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Forest of Exile

Lv 3 ▶ Run in Live DM

Forest of Exile · p.1 · 3p

Open source p.1 ↗
Run 0/30 visited

A dreadful power has risen in the Land of Faerie!
The fey creatures of Faerie, threatened and driven mad
by some unknown terror on the twilight plane, are
seeking refuge in a ruined castle deep within the ancient
Grimwood Forest. The characters must protect the
nearby village of Vinerun, aid the fey exiles, and seek
out who or what has wreaked this chaos in … Forest of
Exile.

Background

Ages ago, a hag known as Lady Moondress’d was
banished from the Land of Faerie for horrific and vile
cruelties she inflicted on those around her. Ever since,
she has been seeking a way back to Faerie, searching
for a crossing between worlds with thoughts of hatred
and revenge against Lord Forsythia, the elven lord who
banished her. She found the ruined and mostly forgotten
Deepweald Keep and managed to re-activate the crossing
between worlds beneath it. Once on the other side, she
killed the unsuspecting Forsythia and took from him
a powerful artifact known as The Heart of the August
Lands. With this artifact in her hands, Moondress’d has
warped and corrupted the region of Faerie, causing it to
become inflamed, generating dangerous mutations in
beasts, and forcing residents to flee for their lives, some
barely clinging to their sanity. The aberrant magic of
The Heart is so powerful, it is permeating the crossing
of planes and causing madness to thrive in the nearby
Grimwood. Lady Moondress’d now lives in her home
in the Unburnt Copse, content to toy with the undead
Lord Forsythia and to behold the grim view of desolation
and destruction as far as she can see.

The Setup

The adventurers find themselves in the small village
of Vinerun. How the party meets or knows each other is
up to them. They could be local heroes, having recently
resolved the case of the missing wizard, Morgrin the
Magnificent in Secret Doors: Peril on the Silver Path,
or some other adventure. Regardless, the party begins
the adventure in the center of town, where the residents
of Vinerun are loudly arguing and demanding that the
party attend to their petty, personal grievances. Chaos
has clearly erupted in the village.

No extracted maps for this adventure — the map is in the source book: Open source p.1 ↗

Rooms (30)

1 Bees, Goats, and Fleeting-Faeries Faeries p.5 ↗

IMPORTANT NPCS
•
Birdy: Local layabout who is not wearing a
shirt
•
Burberry Fleck: Beekeeper whose hives have
been wrecked, and whose bees have been
stinging the local goats belonging to Gollef the
Goatherd
•
Craynor Nelse: A boorish guard that serves
as the constable for the town; he throws his
weight around but is generally unable to resolve
any given situation in Vinerun
•
Drumi Barger: Believes Tilla’s son stole their
blueberry pie
•
Fob: Owner of Fob’s Fine Goods, general store;
he is missing a cherished family heirloom
•
Gollef the Goatherd: Herdsman whose goats
have been harassed by Burberry Fleck’s hives
•
Jingles & Cottonwood: Fleeting-faeries who
are having a great time pulling pranks and
causing some chaos
•
Kard Coopersmith: Local blacksmith who,
unbeknownst to him, has Fob’s item in his
pocket
•
Morgrin the Magnificent: Occupant of
Vinerun’s wizard-tower, this human mage
serves as protector and wise-counsel to the
small village and tends to get so obsessed with
his arcane delvings that he has been known to
ignore happenings in the village
•
Tilla Shrubb: Believes their laundry has been
eaten by Gollef’s goats
•
Yaden Elkhorn: Generally regarded as the
leader of the town, she is exasperated and trying
to keep the peace amid a village-wide argument
To begin the adventure, read the following:
You find yourselves in Vinerun, a small village
on a tradeway known as The Silver Path. You are
at the base of the tower of the wizard Morgrin the
Magnificent. The entire town seems to be outside
arguing loudly. The argument is quickly coming
to a boil.
Gollef, the local goatherd, is red-faced and
shouting at the town’s beekeeper, “You let your
bees sting my goats!”
A young man, bare chested and dressed only
in breeches is shouting at Gollef, “Your goats ate
my laundry!”
And an older woman is shouting at a younger
woman, “Your son obviously stole my blueberry
pie!”
Everyone in town has a grievance with someone
else. It seems that all manner of mischief has been
happening in Vinerun and the townsfolk have turned
to who they usually do in times of trouble, Morgrin
the Magnificent. Morgrin is the town protector but is
focused on more serious threats to the town than these
trivial arguments and has not come down out of his
tower to intervene.
Eventually, things get serious as two residents
come to blows - a family heirloom from the halfling
proprietor of the village general store, Fob, has been
found hanging out of the pocket of Kard Coopersmith,
local blacksmith. Before anyone is seriously injured, the
party must intervene to stop the fight and figure out
what is going on.
As it turns out, all this mischief has been created
by a duo of fleeting-faeries (Appendix B), named
Jingles and Cottonwood. These two are attempting
to entertain themselves by doing what they do best:
manicuring their luxurious mustaches and causing
chaos. The party could figure this out in various ways.
A perceptive character may notice a blur as a fleeting-
fairy disappears behind the edge of a nearby hut. If
not, they notice a trail of blueberry pie filling leading
around the corner to the fleeting-faeries watching and
laughing at the confusion and uproar they have caused.
If combat ensues, the fleeting faeries will use
environmental hazards rather than direct attacks. They
will attempt chaotic but non-lethal things like tying a
character’s boots together, untying bits of armor or belts
causing players’ pants to drop or their arms to be tied
together. They could also crack open a keg and dump
ale on their heads, pelt the characters with eggs, wrap
2
them with a laundry line, or some other attack the
GM concocts. As the action continues or spreads, the
villagers take notice and attempt to help. The beekeeper
could hand them a smokepot that will cause the faeries
to be stunned for turns. Other villagers could call
out a nearby net or tools that can be used to neutralize
the fleeting-faeries.
As the situation with the faeries is being resolved,
read the following:
You hear a booming voice coming from
overhead as Morgrin the Magnificent calls out
from a window in his tower, “What in the hells is
going on over there!?” and points toward a pillar
of smoke rising from a nearby field.
At this, if the fleeting-faeries are still alive or free to
move, they will retreat and head toward the smoke. The
crowd of villagers will similarly be drawn to investigate
the smoke.

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2 The Vineyard on the Grimwood Grimwood p.6 ↗

IMPORTANT NPCS
•
Green Willow: Driven mad by the chaos
unfolding in Faerie, this dryad has begun a
crusade to “free” the local grapevines from their
servitude to the people of Vinerun
•
Rowan Thewn: Woodsman who lives in a
cabin on the edge of the Grimwood
•
Talp Rithelm: Owner of the vineyard, wine
connoisseur (total lush), and currently scared
senseless by the living vineyard
•
Norval Hanabus: Field hand attempting to put
out a fire
Green Willow, having grown quite insane, has
decided that the vineyard on the border of the
Grimwood will be where she begins to free the
subjugated plants of the material plane. Her first step
is to use ancient magic to cause the grapevines to grow
to an enormous size and give them some animalistic
intelligence.
As the characters approach the vineyard, they see
the grapevines growing into enormous vines covered in
huge grapes and deadly thorns:
As you approach the pillar of smoke rising
from the southern vineyard, you see a barn
burning. In the field you see monstrously huge
vines covered in grapes the size of watermelons
lashing out and whirling with thorn covered
tendrils, destroying the trellises and surrounding
fences. The field hands are all running in fear as
the monstrous plant tries to snatch them up.
The grapevines have been transformed into three
grapevine monstrosities (Appendix B); hulking deadly
plant creatures that will attack anyone that comes
near them. Wise or cautious players will attack from a
distance.
Norval Hanabus, one of the few field hands who
is not fleeing, is attempting in vain to extinguish the
flaming barn with a bucket. He will call for help,
explaining that a lantern was knocked over in the
commotion and the barn set ablaze. The grapevine
blights are between a trough of water and the fire.
3
A green-colored feminine creature can be seen flit-
ting around the edge of the farm and laughing. This
is the mad dryad, Green Willow (Appendix B). She
will attempt to charm characters and keep them from
harming the plants.
If the characters attempt to engage with the dryad
or communicate with her, she will shout at them
angrily:
“The wilderness will no longer be tamed. I am
freeing these plants from their human oppressors!”
Green Willow is hesitant to engage in combat
herself, will keep her distance, and relies on the
grapevine blights to do the fighting. If Green Willow
takes any damage, she will flee the battle using meld to
step inside a series of nearby trees and escape into the
Grimwood, calling back to the characters:
“You can’t stop me! This land belongs
to me and mine! Don’t try to follow me! The
forest will not welcome you.”
Rowan Thewn (Appendix B), a woodsman,
will come to the aid of the characters if they get
in over their heads, chopping fearlessly at the
grapevines with his axe of hewing (Appendix A).
Once combat has ended, the woodsman will
remark that the forest has felt more peculiar
than usual lately, he has been hearing distant
sounds of strange music within the forest,
and that he interacted with an odd woman
several months ago who went into the forest
and didn’t come out. Rowan doesn’t know that
he interacted with the hag, Lady Moondress’d,
as she passed through the area and into the
Grimwood.
The party will notice that the woodsman’s
axe of hewing is particularly effective against
plant-type creatures. Rowan will not be
willing to part with it permanently or sell it,
but he would let a polite character borrow it
temporarily. He will not respond favorably to
intimidation.
As combat ends, the field hands let the
characters know they can handle the fire.
If any fleeting-faeries survived the initial
encounter, a townsperson arrives at the
vineyard and explains that they fled into the
Grimwood along with Green Willow.
Some of the villagers take up a collection of their
meager funds and belongings worth gp
and implore the adventurers to hunt and eliminate
the dryad threat. If the party is hesitant to pursue
Green Willow, Talp will offer to double the amount
that the villagers raised because he wants to protect
his vineyard. If money doesn’t motivate the party, a
handful of field hands grab their pitchforks and follow
Green Willow into the woods. The dryad is clearly
more than a match for them and their odds of survival
are slim without the help of the adventurers.
If Morgrin is consulted, he will say:
“You’d better go after it. This situation could
get ugly unless somebody does something. Don’t
look at me, I’m much too busy to get involved.
Besides, I don’t need the gold, it’s all yours. Go,
have fun, bring back a nice piece of treasure for
me!”
4
5

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3 Into the Grimwood p.9 ↗

IMPORTANT NPCS
•
Bronston Swift: A rabbit from The Land of
Faerie who is not used to being hunted as prey
by wild animals
•
Harbert Wobble: A squirrel from Faerie who
has hidden a treasured object in a tree
•
Parvos: A fun-loving, self-indulgent, and
mischievous satyr from Faerie who is hoping
to rob some travelers in the forest or to at least
party with them
•
Peri: A friendly sprite who is enjoying a dance
with her friends
•
Symes: A treasure hunter intending to profit
off of the treants’ absence by looting historical
artifacts
•
Tall Needle: Lord of the Treants, who has
somewhere else to be and little time to spare for
the player characters or their concerns
•
Traxton: Treasure hunter who is quick-
tempered and spoiling for a fight
Looming on the edge of Vinerun is The Grimwood,
an ancient forest which is home to a group of treants
led by Tall Needle, elder guardian of the forest. The
treants’ motivation is to keep the balance of the natural
world, and while they will not drive out dangerous
creatures like goblins or others that may threaten the
nearby village of Vinerun just to favor humanity, the
more dangerous creatures of Faerie that have been
spilling over to the material plane through the fey
crossing have not yet begun to cause problems for the
treants and the Grimwood.
Locals of Vinerun refuse to enter the forest unless
accompanied by Morgrin, fearing for their safety under
normal circumstances. The increased presence of fey
creatures has made the forest more dangerous than
ever and not even the woodcutter Rowan Thewn will
consider venturing beyond the edge.
The party will encounter many dangers within
the Grimwood as they pursue the dryad. With some
skill and perhaps some help from the inhabitants they
encounter, they will find their way to the Deepweald
Keep.
As the characters enter the forest, read the following:
The trees of the Grimwood feel as if they
crowd around you. Like a sourceless dawn, the
light of day trickles faintly through the forest
canopy, seldom reaching the bed of leaves and
mossy detritus below. There is no clear path to
follow as you make your way into the dense forest.
Overland travel within the Grimwood is unsafe.
A successful DC 18 INT check with disadvantage is
required to find the direction back to Vinerun. Treat
duplicate rolls of 6-10 instead as Trail of the Dryad.

open full entry →

3.1 Random Encounters p.9 ↗


Encounter
1-5
Trail of the Dryad
6
Dance of the Fairy Ring
7
Pipes in the Fog
8
Squirreled Away
9
Tall Needle
10
The Rabbit & the Bear

Trail of the Dryad

Green Willow has left a trail of
hostile, agitated shrubs (Appendix
B) behind her as she fled to the
Deepweald Keep, deep within the
forest.
Roll to determine the type and number of
agitated shrubs.

Type of Agitated Shrub
1
Angry Wildflowers - A mass of wildflowers
of various hues of blue, yellow, and purple
that attempt to subsume anyone who comes
near them.
2
Confrontational Moss - Bright green clumps
of moss that form pummeling pseudopods.
3
Frustrated Fern - Fronds of razor-sharp green
leaves slash at anyone who comes too close.
4
Grimwood Pine Blight (Appendix B) - Small
conical pine that walks on gnarled roots and
hurls pinecones dripping with sticky sap.
6
At the end of an encounter with the hostile shrubs,
a successful DC12 INT check will reveal the direction
that the trail points toward Deepweald Keep

Dance of the Fairy Ring

You come upon a ring of red mushrooms
with white spots growing out of a lush bed of
verdant moss. A faint buzzing is heard, and as you
listen closely, the sound of musical instruments
can be discerned from the din. Seated upon the
mushroom caps are faeries playing harps, flutes,
and drums. Inside the circle more fey folk are
dancing with wild abandon. One of the dancers
looks at you and with a smile, gestures excitedly
for you to join the dance.
Inside the fairy ring and perched atop the
mushrooms are ten faeries, and a leprechaun. One
fairy named Peri has the tail of a rat. The leprechaun
is dressed in a gaudily colored green jacket, breeches,
and a floppy hat. The fey creatures believe it is good
luck for non-fey to join a fairy dance and will actively
encourage the party to join them in their revelry.
If Bronston Swift is with the party when they
come across the fairy circle, he will implore them to
pause their journey and join the frolicking.
All who come across the fairy circle and resist the
urge to dance must succeed on a DC 15 WIS saving
throw or be charmed and compelled to join the fey folk
in their merriment. Once the dance has been joined, to
keep up with the increasingly swift rhythms of the fey
folk, any dancing party members will continue gyrating
for turns and will gain one level of exhaustion.
If anyone attempts to forcibly remove another party
member from the dance, make a contested Strength
check.
On a failed save, read the following:
The rhythm entices you to step inside
the circle of mushrooms and begin dancing
enthusiastically, much to the delight of the fey
creatures that look on. You twirl and move until
you collapse from exhaustion.
On a successful save, characters can choose to join
the dance or not of their own free will, but once they
step inside the circle, they will not be able to willingly
exit until the song has concluded after turns and
they fall over from fatigue and fall into a deep sleep for
hours.
If threatened, the fey dancers will flee and will only
attack defensively if cornered. If all of the party join
the circle and collapse from fatigue, they will awaken
to find that the fairy-folk have left, except for Peri who
waited to make sure that they were ok. If the party
isn’t hostile to her, this amiable and good-natured fairy
will tell the party sincerely “Wow! You’ve really got
the moves. I’m impressed,” and offer to lead them to
Deepweald Keep so they can rest and recover there.

Pipes in the Fog

As you traverse the thorny woodland
underbrush, the air seems to get thicker in your
lungs. You creep forward and dense fog rolls across
the forest floor and clouds your vision. Mist swirls
up from the ground and the sound of a haunting,
tranquil, and beautiful flute wafts through the air.
A satyr named Parvos, Lord of the Pan Flute
(Appendix B) is responsible for the magical fog, and
7
will attempt to charm the party or lull them to sleep
with his masterful musical stylings. A successful DC
15 WIS saving throw is required to resist the sound of
the wondrous fluting. Any characters that cannot be
charmed are unaffected and need not perform a saving
throw.
If the party succeeds on the save, they determine
the source of the piping to be a satyr who is moving on
the edge of the fog, apparently dancing.
If anyone fails the save, they are affected by the
mellifluous sound of Parvos’ panpipes. Read the
following:
The grinning satyr approaches you and says
“Yes, you rest well. Now, let’s see if you brought
a little gift for Parvos,” and then he rifles through
your pockets and searches your pack.
The master flautist will rob them of any inebriants,
musical instruments, gaming sets, or books in their
possession and then flee to Deepweald Keep.
If questioned, Parvos will not reveal the location of
the Deepweald Keep, fearing the party to be brigands.
If Parvos is attacked, he will defend himself with his
dagger and musical spells and then flee to the relative
safety of the Deepweald.
After encountering the party, Parvos will return to
the Deepweald Keep where the characters will meet
him again (see section 5.3).
Parvos is a lot of fun to be around, and he is well-
liked among the refugees at the fort. If Bronston Swift
is with the party when they come across Parvos, the
rabbit will be overjoyed and greet the satyr with song
requests.

Squirreled Away

You spy a glint of light
sparkling from within a
hollow high up on the
trunk of a knotted and
bent oak tree.
The opening in the tree
is twenty feet up and can
be reached by climbing
the numerous knobs and
protrusions. Any character
brave enough to reach into
the hole with their hand
will find a gem of blinding beauty (Appendix A) and a
folded handkerchief tied with a piece of twine. Within
the handkerchief is a cache of acorns and rare herbs
gathered from the Grimwood.
The gem belongs to an outcast from the Land
of Faerie named Harbert Wobble, a feyfolk squirrel
(Appendix B) who hid the item fearing that it might
be stolen by others in Deepweald Keep. In his haste, he
has since forgotten where it was stashed. Harbert can
be found at the fort and will be grateful to see the gem
again.

Tall Needle

While traveling through the Grimwood, the party
bumps into Tall Needle:
You reach a clearing in the dense woods
and before you stands a huge tree-like creature
lumbering about the small meadow. It is wearing a
simple robe that appears to be woven from grasses
and vines. It bends down and gently plucks a
purple flower from below and carefully affixes it to
its vegetation finery.
Tall Needle is a treant who is dressed in ceremonial
garb and is preparing to depart the Grimwood for the
once-a-century Awakening of the Sacred Grove. In a
concealed orchard far to the west, treants will gather
to witness, celebrate, and usher-in the rare awakening
of trees. Tall Needle doesn’t know what specifically is
happening in the woods, nor does he feel the need to
intervene, as he has urgent business elsewhere. He will
8
tell the characters that he suspects there has been a
breach of the Land of Faerie deep in the woods and
that fey creatures are seeking refuge in the material
plane. Deepweald Keep is where the fey creatures are
hiding and that it can be found near the center of the
forest built into a towering rocky crag. If pressed for
specifics of the fort location or the Land of Faerie, he
will become indifferent to the concerns of the party and
say he needs to move on or he will be late.
If asked why he and the other guardian treants are
vacating the Grimwood during this difficult time, the
towering Tall Needle lets out a long sigh that causes his
leaves and those on trees around him to rustle and says:
“The frantic feedings, frolickings, and
fornications of rootless creatures is but a
temporary diversion. We would not miss the
sacred birth of our brothers and sisters to attend
to the fleeting profane and banal movements
of man or beast. I have every confidence that
your small band can sort out a solution to this
circumstance that you perceive to be a problem.”
A character with the Scholar or similar background
will vaguely recall some historical lore of a secret
orchard of trees believed to be grown in soil permeated
with magic where the trees sometimes awaken and gain
sentience. It was believed by some to be only a legend
or children’s story, however; Tall Needle seems to have
indirectly confirmed its existence.
Tall Needle will eventually explain that he must bid
the party farewell if he is to arrive at the Awakening
on time. With some amount of conciliation but
also dismissiveness, Tall Needle hands the party as
many pineberry elixirs (Appendix A) as there are party
members.
Tall Needle will become angry with the party if he
learns they are carrying petrified treant stone.

The Rabbit & the Bear

A large brown bear is clawing at the ground
determinedly. You hear a frightened and frantic
voice emanating from the shallow burrow
pleading, “Why won’t you listen to me Mr. Bear?!
What have I done to you? You don’t want to eat
me, I’m all gristle and bone!”
Bronston Swift, a feyfolk rabbit (Appendix B),
has been trapped by a brown bear and needs to be
saved or he is about to become a meal. Bronston is
attempting to talk the creature out of eating him and
is frustrated that the wild animal can’t be reasoned
with. He is used to dealing with intelligent animals
back home in The Land of Faerie that can converse.
The warren that Bronston has fled into is 10 feet
deep with a narrow entrance that only a small creature
can fit into. The bear will dig into the hole and
devour the frightened rabbit in two rounds if it is not
interrupted.
If the party comes to the aid of Bronston and
succeeds in defeating the bear, read the following:
A small furry creature with big feet, buck
teeth, and long ears springs out of the burrow,
stands upright and dusts itself off. The bipedal
creature has brown and white fur and is simply
wearing a dark green vest. Looking sorrowfully at
the slain bear the rabbit says in exasperation “Blast
it, none of the dim-witted beasts in this awful
place will listen to reason!”
Bronston introduces himself to the party and
thanks them for coming to his aid. The grateful rabbit
will offer to guide the party to Deepweald Keep, feeling
it would be best to stick together for protection.
If questioned about his origins he will say that
he comes from far away and “had to
leave because things got real bad.” He
prefers not to talk about his departure
from Faerie as it was a traumatic
experience, but if
pressed, Bronston will
tell the party:
“A great evil came
to our home and spread
across our land. Our
elven lord abandoned
us. He was nowhere
to be seen while us
common folk lost our
homes, our livelihoods,
and some lost their
lives. We came here to
make a new life, but it
isn’t much safer here. All
the animals in this forest
are so unpredictably
murderous.”
9

open full entry →

3.2 Garden of Stone p.13 ↗

(Hex 306) The characters have chanced upon an
area of the forest where a battle took place long ago:
The dense forest opens into a clearing. At the
center of a grassy meadow stand six towering,
petrified trees. A repetitive tapping sound is
emanating from within the grove of stone trees.
The petrified trees are treants that were turned to
stone many years ago while fighting a medusa. They
now stand as monuments to the sacrifice of treants long
past. This location is revered as a sacred place by the
Guardians of the Grimwood.
A human thief and treasure hunter named Symes
is using a hammer and chisel to break off pieces of
the petrified treants. Tall Needle would be furious to
find anyone defacing such a hallowed location. Symes
has a partner, a human thug named Traxton, who is
currently away collecting firewood. Traxton will return
rounds after the characters arrive. She is eager to
fight anyone who she feels is taking “her” treasure.
If the party moves toward the stones without
attempting to be stealthy, Symes hears them tromping
through the meadow and the hammering sound will
stop. As they approach, the party may catch a glimpse
of someone or something moving in the center of the
stone trees.
If the party approaches the center of the clearing
during daylight, they can easily see that the stones are
treants, apparent by their pained facial expressions.
Symes will attempt to hide from the party until he
can work out if they are hostile or not. If threatened,
the outnumbered treasure hunter will react defensively,
and flee toward the edge of the clearing where he and
Traxton have made camp beside a crumbling stone
wall.
If questioned about what he is doing, Symes will
proudly brag:
“I studied the histories and deduced that the
treants wouldn’t be ‘home’ during this particular
season and year. I expected that they would be
making some sort of pilgrimage elsewhere, and
look around, not a Guardian of the forest, but
those made of stone. An opportune time to search
for treasure. Quite clever if I may so humbly say.”
Although Symes can’t help himself from boasting
about his own brilliance, he will be tight-lipped about
the fact that he has a partner out in the woods, feeling
it best to keep that detail to himself in case a fight was
to occur.
At Symes’ feet is a flat, wooden sled he has been
loading with chunks of petrified treant and a leather
mat with shards of stone, some shaped like arrowheads.
Looking to avoid a fight, Symes gestures toward his
plunder and says in a magnanimous tone:
“Petrified treant wood is worth a fortune and
there’s plenty to go around. If you have your own
tools, go ahead, and take what you can. If you can
find someone to turn the stone back to wood, it
can be used to make magical paper. Mages will
pay handsomely for the opportunity to make spell
scrolls from it. I’m also doing some flint-knapping
and making stone-treant arrows. I would gladly
sell you some, at a discounted rate of course.”
In truth, he is trying to defuse a potentially deadly
situation, and is focused on looting before he gets
caught by a treant. He also knows that his partner,
Traxton, is hot-headed and may relish the opportunity
to fight, so he wants to make fast friends with the party.
The arrows he is making are arrows of petrified
treant, (Appendix A). He has ten of them and
is making more. He will sell a bundle of ten arrows
for 100 gp, which is such a bargain that any savvy
character will realize the treasure hunter is essentially
bribing them to look the other way and ignore his
looting. Chunks of petrified treant are worth 100 gp
each and occupy two inventory slots.
Symes and Traxton are unaware of the newly
arrived creatures in the forest from the Land of Faerie.
If restoration is cast on a petrified treant read the
following:
With a thunderous cracking noise, the stone
is transformed to a sturdy trunk and boughs of
wood. The befuddled tree looks around, seeing
its petrified companions, but not seeing you from
its lofty height, and grumbles “got a medusa
to catch,” before stomping away with ground-
shaking footsteps.
Beyond the clearing, just within the forest are a
dozen large stone dwellings, abandoned ages ago. It
may occur to the characters that with a little work, a
small community could restore the buildings and make
a home here.
10

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4 Deepweald Keep - Upper Level Level p.14 ↗

IMPORTANT NPCS
•
Alfonse and Rodrigo: A pair of satyrs who
have run into a bit of trouble on the walls of
the fort and need help
•
Anné Lida: A giant earthworm who is seeking
some solitude and peace away from the rest of
the fey exiles
•
Ser Margwyn: Ghost of a horrible murderer
who wants to be freed from his magical prison
Built by an ancient and vanished civilization, but
abandoned long ago, this fort was a neutral meeting
place for creatures of the Land of Faerie and those of
the material plane. Deep within the earth, beneath
the stone floors and walls of the fort itself is a long-
dormant crossing of worlds which the outcasts of the
nearby Faerie have begun to use to escape the chaos
of their home. Having followed Green Willow, the
direction of Tall Needle, or even a chance encounter
in the Grimwood, the characters will find the refugees
hiding here in the depths beneath the ancient fortress.
As the characters approach the fortress, read the
following:
The stone building beyond the rotten
drawbridge before you was surely once a mighty
fortress but it has fallen into ruin over the
centuries. The walls are made of huge granite
blocks, the crenellations and parapets are 30 feet
over your heads, and extending beyond even that
height, is an enormous tree. The green leaves of
the great oak appear to be withering even though
it is springtime. Leaves fall from its branches and
land at your feet. Peering through the branches of
the tree, you can see that the fortress backs into a
sheer cliff.

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4.1 Ruined Drawbridge & Moat p.14 ↗

The drawbridge leading into the courtyard
appears ancient and covered in moss and lichen. It
spans a reeking and stagnant moat, teeming with
mosquitos, and covered in a film of sickly-green
algae. A slow, off-kilter croaking of frogs emanates
from the water below.
The drawbridge is indeed as ancient as it appears
at first glance and has fallen into some disrepair. With
more traffic from the fey refugees passing over it lately,
the planks have been greatly weakened. If the planks
are examined, a character will notice some planks that
look like they are ready to rot completely away. If
the characters cross the drawbridge all at once, it will
collapse, plunging everyone into the shallow, scummy
11
water below. Any character falling must make a DC 15
DEX save or take damage. In the putrid water is a
gray ooze that will sense any characters that fall in and
attack them.
Due to centuries of erosion and falling detritus,
the grimy water of the moat is only 2 feet deep. While
trudging through the muck of the moat, movement
will be slowed to half.
On the western side of the fort, on the far side of
the moat, steps can be seen leading up to a hidden
entrance. Swimming across the water brings them
into contact with the gray ooze. The moat is 20 feet
across and would be difficult for any character to jump,
however, if they find a creative solution to spanning the
moat, there is just enough space to land on the far side
without getting in the water.
If any characters explore the far south side of the
moat, read the following:
As you reach the back of the fort, light
struggles to reach this dim, narrow space between
the cliff and the walls. The edges of the moat are
limned with large egg-shaped pods, and as you are
wondering what they could be, you hear a faint
buzzing growing louder. You witness the miracle
of birth as the sacs burst open and small, horrid
creatures emerge, flying at you, hungry snouts in
search of their first meal.
stingbats attack the
party as they have stumbled
upon a clutch of eggs
hatching.

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4.2 Courtyard & Dying Tree p.15 ↗

As the party enters the Deepweald Keep through
the main gate, read the following:
A great withered oak tree hangs over the entire
courtyard, dropping brown and dry leaves. As the
wind swells a splitting crack is heard from above
as a large branch separates from the tree and falls
down straight at you.
A character must succeed on a DC 15 DEX save or
be struck by the falling branch and take damage.
If the characters enter the courtyard during the day,
Anné Lida, a giant earthworm (Appendix B) is here:
Coiled on a patch of dirt is a giant earthworm,
gazing up at the dying tree and quietly singing to
itself.
If the characters attack, on its first turn in combat,
the worm will retreat into the earth through broken
flagstones and warn the refugees below that the
characters are dangerous.
Unless the party is actively making noise, Anné
Lida will not notice them until they call to her or walk
within 30 feet, as its eyesight is not very sharp.
If the characters are polite, and inquire about the
dryad they are pursuing, Anné will explain:
“Oh yes, I know who you seek. That is poor
Green Willow. She lives here in the fortress. It’s a
pity; she doesn’t seem to be very happy lately. Of
course, there’s not much for any of us to be happy
about, but she seems especially upset. She’s down
below now with the others.”
12
13
If the characters question the worm further, it will
not have much more information to share as it got out
of the camp below before things got too bad and has
settled on the surface, but will add:
“I had to come stay up here, so I don’t know
all the latest gossip. I’m just the kind of worm that
needs their own space, ya know? But I do know
that Green Willow and Shahahz Rahahz have
grown really close. The two of them can be found
below, usually cooking something up.”
If Anné is asked about the dying tree, it will say:
“The tree is dying because its roots go all the
way to the Land of Faerie, and it can find no
sustenance in the soil there. Not anymore. It’s
symbolic really, of the health of Faerie and the sad
state of those of us from there.”
If the characters enter the courtyard at night, Anné
Lida will not be present and there will be ten ghosts
wandering the area, victims of Ser Margwyn (see 4.4).
Although they are a frightening sight, the ghosts are
relatively benign and will remain on the edge of the
ethereal plane, unable to harm or be harmed where
they will observe the characters. The ghosts are unable
to communicate as they repeatedly reenact their grisly
murders by the ghostly knight. They stare in horror at
the characters before their phantasmal forces are cut
down by a ghostly blade which then waves through the
air with a flourish. The person cruelly brandishing the
blade in the vision will not be seen.
The main entrance to the subterranean section of
the fort is hidden in a well in the southwest corner
of the courtyard (see 4.6). Searching the courtyard to
find the entrance will require a successful DC 16 INT
check. Searching the courtyard for the entrance will
attract the attention of the ghosts at night or Anné Lida
during the day.
There are stone stairs on the east and west sides of
the courtyard that lead up to the walls (see 4.3) and
towers of the keep (see 4.4).

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4.3 The Walls - Alfonse and p.17 ↗

Rodrigo

Along the western wall, a pair of young satyrs
(Appendix B), brothers named Alfonse and Rodrigo,
can be found stuck in a dangerous position:
A massive stone has separated from the wall
of the keep and fallen on an unlucky satyr. With
his goat legs pinned, the satyr is grimacing in pain
while another satyr desperately tries to shift the
heavy boulder in futility. The second satyr, with
worry in his eyes, sees you and exclaims “Please
help! This thing could shift and crush my brother
to death! Hurry.”
Alfonse has triggered an ancient trap and his legs
are stuck under a boulder. Rodrigo is unwilling to leave
Alfonse behind to search for help but if the characters
find the pair, he will beg them for help. Rodrigo is
very suspicious of anyone in spite of this and will
wield a small dagger to protect himself and his brother
if needed. If the characters don’t threaten the pair of
satyrs with harm, they can attempt a group Strength
check of DC 13 to move the boulder with practical
means.
A group check is considered a success if half the
party passes the DC and is considered a failure if half
the party does not pass.

Lifting The Boulder

Number of successes
in the party
Result
Half or more
The party manages to lift
the heavy boulder enough
to free Alfonse’s leg with
minor cuts and scrapes.
Less than half
The boulder shifts! Alfonse
is freed but he and anyone
who didn’t succeed at
the check each take
damage
Zero
No successful checks
means that the boulder
falls and instantly kills
Alfonse.
If Alfonse and Rodrigo are not discovered until
nightfall, Alfonse is still trapped under the boulder, and
a shadow has materialized and is threatening them,
muttering incoherently in an ancient language and
dialect.
Coming to the aid of the brothers will mean
Alfonse & Rodrigo are willing to show the characters
the hidden path into the camp via the well.
14

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4.4 The Cell of Ser Margwyn p.18 ↗

As the players climb the eastern stairs and enter the
tower, read the following:
At the top of this dilapidated tower is a room
awash in ambient blue light. Within a circle
inscribed with magic runes and sigils in silver
ink sits a ghostly knight in armor beside a pile
of bones. The knight stands, affixes their gaze on
you, and says with a bow “Well met. I’m so glad
you’ve come to visit me. I am Ser Margwyn, at
your service.”
The armored knight is a ghost named Ser
Margwyn (Appendix B) who is trapped inside a
perpetual magic circle put in place ages ago by a
powerful wizard. Margwyn was a knight in service
of a lord assigned to the fort when it was in use as
an embassy between the human and fey worlds. The
knight was a sadistic murderer who took great joy in
the pain he inflicted on his many victims. In death, his
soul has been imprisoned in this tower as punishment
for his crimes.
The charismatic Ser Margwyn is a born
manipulator and will do anything he can to convince
the party that he was wrongly imprisoned by a
“horrible warlock” who used him to achieve a pact with
an “ancient horror.” He will not reveal the truth of his
past under any circumstances.
Ser Margwyn is well versed in knightly decorum,
the chivalric code, and etiquette and will speak in a
very proper and polite manner. Occasionally, when he
completes a sentence, the knight will give a flourish
with his hands as if to indicate something like “and
so on, and so on…” Characters who witnessed
the ghosts in the courtyard at night reenact their
deaths (see 4.2) will recognize Margwyn’s hand
gesture as the same flourish made by the sword
that murdered the poor souls after it cut them down.
What Margwyn wants from the party is for them to
find the key to the spell that holds him here and bring
it to him. He does not know what the key is, only that
it is not really a “key” and it is kept in a vault nearby
(see 4.5).
If asked what will happen if they bring the key, Ser
Margwyn will lie to the characters, telling them:
“My weary spirit will be freed from this
mortal realm, and I will at last be allowed to rest.
It will be a mercy.”
He will concoct any stories that he feels will appeal
to the party’s wants and needs; be it a desire to be
viewed as heroes, a drive to find treasure, or something
specific to the party. Margwyn is skilled at reading
people and is very quick to ascertain any vulnerabilities
or insecurities the characters possess. He will leverage
that knowledge to manipulate them.
Despite his lies, Margwyn does have useful
information to share with the party but will do his
best to get something in return before sharing. He will
dangle a few tidbits of vague information in front of
the party in an attempt to coax them into helping him:
15
“You are looking for someone. I can tell
you where to find them. I humbly ask that you
perform a kindness for me in return.”
Or he will allude to Lady Moondress’d:
“You want to know about her, don’t you? No,
not the dryad, not her. The other ‘her,’ the one
that you don’t know you should be asking about. I
know and will gladly tell you, if you could extend
some goodwill to me.”
Or he will tease the possibility of a magic item:
“If it is a rare magical treasure you desire, I
know where one can be found within the keep.
I speak of something other than the magical key,
of course. I will tell you where to find it if you
deliver the key to me.”

What Ser Margwyn knows:

•
He is aware of a deep cave under the fortress
and a secret entrance leading below that is in the
tower to the northwest. The entrance is secured
by a secret phrase. The phrase that will open
the secret entrance to the lower floors is: “Lords
and Ladies, Seelie and Un. I pray thee, grant me
passage in peace, and I will harm none.”
•
He met Lady Moondress’d recently as she
passed through the keep. The pair did not hit it
off as the hag taunted the prisoner and refused
to help him escape. The knight will willingly
share what he knows about her, namely that she
seems to be a shapeshifter and a powerful being,
although her true nature is unknown to him.
He also knows that she is fixated on revenge
against someone named “Forsythia,” and she
can be distracted by speaking positively about
this person.
•
He can point the party to divider (Appendix
A), a greatsword with the name “Divider”
inscribed on the handle. He knows where it is
located, because this is the weapon that slew
him in battle centuries ago. It’s buried under a
pile of rubble in this tower.
If the party retrieves the bowl of liquid and gives it
Margwyn:
The knight exhales with a heavy sigh, carefully
pours the magical silver water out of the bowl
onto the floor and disappears. A formless voice,
now with an edge of menace says “I am truly
grateful for the part you have played in allowing
me to escape. To express my gratitude, I will allow
you to live. If you would pardon me, I shall take
my leave. I have much lost time to make up.”
Ser Margwyn will become ethereal and leave the
fort, proceeding to rampage across the countryside
slaughtering innocents in his ghostly form, perhaps
murdering someone in Vinerun that the party is
acquainted with. The ghostly knight could be an enemy
the party encounters again in another adventure.
If the liquid is spilled from the bowl before being
brought to Ser Margwyn, the knight will be enraged,
he will drop the facade of manners, and will lash out at
the party verbally:
“You imbeciles! You worthless peasants! Do
you bumbling oafs know what you’ve done? I will
find a way out of this prison, and I will come to
you, wherever you may be, and I will end your
trifling, festering, trivial lives, and you will know
how pathetic and stupid you are.”
Feel free to really insult the characters as Ser
Margwyn. He is a truly despicable person and when
infuriated, he will get cuttingly personal.

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4.5 The Sacred Lock p.19 ↗

At the center of this dimly illuminated room
sits a heavy iron vault.
Within the vault is an enchanted bowl of silver
water which is the magical key to holding Ser Margwyn
forever tied to his prison. The locked vault can be
picked by a capable thief succeeding at a DC 12
lockpicking check.
If this liquid is poured over the magic circle, it will
wash away the inks, breaking the circle and freeing
the ghost within. If the liquid is poured out anywhere
other than the circle, the spell will slowly dissipate over
hours, eventually freeing Ser Margwyn from his
imprisonment.
When carrying the bowl of liquid, a player must
make a Dexterity check. If they roll a 1, they trip, fall,
and spill the silvery fluid.
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4.6 The Secret Entrance p.20 ↗

Inside the tower is a cramped room bare of
any furnishings or occupants. The stone walls
show signs of once holding artwork or decorations
but are now unornamented.
Hidden in this tower is a secret entrance leading to
the depths of the fortress. If a character succeeds at a
DC 16 WIS check, they notice the room is smaller on
the inside than it should be. A successful DC 15 INT
check will reveal a small trigger concealed as a stone.
Read the following when the stone is pressed:
As you press the stone it slides back into the
wall with a click, a grinding is heard, and then the
stone wall swings open on rusty hinges. Beyond
the wall is a room with a barred metal grate on the
floor. Beneath the bars is a ladder leading down
into darkness.
The ladder is protected beneath a barred grate
which can only be opened by uttering the passphrase
“Lords and Ladies, Seelie and Un. I pray thee, grant
me passage in peace, and I will harm none.” The phrase
is only remembered by Ser Margwyn, the ghost in the
other tower (see 4.4).
The secret entrance leads to The Library (5.2), in
the lower level of the fort.

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4.7 The Well - Upper Level p.20 ↗

The main entrance to the subterranean hideout is
hidden in the well in the courtyard. Where there was
once a grand stairway that led into a ward, there is now
only a well. As the fort has fallen into ruin over the
centuries, the entrance was buried and concealed, the
ward below the surface filled with water, and eventually,
a well was dug to serve the residents. Years passed on
and the well has run nearly dry but still conceals the
entrance to the levels below.
As you peer into the well you see a
ramshackle, rickety system of ladders and
platforms descending into the depths. The faint
sound of water dripping echoes up from the
depths.
The bottom of the well is 50 feet below. The
cobbled together steps and ladders were improvised by
the fey exiles. As the system tips and creaks, the party
needs to succeed at a DC 15 STR or DEX group check
to avoid breaking the wooden ladders and falling. If
less than half of the party succeeds, they fall to the
bottom of the well. The first character to fall takes
bludgeoning damage for every ten feet fallen and lands
prone. Subsequent characters that fall only take
damage for every ten feet, as their landing is cushioned
by their fellow party members.
17

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5 Deepweald Keep - Lower Levels Levels p.21 ↗

IMPORTANT NPCS
•
Bindlethorn: Feyfolk boar, leader of the
refugees of the Unseelie Court, he is loyal to his
own people and will not easily cooperate with
any strangers
•
Fonn Barrowbole: Elf gardener who sculpted
beautiful topiary works from trees and floral
designs until they were destroyed or mutated
•
Forbert Wetbottom: A fearful feyfolk frog that
wears a hat and carries a lantern filled with
fireflies
•
Green Willow the Mad Dryad: Deranged
and recruiting more fey creatures to her cause,
doesn’t live with the “common folk” but rather
stays close to the opening to the Land of Faerie
•
Harbert Wobble: Feyfolk squirrel who
was Lord Forsythia’s personal chef and has
misplaced a magic item
•
Jingles & Cottonwood: Fleeting-faeries who
are having a rest
•
Parvos: Lord of the Pan-Flute, a satyr who likes
to party and is trying to make the best of the
situation in the camp
•
Ryllan Balluriel: Ghost librarian who still
tends to the stacks
•
Shahahz Rahahz: Elf, de facto leader of the
displaced fey members of the Seelie Court.
Shahahz has been touched by the chaos
erupting in Faerie and is slowly losing her
mind. Will do everything in her power to
help the refugees and protect them from any
perceived threat, including the characters if
they’re not careful
In the lower levels of the fort, fey exiles have
established a refuge from the horrors in their home
world. Not venturing far from the crossing linking the
Land of Faerie to this world, the refugees now contend
with increasing bouts of madness, most notably
exhibited by Green Willow.

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5.1 The Well - Lower Level p.21 ↗

As the party enters the cavern or recovers from
falling into it (see 4.7) read the following:
The dank cave that you find yourselves in is
dark except for a dim light to the northeast. The
water filling the room is about three feet deep at
the center. As you peer into the gloom, you hear a
tiny ribbit and the plish-plish of footsteps.
Below the well is a cavern that once held a
subterranean lake, which is now mostly dried up.
Stagnant water covers the floor of the cavern ranging
from 1 to 3 feet deep, with the deepest area being at the
center of the room. Exits to the east are above the edge
of the water, keeping it from draining into the rest of
the cave.
In the room is a feyfolk frog (Appendix B) named
Forbert Wetbottom. He is in the watery cave using his
tiny lantern and straw hat to catch insects. Unless the
characters are being stealthy, as soon as he hears the
characters step (or fall) into the water at the base of the
well, he fearfully dashes off to the Fey Haven (see 5.3)
to alert his friend Bindlethorn of their presence.

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5.2 The Library p.21 ↗

The Deepweald library is full of rotted and
unreadable books, damaged by the humidity of
the subterranean lake and decades of time.
Most of the books fall apart when anyone picks
them up to examine them. A few can be read and those
18
books can be found with a successful DC 13 INT
check.
In one book, “A History of the Grim Wood and
Surrounds as related by Castor Gillen” there is a history
of the ancient forest and the surrounding country.
Spending an hour carefully reading it reveals the truth
about Ser Margwyn, perhaps too late.
Another book, “An Account of Faerie History and
Diplomacy”, no author attributed, tells the story of the
Deepweald Keep and how it was founded at a “thin
space” between planes and became a neutral meeting
ground between residents of this world and the Land
of Faerie. In this book, the characters can find a
brief story of the last leader left as ambassador to the
Fort, Lord Forsythia. The story mentions that before
Forsythia abandoned his post at the Fort, he banished
a member of their Court to the material plane, a Lady
Moondress’d.
The library is still attended to by the ghost of an
ancient librarian named Ryllan Balluriel. Ryllan was a
stickler for the rules in life and will not let any book
leave the library without being shown an ancient
library card or perhaps given a generous donation. If
any characters speak in a voice above a whisper, the
ghost will scold them to keep their voices down.
Ryllan will not engage in combat with any hostile
characters, becoming ethereal to avoid harm, but
will materialize long enough to pilfer gp from
characters’ pockets, for “late fees” if threatened.

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5.3 The Fey Haven p.22 ↗

Frightened creatures who have fled the chaos in the
Land of Faerie huddle here in a small camp.
Within this large cavern are ramshackle tents,
bedrolls, and shelters. Gathered around fires are
elves, fairys, and a multitude of fey animal folk.
Lanterns containing fireflies provide minimal
light, illuminating the faces of melancholy,
downhearted fey creatures. A hand-painted
wooden signpost reads “Fey Haven.”
If the denizens of this area have been warned that
the party is approaching, Shahahz Rahahz, an elf
and leader of the Seelie court faction will cautiously
approach them at the edge of the camp and ask them
what they want.
Present here are fey members of two factions, the
Seelie court, led by Shahahz, and the Unseelie court,
led by Bindlethorn (Appendix B). If the characters
meet with them, each leader will attempt to sway the
party to help their side more than the other. Either
Shahahz or Bindlethorn can direct the characters to
the cavern that holds the crossing to Faerie and Green
Willow.
Both factions are aware that the devastation in their
home spread across the fields of Faerie when The Heart
of the August Lands (Appendix A), a legendary fey relic,
went missing. They felt abandoned by Lord Forsythia,
for although he had always been a kind ruler before, he
was nowhere to be found as the suffering began.

The Seelie Court

The Seelie court exiles were once led by the dryad
Green Willow but are now presided over by Shahahz
Rahahz, an elf. Shahahz is slowly going mad herself,
but she conceals it well.
Shahahz will explain that Green Willow is the
dryad the party seeks, and that the dryad was once
an altruistic leader of the Seelie Court but has lost
her mind. Shahahz is certain that Green Willow has
sunk too deep into madness to act in the best interest
of the fey community and will take the party aside to
prevail upon them to assist her in ousting the dryad
permanently. By the time the characters reach her,
retaining The Heart and restoring peace in the Land of
the Faerie is no longer Shahahz’s primary concern.
19
20
“Green Willow must be stopped before she
gets all of us killed. Death is the only sensible way
to deal with her.”
Shahahz will offer to reward the party with a
mithral chain shirt and the moonsword of waning
(Appendix A) if they agree to kill Green Willow.
Shahahz learned from Green Willow that there is
a settlement nearby and thinks that if enough of the
fey refugees band together, they can drive out or kill
the current residents and take it over. The settlement
she would like to attack is, of course, the village of
Vinerun, although she doesn’t know its name.
Shahahz sees her way as the moral, righteous path,
and will undermine Bindlethorn to achieve her goals.
She feels Bindlethorn and his faction are untrustworthy
though the truth is Shahahz is growing more paranoid
and insane the longer she is near the gate between
planes. She will slander Bindlethorn and undermine
him in conversation.
If the party questions Shahahz about how she
plans to lead the fey refugees, she won’t be able to fully
conceal the madness that is seeping into her:
The elf’s eyes blaze with a barely concealed
simmering fury as she cooly and calmly states
“We can’t stay here in these decrepit ruins forever.
There’s a human settlement not far away that
we could seize. Green Willow is only concerned
with the freedom of the vineyards there, but with
her out of the way, I will lead our people into
the village and capture it. I will do what must be
done,” as she gestures to the blade strapped to her
belt.

The Unseelie Court

The Unseelie court members are led by Bindlethorn
(Appendix B), a fey boar who is unaffected by the
madness but is prone to unpredictable outbursts of
emotion and shouting. Superficially, his behavior seems
more insane than Shahahz’s but he has managed to keep
his sanity and is doing his best to protect the remnants
of his faction. The boar may seem evil at first but is not
completely malevolent and is more open to working
with the party to return to their homes in Faerie than
Shahahz. He will occasionally create some random
havoc, like lighting small fires near a character, which he
will immediately follow with apologies.
Bindlethorn will simultaneously threaten the
characters and plead for their assistance, alternating
chaotically between softly spoken and shouted words:
“If you strangers harm any of these folk, I will
cut you! I’m so sorry for the yelling.”
Bindlethorn thinks Green Willow should be
subdued until the mayhem in Faerie can be undone, for
the safety of those in Fey Haven and for the dryad he
will shout at the top of his voice:
“Why don’t we give Green Willow a chance?
I mean, she’s not herself anymore; the madness
has taken control, you know? There must be some
way to undo this, to help her. Don’t kill her, just
bonk her on the head and put her out of the way
until all this nonsense back home can be sorted
out. Again, please excuse my yelling!”
Bindlethorn will offer to reward the party with
iron shoes of punting (Appendix A) and a staff of unseelie
deception (Appendix A) if they can capture or subdue
the mad dryad. He fears Shahahz and suspects that she
may be losing her mind like Green Willow, which he
will share with the party if they gain his trust:
21
“The self-righteous Seelies claim that we
Unseelies are cruel, but we’re just more open to
our emotions. They practice cold cruelty.”
Bindlethorn is not interested in, let alone capable
of, leading his people, he just wants them to be safe. If
the party endears themselves to him in any way, he will
ask for their help in removing the pestilence from the
Land of Faerie.

Denizens of Fey Haven

Some of the fey are sane and stable, while others
are insane or are slowly being driven mad by the chaos
and conflict happening in Faerie. If the party convinces
the displaced people of Fey Haven that they intend to
help them, the grateful refugees will pool together their
resources and reward the party with one luxury item
per party member, each worth 25 gp.
A helpful NPC will encourage the adventurers to
take a rest before crossing over to the Land of Faerie
and will offer their bedding for use. They will stress
how dangerous the situation has become in Faerie and
that the party will need all their strength to survive.

Fey Gardener

As the party explores the Fey Haven, they will
observe the handiwork of Fonn Barrowbole, an elf with
a talent for creating works of art from organic material:
Moss and lichens have been artistically
arranged to create images of beautiful landscapes
on the cave walls. Seemingly temporary chairs and
bed frames have been skillfully decorated with
vines, flowers, and ornate carvings.
Back in Faerie, Fonn tended to an exquisite topiary
garden on the grounds of Lord Forsythia’s palace. If the
party asks Fonn about his creations the talkative elf will
proudly explain:

Rumor
Rumor
1
“Some that just crossed through headed
into the forest. They haven’t returned. I
fear the worst.” True
5
“Shahahz Rahahz has been replaced by a
doppelganger!” False
2
“The fabled white-stag is still in Faerie.
They say its red eyes will heal all wounds,
if you come to its aid.” True
6
“Bindlethorn is a runt, but he is a kind soul.
He’s not going mad; he’s always been that way.”
True
3
“We’re stuck here for now and it’s the
safest place we can find. We can’t venture
out into this dreaded forest for fear of
being eaten by vicious creatures. Why
don’t we go back? Where we came from,
there are worse things waiting. We don’t
go back.” Opinion
7
“A legendary boogey-monster of the fey has
been spotted shuffling through the shadows of
the camp. They call her Granny Goldtooth and
she steals baby changelings and faeries and boils
them in a pot!” False
4
“Green Willlow was a capable leader of
the Seelie Court, but once we crossed, she
lost her way. She became more and more
fixated on the world outside. She scares
me now.” True
8
“I heard there is a village not far away through
the forest with lush vineyards. Green Willow
says we can take it by force and make it ours.
No need to return home, we can make a new
one.” True

Local Rumors.

While interacting with the refugees or leaders in the Deepweald, here are some of the things the party may hear;
true, false, or opinion. Roll or select appropriate rumors from below:
22
“Someone asked me, ‘why are you putting so
much effort into that? We won’t be here for long.’
My feeling is, we might as well turn this ruined
fort into something lovely while we are here. And
besides, I need something to distract me from
Green Willow’s fits of rage. She called my art a
‘mockery of the dead.’ She used to love my work,
but that was before she changed, before The Heart
of the August Lands disappeared.”
If pressed for more information about the missing
stone, the elven gardener will explain:
“The Heart stone is a relic of great renown and
importance to us. It is a symbol of the harmony
and balance between nature and emotion that can
be found in the Land of Faerie. It was on display
for ages in a place of honor in the center of Lord
Forsythia’s hedge maze, surrounded by my topiary
creations. It represents the potential in each
person’s heart which can be harnessed for great
joy and simultaneously used to generate powerful
darkness and hatred, both symbolically, and
literally. It is imbued with very powerful magic.”

Memories of Home

Distant and removed from the extremes of
stupefying beauty and unfathomable sadness of the
Land of Faerie, the exiles now forced to survive in the
mundane world feel numb:
You overhear one of the fey creatures saying,
“Seems like we should be more distraught over
this, but I just can’t summon the tears like I used
to.” Another chimes in “staying right here is fine.”
A third says, in a sad, hushed voice “They just got
here. It’ll wear off over time. Then they’ll feel the
crushing pain and the occasional joys.”

Harbert’s Gem

If the party found Harbert Wobble’s
gem of blinding beauty (Appendix A) and
cache of herbs in the forest and return them
to the feyfolk squirrel, he will be effusively
grateful. In gratitude, he will prepare an exquisite meal
for the party using the herbs that will grant them each a
Boon of increased max HP for twenty-four hours.
As the party prepare to confront Green Willow and
crossover to the Land of Faerie, Harbert will give them
his gem of blinding beauty, saying:
“I used to distract dangerous creatures with
this jewel while I gathered rare ingredients back
home. Maybe it will be of some use to you on
your quest. Please take it, and good luck. We’re
counting on you.”

This Guy Again?

If the party encountered Parvos, Lord of the Pan
Flute (Appendix B) before and he got away with some
of their belongings, they will see him again in the
Fey Haven. If they confront him, Parvos will shrug
nonchalantly, and say with a smile:
“Hey, no hard feelings. I will gladly return
your treasures, but in exchange I only ask that
you tell me a story or sing a song that I have never
heard before.”
If pressed or threatened Parvos will relent and just
give the items back.

Lounging Faeries

If Jingles or Cottonwood, the fleeting-faeries who
were pulling pranks on the people of Vinerun, survived
the earlier encounter and managed to escape, they can
be found in the Fey Haven sitting in repose on an old
wool sock.
23
The usually frantic and rapid-moving faeries appear
lethargic and fatigued. If asked about their condition,
they will explain in an annoyed tone:
“Hey, I don’t really appreciate that. It’s a lot
of pressure to be ‘on’ all the time. I’m more than
just the pranks I pull, but a lot of people don’t
get that. It’s reductive, that’s what it is. What
do I know about you? You’re big. Maybe I’ll ask
you,” and the fairy adopts a slow mock-drawl
“‘heyyyyyyyy palllll. Why are yoooooou so big
alllllll the tiiiiiiime, huh?’ How does that feel?”
The faeries are much too exhausted to cause any
trouble here in the Fey Haven, having spent all of their
energy getting up to shenanigans in Vinerun and the
Grimwood.

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5.4 The Crossing Cavern p.27 ↗

Deep beneath the fort is this cavern which contains
the rupture between the material plane and the Land of
Faerie. As the party enters this area, read the following:
Fire and smoke erupt from a glowing violet
portal hovering near the floor at the far end of the
cavern. The cave appears lit by stars that seem to
hang in the air above you. Several small creatures
covered in mold surround a larger humanoid
covered in gold and green leaves, the same dryad
that attacked Vinerun.
By the time the party arrives, the chaos in Faerie has
begun to bleed into the room beyond the portal itself in
the form of mutated vines, floating embers, and strange
creatures. The cave is twilit, as if the roof of the cave is
open to the night sky and occasionally a star can be seen
far above. There are two raised areas in the cave, one to
the southwest where the portal is and one to the north.
Green Willow (Appendix B), spends much of her
time here obsessing over the portal. The dryad stands
in the southwest corner of the room, near the portal.
She is transfixed by flames, vines, and weird, unnatural
creatures that crawl through the opening. The mold
covered creatures dutifully guarding Green Willow are
fungidwarves (Appendix B), foot soldiers of the
Hag, Lady Moondress’d.
If the characters attack or aggressively confront
Green Willow, or approach the portal without her
invitation, she will call the fungidwarves to her aid and
attack. The fungidwarves will defend her, aggressively
brandishing their spears toward the characters as soon
as they notice them.
If the characters do not attack but are deferential
to Green Willow, or successfully deceive her, she may
hint that the fungidwarves were sent to her through the
portal by the hag. In this case she will ask the characters
to join her in attempting to divine the mysterious signs
of the portal and the weird things passing through it.
In either case, Green Willow will be prepared for
combat and acts first on the first round of combat.
If players step into the portal, they will be instantly
teleported to the Land of Faerie. There is no known
way to close the portal on the material plane.

Returns and Rewards

If the characters align themselves with Shahahz
Rahahz and kill Green Willow, Shahahz will reward
them for their actions. If they instead choose to align
themselves with Bindlethorn and subdue Green Willow
or convince her to return to the haven, Bindlethorn
will reward them. In either case, the party should
receive rewards. Shahahz, Bindlethorn, or another ally
of the party will recommend that the party rest and
recover before heading through the portal to the Land
of Faerie.
24

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6 Fields of the Fey p.28 ↗

Important NPCS:
•
Immato: An intelligent fey bear who is on fire
when the characters meet her
•
Ruther J. Springwell: A nearly-starved feyfolk
mole who is looking for his glasses
The Land of Faerie is aflame and beset by chaos.
The few inhabitants remaining here live in fear of the
foul creatures that roam the hazardous terrain and the
evil hag Lady Moondress’d. Where once there were
verdant fields, villages, and homes of fey creatures, now
there is a grim, desolate waste.
25

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6.1 The Burning Verdancy p.29 ↗

(Hex 108) Read the following when the characters
enter the Land of Faerie:
As you pass through the portal, the darkness
of the fortress fades behind you and you are
greeted by unexpected light and the unsettling
sounds of chaos. Flames leap from the ground
around you. Nearby trees burn continuously,
reduced to charred trunks, embers float above like
stars. Smoke chokes the air. Far off, dimly lit by
the flames, a lone copse of trees stands untouched
by the chaos.
Faerie is either on fire or decomposing in large
heaps of fetid plant waste. The chaos that has befallen
Faerie has also caused strange sounds to reverberate
across the land, sometimes in the form of distant
howls, inexplicable booms, or an eerie wind that carries
hateful whispers. In the far distance, the characters can
see a single stand of trees that is pristine and unburnt.
A path through the flames and decomposition can
be found, and the party would be wise not to stray
from it, as the flames and unstable ground that fill the
area could be their end. The one place spared from the
destruction is the Unburnt Copse (see section 7), the
home of Lady Moondress’d, located several miles away
from the portal where the characters arrive.

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6.2 Creatures of Chaos p.29 ↗

Overland travel across the befouled and blighted
fields of Faerie is risky and the party may come face to
face with some of the horrors that Lady Moondress’d
has unleashed. Check for random encounters when
the party enters a new hex and every two hours within
hexes.

Random Encounters


Encounter
1-2
A Bear Ablaze
3-4
A Catastrophe in Miniature
5-6
A Refuge from the Mayhem
7
2 mutant psychic hounds (Appendix B)
are chasing a milk-white, red-eyed stag
fleeing for its life. The stag will heal all
damage with its red-gaze if assisted.
8
1 mutant owlbear (Appendix B), covered
in thorns growing from its skin
9
Huge clusters of mushrooms that eject
nauseating gas when touched. Succeed at
a DC 15 CON save or take points of
poison damage as you retch.
10
2 leprechauns attempt to rob the party,
threatening “Give us all your food or
we’ll cut ya!”

A Bear Ablaze

The air is filled with acrid smoke and the
nauseatingly sweet stench of decay. A huge bear-
like creature leaps toward you, its fur on fire!
The burning feyfolk bear (Appendix B) will
not attack the characters unless attacked first, as it
is wounded and trying desperately to extinguish the
flames on its fur.
When the bear sees the party, it roars:
“Help! Help! Put me out!”
26
The bear is named Immato and if the party comes
to the aid of the flaming ursine she will express regret
for not trying to flee Faerie sooner, explaining that
she was reluctant to abandon her home. The grateful
bear will ask the party if they know where to find
safe passage to the Deepweald Keep, where the other
fey creatures went. If the party directs the bear to the
realm-crossing portal, Immato will give the characters
some advice as she leaves:
“A word to the wise. Stay away from the
grove of trees on the hill. It seems like it’d be safe
because it’s the only thing not actively on fire, but
it is overrun with nasty little pests.”

A Catastrophe in Miniature

As the party journeys across Faerie they come upon
scenes of devastation:
The once verdant fields of Faerie are aflame.
Felled, rotting trees make a fertile bed for strange
fungi, colored a sickly green, purple, and brown.
Decay, rot, and mutation prevail and usurp the
natural beauty that once was. As you travel across
the land you see faint remnants of ruined homes.
Beneath your feet you feel something crunch
and snap as you tread on a layer of ash. There is
something solid underfoot.
If the players brush away the ash, they will find the
remains of a miniature fairy village:
Strewn amongst small, ruined buildings made
of mushrooms and wood, you see tiny skeletons
of faeries littering the ground. Brittle bones grind
under the weight of your feet.
Attentive characters will hear the sound of
digging and scratching amongst the wreckage. If they
investigate, they will find a tiny, nearly blind, and very
hungry feyfolk mole (Appendix B) named Ruther J.
Springwell.
Ruther will be wary of the party,
unless they can convince him they
mean no harm by giving him some
food or some other method. The mole
has lost his glasses, can’t see beyond his
nose, and doesn’t fully understand how utterly ruined
Faerie has become.
A historian by trade, Ruther knows the history of
Forsythia and Moondress’d, The Heart of the August
Lands, and The Land of Faerie, but of the present, he
simply knows that all his friends are gone, his home has
been destroyed, and there is no food to be found.
If the party befriends Ruther, he will share his
knowledge of The Heart of August Lands (Appendix A)
and that it recently went missing, but he does not know
that Moondress’d has stolen it.
27

A Refuge from the Mayhem

The party finds a structure that is more or less
intact:
You come upon a large rotting pumpkin with
a stone chimney and wooden porch built into it.
An intricately carved wooden door, large enough
for a person to walk through, has fallen off of its
hinges. This was clearly once someone’s home, but
rot has caused it to collapse and sag.
If the players look inside the pumpkin, read the
following:
Fey peoples of various shapes and sizes are
huddled together in fear. You hear cries of sadness
and pain. A firm voice says to you “If you’ve come
looking for food, we have none, so get lost.”
They do in fact have a source of food, although an
unpleasant one, as the rotting pumpkin home is edible.
A character may notice that some of the pumpkin walls
have been scraped away from the inside.
Huddled within the decomposing squash-home are
half a dozen fey wanderers of various types, holdouts
of the initial exodus from Faerie who are left with
few places to go. These survivors are faced with a
dilemma; if they continue to eat the pumpkin, they will
eventually have nowhere else to hide, but if they don’t
eat it they risk starvation unless they can find food.
If the players comply with the admonition to leave,
as they begin to walk away, the same voice will call after
them again, now in a more conciliatory tone:
“Uh, hold on, maybe we’ve been a tad
discourteous. Forgive me for remarking on your
appearance, but you seem to be doing well for
yourselves. Better than us at least. You wouldn’t
happen to have any nibbles to share, would you?”
If the players offer food, directions to the crossing-
portal, or assistance of any kind, the fearful denizens
in the pumpkin will offer them a place to stay and
rest. They will point the players toward the hill in
the distance, several miles away, as the root of the
corruption and rot.
Within the home, characters will notice a feyfolk
squirrel (Appendix B) who can’t help but gnaw on the
rotting pumpkin for sustenance, drawing the ire of
their fellow survivors who are trying to preserve the
walls.
While the players are within the pumpkin there is a
25% chance that a mutant owlbear (Appendix B) will
burst through the wall and begin attacking the nearest
unlucky fey survivor.

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6.3 The Burned Palace p.31 ↗

Hex (502) As the characters approach the unburnt
hill, they come across the former grounds of Lord
Forsythia’s palace:
Beyond a massive field of ash, a path leads
into a neglected and damaged topiary garden. Past
the garden, the path can be seen leading up the
hill toward the unburnt copse of trees. On each
side of the ruined garden is a dried and cracked
lakebed with small patches of flame where there
once was a large lake.
The field of ash was once the site of Lord Forsythia’s
massive palace. All that remains of the charred palace
are ruined objects and stone fireplaces and chimneys.
There is nothing of value to be found among the ashes.
Beside the palace ruins, the path continues into gnarled
topiary gardens.

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6.4 The Evaporated Lakebed p.31 ↗

(Hex 606) If the characters sidestep the topiary
garden and opt to travel through the lakebed read the
following:
The surrounding flames have evaporated all
of the water contained in the lake bordering the
garden and hill. In the distance is a huddled dirty-
white shape.
The huddled white shape is a mutant giant swan
(Appendix B). On the vast open expanse of the lakebed
there is nowhere to hide and stealthily sneaking past the
swan is not possible. The two-headed bird is extremely
territorial and will challenge any character that it sees,
spreading its wings and charging; it will use its two
heads like clubs to pummel its victims.
28

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6.5 The Ruined Topiary Garden p.32 ↗

(Hex 602) If the players proceed on the path
through the topiary garden read the following:
At the base of the hill is a ruined hedge
maze and topiary garden. The path enters the
maze beneath a shaded pergola, entwined with
browning vines. Withered hedges arranged
in labyrinthine twists and turns have become
dehydrated, reduced to a height that can easily
be stepped over. Once beautiful, six topiary
sculptures in the garden have grown in abnormal
and disturbing angles. At the center of the hedge
maze is a raised stone terrace.
This is the garden once tended by Fonn
Barrowbole, who can be found in the Fey Haven (see
section 5.3). As the party moves through the garden,
they will be attacked by an agitated topiary (Appendix
B). Only one of the six topiaries has been magically
agitated, but the hostile topiary is indistinguishable
from the inanimate versions. Once sculpted to be a
pegasus, the topiary now looks like an angry horse with
seven legs, two drooping wings, and sharp tusks.
At the center of the topiary garden is the sacred
space that normally contains The Heart of the August
Lands. As the characters approach the terrace read the
following:
A wooden pedestal stands in the center of a
cracked stone terrace surrounded by impossibly
tall privets and boxwoods covered in vines of
strange, invasive plants. The top of the pedestal is
crowned with an empty metal stand and its sides
are stained with a dark crimson substance.
The top of the pedestal has been crafted to hold
The Heart of the August Lands. Its sides are stained with
blood. If the magical item is returned here and placed
on the pedestal, read the following:
The stone fits perfectly into the holder as it
magically pulses to life and begins beating like a
heart. Blood pours down the pedestal and into
the ground around it. Light from what seems
to be energy lines dimly pulses from beneath
the earth. Branches of nearby trees and plants
lean over the terrace and roots from trees reach
toward this space from miles around. Withered
hedgerows flourish again with a lush, verdant
green hue returning. Flames across the land begin
to extinguish as the power of the magical heart
extends outward.
The blood magically restores the land surrounding
the terrace and the characters can immediately see the
effect as roots come back to life, the ley lines light up,
fires are extinguished, and life returns to the Land of
Faerie.
If the characters steal The Heart from Lady
Moondress’d and return it here with no confrontation,
the Hag will appear with a squad of four fungidwarves
to confront the party as they attempt to restore the land
of the Faerie to its former natural balance.

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7 The Unburnt Copse and the Buried Shell the Buried Shell p.32 ↗

IMPORTANT NPCS
•
Lady Moondress’d: A wicked and vile hag,
banished from the Land of Faerie centuries ago
•
Vernal Lord Forsythia: Former prince of
Faerie, now an animated corpse
(Hex 804) Amid the chaos of the burning fields of
Faerie, this stand of twisted trees surrounds a strange
structure, both untouched by flames. Inside is the hag
that has caused the destruction, Lady Moondress’d,
29
30
in the form of a young woman with pale white skin
and white hair. With the hag is the animated corpse
of Vernal Lord Forsythia, bearing The Heart of the
August Lands (Appendix A). In the mutated woods are
the fungidwarf servants of the hag, watching for any
interlopers.
The fire and destruction in the Land of Faerie
signals the triumphant return of Lady Moondress’d to
the world that was her home before being banished
centuries ago by Vernal Lord Forsythia. The hag took
Forsythia hostage, tortured, and eventually killed him.
The body of the prince is now a zombie that the hag
uses for her own amusement, telling jokes and laughing
at the death and destruction surrounding her.
Three fungidwarves (Appendix B) lurking in the
trees will be watching for outsiders and will attempt to
capture them and bring them to the hag.
Any sounds of combat will alert the hag to the
party’s presence, and she will be waiting for them inside
with her “hostage” hidden, behaving as if their arrival
is a surprise. In that case, read the following as they
approach the shell:
A giant snail shell protrudes from the ground
amid the unburnt trees. There is a heavy oak door
set in an opening of the shell that seems to have
been cut through one end. The smell of cooking
food wafts through the air along with the faint
smell of mold, mildew, and the barest hint of
death and decay.
If the party stealthily avoids detection through the
copse, add:
Atop the shell is a rickety balcony where
a young woman seated on an ornate throne is
laughing and chatting with someone standing
next to her.

The Buried Shell

(Hex 804) The shell of a massive fey snail, half
buried in the ground, has been converted into a
weird home for Lady Moondress’d (Appendix B).
The divisions of the interior of the shell make natural
rooms, which all have dirt floors and 12-foot-high
rounded ceilings that shine with the iridescence of
nacre.
If the party decides to engage with Lady
Moondress’d directly but non-aggressively, she will
greet the characters warmly and offer them some of her
magical or alchemical stew (see section 7.2). She will
downplay the chaos outside as a completely necessary
step to restoring her to her rightful place on the Vernal
Throne.
If the characters ask too many questions or aren’t
deferential enough to her, she will eventually lose her
patience and just blurt out:
“Yes, yes, yes! Shut up already! It is I that
inflicted this madness on the pitiful and weak
Forsythia who dared to banish me so long ago. I
lit the flames. I drove the pathetic fey creatures
mad, and let me tell you, they were so easy to
manipulate, Seelie and Unseelie, they all deserved
it! The Heart of Faerie is mine! I rule now from the
Vernal Throne, and you can’t change that!”
At that point, she will reveal her true form, and
engage the party in combat. She will call on the
fungidwarves in the trees and the animated corpse of
Forsythia, a zombie, to defend her. The fungidwarves
will defend Lady Moondress’d to the death, giving her
an opening to escape if the battle is turning against her.
If the party decides to take a more covert
approach, Lady Moondress’d will be occupying herself
taunting Forsythia’s corpse, throwing rocks and
small animal skulls at it. She will eventually leave the
zombie inside and climb up to her balcony to watch
the fires rage, leaving the corpse alone with The Heart
of the August Lands, and giving the characters an
opportunity to steal it without direct confrontation.
31

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7.1 Entrance p.35 ↗

If the party enters the hag’s home through the front
door, read the following:
Inside the shell, all is quiet except for the faint
sound of a crackling fire in the hearth that can be
heard coming from the back room. A woven rug
covers the dirt floor. All the sounds of screams and
chaos outside are hushed.
Characters will notice
small flecks of fungi
and mold on the rug.
They will recognize these
as having flaked off from
fungidwarves, if they have
previously interacted with
the creatures.

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7.2 Workroom p.35 ↗

Inside this workshop
are shelves filled with
glass bottles and ceramic
bowls full of drying
herbs, tables covered in
scraps of paper inscribed
with magical scrawlings,
and several simmering
pots with wretched-
smelling stews. On the
west side of the room
sits a small cistern half
full of fetid water.
This area is the hag’s
magical workshop. If
combat takes place here,
she will throw bowls or
bottles of alchemical
concoctions or
fling ladlefuls of
disgusting fetid water at
the characters. Splashing
alchemical concoctions act as ranged attacks and deal
damage. Fetid water attacks act as ranged attacks
which, on a successful hit, require a DC 15 CON save
or the target takes food-poisoning damage.
If the characters inspect the stews simmering here
they will discern that they are made from rabbits,
squirrels, mice, and something vile that cannot be
identified. If they taste the stews, or if the party
accepts any offer of food from Lady Moondress’d,
they must succeed on a DC 18 CON save or the
ingester will suffer food poisoning for rounds and
have disadvantage on all checks or attacks. When the
poisoning wears off, they must succeed on a DC 15
CHR save or they will find the food to be so uniquely
delicious, they will experience a hunger that can only
be satiated by eating more
of the fey-food. Those
affected in this way
will feel compelled to
seek out more of the
hag’s forbidden fare,
thus continuing the
cycle of gluttonous
consumption.

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7.3 Bedroom p.35 ↗

Piles of rotten
and semi-rotten
leaves are scattered
across the floor. An
owlbear-skin rug
covers the floor of
the northern part
of the room and
spiral stairs wind
up toward the roof.
Small animal bones,
books, and stacks of
ragged parchment
inscribed with
magical runes
are heaped in
the corners. At
the southern end
of the space is a
hearth, a wooden
rocking chair, and a
disheveled bed.
If the party has been detected by the hag at this
point, the animated corpse of Lord Forsythia is here
with The Heart of the August Lands strapped to its chest.
It stands in the corner but will take no action unless
ordered to do so by the hag. The spiral stairs lead up to
32
the roof of the shell and the balcony.
If combat takes place in the bedroom, Lady
Moondress’d will throw burning logs at the players.
Thrown logs are ranged attacks which, on a
successful hit, do points of damage and cause
flammable objects to catch fire.

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7.4 Balcony p.36 ↗

Atop the shell is a wooden balcony, an
ornately carved wooden throne, and a filthy
spitoon. From this vantage point you can scan the
entire horizon, taking in all the destruction and
ruin that has been wrought across the land.
If the party has evaded detection thus far, Lady
Moondress’d is here on the balcony sitting on
the throne, along with the zombie corpse of Lord
Forsythia, which has The Heart of the August Lands
strapped to its chest.
The throne is the Vernal Throne, the seat of power
from which Lord Forsythia used to rule The Land of
Faerie. The throne was taken from Lord Forsythia’s
palace before the hag burned the palace to the ground.
The seat has no magical powers and is purely symbolic.
If combat breaks out on the roof, the hag will
attempt to shove characters off of the balcony to give
herself space to fight. The balcony is 20 feet above the
ground, and characters that fall to the ground will take
damage.
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8 Conclusion p.37 ↗

Returning The Heart to its resting place in the
topiary garden terrace (section 6.5) will rejuvenate
the Land of Faerie, but the people of the land are
emotionally scarred and must rebuild. The madness
affecting Shahahz, Green Willow, and many others
subsides but is not completely erased. If the party
returns to the material plane, they see that the land
surrounding the Deepweald Keep has begun to recover
from the effects of the portal:
As you return to the surface, blinking in
the springtime sun, you see that the tree in the
courtyard which once was dying is now thriving
and green. As you leave the courtyard, you can
see the same is true of the land surrounding the
keep. Flowers and trees are in full bloom, the grass
is green and tall, and the water in the moat of the
Keep is running clear.
If the party passes back through the fey-crossing,
they will cross paths with Bindlethorn and Shahahz
Rahahz and any other NPCs they may have connected
with. Bindlethorn, seeing that some measure of safety
has been restored, will return to the Land of Faerie with
Green Willow, if she lives, and with members of the
Unseelie Court in tow. Shahahz and the remainder of
the fey creatures of the Seelie Court decide to live on
the material plane and establish a place for themselves
in Vinerun, the Deepweald Keep, and the Grimwood
surrounding them. Each of them may thank the
characters in turn.
Bindlethorn will thank them as only he can,
shouting:
“Hey, thanks, friends, but don’t let me cross
paths with you again. Also, I can’t guarantee
I won’t abduct your children for changelings!
Thanks!”
Shahahz will politely apologize and share some of
her plans:
“We could use a hand establishing a place for
us. If you have any contacts in Vinerun that might
be willing to help, we are hard workers.”

WHAT’S NEXT?

•
The characters could return to Vinerun to
collect their reward from the townsfolk and
Morgrin, or may choose to stay in the Land of
Faerie.
•
If Ser Margwyn was set free, he is now ravaging
the countryside and word of his destruction
could reach the characters who may choose to
hunt him down and stop him.
•
The Deepweald Keep and its new residents
could be a source of ongoing adventure or even
a home base for the characters. There could be
unexplored caves that are opened up when the
chaos in the Land of Faerie is resolved.
•
The characters may help the fey creatures
establish themselves in the Deepweald Keep by
clearing out monsters from the surrounding
area.
•
The party may guide any remaining fey
creatures looking for a home to the location of
the petrified treants where they can re-occupy
the site of the ancient settlement that was once
present there.
•
If Lady Moondress’d manages to escape, she will
retreat to some awful corner of Faerie to plot
her revenge.

INTRODUCING EXTRA

CHARACTERS

The following are ideas for introducing additional
playable characters in the event that a player character
has died or a new player has joined the game:
•
A wandering hedge wizard or knight errant sees
the column of smoke rising from the burning
fields of Vinerun and pitches in to help.
•
Nearby soldiers, mercenaries, or rangers of the
wild have heard rumors of the chaos erupting
from the Deepweald Keep and meet the party
there or in the surrounding forest.
•
A refugee from the Land of the Faerie decides
to take action and join the party! There is
potential for sharing background information
with the players through this character.
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