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66 adventures found
Cover of The Summer Games: A Feywild Adventure
The Summer Games: A Feywild Adventure
5th Edition
Levels 5–7
7 pages
0

There are many entrances to the Feywild, but none so grand as appearing before the throne of seelie fey, the Summer Court. The Summer Games, a bestselling mini-arc intended for 5th level characters, introduces a party to court intrigue in the Feywild, headed by Queen Titania with King Oberon at her side. In the tourney the party must navigate unknown dangers, asked by the Summer Queen "How will you win? With skill? With truth? With wit? With wager? Or without? These five tasks lie before you, and you must complete them all to continue." In the hunt your characters must quest for a magical, talking beast. But in the end, will they catch the White Hare, or will they wish they had? In the maze players must navigate a shifting labyrinth riddled with pit traps and Feywild nasties. At the feast the party is presented with their reward for their trials, the payment for being the entertainment at this courtly gathering… or perhaps they’re on the menu. This mini-arc references stat blocks presented in Mordenkainen’s Tome of Foes and the Monster Manual. Also provided within the PDF: download links to VTT and tabletop compatible maps relevant to scenes presented in the Summer Games.

Cover of Tales from the Feywild
Tales from the Feywild
5th Edition
Levels 1–10
45 pages
0

The sequel to the DMs Guild best-selling Tales from Frozen North returns better than ever with almost 4 times more content! What you will find inside: * 36 random encounters (plus 4 mini random encounters within random encounters! Encounter-ception?!) * Chapter 1: Carnival Encounters. 6 Short encounters for any carnivals and fairs in the Feywild. * Chapter 2: The Summer Court. 10 Encounters that are short and whimsical, or featuring creatures common to the Summer Court. * Chapter 3: The Gloaming Court. 10 Encounters that are short and wicked, or featuring creatures common to the Gloaming Court. * Chapter 4: The Feydark. 10 Short encounters in the subterranean world of the Feydark. * Scaling guide provided for most encounters (Tiers 1-2) * Puzzle Encounters (The Fey do love their puzzles, especially if it infuriates others) * New Fey-themed Magic Items * New Creatures! Including but not limited to: * Tooth Fairy (you might want to hold on to your teeth with this one!) * The Dawn Growlers — a team of superhero hounds?! * and a totally innocent and harmless small white rabbit…yes… harmless

Cover of EN5ider #100 - Into the Feywild
EN5ider #100 - Into the Feywild
5th Edition
Levels 1–5
15 pages
0

The PCs pass through a fey crossing, arriving in a heap in front of the throne of Princess Daneliean Dandelion. Wherever the PCs were trying to go, and whoever they were trying to chase down, isn’t here. Instead, they are the captive audience of a petulant, semidivine Archfey who demands to know how they came to be in her throne room. She will be lenient with them, provided they can complete a grand collection of quests on her behalf. What follows is all very storybook logic and strange whimsy. This adventure is focused more on roleplay than combat.

Cover of The Wild Beyond the Witchlight
The Wild Beyond the Witchlight
5th Edition
Levels 1–8
256 pages
0

Something wicked this way comes in a Feywild Adventure for Dungeons & Dragons fifth edition for players levels 1-8 Once every eight years, the fantastic Witchlight Carnival touches down on your world, bringing joy to one settlement after the next. Its owners, Mister Witch and Mister Light, know how to put on a good show. But there’s more to this magical extravaganza than meets the eye! The carnival is a gateway to a fantastic Feywild domain unlike anything found on the Material Plane. Time has not been kind to this realm, however, and dark days lie ahead unless someone can thwart the dastardly schemes of the Hourglass Coven.

Cover of The Golden Apple
The Golden Apple
5th Edition
Levels 1–4
25 pages
0

A 3-4 hour adventure for 1st tier characters, which can be run as a 1-shot or as the beginning of a new campaign set in the Feywild. For tens of millennia, battles have raged across the Feywild, as the powerful and prideful archfey fought to divide the realms among themselves. Eventually the boundaries settled into four major territories: Summer, Autumn, Winter and Spring. These domains, and the smaller pockets of unclaimed territory between, came to be known as the Land of the Four Courts. The bitter rivalries between Winter and Summer and between Autumn and Spring never truly subsided, but for the past fifteen hundred years, an era of relative peace has persevered. Even so, peace is a fragile thing, and in the everchanging landscape of the Feywild it is all too easily broken.

Cover of Beyond the Crystal Cave
Beyond the Crystal Cave
4th Edition
Levels 1–3
60 pages
0

When Monsters threaten the village of Crystalbrook, it's up to adventurers to track down where they're coming from. The investigation leads them on a journey across planes. In the Feywild, the heroes must explore an enchanted island garden and unravel the plot of a foul hag, before she and her fiendish companion can perform a ritual to seize control of the island. "Beyond the Crystal Cave" is a Dungeons & Dragons adventure designed for the winter 2011 season of the D&D Encounters official play program. This season incorporates character options from Player's Option: Heroes of the Feywild, and it comes with three full-color maps, thirteen ready-to-play encounters, and information on the D&D Encounters program. Originally found in Dungeon Magazine #211 now available as a stand-alone adventure. Pgs. 63-122

Cover of The Disappearance of Esme
The Disappearance of Esme
5th Edition
Levels 2–4
25 pages
0

The Disappearance of Esme is a short adventure for four or five characters of 2nd to 4th level. It will take a party from an ancient forest to a magical island at the fringe of the Feywild to the Feywild itself. As a standalone one shot, it is possible to complete it within a session of six+ hours. However, it is ideally played over two or even three sessions so that the players have time to absorb all that is happening and make decisions with more care. It can be placed within any setting where travel to the Feywild is a possibility. Features A painstakingly crafted 25 page full-color and fully illustrated PDF, a printer friendly B&W version, and a tested for screen readers accessible version A customisable, standalone adventure with opportunities for exploration, skill challenges, NPC interactions and combat Multiple entry and exit points, suggested developments for many different pathways Well rounded, complex NPCs with old school portraits Tooth Fairies, Flying Monkeys and Foglings: custom monsters with stat blocks A colorful battle map with both DM and player versions and separate monster and environment art assets

Cover of Kobold King's Labyrinth (WBW-DC-LAB-01)
Kobold King's Labyrinth (WBW-DC-LAB-01)
5th Edition
Levels 1–4
28 pages
0

"Can you solve the Labyrinth within 13 hours and get back what was stolen from you?" A 4-Hour Adventure for Tier 1 characters optimized for APL 3 taking place in the Feywild Domain of Delight, Labyrinth, where everything seems possible and nothing is what it seems. This adventure takes place when the characters have been abruptly teleported into the Feywild Domain of Delight, Labyrinth. The Kobold King has given the characters thirteen hours to solve the labyrinth, or they will lose what he stole from them forever. "It's only forever, not long at all..." Pillars of Play: Skill challenges and exploration. Minimal/optional combat. Content warning: Non-consensual theft Adventure Inspiration: Jim Henson's Labyrinth (1986)

Cover of Bark at the Moon
Bark at the Moon
4th Edition
Levels 5–7
43 pages
0

While camping in the wilderness, the characters find a tracker surrounded by wolves. Once the heroes dispatch the beasts, the tracker reveals that she is seeking aid in the fight against the darkness enfolding her community, Silver Lake. Should the characters help, they find the village terrorized by lycanthropes that hail from a tiny island rising from the mist-shrouded lake.The island is a fey crossing, and heroes who set foot on it find themselves in the Feywild, where a war is brewing; the lycanthrope clans are at each other’s throats, and many are turning their feral eyes outward to the rich lands beyond their secluded valley. To avert an unimaginably savage war, the heroes must rescue a werewolf lord from his captors and expose the conspiracy that threatens to drench the Feywild in blood...

Cover of Into Wonderland
Into Wonderland
5th Edition
Levels 8–14
240 pages
0

Into Wonderland is a book detailing an adventure in the Feywild, a setting for Dungeons and Dragons 5th Edition. This book provides player options, encounters, variant rules, and a campaign of expeditions into the unknown centred around the city of Endercoast that has been spirited away from the Material Plane. To survive, you'll need to balance the needs of the displaced city with the mercurial whims of four powerful archfey. What's Included? - Endercoast, a city plucked from its roots and replanted in the Feywild - Quirks of the Feywild, including four powerful archfey, a guide for creating new archfey, rules for travel using emotional truth instead of maps, chaotic seasonal and magical effects, pranks, consequences for getting lost, and 14 weird stops along the way - New races - New subclasses - New backgrounds - New feats - New spells - Fantastical questlines taking a party through the courts of the archfey and on magical journeys inspired by the fairy tales of the Brothers Grimm - A whole heap of chaotic encounters with strange fey creatures - Dozens of new monsters, including 8 ancient beasts, 3 dangerous plants, 4 extremely powerful archfey, a bunch of NPCs based on the new subclasses of the book, creepy new fey like the darkwood stalker and the time vulture, a powerful hag, and more

Cover of Full Moon Fey Tales
Full Moon Fey Tales
5th Edition
Levels 5–7
13 pages
0

Who can the heroes trust in the verdant depths of the Feywild? While resting in the wilds on the night of a full moon, the party are accidentally drawn into the Feywild, and must find their way back. With a choice of routes to follow, the heroes may encounter either the naive but vengeful undine Dapple, or the urbane and callous fey lord Verian. Each holds the ability to send the party home, if they agree to retrieve something from the other. Venturing past carnivorous vines and a troll-guarded bridge, can the adventurers be persuasive or sneaky enough to avoid an outright battle? Full Moon, Fey Tales is a 3-4 hour adventure for characters of 5th to 7th level. It aims to give the players genuine choice on how to deal with their plight, and can be completed without a single combat, or by battling the whole way through - whatever your group prefers!

Cover of Into the Witchwood
Into the Witchwood
5th Edition
Level 1
11 pages
0

Many of the local lords had gathered for a peace moot. A perfect opportunity for the demon-possessed Aeldrith Forkbeard to murder them all in cold blood. The PCs, attending the moot, must now flee for their lives. Harried by a Northlander warband, the party is forced to flee into the dreaded Witchwood. To reach the safety of the Kingdom of Marshes they must traverse the depths of the forest, avoiding Northlander raiders and the strange creatures of the Witchwood. The adventure also takes the PCs into the Feywild, where time runs strangely and memories are fragile. Finally, they must face the chilling Gatekeeper guarding the Feywild portal that allows the PCs to return to the Material Plane. Into the Witchwood is a generic adventure suitable for use in the Moonshae Isles. The adventure includes a map of the area, three new creatures and a new legendary magic item, the Circle of the Forest God.

Cover of Glitterdust
Glitterdust
4th Edition
Level 1
23 pages
0

A vast Feywild swamp slowly seethes into the mortal world, conjured by a malevolent hag. The Murkendraw's unstoppable progress widens Rotten Ethel's dominion by a few steps each day, and with it, the hag's ambition. When Rotten Ethel kidnaps the fairest pixie of all, the swamp's advance suddenly quickens. The fairy folk need brave heroes to turn back the tide and venture forth to rescue Glitterdust.

Cover of Tower Of Zoramadria
Tower Of Zoramadria
4th Edition
Level 23
8 pages
0

The Tower of Zoramadria is hidden away in the Feywild. The tower is an arcane academy under the tutelage of the lich Parthal. Parthal and his students lead serene lives of study and contemplation, except when they engage in a bout of bloody necromantic research that requires innocent souls as vital components. Parthal has a score to settle, and the Feywild itself might shudder and scream before the lich has had his revenge on those who killed his love. Pgs. 104-111

Cover of Nettles in the Fey
Nettles in the Fey
5th Edition
Level 4
50 pages
0

An inexperienced eladrin leader leaves herself dangerously exposed to her enemies. An exiled hag schemes to rebuild her army. A bog troll conspires to overthrow. A child is kidnapped. PCs find themselves in the middle of a power struggle between competing forces, each seeking to dominate the feywild territory known as the Unbound Regions. Trapped in the feywild until they complete the quest, the adventurers must deal with the curious culture of the fey by striking deals, battling opponents, and ultimately deciding which competitor they will support.

Cover of Time for Pleasantries
Time for Pleasantries
5th Edition
Level 5
30 pages
0

This adventure starts in a town called Alarcan, where a number of people have gone missing from their beds. This is the work of a specific type of fae called pleasantries. Pleasantries feed on dreams, and have been kidnapping people from the small town of Alarcan for sustenance -- offering them in return a pleasant end to their existence in an unending, peaceful sleep filled with happy dreams. The party accompanies Renata, an orphan whose best friend was the victim of the latest kidnapping, and travels to the Plane of Faerie, through a swamp dungeon called the Shallows, and into the poppy grove where the pleasantries have built their nest. There, they confront the pleasantries and their Queen, and must decide whether to attack or negotiate -- and whether to leave the fae to their peaceful dream-farming, or to rescue the dreamers and bring them home whether the dreamers wish it or not. Made by Point Hat for the All About the Feywild video.

Cover of Cairn of the Centaur Conqueror
Cairn of the Centaur Conqueror
5th Edition
Levels 3–6
31 pages
0

A tenday ago, the human settlers of Olostin’s Hold started hearing strange noises coming from the distant White Stag Hills. Noises of battle. Incessant sounds of thundering hooves, clashing steel, flying arrows, and screams of agony heard from miles away. Could those be the awakened spirits of the past? And if so, what could be done to lay them to rest? The answers are found in Cairn of the Centaur Conqueror, a Feywild dungeon that only appears once every 777 years...

Cover of CCC-MELB-01 A Single Tearfall
CCC-MELB-01 A Single Tearfall
5th Edition
Levels 5–10
35 pages
0

An injured young fisherman stumbles into Elventree with a brightly colored egg in his arms. He claims it fell from the sky and broke his rowboat. When he swam to the shore an elf with skin of ash attacked him and tried to take the egg. Will you help him keep it safe, Adventurers? The Module This module is 35 pages of adventurer's league fun centered around a mysterious egg that has fallen from the sky, a journey into the Feywild, and a meeting with an Archfey. It rewards exploration, social bravery, and the combats are well tuned for the tier with interesting enemies. Also Included! There are 15 map files included with this document that cover Dungeon Master, Player, gridded, gridless (for use with your Virtual Tabletop of choice!), and greyscale! In addition, there's a high resolution artwork of the Archfey present in the module.

Cover of Dark Heart of Mithrendain
Dark Heart of Mithrendain
4th Edition
Level 12
25 pages
0

When the PCs stumble into the Feywild, they find themselves in the middle of Mithrendain— a glorious eladrin city of grace and beauty. But as the heroes find themselves the target of mysterious attacks, they begin to discover that something rotten lurks in the city’s heart. Sunlight bathes the soaring towers of the eladrin city of Mithrendain. Gentle breezes swirl through wooded parks and along well-kept streets, and in the ancient settlement whos golden hues have seen it named the Autumn City, thousands live in peace and prosperity. For centuries, the fomorian chasms deep beneath the city have stood silent below the great magical seals that closed them in the wanting days of the eladrin empire. Over long years, the folk of Mithrendain have forgotten the dark threats of old, becoming complacent in their tranquility. And so none suspect that corruption lurks at the heart of the city, spreading out from the shadows to taint all it touches. Pgs. 104-128

Cover of Take it to the Mezzanine! (WBW-DC-MEZZ)
Take it to the Mezzanine! (WBW-DC-MEZZ)
5th Edition
Levels 5–10
37 pages
0

"TRAPPED! What’s that gigantic stage? Why does that village look so out of place? How do you escape this place and why are those two ballistae arguing like siblings?! Find out in the Mezzanine, a Domain of Delight created by an Unseelie archfey named the Grand Director." In the land of fairies, lives an imprisoned archfey named The Grand Director. He made the mistake of disrespecting his evil queen and tries to perfect his horrible play. Within this adventure you will find an Unfinished Wall, a Dance Battle, and Trippy Mushrooms. Your characters have become trapped in the Feywild and they must get the locals to set aside their differences to help the archfey revamp his play for the Unseelie Queen.