Happy April Fool’s Day! I have cooked up a little one-shot that is heavy on the laughs and mayhem, but what else should one expect when a near-omnipotent prankster descends on an unexpecting community? To defeat this merry miscreant the players will have to channel their inner prankster and make the king of fools the butt of the joke.

The adventure Begins
In the enchanting realm of Märchenweltgrenze, where the borders between the material world and the Feyrealm intertwine, a mischievous presence stirs. Clóirtheach, the illustrious Prince of Fools, renowned as the greatest prankster across the Feyrealm and beyond, has grown weary of the whimsy within his domain, Coillemirth, best known in the mortal realms as the Mirthwoods, the land of the fools. Seeking new avenues for his comedic escapades, he decides to embark on a grand tour of creation, with plans to leave no realm untouched by his trickster’s touch.
His journey begins in the bustling city of Sliberberg, the capital of the half-fey kingdom of Mountainheart. The players, unsuspecting adventurers in this fey-touched land, find themselves at the heart of Clóirtheach’s mischievous ambitions. Little do they know that their ordinary day will soon transform into a whirlwind of magical pranks and whimsical challenges, as the Prince of Fools sets his sights on them for his grand entrance into the mortal realms.
The First Prank
As the sun bathes Sliberberg in a warm, Fey-touched glow, your party strolls through the vibrant marketplace, enjoying the sights and sounds of the enchanted city. The air is filled with laughter and the sweet aroma of magical confections, and the locals go about their daily lives, seemingly oblivious to the impending chaos.
Ask the players to describe what their characters are doing in the marketplace before the prank. Are they shopping for magical trinkets, enjoying a meal at a Feyrealm-inspired cafe, or perhaps engaging in a friendly game of cards with the locals? Encourage them to immerse themselves in the peaceful ambiance of the Fey-touched city.
Creating the Prank:
Now, it’s time to unleash Clóirtheach’s mischievous touch. Tailor the prank to suit your party, taking into consideration their personalities, quirks, and past experiences. The goal is to present a scenario that is both exasperating for the characters but amusing in a twisted way for onlookers.
For example, if you have a cautious and meticulous wizard in the party, Clóirtheach might cast an illusion that makes them believe they’ve swapped bodies with a clumsy town guard. Hilarity ensues as the wizard struggles to maintain the guard’s composure, complete with exaggerated stumbles and accidental knocking over of market stalls.
If your party includes a charming bard known for their smooth-talking, perhaps Clóirtheach transforms them into a talking animal that can only communicate through dance. The bard’s attempts at social interaction become a chaotic dance routine, garnering a mix of laughter and confusion from the enchanted onlookers.
DM Advice:
- Gauge the party’s comfort levels with humor and ensure the prank remains entertaining rather than offensive.
- Consider the personalities and strengths of each character when designing the prank for maximum impact.
- Encourage players to embrace the absurdity of the situation, as it’s all in good fun orchestrated by the Prince of Fools.
- Maintain a balance between annoyance and amusement, ensuring that the players ultimately find the situation amusing despite its inconvenience.
Once the players resolve the prank they discover some sort of comedic prop like a woophie cushion or can of itching powder discarded nearby. The item bears a label saying that it was bought a shop called the jokers choice.
The Joker’s Choice

As the players follow the trail of magical chaos, they stumble upon a whimsical building in the heart of Sliberberg, topped with a jester cap for a roof. A vibrant sign reads “Joker’s Choice – Where Mirth Meets Magic.” Upon entering, the air is filled with the tinkling sound of a bubble pipe, and the space is crammed with shelves displaying an array of enchanted pranks and costumes.
The door swings open with a jingle, and before you stands a goblin dressed in a riotous jester’s outfit, teetering on three-foot-tall stilts. With a flurry of exaggerated gestures, he pulls a bubble pipe from his pocket and begins blowing bubbles as he excitedly addresses you.
“Ah, splendid adventurers! Welcome to Joker’s Choice, the haven of hilarity and enchantment! Allow me to dazzle you with our array of whimsical novelties and magical merriments! You won’t find finer tricks anywhere in Märchenweltgrenze!”
Magadh’s Sales Pitch: Magadh, the goblin proprietor, introduces himself with rapid-fire speech, offering the players a myriad of enchanted items for sale. He readily admits to selling the specific items used in the Prince of Fools’ pranks earlier that day, explaining that a stranger in bejeweled motley, outclassing even his own jester outfit, made the purchase.
“Ah, yes! The illustrious stranger with the fool’s scepter! Quite the connoisseur of chaos, that one! He mentioned touring the grand fey Bazaar after visiting the castle and cathedral. Now, what can I interest you in? Perhaps a potion of giggles or a hat of befuddlement?”
Clue from Magadh: If the players inquire further, Magadh provides additional information about the stranger’s purchases, he bought a large box filled with various products, including hair loss oil, babble juice, a gallon of oil of slipperiness, fake vomit, and fairy dust. He eagerly points out that these items might lead the players to the next locations the stranger intended to visit.
DM’s Advice:
- Encourage players to interact with Magadh, embracing the chaotic energy of the shop.
- Magadh’s information should guide the players towards the castle, the cathedral, and the grand fey Bazaar, in that order.
- Feel free to introduce additional zany items or pranks in the shop that may pique the players’ interest or aid them in their quest.
- Magadh’s eccentric personality and quick speech make for a memorable interaction, so have fun role-playing the goblin shopkeeper.
The De-Furred Monarch
Upon following the stranger’s trail, the players arrive at Castle Sliberberg, the regal residence of King Frederick, the wolfman monarch of Mountainheart. As they approach, they notice an unusual tension in the air. The castle’s usual lively atmosphere is replaced by hushed whispers and muffled laughter.
You are led by a concerned servant up through the castle to the fourth floor to the royal bedchamber. The door is locked and you can hear someone inside. A knock at the door elicits a reply from the one inside. Fredrick’s voice, trembling and uncertain, can be heard through the door. “Uh no visitors today please try tomorrow.”
Roleplaying King Frederick: King Frederick is known for his pride in his luxurious fur. However, today he seems embarrassed and unwilling to face the world. The players must convince him to let them in and discover the source of his distress.
- Guide for Roleplaying Frederick:
- Embarrassed Demeanor: King Frederick is usually jovial and confident, but today he’s visibly embarrassed. He avoids eye contact and fidgets nervously.
- Protective of His Study: Frederick insists on keeping the door closed, unwilling to show his furless state. Players need to use empathy, persuasion, or clever arguments to gain entry.
- Cryptic About the Prank: Frederick refuses to reveal how the prankster managed to strip him of his fur. He insists it happened during a midday nap, leaving him bald and bewildered.
Introduction of Maeve: During the players’ attempts to persuade King Frederick, Maeve, the monarch’s betrothed or wife depending on the campaign’s timeline, makes an appearance. She quickly ducks out of view, her eyes red from crying. The player with the highest passive perception may notice that Maeve’s long chestnut-colored hair is missing.
Roleplaying Maeve:
- Visible Distress: Maeve appears visibly upset, her usual composure shattered. Her eyes are red, and she seems on the verge of tears.
- Avoiding Eye Contact: Maeve avoids direct eye contact with the players, perhaps feeling embarrassed about her own hair loss.
- Silent Grief: Maeve remains silent unless directly addressed. She may reveal more information if the players approach her with empathy.
DM’s Advice:
- Encourage players to use a combination of persuasion, empathy, and clever reasoning to gain entry to King Frederick’s bedchamber.
- Allow the players to notice Maeve’s hair loss subtly, adding an additional layer of mystery.
- Frederick’s embarrassment should be played for humor, creating a lighthearted atmosphere despite the awkward situation.
The Incoherent Sermon
The grand cathedral of Sliberberg stands before you, its towering spires reaching towards the heavens. As you enter, the midday mass concludes, and the congregation eagerly awaits the wise words of High Priest Elandor. However, as the priest opens his mouth to speak, an unintelligible stream of babble erupts, leaving the assembled crowd bewildered. The once solemn atmosphere is replaced by a cacophony of panicked, nonsensical chatter.
Investigation Checks: A few quick investigation checks reveal the source of the chaos – the sacramental wine has been laced with babble juice. The congregants, now caught in the spell’s effects, contribute to the chaotic symphony of incoherence.
Resolution Options:
- Dispel Magic or Similar Effects: Players who have asked Magadh about babble juice will know that using any spell or effect that can dispel magic will bring an end to the babbling. This provides a straightforward solution for the party’s spellcasters.
- Comprehend Languages Spell or Intelligence Check: Alternatively, a player can use the comprehend languages spell or make a DC 25 Intelligence check to interact with the afflicted. This check represents their ability to decipher the nonsensical babble and communicate effectively.
Information from High Priest Elandor: If the players inquire about the source of the prank, High Priest Elandor mentions a tourist in an expensive-looking jester outfit who was exploring the stained glass and statuary of the cathedral an hour before the mass started.
DM’s Advice:
- Encourage creative solutions from the players to end the babbling, promoting engagement and problem-solving.
- Emphasize the urgency of the situation by describing the escalating chaos within the cathedral.
- Use the babble-infused environment to create a comedic and chaotic atmosphere, playing on the absurdity of the situation.
- Ensure that players who interacted with Magadh earlier have the advantage of knowing the potential solutions.
Chaos in the Grand Fey Marketplace
As you step into the Grand Fey Marketplace, the usual lively bustle is replaced by a cacophony of comical chaos. Cobblestone streets beneath the magical canopy of shaped trees have been coated with an oily sheen, turning the marketplace into a whimsical slip-and-slide adventure. Feyfolk, desperate to avoid embarrassing spills, cling to the trees for stability, while others navigate the streets with exaggerated caution.
Acrobatics Checks: To traverse the oil-slicked marketplace, players must make Acrobatics checks. The difficulty increases based on the distance they need to travel. Failure may result in slipping and sliding, adding an extra layer of hilarity to their journey.
- Short Distance: DC 10 Acrobatics check
- Medium Distance: DC 15 Acrobatics check
- Long Distance: DC 20 Acrobatics check
Vendor Information: Numerous vendors recall a bejeweled jester perusing the stalls. Some even sold him trinkets and souvenirs, describing his flamboyant appearance and mischievous laughter.
Watch Corporal Knobs: Amid the chaos, the players spot Watch Corporal Knobs, a goblin in an ill-fitting uniform standing on a chair. He recounts his encounter with the bejeweled jester.
“I tried to restore order, but I ended up belly-first on the street, right into a fool decked out in jewels and whatnot. He asked for directions to the Silver Moon District and, just like that, walked through the air in that direction.”
DM’s Advice:
- Encourage players to embrace the comedic nature of the situation, describing their characters’ attempts to navigate the slippery marketplace.
- Use the environment creatively, describing feyfolk sliding gracefully or desperately holding onto trees.
- Watch Corporal Knobs can provide a humorous account of the chaos and a clue pointing towards the Silver Moon District.
- Consider introducing additional challenges, such as mischievous fairies adding to the chaos or opportunities for creative solutions to navigate the slippery streets.
Comedy in Motion
As you arrive on Silver Moon Street, the air is filled with the scent of freshly baked pastries and brewing coffee from the Silvermoon Bakery and Cafe. However, your attention is abruptly drawn to a commotion inside. The tranquility of the street is shattered as a figure in bejeweled motley crashes through the window, closely followed by your friend, Tansy Fleetfoot, notable local witch and owner of the establishment.
Action Unfolds: Tansy, her iconic apron stained with what appears to be vomit, casts a fiery Eldritch Blast followed by a fireball at the fleeing figure. In a distinctly Cockney accent, she shouts, “That’ll teach you to make me customers puke, you scoundrel! Never show your face here again!”
Chase Sequence: The players now find themselves in pursuit of the bejeweled jester, Clóirtheach, through the winding streets of the market ward. However, the mischievous Fey Sovereign has some tricks up his sleeve. During the chase, he conjures obstacles inspired by traditional slapstick comedy:
- Banana Peel Slide: A magically enlarged banana peel creates a slippery slide. Players must make Dexterity saving throws to avoid falling.
- Rapidly Appearing Pies: Pies materialize in the air and zoom towards the players. They can either attempt Dexterity saves to dodge or use their own magical abilities to counter the pie onslaught.
- Stretching Paint: Clóirtheach spills a magical paint that stretches across the path, creating a vibrant and sticky surface. Players can attempt Strength checks to power through or use magical means to navigate.
- Anvil Drop: An anvil suspended by magical means swings down unexpectedly. Players must make Acrobatics checks to avoid being flattened or use spells to alter the trajectory.
- Spring-Loaded Shoes: The mischievous jester leaves behind magically enhanced shoes that spring up and latch onto players’ feet. They must make Athletics checks to move freely or use dispelling magic to remove the shoes.
The Final Jest at the Joker’s Choice
As Clóirtheach, the Prince of Fools, scurries into the Joker’s Choice, a mischievous glint in his eyes, the door creaks shut behind him. The once lively shop now feels like a confined arena, filled with shelves stacked with enchanted prank items. Clóirtheach turns to face the players, a wide grin on his face as he prepares for a final bout of tomfoolery.
Passive Ability: Pratfall Manipulation: Clóirtheach possesses an innate ability to manipulate the physicality of those who try to harm him. Any attack or harmful action directed at him has a chance to trigger a pratfall, causing the attacker to stumble, trip, or otherwise embarrass themselves.
Objective: Turning the Tables: To make Clóirtheach disappear, the players must turn the tables and make him the butt of the joke. They can achieve this by utilizing items from the Joker’s Choice shop to play tricks on the Fey Sovereign. The players need to prank him three times to force him to leave in a puff of smoke.
Interactive Environment:
- Enchanted Shelves: The shelves are lined with various enchanted prank items. As an action, the players can rummage around one of the shelves, roll a d20, and consult the following list to see what they get.
Prank items
- Squawking Chicken: A magically animated rubber chicken that emits loud, obnoxious squawks when squeezed. Can be thrown to create a distraction.
- Invisible Paint: A vial of enchanted paint that renders objects or creatures invisible temporarily. Perfect for setting up unseen surprises.
- Potion of Hilarious Invisibility: A potion that turns the drinker hilariously invisible. While invisible, they emit uncontrollable laughter, giving away their position.
- Whoopee Cushion of Distraction: A cushion that, when activated, releases a magical burst of confetti and distracting noises. Excellent for diverting attention.
- Gag Glasses of Confusion: A pair of glasses with shifting, psychedelic lenses. Anyone who gazes through them becomes temporarily disoriented.
- Slapstick Shoes: Enchanted shoes that, when worn, cause the wearer to perform exaggerated and comical movements, distracting those around them.
- Gag-in-a-Box: When opened, releases a harmless but absurdly large inflatable creature, providing a distraction.
- Juggling Balls of Misdirection: A set of colorful juggling balls that, when thrown, create illusory duplicates, confusing onlookers.
- Bouncing Banana Peel: A magically enlarged banana peel that, when stepped on, launches the unfortunate individual comically into the air.
- Farting Cushion: A cushion that emits realistic and embarrassing fart sounds when someone sits on it. Can be strategically placed for distraction.
- Exploding Flower Bouquet: A seemingly harmless bouquet that, when handed to someone, bursts into a colorful explosion of confetti.
- Joyful Jester Hat: A hat that, when worn, causes the wearer to break into spontaneous, joyful dancing. Distracts and amuses.
- Comedic Confetti Cannon: A handheld cannon that shoots out a burst of colorful confetti. Can be used to blind or surprise opponents.
- Glowing Gag Gum: Chewing gum that, when blown into a bubble, releases a blinding flash of light. Great for disorienting foes.
- Infinite Seltzer Bottle: A bottomless seltzer bottle that sprays endless streams of water, creating slippery surfaces.
- Funky Fog Machine: A small fog machine that produces harmless, colorful fog. Perfect for creating an atmospheric distraction.
- Magical Rubber Hammer: A rubber hammer that, when swung, produces exaggerated cartoonish sound effects. Distracts and amuses.
- Dancing Doppelganger Doll: A small doll that, when activated, creates an illusory duplicate of the wielder, confusing opponents.
- Razzle-Dazzle Smoke Bombs: Small smoke bombs that release dazzling, multicolored smoke. Creates confusion and adds a touch of spectacle.
- Explosive Cream Pie: A magically enhanced cream pie that, when thrown, releases a harmless explosion of whipped cream. Perfect for a classic and unexpected prank.
Disappearing Act: After being pranked three times, Clóirtheach lets out a hearty laugh, a cloud of smoke envelops him, and he disappears, leaving behind several random bits of his regalia, including his royal scepter, his ring of many pies, and a pair of bejeweled underwear.
Reward: In addition to the satisfaction of outsmarting the Prince of Fools, the players can keep the enchanted items from the Joker’s Choice shop as unique and whimsical rewards for their victory.
DM’s Advice:
- Encourage players to think creatively about how to use the prank items in the shop.
- Describe Clóirtheach’s reactions to each prank, enhancing the comedic atmosphere.
- Keep the tone lighthearted and encourage players to enjoy the absurdity of the situation.
- The items the players choose to use can affect the difficulty of the encounter, allowing for flexibility based on the party’s capabilities.
Appendix
NPC stat blocks
Clóirtheach, Prince of Fools

Medium fey, chaotic neutral
Armor Class 15 (King Fool’s Scepter)
Hit Points 126 (12d8 + 72)
Speed 40 ft.
STR 12 (+1)
DEX 18 (+4)
CON 22 (+6)
INT 14 (+2)
WIS 16 (+3)
CHA 20 (+5)
Skills Acrobatics +8, Deception +9, Performance +9
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Sylvan
Challenge 9 (5,000 XP)
Fey Ancestry. Clóirtheach has advantage on saving throws against being charmed and can’t be put to sleep by magical means.
Innate Spellcasting. Clóirtheach’s innate spellcasting ability is Charisma (spell save DC 16). He can cast the following spells without needing material components:
- At will: Dancing Lights, Minor Illusion, Prestidigitation
- 3/day each: Charm Person, Mirror Image, Tasha’s Hideous Laughter
- 1/day each: Invisibility, Mislead
Magic Resistance. Clóirtheach has advantage on saving throws against spells and other magical effects.
Prankster’s Presence. Clóirtheach exudes an aura of mischievous charm in a 20-foot radius. Creatures of his choice within this area have disadvantage on Wisdom saving throws against being frightened or charmed.
Actions
King Fool’s Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 1) bludgeoning damage. The target must succeed on a DC 15 Wisdom saving throw or be affected by Tasha’s Hideous Laughter for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Pie Fling. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the target is hit by the Pie Fling, they must succeed on a DC 16 Dexterity saving throw or be temporarily blinded until the end of their next turn.
Summon Fey Prankster. Clóirtheach magically summons a fey prankster to his side. The prankster has its own initiative and takes its turn immediately after Clóirtheach’s. It can perform the following actions:
- Mischievous Distraction. The prankster targets one creature within 5 feet of it. The targeted creature must succeed on a DC 14 Wisdom saving throw or be distracted, granting advantage on attacks against it until the end of its next turn.
- Confetti Barrage (Recharge 5-6). The prankster throws a bag of enchanted confetti in a 10-foot radius. Creatures in that area must succeed on a DC 14 Dexterity saving throw or be restrained by the confetti until the end of their next turn.
Legendary Actions
Clóirtheach can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Clóirtheach regains spent legendary actions at the start of his turn.
Pie Dodge. Clóirtheach moves up to half his speed without provoking opportunity attacks.
Fey Flash. Clóirtheach casts Prestidigitation or Minor Illusion.
Mocking Laughter (Costs 2 Actions). Clóirtheach targets one creature he can see within 60 feet. The target must succeed on a DC 16 Wisdom saving throw or be affected by Tasha’s Hideous Laughter for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Reactions
Pratfall Deflection. When Clóirtheach is hit by an attack, he can use his reaction to force the attacker to make a DC 16 Dexterity saving throw or be affected by Tasha’s Hideous Laughter until the end of their next turn.
Magic items
King Fool’s Scepter
Rare Rod (requires attunement)
This ornate scepter, once wielded by Clóirtheach, the Prince of Fools, is a whimsical magical item with the power to infuse an air of merriment and jest into its surroundings.
Properties:
- Prankster’s Aura: While attuned to the King Fool’s Scepter, you gain advantage on Charisma (Persuasion) checks related to lighthearted or humorous interactions.
- Fool’s Laughter: As an action, you can wave the scepter, causing it to emit a burst of enchanting laughter. Creatures of your choice within a 20-foot radius must make a Wisdom saving throw (DC 15) or be affected by Tasha’s Hideous Laughter for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Mischievous Flourish: When you make a Charisma-based spell attack or force a creature to make a Charisma saving throw, you can choose to add your proficiency bonus to the roll while holding the scepter.
- Summon Prankster: Once per day, you can use an action to summon a mischievous sprite or imp to your side. The summoned creature follows your verbal commands for 1 hour before disappearing in a puff of glittering confetti.
Curse:
- Fool’s Mischief: While attuned to the King Fool’s Scepter, you are compelled to play light-hearted pranks on those around you. These pranks are generally harmless but may lead to awkward or amusing situations. Attempting to resist the compulsion requires a DC 15 Wisdom saving throw.
Description: This scepter is adorned with colorful gemstones, and its intricate design reflects the whimsical nature of Clóirtheach’s antics. When wielded, it seems to emanate an infectious sense of joy and mischief.
Ring of Many Pies
Uncommon Ring (requires attunement)
This enchanted ring, a creation born of Feyrealm humor, grants its wearer the ability to summon cream pies seemingly out of thin air. Whether for lighthearted pranks or impromptu celebrations, the Ring of Many Pies adds a touch of whimsy to any situation.
Properties:
- Pie Conjuring: As an action, you can use the ring to summon a cream pie into your hand. The pie remains fresh for 1 hour before dissipating into harmless, magical residue.
- Pie Varieties: The ring can summon pies in various flavors and styles, from classic custard to magical berry swirls. The appearance and taste of the pies are customizable at the wearer’s whim.
- Infinite Pie Supply: The Ring of Many Pies has an infinite supply of pies, allowing the wearer to summon as many pies as desired. However, only one pie can be summoned at a time.
- Prankster’s Delight: When the wearer successfully hits a target with a cream pie summoned by the ring, the target must make a Dexterity saving throw (DC 12) or be temporarily blinded by the creamy impact, gaining the Blinded condition until the end of its next turn.
Description: The ring is crafted from enchanted silver, with a tiny pie icon engraved on its surface. When activated, the ring produces a soft, whimsical tinkling sound as the cream pie materializes in the wearer’s hand.


Leave a comment