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The following publications are referenced in this book. In-text Artist Pages
page references for Into Wonderland use the abbreviation Front Cover, 6, 49, 51, 56, 60, 66, 80, 81, 85, 97, 101,
"IW". You can find the abbreviations for the other books Tithi 107, 117, 119, 124, 127, 141, 142, 162, 172, 190, 193,
below, as well as the book's publisher and whether or not it is Luadthuong 196, 202, 205, 208, 225
a required or optional book for the adventure.
William 8, 25, 26
Sourcebook Publisher Abbreviation Required? Rotor
Wizards of Nagwa
Player's Handbook PHB Yes 9, 10, 45, Back Cover
the Coast Mousad
Wizards of Asanee
Monster Manual MM Yes 22, 153, 198
the Coast Srikijvilaikul
Wizards of JDRV Art 58, 131
Dungeon Master's Guide DMG Yes
the Coast Eagerrr 64
Elemental Evil Player's Wizards of EE Yes Jack Homer 67, 83, 133, 198
Companion the Coast
Scodo 80, 115, 190
OUTCLASSED: The NPC Will Rotor NPC Yes
Statblock Compendium Amanda 82, 125, 138
Carden
Wizards of
Volo's Guide to Monsters VGM Optional Liu Zishan 147, 237
the Coast
Mordenkainen's Tome of Wizards of MTF Optional
C
COPYRIGHT
COPYRIGHT
Foes the Coast C O P P Y R I I G H T
COPYRIGHTT
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Xanathar's Guide to Wizards of XGE Optional DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
Everything the Coast Realms, the dragon ampersand, Playerʼs Handbook, Monster
Tasha's Cauldron of Wizards of TCE Optional Manual, Dungeon Masterʼs Guide, D&D Adventurers League, all
Everything the Coast other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the
Please support Wizards of the Coast by purchasing the three USA and other countries. All characters and their distinctive
core books of the PHB, MM, and DMG. The EE can be acquired likenesses are property of Wizards of the Coast. This material
for free. For OUTCLASSED, you can acquire this book for free is protected under the copyright laws of the United States of
or pay what you want from the DM's Guild. Purchasing Into America. Any reproduction or unauthorized use of the
Wonderland absolutely gives you permission to grab material or artwork contained herein is prohibited without the
OUTCLASSED and its expansion for free, but if you have the express written permission of Wizards of the Coast.
means, please toss a coin to me, your friendly neighbourhood ©2021 Wizards of the Coast LLC, PO Box 707, Renton, WA
independent content creator. It'll go greatly appreciated. 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
Boéchat 31, 2800 Delémont, CH. Represented by Hasbro
C R E E D I T S Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex,
CREDITS
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CREDITSS
UB11 1ET, UK.
The current edition of Into Wonderland is July 21 2021. Into Wonderland is an unofficial work of Fan Content
Into Wonderland is written by me, William Rotor. permitted under the Fan Content Policy. Not
Formatted using GMBinder, a tool created by /u/iveld. approved/endorsed by Wizards. Portions of the materials used
Blackthorn Dark Theme by /u/blckthorn. are property of Wizards of the Coast.
Many spells in this book adapted from Wizard's Ancient
Spell Compendium by /u/New_Dia.
Watercolour stains by Jared Ondricek
Memo Snippets by Rhaenon
2
F O R W A R D
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FORWARD
FORWARD
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Fairy tales are more than true, not because they tell us that dragons exist, but because they tell us that dragons can be beaten.
- Neil Gaiman
I'm not that interested in recreating reality. I'm interested in creating an emotional truth.
- Guillermo del Toro
I think that fairy story has its own mode of reflecting truth, different from allegory or satire or realism, and in some ways more
powerful.
- J.R.R. Tolkien
Well maybe it started that way, as a dream. But doesn't everything? Those buildings, these lights, this whole city. Somebody had to
dream about it first. And maybe that is what I did. I dreamed about coming here. And then I did it.
- Raold Dahl
Never question the truth of what you fail to understand, for the world is filled with wonders.
- L. Frank Baum
Coming back to where you started is not the same as never leaving.
Terry Pratchett
I suppose if we couldn't laugh at the things that don't make sense, we couldn't react to a lot of life.
- Bill Watterson
The true poet is a man who is happy anywhere in endless measure if he is allowed to look at leaves and grass or to see the sun rise
and set. The false poet travels abroad in strange countries and hopes to be uplifted by the mountains of Switzerland or the sky and
sea of Italy. He comes to them and is dissatisfied. He is not as happy as the man who stays at home and sees the apple trees flower
in spring and hears the small birds singing among the branches.
- Jacob Grimm
If you don't know where you are going, any road will take you there.
- Lewis Carroll
Are not you he that sometimes make the drink to bear no barm; mislead night-wanderers, laughing at their harm?
- William Shakespeare
God does not play dice with the universe. He plays an ineffable game of His own devising, which might be compared, from the
perspective of any of the other players (i.e. everybody), to being involved in an obscure and complex variant of poker in a pitch dark
room, with blank cards, for infinite stakes, with a dealer who wonʼt tell you the rules and who smiles all the time.
- Terry Pratchett
I suppose it will all make sense when we grow up.
- Bill Watterson
3
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TABLE OF CONTENTS
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TABLE OF CONTENTSS
Book Details 2 Stormcloud Mephits 72
Forward 3 Classes 73
Table of Contents 4 Path of Mercury (Barbarian) 73
Part 1: Adventure Background 6 Circle of Growth (Druid) 74
How to Use This Book 7 Survivalist (Fighter) 76
Introduction 9 Way of Gardens (Monk) 77
The Rundown 9 Primal Warden (Ranger) 78
Group Experience 9 Lord Cals Patron (Warlock) 80
What is the Feywild? 9 Cirrus the Jester Patron (Warlock) 81
Why the Feywild? 9 Dailili Patron (Warlock) 82
Quirks of This Book 10 Tettlebug Moon lower Patron (Warlock) 83
Dramatis Personae 11 School of Witchcra t (Wizard) 84
Factions 14 Customisation 86
Endercoast Factions 14 What You Le t Behind 86
Archfey Courts 18 What You Will Leave 86
Endercoast 22 Why You Joined 86
Endercoast Reference 23 Backgrounds 86
Endercoast Maps 25 Languages 90
Endercoast Public Holiday Calendar 27 Feats 90
Key Locations 29 Monster Lists 90
Downtime Activities 37 Spells 93
Citywide Features 40 Spell Lists 93
The Feywild 45 Spell Descriptions 94
Feywild Reference 46 Part 3: Into Wonderland 97
Create an Archfey 48 Running the Adventure 98
Feywild Travel 52 Adventure Synopsis 98
General Features 53 Character Progression 99
Seasons and Weather 54 Encounter Balancing 99
Magical E fects 54 Variant Rules 100
Fey Marks 55 Plot Hooks 100
Fey Pranks 55 The Shimmer 101
The Nature of the Fey 56 Quest Summary 102
Key Locations 56 The Gate 103
Part 2: Player Options 66 The Growth 104
Races 67 The Grim 104
Bullywugs 68 Awakening 105
Centaurs 69 Quest Completion 106
Changelings 69 The Litter and the Peat 107
Dryads 70 Quest Summary 108
Faeries 70 Rumours of Lord Cals 109
Faerie Dragons 71 Approaching the Court 110
Kuo-Toas 72 Welcome 110
Satyrs 72 The Deal 110
4
The Spy 111 The Sun 144
Rivalry 114 The Stars 145
Quest Completion 115 The Earth 145
Lord Cals' Godson 115 The Nest 146
The Court of Jest 117 Quest Completion 146
Quest Summary 118 The Boy Who Went Forth to Learn What Fear Was 147
Rumours of Cirrus 119 Quest Summary 148
Serenading the Court 120 Wilhelm's Brother 149
Welcome 120 The Music of the Dead 149
The Deal 122 The Luck of the Living 150
Societal Arti ce 122 The Spooky Castle 150
Lost Love 122 Jacob's Death 151
Quest Completion 124 Quest Completion 152
The Tree of In nity 125 Endercoast Sidequests 153
Quest Summary 126 The Government 153
Rumours of Dailili 127 Endercoast Guard 156
Approaching the Court 128 The Sentinels of Equity 158
Welcome 128 The Union of Small Business Owners 160
The Deal 128 Looking Glass 162
The Sylvan Gardens 128 Quest Summary 163
The Seeds of In nity 129 The Usual Suspects 164
Quest Completion 130 Harmonic Convergence 167
Become One 130 The Sea of Vines 168
Dewdrops 131 The Lighthouse 169
Quest Summary 132 Quest Completion 170
Rumours of Tettlebug Moon lower 133 Denouement 170
Approaching the Court 134 Part 4: Appendices 172
Welcome 134 Random Encounters 173
The Deal 134 Endercoast Tables 173
Rescue 135 Feydark Tables 173
Reveal the Truth 136 Woods Tables 173
Quest Completion 137 Miscellaneous 174
Lord Cals' Godson 137 Encounters 175
Generic Fey Court 138 Creatures 186
Quest Summary 139 Creature List 186
Approaching the Court 139 Quick Races 188
Welcome 139 Archfey 190
The Deal 139 Ancient Beasts 200
The Ancient Bear's Cave 140 Awakened Plants 209
Restoring the Acorn 140 Centaurs 212
Quest Completion 141 Woodland Beings 214
Spirited Away 142 Non Player Characters 217
Quest Summary 143 Warlocks 228
Reminiscing 144 Other Powerful Entities 232
Seven Ravens 144 Inspirations 239
5
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PART 1
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Short Term Goals. Fulfill the basic needs of Endercoast: food,
Step 1
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Ensure you have the following sourcebooks.
relationships (positive or negative) with the archfey who
Sourcebook Publisher Abbreviation rule the nearby courts.
Long Term Goals. Return Endercoast to the Material Plane.
Into Wonderland Will Rotor IW
(that's this book!) Leave the Feywild behind.
Wizards of the S t e p 5
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Player's Handbook PHB
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Coast Use plot hooks (IW 100) and faction and archfey events (IW 28-
Wizards of the 21) to foreshadow future adventures. Let the players decide
Monster Manual MM which hooks appeal to them. Additionally, use Unfulfilled
Coast
Needs (IW 44) to show the cost on Endercoast of not meeting
Wizards of the
Dungeon Master's Guide DMG its basic needs.
Coast
Elemental Evil Player's Wizards of the EE S t e p 6
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Companion Coast The following characters can help the party leave Endercoast
OUTCLASSED: The NPC Statblock Will Rotor NPC by explaining the rules for entering the Feywild (IW 52).
Compendium
Jilwocky Niftywoop (IW 35)
Hermione Galanodel (IW 11, 34)
You can acquire the EE and NPC books for free online through
the links above. S t e p 7
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The following sourcebooks are optional. They are Step 77
Use the travel rules for entering the Feywild (IW 52).
referenced, but are not required to run the adventure.
Sourcebook Publisher Abbreviation S t e p 8
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Incorporate random encounters into your party's travel (IW
Wizards of the
Volo's Guide to Monsters VGM 173).
Coast
Wizards of the S t e p 9
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Mordenkainen's Tome of Foes MTF Step 99
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Coast Use the quests of the fey courts (IW 107, 117, 125, 131, 138)
Xanathar's Guide to Wizards of the XGE and location descriptions (IW 56-65) for options on how your
Everything Coast party might achieve their short and long term goals.
Tasha's Cauldron of Wizards of the TCE S t e p 1 0
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Characters can't take a long rest in the Feywild. They must
return to Endercoast to take a long rest.
Return to Endercoast using the rules to leave the Feywild
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Read the introduction (IW 9) and decide if this book is right for (IW 52). Use the Fey Influence table (IW 43) to describe how
your group. Run a "Session Zero" with your group to set the Feywild has begun creeping into Endercoast, and use
expectations going forward. Unfulfilled Needs (IW 44) if the party hasn't been able to
achieve a short term goal.
Step 3
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Give your players the Into Wonderland Player's Guide to help S t e p 1 1
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them make characters. Its content is included in Part 2 of this Conduct downtime activities (IW 37) in Endercoast and use
book (IW 66). the event tables for each faction and court (IW 14-21) to
further the story. Review plot hooks (IW 100).
S t e p 4
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Read through Part 1: Adventure Background (IW 6) and the S t e p 1 2
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Running the Adventure section (IW 98) in Part 3. Start the Repeat from Step 7 until the party have achieved all of their
adventure in The Shimmer (IW 101) in Part 3. Make clear the short term goals and at least one archfey quest (IW 107, 117,
following short and long term goals for the party. 125, 131, 138).
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Conclude the adventure with the Looking Glass quest (IW
162).
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Your party returns home to the Material Plane. Wrap up each
character's personal journey with a short epilogue.
7
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INTRODUCTION
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THE RUNDOWN
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Into Wonderland is a book detailing an adventure in the W ' I ?
WHAT'S INCLUDED?
WHAT'S INCLUDED?
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Feywild, a setting for Dungeons and Dragons 5th Edition. This WHAT'S INCLUDED??
book provides player options, encounters, variant rules, and a Information on the city of Endercoast including great detail
campaign of expeditions into the unknown centred around about 14 key locations, 4 factions, a heap of downtime
the city of Endercoast that has been spirited away from the activities, seasons, weather, holidays, and the influence of
Material Plane. To survive, you'll need to balance the needs of the fey on the city.
the displaced city with the mercurial whims of four powerful Information on the realm of the Feywild including a step-
archfey. by-step approach to creating an archfey, rules for using
G R O U P P E X P P E R I E E N C E emotional truths to travel, examples of dreamlike
GROUP EXPERIENCE
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descriptions, effects of the seasons and the weather, fairy
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GROUP EXPERIENCEE
pranks, consequences for getting lost, and descriptions of
This book is best suited for a group that is confident with the 14 locations.
rules and expectations of Dungeons and Dragons, led by an New races and subraces, plus lists of races from official
experienced DM. A good rule of thumb is that players should books that would work well in the setting and specific
have played a DnD character up to 8th level before beginning goals or ideals for each race.
this adventure, even if they make a new character for it. New subclasses, plus lists of subclasses from official books
W H A A T I S S T T H E E F E E Y Y W I L L D ? that would work well in the setting.
WHAT IS THE FEYWILD?
WHAT IS THE FEYWILD?
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WHAT IS THE FEYWILD??
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New backgrounds, including an Endercoast guard, a
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courtier for an archfey, and a hag's servant, plus extra
The Feywild is a timeless, forgotten place: the past, present, material for other backgrounds that would work well in the
and future mix, and the old ways roll over to neverending setting.
change. Man still hangs on to the ways of the old world. The New feats: Chaos Caster (wild magic surges) and Feywild
Feywild does as it pleases. Navigator (easier to get around).
In more certain terms, the Feywild is a sister realm to the New spells: babble, coin toss, despair, discord, euphoria,
Material Plane home to the mercurial fey -- pixies, sprites, extract dream, knight's hop, mouse, our little secret,
dryads, and the like. It's a realm of fairy tales, a realm of rainbow, reflect, return to earth, tormentor, and trick.
wonder, and a realm of nameless horror.
Fantastical questlines taking a party through the courts of
W H Y Y T T H E E F E E Y W I L L D ? the archfey and through journeys inspired by the fairy tales
WHY THE FEYWILD?
WHY THE FEYWILD?
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WHY THE FEYWILD??
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of the Brothers Grimm.
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Random encounter tables and 40 random Feywild
The Feywild is a setting for those who enjoy fairy tales, who encounters.
like fairies and witches and mischief and magic, and who long
to feel once again the sense of wonder and discovery they felt Dozens of new monsters, including 8 ancient beasts, 3
as children. It eschews dungeon crawling and tactical dangerous plants, 4 extremely powerful archfey, a heap of
encounters for difficult, meaningful decision-making that NPCs based on the new subclasses of the book, creepy
balances the needs of many disparate and ineffable forces. new fey like the darkwood stalker and the time vulture, a
powerful hag, and other such creatures in the Feywild.
Most of all, the Feywild is a setting of the unknown. It's
about striding forth into a realm of dreams, emotion, feelings, A handy guide for applying races quickly to NPC statblocks.
and wonder. All of this only works because of the A list of works that inspired the book.
juxtaposition between the other main setting of this Other interesting tidbits and ideas sprinkled throughout!
adventure, the city of Endercoast, whose strict routines and
rituals contrast heavily with the dreamlike nature of the fey.
9
Q U I R K S S O F F T H I S S B O O K
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QUIRKS OF THIS BOOK
QUIRKS OF THIS BOOK
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Battles are intended to be fought in theater of the mind.
Non player characters in this book often use the "Friendly, S U R R I C
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SURRIC
SURRIC
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Indifferent, Hostile" system (DMG 244) for resolving social SURRICC
interactions. To summarise, the players change the NPC's Page References: IW 29-36, 56-65
attitude through roleplay before they make an ability Surric is an elf of indeterminate age and gender. They just
check to influence them. happen to show up whenever the party is in need of direction.
There's a lot of self-referential content, which means the They seem to fit in fine in Endercoast, even despite their
book includes a tonne of in-text references. Flip to a eccentricities, and in the Feywild, they are as free as a bird.
random page and use the in-text references to guide your Surric can be represented as an eladrin (IW 188) jester (NPC
way through various sections of the book, flitting to and 52). If killed, they just reappear later as though nothing
from wherever your heart takes you. happened, claiming to have no memory of the incident.
In parts 1, 3, and 4, the pronoun "you" refers to the DM. In
part 2, it refers to the player. Appearance. They have big floppy rabbit ears instead of elf
The rules in the Feywild are intentionally "joojy". They ears, and their two front teeth are almost too big for their
leave a lot up to the DM to adjudicate. Let your feelings jaw. They have a massive shield strapped to their back. The
guide you. shield is made of wood, but its face is covered in thick black
Included are adaptations of many fairy tales of the fabric. It almost resembles a turtle shell. The shield is an
Brothers Grimm (IW 108, 115, 118, 122, 126, 130, 132, 137, odd piece of equipment for someone without weapons and
143, 148, 152, 163). You can relegate them just to who is otherwise dressed in simple fabrics.
inspiration, read them out to your players to set the tone Voice. Casual, always delivered with a half smile and a roll of
for a quest, or even use them as a framing device for the the eyes.
campaign! Personality. Subtle digs and jabs at the party, and an overall
Throughout are notes of advice from the reclusive cynicism towards the world at large and the party's chances
shopkeeper Matthew (IW 14, 19, 31, 32, 35, 37, 38, 46, 72, of survival within it. Thinks it's all a bit amusing.
79, 89, 100, 109, 118, 130, 143, 148, 152, 161, 163, 173, 185, Ideal. Humour is how we cope with the absurdity of an
195, 197, 208, 219, 227, 235, 237), who supplies the party uncaring universe. (Chaotic Neutral)
with the equipment they need for adventure but can't join Bond. Surric is secretly the archfey Cirrus in disguise. If the
them on their journey. These notes can be flavoured as disguise is revealed, Surric's skin sloughs off like snakeskin,
having been left hidden amidst the party's equipment only revealing a hideous mess of strings and pulleys within. The
to conveniently fall out when they're relevant. shield's fabric burns away to reveal the large wooden mask
Most clerics are cut off from their gods as per the lore, but of Cirrus, the puppeteer. Even after the disguise is revealed,
it's expected that clerics are still able to draw power from Surric will reappear at a later time for the party as though
them. You can make a cleric character an exception to this nothing has happened. It's still Cirrus.
divine disconnect, or demonstrate the god's influence in Flaw. Surric offers nothing to the party but snarky directions.
more subtle ways other than direct contact. They never ask for anything from the party, either, so
Frequently, tasks the party must complete as part of a maybe it balances out.
quest are organised as "Skill Cascades". Skill cascades
contain instructions in their description. They are similar
to skill challenges found in 4th edition.
Many of the key factions and fey courts are hinted to be
related to one another, but these relationships are not
explored in the text in detail.
Each location includes flavourful descriptions of how to
get there, written from the perspective of someone
describing it to the party. This is meant to represent any
NPC that the party might come across for directions, but, if
you would like, every direction given to the players both in
Endercoast and the Feywild can be represented by the
following NPC instead.
P
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MAYOR HITCHEN ATTERCAT
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HERMIONE GALANODEL OF
MAYOR HITCHEN ATTERCAT
HERMIONE GALANODEL OF
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HERMIONE GALANODEL OFF
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T H E S N T I N E L S O F E Q U I T Y
THE SENTINELS OF EQUITY
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Page References: IW 11, 14-18, 23, 27, 29-30, 41-42, 89, 98-99, THE SENTINELS OF EQUITYY
102-106, 148, 154-156, 158-160, 164, 170-171
Flustered and incompetent, Mayor Attercat struggles to Page References: IW 11, 16, 21, 34, 83, 98-99, 105-106, 151,
maintain control of the city of Endercoast after it is spirited to 155, 158-160, 165, 171
Hermione Galanodel is a devotee and spokeswoman of the
the Feywild. His lack of competence has opened up Sentinels of Equity whose goals are to return Endercoast to a
opportunities for several competing factions to vie for control,
all under his nose. state of nature. She believes that by presenting her arguments
Mayor Attercat can be represented by a human king (NPC reasonably, people will be turned to her point of view. Anyone
298). He relies on his magic items, given to him as bribes who isn't convinced is therefore unreasonable and should be
throughout his political career, to reassure him of his self- eliminated.
Hermione can be represented by a wood elf court debater
image as an effective leader.
(NPC 49).
Appearance. Short, overweight, with a bright red nose from
his alcoholism. He's dressed in glorious purple robes. Appearance. Tall, thin, covered entirely in white robes. Her
Voice. He has a nasally voice and a sneering affectation. New long black hair trails out from her hood.
York accent. Voice. Oozes like honey. Upper class non-rhotic Southern
Personality. Paranoid and mousey. American.
Ideal. One's financial standing is a measure of one's worth as Personality. Affable, insistent, and self-assured. Prides herself
in her stoic affectation.
a person. The richer you are, the more deserving of those Ideal. All shall be made equal. (Chaotic Neutral)
riches you are. The poor oughtta pull themselves up by
their bootstraps. (Lawful Evil) Bond. Joined the sentinels after her high elven village elder
Bond. Indebted to the Union of Small Business Owners who betrayed her people to become a lich.
have bribed him with luxurious piles of magic items and Flaw. Cannot suppress her emotions as well as she thinks.
gold. T M
T
M
R
U
P
TURPH MUSHEEN OF THE
U
H
F
E
T
N
O
E
H
E
S
H
TURPH MUSHEEN OF THE
P
N
O
U
T
H
R
F
H
S
E
H
E
U
Flaw. Easily bribed, which means that his government really TURPH MUSHEEN OF THEE
B
U
has no identity distinct from its "investors". Whatever the U N I O N F S M A L L B S I N E S S
S
O
UNION OF SMALL BUSINESS
U
UNION OF SMALL BUSINESS
F
M
S
E
N
U
S
L
L
O
N
A
I
N
I
O
lobbyists say is what goes. UNION OF SMALL BUSINESSS
O
O
OWNERS
E
S
N
W
R
OWNERS
W
E
N
R
OWNERSS
H
L
C O M M I S S S O N E E R H U C K L A S S I I C K Page References: IW 11, 17, 21, 36, 41, 98-99, 105-106, 154-156,
COMMISSIONER HUCK LASICK
U
R
I
C
S
COMMISSIONER HUCK LASICK
C
A
C
I
M
M
I
O
K
COMMISSIONER HUCK LASICKK
O
N
E
OF THE ENDERCOAST GUARD
O F F T H E E E N D E E R C O A S S T G U A R D 159-161, 165, 171, 185
C
R
G
A
O
OF THE ENDERCOAST GUARD
T
D
H
R
A
N
U
T
O
OF THE ENDERCOAST GUARDD
Turph Musheen is a retired adventurer and small business
Page References: IW 11, 13-15, 29-31, 36, 38, 41, 88, 98-99, 105- owner. He owns a flower shop. He's also on the board of the
106, 155-158, 161, 164, 170-171, 175 Union of Small Business Owners and has gained massive
Commissioner Lasick is a brutal, no-nonsense infrastructure support from the other union members for his rejection of the
coordinator who has built his career in the engineering sector. Feywild's influence over Endercoast. The city should be self-
He has recently acquired the badge of commissioner and sufficient. It should not give in to the magic of the Fey.
intends to reform the slipshod Endercoast guards into a Turph is represented by a half-orc commander (NPC 290).
fighting force to be reckoned with.
Commissioner Lasick can be represented by a stout halfling Appearance. Well-dressed grey-skinned man with tusks.
trebucheter (269) and is never seen without his arcane turret Braided through his hair are four flowers: a white rose, two
(NPC 268). daffodils, and a chrysanthemum.
Voice. Rough and working class, hiding a sharp intelligence.
Appearance. A dark-skinned halfling with deep scars on his Heavy cockney accent.
face and calluses of a life working with his hands. He wears Personality. Everything's a negotiation to him. He likes to beat
drab, functional armor somewhat visible underneath his around the bush before getting to the point.
commissioner's uniform. Ideal. If we don't stand up for ourselves, nobody's gonna do it
Voice. Deep, gruff, and a bit snarly. Canadian accent. for us. (Neutral)
Personality. No nonsense. Bond. His son was killed in the Endercoast salt mines ten
Ideal. A single competent person can make all the difference years ago. He vowed never to let anything like that happen
in the world. (Lawful Neutral) again, no matter the cost. His wife and two daughters now
Bond. His six chiefs and their immediate underlings are his live a respectable lifestyle in a nice part of town. The four
"untouchables" -- they cannot be bought. flowers in his hair symbolise his family. Flowers need a
Flaw. His failures as an engineer follow him. He sees his gardener.
mistakes in Endercoast's infrastructure everywhere he goes. Flaw. Not above using dirty tricks and intimidation to get what
he wants, and he doesn't see the hypocrisy in his actions.
11
I
C
L O R D C A L L S O F F T H E E L I T T E E R D A I I L L L L I , , T H E E T R E E E O F F I N F I I N I I T Y
T
L
L
D
I
S
DAILILI, THE TREE OF INFINITY
H
T
F
N
E
LORD CALS OF THE LITTER
T
H
DAILILI, THE TREE OF INFINITY
LORD CALS OF THE LITTER
O
LORD CALS OF THE LITTERR
R
A
D
O
I
I
A
R
T
N
O
DAILILI, THE TREE OF INFINITYY
T
I
T
P
T
AND THE PEAT
A N D T H E E P E E A T Page References: IW 12, 20, 59, 61, 64-65, 70, 82, 87, 98-99,
AND THE PEAT
AND THE PEATT
A
A
D
N
H
102-106, 109, 119, 126-130, 133, 151, 165-166, 168-169, 171,
Page References: IW 12, 16, 18, 43, 59, 63, 80-81, 87, 98-99, 179-183, 196-197, 203, 218, 230
108-116, 119, 127, 133, 165, 167-168, 171, 179, 182, 190-192, Dailili was once a dryad whose many children in the
216, 228 material realm were cut down by a woodsman. She slew him
Lord Cals of the Litter and the Peat is an ancient archfey, but was banished to the Feywild for the crime of murder. In
perhaps older than the Feywild itself. He is as patient as the the Feywild, she now sits on her rooted throne, plotting her
winds that flatten a mountain. He is as determined as a root revenge. A tree has sprouted from her fey court, an extension
that grows in a crack in a stone. He waits, sometimes for of her very will, that is fated to consume all of existence.
millennia, as eventually all problems will fade away. Dailili is represented by the Wild Guardian (NPC 160)
Lord Cals is represented by the Lord Cals statblock (IW 190). statblock (her dryad form) and her true Dailili (IW 196) form.
He primarily uses time vultures (IW 216) and stone golems She primarily uses dryads (MM 121) and either wood woads
(MM 170) as minions.
(VGM 198) or primeval guardians (NPC 171) as minions, plus
Appearance. He appears to mortals as a black-cloaked other plant monsters such as blights (MM 32) and treants (MM
skeletal specter, his head the skull of a goat, wearing a rope 289), each of which are an extension of herself.
necklace adorned with a beautiful red rose. Appearance. She appears to mortals as an ordinary (if
Voice. Deep, slow, cracked, and sonorous. toweringly tall) dryad. Only her sheer size and her glowing
Personality. Patient. His wrath is unearthed only after careful magenta-tinted eyes give away her true identity as an
deliberation. archfey. Her true form is the entire forest around her court,
Ideal. It doesn't matter who you are. Your time will end where every tree shares the same root system linking with
eventually. (Neutral Evil) the Tree of Infinity at the center.
Bond. The red rose pinned to his rope necklace is a symbol of Voice. Soft, bitter, and rumbling.
a long-lost faerie queen whose advances he spurned. When Personality. Brimming with rage, spite, and hatred for all
she gathered her forces to destroy him, he slew them all things except the plants and creatures she has birthed.
and locked her forever away in his rose. Ideal. Mortals have no respect for nature. She will make them
Flaw. He does not sweat small failures, knowing that in the respect her. (Chaotic Evil)
end he will be victorious. But for mortals with short lives, Bond. She was banished from the Material Plane, her birth
this means he can be defeated. At least for a while.
plane, for the crime of murder. Perhaps there is a chance
J
C I I R R U S S T H E E J E E S S T E E R that she can be pardoned for her crimes. But what then of
C
CIRRUS THE JESTER
CIRRUS THE JESTER
T
CIRRUS THE JESTERR
R
T
U
H
R
her court in the Feywild?
Flaw. Dailili does not value the lives of creatures other than
Page References: IW 10, 12, 19, 29, 43, 46, 59, 81, 87, 98-99, herself. They are so small, and she is so big.
109, 118-124, 127, 133, 159, 165, 168, 171, 179, 193-195, 229
Cirrus the Jester is a trickster spirit. They tell jokes to T M
B
TETTLEBUG MOONFLOWER
T
W
L
T
O
E
E
T
G
O
N
R
F
E
M
L
U
O
TETTLEBUG MOONFLOWER
U
F
L
O
N
O
G
E
T
L
T
O
W
B
E
E
soothe their addled, sickened mind. But nothing suffices. TETTLEBUG MOONFLOWERR
Cirrus is represented by the Cirrus statblock (IW 193). They Page References: IW 12, 21, 31-32, 59, 72, 80, 83, 87, 99, 109,
primarily use eladrin jokers (NPC 297), jesters (NPC 52), and 119, 132-137, 146, 165-167, 171, 179, 198-199, 231
clowns (NPC 281) as minions. The Princess of Dewdrops brings rain, fog, and chill in her
Appearance. They generally appear to mortals as a clown with endless dance, wreaking havoc across the Feywild as she
a formless, indistinct body, wearing a wooden mask that revels in the melancholy of distant thunder.
betrays no emotion. They can shapeshift at will into any Tettlebug Moonflower is represented by the Tettlebug
mortal that has ever laughed at their jokes. statblock (IW 198). She primarily uses stormcloud mephits (IW
Voice. Modulating wildly between masculine and feminine, 216), sprites (MM 283), and pixies (MM 253) as minions.
deep and high, joking and serious. They have an unsettling, Appearance. Tettlebug appears to mortals as an ordinary
mirthless, megalomaniacal laugh. pixie. Her status as an archfey is revealed by the intricate
Personality. Desperately clownish, often mean-spirited. patterns on her wings that glow with barely-contained
Ideal. Humour is how we cope with the absurdity of an thunderous energy, and by the fact that every beat of her
uncaring universe. (Chaotic Neutral)
wings lets loose a minor thunderclap.
Bond. As a mortal, Cirrus was a genderfluid eladrin circus Voice. She has a tiny voice that booms.
clown, blessed by Corellon with shapeshifting powers. They Personality. She is a reveller, a singer, and a destroyer, and
fell in love with a beautiful acrobat, a woman who glowed she hardly knows the destruction she has wrought.
with the joy of life itself. The acrobat asked for Cirrus' hand Ideal. There is nothing more comforting than the sound of
in marriage, and on the night of their wedding, she revealed rain pattering against the leaves and the boom of thunder in
that her true form was that of Lliira, Goddess of Joy. the distance in the night time. (Chaotic Neutral)
Overwhelmed, Cirrus descended into madness. Bond. She has a family of pixies that are very worried about
Flaw. Cirrus would like nothing more than to return to Lliira her. They do not know the immense power that she has
and join her in Elysium. But they know they are too far gone gained since she went missing. She is just their lost sister.
for her to ever want them back. So much has gone wrong. Flaw. She is unaware of the true extent of her power.
So much is lost.
12
D E E A R E E S S T G R A N M A T T H E E
G
M
D
MATTHEW
W
DEAREST GRAN
MATTHEW
DEAREST GRAN
A
DEAREST GRANN
T
A
MATTHEWW
R
A
R
T
T
H
Page References: IW 13, 59-63, 65, 98, 108-114, 139-141, 150- Page References: IW 13, 17, 24, 32, 36, 38-39, 41
151, 166-168, 171, 179-180, 232-236 Matthew is the owner of a large adventuring shop in
The hag in the woods can grant you your wildest dreams, Endercoast where he sells all gear that any adventurer could
but if you cross her, those dreams will become a nightmare. conceivably want. He is secretly a powerful fighter/cleric,
And you'll never wake up. though he does not like to advertise this fact. A terrible curse
Dearest Gran has her own statblock in this book (IW 232). prevents him from ever leaving his shop. Matthew has placed
notes in the margins throughout this book, an effort for him to
Appearance. A crooked old woman in simple clothes, wielding reach out to others in the few ways he still can.
a disarmingly kind smile like a carving knife. Matthew is represented by the indefatigable (NPC 99)
Voice. Her voice is like that of a traditional fairy-tale witch, all statblock with the quick features of a forge priest (NPC 68).
scratchy and cackly and manic, though her words are
always sober and dangerous. Appearance. A barrel-chested man in his mid-to-late fifties, a
Personality. Dearest Gran has no issues whatsoever with thin layer of fat over a thick layer of muscle. His curly black
enslaving others to her will, and she will often lazily use her hair and beard is neatly trimmed in a Greek style.
servants for simple tasks. She dotters around like a Voice. Sonorous, with always a hint of amusement and
harmless old woman most of the time, but if she is crossed, interest in others' stories.
her wrath is absolute. Personality. He doesn't get a lot of human connection locked
Ideal. Dearest Gran despises a cheater. (Neutral) up in his shop, so he tries to make conversation with his
Bond. Her most powerful magic comes from a coven between regulars wherever possible. He's lived a long, hard life with
her and her two sisters, night hags (MM 178) that have many twists and turns and loves to swap stories.
retreated to the Nine Hells and mostly ignore her. She Ideal. He is a cleric of Hephaestus and values independence
resents her sisters but dares not confront them for fear of and freedom. He feels he lacks these things in his own life.
losing her powers. (Neutral Good)
Flaw. While she cannot explicitly be said to be evil, Dearest Bond. If he can break his curse, he may be able to return to
Gran is typical of the immorality of hags, having no issues the Plane of Fire to be with his one true love, a fiery
with stealing children, enslaving people against their will, salamander.
and sending people hurtling into horrors worse than death. Flaw. He has little patience for those who rely too much on
others. An adventurer should be effective even on their
J JILWOCKY NIFTYWOOP own. Specialisation is for insects.
N
J
N
W
O
C
K
Y
O
P
O
F
I
T
W
Y
JILWOCKY NIFTYWOOP
I
L
O
T
O
Y
F
I
Y
W
L
I
JILWOCKY NIFTYWOOPP
W
K
C
O
B
R
RITA BARNACKY
Page References: IW 13, 35, 52, 151 R I T A B A R N A C K Y
RITA BARNACKY
I
T
A
A
N
R
A
K
C
Despite his diminutive size, Jilwocky is a dangerous force to RITA BARNACKYY
be reckoned with. He is in tune with the chaos of the Feywild Page References: IW 13, 19, 40-41, 154-161
due to his druidic connection with Silvanus, God of Wild No record of the Saltine Herald exists from before
Nature, while also being a shark in the political game. It was Endercoast came to the Feywild. No one can say that they
his savvy that allowed the Sylvan Gardens to remain as large have ever seen its editor in person, Rita Barnacky. In actual
and impressive as they are in the middle of an otherwise fact, she is a formless fey spirit that was trapped in Endercoast
industrial city. when it was teleported to the Feywild.
Jilwocky can help the party enter the Feywild. On a full Rita Barnacky can be represented by a banshee (MM 23) if
moon, he will take the form of a wolf and ask the party to she is ever summoned.
reveal to him a deep, powerful truth about themselves. Only
then can they pass through the Shimmer. Appearance. Rita will take on the form of a winter eladrin
Jilwocky can be represented by an archdruid (VGM 210) or banshee if somehow summoned.
by an archdruid coven leader (NPC 83). Voice. Rita is voiceless, only able to communicate through her
newspaper. If fought in banshee form, she screams random
Appearance. Diminutive, yet self-assured and powerfully headlines in a shrill, high-pitched middle-aged woman's
built. voice.
Voice. Gnomes have high voices, and he has a deep voice for a Personality. Rita is extremely conservative and theocratic, an
gnome, meaning he just has a relatively unassuming voice unusual trait for a fey. This is likely why she immediately
that hides a deep wisdom. became attached to Endercoast when it arrived.
Personality. He always knows more than he lets on. Ideal. Rita is nothing without her new identity as a newspaper
Ideal. The wilds can't be dismissed as mindless chaos. There editor, and if the city falls, she will go back to being a
is a rhythm to them. An understanding you must reach if formless spirit. She only cares for others to the extent that
you are to survive. (Neutral) they would make a good story in her paper. (Neutral Evil)
Bond. Jilwocky lives in a hill in the Sylvan Gardens with his Bond. Of the four factions in the city, she often flip-flops in her
wife and six kids. He cooks dinner every evening. biases, but generally likes the government and the
Flaw. Jilwocky is extremely reluctant to use his power. He is Sentinels of Equity and hates the union and commissioner.
afraid that he will be overtaken by the wilds and forced into Flaw. Rita is inflammatory to a fault and can't resist
direct service to Silvanus. He likes the pocket of lawfulness publishing attack pieces of even those who should be on
he has achieved for himself in Endercoast. her side.
13
F A C T I I O N
F
S
O
N
FACTIONS
FACTIONS
T
C
FACTIONSS
A
E N D E E R C O A S S T T F A C T T I I O N S
R
ENDERCOAST FACTIONS
F
E
ENDERCOAST FACTIONS
ENDERCOAST FACTIONSS
O
C
N
N
D
A
A
C
O
E E N N D E E R R C C O O A S S T T G O O V V E E R N N M E E N N Events
ENDERCOAST GOVERNMENT
G
R
T
D
A
ENDERCOAST GOVERNMENT
ENDERCOAST GOVERNMENTT
M
You can roll randomly for the following faction events, or
L e a d e r
Leader
Leader
r
a
d
L
e
e
Leaderr choose an event appropriate to your session.
L
e
d
a
e
Hitchen Attercat is the mayor of Endercoast. See Dramatis
Personae for details. d6 Event
The mayor plans a ball to celebrate his daughter's
Goals
G o a l s
a
o
s
l
G
Goals
a
l
G
o
Goalss 30th birthday. Worried that nobody will attend, he
The government of Endercoast pursues the following goals 1 puts in place an 8 o'clock curfew and makes his ball
over the course of the story. an exception to the curfew.
Return to the Material Plane. The Feywild is a scary place that The mayor starts following through on his campaign
can't be tamed. The longer the city spends here, the more it promises to "clean up the streets" of both trash and
will fall into anarchy. 2 crime. Suspiciously, the mayor has never ful lled a
Protect the Interests of the Mayor. The mayor takes bribes campaign promise before, leading many to believe
from the Union of Small Business Owners, and his daughter that he's been replaced by a döppelmayor.
has her own fashion store in the city square that he wants to To celebrate the party's recent victory, he invites
ensure the success of. He acts to support these businesses if
they don't interfere with his other goals. 3 them to a public ceremony to grant them the key to
the city. He changes his mind last minute and gives it
Preserve the Mayor's Secret. The mayor is rumoured to have to Huck Lasick instead, despite the fact that Lasick
a secret lover. If his unfaithfulness to his wife were ever absolutely does not want the key to the city.
confirmed, it would seriously undermine his chances at
reelection. The mayor takes some time o f at his mansion by the
4 docks, ostensibly by himself. Without him, a lot of
c
f
e
n
n
Influence
I I Influence work is getting done by the council, but he's been
e
l
u
n
l
e
n
f
c
u
e
Influencee
c
I
l
u
f
n
n
e
Finances. The government has effectively unlimited funds for gone a while and some people are getting worried.
this adventure. As long as the people of Endercoast The mayor bans all travel in or out of the city. The
collectively agree to continue to use the gold piece standard 5 guards are unlikely to follow his demands, especially
while in the Feywild, the government can secure its considering that some people have seen the mayor
hegemony over the city through financial means. sneaking someone in and out anyway.
Leverage. After taking so many bribes, the government and its The mayor's daughter uses her father's political clout
politicians have an uneasy alliance with many criminal 6 to advertise her fashion store.
organisations in Endercoast due to mutually-assured
destruction. They both have world-shattering revelations to
Faction Bonuses
share, if only the other would strike first.
Politics. The government is able to achieve its political goals By completing sidequests, the group can increase or
because of the support of its people and because of its decrease their faction relationship.
careful bureaucracy that exists to prop itself up. With a Relationship Bonus (or Detriment)
bureaucracy in place, any reasonably intelligent politician
can absolve themselves totally of responsibility for anything NPCs allied with the government have
bad that happens. -1 advantage on Intelligence (Investigation)
and Wisdom (Insight) checks made against
Anarchists
the party, and they are supported by 1d4
inquisitors (NPC 183) each.
0 No e fect.
Citizens
When a party member takes the Help
action to assist an ally with an Intelligence
1
Statists (Investigation) or Wisdom (Insight) check,
the recipient can additionally add 1d4 to
their result.
The party receives the above bene t and
2 can put into place one reasonable city law.
M a y o r A t t e r c a t
Lobbyists The party can't put into place any further
Seen a lot of men like Attercat make it to the
laws than this.
top and then have no idea what to do with
themselves once they get here. The mayor,
well, all the wealth and power in the world
14 won't fill that hole in his heart.
E E N N D E E R R C C O O A S S T T G U U A A R R D
G
D
A
ENDERCOAST GUARD
ENDERCOAST GUARD
ENDERCOAST GUARDD
Leader
L e a d e r
e
d
r
Leader
a
e
L
a
Leaderr
d
e
L
e
Huck Lasick is the commissioner of the Endercoast Guard. See Events
Dramatis Personae for details. You can roll randomly for the following faction events, or
choose an event appropriate to your session.
F i g h t e r s
Fighters
e
r
F
h
Fighters
i
s
t
g
t
i
h
r
g
e
Fighterss d6 Event
F
The guards in the Endercoast Guard are all fighters. The guard
is made up of six precincts (refer to NPC 75 for the rundown The commissioner arrests thirty anti-Feywild
on fighter squads) with 5d100 guards (MM 347) in each 1 protesters o f the street, causing the protests to
precinct (roughly 250 per precinct and roughly 1500 total). worsen as more people take up the cause.
The precincts are respectively led by a veteran (MM 350), a One of the commissioner's top-ranking chiefs is
master-at-arms (NPC 103), a rally guard (NPC 103), a 2 assassinated, prompting a swi t and violent
commander (NPC 290), a brute (NPC 106), and a banneret investigation into the perpetrators.
(NPC 102) as their chiefs. The commissioner makes a public apology for the
recent collapse of a small stone bridge that he
3
Goals
G o a l s
s
o
Goals
a
l
G
a
o
G
Goalss oversaw the construction of ten years prior. The
l
The Endercoast Guard pursues the following goals over the bridge wounded a young child when it collapsed.
course of the story.
The commissioner sends several dozen guards out
Crack Down on Enormities. Endercoast is a city of sinners. into the streets with soap, buckets of water, and fresh
The commissioner knows that a few broken windows is all it 4 paint in order to clean up the rampant gra ti. They
takes for criminals to think they can get away with it, so his accidentally paint over a beautiful mural that Mayor
strategy is one of zero quarter. Attercat had commissioned for his daughter.
Replace Shoddy Engineering. A lot of Endercoast's A councillor accuses the commissioner of refusing to
engineering work was done shoddily, in a rush, to keep up investigate the bribes that the Union of Small
with a velocitous population growth. Now that the 5 Business Owners pays to the mayor. In response, the
population has levelled off (especially because everyone is commissioner asks the party to investigate the
trapped here), now's the time to push for some councillor for any wrongdoing on his part.
infrastructure work that desperately needs to get done. A crime boss (NPC 177) puts out a hit on the
Ally with the Cult. Huck Lasick isn't a religious man, but he 6 commissioner. 1,000 gp for the hal ling's head. 1d6
knows the power of church on ensuring the obedience of discount assassins (NPC 181) take to the streets.
the masses. He thinks the Sentinels of Equity are a bunch of
crackpots, but if they can help him maintain order, maybe a
Faction Bonuses
bunch of crackpots is what this city needs. He doesn't quite
understand the true purpose the cult, unfortunately. By completing sidequests, the group can increase or
decrease their faction relationship.
c
u
e
n
f
n
I Influence
l
e
e
n
n
c
e
u
Influence
l
f
I
c
Influencee Relationship Bonus (or Detriment)
n
n
u
l
e
f
I
Leadership. The guards command respect from their citizens,
who go along with what they say unless they have a good The streets are lled with bandits (MM
reason to disobey (and are willing to potentially put their 343), dirty fighters (NPC 293), thugs (MM
life on the line to do so). The commissioner commands the -1 350), and the occasional outlaw (NPC 303).
guards, and time and time again he proves his capabilities Perps Sometimes, there are much worse threats,
as a leader. like an arcane thief (NPC 180) or a master
Persistence. Commissioner Huck Lasick does not rest until he thief (VGM 216). It's not safe to walk around
has his man. He does not sleep until he has a solution to his a ter dark.
problems. He does not give up, not now, and not ever. He is 0 No e fect.
relentless. He is inevitable. And his guards must follow suit. Civvies
Violence. In concept, as an organisation a city guard has The party is accompanied by a mercenary
widespread societal permission -- and in fact, expectation -- (NPC 301) from Lasick's "untouchables" --
to inflict violence on those who would go against the 1 not a chief but an experienced sergeant.
interests of the city. They employ mercenaries and train Informants Lasick's guard forces as a whole become
recruits to become lethal fighters. They are the largest mercenaries (NPC 301) instead of guards
combative force in the adventure, moreso even than any (MM 347).
individual archfey's forces. The party receives the above bene t and is
pardoned for a serious wrongdoing, if
2 applicable. The party can't be pardoned for
Consultants further wrongdoings, and crimes
committed with knowledge of a potential
future pardon cannot be pardoned.
15
S S E E N T T N N E E L L S S O O F E E Q Q U T T Y
I
U
SENTINELS OF EQUITY
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SENTINELS OF EQUITY
SENTINELS OF EQUITYY
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Leader
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Leader
Leaderr
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The Sentinels of Equity have no official leader, but Hermione Events
Galanodel is their spokeswoman. See Dramatis Personae for You can roll randomly for the following faction events, or
details. choose an event appropriate to your session.
d6 Event
R e l i i g i i o u s D e t a i i l s
Religious Details
e
a
t
s
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D
l
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o
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R
Religious Details
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Religious Detailss
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R
Chaotic Neutral. The Sentinels of Equity do not worship a Cultists burst into an active criminal court case and
specific god, but moreso the abstract concept of a "truly equal 1 demand that the defendant be executed
society". Perhaps there is a god that grants them their powers, immediately for the crime he is so clearly guilty of
though such a god has yet to reveal itself. Now that the city perpetrating.
has been cut off from the Material Plane, their power has The cultists summon the spectral visage of an
remained steady while other churches of Endercoast, aside 2 archfey, casting it high into the clouds so that all of
from those of Lliira and Silvanus, have waned. Endercoast can listen to its demands.
Cultists of the sentinels of equity dress in identical white The cultists set o f an explosive rune in the sewers to
robes and often speak together as many voices merging into 3 demonstrate to the common folk their over-reliance
one. Once a day, each cultist can replace any result of a die on proper sanitation. The city stinks.
roll with 10 (before adding modifiers). The cultists make an assassination attempt against
4 Mayor Attercat. His incompetency only serves to
G o a l s hinder their goals.
Goals
a
G
a
s
G
Goalss
l
l
Goals
o
o
The Sentinels of Equity pursue the following goals over the
course of the story. The cultists send cultists of the archfey (NPC 220)
Absolute Fairness in All Matters. The cult believes that the 5 disguised as church hands to "support" a guard raid
on suppliers of ellicit substances. Secretly they wish
government and the city guard are incapable of objectively to obtain these substances for themselves.
doling out justice. Only the Sentinels of Equity are capable
of viewing criminal acts from an unclouded perspective and Hermione meets a party member at a formal event
should therefore be the adjudicator in all cases. 6 and attempts to convince them to join her cult. She
Return to a State of Nature. Endercoast is a city encroaching becomes vengeful if denied.
on the natural order of the world. Being transported to the
Feywild is a sign that the city has strayed too far from its Faction Bonuses
roots and must tear itself apart to coalesce into the soil By completing sidequests, the group can increase or
once more. decrease their faction relationship.
Eliminate the Opposition. Any who disagree with the
Sentinels of Equity are acting unreasonably, and there is no Relationship Bonus (or Detriment)
room in this world for unreasonable people. The cult must -1 The party cannot add their pro ciency
eliminate anyone who crosses them. Heretics bonus to saving throws due to a curse from
the cult.
n
Influence
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Influencee 0
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Divine Magic. The sentinels command divine power in a place Fools No e fect.
that is otherwise largely cut off from the gods. Most major
religious institutions find their clerics powerless. Not so for Once per day, a party member can replace
the sentinels. They heal the sick, banish undead, and bring an ally's d20 roll for an ability check, attack
light to the masses. 1 roll, or saving throw with 10 (before
Luck. The sentinels have made a pact with Lord Cals, who Useful Fools modi ers). A ter doing so, the original
party member's next ability check, attack
supplies Hermione Galanodel and other influential roll, or saving throw also becomes 10
members of the cult with a warlock's magic. Lord Cals (before modi ers).
provides them the boon of patience -- the dice will be in
their favour if they are willing to wait. 2 The party receives the above bene t and
Manipulation. The sentinels have their claws in most Cultists also receives the maximum healing
influential organisations in Endercoast. They've bribed the possible from all hit dice rolled.
government, they've installed secret members on the board
of the Union of Small Business Owners, and they've
convinced the Endercoast guard that their presence in the
city helps maintain order.
16
U N N I O O N N O O F S S M A A L L L B B U U S I S N N E E S S S O W N N E E R R S
L
F
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UNION OF SMALL BUSINESS OWNERS
O
UNION OF SMALL BUSINESS OWNERS
UNION OF SMALL BUSINESS OWNERSS
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Leader
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Leader
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Leaderr
Turph Musheen is the most influential member on the board Events
of the Union of Small Business Owners. See Dramatis You can roll randomly for the following faction events, or
Personae for details. choose an event appropriate to your session.
d6 Event
Features
F e a t u r e s
s
Features
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e
e
F
t
a
r
Featuress
e
a
t
F
r
u
e
The union uses thugs (MM 350) for intimidation purposes. Matthew the blacksmith calls upon the union to
Thugs have access to Pack Tactics, which is a powerful feature 1 provide him with extra tools to detect and disable
that grants advantage when ganging up against a target. You magic a ter his shop is burgled by an arcane thief
can grant other NPCs the Pack Tactics feature if they work for (NPC 180).
the union. The board funnels money into a public works project
As an alternative to Pack Tactics, you can grant NPCs the that would necessitate tearing down and relocating a
ability to use the variant flanking rules (DMG 251), which is 2 rival weaver's guild's headquarters. They hope that
also what player characters gain access to as a result of allying this will pressure the guild into joining with the
with this faction. If you're running this adventure with theatre union to survive.
of the mind, you can adapt the flanking rules as follows: Union thugs beat an auditor in the streets for daring
to give one of their members an unfavourable report.
3
The auditor, a young woman named Hacinth, refuses
to press charges out of fear.
Theatre of the Mind Flanking. When a creature and its
ally are both within 5 feet of a target, a creature can spend Two board members make a pact to veto all of Turph
10 feet of movement to position itself in such a way that Musheen's proposals, worried that he is letting his
the target becomes flanked. The flanking bonus lasts until 4 power go to his head. He manages to gather enough
the creature, its ally, or the target moves, or the creature or votes to kick them from the board, so they try to start
its ally become incapacitated. their own competing union.
A courier for the union is caught transporting a bribe
to mayor Attercat. The union denies all responsibility.
5
s
l
a
G
Goals
Goals
G o a l s The party is asked to sit in to the court hearing, where
o
G
a
Goalss
o
l
The Union of Small Business Owners pursues the following the mayor absolves the union of all wrongdoing.
goals over the course of the story. A previously-successful mining company, Tracer Coal,
Protect Our Own. Members of the union are granted special refuses to pay its workers their salaries given that the
protections and must be allowed to call upon the resources mine is no longer accessible while they're in the
of the union to support them. All for one and one for all. 6 Feywild (even though the miners are still completing
Absorb Competitors. Almost every other guild in Endercoast jobs for the company). Union thugs face o f against
has been incorporated into the union, and they won't stop mercenaries (NPC 301) hired by Tracer Coal to press
until everyone is a part of their organisation whether they the workers into complacency.
like it or not.
Return to the Material Plane. The Feywild isn't good for Faction Bonuses
business. Law is preferable to chaos. By completing sidequests, the group can increase or
decrease their faction relationship.
n
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Influencee
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Arcane Magic. When the court wizards joined with the union, Relationship Bonus (or Detriment)
Mayor Attercat knew that attempting to circumvent the -1 The party magically loses 25 gp per week
union would be hopeless. The wizards possess scrying and Boycotters due to a curse from the union.
illusion magic that make it impossible to pull a fast one on 0
them. Or so they think, for their overconfidence breeds Customers No e fect.
complacency.
Intimidation. The union wields the power to shut the city 1 The party gains access to lanking rules
down at any moment. Endercoast can't function without Stakeholders (DMG 251).
the businesses that supply its people with essential services The party receives the above bene t as
2
like food, clothing, water, and medicine. If the union is Investors well as a dividend of 50 gp per week from
crossed, they will strike, and the city will suffer. the union.
Law. The union's team of expert lawyers can worm their way
in and out of the legal labyrinth, always ensuring that the
union comes out on top in a negotiation.
17
A R C C H F F E Y Y C O U R T T S
ARCHFEY COURTS
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ARCHFEY COURTS
R
H
R
ARCHFEY COURTSS
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T H H E E L L I T T T T E E R A A N N D D T T H H E P P E A A Events
T
E
E
T
THE LITTER AND THE PEAT
R
THE LITTER AND THE PEAT
THE LITTER AND THE PEATT
I
Lord Cals rules the court of the Litter and the Peat, a place You can roll randomly for the following court events, or
frozen in time after a calamity struck the ancient race that choose an event appropriate to your session.
once lived here, more ancient even than the gods. The
architecture of the old race is alien, non-euclidean, beautiful d6 Event
in its own way, and the moment of the destruction of their 1 Lord Cals replaces half of the statues in Endercoast
most sacred buildings has been forever preserved. with a gargoyle (MM 140) to keep watch over the city.
Lord Cals asks a trusted dream guardian (NPC 87) to
2
L e a d e r torture the party members or an enemy faction
Leader
e
d
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r
e
Leader
L
d
e
a
Leaderr
L
e
For information on Lord Cals, see Dramatis Personae (IW 12) through their dreams.
and his statblock (IW 190). Using onis (MM 239), Lord Cals kidnaps vulnerable
3 people from Endercoast in the hopes of converting
G o a l s them into his cultists.
Goals
o
o
l
s
l
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a
G
G
Goals
Goalss
Lord Cals pursues the following goals. Lord Cals sends 52 (5d20) time vultures (IW 216) to
Inevitability. Anyone who wishes to cheat death must be 4 circle Endercoast from above, watching and waiting.
shown the error of their ways.
Purification. Lord Cals intends to remove Endercoast from the Lord Cals signs a deal with Mayor Attercat. The mayor
Feywild. An advanced society threatens the purity of his 5 adds the quick features of a warlock of the archfey
(NPC 220) to his existing statblock (king/queen, NPC
court.
298).
I I Influence Lord Cals curses the city of Endercoast with a "slow
e
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Influence
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Influencee
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Patience. Lord Cals is used to waiting. His time vultures (IW 6 day" where every citizen of the city must succeed on a
205) take advantage of an enemy's impatience, and his DC 20 Constitution saving throw or fall under the
stone golems (MM 170) force enemies to slow down. The e fects of slow until twilight.
magic of his court rewards those who take their time and
punishes those who strike ahead. Patron Bonuses
Reservation. Lord Cals possesses nigh-limitless power, but he By completing sidequests, the group can increase or
is careful about how the power is used. He refuses to decrease their court relationship.
employ more of his power than is necessary, so the most
successful of his enemies are those who are as patient and Relationship Bonus (or Detriment)
insidious as he is, never revealing their full strength until it -1 The party has disadvantage on initiative
is too late. Hustlers rolls due to a curse from Lord Cals.
0
i
s
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M i i n i i i o n s No e fect.
Minions
M
n
Minions
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o
Minionss
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M
Any minions with the "(any race)" tag are eladrin (IW 188). May lies
They're marked with an asterisk (*) here. The party draws from the same pool of
available spells. Spells unavailable to one
Cultists of the Archfey* (NPC 220) party member also become unavailable to
Dream Guardians* (NPC 87) the rest. Their shared spell save DC is 8 +
Gargoyles (MM 140) pro ciency bonus. The party can cast the
Liminal Druids* (NPC 91) 1 following spells innately.
Nagpas (MTF 215) Observers
Nothics (MM 236) 1/day each: comprehend languages, dispel
Onis (MM 239) magic, hold person, protection from evil
Scarecrows (MM 268) and good, sanctuary, slow, tongues, zone of
Stone Golems (MM 170) truth
Time Vultures (IW 205) The party receives the above bene t as
Twilight Priests* (NPC 80) 2 well as the following magic item: Ioun
Warlocks of Lord Cals* (IW 228) Wanderers Stone, Reserve (DMG 176).
18
I can conslidate together some replicas of
that mask for you, if you think it'll be helpful.
T h e C o u r t o f J e s t
Fifty gold each. Don't look at me like that, I
know it's just wood. The price isn't for the
materials, it's for my expertise.
Events
You can roll randomly for the following court events, or
choose an event appropriate to your session.
d6 Event
T H H E E C O O U U R R T O O F F J J E E S T 1 Cirrus puts on a circus performance. Everyone in
T
C
T
THE COURT OF JEST
THE COURT OF JEST
THE COURT OF JESTT
S
Endercoast nds an invitation in their pocket.
The Court of Jest is the threshold of theatre. Meet an actor Cirrus sends his minions to crash a court debate,
backstage after the show, and behind the stage is an identical 2 mocking both sides for not seeing the obvious
theatre, only this time you are the actor and the actors are the solution to their dispute.
audience. Impress them and the court will accept you into Cirrus replaces one key faction leader with a
their ranks of performers and acrobats and clowns. doppelganger and puts on endless performances to
3 entertain the real person. Cirrus tells them that they
will be set free when they agree that the
L e a d e r
Leader
Leaderr
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L
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Leader
L
d
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For information on Cirrus the Jester, see Dramatis Personae performance was the best they have ever seen.
(IW 12).
Cirrus disguises themselves as a member of the
4 nobility and wanders around Endercoast, seeing life
a
s
G o a l s from the eyes of a mortal. They're disgusted.
o
Goals
l
Goals
G
o
l
Goalss
G
a
All the World's a Stage. Expose the artifice of society. It's all a
performance. It's all an act. Endercoast's unwillingness to Cirrus kidnaps Rita Barnacky of the Saltine Herald
fully embrace the chaos of the Feywild is foolishness. And 5 (IW 24) and disguises themselves as her. The Saltine
wouldn't Cirrus know about being a fool. Herald insults key faction leaders, getting right to the
Hide the Pain. Anything to keep the painful thoughts at bay. roots of their deepest insecurities.
Any distraction at all. Cirrus tries to secretly attend a show in the Church of
Her Inimitable Joyousness but can't stop themselves
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c
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n
I Influence from openly weeping and causing a scene. They
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Influence
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Influencee 6
e
Entertainment. They say the only thing holding society summon clowns (NPC 281) to cause chaos and then
together is bread and circuses. Cirrus understands that the attempt to cast modify memory on anyone who
latter is a double-edged sword: society needs might have recognised them.
entertainment, and yet entertainment has the power to
collapse society. Patron Bonuses
Mockery. Cirrus knows exactly how to bring pompous people By completing sidequests, the group can increase or
back down to earth. He knows their deepest flaws and decrease their court relationship.
knows just the right words to say to bring them to their
knees. No amount of protestation or denial will suffice. Relationship Bonus (or Detriment)
Cirrus' mockery is truth. Due to a curse from Cirrus, each time a
-1 party member is knocked prone, they must
M i n i o n s
Minions
M
Minions
n
s
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o
M
i
Minionss succeed on a DC 15 Wisdom saving throw
n
i
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n
Any minions with the "(any race)" tag are eladrin (IW 188). Critics or fall under the spell of Tasha's hideous
They're marked with an asterisk (*) here. laughter.
Banshees (MM 23) 0
Bards* (VGM 211) Audience No e fect.
Clowns* (NPC 281) Members
Cultists of the Archfey* (NPC 220) All party members gain pro ciency in
Doppelgangers (MM 82) Performance while performing together as
Effects Masters* (NPC 282) 1 a group. If a party member already has
Fashionistas* (NPC 283) Fans pro ciency in Performance, they can add +1
Glamour Bards* (NPC 51) to their Performance checks (whether with
Harpies (MM 181) their party or elsewhere).
Jesters* (NPC 52) The party receives the above bene t as
Jokers* (NPC 297) 2 well as the following magic item: Hat of
Satyrs (MM 267) Performers Disguise (DMG 173).
Warlocks of Cirrus* (IW 229)
19
T H H E E T R R E E E E O O F F I I N N F F N N I T T Y
THE TREE OF INFINITY
T
T
I
THE TREE OF INFINITY
I
I
THE TREE OF INFINITYY
All the trees in the woods share the same root structure.
Those roots lead back to the tree at the center of the forest, Events
visible from all angles, towering impossibly high into the You can roll randomly for the following court events, or
clouds. The very plants under one's feet are the veins and choose an event appropriate to your session.
nerves of Dailili, for her court and her being are coterminous.
d6 Event
Leader
L e a d e r Creeping vines cover up windows and doors, trapping
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L
L
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d
d
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Leaderr
Leader
For information on Dailili, see Dramatis Personae (IW 12). 1 people in their homes in Endercoast.
Twig Blights (MM 32) grow out of cracks in the
2
G o a l s
Goals
o
a
s
G
Goals
l
o
Goalss pavement in Endercoast, terrorising pedestrians.
a
G
l
Growth. Dailili will not stop until she has overgrown the entire
Feywild, and from there, the rest of existence. She Anyone who eats fruits and vegetables becomes
consumes, and she grows, and she will never, ever cease. 3 terribly sick, becoming poisoned until twilight. The
Revenge. Dailili has vowed to subsume the fools who only thing that makes them feel better is sunlight
banished her from the Material Plane. They took her and meat.
children, and they took her home, and soon she will take Plants grow all through the North Ward, then
their lives. From their lives she will grow new life, her life, 4 spontaneously combust, causing widespread res
stronger than before. through the city.
Trolls (MM 291) are spotted in the sewers planting
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Influence
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Influencee 5 mysterious seeds. If le t unchecked, the seeds will
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c
Plants. Dailili's will extends through all plants in her court, for become shambling mounds (MM 270).
they are as much a part of her as the fingers of a human.
Rage. Dailili's burning, festering rage manifests in the world as 6 More and more people in Endercoast seek out witch
forest fires that occasionally clear huge swathes of her own doctors (NPC 309) instead of medical experts or
priests.
growth, the only thing that is keeping her from expanding
outward even more quickly. From the fires grow new trees,
with thicker bark, hardier limbs, longer lives. Patron Bonuses
By completing sidequests, the group can increase or
M i i i n i i i o n s decrease their court relationship.
Minions
o
Minionss
o
s
n
M
n
n
Minions
M
n
Any minions with the "(any race)" tag are dryads (IW 188).
They're marked with an asterisk (*) here. Relationship Bonus (or Detriment)
-1 All natural terrain is di cult terrain for the
Awakened Shrubs (MM 317) Parasites party due to a curse from Dailili.
Awakened Trees (MM 317)
Corpse Flowers (MTF 127) 0 No e fect.
Druids* (MM 346) Food Sacks
Dryads (MM 121) The party draws from the same pool of
Eco-Terrorists* (NPC 295) available spells. Spells unavailable to one
Flamefighters* (NPC 88) party member also become unavailable to
Green Hags (MM 177) the rest. Their shared spell save DC is 8 +
Grungs (VGM 156) 1 pro ciency bonus. The party can cast the
Needle Blights (MM 32) Planters following spells innately.
Primeval Guardians* (NPC 171)
Shambling Mounds (MM 270) 1/day each: barkskin, entangle, grasping
Swarms of Insects (MM 338) vine, hail of thorns, plant growth, speak
Thornies (VGM 197) with plants, spike growth
Treants (MM 289) 2 The party receives the above bene t as
Trolls (MM 291) Wardens well as the following magic item: Bag of
Twig Blights (MM 32) Beans (DMG 152).
Vegepygmies (VGM 196)
Vine Blights (MM 32)
Warlocks of Dailili* (IW 230)
Witch Doctors* (NPC 309)
Wood Woads (VGM 198)
20
D E E W D D R R O O P P S
DEWDROPS
D
DEWDROPS
DEWDROPSS
W
Surrounding the endlessly-singing Tettlebug Moonflower are a
court of devoted fae creatures, the Dewdrops, that attend to Events
her every whim. In the joyful wake of the court are terrible You can roll randomly for the following court events, or
storms. choose an event appropriate to your session.
d6 Event
Leader
d
a
Leader
L
L e a d e r
e
e
r
L
Leaderr
a
e
e
d
For information on Tettlebug Moonflower, see Dramatis 1 Endercoast su fers rainy weather for 14 solid weeks.
Personae (IW 12).
Lightning incinerates a high-levelled member of one
of the four factions (not one of the faction leaders),
2
G o a l s
Goals
o
G
Goals
s
a
l
l
o
a
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Goalss causing that faction to scramble to recruit someone
Good Cheer. Tettlebug Moonflower spreads joy and happiness to replace them.
wherever she goes. She refuses to believe otherwise. She
never returns to places she has visited. After all, she's Warlocks of Tettlebug Moonflower (IW 231) arrive in
already spread joy to that place. No need to see if the joy town, accompanied by subservient goblins (MM 166)
has lasted. She knows that it has. 3 and kuo-toas (MM 199), to sell six paintings of
Music. Tettlebug is not a great singer, but music isn't about Tettlebug Moon lower. They ask for unusual
payments (IW 61). They refuse to leave Endercoast
becoming an expert, it's about expressing oneself, about until all are sold.
releasing oneself from inhibitions, about creativity. Her
wingbeats are pounding drums and her voice tinkles like A faerie dragon (MM 133) entices Turph Musheen with
chimes. promises of beautiful lowers to add to his shop if he
4 follows it. When he returns, he has a new lower in
his hair, a tulip that glistens with a sprinkling of
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Influence
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I I Influence
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Influencee
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Devotees. Tettlebug is surrounded by sycophants. They dewdrops and fairy dust.
compliment her constantly. And they are perfectly willing to Lightning strikes collapse all of the bridges in
put their lives on the line if it means that she remains 5 Endercoast, cutting o f the east side of the city from
unaware of the destruction she wreaks across the Feywild. the west until they can be repaired.
In their eyes, it is worth the deaths of millions for Tettlebug A unicorn (MM 294) weeps at the feet of the petri ed
to remain in blissful ignorance. Her laughter trumps all. dragon turtle (IW 17). It touches its horn to the stone
6
skin of the monster, but there is no e fect, and the
M i i i n i i i o n s unicorn leaves, distraught.
Minions
n
o
n
n
n
o
Minionss
M
M
Minions
s
Any minions with the "(any race)" tag are faeries (IW 189).
They're marked with an asterisk (*) here.
Patron Bonuses
Autumn Eladrin (MTF 195) By completing sidequests, the group can increase or
Bards* (VGM 211) decrease their court relationship.
Bullywugs (MM 35)
Cultists of the Archfey* (NPC 220) Relationship Bonus (or Detriment)
Faerie Dragons (MM 133) The party is magically deafened every day
Feysworn* (NPC 146) -1 from dawn until twilight due to a curse
Fey Wanderers* (NPC 164) Meanies from Tettlebug.
Glamour Bards* (NPC 51) 0
Goblins (MM 166) Boors No e fect.
Kuo-Toas (MM 199)
Pixies (MM 253) Each party member succeeds on all
Quicklings (VGM 187) 1 nonmagical weather-related saving throws
Satyrs (MM 267) Friends and is immune to nonmagical weather-
Spring Eladrin (MTF 196) related damage as long as they are within
30 feet of another party member.
Sprites (MM 283)
Summer Eladrin (MTF 196) The party receives the above bene t as
Unicorns (MM 294) well as the following magic item:
Warlocks of Tettlebug Moonflower* (IW 231) Instrument of the Bards, Anstruth Harp
Winter Eladrin (MTF 197) (DMG 205). A party member can spend 4
2 weeks of downtime learning to play the
Best harp from Greta in the Church of Her
Friends! Inimitable Joyousness (IW 13) or Hermione
Galanodel in the Sentinels of Equity
Headquarters (IW 18); they become fully
pro cient a ter 4 weeks as the Anstruth
Harp magically enhances their learning.
21
E N D E R C O A S T
E
ENDERCOAST
ENDERCOAST
E
R
A
S
C
O
D
ENDERCOASTT
N
E ndercoast is a dense city of about 20,000 inhabitants founded on the edge of the Bay of Driving Winds. It proved to
be a valuable investment for its founders when they discovered the city was built over a region ideal for mining
salt deposits, which were valuable in a time where food was scarce and preservation through winter was difficult.
Economic prosperity quickly brought about debaucherous holidays and street festivals, which in turn brought in a
thriving middle class of merchants, artists, and vacationers.
One fateful twilight, the entire city was spirited away through powerful magic. A city that used prosperity to sow
chaos, now Endercoast is trapped as an unwitting bastion of civilisation in an unfamiliar and dangerous new
realm. Can the city hold together, or will it fall to the chaos of the Feywild?
Endercoast is a place of stability and rest for the party, at least in comparison to the world beyond the Shimmer. Since long rests
are not permitted in the Feywild, characters must frequently return to Endercoast or risk succumbing to exhaustion.
E N D E E R C O A S S T T R E E F F E R E E N C C E
R
ENDERCOAST REFERENCE
E
E
R
ENDERCOAST REFERENCE
N
D
C
A
O
ENDERCOAST REFERENCEE
N
R
Weather (IW 42)
Summer is always humid and winter is always cold.
Mood (IW 42)
d20 Weather
d20 Mood
Cold. Anyone further than 5 t. from a source of heat
Riotous. The general population boils over with or another person takes 1d4 cold damage per
frustration from being locked away in the Feywild. 1 round. Everyone huddles together in clumps and
1 In a show of violent protest, a small group of rioters the streets grow empty. There is no snow, only cold.
burns down buildings, smashes windows, loots
storefronts, and brawls with guards. Rainy. Torrential downpours ll the city. The streets
lood with waist-high water. Sewage is backed up.
2- Discontented. The general population goes about People retreat to the upper loors of their homes.
14 their lives in a grumbling but accepting mood. 2-7 Anyone shorter than 3'6" risks drowning in the
Nostalgic. Throughout the night, songs of the old streets. The streets are di cult terrain for anyone
world can be heard sung from apartment balconies. without a swim speed, unless they move in the
15-
17 Bon res roar, revellers tell stories of the families direction of the current.
and friends they've le t behind, and pubs run until Mild. The weather is pleasant, though the air is
dawn. choked with pollen and other particulates. A failed
Hopeful. Rumours spread of a chance to return to DC 3 Constitution saving throw at the beginning of
18- the Material Plane. The city comes alive with 8-17 the day gives a humanoid the poisoned condition
19 excitement. People smile on the street. They give until twilight as they choke and sneeze
gi ts to strangers. They dance and twirl with relief. uncontrollably. Mayor Attercat always fails his
check, even with such a low DC.
Silent. The city is draped in magical silence at
twilight. Only voices are a fected. This isn't an Humid. The hot, stu fy air shortens the amount of
uncommon occurrence in the Feywild, and for once time it's comfortable to spend outside. The cityfolk
the sounds of nature surrounding the city take 18- wear only necessities and guzzle down gallons of
20 precedence. People gather at the edges to listen to 20 water. Humanoids who spend more than an hour at
the music of the forest. They drink, they revel, and a time outside must succeed on a DC 10
when dawn arrives, the silence li ts, and so do Constitution saving throw or incur a level of
spirits. Sometimes it's easiest to connect to one exhaustion.
another without words.
H A P P E N I N G S I N T O W N
H
T
HAPPENINGS IN TOWN
HAPPENINGS IN TOWN
N
I
W
P
E
A
S
G
O
N
N
I
P
D O O W N T T M E E A C C T T I V V T T I E E S HAPPENINGS IN TOWNN
DOWNTIME ACTIVITIES
I
D
A
I
N
W
DOWNTIME ACTIVITIES
DOWNTIME ACTIVITIESS
I
I
I
M
I
Feywild Influence (IW 43)
Carousing (IW 38) Holidays (IW 43)
Crafting (IW 38) Saltine Herald (IW 41)
Crime (IW 38) City Gossip (IW 41)
Gigs (IW 39) Government Faction Events (IW 14)
Operating a Small Business (IW 40) Endercoast Guard Faction Events (IW 15)
Research (IW 41) Sentinels of Equity Faction Events (IW 16)
Relaxation (IW 41) Union of Small Business Owners Faction Events (IW 17)
F F A A C T T I O O N S Unfulfilled Needs (IW 44)
FACTIONS
C
N
FACTIONS
FACTIONSS
I
M
MAP
MAP
MAPP
The Government (IW 14) M A A P
The Endercoast Guard (IW 15) Refer to the maps of Endercoast (IW 25).
The Sentinels of Equity (IW 16) L R
N
N
N
R
D
A
T
I
G
L
A
LEAVING AND RETURNING
G
E
E
R
U
N
I
V
LEAVING AND RETURNING
E
T
D
R
U
E
N
I
N
A
G
A
N
I
V
N
The Union of Small Business Owners (IW 17) LEAVING AND RETURNINGG
F F A A C T T I O O N L L E A A D D E R R Refer to Feywild Travel (IW 52).
N
C
FACTION LEADERS
E
S
E
FACTION LEADERS
FACTION LEADERSS
I
See Dramatis Personae (IW 11) for key faction leaders.
23
R A A N D D O M E E N D D E E R R C C O O A S S T T C I T T I Z Z E E N
N
C
RANDOM ENDERCOAST CITIZEN
R
O
A
N
RANDOM ENDERCOAST CITIZEN
M
I
I
RANDOM ENDERCOAST CITIZENN
Goods, Services, and Other Offerings
Type Merchant
Random Race
- Matthew's Shop (IW 32)
d100 Race
Adventuring - The Sentinels of Equity Headquarters
1-50 Human Equipment (IW 34)
51-65 Hal ling - Thinkiad's Magic Atrocities (IW 36)
66-70 Wood Elf - Endercoast O cially Sanctioned
71-72 High Elf Accommodation Tourist Hotel and Museum (IW 30)
- Nine Layers (IW 32)
73 Drow - The Prince (IW 33)
74-75 Half-Elf - Council Hall: bribes (IW 29)
76-79 Mountain Dwarf Administration - Guardhouse: crime reports (IW 30)
- Union of Small Business Owners
80-81 Hill Dwarf Headquarters: small business (IW 36)
82 Dragonborn - Horizon's Edge Eatery: seafood (IW
83-90 Tie ling Eating Out 31)
- The Prince: pub food (IW 33)
91-93 Forest Gnome
- The Church of Her Inimitable
94 Rock Gnome Joyousness (IW 29)
95-98 Half-Orc Nightlife - Nine Layers (IW 32)
99 Firbolg (or roll again) - Shiner's (IW 34)
100 Kenku (or roll again) - The Church of Her Inimitable
Joyousness: Lliira (IW 29)
Religious - The Sentinels of Equity
Random Name
Services Headquarters: non-denominational
d20 Name d20 Name (IW 34)
1 Robin Bells 11 Waywar Crackomile - Sylvan Gardens: Silvanus (IW 35)
2 Richie Cashbags 12 Xados Quitress - Council Hall (IW 29)
Research - Endercoast O cially Sanctioned
3 Billy Binga 13 Cry of Injured Bird
Tourist Hotel and Museum (IW 30)
4 The Wombat 14 Brulnar Coppertop
- Endercoast O cially Sanctioned
5 Callie Deshawn 15 Honey Streek Tourist Hotel and Museum (IW 30)
Tourism
6 Corvid Trigometty 16 Gabriel Light - The Petri ed Dragon Turtle (IW 33)
- Sylvan Gardens (IW 35)
7 Yoon Zelim 17 Luci Shade
- The Church of Her Inimitable
8 Ellipa Nikon Timber Perdecknelath
18 Joyousness: Acrobatics or Performance
9 Jorks Dragnar (IW 29)
Olimar Tiberius 19 Filven Cormrath - Guardhouse: Investigation (IW 30)
10 - Horizon's Edge Eatery: sidequest (IW
Dornington the Fourth 20 Just Beck
31)
- Matthew's Shop: dungeoneering,
Nature or Survival (IW 32)
- Nine Layers: Performance (IW 32)
R E E L L I G G O O N N S Work - The Prince: Athletics, Performance
R
RELIGIONS
I
(IW 33)
RELIGIONS
I
RELIGIONSS
I
- The Sentinels of Equity
Headquarters: Religion (IW 34)
9
)
L l i i r a ( I W 29)W 29)
2
Lliira (IW 29)
Lliira (IW
Lliira (IW 29)Lliira (IW 29)
(
I
a
r
L
i
i
l
Chaotic Good. The Joydancers of Lliira provide a welcome - Shiner's: Performance, sidequest (IW
distraction. Their church is a modest but long-running circus 34)
in Endercoast. - Sylvan Gardens: Nature or Religion or
Survival (IW 35)
- Thinkiad's Magic Atrocities:
(
y
u
i
q
t
I
Sentinels of Equity (IW
Sentinels of Equity (IW 34)
Sentinels of Equity (IW 34)Sentinels of Equity (IW 34)
S
e
3
n
)
4
E
i
t
s
e
f
n
o
l
n
W 34)W 34)
I
S
l
i
e
s
e
f
i
t
u
E
q
t
o
n
(
y
Chaotic Neutral. The Sentinels of Equity worship the abstract dungeoneering (IW 36)
concept of a "truly equal society". The Union of Small Business Owners:
small business, Persuasion (IW 36)
3
5
)
Silvanus (IW 35)
S i l v a n u s ( I W 35)W 35)
Silvanus (IW
Silvanus (IW 35)Silvanus (IW 35)
n
u
(
a
I
v
l
s
S
i
Neutral. Followers of Silvanus stand steadfast against the
intrusion of civilisation into the natural forests of the world.
24
E N D E E R C O A S S T T P U B B L L I C H O L L I D A Y Y C A A L L E E N D A A R
ENDERCOAST PUBLIC HOLIDAY CALENDAR
R
N
P
E
C
H
ENDERCOAST PUBLIC HOLIDAY CALENDAR
D
D
A
I
C
O
I
N
U
ENDERCOAST PUBLIC HOLIDAY CALENDARR
O
A
D
C
In Endercoast, specific days out of the year are marked as public holidays. However, in the Material Plane, the city was notorious for
impromptu festivals and market days where people would take the day off "sick" from work to join in. These days were frequent,
unpredictable, and not endorsed by the government, except in the way that Mayor Attercat would occasionally be seen in
attendance. With the situation so dire, the basic needs of Endercoast must be fulfilled before these market days can resume.
Winter
Week Holiday Description
1 -- --
2 -- --
3 -- --
Things will only get better from here. Celebrants throw laming torches from their windows which would
Winter
4 traditionally melt the snow in the streets. Here in the Feywild without the snow, it's a bit of a re hazard, but
Solstice
volunteer Union spellcasters patrol the streets to put out any res.
5 -- --
Friends and family exchange exotic gi ts. It's been of particular contention whether items obtained outside of city
6 Midwinter
limits in the Feywild should be so freely traded, but contention hasn't stopped anyone from doing it.
7 -- --
8 -- --
9 -- --
10 -- --
11 -- --
12 -- --
13 -- --
Spring
Week Holiday Description
1 --
2 --
The citizens of Endercoast head out into the farming elds to sow the seeds for the farmers while the farmers relax.
3 Greengrass The elds did not come to the Feywild with the rest of the city. Instead, it's now just an opportunity for people to
stretch their legs and have a picnic outside the walls. Many fey creatures join in with this celebration.
4 -- --
5 -- --
6 -- --
7 -- --
8 -- --
Homeward marks the anniversary of the day that Endercoast was transported to the Feywild. Celebrants are encouraged
to swap stories of what life was like back home, and to think about what they might do when they finally get back. It is a
9 Homeward
time for reflection on the past and planning for the future, a recognition that the present is a threshold that we all must
pass through together.
10 -- --
11 -- --
12 -- --
13 -- --
The first quest of Into Wonderland, The Shimmer, begins in a dream sequence that takes place in Week 9 of Spring before
Homeward is established as a public holiday. The party wakes up from the dream sequence in Week 12 of Spring.
27
E N D E E R C O A S S T T P U B B L L I C H O L L I D A Y Y C A A L L E E N D A A R
N
ENDERCOAST PUBLIC HOLIDAY CALENDAR
R
P
E
H
C
ENDERCOAST PUBLIC HOLIDAY CALENDAR
D
U
C
O
I
D
N
I
D
ENDERCOAST PUBLIC HOLIDAY CALENDARR
A
O
C
A
Summer
Week Holiday Description
1 -- --
2 -- --
3 -- --
4 -- --
5 -- --
The holiday of Midsummer traditionally stands in for the founding of the city of Endercoast, even though the exact
6 Midsummer days don't match. It's a much more ceremonial a fair than other holidays, with the mayor delivering a long, boring
speech in the blistering heat to a crowd of disinterested citizens.
7 -- --
Summer The hottest, longest day of the year. It's a day reserved for sports, play, dancing, drinking, and loving. It's seen as
8
Solstice impolite to head home before dark.
9 -- --
10 -- --
11 -- --
12 -- --
13 -- --
Autumn
Week Holiday Description
1 -- --
An opportunity to spend time with close family and to give thanks for everything that is still available to people
2 Highharvestide
of the city even in exceptional circumstances.
3 -- --
4 -- --
5 -- --
6 -- --
7 -- --
8 -- --
9 -- --
10 -- --
11 -- --
12 -- --
The new year is upon Endercoast and with it renewed hope for a better future. Maybe next year will be the year
New Year's
13 that the city is nally returned home. We can only hope. Most establishments run until the early hours of the
Feast
morning as celebrants stay up all night to welcome in a new tomorrow.
28
K E E Y Y L O C A A T I O N S A c t i i i v i i i t i i i e s For a fee of gp equal to 200 times
KEY LOCATIONS
T
L
K
Activities
A
e
t
Activities
c
v
t
KEY LOCATIONS
s
e
t
A
Activitiess
t
c
v
O
I
C
N
O
KEY LOCATIONSS
Back Tent Clerical Duties.
.
I
T
H
C
H
E
C
R
I
H
H
T
U
H
R
E
F
C
O
N
.
A
I
T
L
B
A A. THE CHURCH OF HER INIMITABLE the spell level, Greta offers the party access to cleric spells
E
M
I
A. THE CHURCH OF HER INIMITABLE
M
U
A
L
R
H
H
B
A. THE CHURCH OF HER INIMITABLEE
N
E
C
T
R
O
F
I
I
E
A
H
J JOYOUSNESS like lesser restoration and raise dead, but they'll need to
S
E
N
JOYOUSNESS
J
O
Y
O
S
S
U
JOYOUSNESSS
S
E
N
S
Y
U
O
O
come quietly with her into the smaller satellite tents around
The Church of Her Inimitable Joyousness is a large colourful the main performance where they can get some privacy.
circus that runs nightly performances doubling as both Followers of Lliira (or those who falsely claim to be and
entertainment and sermons meant to spread the joy of their succeed on a DC 15 Charisma (Deception) check) have a
goddess Lliira. 50% discount on these services. She'll introduce them to
her sister Hannah, a surprisingly elderly half-elf cardinal
(NPC 63) with the same cheery demeanour as Greta. If a
receiver of clerical services makes small talk, a DC 15
Charisma (Persuasion) check convinces Greta and Hannah
w
o
L o c a l l Kn owledgeKn owledge to reveal that Lliira has a surprising connection to one of
e
Local Kn owledge
g
l
e
d
Local Kn
L
a
c
Local Kn owledgeLocal Kn owledge
o
"Worst part of the whole city getting plopped into the the archfey that has made contact with Endercoast: Lliira
Feywild? The travelling circus ain't travelling anymore. was once engaged to be married to Cirrus the Jester. Cirrus
Gotta hand it to them, they know how to put on a show,
just wish they wouldn't do it so late into the night." went insane after learning of Lliira's true identity as a
goddess.
Directions
D i i r e c t i i o n s Joyous Celebration. Followers of the goddess Lliira (or those
e
c
Directions
D
t
n
o
s
r
D
r
t
e
c
o
i
Directionss
i
n
"You can find their tents on the west riverbank, North who falsely claim to be and succeed on a DC 15 Charisma
Ward. A few little ones and a real, real big one. Major (Deception) check) are invited to join the Joydancers as
eyesore, obnoxiously loud, can't miss 'em."
they attend an after-party at the Nine Layers. An attendee of
the party can make a Charisma (Persuasion) check with
When the party first enters the circus, describe the following advantage using the Nine Layers Carousing table (IW 32)
scene. without spending any money.
Work. A party member with proficiency in Acrobatics or
Performance can earn money by spending a week of
Explosions of colour and light momentarily blind you. downtime performing at the circus. Doing so earns the
The sound of the announcer's voice booms through performer a 50% discount on clerical services, a wage of 5
the flaps of the tent. "Our main attraction, ladies and gp, and tips equal to 1 gp times the result of a Dexterity or
gentlemen, the Joydancers!" You feel the rush of wind Charisma (Acrobatics or Performance) check. The performer
on your skin as acrobats flip and dance in the air. The has advantage on this check if they are a follower of Lliira.
showstopper is the synchronised aerial formation of
H
C
.
N
A
L
L
.
three stars joining in a point, the symbol of the B B. COUNCIL HALL
C
C
L
H
O
I
B. COUNCIL HALL
U
B
U
L
C
N
A
L
O
I
goddess of Lliira. B. COUNCIL HALLL
The Council Hall is the center of bureaucracy for Endercoast
and house of the government (IW 14). It has a courthouse and
The concierge, Greta, a lithe half-elf church hand (NPC 289), a records room that dates back decades to Endercoast's
helps the party find their seats and cheerfully tells them that inception. Its architecture is magnificent thanks to Huck
she'll be checking in on them periodically to ensure they're Lasick overseeing the project in his early days as a municipal
having a good time (and to take any orders for snack food). engineer. Mayor Hitchen Attercat spends most of his time
She flashes a pearly-white smile and then skips off to help out here.
other audience members.
R e l i i g i i o u s D e t a i i l s
Religious Details
o
R
l
e
Religious Details
g
t
e
l
a
s
u
D
s
D
e
s
i
l
t
a
u
e
l
Religious Detailss
R
i
o
i
g
Chaotic Good. The Joydancers of Lliira exist to provide a L o c a l Kn owledgeKn owledge
e
Local Kn owledge
l
d
e
o
w
g
Local Kn
l
c
L
a
o
welcome distraction from the tribulations of the common Local Kn owledgeLocal Kn owledge
"All that money that went into its architecture ought to
people. Their church, a modest but long-running circus in have gone into repairing the bridges, if you ask me.
Endercoast, risks pulling farmers from their families, knights Useless place. Once spent an hour and a half waiting in
from their quest, wives from their husbands, and children line to talk to the mayor and he brushes me off to
from their parents, all for a chance to be lost forever watching schmooze with some noblewoman jingling a pouch of
the hypnotic sway. platinum."
Non-worshipping citizens are often unsettled by the
D
n
o
Directions
i
e
t
c
s
i
r
s
n
c
t
D
r
i
e
Directions
i
o
e
Directionss
i
o
r
c
t
D
n
i
relentless smiles of the Joydancers. "North side of the river, right where it spills into the lake.
Big fat gate all around it. You'll recognise it by the marble
pillars and the swathes of civvies waiting their turn to
enter."
29
When the party first enters the hall, describe the following When the party first enters the museum, describe the
scene. following scene.
The inside of the hall is elaborately carved with The front room is a gaudy, cramped, souvenir shop
figures of myth and legend. You spot the mayor helmed by a baggy-eyed old dwarven lady. Two goat-
waddling over to greet you. "My adventuring friends!" legged men, satyrs you reckon, flip through brochures
he says, disingenuously. "Come, come, join me in my with wide-eyed excitement. They speak to each other
little office." His office is enormous. His desk is in Sylvan. "Oh my god, Brian, have we seen the
surrounded by twenty-foot high bookshelves stocked dragon turtle yet? Oh, and the beautiful architecture
with books that have never been opened. of the council hall, that's just across the street, how
grand!"
You can find information on Mayor Attercat in Dramatis
Personae (IW 11). The receptionist, Ethel Greenpick, a dwarf commoner (MM
344), stares up at the party through her misshapen bifocals.
She tells them to check out the petrified dragon turtle if they
A c t i v i t i e s
Activities
t
t
c
e
Activities
A
i
i
i
s
v
t
Activitiess
i
i
v
t
i
c
e
A
Bribe the Mayor. For a small "donation" of 100 gp, the mayor haven't already. Her words are recited. She lays her head
will grant the party easy access to any bureaucratic down to rest.
permission slips they need. The party can obtain a business
license, make a bid on a property, rent a boat in the dock, A c t i i i v i i i t i i i e s
Activities
v
Activities
A
s
e
t
t
c
Activitiess
A
e
t
t
c
v
conduct expeditions into the lower depths of the city, or Accommodation. A room at the Endercoast Officially
represent the city in a negotiation with an archfey. A bribe Sanctioned Tourist Hotel and Museum costs 20 gp per week.
does not waive any other relevant costs. The rooms are very nice, if bland. A renter can find a lost
Research. The council hall's libraries and records provide the invitation to Shiner's (IW 34) in their room's dresser drawer
opportunity to spend a week of downtime here conducting with a DC 5 Intelligence (Investigation) check. It's been
research. The mayor will need to be bribed at least 25 gp in ripped in half but could easily be repaired with mending or
order to make use of the hall's resources for the week. a forgery kit.
Sit in on a Court Session. Some sidequests or random events Research. The small museum attached to the souvenir shop
may include a court session, which is held here. A 10 gp provides an opportunity to spend a week of downtime
bribe to the mayor allows a party member to sit in on a conducting research. Entry to the museum is 10 gp per
court session for a day. Most court sessions are a bit dull, week. The museum provides low-quality surface-level
but sitting in on one grants a character advantage on the information; the highest result possible for a research check
next ability check they make relating to the laws or history in this location is 10.
of Endercoast. Tourist Attractions. The souvenir shop downstairs has
S
O
E
.
L
I
F
S
O
A
R
L
T
I
A
C
E
F
C
O
T
I
O
N
C
E
.
C C. ENDERCOAST OFFICIALLY SANCTIONED brochures to the Petrified Dragon Turtle, the Sylvan
N
E
D
A
D
S
Y
N
C. ENDERCOAST OFFICIALLY SANCTIONED
E
N
L
L
S
A
Y
T
I
A
C
N
C
I
F
I
O
F
T
A
O
C
C. ENDERCOAST OFFICIALLY SANCTIONEDD
R
D
E
N
C
Gardens, and the Council Hall, as well as many out-of-city-
T O U R I S T H O T E L A N D M U S E U M limits locations like the Salt Mines that are unfortunately no
M
TOURIST HOTEL AND MUSEUM
H
T
TOURIST HOTEL AND MUSEUM
S
D
T
I
U
U
O
TOURIST HOTEL AND MUSEUMM
S
U
R
E
A
O
T
E
L
N
longer accessible while Endercoast is in the Feywild. Ethel
The Endercoast Officially Sanctioned Tourist Hotel and hasn't removed these brochures because she is too lazy to
Museum is a bureaucratically-designed soulless building that do so and looking at them makes her depressed.
exists only to take advantage of idiot tourists who don't know . G
R
O
.
D
G
H
E
A
U
U
S
D. GUARDHOUSE
R
D
U
A
S
O
D. GUARDHOUSEE
H
U
D
any better. D D. GUARDHOUSE
The guardhouse is the headquarters of the Endercoast Guard.
It's both an office for the commissioner, his chiefs, and his
sergeants, as well as a holding cell for most of the city's
criminals.
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"It's a hunk of plaster and wood, what can I say? Check it
out if you've got a half dozen gold pieces burning a hole in
your pocket and you'd rather give it to the government
than the homeless."
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"Just north of the council hall. Ugliest building this side of person who'd be well acquainted with it."
the river. Hard to miss what with all the signs pointing
right at it." D i i i r e c t t i i i o n s
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"Bad side of the river, wish it wasn't so close to the south
end of the gardens. Cluster of grey buildings about a street
or two back from the river."
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When the party first enters the hall, describe the following
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Fancy Date. This is a good place to take a date if a character
wants to dazzle them. Eating here costs 32 gp (4d10 + 10)
Angry prisoners bang and clatter from the other side per head.
of the walls, but the guards seem to have tuned them Work (Sidequest: Bring It to a Boil). If the party seeks work at
out after working here for so long. The guardhouse is this location, Ben can give them the following sidequest.
open plan, wide but with a low ceiling that makes it
feel quite claustrophobic. Sergeants rush from desk to
desk gathering papers for their reports. Near the
entrance stands Commissioner Huck Lasick, short but
still imposing, chewing on a cigar as he chews out a S i i i d e q u e s s t : : : B r i i i n g I I I t t t o a B o i i i l
Sidequest: Bring It to a Boil
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low-ranking guard.
Situation. Ben, the head chef of the Horizon's Edge Eatery,
has been commissioned by warlocks of the archfey
You can find information on Commissioner Huck Lasick in Tettlebug Moonflower to cater a full-course lobster dish.
Dramatis Personae (IW 11). Task. The party is tasked with escorting Ben through the
Feywild to Dewdrops. Ben has a horse-drawn caravan
with an attached aquarium where he keeps his live
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Report a Crime. Huck Lasick takes the details of the crime and lobsters. Only the freshest lobsters are acceptable for
puts one of his investigators on the case. A victim rolls an such a commission.
Intelligence (Investigation) check to represent their Complication 1. The caravan is attacked by 2d6 satyrs
recollection of the crime. On a result of 15 or higher, the (MM 267) who demand to feed on the fresh lobsters.
crime is solved within a week. On a result of 5 or lower, the Allowing them to eat the lobsters results in failure.
crime is pinned on the wrong perpetrator. Otherwise, the Complication 2. When the party arrives at Dewdrops (IW
crime is unsolved and forgotten about. 57), the chef immediately begins preparations and
Work. A party member with proficiency in Investigation can slaughters the lobsters in front of Tettlebug, who is
delighted. A bullywug warlock of Tettlebug
earn money by spending a week of downtime consulting Moonflower (IW 231) describes proper eating etiquette.
with the guard. Doing so earns them 20 gp and, if the A successful DC 10 Charisma or Intelligence (Persuasion)
party's relationship with the Endercoast Guard is at -1, this check is enough to avoid breaking the rules of etiquette;
returns it to 0 with a successful DC 15 Intelligence all party members must succeed.
(Investigation) check.
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E E. HORIZON'S EDGE EATERY Outcome (Failure). Ben begs for forgiveness, but Tettlebug
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has already lost interest in him. She teleports Dewdrops
The Horizon's Edge Eatery is a classy seafood restaurant. away and leaves Ben and the party trapped in The
Unknown (IW 65).
Outcome (Success). Tettlebug is satisfied and sends Ben
and the party back to Endercoast. Ben rewards the party
with 100 gp and two free meals at the Horizon's Edge
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"Great food and a beautiful view. Expensive, but it's worth Eatery.
it if you've got the gold. Took a date there once. Cost me
two weeks' salary."
See the next page for the Dewdrops rules of etiquette.
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"South Wharf. About as far south as you can go while
sticking to the lakeside."
When the party first enters the restaurant, describe the
following scene.
Smells like saltwater and brine but otherwise the H o r i z o n' s E d g e
restaurant is opulent. Spectacular sunset view across E a t e r y
the lake. Silver chandeliers glitter on the ceiling. All Took a dame here once, a
the clientele are dressed up nicer than you are. test the waters. Turns out
long, long time ago, just to
she was all water and no fire.
The head chef, Ben, a tall, lean, serious human noble (MM 348) Better to find out on a first
dressed in a white smock, kills a lobster in the front of the date than after ten years of
party to demonstrate that it is fresh. Lobster blood is marriage, eh?
spattered across his smock.
When the party first enters the shop, describe the following
scene.
M y S h o p
If you're looking for something I don't have,
Huge place. Shelves are lined with torches that burn
I'll smash it together for you in an hour. Union
prices, non-negotiable.
forever. You've got weapons. You've got armor. You've
got camping gear, backpacks, kits for dungeoneering
and exploring and diplomacy alike, tools of every
trade imaginable, trinkets of mysterious origin,
brochures for livestock, horses, vehicles, and homes,
goods traded in from every corner of Toril, and in the
center of it all is a big flaming stone forge.
D e w d r o p s R u l e s o f E t i q u e t t e
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Dewdrops Rules of Etiquettee
1. Sit up straight.
2. Do not place your elbows on the table. Matthew the blacksmith works at the forge. As he pounds at
3. Do not ask questions. his anvil, a fully-formed silvered longsword coalesces
4. Thank the lobster for granting you its flesh. magically from the raw materials in front of him. He is a curly-
5. Acknowledge and respect the waiting of the haired human indefatigable (NPC 99) with the quick features
stormcloud mephit. She deserves respect. of a forge priest (NPC 68). He wears simple peasant's clothes.
6. Do not make eye contact with your host, Tettlebug As a bonus action he can magically equip all of his weapons
Moonflower. and armor instantly. He is incapable of leaving his shop due to
7. You must make or participate in at least one toast an unbreakable curse, so he doesn't have much patience for
throughout the evening. When clinking glasses as part anyone whinging about being stuck in Endercoast.
of a toast, do not allow the glasses to make contact.
8. Knock thrice under the table to request a sprinkling of A c t i i i v i i i t i i i e s
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salt. Four times for pepper. Adventuring Equipment. Any item in Chapter 5 of the PHB
9. Upon completion of your meal, place your fork, spoon, (143) can either be found here directly or can be sourced (or
and knife in a triangle pattern on the table above your created) by Matthew within 1 week. He uses the standard
plate. The configuration is irrelevant. prices and is generally inflexible about them. Note that
10. If the beetle on the table reaches your host, Tettlebug other than ambiguously-magical trinkets, Matthew does not
Moonflower, before it is squashed, you have failed. sell magic items.
Work (Dungeoneering). Matthew gruffly supplies each party
member with a dungeoneering kit and tells them to start
Instead of rolling a check, you can force your players to spelunking the caves near Endercoast. Roll for a Feydark
actively roleplay these rules. Pass out snacks in-person at random encounter (IW 173) and roll for two magic items
the table (they don't have to be lobster-related) and keep from the Magic Item Table B (DMG 137). The party gives one
careful watch to ensure that your players abide by the
etiquette. You can represent the stormcloud mephit by of these magic items to Matthew to prove the success of
walking around passing out snacks yourself. You can their mission. As a reward, Matthew gives them 1,000 gp
represent a beetle approaching Tettlebug by quietly and gives them a 20% discount the next time they spend
placing a miniature figure somewhere on the table; a 100 gp or more. What use does Matthew have of magic
player that spots the "beetle" can have their character items? Nobody knows.
smash it in the game (but not in real life, as miniature Work (Scouting). A character with proficiency in Nature or
figures are expensive). Allow your table three mistakes Survival can earn 20 gp per week by scouting the
total.
surrounding area for Matthew, who otherwise doesn't have
a good way of discovering what he's dealing with in the
.
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F F. MATTHEW'S SHOP Feywild (and therefore which types of goods he should be
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pushing to his customers).
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Matthew's Shop is a large one-stop-shop adventuring G G. NINE LAYERS
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equipment establishment run by a single hardworking G. NINE LAYERSS
blacksmith. The Nine Layers is a mildly trashy tavern and dance hall
popular with the lower class of Endercoast. It's accessible,
cheap, and popular, which means every night is party night.
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"You guys look like a proper rough-and-tumble gang of
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Shop. He sells everything you'd ever need for an "You gotta check out the Nine Layers. Heard they've got
expedition." that tiefling rocking out on a fiddle tonight."
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"Right at the end of the bridge, directly across from The "South Wharf. Follow the pounding music."
Prince and the council hall."
32
When the party first enters the tavern, describe the following The tour guide is a halfling brawler (NPC 288) named Bepsy
scene. who speaks with a heavy Australian accent. She wears an
outfit that looks like it's meant for crocodile wrestling.
The Nine Layers is bathed in moody, strobing red A c t i i i v i i i t i i i e s
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light. Dozens of young working class people dance Dragon Turtle Presentation. Tipping Bepsy at least 10 gp and
rhythmically to the hypnotic fiddling of a tiefling bard
up on the stage. He sings of being thrice displaced listening to her presentation on the dragon turtle grants a
from home. Tavern wenches swerve through the character advantage on the next ability check they make
crowd with trays of drinks that miraculously don't relating to the legends and lore of Endercoast's past.
spill. Release the Dragon Turtle. The legends are true. Casting
greater restoration on the dragon turtle releases it from its
petrification, potentially causing a rampage across the
The tiefling, Hypnos, is a bard (VGM 211) or whisper bard (NPC North Ward of Endercoast -- or a suitable distraction. The
56). He gets regular gigs here and enjoys the crowd this place party aren't the only ones who can take advantage of this
attracts, particularly if they get a bit rowdy. ticking time bomb; factions like the Sentinels or even the
Union might use it to further their goals if they are out of
suitable alternatives. The dragon turtle can be calmed by
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Accommodation. A week's accommodation on the upper floor reducing its hit points to half or lower and succeeding on a
of the Nine Layers is among the cheapest in the city at only DC 20 Wisdom (Animal Handling) check. Once calm, it
2 gp per week. However, the noise from the partiers plunges through the Shimmer into the Feywild and causes
downstairs means that anyone who takes a long rest here no further harm unless provoked.
P
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must succeed on a DC 10 Constitution saving throw before I. I. THE PRINCE
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they can remove a level of exhaustion or regain hit dice. I. THE PRINCEE
Carousing. See the Carousing section (IW 38). The Prince is a quiet yet successful tavern that prides itself on
Work. A character with proficiency in Performance can earn the strict moderation of its clientele. Cause a scene and you're
their keep at the Nine Layers as well as 15 gp per week. booted out by the tavern's enforcers, represented by the
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H H. THE PETRIFIED DRAGON TURTLE wrestler (NPC 310) statblock.
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The Petrified Dragon Turtle is a gargantuan limestone statue
of a dragon turtle just outside the city walls, eerily life-like to
the ones in the MM (117). It used to be a major tourist L o c a l Kn owledgeKn owledge
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"Got kicked out my first night there for causing a ruckus.
Never been back. Way too posh. Heard it's got great food
though, and you can't ask for a better room for the prices
they offer."
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"Scary the first time you see it, comforting the twentieth. "Suspiciously close to the council hall. Mayor probably
I'd welcome the sight of it after a long vacation because it drinks there in disguise."
meant I was back home. Now that we can't leave the city, it
gives me comfort that it came along for the ride, as though
it's still watching over us." When the party first enters the tavern, describe the following
scene.
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"Just outside the North Lakeside gate. Turn left and you'll
be looking down its gullet."
Blissfully quiet. The patrons aren't particularly well-
dressed and certainly not as posh as you'd been led to
believe, but they are miraculously polite. Gentle
When the party first arrives at the statue, describe the music wafts from a string quartet.
following scene.
The tour guide describes with glee the terror of a real Borik, a dwarven wrestler (NPC 310), instructs the party on
dragon turtle. With a wink, she tells the enthralled how to be respectful to the other patrons. He gives everyone a
onlookers that nobody is quite sure whether it's a legal pad upon which to write down their drink orders, which
particularly life-like statue or, perhaps, a real dragon he then ferries to the bartenders who mix drinks with only a
turtle that fell victim to a medusa's wicked gaze. murmur of communication between them.
Either way, there are certainly legends of such a beast
that once lived in the lake. Well, not that lake
specifically, but the lake that that was here back in A c t i i i v i i i t i i i e s
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the Material Plane. "Real beaut', they used to say." Accommodation. A week's rent of a room above the tavern
costs 10 gp. Most people who stay here claim it's worth the
price. The rooms are nice and the locale is quiet.
Quiet Date. This is a good place to take a date if a character
wishes for a neutral, risk-free evening. A meal at the Prince
costs 8 (1d10 + 3) gp per head.
33
Work (Enforcer). A character with proficiency in Athletics can Work. A character with proficiency in Religion can earn 15 gp
spend a week working here as an enforcer to earn their stay for a week's work consulting with the sentinels.
plus 25 gp and two free meals. The enforcer must non- . S '
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lethally remove 1d4-1 dirty fighters (NPC 293) from the K K. SHINER'S
premises, one at a time, throughout the week. Shiner's is an invitation-only club notorious for its
Work (Performance). A character with proficiency in debaucherous parties. It attracts the young wealthy elite of
Performance can spend a week working here as a musical Endercoast.
performer to earn their stay plus 20 gp and one free meal.
E
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"What, you think they just hand out invitations to anyone?
The Sentinels of Equity are satisfied with humble L o c a l l Kn owledgeKn owledge
accommodation for their followers. The headquarters is a There's no way in the Nine Hells they'd let me in."
place of worship, of business, and of rest. Hermione
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Galanodel can usually be found here. "If you have to ask where it is, you aren't invited. But let's
say you want to admire it from afar. You can find it in the
North Ward by the docks near the lakeside gate."
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"Those sentinel folk weird me out, always staring at me I Invitations
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from underneath those white hoods. Do they even A party member can obtain an invitation to Shiner's in one of
worship a god? Where does their power come from? Gives the following ways:
me the creeps."
Leveraging one's Noble background.
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"Don't know why you'd want to go there, but I'm not in the Stealing an invitation from a noble.
business of prying. You'll find it way up on the north end of
the city, right on the edge of the east riverbank. It's a bit Finding an invitation accidentally left behind in a room at
hard to see on account of being majorly inconspicuous. the Endercoast Officially Sanctioned Tourist Hotel and
Here's the exact street number if you need it, one forty- Museum (IW 30).
one East River. Got it? Good." Bribing the mayor (IW 29).
When the party enters the club, describe the following scene.
When the party first enters the headquarters, describe the
following scene.
Rainbow lights dance across the ceiling in time with
the dancers on the floor. The sweet smell of perfume
is overpowering, and the murmur of mingling nobles
A quiet hum of conversation. Dozens of white-robed is almost deafening. Ethereal music caresses your
figures glide across the headquarter floor. You can see
shelves of records and information, desks for work, ears, more felt than heard.
tools of the trade like alchemist's supplies and
weaver's tools all laid out, and most obviously,
enough hammocks it seems to accommodate the city. A high elf noble (MM 348) woman, eyes far away in a trance,
beckons a party member to dance with her. The dance is
impersonal and she quickly moves on to someone else, but by
Hermione Galanodel is writing notes for a speech in her now, the whole party has been absorbed into the crowd.
journal. Her hood is down. She mouths the words of her
speech as if in trance. When the party approaches, she slams A c t i i i v i i i t i i i e s
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her journal shut and flips her hood back over her head. You Carousing. See the Carousing section (IW 38).
can find more information on Hermione in Dramatis Personae Work (Performance). A character with an invitation can earn
(IW 11). 40 gp per week as a performer at Shiner's, and completing a
week's worth of work earns them one invitation they can
give to anyone they like.
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See the description of the Sentinels of Equity (IW 13). Work (Sidequest: Purse Your Lips). The high elf noblewoman,
who refuses to give her name, demands that the party
locate her lost purse. It contains a very powerful magic
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Adventuring Equipment. The sentinels sell at base price any item.
adventuring equipment they can reasonably create from
standard artisan's tools.
Clerical Services. The sentinels have access to scrolls of cleric
spells of up to 5th level. They charge a price equal to 100
times the spell's level.
34
S i d e q u e s t : P u r s e Y o u r L i p s
Sidequest: Purse Your Lips
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Sidequest: Purse Your Lips
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Sidequest: Purse Your Lipss
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Situation. A noblewoman at Shiner's lost her purse earlier "Right in the center of the city, east side of the river.
in the night and is quite concerned as it contains a Greenest place there is inside the city walls."
powerful magic item: a cape of the mountebank (DMG
157). She has reason to suspect that the thief is one of the
other party-goers at Shiner's. When the party enters the gardens, describe the following
Task. The party must track down the thief. The noblewoman scene.
claims she is in too much of a haze to remember any
details about the theft. Spells like locate object or
detect magic will be able to locate the cape of the There's a clear paved path through the gardens,
mountebank in the crowd, and succeeding on a DC 10 where botanical delights capture your attention
Wisdom (Insight) check reveals that the noblewoman through your eyes, with beautiful reds, purples,
isn't revealing everything: she caves and tells the party greens, and blues, and through your nose, with
that it was probably her husband who took it. fragrant scents mingling in the air. Up high in the tree
Complication. The thief is a high elf noble (MM 348) who is tops, off the paved paths, are treehouses where wood
elves have made their home. You see an elf glaring at
the noblewoman's husband. If he suspects that he is you from his window before he disappears.
being followed, he will use the cape of the mountebank
to escape Shiner's and retreat to Thinkiad's Magic
Atrocities (IW 36), where he intends to sell the magic A forest gnome nature priest (NPC 73) named Jilwocky
item for money to fuel his secret addictions.
Niftywoop can be seen speaking to two squirrels who dart
away when the party approaches.
Outcome (Failure). If the party can't apprehend the thief, or
if he manages to sell the magic item, the noblewoman is R e l i i g i i o u s D e t a i i l s
Religious Details
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devastated at the betrayal of her husband. She wails Religious Detailss
The woodlands must be preserved at all costs.
Neutral.
about how her reputation is ruined and refuses to Worshipping their Forest Father from impossibly high
compensate the party. treehouses, followers of Silvanus stand steadfast against the
Outcome (Success). If the party can successfully
apprehend or talk down the husband, the wife expresses intrusion of civilisation into the natural forests of the world.
her gratitude by allowing the party to keep the cape of Sometimes this involves warnings. Other times, arrows.
the mountebank (it was really about the purse to her, not Followers of Silvanus are prone to fits of violent rage
the magic item), and she grants them an invitation to followed quickly by apologies.
Shiner's that they can give to anyone they like.
A c t i i i v i i i t i i i e s
Activities
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Garden Tour. A character can pay Jilwocky 10 gp to give them
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Jilwocky speak, the character gains advantage on the next
The Sylvan Gardens hosts the majority of the city's population ability check they make relating to nature, herbalism, or the
of wood elves, forest gnomes, and firbolg, or at least the ones god Silvanus.
who agree to lay worship to Silvanus, God of Wild Nature. Clerical Services. The Church of Silvanus in Endercoast is
suspicious of anyone who isn't a wood elf, forest gnome, or
firbolg. Making use of their services requires a successful DC
15 Charisma (Persuasion) check. Jilwocky can cast any spell
from his spell list or any 3rd-level or lower cleric spell for a
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"Great place for a picnic. Those elves sure are an unfriendly Silvanus (or those who falsely claim to be and succeed on a
bunch, though. I mean, none of the trees there are sacred, DC 15 Charisma (Deception) check) receive a 50% discount
right? They're just planted by the city. Who cares if my kid
goes and hangs off the branches?" on these services.
Work. Characters with proficiency in Nature, Religion, or
Survival can spend a week working in the Sylvan Gardens,
receiving 15 gp. From the gardens they can steal
components for any spell, or ingredients for any potion,
with a successful DC 15 Dexterity (Sleight of Hand) check.
On a failure, they do not receive what they have stolen, they
do not get paid for their work, and they and their
companions permanently lose access to clerical services
from followers of Silvanus.
T h e S y l v a n G a r d e n s
Nice place for a stroll. Or so I've heard. Last
time I was there was about a decade ago. I
long story.
gotta settle for my little rooftop garden. It's a
35
'
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M . . T H H I N N K I A A D D S ' S M A A G I C C A T T R R O O C I T T I E E
M. THINKIAD'S MAGIC ATROCITIES
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Thinkiad enjoys a profitable and lucrative monopoly on magic
item sales in Endercoast. Her shop is cluttered and cramped, Thinkiad's Magic Item Prices
as she has no need to make it look nice. Rarity Price
Common 70 (2d6+1 x 10) gp.
Uncommon 900 (2d8+2 x 100) gp.
Rare 19,000 (3d10+3 x 1000) gp.
L o c a l l Kn owledgeKn owledge
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"Wish there were some competitors, but the Union's not Very Rare 300,000 (4d12+4 x 10000) gp.
gonna do anything about it, and I bet that dragonborn's
misplaced a few coppers near the mayor's office if you Legendary 5,750,000 (5d20+5 x 100000) gp.
catch my drift. The only 'atrocities' in that shop are the
prices!"
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"North bridge, east side. It's a tiny little place. You'd think
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appearances." HEADQUARTERSS
A few bribes to the mayor and The Union of Small Business
Owners (IW 36) has managed to secure a huge block of real
When the party enters the shop, describe the following scene. estate in the North Ward. They control a cluster of flat, grey
buildings.
Crammed between a shelf of magic scrolls and a
misshapen, inert metal crab, Thinkiad inspects a
floating bauble with a magnifying lens. Satisfied, she
breathes a puff of cold air to freeze it solid then stuffs
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"Commissioner tells us his guards keep the good people of
supply you?"
Endercoast safe, but when some big-shot Neverwinter
organisation started muscling its way onto my block and
pressured me to fold up my father's shop, was it the
Thinkiad is a dragonborn white dragon sorcerer (NPC 202) Endercoast Guard that stepped in to tell those
with three levels as a divination wizard (NPC 242). She brags Neverwinter fat cats to shove it? No, it was the Union of
about all the contacts she has in Endercoast (seems to know Small Business Owners. That's why I'm a card-carrying
everyone who's anyone) and chews her claws to keep them member today."
short while she does business with the party. All of the D i i r e c t t i i i o n s
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cleaning and maintenance of her shop is done by an invisible "Start at the Council Hall and take a stroll along the river
servant (as per the spell unseen servant) because she just for ten minutes. You'll see a cluster of buildings on the left,
can't be bothered to do it herself. that's union headquarters."
Activities
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Magic Items. Thinkiad sells (or can quickly source) any magic Describe the following scene when the party first enters the
item from the Magic Item Tables A and B (DMG 137) as long headquarters.
as she's given at least a week to prepare. She sells them
using the magic item price chart below. Most people agree
that her prices are outrageous, but that's what happens The union headquarters are alive with secretaries,
number crunchers, and paper-pushers. A circle of
when you've only got one supplier in the market. The modestly-dressed business people argue about tax
nobility of Endercoast doesn't mind paying out of pocket for rates. You recognise Turph Musheen, a famous figure
the exclusivity. in Endercoast for his dramatic calls to action against
Work. If the party is equipped with sufficient dungeoneering the influence of the Feywild on this great city.
tools, Thinkiad can send them on a mission to explore the
caves near Endercoast. Roll for a Feydark random encounter
(IW 173) and roll for two magic items from the Magic Item You can find information on Turph Musheen in Dramatis
Table B (DMG 137). The party gives one of these magic items Personae (IW 11).
to Thinkiad to prove the success of their mission. As a
reward, Thinkiad allows them to keep the other magic item
and gives them a free common magic item of the party's
choice. Thinkiad can't sell them back the item they've given
her, as she needs to run some analysis on it before she puts
it out to sale, which can take weeks if not months to do
correctly. Or so she says. Maybe she's just lazy.
36
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Business Administration. The Union of Small Business Owners
will help you set up your small business. If you present a
Nine Layers Carousing
business license to the Union, for a fee of 100 gp plus a 20%
cut of your profits, the Union will file your paperwork, Result Outcome
ensure that you are not pushed out of the market by The carouser makes a hostile contact: an outlaw
competitors, complete your taxation requirements for you, 1-9 (NPC 303). This contact bears a grudge against
and staff your storefront with experienced customer-facing the carouser and organises a meaningful
workers. In other words: "You do what you do best, and disruption to the carouser's plans.
leave it to us to fix up the rest." Refer to the Small Business The carouser learns of some city gossip. Roll on
section (IW 24). 10-14 the city gossip table (IW 25).
Work. The Union has need of customer-facing retail workers. A The carouser learns of some city gossip (IW 25)
character with proficiency in Persuasion can work odd jobs and gains a friendly contact: a commoner (MM
for various shops around the city, earning 10 gp plus 15-19 344) who can assist with the carouser's plans in a
additional gp equal to one quarter the result of a Charisma small way.
(Persuasion) check, rounded down.
The carouser learns of some city gossip (IW 25)
D O W N T T I M E E A C T T I I V I T T I E E S and gains a friendly contact: a member of one of
DOWNTIME ACTIVITIES
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the four key Endercoast factions: a noble (MM
C A A R O O U U S S I N N G 20+ 348) for the government, a mercenary (NPC 301)
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CAROUSING
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CAROUSING
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for the guard, a cultist of the archfey (NPC 220) for
Spending quality time with good company and good drinks is the Sentinels of Equity, or a thug (MM 350) for the
easy enough in Endercoast, a city known for its lively Union of Small Business Owners.
celebrations. Carousing has the potential benefit of making
useful contacts and learning city gossip and news, but can
often result in messy situations without proper care.
Almost every night of the week there is some interesting
event on at one of the main haunts of the city. Most carousers There is always a risk involved with carousing. The Nine
recommend the Nine Layers (IW, building G) on the South Layers can be an especially dangerous place after dark, and
Wharf, which usually attracts a lower-class crowd, or Shiner's it's infamous for its criminal activity.
(IW, building K) in the Turtle District, which attracts a young After spending a week carousing at the Nine Layers, roll a
wealthy elite and is usually invitation-only. d10. On a result of 7 or lower, roll for a complication.
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Nine Layers Carousing
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Spending a week carousing at the Nine Layers costs 71 (1d100
+ 1d20 + 10) gp. A carouser makes a Charisma (Persuasion) Nine Layers Complications
check using the following carousing table.
d8 Complication
A pickpocket li ts 1d10 x 10 gp from you, and replaces
it with a soul coin, used as currency by followers of
1 devils in the Nine Hells. The coin is cursed -- you can
only get rid of it by stealing from someone
unsuspecting of your intentions.
T h e N i n e L a y e r s
2 A scrap in the bar leaves you with a horri c scar.
Used to keep my shop
open til the wee hours of
You drunkenly signed a contract to fund an
3
the night. On Sundays,
orphanage. It's written. No backing out now.
the Nine Layers would
Everyone calls you "Hornsnapper" or another strange
4
cough out a few model
nickname for reasons you can't remember.
citizens who'd stumble
When you check a mirror the next morning, you nd
around my weapon rack
5 that not a single scrap of clothing you are wearing is
for a half hour at a time.
actually yours.
My policy was "you
break it you buy it" but
A grotesquely ugly tie ling has taken a romantic
6
someone's old man
interest in you and follows you around all day.
caught wind and took
You spent an additional 71 (1d100 + 1d20 + 10) gp in a
7
me to court for damages.
vain attempt to impress people.
I didn't show up. It went
fine. You wake up in an unfamiliar apartment. Your most
8
bitter rival is frying pigeon eggs in the kitchen.
37
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Shiner's Carousing
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S h i i n e r's Carousingr's Carousing
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Spending a week carousing at Shiner's costs 710 (10d100 +
10d20 + 100) gp and requires either the Noble background or a
Shiner's Complications
direct invitation. A carouser makes a Charisma (Persuasion)
check using the following carousing table. d6 Complication
You're deafened for a week. Shouldn't have stood so
1
close to the bards.
You don't know how your hair turned bright purple,
2
but you think it kind of looks good on you.
Shiner's Carousing
Result Outcome You solemnly swore to complete a quest for one of
The carouser makes a hostile contact: a noble 3 the four factions of Endercoast. The only problem is,
(MM 348). This contact bears a grudge against you can't remember which one.
1-5 the carouser and organises a meaningful You have become the target of an embarrassing
disruption to the carouser's plans, with a high 4 rumour. Something about "two le t feet". You're not
degree of capability. sure whether it's gurative or literal.
The carouser learns of some city gossip (IW 25). You feel in your gut that you have committed a
Other carousers express their opinions on the
6-14 5 deeply illegal act, but when you ask around, everyone
news, giving the carouser advantage on Wisdom assures you that "it's dealt with".
(Insight) checks to evaluate its veracity. You wake up in an unfamiliar mansion. Your most
The carouser learns of some city gossip (IW 25) 6 bitter rival is frying quail eggs in the kitchen.
and has advantage on Wisdom (Insight) checks
15-19 to evaluate its veracity. The carouser also gains a
friendly contact: a noble who can assist with the
carouser's plans in a signi cant way.
The carouser learns of some city gossip (IW 25), C R A F T I N G
C
CRAFTING
CRAFTING
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has advantage on Wisdom (Insight) checks to CRAFTINGG
evaluate its veracity, and gains a friendly contact: The Feywild provides ample opportunity for craftworkers to
a high-ranking member of one of the four key ply their trade and experiment with new combinations, and
20+ Endercoast factions: an inquisitor (NPC 183) for Matthew's Shop (IW 32) provides generic crafting supplies for
the government, one of Lasick's chiefs (IW 9) for sale of all types.
the guard, a trickery priest (NPC 79) for the As long as a character has sufficient supplies and is
Sentinels of Equity, or a noble (MM 348) on the
board of the Union of Small Business Owners. proficient with the relevant tools, crafting an item takes 1
week of downtime (rounded up) per 50 gp of the base price of
the item. Multiple items can be created in one week of
downtime if their total cost is less than 50 gp, and a single
item can be constructed over the course of several
consecutive weeks of downtime if its cost is higher than 50 gp.
There is always a risk involved with carousing. While Shiner's Items created in this way can be sold to the general public
doesn't have a reputation as unfortunate as the Nine Layers, it for one half their base price (rounded down) to supplement a
can still be a hotspot for criminal activity, though the sort of small business operated by the party (IW 40), or to Matthew's
criminal activity is more high-brow, or in other words, less Shop, as he is always in need of more goods to stock his
enforced. Those who are rich enough to afford it can just pay a shelves with.
bribe to the government and move on with their day. If you
CRIME
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have to ask how much to pay for a bribe, you are not rich C R R I M E
CRIME
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CRIMEE
enough to afford it.
After spending a week carousing at Shiner's, roll a d10. On a The following crimes can be committed by the party.
result of 3 or lower, roll for a complication. After committing a crime, one perpetrator of the crime must
roll a Dexterity or Intelligence (Sleight of Hand or Thieves'
Tools) check to represent their ability to erase evidence. Refer
to the crime discovery table on the next page for the
outcomes, based on meeting certain Difficulty Classes of this
check.
S h i n e r' s
if I had one.
Wouldn't know what to do with an invitation
38
Other
Reward. The party can spend a week of downtime committing
Crime Discovery Check generic criminal activity, earning 50 (1d20 + 40) gp plus gp
DC Outcome equal to the result of a Dexterity (Stealth or Thieves' Tools)
check.
The crime is solved and the perpetrator is Risk. A generic crime has a fine of 300 gp and may result in 8
Failure apprehended. The perpetrator receives the
"Risk" result for their crime. weeks in jail.
G
GIGS
GIGS
The crime is unsolved. The perpetrator receives G I G G S
GIGSS
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5
the "Reward" result for their crime.
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Skilled Wo rk
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Skilled Wo rkSkilled Wo rk
Skilled Wo
The crime is pinned on the wrong perpetrator. S k i i l l e d Wo rkWo rk
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The perpetrator receives the "Reward" result for Possible job opportunities are available for characters with
20 the following proficiencies.
their crime, and the DC for these outcomes isn't
increased by 1. Acrobatics. The Church of Her Inimitable Joyousness (IW 13)
Athletics. The Prince (IW 17)
Investigation. Guardhouse (IW 14)
Nature. Matthew's Shop (IW 16), Sylvan Gardens (IW 19)
Performance. The Church of Her Inimitable Joyousness (IW
For each successive crime committed by the party, the DC for 13), Nine Layers (IW 16), The Prince (IW 17), Shiner's (IW 19)
these outcomes increases by 1. The DC is shared by the entire Persuasion. The Union of Small Business Owners (IW 20)
party, and any increases are permanent. Small crimes, e.g. Religion. The Sentinels of Equity Headquarters (IW 18), Sylvan
gambling and pickpocketing, do not increase the DC in this Gardens (IW 19)
way, and scoring above 20 on the crime discovery check also Survival. Matthew's Shop (IW 16), Sylvan Gardens (IW 19)
prevents this increase. If a player abuses the system, you can Characters can also find generic gigs for any other
choose to increase the DC without having to explain why. proficiencies they might have (including tool proficiencies),
earning 10 gp per week.
If a character thinks that a skill or a tool they have makes
Burglary
Reward. The burglar makes a Dexterity (Stealth or Thieves' them suited to one of the work opportunities in a location
Tools) check. The burglar receives 50 (1d20 + 40) gp plus gp listed above, they can do that job if they can convince you
equal to the result of their check. they're well suited to it.
Risk. 300 gp fine and 8 weeks in jail.
U n s k i i l l e d Wo rkWo rk
k
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Unskilled Wo rk
Unskilled Wo
Unskilled Wo rkUnskilled Wo rk
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Enchantment A character can spend a week performing unskilled labour for
Reward. Enchantment magic allows for the party to influence 6 (1d4 + 4) gp.
others in social situations. It is forbidden in Endercoast.
Risk. 8 weeks in jail. If the recipient knows they were D u n g e o n e e r i i i n g
Dungeoneering
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Dungeoneering
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influenced by magic, the crime discovery check is made Matthew's Shop (IW 32) and Thinkiad's Magic Atrocities (IW 36)
with disadvantage. provide an opportunity for adventurers to cave-dive to
acquire magic items and receive discounts or rewards.
Gambling
Reward. After a night of gambling, roll 1d10. On an even S i i i d e q u e s t s
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Sidequestss
result, the gambler gains that amount in gp. On an odd Horizon's Edge Eatery (IW 31) and Shiner's (IW 34) offer two
result, the gambler loses that amount in gp. rewarding sidequests for the party. Sidequests for factions can
Risk. 150 gp fine. Gambling does not increase the DC for the be found using the page references below.
crime discovery check.
Government
The Marketplace of Ideas (IW 154)
Murder
Reward. Some people just need to be removed from the I am Not a Crook (IW 154)
equation. Bad Enough to Save the Mayor (IW 155)
Risk. 52 weeks in jail.
Endercoast Guard
Establish Credibility (IW 156)
Necromancy
Intercept Suppliers (IW 157)
Reward. Necromancy magic allows for the party to control life
and death. Any necromancy spell on the wizard spell list is Expose Corruption (IW 158)
forbidden.
Risk. Execution. Sentinels of Equity
All Shall Be Made Equal (IW 158)
No Leniency for Sinners (IW 159)
Pickpocketing
Choose Carefully Your Allies (IW 159)
Reward. 1d6 gp plus 1d20 sp.
Risk. 50 gp fine and 4 weeks in jail. Pickpocketing does not
increase the DC for the crime discovery check.
39
5: Calculate Profit
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5 : : C a l c u l a t e P r o f i i t
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Union of Small Business Owners
Profit is costs subtracted from revenue.
Act 1: Identify a Target Market (IW 160)
Act 2: Find a Unique Selling Point (IW 160) The party can use their small business to launder
Act 3: Profit (IW 161) (legitimise) any money they receive from criminal activities by
over-reporting their profit. With a successful DC 10 Charisma
O P P E E R R A A T I N N G G A A S S M A A L L L B B U U S S I N N E E S S S or Intelligence (Deception) check, investigations into the
O
OPERATING A SMALL BUSINESS
L
T
OPERATING A SMALL BUSINESS
I
M
I
OPERATING A SMALL BUSINESSS
The party can earn money by collectively running a small source of the party's funds cease. The penalty for laundering
money is 26 weeks in jail.
business together in Endercoast. The Union handles all of the
administration costs for the party, and the party takes the 6 : : : S p l i i i t t P r o f i i i t s
6: Split Profits
p
o
S
6
r
f
6: Split Profits
P
s
t
t
l
o
S
r
P
t
f
l
6: Split Profitss
6
p
following steps to putting their business together. Other organisations will likely take a cut of the profit.
Insurance. The party can opt to insure their business, paying
1 : : : D e c i i i d e o n a B u s i i n e s s 10% of the profit to an insurance company (owned and
1: Decide on a Business
1: Decide on a Businesss
e
o
1: Decide on a Business
e
d
1
u
B
B
u
s
s
i
a
n
n
o
n
a
1
n
d
e
e
c
e
c
s
D
s
e
s
D
The party identifies a product or service they wish to sell operated by the Union, of course). An insured business does
based on their collective strengths and abilities as a group, or not lose money if costs exceed revenue, and if the business
based on gaps they see in the types of goods and services is rendered permanently incapable of operating due to
available in Endercoast. external forces, the party is paid out 3,000 gp total. A
successful DC 20 Charisma or Intelligence (Deception) check
C
s
s
s
n
e
s
u
a
y
2 : : P a y B u s i i n e s s C o s t s
s
2: Pay Business Costs
2
B
t
o
P
2: Pay Business Costs
a
s
s
2
s
o
i
u
n
t
s
C
B
y
:
e
P
2: Pay Business Costss allows a party to conduct an insurance scam; on a failure,
The major costs of starting a business are 100 gp to bribe the they are jailed for 52 weeks.
mayor for a business license, 100 gp for the Union's support Union Cut. 20% of profit. If no profit is made, the party pays
(small businesses very rarely survive without it; refer to IW nothing.
20), Union cut, and property prices. A business has two
options for property: Once all the cuts have been divvied out, the party splits the
remaining profit (or cost, if no profit is made) equally between
Buy. A small storefront in Endercoast goes for 4,000 gp, them.
including any bribes to the mayor and other incidental
expenses. R E L A X A T I O N
RELAXATION
R
RELAXATION
I
A
E
T
O
L
X
A
Rent. Renting a storefront costs 40 gp per week. RELAXATIONN
A character can spend a week relaxing in Endercoast. While
e
u
l
u
t
a
c
3 : : C a l c u l a t e R e v e n u e
C
l
a
3: Calculate Revenue
v
n
e
e
e
3: Calculate Revenue
3
R
3: Calculate Revenuee relaxing, they can visit tourist locations like the Endercoast
t
a
e
:
C
a
l
l
u
c
3
n
v
e
R
u
e
A small business earns revenue based on how long it has been Officially Sanctioned Tourist Hotel and Museum (IW 30), the
operating and based on the success of business-related ability Petrified Dragon Turtle (IW 33), and the Sylvan Gardens (IW
checks. The party elects one character to hold responsibility 35).
over the success of the business, and this character is the one After relaxing for a week, a character gains advantage on
who makes the checks. As everyone helps out, these checks saving throws to recover from long-term diseases and
are made with advantage. poisons.
A business-related check (BRC) is a type of check of the
RESEARCH
R
party's choosing related to the operations of their business. R E E S E E A A R R C C H
RESEARCH
S
RESEARCHH
For example, a private investigation business might use an
Intelligence (Investigation) check. Characters can spend a week researching at the Council Hall
(IW 29) or at the Endercoast Officially Sanctioned Tourist Hotel
and Museum (IW 30).
C F
T
T
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E
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E
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S
Y
A
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CITYWIDE FEATURES
E
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F
I
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CITYWIDE FEATURES
E
Y
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Small Business Revenue CITYWIDE FEATURESS
Length of Operations Weekly Earnings T H E S S A L T I N E H E R A L D
THE SALTINE HERALD
T
H
THE SALTINE HERALD
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E
A
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N
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L
A
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T
1-12 weeks 110 (100 + 3d6) gp plus BRC THE SALTINE HERALDD
The Saltine Herald is run by Rita Barnacky, a human courtier
13-52 weeks 146 (125 + 6d6) gp plus 2 x BRC
(NPC 291). She writes the headlines for her newspaper. She is
52+ weeks 181 (150 + 9d6) gp plus 3 x BRC known for a strong conservative bias and for her journalistic
integrity, although the latter is usually said with sarcastic air
quotes. There aren't any major competitors to her newspaper,
especially not after it was backed by the Union of Small
Business Owners.
A character can supplement their small business' revenue If a character purchases The Saltine Herald for 5 sp, roll for
with crafting (IW 38). the newspaper headline on the chart on the next page.
4 : C a l c u l a t e C o s t s
4: Calculate Costs
a
C
t
e
c
l
a
l
u
s
4
4: Calculate Costs
s
t
o
C
:
4: Calculate Costss
a
:
C
4
C
e
t
s
o
l
c
u
t
a
l
Each week, a business costs 80 (70 + 1d20) gp to operate. Add
40 gp to that cost if the party is renting their storefront.
40
Saltine Herald Headlines City Gossip (cont'd)
d8 Headline d20 Gossip
TERRIBLE WEATHER TRIGGERS WIDESPREAD Mayor Attercat's gotta be a warlock. Sold his soul to
1 ALLERGIES: MAYOR YET AGAIN DOES NOTHING TO an archfey and took the whole city with him. How
SOLVE THE WEATHER 4 else does he keep getting elected if we all know he's
COMMISSIONER CLAIMS GAMBLERS ARE corrupt?
2
'COWARDS, LOSERS': HERE'S WHY HE'S RIGHT Commissioner Lasick used to work in infrastructure.
5 Did you know he bought his degree? It's fake. He's a
SENTINELS OF EQUITY SHOW US OUR DIVINITY IN
3 fraud!
TOUGH TIMES
The head chef of the Horizon's Edge Eatery is a
SPEND, SPEND, SPEND: THE ECONOMY MUST NOT 6
4 warlock of the archfey. I just know it. He's in deep.
FAIL (TURPH MUSHEEN EXCLUSIVE INTERVIEW!)
EDITORIAL: THE DUTY OF A CITIZEN IS TO CARRY Matthew -- you know, of Matthew's Shop -- he
5 married a salamander! Like the big red laming
ON AS THOUGH WE WERE NOT IN THE FEYWILD 7
kind. Straight up married her. Reckon she le t him
LLIIRA CIRCUS AND ELF GROVE POLLUTE THE
6 for a re giant.
PUBLIC CONSCIOUSNESS
One of those sentinel loons -- the elf lady who's
HOW TO POISON PLANTS GROWING ON YOUR always speaking for them, Hermes Gland or
7 8
PROPERTY something -- she got kicked out of The Prince for
MAYOR RECKLESSLY WELCOMES FEY INTO throwing a temper tantrum.
ENDERCOAST, AND IN UNRELATED NEWS, SHOULD Sentinels have been going door to door recruiting
8
YOU BE WORRIED ABOUT A PIXIE TURNING YOU anyone who listens to them. Targeting people
INTO A GOBLIN? THE ANSWER IS YES. 9 who've lost their connection to their god. They've
probably doubled in size since last month.
Some rich bitch ran bawling out of a room above
the museum. You reckon she might've le t some
10
stu f behind? Make-up, money, maybe even an
None of the articles provide any substantially greater context invitation to Shiner's.
than the headline alone. It's hard to overstate how terrible of Those knife-ears in the gardens brought us all here
a newspaper this is. to the Feywild cause they want Endercoast to return
C I T T Y Y G O O S S S I P 11 to nature. We can't let them get away with it. Let's
G
C
CITY GOSSIP
CITY GOSSIP
I
CITY GOSSIPP
I
S
tear down the gardens and start building up
A successful DC 10 Wisdom (Insight) check allows a character houses.
to get a feel for the talk of the town. Roll on the following The dragonborn with the magic shop -- what is she,
table for city gossip. Some are true and some are baseless silver, white? Silver -- she murdered all her
conjecture; you can decide for yourself or roll a d6: a result of 12 competitors. That's why she's the only magic dealer
5 or 6 means it has an element of truth. in town.
Heard Matthew's Shop and Thinkiad's Magic
Atrocities are competing to see who can dig the
13 most magic items out of the caves. Maybe that's
why we're in the Feywild -- we're just chips in a bet
City Gossip
d20 Gossip between the two of them.
Someone's going to try to unpetrify the petri ed Turph Musheen's got a plan to get us back to the
dragon turtle. Heard it was either the union or the 14 Material Plane. I'm all for it, whatever he's cooked
1 up. At this point I'd vote for him as mayor.
sentinels. Don't know what they'd need it for, but
I'm just glad I don't live in the North Ward. That blacksmith who runs the adventuring shop, he
15
Everyone in the circus is a Lliira worshipper. Heard can't leave his forge. He's been cursed by a hag.
Lliira's involved with some Feywild stu f. That's why You really wanna impress a date? Take 'em to the
2 we're over here, I reckon. Some archfey got rejected seafood joint in the South Wharf. Heard they kill
and is taking it out on us. Get rid of the circus and 16 the lobster in front of you to show you it's really
we'll be back home for supper. fresh.
Toss Mayor Attercat a platinum coin and he'll be The vultures that circle above Endercoast are just
eating out of your hand. He can get you dinner 17 waiting for the whole city to die. If they wait long
3
reservations anywhere in the city. Wish tossing him enough, it'll happen for sure.
a coin would get the bridges xed.
41
C I T T Y Y W E E A A T H H E E R
W
C
CITY WEATHER
T
CITY WEATHER
CITY WEATHERR
I
Each day, roll on the weather table to determine the weather.
City Gossip (cont'd) The Feywild is no place for half-measures: the weather makes
d20 Gossip itself known. Get used to it.
Summers in the Feywild are humid every single day, and
You ever notice how there are so many clowns winters in the Feywild are cold every single day. Each season
wandering around? I thought they were from the
18 lasts for 14 weeks, longer than in the Material Plane.
circus, but they don't actually do clowns in their
show. Creeps me out.
These weird plants keep sprouting in my yard. Only
19 thing that gets rid of them is straight-up poison,
Weather
and even then, not for long.
d20 Weather
The rain that keeps looding the streets isn't
20 natural. Something is causing it. Something dark Cold. Anyone further than 5 t. from a source of heat
and terrible and ancient. 1 or another person takes 1d4 cold damage per
round. Everyone huddles together in clumps and
the streets grow empty. There is no snow, only cold.
Rainy. Torrential downpours ll the city. The streets
lood with waist-high water. Sewage is backed up.
C I T T Y Y M O O O O D 2-7 People retreat to the upper loors of their homes.
C
CITY MOOD
M
CITY MOOD
CITY MOODD
I
Anyone shorter than 3'6" risks drowning in the
Each day, roll on the mood table to determine the attitude of streets. The streets are di cult terrain for anyone
the general populace with their circumstances. without a swim speed, unless they move in the
direction of the current.
Mild. The weather is pleasant, though the air is
choked with pollen and other particulates. A failed
DC 3 Constitution saving throw at the beginning of
Mood
8-17 the day gives a humanoid the poisoned condition
d20 Mood
until twilight as they choke and sneeze
Riotous. The general population boils over with uncontrollably. Mayor Attercat always fails his
frustration from being locked away in the Feywild. check, even with such a low DC.
1 In a show of violent protest, a small group of rioters Humid. The hot, stu fy air shortens the amount of
burns down buildings, smashes windows, loots
storefronts, and brawls with guards. time it's comfortable to spend outside. The cityfolk
wear only necessities and guzzle down gallons of
18-
2- Discontented. The general population goes about water. Humanoids who spend more than an hour at
14 their lives in a grumbling but accepting mood. 20 a time outside must succeed on a DC 10
Nostalgic. Throughout the night, songs of the old Constitution saving throw or incur a level of
world can be heard sung from apartment balconies. exhaustion.
15-
17 Bon res roar, revellers tell stories of the families
and friends they've le t behind, and pubs run until
dawn.
Hopeful. Rumours spread of a chance to return to
I
E
W
L
U
I
E
L
N
F
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C
F
D
Y
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I
FEYWILD INFLUENCE
18- the Material Plane. The city comes alive with F FEYWILD INFLUENCE
L
U
E
F
L
D
N
E
Y
C
FEYWILD INFLUENCEE
N
I
W
19 excitement. People smile on the street. They give
gi ts to strangers. They dance and twirl with relief. The Feywild seeps into Endercoast deeper and deeper for
every day it remains in the realm. You can express the
Silent. The city is draped in magical silence at influence of the Feywild using options from the table on the
twilight. Only voices are a fected. This isn't an next page (IW 43).
uncommon occurrence in the Feywild, and for once You can choose to have ongoing effects start at dawn and
the sounds of nature surrounding the city take
20 precedence. People gather at the edges to listen to end at twilight, or you can make them permanent.
the music of the forest. They drink, they revel, and H O L I D A Y S
H
HOLIDAYS
HOLIDAYS
A
I
O
L
Y
D
when dawn arrives, the silence li ts, and so do HOLIDAYSS
spirits. Sometimes it's easiest to connect to one Endercoast celebrates the following eight holidays, most of
another without words. them uncreatively named after the days they fall upon.
Endercoast uses a modified version of the calendar of Harptos
with the new year transitioning over in the autumn instead of
the winter.
42
During this holiday, the party can join the festivities by
throwing light and fire into the streets. It's one of the rare
opportunities where evocative magical expression is
encouraged.
Feywild Influence
d12 Feywild In luence
Midwinter (Week 6)
Goblins appear more frequently in back alleys, Friends and family exchange exotic gifts. It's been of particular
threatening good people with sharp sticks and scrap
1 contention whether items obtained outside of city limits in the
metal. People say they were once humans before Feywild should be so freely traded, but contention hasn't
those pixies got to 'em.
stopped anyone from doing it.
Brightly-glowing re beetles skitter through the During this holiday, characters should acquire gifts for each
2 streets and along walls. It's strangely beautiful in other member of the party.
the night-time.
Snow lakes fall down on a cold day, but on closer S p r i i n g
Spring
S
i
S
p
r
Spring
p
r
n
g
Springg
n
3 inspection, every snow lake is a pixie wearing an
elaborate dress of goose feather. Greengrass (Week 3)
All res are green and all water is red. All earth This is a farmer's holiday where the citizens of Endercoast
4
churns like magma, all wind is cold. head out into the farming fields to sow the seeds for the
farmers while the farmers relax. The fields did not come to the
When someone intentionally tells a lie, their nose
5 Feywild with the rest of the city. Instead, it's now just an
grows a half inch.
opportunity for people to stretch their legs and have a picnic
The day is exactly the same as the day before. outside the walls. Many fey creatures join in with this
6 Everyone in the city rolls 1d100 and only remembers celebration.
that the day has repeated on a result of 100.
For this holiday, the party must plan and prepare a picnic
All weapons become magical and glow in the for themselves featuring their favourite foods.
presence of those who have intent to do their
7
wielder harm. Everyone starts carrying a knife Homeward (Week 9)
around with them at all times. A new holiday for the city, Homeward marks the anniversary
The sky shimmers with hypnotic patterns that of the day that Endercoast was transported to the Feywild.
threaten to leave an onlooker enraptured for hours Celebrants are encouraged to swap stories of what life was
8
on end. A ter the rst few days like this, everyone like back home, and to think about what they might do when
gets used to staring at the ground while they walk. they finally get back. It is a time for reflection on the past and
Coins etched with the face of Cirrus the Jester planning for the future, a recognition that the present is a
somehow make their way into circulation. threshold that we all must pass through together.
Shopkeepers reject them initially, but the sheer The first mission, The Shimmer (IW 101), takes place on the
9 week that will become this holiday. The campaign will also
number of coins mixed in with the rest means that
they become adopted as uno cial currency worth end during this holiday. If the players go through this holiday
the same as an electrum piece. without ending the campaign, they are encouraged to make
future plans for their character and share their plans with the
Many commoners become enthralled by Lord Cals
10 rest of the party.
and secretly become cultists of the archfey (NPC 220).
The city looks as though it becomes mirrored; east is
m
m
Summer
u
e
r
S
S
Summer
r
u
m
e
m
S
m
m
u
e
Summerr
west and west is east. All signs are backwards.
11 Staring at a mirror for one hour reverts this e fect for
Midsummer (Week 6)
an individual, but there is something waiting in the The holiday of Midsummer traditionally stands in for the
mirror for a select few. Something strange.
founding of the city of Endercoast, even though the exact days
Dawn begins suddenly at midnight, lasts until mid- don't match. It's a much more ceremonial affair than other
12 day, and then suddenly switches to twilight, which holidays, with the mayor delivering a long, boring speech in
lasts until midnight. the blistering heat to a crowd of disinterested citizens.
This holiday presents an opportunity for the party to
wander Endercoast unopposed by guards, thieves, or random
passersby. It's a good time for a heist.
Summer Solstice (Week 8)
t
r
e
Wi nter
n
Wi nterWi nter
Wi
Wi nterWi nter
The hottest, longest day of the year. It's a day reserved for
sports, play, dancing, drinking, and loving. It's seen as
Winter Solstice (Week 4)
Things will only get better from here. Celebrants throw impolite to head home before dark.
flaming torches from their windows which would traditionally During this holiday, the characters can perform the
melt the snow in the streets. Here in the Feywild without the activities on the next page (IW 44).
snow, it's a bit of a fire hazard, but volunteer Union
spellcasters patrol the streets to put out any fires.
43
Sports. A DC 14 Strength (Athletics) check scores a win for the Community. Nobody trusts one another. Any fey characters
character's team. The player narrates the type of sport, the (or anyone openly displaying traces of the Feywild) may be
result, and one dramatic moment from play. attacked on sight by random commoners if this need goes
Dancing. A DC 14 Dexterity (Acrobatics) check provides a win unfulfilled long enough.
for a character in an impromptu dance-off, earning the Safety. Endercoast is attacked by a big, dangerous monster
character street cred. (IW 187).
Drinking. A DC 14 Constitution check allows a character to M G
MARKET GOODS
T
M
A
K
E
S
O
D
G
O
R
MARKET GOODS
A
O
O
D
T
R
K
E
avoid passing out from drinking. After a success, until they MARKET GOODSS
complete a short or long rest, when they roll with Fulfilling the needs of Endercoast allows the city's famous
disadvantage, they can choose either die. markets to reopen. The markets are sprawled out through the
Gambling. A DC 14 Wisdom check is needed to recognise that streets and decorated with beautiful red paper lanterns strung
gambling is a bad idea. Otherwise, each gambler antes up 2 up between rooftops. Characters can purchase the following
gp into a pot and rolls a d6 until they choose to stop. If the exotic items from the sparkling night markets in the East
sum of their dice ever exceeds 14, they are eliminated. Of District.
the gamblers who remain, the gambler with the highest
number of dice rolled wins the pot (even if their sum is
lower). Once per game, a gambler can attempt to cheat with
a DC 14 Dexterity (Sleight of Hand) check. On a success,
they reroll one d6. On a failure, they are eliminated and are Item Cost Item Cost
banned from the game. A diamond- 1,400 Way more purple
Debating. A DC 14 Charisma (Persuasion) check grants a encrusted gold ring gp chalk than you could 1 cp
character a victory in a debate. The player chooses the topic A smutty romance ever hope to use
and how they have convinced the crowd to accept their novel: "The Wizard's 5 sp A necklace with
point of view. Sta f" by Macy Blush holsters for ten tiny 200
Loving. Each character in the party is encouraged to express candles gp
what they love about each other member of the party. A letter opener made
of silver, way too long 22 gp A jar of pickled eggs 1 sp
and sharp for its labelled "Never Open"
n
t
u
m
A
A u t u m n
Autumn
Autumn
u
A
t
u
Autumnn
u
m
purpose Earrings of the moon.
A long scarf dyed a The le t ear is a 450
Highharvestide (Week 2)
An opportunity to spend time with close family and to give galactic colour you 6 sp crescent. The right ear gp
thanks for everything that is still available to people of the can't quite recognise is full.
city even in exceptional circumstances. A scented 2-hour A crowbar so practical
Each member of the party expresses something that they candle that smells of it leaves you 3 gp
are thankful for so far in their journeys through the Feywild. petrichor (sweet 1 gp speechless
grass a ter rainfall) A vial with a smiling
A master's cittern 1,000 skull labelled
New Years' Feast (Week 13) 20
The new year is upon Endercoast and with it renewed hope for carved of mahogany gp "antivenom" gp
a better future. Maybe next year will be the year that the city is
finally returned home. We can only hope. Most establishments Loud, con dent, 120 A steel drum with 5 gp
shoulder straps to
run until the early hours of the morning as celebrants stay up high-heeled red gp wear into battle
boots
all night to welcome in a new tomorrow.
Characters who celebrate this holiday can engage in the
same activities available in the Summer Solstice. They are
also encouraged to make New Years' Resolutions.
U N N F F U U L L F F I L L L L E D D N E E E E D D S
N
U
E
UNFULFILLED NEEDS
UNFULFILLED NEEDS
UNFULFILLED NEEDSS
I
For each item, roll 1d6. On a 1-2, it was acquired in the
If the party is unable to fulfill the short-term needs of the city, Feywild. For each item of this sort kept on one's person, the
there will be consequences. Use the following guides to DC for the check to return to Endercoast is raised by 1.
roleplay the effect of these unfulfilled needs on the city. Purchasing all of these items grants the party the following
Food. People go hungry. The most desperate venture out feature.
further and further past the Shimmer in the hopes of finding
food in the Feywild. Many people do not return, perhaps
even an ally of the party.
Water. People go thirsty. The government digs down beneath Shopaholics. When initiative is rolled, the party can
collectively agree to give up any number of items they own
the sewers in the hopes of finding water, but what little they with a combined value equal to 100 gp or more, as long as
find just makes people sick, perhaps even an ally of the no creature in the encounter is above CR 14. If they do so,
party. the battle immediately ends, the gifts are distributed, and
Shelter. A huge homeless population congregates outside the all creatures involved become friendly to the party.
city gates. If left unchecked, an archfey will recruit them,
strengthening the archfey's court considerably.
44
F
T H E F E Y W I L
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THE FEYWILD
THE FEYWILD
H
THE FEYWILDD
E
utside of the walls of Endercoast, the Feywild obeys few of the rules of man. The seasons are different, the weather is
different, and all the regimented laws of gold pieces and tracking of weeks fall away. The Feywild is a timeless,
forgotten place: the past, present, and future mix, and the old ways roll over to neverending change. Man still hangs
on to the ways of the old world. The Feywild does as it pleases.
Having tasted the pull of the world of man, the party cannot take long rests in the Feywild. To take a long rest, they
Omust return to Endercoast and spend their downtime there.
Put no thought into maps. Put no thought into directions. They will not serve you here.
L
R
S
LONG RESTS
F E E Y W I L L D R E E F F E E R E E N C E L O O N N G G R E E S T T S
LONG RESTS
LONG RESTSS
FEYWILD REFERENCE
D
R
F
FEYWILD REFERENCE
FEYWILD REFERENCEE
Y
W
I
C
R
N
Party members can't take long rests in the Feywild.
W H H A A T A A R R E T T H H E E F F E Y Y ?
WHAT ARE THE FEY?
WHAT ARE THE FEY?
WHAT ARE THE FEY??
E
E
T
W
See the Nature of the Fey (IW 56) for an explanation that does
Season
The season changes randomly every 42 (4d20) days, or not really answer the question in any meaningful sense.
whenever you feel like a change of pace.
F F E E Y Y P P R A A N N K K S
FEY PRANKS
R
FEY PRANKS
FEY PRANKSS
d4 Season Mood Weather
Fey creatures like to prank characters. See the Fey Pranks
Cheerfulness and
1 Spring Any Weather table (IW 55) for examples of such pranks.
Celebration
A
C
ARCHFEY AND COURTS
ARCHFEY AND COURTS
Always A R C H F E Y A N D C O U R T S
R
E
U
C
H
T
D
N
Y
O
A
F
R
2 Summer Boldness and Aggression ARCHFEY AND COURTSS
Humid
Lord Cals (IW 12) of the Litter and the Peat (IW 107)
3 Autumn Peace and Goodwill Any Weather
Cirrus the Jester (IW 12) of the Court of Jest (IW 117)
4 Winter Contemplation and Sorrow Always Cold Dailili (IW 12), the Tree of Infinity (IW 125)
Tettlebug Moonflower (IW 12), Princess of Dewdrops (IW
131)
Weather
C U S T O M A R C H F E Y
d20 Weather
CUSTOM ARCHFEY
C
A
CUSTOM ARCHFEY
R
S
C
O
U
M
F
E
T
H
Cold. Anyone further than 5 t. from a source of heat CUSTOM ARCHFEYY
or another creature takes 1d4 cold damage per Refer to the Create an Archfey section for instructions on how
1
round. Creatures of the forest huddle together in to construct a custom archfey (IW 48).
clumps for warmth. There is no snow, only cold. R E
R
S
D
M
O
N
O
R
RANDOM ENCOUNTERS
E
U
N
T
E
A
N
C
RANDOM ENCOUNTERS
T
D
O
U
N
A
R
N
C
N
O
E
M
Rainy. Torrential downpours lood the forests. RANDOM ENCOUNTERSS
Beasts retreat to the tops of trees. Anyone shorter You can find random encounter tables in Part 4 (IW 173).
than 3'0" risks drowning in the muddy
2-7 T
A
V
R
T
TRAVEL
E
L
TRAVEL
embankments. The forest is di cult terrain for TRAVELL
E
R
A
V
anyone without a swim speed, unless they move in
the direction of the current. See the travel section for travel rules (IW 52) and the general
features section for descriptions of what it's like to travel here
Mild. The weather is pleasant, though the air is (IW 53).
choked with pollen and other particulates. A
humanoid's failed DC 3 Constitution saving throw at Q
Q
S
S
E
U
QUESTS
T
QUESTS
8-17 QUESTSS
S
U
T
E
the beginning of the day gives them the poisoned
condition until twilight as they choke and sneeze The Litter and the Peat (IW 107)
uncontrollably. The Court of Jest (IW 117)
Humid. The hot, stu fy air shortens the amount of The Tree of Infinity (IW 125)
time it's comfortable to spend in the open air. Dewdrops (IW 131)
18- Generic Fey Court (IW 138)
20 Humanoids who spend an hour outside must
succeed on a DC 10 Constitution saving throw or Spirited Away (IW 142)
incur a level of exhaustion. The Boy Who Went Forth to Learn What Fear Was (IW 147)
M A A P
MAP
M
MAP
MAPP
What would make you think the Feywild would have a map, or
that such a map would be useful?
Put all thoughts of maps aside. They'll only
M a p s o f t h e F e y w i l d
lead you astray. It's a hell of a cliche these
46 days, but you gotta just trust your gut.
E E N N T T E E R R I N N G G A A N N D D E E X X I T T I N N G
ENTERING AND EXITING
ENTERING AND EXITING
I
I
I
ENTERING AND EXITINGG
See the Feywild Travel section (IW 52).
Magical Effects To leave Endercoast and enter the woods, choose up to
Ongoing effects last from dawn until twilight. three of the following requirements. Don't tell your party
which ones they need to fulfill.
d20 Magical E fects
Humility. You must show deference to someone you believe to
1 Creatures are invisible.
be beneath you.
Humanoid and fey creatures can cast polymorph on Humour. You must make someone laugh.
2 themselves at will. They retain their mental ability Invitation. You must be invited by the Feywild itself. You'll
scores and hit points. know it when you see it.
Creatures outwardly appear to be at the end of their Sacrifice. Something dear to you must be given up.
3
species' lifespan. Serendipity. You must be guided only by chance.
4 Creatures shrink by one size category. Threshold. You must pass through a door, gate, life event, or
abstract idea that you have never passed through before.
5 Creatures grow by one size category.
Truth. You must speak openly, without inhibitions, and with
At twilight, every creature rolls on the Wild Magic intent to speak truth. Leave cynicism behind.
6
Surge table simultaneously (PHB 104).
To return to Endercoast, the party must engage in ritualistic
Creatures emit faint, ethereal music that can be city behaviour, then make a DC 10 Charisma saving throw. The
7
heard clearly up to 10 feet away. DC is increased by 1 for performing the following actions, or
Humanoid and fey creatures can cast levitate on by 5 for each activity if the fey creature is an archfey.
8
themselves at will.
Ate food prepared by a fey creature.
At twilight, creatures killed since dawn return to life
9 Danced with a fey creature.
as per the spell reincarnate. Stole an item from a fey creature.
Creatures are resistant to nonmagical bludgeoning, Insulted a fey creature.
10
piercing, and slashing damage. Lost a game to a fey creature.
Creatures have advantage on saving throws against
11 If you fail to leave the Feywild, you become trapped and lost
spells and other magical e fects.
until the rest of the party comes back to the Feywild. You
Humanoid and fey creatures can use a bonus action receive a magic item from the Magic Item Table A (DMG 145) as
12 to shi t between the Feywild and the Ethereal well as a Fey Mark (IW 55). You don't receive the benefits of a
plane. long rest unless the DM is really nice.
Creatures with an alignment have their alignment L
L
O
LOCATIONS
N
I
A
C
T
O
S
LOCATIONS
I
C
T
O
N
O
A
13 shi ted one space towards chaos. For example, a LOCATIONSS
lawful neutral character becomes neutral.
The following information will help your party reach these
All plants become thick and overgrown. A creature locations (IW 56), either intentionally or accidentally.
14 moving through the Feywild must spend 4 feet of
movement for every 1 foot it moves. Bullywug Swamp (IW 56). Show deference to frogs.
The Court of Jest (IW 57). Perform backstage for the
At dawn, humanoid and fey creatures are actors.
15 teleported to a random location within 1 mile of Dewdrops (IW 57). Put the needs of the few over the many.
their original location. At twilight, it happens again.
Eladrin Village (IW 57). Allow yourself to feel strong
Creatures gain 1 point of exhaustion at dawn. They emotions.
16 gain another point of exhaustion at twilight if they Faerie Village (IW 58). Relax for a while. Don't be so stuck
haven't taken at least 6 short rests. up.
Roll on the Random Urban Encounters table (DMG The Feydark (IW 59). Dive deep into terror.
17 114). Each creature in that encounter is transported Fields of Open Air (IW 60). Release yourself from
from the Material Plane to the Feywild at twilight. responsibilities.
The Feywild is blanketed in sinister black fog, Hag Hovel (IW 61). Express a deep, unfulfilled need.
18 heavily obscuring everything further than 10 feet The Litter and the Peat (IW 63). Wait patiently.
away. Satyr Village (IW 63). Play primal, emotional music.
The Sea of Vines (IW 63). Let go of the past. Embrace the
A wild magic surge is triggered every time a
19 creature casts a spell or scores a critical hit. Refer to present.
the Wild Magic Surge table (PHB 104). Sparkling Grove (IW 64). Remember moments of safety.
The Tree of Infinity (IW 65). Coalesce into the soil.
20 Roll two more times on this table.
The Unknown (IW 65). Get lost, or roll below 10 on
Survival.
47
:
V
I
4: VOICE
C R E E A A T E E A A N A R C H F F E E Y 4 4 : V O O C C E
4: VOICE
I
4: VOICEE
CREATE AN ARCHFEY
T
C
A
CREATE AN ARCHFEY
C
R
H
CREATE AN ARCHFEYY
R
N
Describe your archfey's voice or roll on the following chart.
Into Wonderland provides four archfey who rule the
immediate area of the Feywild that Endercoast was displaced
into. You can swap out one or more of these archfey for one or
more you've created yourself with the following steps.
Archfey Voices
:
1 1 : C O O N N C C E P P T d4 Voices
C
E
1: CONCEPT
1: CONCEPT
1: CONCEPTT
Your archfey should be more than just a person -- they are a 1 Booming and royal.
force of nature made manifest. Think of powerful emotions, 2 Slow and sinister.
abstract concepts, natural phenomenae, and existential 3 Smooth and relaxed.
threats to humanity. You can also base them off of
recognisable tricksters like the Mad Hatter, Loki, Jack 4 Cackling and crazy.
Sparrow, Koh, or Anansi. And if you prefer, you can make them
human, in a sense: as flawed and anxiety-ridden as anyone
else in such an absurd world.
2 2: NAME 5 5 : P P E R R O O N N A L L T T Y
N
:
:
N
E
M
A
2
:
2: NAME
A
E
S
5: PERSONALITY
I
M
5: PERSONALITY
A
2: NAMEE
S
I
5: PERSONALITYY
Come up with your own name or roll on the following chart. Describe your archfey's personality or roll on the following
chart.
Archfey Names
d8 Name Archfey Personalities
1 Marroweater d4 Personality
2 The Shoemaker, Slayg 1 Unpredictable, chaotic, mercurial.
3 Osheann the Blinded Monarch 2 Self-satis ed, pompous, amused.
4 Pecan Petalbriar of the Pecan Pillbox 3 Depressed, anxious, fearful.
5 Marnivolis the Collapsed 4 Giddy, playful, joyous.
6 Amaretta, Lady of Wine and Revelry
7 Sleepy Dean
8 Weeping Fog in the Cold Winter Morning
:
6 6 : I I D D E A A L
6: IDEAL
E
6: IDEAL
6: IDEALL
Describe your archfey's ideal or roll on the following chart.
3 3: APPEARANCE
A
:
E
3
C
P
A
R
A
E
:
A
P
N
3: APPEARANCE
N
R
P
A
P
C
3: APPEARANCEE
A
E
Describe your archfey's appearance or roll on the following Archfey Ideals
chart. d4 Ideal
1 Music. If music be the food of love, play on.
Thankfulness. We must always be grateful for the
2
things we have, for they will not always be with us.
Archfey Appearances
d4 Appearance 3 Spite. All who scorn me shall die.
Takes the form of a ten-foot-tall eladrin elf dressed in Loyalty. It is the easiest thing in the world to change
1
the nest robes that match the season. 4 one's mind, which is why I simply do not allow such
weaknesses in my court.
Takes the form of a massive black centipede that
2
wears the faces of those who have wronged it.
3 Takes the form, eerily, of whoever looks upon them.
Takes the form of a churning mass of vines, insects,
4
and bloodshot disembodied eyes.
48
:
:
7 7 : B O O N N D 8 8 : F F L L A A
B
W
8: FLAW
7: BOND
7: BOND
8: FLAW
8: FLAWW
7: BONDD
Describe a special bond for your archfey or roll on the Describe your archfey's flaw or roll on the following chart.
following chart.
Archfey Flaws
d4 Flaw
Archfey Bonds
d4 Bond 1 I am narcissistic to the point of delusion.
I fell in love with a mortal a thousand years ago and
1 2 I obey a strict code of conduct -- if I break it, I will die.
would do anything to resurrect them. Without my minions, I would be powerless. I rely on
I slew a rival archfey, but now every time I look in a 3
2 them to support me.
mirror, I see their face instead of mine. A rival's curse means I slumber in all seasons but
I hold the last living memories of a race that was 4
3 winter.
tragically wiped out ten thousand years ago.
For as long as I live, so lives a king in the Material
4
Plane who bargained with me for his immortality.
9 9: STATBLOCK
:
S
C
K
:
T
T
A
B
L
S
9
O
9: STATBLOCK
B
T
9: STATBLOCKK
L
T
C
A
O
The archfey of this campaign are intended to be able to be
defeated, and thus they use a statblock. Choose one of the
following statblocks to represent your archfey. Change the
creature type to fey if it isn't already. Give it Magic Resistance
and Legendary Resistance (3/Day) if it doesn't have them
already (see Lord Cals (IW 190) for an example of these traits).
Make any other changes you like as you please.
Ancient Bronze Dragon (MM 107)
Ancient Green Dragon (MM 93)
Androsphinx (MM 281)
Archdruid Coven Leader (NPC 83)
Archmage (MM 342)
Beholder (MM 28)
Coven of Bheur Hags, nature (VGM 160)
Cirrus (IW 193)
Dailili (IW 196)
Dao (MM 143)
Djinni (MM 144)
Efreeti (MM 145)
Elder Tempest (MTF 200)
Guardian Naga (MM 234)
Gynosphinx (MM 282)
Ki-Rin (VGM 163)
Leviathan (MTF 198)
Liminal Druid (NPC 91)
Lord Cals (IW 190)
Marid (MM 146)
Morkoth (VGM 178)
Phoenix (MTF 199)
Rock Legend (NPC 45)
Spirit Naga (MM 234)
Spirit Troll (MTF 244)
The Swarm (NPC 172)
Tettlebug Moonflower (IW 198)
Vampire (MM 297)
Wild Guardian (NPC 160)
Zaratan (MTF 201)
49
0
1 1 0 : : G O O A L L 1 1 3 : : E E V V E N N T T S
3
G
13: EVENTS
E
10: GOALS
A
S
13: EVENTS
10: GOALS
13: EVENTSS
10: GOALSS
Choose one of the four archfey included in this book and use Choose one of the four archfey included in this book and use
their list of goals (IW 18-21), or use the generic goal below. their events (IW 18-21), or use the generic events below.
Generic Events
Generic Goal: Expand the Court
The archfey intends to keep Endercoast in the Feywild for d6 Event
as long as possible. It's not often that new opportunities to
amass followers are placed so neatly in one's lap. A 1 The archfey sends hundreds of swarms of ravens (MM
hundred thousand potential new warlocks! What a 339) to blot out the sun above Endercoast.
delight. The archfey seduces one of the four faction leaders of
2
Endercoast, turning them to their cause.
I
:
1
1 11: INFLUENCE The archfey sends everyone in Endercoast into a
E
E
C
N
U
F
I
N
:
L
1
1
11: INFLUENCE
N
F
C
U
N
E
L
11: INFLUENCEE
magical slumber that lasts until dawn the next day.
Choose one of the four archfey included in this book and use 3 Only elves and half-elves are una fected and must
their influence (IW 18-21), or use the generic influence below. awaken the rest of the city before the archfey's
minions start dragging people o f to the archfey's
court to be turned into cultists and warlocks.
The archfey o fers a cease re if the party can help
4
them destroy the court of a rival archfey.
Generic Influence: Magic
The archfey achieves their goals primarily through the use The archfey changes the season of Endercoast to
of powerful fey magic. They also have a general awareness 5 their preference of season for 42 (4d20) days.
of when magic is cast in the Feywild and can track their
enemies by following trails of magical energy, which they The archfey reveals themselves to have been the true
usually send their minions off to do for them. 6 form of a party members' beloved beast companion
the whole time.
M
1 12: MINIONS
:
2
2
I
1
N
O
S
I
M
N
:
12: MINIONS
12: MINIONSS
O
N
N
I
I
Choose one of the four archfey included in this book and use
B
P
4
:
their minions (IW 18-21), or use the generic minions below. 1 14: PATRON BONUSES
S
N
P
4
A
S
E
U
:
T
N
R
O
1
O
B
14: PATRON BONUSES
A
S
O
E
R
N
T
N
O
U
14: PATRON BONUSESS
Bards (VGM 211) To represent the bonus (or detriment) of allying with this
Centaurs (MM 38) archfey collectively as a group, choose one of the four archfey
Cultists of the Archfey (NPC 220) included in this book and use their patron bonuses (IW 18-21),
Druids (MM 346) or use the generic patron bonuses below. Feel free to mix and
Dryads (MM 121)
Faerie Dragons (MM 133) match at will. A relationship of 1 grants the party a feature
that promotes teamwork, and a relationship of 2 grants the
Feysworn (NPC 146) group a magic item, usually an uncommon, rare, or very rare
Goblins (MM 166) wondrous item.
Green Hags (MM 177)
Meenlocks (VGM 170)
Nature Priests (NPC 73)
Owlbears (MM 249)
Generic Patron Bonuses
Pixies (MM 253)
Primal Wardens (NPC 278) Relationship Bonus (or Detriment)
Satyrs (MM 267) Each party member has disadvantage on
Sprites (MM 283) -1 saving throws against spells due to a curse
Swarms of Ravens (MM 339) Enemies from the archfey.
Treants (MM 289) 0
Unicorns (MM 294) Ignorants No e fect.
Warlocks of the Archfey (VGM 219)
Witch Doctors (NPC 309) When a party member is within 5 feet of
1 another party member, both party
Allies members have advantage on saving
throws against spells and magical e fects.
The party receives the above bene t as
2 well as the following magic item: Robe of
Family
Useful Items (DMG 195).
50