Letters from the Dark 3: Tales of the Fey · p.37-52 · 3p
Open source p.37Overview
BACKGROUND
Ballyhob Glen owes its reputation as a “fairytale” kingdom to its alliance with the queen of the fey, Archfey Titania. Historically, the archfey has advised the ruler of Ballyhob on matters of diplomacy, taxation, and resource management. In return, residents of the Fey
Realms and Material Plane have been allowed to travel freely between worlds through the many portals in Ballyhob and Elphyne.
Six months ago, Titania’s duplicitous rival Archfey Morgana set in motion a plot to usurp the fey throne. Morgana’s hag agents gifted
Titania a magic hand mirror. When Titania looked upon the mirror’s surface, she was sucked into it- trapped inside a pocket dimension.
With the rightful queen absent, Morgana declared herself ruler of the Fey Realms.
Because Morgana and her Unseelie fey draw their power from negative emotions, Morgana sowed chaos in both planes. Disguised as Archfey Titania, Morgana convinced King Killian of Ballyhob to raise taxes, burn forests, and even wage war on the Seelie fey that were once beloved by his kingdom.
CURRENT SITUATION
Castle Pendar on the Material Plane is controlled by King Killian, who has been corrupted by Archfey Morgana. He employs her
Unseelie fey as guards and soldiers. In the Fey Realms, Castle
Colleen is now under Morgana’s control. She keeps the mirror that imprisons Titania with her at all times.
LAYOUT
Castle Pendar and Castle Colleen are two castles on two different planes of existence. There are portals inside each castle which allow travel between them.
FACTIONS
Seelie Fey: Friendly fey who serve Titania.
• Leader. Archfey Titania (imprisoned, Area F19).
• Alignment. Neutral.
• Goals. Dethrone Morgana. Free Titania. Uncorrupt King Killian.
Unseelie Fey: Evil fey who serve Morgana.
• Leader. Archfey Morgana (Area F19).
• Alignment. Chaotic.
• Goals. Maintain control of Castle Colleen. Keep Titania imprisoned.
Keep King Killian corrupted.
Kingdom of Ballyhob: Court and soldiers of King Killian, who is currently corrupted by Morgana.
• Leader. King Killian (Area M7).
• Alignment. Chaotic, formerly lawful.
• Goals. Maintain power for King Killian. Obey the will of Morgana.
Merryweather Gang: Troupe of benevolent thieves determined to overthrow the unjust government.
• Leader. Errol Aurora (Area M801).
• Alignment. Neutral.
• Goals. Remove the corrupt King Killian from the throne by any means necessary.
No extracted maps for this adventure — the map is in the source book: Open source p.37
Rooms (25)
F13 Entryway p.40
F13. ENTRYWAY
Gate: Large, iron. Human face sculpted into it.
• Gate. Sentient, talking gate created by Queen Titania. “Guards” the castle by refusing to open for unwanted visitors.
▸ Allegiance. Since Morgana’s takeover, the gate has been instructed not to let in any mortals or Seelie fey. It doesn’t want to be punished for disobeying this order, but it also still sympathizes with Queen Titania.
▸ Force Open. DC 18 STR to force gate open against its will.
F14 Ceiling Portal p.40
F14. CEILING PORTAL
Floor: Padded with plush cushions. Ceiling: 5’ wide circular portal.
• Portal. Leads to and from Area M12 in Castle Pendar.
• Cushions. Creatures who enter through the portal harmlessly fall
10’ onto the cushions.
F15 Wolf Master · redcap,wolf p.40
F15. WOLF MASTER
Walls: Lined with chain leashes and whips. Fey: Short, sinister man in iron armor. Wolves: Two. Ferocious and slobbery.
• Enemies. Redcap wolf tamer (2 whip (near) ()). Two wolves follow his commands. Try to gang up on a single lightly-armored enemy.
• Treasure. Each wolf wears a ruby-studded collar (40 gp each).
F16 Belltower p.40
F16. BELLTOWER
Tower: 50’ belltower with a spiral staircase leading up to the belfry.
Bell: Large, bronze. Ropes: Dangle from the belfry down to the first floor. Person: Man wearing all black. Slinks between the shadows.
• Bell. Pulling on one of the ropes rings the bell, alerting the entire castle (see Alarm Bell, page 46).
• Enemy. A springheel operates the bell. If he fails a morale check, he leaps to the top of the tower in one jump and escapes.
F17 Jail · redcap p.40
F17. JAIL
Cells: Sturdy iron bars. Jailers: Two fey guards. Captives: A fairy, a gnome, and two green-skinned children.
• Jailers. Two redcaps. Both carry keys to the cells.
• Captives. A fairy, a forest gnome named Gnilf Bayleaf (Area
F1604), and two woopits. The woopits’ babbling drives the guards and other captives mad.
- redcap AC 15 (plate mail) HP 14 LV 3 C 2 pike +3 (1d8) or 1 kick +3 (1d8 + hobble)
F18 Plunder Horde p.40
F18. PLUNDER HORDE
Treasure: Small pile of gold and loot.
• Treasure. 100 gp, 3 items from Treasure 0-3 Table (SD 270-71), and a single old leather boot.
▸ Boot. Cursed. Enchanted by Morgana with scrying magic.
Morgana can remotely watch anyone who carries or wears the boot, and she knows their location.
F19 Fey Court p.40
F19. FEY COURT
Throne: Intimidating iron chair.
• Archfey Morgana. 3:6 chance Morgana is present on her throne.
▸ Wants to negotiate with any intruders.
▸ Offers power, wealth, etc. in return for a truce. Plans to break her promise as soon as convenient.
▸ Always carries or holds a hand mirror.
• Mirror. Cursed mirror that contains the trapped Queen Titania. She is still alive and conscious, but she cannot escape from inside the mirror’s reflection.
▸ Shattering the mirror, dispelling its curse, or any other earnest attempt to free Titania releases her. She reappears unharmed and grateful to her saviors.
• King Killian. If King Killian (Area M7) escaped from his own throne room, he is here by Morgana’s side.
• Secret Door. Behind throne. Leads outside.
F20 Titania’s Greenhouse · dryad p.40
F20. TITANIA’S GREENHOUSE
Planters: Rows of loamy soil in boxes. Filled with flowering plants.
Ceiling: Glass, allows natural light in. Creatures: Green-skinned woman and three fluffy white lambs. Each lamb connected to a plant via a 30’ vine coming from their bellies.
• Person. Dryad (C) gardener who took over Titania’s greenhouse during Morgana’s coup. Attacks intruders.
• Lambs. Baromez, a type of Seelie fey raised by Titania. Speak simple Sylvan with animal-like intelligence.
- dryad AC 13 HP 19 LV 4 N 1 staff -1 (1d4)1 charm
F21 Rainbow Room p.40
F21. RAINBOW ROOM
Color: Entire room bathed in a solid-red light. Pinwheel: Seven- segmented pinwheel in middle of room. Fairies: Six tiny, dark fairies fluttering about.
• Color. Entire room is illuminated in a single color of the rainbow
(red, orange, yellow, green, blue, indigo, or violet). Starts out red.
Light is magical and counteracts all other light sources.
• Pinwheel. Seven-colored pinwheel.
Color on top decides color of light in the room. Can be manually adjusted, but any amount of wind or blowing causes it to select a random color.
• Fairies. Seven Unseelie fairies (C)
attack. Only six are visible. Each fairy is a solid color and seems invisible when the room is lit by the matching color (e.g. the red fairy is invisible when the room is red).
F22 Portal Painting p.40
F22. PORTAL PAINTING
Painting: 5’ tall. Depicts a castle. Painting’s surface ripples like water.
• Painting. Painting of Castle Pendar; also acts as a portal. Stepping into painting leads to Area M9 on the Material Plane.
F23 Shadow Druid p.40
F23. SHADOW DRUID
Flora: Every surface covered in moss, vines, and mistletoe. Person:
Hunched-over man in brown robes. Meditating. Smell: Fresh herbs.
• Shadow Druid. Cathal the druid (LV 4, 18 HP, AL C), worshiper of
Archfey Morgana.
• Enemy Healing. Cathal uses herbal remedies to heal Morgana’s minions (explained on page 46). Once he’s been defeated, enemies no longer replenish HP after fleeing.
• Herbs. healing mistletoe which function as Potions of Healing
(SD 310) grow on the walls, along with poisonous mistletoe
(damage instead of healing). DC 15 INT to tell the difference.
F24 Twig Trap p.40
F24. TWIG TRAP
Floor: Stone floor coated in thousands of tiny (<4”) twigs.
• Trap. Stepping on a twig breaks it, causing a magical effect ():
▸ 1-3. One of your toes also breaks - take damage.
▸ 4-6. Gain a random fey quirk from page 20 (even if normally immune).
• Avoiding. Non-cautious characters automatically trigger the trap.
Careful characters DC 9 DEX check to tiptoe through the room, avoiding all twigs.
F25 Fairy Fountain p.40
F25. FAIRY FOUNTAIN
Fountain: Small fountain made of natural rocks. Crystal-clear water trickles through it. Sword: Shortsword lies underwater.
• Fountain. Enchanted with fey magic. Any weapon or armor dipped in this water becomes a magic weapon/armor for 1 hour.
▸ Inscription. “Free to use, but not to take.”
▸ Punishment. If water is taken and used later (e.g., in a bottle), it instead destroys the weapon or armor it’s poured on.
• Sword. Mundane shortsword with the 1-hour enchantment.
M1 Entryway p.40
M1. ENTRYWAY
Drawbridge: 50’ long. 40’ above surface of moat. Moat: Dark, swampy water. People: Two armored humans holding spears. Horn:
Large, curly ram’s horn mounted on north wall.
• Guards. If combat begins, one guard blows the horn (see Alert
Horn, page 40).
• Drawbridge. If attacked from across the moat, the guards raise the drawbridge by cranking a nearby wheel. Fully raising it takes 5 rounds.
M10 Mirror Room p.40
M10. MIRROR ROOM
Mirrors: Every wall covered in ornate, floor-length mirrors.
• Puzzle. First character to look in the mirror sees themselves holding a large, gift-wrapped box instead of what they are actually holding.
▸ Trading. If the character pushes whatever they’re holding into the mirror, it swaps places with the box in the reflection. The newly obtained box contains a random item from the Treasure
0-3 Table, 80-100 range (SD 271).
▸ Shattering. If a mirror is damaged, all mirrors in the room shatter, releasing a number of evil reflections (shadows) equal to the number of creatures in the room.
M11 Fairy Statues p.40
M11. FAIRY STATUES
Statues: Three human-sized statues of kneeling fairies.
• Statues. One covering its eyes, one covering its ears, and one covering its mouth.
• Gems. Three rubies (200 gp each), one in the base of each statue.
• Puzzle. Gems are trivial to pry out, but there is a trap.
▸ “Eyes” Statue. Must have eyes closed/covered while taking the gem, otherwise blind for 1 hour.
▸ “Ears” Statue. Room must be totally silent (DC 12 DEX to silently remove the gem), otherwise deaf for 1 hour.
▸ “Mouth” Statue. Can’t speak out loud while taking the gem, otherwise mute for 1 hour.
M12 Tower · dryad,redcap,troll,wolf p.40
M12. TOWER
Spiral Staircase: Leading up to the top of tower. Guards: Three.
• Top Floor. Small, dusty room with a glowing hole in the middle of the floor.
▸ Portal. 5’ circular portal. Leads to Area F14 in Castle Colleen (in the Fey Realms).
▸ Guards. Three redcaps guard the portal.
Castle Colleen
FEATURES
• Light. Dark everywhere but Areas F20 and F21. No torch sconces.
• Construction. Magical mixture of stone and vines. Flowers blossom on every wall.
ENCOUNTERS
• Risky. Check for a random encounter every 2 rounds.
• Fleeing. Enemies allied with King Killian/Morgana who escape head to the shadow druid healer in Area F23. Within one hour, they return to their post with full HP.
• Alarm Bell. If guards ring the bell in Area F16, the castle becomes deadly (check for random encounter every round) for 10 rounds.
• Depletion. Faction rosters on page 47 include random encounters.
Keyed areas might need to be adjusted if NPCs in that entry were defeated elsewhere.
RANDOM ENCOUNTERS
Details
1
A troll lumbers around the castle looking for food
2
redcaps on patrol
3
Forest gnome Chessie Bayleaf (Area F1604), come to rescue her brother Gnilf (imprisoned in Area F17)
4
Archfey Morgana (Area F19)
5
A redcap guard escorts a prisoner from Area F17 back to their cell
6
The wolf master redcap (Area F15) with his two wolves
7
Cathal the druid (Area F23) harvests flowers from the castle’s walls
8
A void spider phases into the Fey Realms
9
rot flowers growing on the walls attack
10
A random non-fey character gains a fey quirk (page 20)
F19
F20
F21
F22
F25
F24
PORTAL TO M9
F23
ROSTERS
Totals include keyed locations and random encounters.
Seelie Fey: 3 baromez, 1 fairy, 1 forest gnome, 2 woopits, and
Archfey Titania (imprisoned). Can be wiped out.
Unseelie Fey: 1 druid, 1 dryad, 7 fairies, 8 redcaps, 1 springheel, 1 troll, 2 wolves, and Archfey Morgana. All but the druid and Morgana replenish after one week.
S
S
F17
F18
F16
F15
F13
F14
PORTAL TO M12
= 5 ft.
GATE
= door
S
= secret door
M2 Mural p.40
M2. MURAL
Mural: Covers the eastern wall. Depicts fairies and humans singing and dancing together. In the center is a beautiful woman bestowing a crown to a kneeling human.
• Curse. Morgana put a curse on this room. Anyone who says “fey,”
“fairy,” “Titania,” or “Queen” (or variations of those words) out loud takes damage at the end of the sentence.
M3 Toothache p.40
M3. TOOTHACHE
Creatures: Toothy green creature wailing in pain. Two tiny, winged fairies beside it. Tools: Bloody pliers, drills, and scalpels litter the floor.
• Fey. Gogg who chewed rocks in Area M4. Got a sharp stone stuck in his tooth. Two tooth fairies try to pull the tooth to ease his pain, but they can’t seem to get it out.
• Helping. Tooth fairies plead (in Sylvan) for anyone to help their friend. DC 15 STR or DEX check to remove the tooth and stone.
▸ Success. Tooth fairies thank the hero and tell the goggs in Area
M4 not to attack.
▸ Failure. Tooth fairies and gogg attack.
• Treasure. The “stone” in the gogg’s tooth is an emerald (120 gp).
M4 Unstable Tunnels p.40
M4. UNSTABLE TUNNELS
Walls and Floor: Mix of worked stone and uneven rubble. Tunnels:
Crude passageways between what were once separate rooms.
• Fey. Three goggs. Tasked with chewing through the walls as part of Morgana’s “remodeling” of the castle.
• Tunnels. Not well-engineered.
▸ Unstable. DC 12 DEX to move carefully through tunnel or it collapses, dealing damage and blocking the passage.
M5 Kelpie Pool p.40
M5. KELPIE POOL
Pool: Middle of the room is a 5’ deep pool of cloudy water. Floor: 5’ wide path around pool. Slopes toward the pool at a steep angle.
Shiny and slick.
• Fey. Two kelpies lurk stealthily in the cloudy water.
• Sloped Floor. Slippery with grease. DC 12 DEX check to move across without slipping and falling into the water, where the kelpies wait.
• Corpse. Under the murky water. Body of a Merryweather (Area
M6).
▸ Treasure. Wearing Boots of the Cat (SD 300).
M6 Merryweathers p.40
M6. MERRYWEATHERS
People: Four humans in emerald-green tunics tending their wounds and readying their weapons.
• Merryweathers. Four bandits (N) sent by Errol Aurora (Area M801)
to scout out Castle Pendar in preparation for an armed rebellion.
• Information. Can warn about the curse in Area M2 and the kelpies in Area M5.
▸ Casualty. Mention that one of their allies drowned in the kelpie pool. They didn’t recover the body before fleeing.
M7 King Killian’s Court · redcap p.40
M7. KING KILLIAN’S COURT
Throne: Glittery, silver chair. Vines: Wicked vines creep across the walls. People: Middle-aged man with a crown plus two knights: one short and one tall. Light: Lit by torch sconces along walls.
• King Killian. Eyes glazed over. Constantly muttering to himself (he is telepathically connected to Archfey Morgana).
▸ Willing to talk, but is distrustful of elves and gnomes.
▸ Believes that Queen Titania commanded him to enact his cruel policies. Can’t be convinced otherwise while Morgana corrupts him.
• Combat. If Killian is angered, his knight and redcap attack.
▸ Killian flees to the portal garden (Area M9) to escape to the Fey
Realms.
- redcap AC 15 (plate mail) HP 14 LV 3 C 2 pike +3 (1d8) or 1 kick +3 (1d8 + hobble)
M8 Armory · redcap p.40
M8. ARMORY
Guards: Three halfling-sized knights in plate armor. Long, white mustaches and beards. Weapons and Armor: Mounted on walls.
Horn: Curly ram’s horn hanging on wall.
• Guards. Three redcaps serving Morgana/King Killian.
• Weapons and Armor. Six spears, three longswords, two shields, and a suit of plate mail.
• Horn. If combat begins, one guard blows the horn (see Alert Horn, page 40).
- redcap AC 15 (plate mail) HP 14 LV 3 C 2 pike +3 (1d8) or 1 kick +3 (1d8 + hobble)
M9 Portal Garden p.40
M9. PORTAL GARDEN
Portal: Swirling green aura that smells like the forest. Ground: Soft, green grass dotted with brightly colored mushrooms. Open Ceiling:
Sky is visible. Natural light.
• Portal. Leads to Area F22 in Castle Colleen (in the Fey Realms).
• Mushrooms. Six. When eaten, 3:6 chance of growing to double size for rounds, otherwise shrink to 6” tall for rounds.