Skills Deception +6, History +10, Insight +11, Perception +7, Stealth +4
  • Senses truesight 30 ft., passive Perception 17
  • Languages Common, Elvish, Giant Raven, Sylvan
  • Challenge 4 (1,100 XP)

Liar Be Revealed. The raven knows if she hears a lie.

Mimicry. The raven can mimic any sounds she has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.

Actions

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) psychic damage.

Legendary Actions

The raven can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.

Left Eye. The raven leers at a creature she can see. She learns the target's personality traits, ideals, bonds, and flaws.

Beak (Costs 2 Actions). The raven attacks with her beak.

Right Eye (Costs 2 Actions). The raven leers at a creature she can see. The target gains disadvantage on all attack rolls against the raven, and the raven gains advantage on all saving throws against spells cast by the target. These effects last until the end of the target's next turn.

Third Eye (Costs 3 Actions). The raven leers at a creature she can see, expressing a dark portent of the future. The next time the target rolls an attack roll, ability check, or saving throw, the result becomes 1 (before modifiers).

Ancient Spider

Long has she waited in her web for the juiciest prey. And here you are, having thrown yourself straight into her clacking mandibles. All these centuries have finally born fruit.

Ancient Spider's Lair

The spider's lair was once a beautiful grove of trees, but now the trees are draped with webbing as white and soft as a bride's veil. While in her lair, on initiative count 20, the spider can take the following lair action, which doesn't affect CR.


  • Strands. Every surface within 30 feet of the spider becomes covered in webs.

She has 10 (3d6) giant spiders (MM) in her lair, her babies. They love her and she hates them.

Ancient Spider Rumours

  • She is more patient than Lord Cals.
  • Draped in her webbing, she can resist even the most powerful of magic.
  • Her webs do not decay.
  • Her venom can paralyze even the hardiest of creatures.
  • Never, ever lose sight of her. It'll be the last and most fatal of your failures.


Ancient Spider

Gargantuan beast, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 145 (10d20 + 30)
  • Speed 40 ft., climb 40 ft.
  • Page References IW

STR DEX CON INT WIS CHA
22 (+6) 24 (+7) 16 (+3) 10 (+0) 17 (+3) 13 (+1)

  • Saving Throws Str +10, Con +11, Wis +7
  • Skills Perception +7, Stealth +15
  • Senses Blindsight 60 ft., Darkvision 120 ft., passive Perception 17
  • Languages Sylvan
  • Challenge 9 (5,000 XP)

Legendary Resistance (3/Day). If the spider fails a saving throw, she can choose to succeed instead.

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Multiattack. The spider uses its web, if available. It can then make a bite attack.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage plus 27 (6d8) poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). The spider nonmagically reproduces the spell web (save DC 15). Webbing created in this way lasts indefinitely.

Legendary Actions

The spider can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.

Escape. The spider moves up to her speed and then takes the Hide action.

Bide. The spider rolls a d6. On a roll of 5-6, she regains all expended uses of her Web.

Ancient Toad

The bullywugs worship a false king. There is only one king of the swamp, but he is too fat and too lazy to correct them. After all, a king need not declare himself king for his royal stature to be legitimate.

Ancient Toad Rumours

  • He is the one true king of the swamp!
  • He is fair! He is just! He is kind! He is true!
  • He is implacable to all curses and foibles!
  • His crown gives him the power to speak all tongues!
  • His bulk crushes all!


Ancient Toad

Huge beast, neutral


  • Armor Class 12 (natural armor)
  • Hit Points 51 (6d12 + 12)
  • Speed 20 ft., swim 40 ft.
  • Page References IW

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 15 (+2) 8 (-1) 12 (+1) 15 (+2)

  • Saving Throws Str +7, Con +5, Wis +4
  • Skills Stealth +6
  • Condition Immunities charmed, frightened, prone
  • Senses passive Perception 11
  • Languages Bullywug, Sylvan
  • Challenge 5 (1,800 XP)

Amphibious. The toad can breathe air and water.

Crush. If the toad drops at least 20 feet and then makes a slam attack on the same turn against a creature within 5 feet of where it landed, the attack deals an additional 26 (4d12) bludgeoning damage.

Helm of Tongues. While wearing his magic helm, which is glamoured to take on the appearance of a glorious golden crown, the toad can cast tongues at will. His tongue magically shapeshifts to resemble the tongue of a typical speaker of the relevant language.

Legendary Resistance (3/Day). If the toad fails a saving throw, he can choose to succeed instead.

Standing Leap. The toad's long jump is up to 60 ft. and his high jump is up to 30 ft., with or without a running start.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage, plus 11 (2d10) poison damage. The target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the toad can't bite another target.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d12 + 4) bludgeoning damage.

Swallow. The toad makes one bite attack against a Large or smaller target he is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.

If the toad dies, a swallowed creature is no longer restrained by him and can escape from the corpse using 5 feet of movement, exiting prone.

Ancient Wolf

A wolf fell victim to a hunter's trap. With iron clamped on broken bone, he howled for someone, anyone, to help him return to his family, before he knew what it meant to ask. He was saved. But in the end, all creatures must die, and soon his family was dust while he remained.

Ancient Wolf Rumours

  • The wolf is a survivor. He heals from all wounds in only a minute. And he can shrug off magical effects like shaking his fur dry.
  • The wolf has spent so long alone that he no longer needs a pack: if the only thing before you is his howling maw, he will strike true.
  • You cannot hide from him.
  • He has a companion, a human named Pup. Unusual for a beast that has spent so much time alone.
  • He is as swift as the wind.
  • When Endercoast was whisked away to the Feywild, a young girl was separated from her parents by time and space. In desperation, the little girl called out to someone to help her, and she was answered by two beasts: a wolf and a cicada. The wolf, recognising a heartache all too familiar, taught her to howl. But the cicada promised her a home. And when the girl accepted, the cicada condemned her to an eternity of servitude, for the cicada was a hag. The girl howled and howled.
  • The wolf bargained with a hag for the release of a girl he had a special fondness for. The hag agreed on the condition that the wolf would raise the girl. A simple request. Time is a funny thing in the Feywild, however. For her parents, it may as well have been yesterday they were separated. But for the girl, it has been 14 years. And her parents are long forgotten.

Raised by the Wolf

The ancient wolf has a human survivalist (IW) companion named Pup. Pup speaks only Sylvan.



Ancient Wolf

Huge beast, neutral


  • Armor Class 12 (natural armor)
  • Hit Points 63 (6d12 + 24)
  • Speed 60 ft.
  • Page References IW

STR DEX CON INT WIS CHA
21 (+5) 19 (+4) 18 (+4) 15 (+2) 19 (+4) 14 (+2)

  • Saving Throws Str +7, Con +6, Wis +6
  • Skills Perception +6, Stealth +6
  • Senses passive Perception 16
  • Languages Sylvan
  • Challenge 4 (1,100 XP)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Legendary Resistance (2/Day). If the wolf fails a saving throw, he can choose to succeed instead.

Packless. The wolf has advantage on an attack roll against a creature if the wolf is the only creature within 5 feet of it.

Survivor. The wolf regains 10 hit points at the start of his turn if he has at least 1 hit point.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Legendary Actions

The wolf can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.

Hunt. The wolf takes the Search action.

Awakened Plants

These plants can be created by druids and other woodsy spellcasters. Druids of the Circle of Growth often take the forms of these plants using their Wild Shape.

Awakened Creeper

An awakened creeper is a tangled mass of sentient vines covering the forest floor, given life through the awaken spell to guard precious locations in the woods.


Awakened Creeper

Gargantuan plant, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 46 (4d20 + 4)
  • Speed 30 ft.
  • Page References IW

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 13 (+1) 10 (+0) 10 (+0) 4 (-3)

  • Skills Stealth +4
  • Damage Vulnerabilities fire
  • Condition Immunities charmed, exhaustion, frightened, grappled, prone, restrained
  • Senses passive Perception 10
  • Languages one language known by its creator
  • Challenge 1 (200 XP)

Churning Mass. The creeper can occupy another creature's space and vice versa, and the creeper can move through any opening large enough for a Tiny plant. A creature that starts its turn in the creeper's space must make a DC 11 Strength saving throw. On a failed save, the creature's movement speed becomes 0 ft. until the end of its turn.

Forest Camouflage. The creeper has advantage on Dexterity (Stealth) checks to hide in forested terrain.

Actions

Multiattack. The creeper makes two attacks with its vines.

Vines. Melee Weapon Attack: +4 to hit, reach 20 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and if the target is a creature, it is grappled (escape DC 11). Until this grapple ends, the target is restrained.

Choking Grasp (Recharge 5-6). Each creature grappled by the creeper must make a DC 11 Constitution saving throw. On a failed save, a target takes 10 (3d6) bludgeoning damage and begins to suffocate; the suffocation ends when the target is no longer grappled by the creeper. On a successful save, the target takes half as much damage and doesn't begin to suffocate.

Awakened Oak

An awakened oak is an ancient tree given life through the awaken spell. More than a millennium rooted in the ground has given the oak the power to cast spells through the purity of its connection to the earth. Over time, as the oak grows more accustomed to its new life, its magic eventually fades.


Awakened Oak

Huge plant, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 73 (7d12 + 28)
  • Speed 20 ft.
  • Page References IW

STR DEX CON INT WIS CHA
23 (+6) 6 (-2) 18 (+4) 10 (+0) 16 (+3) 9 (-1)

  • Saving Throws Con +6, Wis +5
  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Senses passive Perception 13
  • Languages one language known by its creator
  • Challenge 4 (1,100 XP)

False Appearance. While the oak remains motionless, it is indistinguishable from a normal oak tree.

Innate Spellcasting. The oak's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells innately, requiring no components.

At will: animal friendship, druidcraft, speak with animals, thorn whip
3/day each: animal messenger, entangle, locate animals or plants, speak with plants
1/day each: goodberry, grasping vine, plant growth, return to earth

Actions

Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (5d6 + 6) bludgeoning damage.

Awakened Trapper

A trapper is a massive plant that feeds on insects that land within its gaping maw, which it then traps inside of itself and dissolves with powerful acid. The awaken spell often has the side effect of increasing its size dramatically, which makes it ideal for warding off pests like crows and mice.


Awakened Trapper

Large plant, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 60 (8d10 + 16)
  • Speed 20 ft.
  • Page References IW

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 7 (-2)

  • Skills Deception +2, Stealth +5
  • Damage Vulnerabilities fire
  • Senses passive Perception 10
  • Languages one language known by its creator
  • Challenge 3 (700 XP)

Forest Camouflage. The trapper has advantage on Dexterity (Stealth) checks to hide in forested terrain.

Surprise Attack. If the trapper surprises a creature and hits it with a bite attack during the first round of combat, the target takes an extra 7 (2d6) damage.

Actions

Multiattack. The trapper makes two attacks with its vines and one with its bite. It can replace its bite attack with its swallow, if available.

Vines. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the trapper can't bite another target.

Swallow. The trapper makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the trapper, and it takes 10 (3d6) acid damage at the start of each of the trapper's turns. The trapper can have only one target swallowed at a time.

If the trapper dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Centaurs

Centaurs in the Feywild are smaller, more slender, and more varied than those in the Material Plane. Far from monstrosities, they have the same proclivities towards chaos as the rest of the fey.

Fire Beetle

The centaur's lower half is that of a fire beetle, glowing with internal warmth and power.


Centaur, Fire Beetle

Medium fey, chaotic neutral


  • Armor Class 12
  • Hit Points 39 (6d8 + 12)
  • Speed 40 ft.
  • Page References IW

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 10 (+0) 15 (+2) 12 (+1)

  • Skills Athletics +5, Perception +4, Survival +4
  • Senses passive Perception 14
  • Languages Elvish, Sylvan
  • Challenge 1 (200 XP)

Charge. If the centaur moves at least 30 ft. straight toward a target and then hits it with a melee attack, the centaur can use its bonus action to make an attack with its pincers.

Innate Spellcasting. The centaur can cast the following spell innately, requiring no components.

At will: light

Actions

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Pincers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 piercing damage plus 2 (1d4) fire damage.

Shambling Mound

The centaur's lower half is a shambling mass of vines, allowing it to ensnare others when it strikes.


Centaur, Shambling Mound

Medium fey, chaotic neutral


  • Armor Class 12
  • Hit Points 39 (6d8 + 12)
  • Speed 40 ft.
  • Page References IW

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 10 (+0) 15 (+2) 12 (+1)

  • Skills Athletics +5, Perception +4, Survival +4
  • Damage Resistances lightning
  • Senses passive Perception 14
  • Languages Elvish, Sylvan
  • Challenge 1/2 (100 XP)

Charge. If the centaur moves at least 30 ft. straight toward a target and then hits it with a melee attack, the centaur can use its bonus action to make an attack with its vines.

Actions

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Vines. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13).

Unicorn

The centaur's lower half is that of a unicorn, resembling most closely the centaurs of the material plane. They have adopted some of the healing magic of the unicorns, which is channeled through a beautiful horn atop their head.


Centaur, Unicorn

Medium fey, chaotic neutral


  • Armor Class 12
  • Hit Points 39 (6d8 + 12)
  • Speed 40 ft.
  • Page References IW

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 10 (+0) 15 (+2) 12 (+1)

  • Skills Athletics +5, Perception +4, Survival +4
  • Senses passive Perception 14
  • Languages Elvish, Sylvan
  • Challenge 1 (200 XP)

Charge. If the centaur moves at least 30 ft. straight toward a target and then hits it with a melee attack, the centaur can use its bonus action to make an attack with its hooves.

Innate Spellcasting. The centaur can cast the following spell innately, requiring no components.

At will: spare the dying

Actions

Pike. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Wolf Spider

The centaur's lower half is that of a hairy spider, mildly resembling the abominations called driders from the Underdark in the Material Plane. The spider half has mandibles that drip with poison.


Centaur, Wolf Spider

Medium fey, chaotic neutral


  • Armor Class 12
  • Hit Points 39 (6d8 + 12)
  • Speed 40 ft., climb 40 ft.
  • Page References IW

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 10 (+0) 15 (+2) 12 (+1)

  • Skills Athletics +5, Perception +4, Survival +4
  • Senses passive Perception 14
  • Languages Elvish, Sylvan
  • Challenge 1 (200 XP)

Charge. If the centaur moves at least 30 ft. straight toward a target and then hits it with a melee attack, the centaur can use its bonus action to make an attack with its mandibles.

Spider Climb. The centaur can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Pike. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Mandibles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 piercing damage plus 2 (1d4) poison damage.

Woodland Beings

Darkwood Stalker

Darkwood stalkers are lonely spirits who wear the hair they would have grown in life as a thick keratin mask shaped like the horns of a goat. A bright pink flame, their true form, propels them through the air, protected by magical purple tendrils that lick at the edges of the branches around them.

Darkwood Stalker Rumours

  • Line your weapons with silver before you approach one.
  • They'll flare up with bright light when they feel threatened.
  • Their masks are formed from the hair they would have grown if they had been given the chance to live a normal life.
  • As a last defiant act, they'll explode into thick purple gas which can cause you to become lost in the Feywild.
  • They are evil and bitter. They hate those who live out the kind of life that was taken from them.


Darkwood Stalker

Medium fey, neutral evil


  • Armor Class 12
  • Hit Points 58 (13d8)
  • Speed 0 ft., fly 30 ft. (hover)
  • Page References IW

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 11 (+0) 6 (-2) 13 (+1) 10 (+0)

  • Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonsilvered weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
  • Senses passive Perception 11
  • Languages Sylvan
  • Challenge 2 (450 XP)

Fey Demise. If the darkwood stalker dies, its body disintegrates into a cloud of thick purple gas that heavily obscures vision in a 30-foot radius, lingering for 1d4 hours or until dispersed by a strong wind. A creature that starts its turn in the gas must succeed on a DC 12 Charisma saving throw or be transported to The Unknown (IW).

Variable Illumination. The darkwood stalker sheds bright light in a 5- to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The darkwood stalker can alter the radius or extinguish its light as a bonus action.

Actions

Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.

Flame Beam. Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 13 (2d12) fire damage.

Giant Tortoise

Slow and steady wins the race.

The giant tortoise moves 5 feet per round during high-intensity situations like combat. Otherwise, it takes its time, ambling along at roughly 20 feet per hour.


Giant Tortoise

Large beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 51 (6d12 + 12)
  • Speed 5 ft.
  • Page References IW

STR DEX CON INT WIS CHA
17 (+3) 4 (-3) 15 (+2) 8 (-1) 14 (+2) 6 (-2)

  • Saving Throws Str +5, Con +4, Wis +4
  • Senses passive Perception 12
  • Languages --
  • Challenge 2 (450 XP)

Shell Shield. When forced to make a Dexterity saving throw against a damaging spell or effect, the tortoise takes half damage on a failed save and no damage on a successful one.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage.

Mossy Hill Ogre

Mossy hill ogres were once ordinary ogres seduced by dryads. Their bodies are overgrown with moss and they have become lethargic over centuries of abandonment.


Mossy Hill Ogre

Huge giant, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 115 (11d12 + 44)
  • Speed 20 ft.
  • Page References IW

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 7 (-2)

  • Saving Throws Wis +2
  • Damage Resistances bludgeoning, piercing
  • Damage Vulnerabilities fire
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages Giant, Sylvan
  • Challenge 6 (2,300 XP)

Climbable. Medium or smaller creatures have advantage on checks to climb the ogre, which has the rough shape and dimensions of a mossy hill. It takes 15 feet of movement to climb to the ogre's head. The ogre has vulnerability to damage from melee attacks made against its head.

False Appearance. While the ogre remains motionless, it is indistinguishable from a mossy hill.

Actions

Multiattack. The ogre makes two tree trunk attacks, then attempts to shake off any creatures climbing on it.

Tree Trunk. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Shake Off. Every creature climbing on the ogre must succeed on a DC 16 Strength saving throw or lose their grip on the ogre, falling prone onto an empty space within 10 feet of the ogre.

Storm Mephit

Created by Tettlebug Moonflower, storm mephits are crackling, rolling little thunderclouds that sap their opponents' energy. They pop like a balloon when struck. Although most mephits are elemental in nature, these storm mephits are fey.


Storm Mephit

Tiny fey, chaotic evil


  • Armor Class 10
  • Hit Points 3 (1d4 + 1)
  • Speed 10 ft., fly 30 ft. (hover)
  • Page References IW

STR DEX CON INT WIS CHA
8 (-1) 11 (+0) 13 (+1) 6 (-2) 9 (-1) 4 (-3)

  • Damage Resistances poison, thunder
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Sylvan
  • Challenge 1/8 (25 XP)

Death Burst. When the mephit dies, it explodes with a thunderous burst. Each creature within 5 ft. of the mephit must succeed on a DC 11 Constitution saving throw or take 1 thunder damage.

Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.

Cloud Breath (Recharge 5-6). The mephit exhales smoky, crackling vapour in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or take one level of exhaustion.

Time Vulture

Created by Lord Cals, time vultures relentlessly stalk their prey. They have the power to speed up and slow down their frame of reference for time. Many superstitious folk see them as a foretelling of death and undeath, an omen of evil. Those close to death may see them circling high up ahead, supernaturally slow, always waiting, always there.

If you have access to Xanathar's Guide to Everything, the spell toll the dead is thematically appropriate for a time vulture. You can add the cantrip to its at will spells.

Undead Nature. The time vulture doesn't require air, food, drink, or sleep.


Time Vulture

Small fey, neutral evil


  • Armor Class 13 (natural armor)
  • Hit Points 34 (4d6 + 20)
  • Speed 5 ft., fly 30 ft. (hover)
  • Page References IW

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 20 (+5) 6 (-2) 20 (+5) 10 (+0)

  • Skills History +2, Perception +9
  • Damage Resistances necrotic, poison
  • Condition Immunities poisoned
  • Senses truesight 30 ft., passive Perception 19
  • Languages understands Sylvan but can't speak
  • Challenge 1 (200 XP)

Innate Spellcasting. The time vulture's innate spellcasting ability is Constitution (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells innately.

At will: chill touch
3/day: despair, slow
1/day: time stop

Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.

Reactions

Dark Portent. When a creature the time vulture can see makes an attack roll, a saving throw, or an ability check, the time vulture can change the result to 1 (before modifiers).

Non Player Characters

NPC statblocks can be any humanoid or fey race. NPCs can serve a variety of different masters.

Gardener

In a hag's hovel works a gaggle of gardeners. She has not enslaved them. They work for the chance to experience the delights of her garden.


Gardener

Medium humanoid or fey (any race), any alignment


  • Armor Class 14
  • Hit Points 54 (12d8)
  • Speed 35 ft.
  • Page References IW

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 11 (+0) 10 (+0) 15 (+2) 10 (+0)

  • Skills Nature +2, Survival +4
  • Senses passive Perception 12
  • Languages Sylvan plus any one language
  • Challenge 2 (450 XP)

Innate Spellcasting. The gardener's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells innately.

At will: druidcraft, thorn whip
3/day each: locate animals or plants, speak with animals
1/day each: grasping vine, plant growth

Unarmored Defense. The gardener adds its Wisdom modifier to its AC.

Unforeseen Consequences. After hitting a target with an unarmed strike, each subsequent unarmed strike for the next minute deals an additional 1 poison damage per hit. This extra damage stacks up to 10 extra damage per hit, and the minute resets with each hit.

Actions

Multiattack. The gardener makes three unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Growth Druid

The worship of Dailili means the offering of one's flesh to feed her endless hunger for growth.


Growth Druid

Medium humanoid or fey (any race, usually dryad), chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.
  • Page References IW

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 15 (+2) 12 (+1) 15 (+2) 11 (+0)

  • Skills Nature +2, Survival +4
  • Senses passive Perception 12
  • Languages Druidic and Sylvan plus any one language
  • Challenge 2 (450 XP)

Floral Aura. The druid and each allied creature within 30 feet of the druid that can smell it regains 1d4 hit points when it starts its turn in direct sunlight and isn't unconscious.

Innate Spellcasting. The druid's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can can cast the following spell innately.

1/day: awaken (plants only), blight

Spellcasting. The druid is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared.

Cantrips (at will): druidcraft, resistance, thorn whip
1st level (4 slots): entangle, goodberry
2nd level (3 slots): earthbind, spike growth
3rd level (3 slots): babble, plant growth, return to earth, speak with plants

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.


Optional Feature

Plant Shape. The druid casts polymorph on itself with the following changes: the druid can transform into a plant (IW) instead of a beast, the druid does not need to concentrate on the spell, and the new form's attacks count as magical for the purpose of overcoming resistances and immunities to nonmagical attacks.

With this optional feature, the druid's creature type is humanoid or fey (any race, usually dryad; shapechanger).

Mercury Berserker

In the most vicious tribes of the Feywild one can find frothing barbarians who have wrongfully taken the chaos of the Weave as guidance.

You can swap any of the berserker's mercury actions with the others in the list of Mercury Actions (IW).


Mercury Berserker

Medium humanoid or fey (any race), any chaotic alignment


  • Armor Class 14
  • Hit Points 67 (9d8 + 27)
  • Speed 30 ft.
  • Page References IW

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 7 (-2) 12 (+1) 7 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing
  • Senses passive Perception 11
  • Languages Sylvan plus any one language
  • Challenge 4 (1,100 XP)

Actions

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands.

Mercury Action. The berserker rolls 1d6 and takes the corresponding action below.

1: Charge. The berserker targets a creature it can see at minimum 20 feet from it and moves up to its speed towards it, then makes a battleaxe attack against it if in range. On a hit, the target takes an additional 11 (2d10) damage and, if the creature is Large or smaller, it must succeed on a Strength saving throw or be knocked prone.

2: Escape. The berserker takes the Dodge, Disengage, and Dash actions.

3: Flurry. The berserker makes three attacks with its battleaxe.

4: Power Strike. The berserker makes one battleaxe attack, and its to-hit bonus is +7. On a hit, the berserker scores a critical hit.

5: Rejuvenate. The berserker regains 10 hit points and gains 10 temporary hit points.

6: Teleport. The berserker magically teleports up to 120 feet to an empty space that it can see. If it teleports to within 5 feet of a creature, it can then make one battleaxe attack against that creature.

Survivalist

Survivalists have been living in the Feywild far longer than is right. They know its secrets, and they know how to stay alive. That's the only thing that matters.

Raised by the Wolf

One example of a survivalist is Pup, a 20-year-old chaotic neutral human who speaks only Sylvan. She is a companion to the ancient wolf (IW), whom she considers to be her father. The memory of her real parents has faded away in the 14 years she has spent in the Feywild.


Survivalist

Medium humanoid or fey (any race), any alignment


  • Armor Class 18 (padded armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 40 ft.
  • Page References IW

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+2) 10 (+0) 14 (+2) 10 (+0)

  • Skills Athletics +5, Medicine +4, Perception +4, Survival +4
  • Saves Str +5, Dex +5, Con +4
  • Damage Resistances cold, fire, poison
  • Senses passive Perception 12
  • Languages any one language
  • Challenge 3 (700 XP)

Action Surge (1/Day). The survivalist takes one additional action on its turn.

Padded Armor Expert. While the survivalist wears padded armor, its AC is 16 plus its Constitution modifier. Any critical hit on the survivalist while it wears padded armor becomes a normal hit.

Sylvan Spear. The survivalist's spear attacks are magical. The survivalist has advantage on saving throws against spells cast by any creature hit by the survivalist's spear in the past minute. The survivalist can magically summon its spear to its hand as a bonus action. The spear loses its magic if the survivalist dies.

Actions

Multiattack. The survivalist makes two attacks with its spear.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if wielded with two hands to make a melee attack.

Warden

As protectors of the natural world and an expert at living at one with the land, it is the duty of a warden to extend protection to anyone who is an ally of the forests, and to strike down any who threaten the natural order of things. Unlike a druid, the warden's smaller pool of spells is focused around making itself a greater threat in combat.


Warden

Medium humanoid or fey (any race), any alignment


  • Armor Class 14 (hide armor)
  • Hit Points 104 (19d8 + 19)
  • Speed 30 ft.
  • Page References IW

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 13 (+1) 12 (+1) 19 (+4) 10 (+0)

  • Skills Nature +4, Perception +7, Survival +7
  • Senses passive Perception 22
  • Languages Sylvan plus any one language
  • Challenge 5 (1,800 XP)

Follow Prey. The warden has advantage on checks to track a target, and its passive Perception is increased by 5.

Innate Spellcasting. The warden's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells innately.

1/day each: alter self, gaseous form, polymorph, tree stride

Longbow Specialist. The warden ignores half cover and three quarters cover when it makes attacks with its longbow, and it has a +2 to ranged weapon attack rolls (included in the attack).

Spellcasting. The warden is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following spells prepared.

Cantrips (at will): druidcraft, guidance, mold earth
1st level (4 slots): absorb elements, alarm, ensnaring strike, hail of thorns
2nd level (3 slots): cordon of arrows, pass without trace, spike growth

Tracker's Mark. As a bonus action, the warden chooses one target within 60 feet of its position that it can see, or replaces its mark with a new target it can see within range. The bounty hunter's weapon attacks ignore any damage resistances of the marked target and deal an additional 10 (3d6) damage.

Actions

Multiattack. The warden makes two attacks with its longbow.

Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Witch

Witches sequester themselves away to study magic the way that they've always known it should be done: holistically, naturally, philanthropically, and for personal satisfaction.

Witch's Familiar

You can choose one of the following creatures to become a familiar for the witch. The witch's familiar has an intelligence of 10 (if it isn't already higher) and can speak Sylvan and one other language of the witch's choice.

  • bat (MM)
  • cat (MM)
  • crawling claw (MM)
  • frog (MM)
  • homunculus (MM)
  • lizard (MM)
  • owl (MM)
  • poisonous snake (MM)
  • pseudodragon (MM)
  • rat (MM)
  • raven (MM)
  • spider (MM)
  • weasel (MM)

Witch's Potions

The witch's potions stay potent for 14 days. When you drink a witch's potion, it chooses whether to allow you to cast the spell or whether the spell infused in the potion targets you. If you cast the spell, the spell save DC is 13 and the spell attack bonus is +5.

The witch can spend an hour brewing additional potions (up to 6 infused potions total), infusing them with one of its prepared spells. When it brews a potion, it requires the components of the spell as well as additional components rolled randomly from the Extra Potion Components table. The witch will likely request that the party provide these components if it has agreed to brew the potion for them.

Extra Potion Components
d8 Component
1 A memory.
2 The life of a beast.
3 A weapon that has tasted blood.
4 A lost item, still being searched for.
5 A lock of hair.
6 A kiss, and a promise.
7 The dying words of an enemy.
8 A minute of contemplation.






Witch

Medium humanoid or fey (any race), any alignment


  • Armor Class 12
  • Hit Points 88 (16d8 + 16)
  • Speed 30 ft., fly 60 ft.
  • Page References IW

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 17 (+3) 15 (+2) 12 (+1)

  • Skills Deception +3, Medicine +5, Nature +5
  • Senses passive Perception 12
  • Languages Sylvan plus any two languages
  • Challenge 3 (700 XP)

Potions. The witch has six infused potions. It has infused them with the following spells (spell save DC 13, +5 to hit with spell attacks), which it expends as part of drinking or throwing the potion.

Infusions (1 potion each): bestow curse, polymorph
Infusions (2 potions each): dispel magic, invisibility
































Spellcasting. The witch is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared.

Cantrips (at will): coin toss, druidcraft, minor illusion, prestidigitation, thorn whip
1st level (4 slots): bane, bestow curse, detect magic, disguise self, goodberry, knight's hop, protection from evil and good, unseen servant, witch bolt
2nd level (3 slots): detect thoughts, invisibility, lesser restoration, magic mouth, mirror image, mouse, our little secret, protection from poison
3rd level (3 slots): babble, counterspell, dispel magic, plant growth, remove curse, speak with dead
4th level (3 slots): confusion, conjure woodland beings, death ward, despair, polymorph
5th level (2 slots): animate objects, contagion, dream, extract dream, scrying

Actions

Broomstick. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. If the witch is disarmed of its broomstick, it loses its flying speed.

Drink Potion. The witch drinks one of her potions, allowing her to cast the infused spell.

Throw Potion. Melee or Ranged Weapon Attack: +5, to hit, reach 5 ft. or range 30/90 ft., one creature. Hit: The spell infused in the potion is cast, affecting only the target of this attack, and the potion shatters. Miss: The potion shatters harmlessly.

Warlocks

The following warlocks serve the archfey found in this book.

Warlock of Lord Cals

These warlocks serve Lord Cals of the Litter and the Peat.


Warlock of Lord Cals

Medium humanoid or fey (any race), neutral evil


  • Armor Class 11 (14 with mage armor)
  • Hit Points 60 (11d8 + 11)
  • Speed 30 ft.
  • Page References IW

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 11 (+0) 15 (+2) 18 (+4)

  • Saving Throws Wis +4, Cha +6
  • Skills Deception +6, History +2, Persuasion +6
  • Condition Immunities charmed
  • Senses passive Perception 12
  • Languages Sylvan plus any one language
  • Challenge 4 (1,100 XP)

Innate Spellcasting. The warlock's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells innately.

At will: disguise self, mage armor (self only), sanctuary, silent image
1/day: discord

Spellcasting. The warlock is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells.

Cantrips (at will): coin toss, dancing lights, friends, mage hand, minor illusion, prestidigitation, vicious mockery
1st-5th level (3 5th-level slots): antilife shell, blight, dream, dimension door, dispel magic, extract dream, protection from evil and good, scrying, slow, tongues, zone of truth

Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Reactions

Halt the Impudent. In response to being targeted with an attack roll, the warlock can prevent the attacker from making any further attacks against the warlock until the start of the warlock's next turn.

Warlock of Cirrus

These warlocks serve Cirrus the Jester.


Warlock of Cirrus

Medium humanoid or fey (any race), chaotic evil


  • Armor Class 11 (14 with mage armor)
  • Hit Points 60 (11d8 + 11)
  • Speed 30 ft.
  • Page References IW

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 11 (+0) 15 (+2) 18 (+4)

  • Saving Throws Wis +4, Cha +6
  • Skills Deception +6, Performance +8, Persuasion +6
  • Condition Immunities charmed
  • Senses passive Perception 12
  • Languages Sylvan plus any one language
  • Challenge 4 (1,100 XP)

Innate Spellcasting. The warlock's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells innately.

At will: disguise self, mage armor (self only), silent image, Tasha's hideous laughter
1/day: trick

Spellcasting. The warlock is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells.

Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery
1st-5th level (3 5th-level slots): babble, charm person, euphoria, fear, mislead, mouse, seeming, sleep, tormentor

Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Reactions

Penny Circus. When a creature hits the warlock with an attack roll and it can see and hear the warlock, the warlock can force the attacker to succeed on a DC 14 Wisdom saving throw or become frightened of the warlock until the end of the warlock's next turn.

Warlock of Dailili

These warlocks serve Dailili, the Tree of Infinity.


Warlock of Dailili

Medium humanoid or fey (any race), chaotic evil


  • Armor Class 11 (16 with barkskin)
  • Hit Points 60 (11d8 + 11)
  • Speed 30 ft.
  • Page References IW

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 11 (+0) 15 (+2) 18 (+4)

  • Saving Throws Wis +4, Cha +6
  • Skills Arcana +2, Deception +6, Nature +2, Persuasion +6
  • Condition Immunities charmed
  • Senses passive Perception 12
  • Languages Sylvan plus any one language
  • Challenge 4 (1,100 XP)

Innate Spellcasting. The warlock's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells innately.

At will: disguise self, barkskin (self only), silent image, speak with plants
1/day: conjure fey

Spellcasting. The warlock is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells.

Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery
1st-5th level (3 5th-level slots): barkskin, blight, earthbind, entangle, grasping vine, hail of thorns, plant growth, return to earth, spike growth

Splitting Earth. As a bonus action, the warlock can activate or deactivate this feature. While activated, natural ground in a 15 foot radius around the warlock is difficult terrain for creatures other than the warlock.

Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Warlock of Tettlebug

These warlocks serve Tettlebug Moonflower, Princess of Dewdrops.


Warlock of Tettlebug

Medium humanoid or fey (any race), chaotic neutral


  • Armor Class 11 (14 with mage armor)
  • Hit Points 60 (11d8 + 11)
  • Speed 30 ft.
  • Page References IW

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 11 (+0) 15 (+2) 18 (+4)

  • Saving Throws Wis +4, Cha +6
  • Skills Arcana +2, Deception +6, Nature +2, Persuasion +6
  • Damage Immunities lightning, thunder
  • Condition Immunities charmed, frightened
  • Senses passive Perception 12
  • Languages Sylvan plus any one language
  • Challenge 4 (1,100 XP)

Fey Resilience. Magic can't put the warlock to sleep.

Innate Spellcasting. The warlock's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells innately.

At will: disguise self, mage armor (self only), silent image, speak with animals
1/day each: conjure fey, freedom of movement

Spellcasting. The warlock is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells.

Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation
1st-5th level (3 5th-level slots): babble, charm person, control winds, misty step, rainbow, shatter, sleep, storm sphere, thunderwave

Actions

Thunderclap. The warlock emits a burst of sound that can be heard up to 100 feet away. Each creature that can hear the thunderclap within 15 feet of the warlock must make a DC 14 Constitution saving throw, taking 10 (3d6) thunder damage on a failed save, or half as much damage on a successful one.

Reactions

Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.

Other Powerful Entities

Archfey aren't the only forces worth reckoning with in the Feywild. The following enemies can serve as significant dangerous encounters for the party.

Dearest Gran

The hag in the deep woods of the Feywild can grant your deepest desires, but her services come with a price.

Dearest Gran Rumours

  • She can grant a wish.
  • She flies around on a broomstick.
  • She can speak eight languages.
  • She has warded herself against magic.
  • She can rip your soul out of your body and transform you into a zombie that serves her.
  • She sees all.
  • She can disappear with the snap of her fingers.
  • She can be any animal. She can be any tree.
  • The poor souls she has enslaved will aid her in battle against their will.

Dearest Gran Deals

When making deals with Dearest Gran, refer to her offerings (IW), her prices (IW), and her curses (IW).

Dearest Gran Summons

Dearest Gran can summon the following creatures with her Feywild Summoning legendary action.

Dearest Gran Summons
CR Creature Source
1/4 Blink Dog MM 318
1/4 Pixie MM 253
1/4 Sprite MM 283
1/4 Zombie (MM)
1/2 Satyr MM 267
1/2 Shadow (MM)
2 Darkwood Stalker (IW)


Dearest Gran

Medium fey, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 135 (30d8)
  • Speed 15 ft., fly 60 ft.
  • Page References IW

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 10 (+0) 19 (+4) 22 (+6) 19 (+4)

  • Saving Throws Int +9, Wis +11, Cha +9
  • Skills Nature +9, Perception +11, Stealth +6, Survival +11
  • Senses Truesight 10 ft., Darkvision 60 ft., passive Perception 21
  • Languages Bullywug, Common, Druidic, Elvish, Giant Elk, Giant Owl, Giant Raven, Sylvan
  • Challenge 14 (11,500 XP)

Innate Spellcasting. Dearest Gran's innate spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). She can cast the following spells innately.

At will: babble, bestow curse, detect magic, polymorph, ray of sickness, unseen servant, witch bolt
3/day each: counterspell, detect thoughts, dimension door, dispel magic, scrying, death ward, despair, finger of death, mirror image, mouse, teleport
1/day each: animal shapes, antimagic field, dream, extract dream, eyebite, feeblemind, transport via plants, true polymorph
1/century each: sequester, true resurrection, wish

Legendary Resistance (3/Day). When Dearest Gran fails a saving throw, she can choose to succeed instead.

Magic Resistance. Dearest Gran has advantage on saving throws against spells and other magical effects.

Actions

Broomstick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) bludgeoning damage. If Dearest Gran is disarmed of her broomstick, she loses her flying speed.

Legendary Actions.

Dearest Gran can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Dearest Gran regains spent legendary actions at the start of her turn.

Fey Casting. Dearest Gran casts a spell.

Feywild Summoning. Dearest Gran summons a creature from her table on this page, which appears in an unoccupied space within 60 feet of her. She can't summon a creature if she has summoned the same creature this turn or the previous turn.

Poppiplob

Poppiplob is a shadow worshipped by kuo-toa. He came to Dearest Gran in search of immortality, and though she granted it to him, it was under the condition that he never take a life. He thought that refusing to save someone wouldn't count as killing them. Dearest Gran disagreed. Now he wanders the Feydark as a shadow. The kuo-toa found him and worshipped him, and through their worship, he gains strength.

Poppiplob, Dark Lord of Shadow, Ruler of Hidden Inky Blackness

If Poppiplob becomes an archfey, he becomes a fey creature, loses his vulnerability to radiant damage, and makes the following changes to his statblock.


Challenge 8 (3,900 XP)


Innate Spellcasting. Poppiplob's innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can cast the following spells innately.

At will: darkness
1/day: eyebite, hunger of Hadar, spirit guardians (evil shadowy remnants that deal necrotic damage)


Strength Drain. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 17 (4d6 + 3) necrotic damage, and the target's Strength score is reduced by 2d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a humanoid or fey with a shadow dies from this attack, a shadow (MM) rises from the corpse immediately.

Poppiplob Rumours

  • Poppiplob becomes harder to kill for every shadow he absorbs.
  • Poppiplob is a regular shadow other than the power to absorb other shadows. The kuo-toa give him his abilities, but he needs more shadows before he can truly reach his true potential as an archfey.
  • If he were to become an archfey, he would gain powerful black magic. The very shadows he has absorbed would defend him in a miasma of dark energy.


Poppiplob

Medium undead, neutral evil


  • Armor Class 12
  • Hit Points 195 (30d8 + 60)
  • Speed 40 ft., fly 40 ft. (hover)
  • Page References IW

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 15 (+2)

  • Skills Stealth +9
  • Damage Vulnerabilities radiant
  • Damage Resistances acid, cold, fire, lightning, thunder; nonmagical bludgeoning, piercing, and slashing
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Kuo-Toa, Sylvan
  • Challenge 7 (2,900 XP)

Amorphous. Poppiplob can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, Poppiplob can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, Poppiplob has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Absorb Shadow (Recharge 5-6). Melee Spell Attack: +6 to hit, reach 5 ft., one creature with a shadow. Hit: Poppiplob absorbs the creature's shadow. Poppiplob replenishes all of his hit points, and he gains one additional hit die, increasing his maximum hit points by 6 (1d8 + 2). The target's Constitution score is reduced by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until reversed with wish.

Strength Drain. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a humanoid or fey with a shadow dies from this attack, a shadow (MM) rises from the corpse immediately.

The Prowler

Malar, the Beast Lord, God of the Hunt, once walked in the Feywild in mortal form, the avatar of the Wild Hunt itself. But Malar grew tired of the Feywild and sought out to conquer the Happy Hunting Grounds, the Beastlands. What Malar did not realize was that his avatar had intelligence, a soul, and enough defiance to resist being annihilated after Malar was done with it. The avatar became the Prowler, a tortured, lost hunter that stalks the edges of the Feywild, preying on those who cannot find their way. But those who are lost because they were abandoned, well, the Prowler has a special place in his heart for them, and he nurtures them, strengthens them, makes them a lycanthrope, and sends them back to take revenge on those who abandoned them. One day the Prowler will be strong enough to challenge Malar and take on the mantle of Beast Lord. That is, if he can escape the Feywild.

The Prowler is more of an abstract conception of a predator than anything else; to some, he appears as a wolf wreathed in shadow. To others, a white bear that glows with furious runes. Some see him as a vicious ape, a panther, a lion, a curious cat, a fox, or a man with a bestial fury behind his eyes. Regardless of the form, everyone can agree that he is big and he is quiet.

Prowler Rumours

  • Only silver weapons can pierce the Prowler's blessed hide.
  • The Prowler once was invigorated by the mantle of Malar before he was cast aside.
  • He appears in a different form to each person he hunts.
  • He can see the truth, and he can read your intentions.
  • His hide repels not just weapons, but magic as well.
  • He is big, yes, but he is also quiet. Too quiet.
  • A spark of Malar still remains in his heart, and this blesses him in his hunt.
  • His bite inflicts a terrible curse.
  • He is sympathetic to the plight of those who are abandoned.


The Prowler

Huge celestial, chaotic evil


  • Armor Class 18 (natural armor)
  • Hit Points 210 (20d12 + 80)
  • Speed 60 ft.
  • Page References IW

STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 18 (+4) 15 (+2) 18 (+4) 10 (+0)

  • Saving Throws Str +12, Dex +12, Wis +10, Cha +6
  • Skills Stealth +12, Perception +10
  • Damage Resistances bludgeoning, piercing, and slashing from attacks not made with silvered weapons
  • Damage Immunities necrotic, poison, radiant
  • Condition Immunities poisoned
  • Senses truesight 10 ft., darkvision 120 ft., passive Perception 25
  • Languages Sylvan, telepathy 120 ft.
  • Challenge 18 (20,000 XP)

Avatar's Luck. The Prowler magically adds 5 (2d4) to the result of each attack roll, ability check, and saving throw it makes.

Keen Senses. The Prowler has advantage on Wisdom (Perception) checks, and its passive Perception increases by 5.

Legendary Resistance (1/Day). When the Prowler fails a saving throw, it can choose to succeed instead.

Magic Weapons. The Prowler's weapon attacks are magical.

Packless. The Prowler has advantage on an attack roll against a creature if the Prowler is the only creature within 5 feet of it.

Surprise Attack. Once per target, when the Prowler surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Multiattack. The Prowler makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and if the target is humanoid, it must succeed on a DC 18 Constitution saving throw or be cursed with lycanthropy (MM). The Prowler decides which kind of lycanthrope the target becomes (usually a werewolf).

Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Legendary Actions

The Prowler can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Prowler regains spent legendary actions at the start of his turn.

Hunt. The Prowler moves up to its speed and takes the Search action.

Skulk. The Prowler moves up to its speed and takes the Hide action.

Slash. The Prowler makes an attack with its claws.

Bide (Costs 2 Actions). The Prowler regains all expended uses of its Legendary Resistance.

Inspirations


  • The fairy tales of the Brothers Grimm
  • The works of Lewis Carroll
  • The works of Raold Dahl
  • The works of L. Frank Baum
  • The works of Guillermo del Toro
  • The works of Terry Pratchett
  • Artemis Fowl by Eoin Colfer
  • Spirited Away by Stubio Ghibli
  • Annihilation by Alex Garland
  • The Matrix by the Wachowski sisters
  • Stardust by Neil Gaiman
  • Avatar: The Last Airbender by Michael Dante DiMartino and Bryan Konietzko
  • Inception by Christopher Nolan
  • Dael Kingsmill's video on the Feywild
  • The list of fey pranks created by the /r/d100 community
  • Strange prices for magical items collected by /u/zmanboogie
  • Spells adapted from AD&D by /u/New_Dia
  • The time vulture from xkcd by Randall Munroe







Into Wonderland


Into Wonderland details an 8th-to-14th level adventure in the Feywild, a setting for Dungeons and Dragons 5th Edition. This book provides player options, encounters, variant rules, and a campaign of expeditions into the unknown centred around the city of Endercoast that has been spirited away from the Material Plane. To survive, you'll need to balance the needs of the displaced city with the mercurial whims of four powerful archfey. Included are new races, classes, spells, dangerous foes, and so much more.

Changelog

January 2021

This is the first edition of Into Wonderland.