Вы находитесь на странице: 1из 4

Fey Encounter: Dining in the

Woods

Introduction: This encounter might take place anywhere that the


party is traveling through the Feywild or mystical woods full of the
bizarre.

An encounter for 2nd-4th level characters

by Sam McGhee

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2016 by Samuel McGhee and published under the Community Content Agreement for Dungeon Masters Guild.

Not for resale. Permission granted to print or photocopy this document for personal use only.

TITLE

The Table in the


Clearing
Read aloud the following to the players:
As you travel through the forest, a
clearing comes into view. The sounds of
chatter and laughs can be heard coming
from several creatures sitting at a
table. Among the creatures are what
appear to be a badger, a baboon, a tiger,
a giant praying mantis, and an egg with
arms and legs, all of them sitting
upright at the table and wearing
waistcoats. The table itself is decorated
with a tea kettle and several plates
adorned with various pastries. Tiny
pixies are flying around the table acting
as servers.

The anthropomorphic animals are fey who


regularly capture humanoids in order to cook and
eat them. The badger is named Oswald and is the
most out-spoken of all the creatures. The baboon
is named Archibald. He carries an ear trumpet in
an attempt to compensate for his bad hearing. The
tiger is named Chester and is more reserved. The
praying mantis is named Sheila and neither she
nor The Egg speaks. The company of animals
uses various names, like Charlie, Nicholas,
Annaliese, and Marie, to refer to The Egg.

Suggestions
There are many possible ways this encounter can
pan out. Here are just two suggestions:

Poisoning
The tea kettle contains poison to which fey are
immune. The animals will try to convince the party
to drink the tea. Those that drink must succeed on
a DC 12 Constitution save or become poisoned for
1 hour and fall unconscious for the same duration
in 2d4 rounds. If the whole party falls
unconscious, the animals will take the bodies of
the party to a fey who specializes in cooking. (This
could perhaps be a prankster pixie or a Bauggle
from Adam Lockes Fey Nightmares which is free
on DMs Guild.)

Feast in the Palace


The animals are going to a feast being held at an
evil archfeys palace and the party is invited!
Roleplay the animals as being especially friendly in
this scenario; describing the animals as breaking
into a musical number and coming up with a corny
song for them to sing on the way to the feast is just
one way to do this.
If the party refuses to go to the palace, the animals,
especially Oswald, will affably insist. If the party
tries to leave, the animals will attack.

Musical Number
If you do decide to go the musical route and are having
trouble coming up with lyrics, use these:
Hooray! Hurrah!
Polish those claws.
Were going to the feast!
If you like jellies and ham
And other flim-flam
Shout for joy; dont be coy!
Were going to the feast!
Therell be turkeys and carrots,
Raisins and scallops!
Were going to the feast!

If the party agrees to go, the animals will be


overjoyed and take them to the palace. Once
inside, you might describe the room as being full of
animals in waistcoats, or there might be other
kinds of fey. One or two guests may comment that
the food is running low. The animals might suggest
for the party to go into the kitchen to help the chef.
If the party tries to leave, Oswald and the others
from the clearing will attack, but the crowd will stay
back to watch and enjoy the combat.
If the party goes to the kitchen, they find the chef,
who might be a badger like Oswald, a prankster
pixie, or a Bauggle (see the previous suggestion).
The chef nonchalantly orders a party member to
get into the oven. If the party refuses, the chef is
offended and proceeds to attack.
The archfey might be a character already
established in your campaign. If not, go with the
name Aconiti. He loves a good display of
violence and will come in the middle of combat to
watch. If the party is downing enemies easily, you
might have Aconiti lament how quickly the fight is
ending. He will then use his power to revive the
weaker enemies. If the party wins, hell put eating
them off-limits; you cant waste such talent.

Not for resale. Permission granted to print or photocopy this document for personal use only.

TITLE

Monster Statistics
Oswald the Badger
Small fey, chaotic evil
Armor Class 10
Hit Points 4 (1d6 + 1)
Speed 25 ft., burrow 10 ft.
STR
8 (-1)

DEX
CON INT
WIS
CHA
11 (+0) 12 (+1) 10 (+0) 12 (+1) 16 (+3)

Skills Deception +5
Senses passive Perception 11
Languages Common, Sylvan
Challenge 0 (10 XP)
Keen Smell. Oswald has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 1 (1d4 - 1) piercing damage.

Archibald the Baboon


Small fey, chaotic evil
Armor Class 12
Hit Points 3 (1d6)
Speed 30 ft., climb 10 ft.
STR
8 (-1)

DEX
CON INT
WIS
CHA
14 (+2) 11 (+0) 10 (+0) 12 (+1) 8 (-1)

Senses passive Perception 11


Languages Common, Sylvan
Challenge 0 (10 XP)
Pack Tactics. Archibald has advantage on attack
rolls against a creature if at least one of his allies is
within 5 feet of the creature and the ally isnt
incapacitated.
Hard of Hearing. Archibald has disadvantage on
Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 1 (1d4 - 1) piercing damage.

Chester the Tiger


Medium fey, chaotic evil
Armor Class 12
Hit Points 32 (5d8 + 10)
Speed 40 ft.

STR
DEX
CON INT
WIS
CHA
17 (+3) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1)
Skills Perception +3, Stealth +6
Senses Darkvision 60ft., passive Perception 13
Languages Common, Sylvan
Challenge 1 (200 XP)
Keen Smell. Chester has advantage on Wisdom
(Perception) checks that rely on smell.
Pounce. If Chester moves at least 20 feet straight
toward a creature and then hits with a claw attack
on the same turn, that target must succeed on a
DC 13 Strength saving throw or be knocked prone.
If the target is prone, Chester can make one bite
attack as a bonus action.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.

Sheila the Praying Mantis


Large fey, chaotic evil
Armor Class 14 (natural armor), 11 while prone
Hit Points 39 (6d10 + 6)
Speed 30 ft., burrow 10 ft.
STR
DEX
CON INT
17 (+3) 11 (+0) 13 (+1) 8 (-1)

WIS
CHA
13 (+1) 6 (-2)

Senses Darkvision 60 ft., tremorsense 60 ft.,


passive Perception 11
Languages understands Common and Sylvan but
cant speak
Challenge 2 (450 XP)
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage plus
3 (1d6) acid damage. If the target is a Large or
smaller creature, it is grappled (escape DC 13).
Until this grapple ends, Sheila can bite only the
grappled creature and has advantage on attack
rolls to do so.
Acid Spray (Recharge 6). Sheila spits acid in a
line that is 30 feet long and 5 feet wide, provided it
has no creature grappled. Each creature in that
line must make a DC 13 Dexterity saving throw,
taking 10 (3d6) acid damage on a failed save or
half as much damage on a successful one.

Not for resale. Permission granted to print or photocopy this document for personal use only.

TITLE

Languages understands Common and Sylvan but


cant speak
Challenge 1 (200 XP)
Keen Sight. The phoenix has advantage on
Wisdom (Perception) checks that rely on sight.

The Egg
Small fey, chaotic evil
Armor Class 10
Hit Points 3 (1d6)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Senses Blindsight 60 ft. (blind beyond this radius),
passive Perception 10
Damage Immunities fire
Condition Immunities blinded, charmed,
deafened, unconscious.
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks not made with
silvered weapons
Languages understands Common and Sylvan but
cant speak
Challenge 0 (10 XP)
Hardboiled. If an attack that deals fire damage
hits The Egg or if The Egg is in the area of effect of
a spell or ability that deals fire damage, The Egg
becomes Hardboiled and gains advantage on all
Strength and Constitution based attack rolls, ability
checks, and saving throws until it is reduced to 0
hit points.
Hatch. If The Egg is reduced to 0 hit points, a
phoenix emerges from The Egg. The phoenix acts
on The Eggs initiative count and appears in the
closest open space to The Egg available. The Egg
remains conscious but becomes prone and cannot
attack until it gains hit points. The Egg dies if
damage is dealt to it twice while it has 0 hit points.
Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 3 (1d6) bludgeoning damage. If
The Egg is Hardboiled, the damage increases to 7
(2d6).

Phoenix
Large fey, chaotic evil
Armor Class 13
Hit Points 26 (4d10 + 4)
Speed 10 ft., fly 80 ft.
STR
DEX
CON INT
16 (+3) 17 (+3) 13 (+1) 7 (-2)
Skills Perception +4
Senses passive Perception 14
Damage Immunities fire

WIS
CHA
14 (+2) 10 (+0)

Actions
Multiattack. The phoenix makes two attacks: one
with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage plus 2
(1d4) fire damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) slashing damage
plus 2 (1d4) fire damage.

Prankster Pixie
Tiny fey, chaotic evil
Armor Class 14
Hit Points 2 (1d4)
Speed 10 ft., fly 40 ft.
STR
3 (-4)

DEX
CON INT
WIS
CHA
18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)

Skills Perception +3, Stealth +8


Senses passive Perception 13
Languages Common, Sylvan, Abyssal
Challenge 1/8 (25 XP)
Actions
Longsword. Melee Weapon Attack: +2 to hit,
reach 5 ft., one target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit,
range 40/160 ft., one target. Hit: 1 piercing
damage, and the target must succeed on a DC 10
Constitution saving throw or become poisoned for
1 minute.
Invisibility. The prankster pixie magically turns
invisible until it attacks or casts a spell, or until its
concentration ends (as if concentrating on a spell).
Any equipment the prankster pixie wears or carries
is invisible with it.
Telekinesis. The prankster pixie knows the mage
hand cantrip. The spectral hand is invisible and
can be used to stow or retrieve an object in or from
a container worn or carried by another creature.
These actions go unnoticed if the prankster pixie
succeeds on a Dexterity (Sleight of Hand) check
contested by the other creatures Wisdom
(Perception) check.

Not for resale. Permission granted to print or photocopy this document for personal use only.

TITLE

Вам также может понравиться