First published in 2023. CC BY-NC-SA 4.0 Attribution-NonCommercial-ShareAlike 4.0 International
WILD WHISPERS. Copyright © 2023. This license requires that reusers give credit to the creator. It allows reusers to distribute, remix, adapt, and build upon the material in any medium or format, for noncommercial purposes only. If others modify or adapt the material, they must license the modified material under identical terms.
Wild Whispers By Sam Hamilton
Overview
4
Hook
5
Chapter 1: Guardians of the Crossing
6
Overview Description Chapter 2: Watchers of the Crossing Overview Description Character 1: Lysandros Character 2: Seraphel Character 3: Thornbark Chapter 3: Four Paths Overview Description
6 7 7 8 9 10 11 11
Lysandros' Adventure Path: Skill Challenge (6 successes before 3 failures) Seraphel's Dual Mission Path: Puzzle: The Crystal’s Reflections Thornbark's Direct Approach: Ignoring All Requests: Boggles’ Riddles
11 11 13 13 15 16 16
Chapter 4: The Blighted Grove Overview Description
18 18
From Lysandros From Seraphel From Thornbark Environmental Effects
18 18 19 19
Chapter 5: The Forest Nymph Overview Description
20 20
Feywild Minor Bizarre Effects Table
21
Overview In the bustling city of Brodick, a harrowing event transpires: Alexandra's sister, Lydia, has been kidnapped. Unknown to many, Lydia is no ordinary damsel, but Lady Lydia Grey - a Forest Nymph, a member of the Feywild's royalty, and wife to a prominent Earl of the Material Plane. Her secret dual life has caught the attention of the malevolent beholder, Za'hara. The party is first drawn into the adventure when they overhear rumors at the local tavern, The Astral Vine Inn. It's here that they learn of the strange occurrences and Lydia's mysterious disappearance. The journey begins by tracing Lydia's steps, which leads them to an enchanted portal to the Feywild. Upon entering this magical realm, they traverse through the whimsical glades, encountering Lysandros the bard who desires stories of grandeur, Seraphel the elusive moon fairy with a request, and Thornbark the ancient treant with his concerns of balance. The party faces choices and challenges, deciding whom to help, potentially gaining allies or hindrances based on their decisions. A surprise ambush by mischievous Boggles and their riddles slows their progress. The adventurers, armed with newly discovered magical items and potions, eventually make their way to the Blighted Grove. Here, in the remnants of a once-vibrant forest now corrupted, they confront Za'hara. The battle tests their mettle, resourcefulness, and the strength of their newfound fey allies. After a tumultuous battle, they discover that Lydia is not just a casualty of a random act of malice. She is a Proprius Civis - a unique entity of the multiverse. Za'hara's sinister plan aimed to capture and control these special beings for reasons that hint at even greater threats lurking in the shadows of the Feywild. The party, having braved the unpredictable nature of the Feywild and emerging with a deeper respect for its inhabitants, prepares for their journey back to the Material Plane. Yet, the revelations about the Proprius Civis and the Feywild's deeper threats leave them pondering the vast mysteries of the multiverse and the adventures yet to come.
Hook Ever since the incursion of the Astral Vines, there are very few reliable watering holes in or around the coastal city of Brodick. The Astral Blights that followed the giant vine bursting out of the centrally located Arcanum Spire have been pushed back across the river, and shamble mindlessly around on the eastern side of the city. The surviving and remaining residents of Brodick have all either fled the city entirely or migrated to the western side of the centrally located estuary. Oldhill Keep and the streets surrounding it have reformed into a de facto capital of Brodick, and it is in the shadow of the Keep’s exterior walls, adventurers can visit "The Twisted Vine Tavern" – a lively establishment that sprouted up after the astral vine incursion. Not only does it serve as a reminder of the city's resilience after half of Brodick was destroyed, but it's also become a favorite spot for adventurers to share tales of "knotty" situations and "root" out their next quest. The Twisted Vine is bustling and filled to capacity with sell-swords, urchins, charlatans, and all manner of miscreants, ne’er-do-wells, and scofflaws. Through a limitation of seating options and necessity, you all find yourself sitting together. Describe your character and what he/she/they are drinking to pass the time in The Twisted Vine. Character Name
Description
As you all get to know each other, a distraught woman bursts into the tavern and scans the crowd. Her eyes immediately settle on Lautrec. Her name is Alexandra, the Lady-in-Waiting for Lady Grey, and she approaches the table with purpose, and weaves a tale of despair to any who would listen. She speaks of her beloved sibling, Lydia, spirited away by a Za'hara, one of the Shades of the Scath Thieves’ Guild. She believes Za’hara has taken sister to the Feywild. (Lydia has some sort of strange connection to the Feywild). Alexandra can lead you to a Fey Crossing, and she hints that Lydia’s connection to the Feywild (and her connections in the Feywild) might provide a very generous reward if she is safely returned to the Material Plane. Additionally, she indicates that Za’hara themself has a massive fortune, and she produces a small coffer filled with 600 gold pieces as a “down payment” for her sister’s return.
Chapter 1: Guardians of the Crossing Overview Description As the party approaches the entrance to the Feywild portal, they are ambushed by a pack of boggles. These magical beasts have been disturbed by the sudden entrance of the beholder and now are highly territorial. Combat Encounter: The boggles are fierce but can be defeated or driven off. This encounter is designed to draw the party's attention and introduce them to the unpredictable and wild nature of the Feywild. After the encounter, the players can find traces of the kidnapped person and Za'hara's path leading towards the portal. Description of the Scene As you tread lightly on a carpet of iridescent moss, the dense, ancient woods give way to a breathtaking clearing where the Feywild portal pulsates, its shimmering energies casting prismatic glows that dance and weave amongst the whispering trees. The very air around you tingles with raw, otherworldly magic, beckoning you closer with an almost sentient allure. Description of the Guardians Without warning, the ground bubbles and shifts, as creatures with oversized heads and grayish skin emerge from the shadows. Their eyes, wide with mischief and curiosity, fixate on you, chattering excitedly amongst themselves and sizing up the newcomers. Description of the Party Defeating the Guardians As the blows land and their enthusiasm wanes, the creatures let out a series of disgruntled murmurs. With fluid agility, they slip and squirm away, disappearing into the shadows and foliage, leaving behind strange puddles of viscous black liquid. Description of Loot (DC 10) As you carefully inspect the surroundings near the portal's threshold, your eyes catch a faint glimmer buried beneath a patch of moss. Digging it out, you find a delicate pendant shaped like an intertwined leaf and star, which pulses with a serene light when held. Item: Lunarleaf Locket - When worn, this pendant allows the user to communicate telepathically with creatures of the Feywild within a 30-foot radius.
Chapter 2: Watchers of the Crossing Overview Description The portal to the Feywild is watched over by a trio of powerful fey entities: an Eladrin mage, a quick-witted Satyr, and a stoic Treant. Each has their reasons for guarding the portal, and each can offer aid, but they must be convinced. The Eladrin seeks a lost artifact from the material plane; if returned, they will grant a boon. The Satyr loves tales of heroism and adventure. Entertaining him with a compelling story or performing a short quest might win his favor. The Treant is concerned about the balance of the Feywild and wants assurance that the party will do no harm. A pledge or an offering related to nature might sway him. Gaining the favor of these entities provides invaluable assistance in the form of magical items, fey allies, or knowledge about the beholder's location and habits. Stepping into a luminous clearing, your eyes are drawn to the mesmerizing sight of the Feywild portal, its spirals of radiant energy creating a dance of light that plays upon the surrounding flora. Ancient trees, adorned with twinkling bioluminescent flowers, form a protective ring around the portal, and a soft mist swirls at its base, creating a dreamlike atmosphere. Just as you take in the ethereal beauty, a mirthful voice breaks the silence, "Ah, travelers from the mundane realm! You're a long way from home, aren't you?"
Character 1: Lysandros Name: Lysandros Description: As your gaze settles on the owner of the voice, you notice his lithe form, covered in a coat of russet fur that blends seamlessly with the vibrant colors of the Feywild. Spiraled horns jut proudly from his forehead, weaving back through his tousled, leaf-strewn hair. His eyes, a striking shade of emerald, sparkle with mischief and wisdom, hinting at countless adventures and tales. Useful Information: Your instincts tell you that Lysandros is no ordinary Satyr. Having roamed the Feywild for centuries, he possesses knowledge about hidden paths, fey creatures, and the ever-shifting moods of this magical realm. It's whispered among the fey that he once played a melody so captivating that even the stars came down to dance. Your senses pick up that Lysandros, though playful, has had a few run-ins with the very beholder you seek. He knows of a secret path that leads directly to Za'hara's lair, a route that can help bypass many of the beholder's traps and minions. But the journey is not without its own challenges, and Lysandros is wary of leading anyone down it without good reason. Prompting Dialogue: With a sly grin, Lysandros strums his lute, the notes creating ripples in the surrounding mist. "Seeking passage through the portal or perhaps some Feywild secrets? A tune, a tale, or a token might sway me to share what I know." He leans in, eyes twinkling, "In exchange for my guidance, I seek a melody. Not just any tune, but one from your world, something I've never heard. Promise me a song of your exploits that touches the heart, and I'll gladly show you the way." “The shortest path contains no glory! Venture first to the Glade of Whimsy. At its upside-down most corner, you will find the entrance to the Lustrous Caves. Through the caves you will gain entrance to the Blighted Hollow wherein you might find purloined compatriot.”
Character 2: Seraphel Name: Seraphel Description: Turning your attention to the approaching figure, you're immediately struck by her ethereal beauty. She moves with a grace that seems to make the very air around her shimmer. Her skin transitions between the soft hues of autumn leaves, reflecting her current emotional state. Delicate wings, reminiscent of butterfly patterns, flutter gently behind her, and her eyes, deep pools of twilight blue, regard you with a mixture of curiosity and caution. Useful Information: You sense an immense arcane power emanating from Seraphel. As one of the eldest Eladrin, she has overseen the Feywild portal for millennia, ensuring its balance and protection. Rumors among the fey suggest she holds the ability to manipulate time within the Feywild, allowing days to stretch into weeks or moments to fleeting seconds, all with a mere thought. As you engage with Seraphel, it becomes apparent that she holds a protective enchantment that can shield the party from Za'hara's petrifying gaze for a limited time. This enchantment, however, requires a rare fey ingredient that's been stolen from her, likely by one of Za'hara's minions. Prompting Dialogue: You hear a gentle throat clearing, and a soft voice interjects, "Lysandros, your songs can wait for another moonlit night. Our guests have a pressing quest, and time, as you well know, behaves differently here.” With a composed demeanor, she says, "Return to me the Starlit Dewdrop, a gem of pure fey magic. Only with it can I grant you the protection you seek. Find it, and you'll have my aid against the beholder." “Venture through the portal into the Lustrous Caves. Therein you may find the Starlit Dewdrop and through which you will pass into the Blighted Hollow.”
Character 3: Thornbark Name: Thornbark Description: As Thornbark lumbers forward, you can't help but be in awe of his imposing stature. Towering over even the tallest in your party, his gnarled bark bears the scars and marks of countless centuries. Moss and tiny, glowing flowers drape from his limbs, and deep-set eyes, glowing with a soft green light, survey you with an age-old wisdom. Useful Information: Thornbark's roots run deep, both figuratively and literally. They intertwine with the very essence of the Feywild, granting him knowledge of its ebb and flow. He is aware that Za'hara has disturbed the balance by bringing an outsider into this realm, and he has sensed the location of the captive. The beholder's presence has caused a blight in the land, a place where the forest refuses to grow, and Thornbark can guide the party to it. Prompting Dialogue: As Lysandros and Seraphel exchange words with you, there's a deep, resonating groan, like the sound of wind passing through ancient trees. The ground beneath your feet vibrates gently as a massive tree starts to shudder and quake before its massive roots pull from the ground and it slowly and deliberately moves closer. The bark twists and what once appeared to be massive knots and gnarls shift to form the features of a face. The tree blinks massive eyes before it intones, "There's more at stake than mere melodies and stolen gems. The very essence of the Feywild is perturbed." The two fey, Lysandros and Seraphel, cast respectful glances towards the Treant, acknowledging his wisdom and the importance of his input. His voice, like the creaking of old wood and rustling of leaves, rumbles, "In exchange for my guidance, I ask you to restore what Za'hara has tainted. Plant this," he hands over a tiny shimmering acorn, "in the heart of the blighted area. Let the Feywild heal, and balance will be restored." “Go to the Blighted Hollow. Restore it to its former verdant glory.” Description of Loot (DC 15) Hidden among the vibrant flowers and underbrush, you notice a tiny, crystal-clear vial nestled in the embrace of a blooming rose. Inside, a liquid sparkles with every hue of the rainbow, tiny flecks of gold dancing within. Potion: Elixir of Fey Laughter - When consumed, the drinker can cast 'Tasha's Hideous Laughter' once, targeting any creature they wish.
Chapter 3: Four Paths Overview Description Roll on the Feywild effect table.
Lysandros' Adventure Path: Should the adventurers accept Lysandros' proposal to undertake both Seraphel's and Thornbark's tasks, they'd find themselves journeying into the Whimsical Glades, a magical part of the Feywild where the land responds to emotions and thoughts. Here, shimmering rivers flow uphill, mountains float, and mythical creatures abound. To retrieve Seraphel's Starlit Dewdrop, they'd venture to the Moonlit Falls, where fey creatures bathe under the enchanted waters, and where the gem was last seen. For Thornbark's task, they would have to locate the Grove of Whispers, a sacred place where they'd plant the shimmering acorn and then sing its song of growth. Taking a deep breath, you and your companions step into the swirling energies of the portal, each pulse of light sending shivers down your spine. As you emerge on the other side, a vibrant panorama unfolds: horizonless meadows glow with bioluminescent flowers, floating mountains cast wandering shadows, and whimsical creatures dance on air, their melodies weaving a tapestry of enchantment around you.
Skill Challenge (6 successes before 3 failures) +2 for Creative Solutions, -2 for Dubious/Noncreative Solutions #
Description
DC Penalty for Failure
1
As you trudge forward, unseen ethereal webs entangle 14 your limbs, pulling you into a suspended state. The more you struggle, the tighter they become.
If failed, the character is restrained and takes 1d10 psychic damage from the exertion.
2
An enticing mist with a sweet aroma envelops the 14 group. Breathing it in, you feel your senses dulling, threatening to lull you into a deep slumber.
If failed, the character becomes poisoned for 1 hour as the intoxicating effects linger.
3
Dancing lights beckon you off the path, leading you 14 into potential danger. As one gets too close, it zips towards you at an alarming speed.
If failed, the will-o'-the-wisp's touch deals 1d10 radiant damage.
4
The path ahead forks, with one way appearing clear and 14 the other shrouded in shadow. Your intuition tells you that not everything is as it seems.
If failed, the character becomes lost and suffers from the frightened condition until they find
their way. 5
The lush meadow you step into seems to ripple and 14 waver before your eyes, distorting the landscape into a kaleidoscope of shifting paths and landmarks. As you attempt to move forward, the very ground beneath your feet seems uncertain, and the world around you merges and melds in disorienting patterns.
Failure to navigate the mirage results in the group becoming disoriented and separated. Each adventurer takes 1d10 psychic damage from the disconcerting illusions and might temporarily be isolated from the group, requiring additional effort to regroup.
6
An elegant fey noble crosses your path, demanding to 14 know your intentions. With a haughty demeanor, they listen, but you can tell they're judging your every word.
If failed, the noble is insulted and casts a minor curse, causing the character to have disadvantage on all skill checks for the next hour.
7
The ground beneath you gives way, revealing a pit of 14 quicksand. Panic sets in as you begin to sink rapidly.
If failed, the character becomes restrained and takes 1d10 bludgeoning damage as they're pulled deeper.
8
A majestic creature, a mix of lion, eagle, and stag, gazes 14 at you with hypnotic eyes. Your mind starts to cloud as you find yourself drawn to its power.
If failed, the character is charmed and sees their companions as threats for the next 10 minutes.
Seraphel's Dual Mission Path: Should they accept Seraphel's dual mission, they'd first head to the Lustrous Caves, caverns bathed in ethereal light and guarded by crystalline creatures. Here, deep within its chambers, the Starlit Dewdrop is rumored to be kept by a mischievous fey creature that loves shiny objects. After retrieving the gem, the adventurers would then head to the Grove of Whispers to complete Thornbark's task. Guided by Seraphel's wishes, you and your party step bravely into the portal, its shimmering energies enveloping you in a cocoon of light and sensation. As you emerge, the world around you sparkles with brilliance: towering crystalline structures refract dancing lights, and the air, imbued with a soft luminescence, carries the gentle whispers of secrets held deep within the land. As you step deeper into the Lustrous Cave, the chamber unfolds before you, its walls, ceiling, and floor shimmering with countless reflective crystals. In the room's heart, a pedestal cradles a crystal orb, its glow revealing a hypnotic pattern of lights, while thick crystal barriers block both your entrance and a distant exit. And as you turn to look behind you, you no longer see the path down which you once traveled; instead you see a continuation of the reflective crystals.
Puzzle: The Crystal’s Reflections Description: As the adventurers delve deeper into the Lustrous Cave, they enter a chamber where the walls, ceiling, and floor are covered in countless shiny crystals. The entire room gleams with reflective surfaces. In the center of this chamber stands a pedestal with a crystal orb atop it. The entrance they came from and the exit on the opposite side are blocked by thick, impenetrable crystal barriers. How it works: ● Looking into the crystal orb reveals a specific pattern of lights flashing in sequence. ● The adventurers must reproduce this pattern by shining their own light sources (torches, spells, lanterns) onto the correct crystals on the walls in the same sequence. ● If they get the sequence wrong, a trap activates: the room begins to slowly fill with a shimmering mist that induces hallucinations. ● If they get the sequence right, the crystal barriers recede, granting them passage. Clues: ● A deceased adventurer in the corner of the room holds a diary. An entry describes seeing a pattern in the orb but not understanding its significance. ● Some of the crystals on the wall appear more worn or smudged, indicating frequent touching or interaction. Solution: The adventurers must carefully observe the flashing pattern in the crystal orb and then replicate it using their lights and the reflective crystals on the wall.
Consequences for Failure: The hallucinogenic mist not only disorients them but also summons illusions of fey creatures that they might mistakenly attack or be attacked by. While these illusions can't harm them physically, believing they are real can drain the adventurers mentally, inducing levels of exhaustion or temporary madness. Description of Loot (DC 18) As you traverse deeper into the cave, a particular stalactite catches your attention. It's not the formation itself but what's under it: a silver ring set with a gem that seems to capture the cave's luminosity, glowing softly. Item: Ring of Echoed Steps - Allows the wearer to create an illusory double of themselves that can move up to 30 feet away, mirroring the wearer's actions.
Thornbark's Direct Approach: Choosing Thornbark's direct route, the party would head straight to The Blighted Hollow, a once-vibrant part of the forest now corrupted and decaying due to Za'hara's influence. The path is dangerous, but straightforward. Thornbark's guidance would aid the party in avoiding many natural hazards of the Feywild, leading them directly to the beholder's lair.
Ignoring All Requests: Should the adventurers decide to forgo all offered assistance and guidance, they'd step through the portal into the wild expanse of the Feywild, embarking on an uncharted path. Their journey might lead them to the Mystic Meadows, where reality is bent and illusions are common. Without guidance, they'd rely on their own instincts, skills, and any friendly (or not-so-friendly) fey they meet along the way, to find and confront Za'hara. Driven by sheer determination, you and your comrades step into the portal, the weight of your self-imposed mission making the journey feel heavier, more personal. Upon emergence, you're met with a sprawling, untamed wilderness, where the boundaries between reality and illusion blur, and every shadow holds the promise of both peril and the path forward. A chilling breeze grazes your skin as the path ahead suddenly fills with an assembly of large-headed, gray-skinned Boggles, their beady eyes scrutinizing your every move. Their mischievous grins and unpredictable movements create an atmosphere of palpable tension. One of the Boggles steps forward, its head tilted slightly, and cackles, "Wish for aid against the great-eyed beast? Answer our riddles, and your chances might increase!"
Boggles’ Riddles Riddle: Neither seen nor touched, I am never alone. I speak after you, with a voice like your own. What am I? Answer: Echoes. Riddle: I shimmer and gleam, both sharp and profound. In caverns and caves, I am often found. What am I? Answer: Crystals. Riddle: I'll show you yourself, yet I'm not a friend or kin. Still as a pond, with a silvered skin. What am I? Answer: Mirrors. Riddle: Sweet words I bring, making hearts light and faces sing. Offered freely, joy they might bring. What am I? Answer: Compliments. Riddle: I might sting or burn, yet I bear no flame. Speak me in anger, or jest all the same. What am I? Answer: Insults. Riddle: By day or by night, I can make the dark flee. A beacon, a torch, or the sun you might see. What am I? Answer: Bright Lights.
Description of Loot (DC 12) Searching the ground where the Boggles once stood, your fingers brush against something solid. Retrieving it from the underbrush, you hold a smooth stone engraved with intricate, swirling patterns that seem to move. Item: Boggle's Bewildering Bauble - Throwing the stone creates a 10-foot radius of thick, harmless, magical fog. All creatures within are considered blinded for 1 minute or until they exit the fog.
Chapter 4: The Blighted Grove Overview Description The party locates Za'hara's lair, a shimmering grove bathed in multi-colored lights, with floating islands and errant magic currents. The kidnapped individual is trapped inside a magical cage suspended above a swirling vortex of fey energy. Za'hara, despite her incompetence, is a beholder, and her many eyes dart around, releasing a barrage of beams. Yet, her attention is split between the party and any fey allies the party has gathered. The goal is not just to defeat Za'hara but to safely retrieve the kidnapped person. Players must strategize and decide whether to focus on offense, defense, or a mixture of both. The fey allies (if any) assist in distracting Za'hara, making the task a bit easier. The Blighted Grove stretches out before you, a haunting expanse of gnarled trees and wilted foliage, their forms contorted as if crying out in pain. Amidst the decay, you spot Za'hara's grotesque form hovering protectively near a bound figure—the prisoner—ensnared by ethereal chains. Scattered among the grove's refuse, glints of sharp crystal shards, reflective mirror surfaces, and unlit bullseye lanterns catch your eye, interspersed with other discarded remnants of previous adventurers' ill-fated journeys.
From Lysandros The air grows dense with a tinge of malevolence as you step into the Blighted Grove, dark shadows dancing among the twisted trees. Lysandros, the jovial satyr, trots beside you, playing a haunting melody on his flute that seems to resonate with the grove itself. "Fear not, brave souls," Lysandros proclaims, "I shall keep Za'hara's gaze upon me. Rescue the prisoner while I play my tune!" Suddenly, a radiant burst of light announces Seraphel's arrival, her form materializing amidst the chaos of battle, ready to confront the looming threat. With a flourish, Seraphel alights upon the battlefield, her voice ringing out clear and true, "Darkness shall not prevail while the Feywild's heart still beats!"
From Seraphel Glistening leaves shrouded in a silvery mist mark your entrance into the Blighted Grove, with Seraphel, the radiant Eladrin, leading the way. Her very presence seems to challenge the grove's decay, infusing the air with a shimmering light. "Worry not," she says, her voice melodious, "I'll draw Za'hara's attention. Once you've got the prisoner, plant the seed and Thornbark will come to aid in our stand." With a thunderous rumble, Thornbark strides onto the scene, his massive form and gnarled limbs ready to bring nature's fury upon any who oppose. Emerging with an imposing presence, Thornbark's voice resonates deep and powerful, echoing through the grove, "Nature shall not be subdued! I stand with those who defend her."
From Thornbark The Blighted Grove looms ahead, its darkness more palpable than before, but with the towering form of Thornbark at your side, the journey feels less daunting. The ancient Treant's deep-rooted steps echo with purpose, and his presence seems to momentarily push back the grove's corruption. "I shall divert Za'hara," Thornbark rumbles, "while you plant the seed. The grove shall find its balance once more."
Environmental Effects On an initiative count of 20, roll D6 1
Ethereal Mists: Pockets of dense, swirling mists permeate the grove. These mists reduce visibility, making it challenging for both adventurers and Za'hara to see more than a few feet ahead. Attacks made at a distance have a higher chance of missing their mark.
2
Shimmering Pools: Scattered throughout the grove are luminescent pools of water. When Za'hara's eye beams pass over them, the pools reflect and refract the beams in unpredictable directions, possibly back towards the Beholder itself.
3
Ancient Fey Trees: These tall, mystical trees have trunks that resonate with Feywild magic. If the adventurers strategically hide behind or use these trees as cover, Za'hara's eye beams become less effective, with the trees absorbing or dissipating much of their energy.
4
Singing Stones: Nestled in the grove are stones that emit a soft, harmonious tune. This melody seems to distract or even irritate Za'hara, making its movements slightly sluggish and less precise.
5
Whispering Winds: The winds in the Blighted Grove carry with them hushed voices of the past. These voices seem to have a greater effect on Za'hara, momentarily confusing and disorienting the Beholder, causing it to occasionally target the wrong area or misfire its eye beams.
6
Astral Residue: Patches of the ground are stained with residual astral energy from the vines' incursion. If Za'hara hovers over these patches, its magical capabilities are temporarily weakened, making its eye beams and other magical abilities less potent.
Description of Loot (DC 15) Among the debris and discarded items in the grove, something bright and sharp stands out. It's a beautifully crafted dagger, its blade shimmering like liquid mercury and its hilt adorned with intertwining vines. Item: Dagger of the Feywild's Wrath - This dagger deals additional psychic damage to any creature from the Feywild. Once per day, when thrown, it can entangle a target in thick vines, restraining them for one round.
Chapter 5: The Forest Nymph Overview Description With Za'hara defeated or driven off, the party can rescue Lydia. However, as they do, they realize Alexandra’s sister is no ordinary captive: she is the Forest Nymph, a member of the Feywild’s ruling class and wife of Charles Grey, the 2nd Earl of Howick Waters. Lady Lydia Grey regularly travels between the Feywild and Material Plane. Lady Lydia Grey indicates that she was kidnapped by Za’hara because she, like all of the members of the party, is a Proprius Civis, a singularity within the larger multiverse, a particular citizen of the multiverse. As a plot twist, the prince/princess hints that there are greater threats than Za'hara lurking in the Feywild, possibly setting up a future adventure or campaign. The party can now make their way back to the portal, aided by the fey allies and with a deeper understanding and respect for the unpredictable and enchanting Feywild. As you stand amidst the remnants of the fierce battle, the air is thick with a mixture of relief and lingering tension. The once oppressive atmosphere left by Za'hara's presence now dissipates, giving way to the natural ambiance of the Feywild - yet a taut silence remains. Your eyes are drawn to a peculiar cage, an intricate weave of luminescent vines and shimmering motes of light, within which you see a figure sitting quietly, yet expectantly. Introduction: "I am Lady Lydia Grey, the Forest Nymph of these ancient woodlands, and the bond between the Feywild and your realm. My heart belongs both here and to my dear Charles, the Earl of Howick Waters, in your world." Explanation of Proprius Civis: "Every once in an age, souls are born that echo throughout the vast multiverse, uniquely shaping and being shaped by its myriad realms. We call them 'Proprius Civis', singular citizens. We, including all of you, are rare entities, a beacon in the chaos of existence." Greater Threats: "Za'hara may have been my captor, but he is merely a pawn in a far grander game. There are shadows in the Feywild, entities that seek to control or eliminate the Proprius Civis for their own inscrutable designs. Beware, for the ripples of our actions may draw even darker forces towards us."
Feywild Minor Bizarre Effects Table 1. A player's hair color changes every hour. 2. Echoes of the player's words come back minutes after they speak. 3. The players leave behind glowing footprints. 4. Players can only speak in rhyme. 5. Gravity becomes lighter or heavier at random intervals. 6. Every step makes a different musical note. 7. The player's reflection in water or mirrors shows them as a child. 8. Players see ghostly afterimages of other creatures. 9. A player's shadow acts independently (though can't interact physically). 10. The taste of food and drink becomes exaggeratedly intense. 11. All fires (like torches) burn in vivid colors. 12. Players feel gentle tugs on their clothes or hair, as if by invisible sprites. 13. Players hear whispered compliments or critiques from unseen voices. 14. The players' eyes glow in the dark. 15. Personal items might start talking to the player. 16. Random harmless objects follow the players, as if curious. 17. Players occasionally grow small wings, which can't allow flight but do flutter. 18. Spontaneous rain of flower petals. 19. All water sources seem to have harmless, playful fish, even in flasks. 20. Stones and rocks softly groan when stepped on. 21. When players sleep, they float a few inches off the ground. 22. Dew that forms on the players gives off a soft glow. 23. Nearby trees and plants lean in as if to listen when players talk. 24. Birds repeat the last word anyone says. 25. Random cool or warm breezes when there's no wind. 26. Players feel the need to dance rather than walk. 27. Occasionally, players speak in the voice of another party member. 28. Mundane items randomly sparkle as if enchanted. 29. Players' skin might change texture to resemble bark, feathers, scales, etc. 30. Animal sounds are replaced by musical instruments. 31. Players emit a random aroma (flowers, baked goods, fresh rain). 32. Spontaneous giggles or yawns without reason. 33. Players' sense of direction changes: North feels like South, and so on. 34. Players might cry gemstone tears. 35. Instruments play by themselves when touched. 36. Dreamy music fills the air when players think of past memories. 37. Flowers bloom instantly where a player sits or lies down. 38. Mundane actions are accompanied by applause or laughter from unseen faeries.
39. Players feel an inexplicable compulsion to hold hands. 40. The players' size changes; they shrink or grow a foot in height. 41. Players occasionally hiccup small bubbles. 42. Butterflies frequently land on a player. 43. Whispers from the past play faintly in the background. 44. Any drawn maps animate to display running water, swaying trees, etc. 45. Players temporarily gain a harmless animal feature (like a tail or ears). 46. Weapons hum or sing softly when unsheathed. 47. Players find their pockets filled with random trinkets. 48. Invisible hands offer playful high-fives or pats on the back. 49. Day and night cycle rapidly, changing every few minutes. 50. An aura of soft light surrounds the players. 51. Flowers turn and watch players as they pass. 52. The ground feels spongy, like walking on a trampoline. 53. Soft giggling heard behind players, but nothing's there when they look. 54. Breezes seem to tug players in different directions. 55. Hats or headgear float just above players' heads. 56. Trees playfully obstruct players' paths, requiring them to find ways around. 57. Water in bottles or flasks acts playful and might "jump" away when players try to drink. 58. Leaves falling from trees hover around players, offering shade or beauty. 59. Stones provide advice, but it's usually vague or riddle-like. 60. The wind carries random words from distant conversations. 61. Players hear their own thoughts echoed back softly. 62. Ambient temperature changes based on the players' moods. 63. Creatures in paintings or drawings move and interact. 64. Instruments play sounds of nature (flute sounds like birds, drums like thunder). 65. Soft, colorful mist obscures sight every so often. 66. Pockets become bottomless, and players can lose small items in them. 67. Spells cause unintended visual effects, like sparkles or rainbows. 68. Rain falls upside down, from the ground to the sky. 69. Birds and animals converse in rhyme. 70. Player's laughter becomes contagious, making everyone laugh. 71. Items occasionally "play dead" and need coaxing to function. 72. Background sounds, like rustling leaves, form soft harmonies. 73. Fruits and berries sing softly when plucked. 74. Pathways might shift, changing the direction players are heading. 75. Footwear occasionally swaps between party members. 76. Sudden patches of accelerated or slowed time. 77. Stars and constellations playfully rearrange themselves. 78. Unseen creatures occasionally braid or style players' hair. 79. Drinking water might cause a player to float for a few seconds.
80. Items sometimes feel ticklish and wriggle in the players' grasp. 81. Shadows playfully swap between party members. 82. Puddles act as portals to emerge from another puddle nearby. 83. Clouds form shapes illustrating players' recent actions or adventures. 84. Players' voices harmonize, even when speaking. 85. Players randomly exude harmless smoke or steam. 86. Insects form glowing patterns in the dark around players. 87. Items borrowed return themselves after a while. 88. Random "echoes" of past actions replay visually. 89. Players find themselves leaving poetic messages or drawings without realizing it. 90. Nearby wildlife tries to engage players in playful games of tag or hide-and-seek. 91. Soft, ethereal lullabies make it hard to stay awake at rest. 92. Players' movements occasionally leave a slow-motion afterimage. 93. Animals try to mimic players' actions or words. 94. Mundane items animate, acting out short stories. 95. Foliage forms a protective umbrella when it rains. 96. Whispers of encouragement or admiration come from unknown sources. 97. Streams or rivers playfully splash or gurgle at the players. 98. Ground where players step might momentarily turn to soft marshmallow or sponge. 99. Dropped items hover a few inches off the ground. 100. The wind occasionally wraps around players like a gentle embrace. These bizarre effects enhance the whimsical nature of the Feywild, each adding a splash of unpredictability and charm to the adventurers' journey.