New month new post. I have a new encounter pack for your perusal. I have realized that I have done enough to make fey folk capricious, mischievous, and dangerous. This changes today I have 15 encounters with fey misbehaving. These scenarios cover the whole range of near-do wells, from fey tricksters to dastardly evildoers.
Goblin Gambit at the Crossroads
Description: At a crossroads deep within the Märchenweltgrenze, travelers may encounter a group of goblin children playing a devious prank. These goblins, known for their trickery, have devised a clever scheme to fool unsuspecting passersby.
Encounter Details:
- Setting: The crossroads is nestled amidst a dense forest, with sunlight filtering through the canopy above. The air is filled with the sounds of birdsong and rustling leaves, creating a serene atmosphere that belies the goblins’ mischief.
- The Goblins: The goblin children, numbering around three or four, appear innocent at first glance, but their mischievous grins give away their true intentions. They take turns playing different roles in the prank:
- The Trickster: One goblin stands near the crossroads, eagerly offering false directions to travelers. With a gleeful twinkle in its eye, it delights in leading them astray.
- The Illusionists: The remaining goblins hide near the wooden bridge, casting minor illusions to make the damaged section appear whole. With precise coordination, they use multiple casts of mage hand to carry unsuspecting travelers over the gap, only to dispel the illusion at the most opportune moment and then drop them into the water.
- The Prank: As travelers approach the bridge, the goblin Trickster eagerly offers directions, steering them toward the treacherous path. Meanwhile, the Illusionists work their magic to deceive the travelers into believing the bridge is intact.
- Detecting the Ruse: Through keen observation and clever investigation, the party may notice subtle clues that something is amiss:
- Passive Perception (DC 14): The party may notice discrepancies in the bridge’s appearance or the goblins’ behavior.
- Active Skill Checks (DC up to the DM): Characters proficient in Investigation, Insight, or Arcana may uncover hints of magical deception or goblin trickery.
- Experimentation: Encourage creative thinking! Characters might test the bridge’s stability with cautious steps or attempt to discern the truth through magical means.
- Confronting the Goblins: If the party uncovers the prank before stepping onto the bridge, they have the opportunity to confront the goblins. The goblin children, caught red-handed, may react with a mix of fear and defiance. Depending on the party’s disposition, they may choose to let the goblins go or apprehend them for their misdeeds.
Illusory Treasures

Description: As the adventurers traverse the winding paths of the Märchenweltgrenze, they encounter a traveling peddler whose cart is adorned with colorful banners and trinkets. The air is filled with the sweet scent of herbs and spices, beckoning the weary travelers to explore the wares on display. However, all is not as it seems, for this peddler harbors a cunning deception beneath his charming facade.
Encounter Details:
- The Peddler: The peddler, a charismatic figure with a twinkle in his eye and a silver tongue, welcomes the adventurers with open arms. He introduces himself as “Merlin the Magnificent,” boasting of his collection of rare and powerful magic items.
- Illusory Wares: The peddler showcases an array of very rare magic items, from gleaming swords to shimmering amulets, all offered at unbelievably low prices. However, unbeknownst to the adventurers, these treasures are mere illusions crafted by the peddler’s hedge magic.
- The Deception Unraveled: If the adventurers become suspicious of the peddler’s offerings, they may attempt to discern the truth through keen observation and insight:
- Perception Check (DC 15): Characters may notice subtle flaws in the appearance or craftsmanship of the items, hinting at their illusory nature.
- Insight Check (DC 18): Characters proficient in Insight may detect hints of deception in the peddler’s demeanor, such as nervous glances or evasive answers.
- Arcana Check (DC 20): Characters with knowledge of magic may sense the faint traces of illusion magic lingering around the items, revealing their true nature.
- The Peddler’s Escape: If the adventurers uncover the deception and confront the peddler, he will attempt to flee into the nearby woods, disappearing amidst the shadows before they can apprehend him. Alternatively, if the adventurers fall victim to his ruse, the peddler will make a swift exit, leaving them to discover the truth of their illusory acquisitions.
The Mischievous Sprite’s Mischief
Description: As the adventurers journey through the enchanted forests of the Märchenweltgrenze, they encounter a tiny, winged figure darting among the branches above. With a mischievous glint in her eyes and a wicked grin upon her lips, the sprite plots her next act of trickery.
Encounter Details:
- The Sprite’s Theft: The adventurers suddenly find themselves the victims of petty theft as the sprite snatches a small trinket—a coin purse, a necklace, or any other easily pilfered item—and flits high into the treetops, beyond their reach.
- Taunting Trickery: From her perch among the branches, the sprite taunts the adventurers in a juvenile fashion, her laughter echoing through the forest. With a wicked gleam in her eye, she challenges the adventurers to complete a task of her choosing in exchange for the return of their stolen possessions.
- The Impossible Task: The sprite delights in sending the adventurers on a fool’s errand, concocting a devious and impossible task for them to complete. This task may involve catching a snipe in a bag, retrieving a nonexistent treasure from the bottom of a nearby lake, or any other absurd challenge the DM can imagine.
- Comedic Failure: As the adventurers embark on their futile quest, the sprite watches from her vantage point, reveling in their inevitable failure with gleeful laughter. The task may lead the adventurers on a wild goose chase, encountering various comical obstacles and setbacks along the way.
- Surrender or Persistence: If the adventurers choose to play along with the sprite’s game, she watches their efforts with amusement until she grows bored, eventually returning their stolen possession to a place where they will easily find it before flying off into the forest, her laughter trailing behind her.
- Defiance and Taunting: If the adventurers refuse to play the sprite’s game, she follows them for a time, continuing to taunt and mock them with her childish antics. Though she eventually grows bored and departs, her parting laughter serves as a reminder of her mischievous presence within the Märchenweltgrenze.
Seductive Spirits
Description: As the adventurers traverse the winding paths of the Märchenweltgrenze, they stumble upon a clearing bathed in the soft glow of moonlight. There, amidst the swaying trees and rustling leaves, a group of merry satyrs revel in joyous celebration. With music filling the air and laughter echoing through the forest, the satyrs extend a warm invitation to the weary travelers.
Encounter Details:
- The Reveling Satyrs: The satyrs, with their goat-like features and mischievous grins, welcome the adventurers with open arms, offering them goblets filled with what appears to be rich wine. However, unbeknownst to the adventurers, the wine is actually a potent moonshine concocted by the satyrs themselves.
- Inebriating Deception: As the adventurers partake in the revelry, the satyrs encourage them to drink heartily, filling their goblets with generous servings of the strong moonshine. Depending on the adventurers’ constitution modifiers, they may become quite intoxicated after consuming between 2 and 5 glasses of the potent brew.
- Ulterior Motives: Once the adventurers are sufficiently inebriated, the satyrs reveal their true intentions, seeking to capitalize on their impaired state. With sly grins and persuasive words, the satyrs attempt to persuade the adventurers to trade something abstract—a memory, a smile, or even their sense of direction—for trinkets of little value.
- Understanding the Deception: To see through the satyrs’ ruse and comprehend the true nature of the trade they propose, the adventurers must make a challenging Intelligence check:
- DC 22 Intelligence Check with Disadvantage: Only by overcoming the effects of their intoxication and piercing through the haze of the satyrs’ deception can the adventurers understand the unfair nature of the trade being proposed.
- Consequences of Failure: Should the adventurers fail to grasp the deceitful nature of the trade, they hear the satyrs’ proposition as a seemingly fair exchange, unaware of the true cost of their agreement.
Blossom Blackmail
Description: As the adventurers wander through a sun-drenched meadow within the Märchenweltgrenze, the air is filled with the sweet fragrance of blooming flowers. Suddenly, their path is blocked by the ethereal figure of a dryad, her expression stern as she accuses them of trampling her precious blooms.
Encounter Details:
- The Alleged Dryad: Standing amidst the vibrant flora, the figure appears to be a graceful dryad, her form intertwined with the surrounding foliage. With a solemn demeanor, she demands recompense from the adventurers, claiming damages of 200 gold pieces for the flowers they allegedly trampled.
- Illusory Deception: In reality, the “dryad” is a cunning elf girl adorned in a costume woven from leaves and branches, her appearance enhanced by subtle illusion magic. With a mischievous glint in her eye, she seeks to exploit the travelers’ guilt and generosity for her gain.
- Unmasking the Deception: To see through the false dryad’s ruse and discern the truth of her deception, the adventurers must rely on their keen observation and insight:
- Arcana Check (DC 20): Characters proficient in Arcana may detect the faint traces of illusion magic woven into the false dryad’s appearance, revealing her true nature.
- Perception Check (DC 20): Through scrutiny of the surrounding environment and the “dryad’s” behavior, characters may notice inconsistencies or clues that betray the illusion.
- Insight Check (DC 20): Characters proficient in Insight may discern the subtle cues in the false dryad’s speech and mannerisms, revealing the calculated nature of her deception.
- Confrontation and Resolution: If the adventurers call out the false dryad on her ruse, she attempts to flee in a panic, her illusion fading as she dashes through the meadow. If the players give chase and catch her, she begrudgingly admits defeat and offers them a magic amulet or ring as compensation for their trouble.
The False Innocence

Description: As the adventurers traverse the verdant landscape of the Märchenweltgrenze, their path intersects with that of a seemingly innocent sight: a young elf girl standing alone at the mouth of a cave, tears glistening in her eyes as she recounts a tale of terror.
Encounter Details:
- The Distressed Child: The elf girl, with her cherubic features and doe-like eyes, tugs at the adventurers’ heartstrings with her tale of woe. She claims that her mother has been captured by a fearsome monster lurking within the depths of the nearby cave.
- Deceptive Guise: Despite the girl’s seemingly genuine distress, keen adventurers may sense something amiss about her demeanor through their insight or arcane knowledge. A successful Insight check (DC 20) or Arcana check (DC 18) reveals subtle inconsistencies in her behavior, hinting at a darker truth behind her facade.
- The Cave of Illusions: Should the adventurers choose to investigate the cave, they discover that it is filled with noxious gas, laced with soporific properties. For every minute spent within the gas-filled cavern, the adventurers must make Constitution saving throws to resist succumbing to its effects.
- The Hag’s Lair: Unbeknownst to the adventurers, the supposed elf girl is a hag in disguise, preying upon their empathy and curiosity to lure them into her trap. If the adventurers succumb to the sleeping gas, the hag transports them to her lair, where she prepares to feast upon their flesh.
- Escape or Retribution: If the adventurers manage to resist the effects of the gas and confront the hag, she flees before they can retaliate, disappearing into the depths of the forest. Alternatively, if the adventurers succumb to the gas and awaken in the hag’s lair, they must find a way to escape before they become the hag’s next meal.
The Fey Hunt

Description: In the heart of the woods, the adventurers encounter a lord of the fey and his retinue of huntsmen, their presence marked by the echoing call of hunting horns and the thundering hooves of their steeds. With a gleam of amusement in his eyes, the lord proposes a game of chase, promising a rare reward to those who can evade capture.
Encounter Details:
- The Fey Lord’s Challenge: The lord of the fey, adorned in resplendent attire and exuding an aura of otherworldly charisma, presents the adventurers with an enticing proposition. He offers them a 30-minute head start before he and his huntsmen set out in pursuit, promising a rare magic item as a reward should the adventurers manage to evade capture for a full hour.
- The Hunt Begins: With the clock ticking, the adventurers must utilize their wits, cunning, and survival skills to outmaneuver their pursuers. The fey lord and his huntsmen, employing their supernatural abilities and knowledge of the land, employ every trick at their disposal to track down their quarry.
- Evading Capture: As the adventurers navigate the treacherous terrain of the Märchenweltgrenze, they may employ various tactics to throw off their pursuers, from hiding in dense thickets to laying false trails or utilizing magical disguises.
- The Fey Lord’s Reaction: Depending on the outcome of the hunt, the fey lord’s response varies:
- If the adventurers are captured within a short time, the fey lord may express disappointment at the brevity of the chase, lamenting the lack of challenge presented by their quarry.
- If the adventurers successfully evade capture for the full hour, the fey lord congratulates them on their skill and resilience, applauding their performance and presenting them with the promised magic item as a token of his respect.
- Healing and Farewell: Regardless of the outcome, once the hunt concludes, the fey lord extends a gracious hand to the adventurers, offering healing for any injuries sustained during the chase. With a final flourish, he bids them farewell, his retinue fading into the shadows as they depart into the depths of the forest.
The Leprechaun’s Ire
Description: As the adventurers traverse the winding paths of the Märchenweltgrenze, they unwittingly draw the ire of a mischievous leprechaun, whose playful antics quickly escalate into a relentless campaign of chaos and annoyance. With a gleeful cackle and a twinkle in his eye, the leprechaun sets his sights on making the players’ lives thoroughly miserable.
Encounter Details:
- The Leprechaun’s Mischief: The leprechaun, with his impish grin and quicksilver movements, becomes a constant thorn in the side of the adventurers. For 1d20 days, he follows them like a shadow, playing pranks and causing chaos at every opportunity.
- Relentless Harassment: The leprechaun’s pranks range from the innocuous to the infuriating, from stealing small items to sabotaging skill checks and interjecting rudely in conversations. Though his actions are never directly harmful, they create endless frustration and inconvenience for the adventurers.
- High-Stakes Interference: The leprechaun has a knack for disrupting high-stakes situations, whether it be a crucial negotiation, a tense battle, or a delicate skill challenge. His antics often lead to disastrous outcomes, turning the tide against the adventurers at the most inopportune moments.
- Elusive Quarry: Attempts to confront or apprehend the leprechaun are thwarted by his supernatural speed, as he darts and dashes through the forest with blinding swiftness. Any effort to catch him proves futile, as he slips through the adventurers’ fingers like quicksilver.
- Finding a Solution: Dealing with the leprechaun requires ingenuity, cunning, and perhaps a touch of luck. Whether through negotiation, trickery, or magical means, the adventurers must find a way to outsmart or outmaneuver the mischievous sprite and put an end to his reign of chaos once and for all.
The Elusive Chest

Description: In the heart of the enchanted wilderness, the adventurers stumble upon a curious sight—a large chest seemingly abandoned in the middle of nowhere. However, as they approach and attempt to open it, they find themselves thwarted by the chest’s elusive movements, as if guided by unseen hands. Little do they know, a trio of mischievous fairies lurk nearby, delighting in the chaos and confusion their magical antics cause.
Encounter Details:
- The Mysterious Chest: At first glance, the chest appears to be an ordinary treasure trove awaiting discovery. However, as the adventurers attempt to open it, they find their efforts frustrated by the chest’s inexplicable movements, as it slides and shifts out of their reach.
- The Fey Tricksters: Unbeknownst to the players, a trio of fairies watch from their hiding spot nearby, using their magical abilities to manipulate the chest for their own amusement. Their laughter echoes through the forest, a telltale sign of their presence to those with keen senses.
- Unraveling the Mystery: Should a player succeed in making a DC 19 Perception check, they may discern the faint laughter of the fairies emanating from a nearby hiding spot. If the players manage to locate the fairies, they find themselves confronted with fleeting glimpses of colorful wings and mischievous grins before the fairies vanish into the ether, leaving the chest behind.
- The Chest’s Contents: Inside the chest, the DM may choose to place a variety of treasures, magical artifacts, or even mundane items, tailored to suit the needs and desires of the adventurers. Whether the chest contains riches beyond imagination or mere trinkets, its true value lies in the journey of discovery and the encounter with the fey tricksters who sought to thwart the adventurers’ attempts to claim its contents.
The Fey Lord’s Lust

Description: As the adventurers traverse the mystical landscape of the Märchenweltgrenze, they stumble upon a scene of treachery and turmoil—a high fairy nobleman, his gaze alight with dark desire, dragging a young elf maiden towards a fey crossing, intent on making her his plaything in the ethereal realms of the Feyrealm. Sensing the adventurers’ presence, the nobleman attempts to buy their silence with a tempting bribe, but should they refuse, he unleashes his feyblade knights upon them, intent on eliminating any who would dare to oppose him.
Encounter Details:
- The Abduction: With a sneer of disdain and a lustful gleam in his eyes, the high fairy nobleman makes his intentions clear as he attempts to abduct the young elf maiden, dragging her towards a nearby fey crossing where he plans to transport her to the feyrealm against her will.
- The Bribe: Upon being confronted by the adventurers, the nobleman attempts to dissuade them from interfering in his affairs, offering them a tempting bribe in the form of a purse containing 1d20 platinum coins. Should the players succumb to his offer, they may find themselves complicit in his nefarious deeds.
- The Feyblade Knights: Should the adventurers refuse the nobleman’s bribe and persist in their efforts to thwart his plans, he summons forth his feyblade knights—elite warriors sworn to his service and armed with enchanted blades forged from the essence of the Feywild. The nobleman sends his knights forth in pairs, seeking to overwhelm the adventurers with their skill and ferocity.
- The Desperate Flight: As the battle rages on and the nobleman’s forces dwindle, he grows increasingly desperate, realizing that victory is slipping from his grasp. When only one knight remains standing, the nobleman abandons his pursuit of the elf maiden and flees in terror,swearing vengeance the entire time, leaving behind the coins and his would-be victim.
The Fomorian’s Toll

Description: In the rugged expanse of the Märchenweltgrenze, the adventurers encounter a group of bored Fomorian bandits, their brutish forms towering over the landscape like titans of chaos and mischief. Seeking to break the monotony of their banditry, the Fomorians devise a twisted game, forcing the adventurers to entertain them with a performance of their choosing. Success ensures their freedom, while failure invites brutal retribution at the hands of the merciless bandits.
Encounter Details:
- The Fomorian Bandits: With their grotesque visages and towering stature, the Fomorian bandits exude an aura of menace and cruelty, their boredom driving them to seek amusement in the suffering of others. As the adventurers stumble upon their lair, the bandits seize upon the opportunity to indulge in a twisted game of entertainment and torment.
- The Performance: Facing the grim choice between entertaining their captors or suffering their wrath, the adventurers must decide what kind of show they will put on for the Fomorians. Whether it be a display of combat prowess, a rousing musical performance, or a captivating tale spun from the depths of their imagination, the adventurers must use their skills and creativity to captivate their audience and secure their freedom.
- The Judgement: As the performance unfolds, the Fomorians watch with a mix of amusement and disdain, their judgment hanging in the balance. Should they find the adventurers’ efforts lacking, they will unleash their wrath upon them with savage brutality, beating them within an inch of their lives and seizing their belongings as payment for their failure.
- Freedom or Condemnation: If the Fomorians are sufficiently entertained by the adventurers’ performance, they will begrudgingly release them, allowing them to depart unmolested and with their belongings intact. However, if the performance fails to meet their expectations, the adventurers will suffer a merciless beating at the hands of the bandits, leaving them battered and broken amidst the unforgiving wilderness.
The Bellefontaine Exclusive
Description: In the bustling town that serves as the adventurers’ home base, a new arrival stirs up intrigue and excitement—a mysterious and alluring figure by the name of Aisling Bellefontaine, an infamous hack romance writer and notorious manipulator of mortal hearts. With her enchanting charm and beguiling demeanor, she sets her sights on a chosen PC, weaving a web of romance and intrigue that will entangle them in a tale of love, betrayal, and Feywild magic.
Encounter Details:
- The Enigmatic Aisling Bellefontaine: As Aisling Bellefontaine arrives in town, whispers of her reputation as a hack romance writer and master manipulator of mortal hearts precede her. With her ethereal beauty and captivating presence, she draws the attention of all who cross her path, her true intentions hidden behind a mask of enchantment and allure.
- The Meet Cute: Aisling orchestrates a classic meet-cute, arranging for a serendipitous encounter with the chosen PC in the heart of the town square or a quaint cafe, where sparks fly and hearts begin to flutter in the presence of undeniable chemistry. Using her fey magic to enhance her charms, she ensnares the PC in a whirlwind romance, weaving a tale of passion and desire that transcends mortal bounds.
- The Relationship Unveiled: As the weeks pass, the PC finds themselves drawn deeper into Aisling’s web of romance and intrigue, their feelings for her growing stronger with each passing day. Unbeknownst to them, Aisling uses her magic to manipulate the relationship, weaving a tale of love and betrayal that will serve as the inspiration for her next bestselling novel.
- The Disappearance: After 2d20 weeks of blissful romance, Aisling disappears in the dead of night, leaving behind nothing but a dear John letter revealing the truth of her fey nature and the manipulation that has ensnared the PC’s heart. With her departure, the PC is left to grapple with the betrayal and heartache of a love that was never real, their emotions laid bare for all to see.
- The Reckoning: Shortly thereafter, Aisling’s latest book is published, detailing a strikingly similar relationship to the one she shared with the PC, her fey magic infusing the pages with an otherworldly allure that captivates readers far and wide. However, there is a 1 in 8 chance that Aisling genuinely fell in love with the PC, and her heart swayed by their mortal charms, leading to a reckoning of emotions and a choice that will shape the future of their relationship.
The Technicolor Tormentor
Description: Venturing into a strange and whimsical realm, the adventurers find themselves immersed in a world straight out of old Disney and Warner Brothers cartoons, where everything appears hand-drawn and vibrant in its colorful splendor. Little do they know, they have entered the domain of a fey sovereign Puckish Paddywhack who delights in classic cartoon slapstick, viewing the players as unwitting participants in his latest game of mischief and mayhem.
Encounter Details:
- The Fey Sovereign’s Introduction: With a flourish befitting the introduction of a trickster from old cartoons, the Puckish Paddywhack appears before the players, his larger-than-life presence exuding an air of mischievous glee. He challenges the adventurers to catch him in a game of cat and mouse, promising a reward if they can outwit him.
- The Chase Begins: With a burst of speed, the fey sovereign speeds off in a whirlwind of dust, leaving a trail of chaos and confusion in his wake. As the adventurers give chase, they find themselves subjected to a series of classic cartoon gags and traps, each more outlandish and absurd than the last.
- Cartoonish Pranks and Perils: Along the way, the adventurers encounter a myriad of cartoonish pranks and perils, from slippery banana peels and oversized mallets to exploding cigars and anvils falling from the sky. Each prank deals between 1d6 and 3d6 damage, as the fey sovereign revels in the chaos and laughter of his antics.
- Outwitting the Trickster: To catch the fey sovereign and claim their reward, the adventurers must use their wits and cunning to outsmart his devious traps and evade his whimsical tricks. Whether through clever thinking, quick reflexes, or sheer dumb luck, they must navigate the absurdities of the cartoon realm and emerge victorious in their pursuit of the elusive sovereign.
Carnival of Shadows
Description: As the adventurers stumble upon a traveling carnival amidst the colorful tents and lively music, they are drawn in by the promise of amusement and entertainment. However, beneath the facade of merriment lies a sinister truth—the carnival serves as a front for a nefarious kidnapping ring, orchestrated by powerful fey patrons with insidious intentions.
Encounter Details:
- The Enchanted Carnival: The carnival appears to be a bustling hub of activity, with patrons laughing and enjoying the various attractions and games. Unbeknownst to them, the entire carnival is ensorcelled by powerful enchantments that mask the dark deeds unfolding within.
- The Kidnapping Ring: Operating under the guise of carnival workers, the members of the kidnapping ring await the arrival of unsuspecting victims who fit the descriptions provided by their fey patrons. When such individuals enter the attraction tents, they vanish without a trace, spirited away to unknown fates.
- The Ambush: When the adventurers unwittingly enter one of the attraction tents, they find themselves ambushed by the enforcers of the kidnapping ring. These ruthless individuals, numbering four in total, are skilled combatants who will stop at nothing to fulfill their orders and eliminate any threats to their operations.
- Pursued by Carnies: Upon thwarting the initial ambush, the adventurers find themselves pursued by the carnival workers—commonly known as “carnies”—who are loyal members of the kidnapping ring. These individuals, though lacking in combat prowess, are numerous and relentless in their pursuit, attacking the adventurers at every opportunity.
- Carnival Attractions: As the adventurers navigate the treacherous carnival grounds, they encounter various attractions and diversions, from rigged carnival games to greasy food stalls and a macabre freak show. Though seemingly innocuous on the surface, these attractions serve as distractions to conceal the true nature of the carnival’s operations.
- Confronting the Ring Leader: At the heart of the carnival, the adventurers confront the bandit captain—the ruthless leader of the kidnapping ring. Backed by a small cadre of mages and enforcers, the bandit captain poses a formidable challenge, wielding both martial prowess and arcane power in defense of the ring’s dark secrets.
Carnival of Shadows

Description: As the adventurers press deeper into the heart of the enchanted carnival, they stumble upon a hidden area concealed behind a sign marked “Employees Only.” Beyond lies a double ring of wagons, with the outer wagons resembling typical carnie accommodations, while the inner wagons house a horrifying sight—the kidnapped victims trapped within giant cages, guarded by the ruthless enforcers of the kidnapping ring.
Encounter Details:
- The Inner Sanctum: Past the forbidden threshold, the adventurers are met with a grim tableau—a circle of wagons surrounding a central area where the kidnapped victims are held captive in giant cages. The air is heavy with the stench of fear and desperation, as the victims clamor for freedom from their cruel imprisonment.
- Guardian Brute: Standing sentinel before the cages is a formidable brute wielding a heavy club, his imposing figure a stark reminder of the dangers that lurk within the carnival’s depths. With muscles bulging and eyes filled with malice, he stands ready to defend the captives at all costs.
- Enforcer Guards: Scattered throughout the inner ring of wagons are half a dozen enforcers, armed and vigilant in their duty to protect the cages and ensure the continued operation of the kidnapping ring. Their presence poses a formidable obstacle to the adventurers’ efforts to rescue the captives and dismantle the operation.
- The Final Showdown: As the adventurers confront the enforcers and their brutish guardian, a desperate battle ensues within the confines of the makeshift prison. With lives hanging in the balance, the adventurers must fight tooth and nail to overcome their adversaries and secure the release of the kidnapped victims.
Appendix, additional monsters and rouges
Brute – Level 3
Medium humanoid, neutral
Armor Class: 14 (hide armor)
Hit Points: 52 (8d8 + 16)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 16 (+3) | 10 (+0) | 14 (+2) | 6 (-2) | 8 (-1) | 6 (-2) |
Skills: Athletics +5
Senses: Passive Perception 9
Languages: Common
Challenge: 2 (450 XP)
Actions
Multiattack: The brute makes two attacks with its club.
Club: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
Brute – Level 6
Medium humanoid, neutral
Armor Class: 15 (hide armor)
Hit Points: 78 (12d8 + 24)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 18 (+4) | 10 (+0) | 15 (+2) | 6 (-2) | 8 (-1) | 6 (-2) |
Skills: Athletics +7
Senses: Passive Perception 9
Languages: Common
Challenge: 4 (1,100 XP)
Actions
Multiattack: The brute makes two attacks with its club.
Club: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 4) bludgeoning damage.
Brute – Level 10
Medium humanoid, neutral
Armor Class: 16 (hide armor)
Hit Points: 130 (20d8 + 40)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 20 (+5) | 10 (+0) | 15 (+2) | 6 (-2) | 8 (-1) | 6 (-2) |
Skills: Athletics +9
Senses: Passive Perception 9
Languages: Common
Challenge: 6 (2,300 XP)
Actions
Multiattack: The brute makes two attacks with its club.
Club: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) bludgeoning damage.
Fey Elf Huntsman
Medium Fey, Neutral
Armor Class: 15 (leather armor)
Hit Points: 60 (8d8 + 24)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 14 (+2) | 16 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 12 (+1) |
Saving Throws: Dex +5, Wis +4
Skills: Perception +6, Stealth +7, Survival +6
Senses: Darkvision 60 ft., passive Perception 16
Languages: Common, Elvish, Sylvan
Challenge: 3 (700 XP)
Fey Ancestry: The huntsman has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Spellcasting: The huntsman is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The huntsman has the following spells prepared:
Cantrips (at will): druidcraft, thorn whip
1st level (4 slots): entangle, faerie fire, healing word
2nd level (3 slots): pass without trace, spike growth
Actions
Longbow: Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Fey Lord
Medium Fey, Chaotic Neutral
Armor Class: 17 (natural armor)
Hit Points: 150 (20d8 + 60)
Speed: 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 16 (+3) | 18 (+4) | 16 (+3) | 14 (+2) | 16 (+3) | 20 (+5) |
Saving Throws: Dex +8, Wis +7, Cha +10
Skills: Perception +7, Stealth +8, Survival +7
Senses: Darkvision 60 ft., passive Perception 17
Languages: Common, Sylvan
Challenge: 10 (5,900 XP)
Fey Ancestry: The fey lord has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Innate Spellcasting: The fey lord’s innate spellcasting ability is Charisma (spell save DC 18). The fey lord can innately cast the following spells, requiring no material components:
At will: charm person, detect magic, misty step
3/day each: entangle, phantasmal force
1/day: dominate person
Actions
Multiattack: The fey lord makes two attacks with his longbow or one attack with his longsword.
Longsword: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) slashing damage.
Longbow: Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Fey Presence (Recharge 5-6): The fey lord magically emits a beguiling aura. Each creature of the fey lord’s choice within 10 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become charmed or frightened (fey lord’s choice) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


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