Sorry for the lack of content over the last month. The long, strange summer has taken much longer than expected, and I have turned my gaze towards a more ambitious project. Starting in September, I plan to publish one adventure or short story per week. In the meantime, here is a little one-shot that is sure to give your players a new perspective on things.
Background
The wilderness of the Märchenweltgrenze is as beautiful as it is treacherous. Vast, ancient forests stretch out under skies that shift between twilight and dawn with no rhyme or reason. Rivers of shimmering water flow uphill, and flowers-filled meadows glow with an eerie light. But beneath this beauty lies the danger. The wilds are unpredictable, with paths that change direction, leading travelers astray. Even the fey folk, who are native to this land, tread carefully, for the wilds harbor forces older and more powerful than they are.
In this land, a simple journey can turn into a misadventure at any moment. Travelers might find themselves walking through a forest only to emerge in a different time or place or stumble upon a place of immense power where the laws of nature no longer apply. Such places are scattered throughout the Märchenweltgrenze, hidden in glades, atop hills, or caves. Some are known only in legend, whispered about in tales of woe and wonder. One such place is the Pond of the Pixies, a serene-looking body of water that has trapped many an unwary traveler.
The Adventure Begins
The players find themselves traveling along one of the few safe paths through the wild forests of ____________. It does not matter where they are going or why they are going there; they are deep in the islands’ forests, a day’s journey from the nearest town. The path winds through the seemingly picturesque ancient forest. The air is cool and crisp, the scent of moss and loam tickles the player’s noses, and some way-off bird sings sweetly. When the players are sufficiently immersed in the scenario, read the following.
There is a flash of moment across your vision and the buzz of wings. You feel something grab something off your belt. You look down and see that your coin purse has been stolen. “Looking for something,” says a tiny female voice. You see a green-haired pixie hovering just beyond the trail’s edge. In her little hand, she tossed tiny and very familiar-looking coin purses. “If you want your money back, you must catch me.” She tears off through the forest at lightning speed
Unless the players are willing to part with all their money, they must chase the fairy down. The forest is suspiciously devoid of underbrush, and the ancient towering trees are far apart.
The pixie never gets too far ahead to render herself unseen by the players and will continue to throw taunts at the players like, “Oh, you mortals are so slow!”
The Pond of the Pixies
As the players tear through the forest after the thieving pixie, they arrive at a suspiciously placed and very small pond. Read the following.
Your tiny quarry breaks through the underbrush with you hot behind. Beyond the brush is a small clearing that contains a small pond. The pond is oval-shaped, about 30 feet long and 20 feet wide, with lily pads floating lazily on the surface and tiny frogs and turtles basking peacefully on the banks. It’s a picturesque, almost idyllic scene that seems strangely out of place in the untamed wilds. The pixie flies across the pond and hovers above the bank. “What the matter, slowpokes? I’m right here. Come and get me,” she shouts.
The pond does not seem like an obstacle; it is only 18 inches deep at the center, making it not more than an annoyance to the player in their pursuit. However, this pond is anything but ordinary, and the moment the first player’s foot touches the water, something strange happens. As the players wade across the pond, describe the surroundings getting bigger with each step, and the pond’s far shore seems farther away. By the time the players reach the opposite shore, their belongings have shrunk to the size of their winged tormentor. Read the following as they exit the pond.
You are soaked up to your waist. The water was only a few inches deep near the shore, but that is pretty deep when you are only 8 inches tall. The world around you seems so much larger now; the trees tower like mountains, the pond has become a vast lake, the chipmunks and squirrels are the sizes of wolves, and now you can see eye to eye with the pixie who got you in this grand mess. She is still hovering above you but is now laughing her sides off at your expense. Before you do anything, you hear a load croak from behind you. Emerging out of the water are four sets of amphibian eyes locked square on you.
Four frogs (use the giant frog stat block) have decided that the players look like tasty snacks. All the while, the pixie will taunt the players from her lofty vantage point.
Bargaining with the Pixie Princess
Your ordeal with the frogs is complete, and the pond’s shore grows silent—or it would if it were not for the pixie’s manic laughter. She has been laughing so hard that she has been forced to descend to a grown and sit on a pebble.
This is likely the players’ one chance to get some answers out of their tormentor, but to do that, they need to pin this capricious and flighty fey down. The players must grab the pixie before she flies away. The players must succeed on a DC 12 athletics check to rush up and grab her or a DC 14 stealth check to sneak up on her. When the players catch her, read the following.
The pixie squirms in your grasp and madly kicks her legs in vain hopes of hitting a soft spot. Her personality also subtly shifts from childish to entitled. “Let go of me, you rouge. This is no way to treat a princess,” she shouts at you.
The pixie will struggle for a while. While she struggles, she comes off as a vain, spoiled brat who seems entitled to the player’s obedience until it becomes clear that the only way to free herself is to cooperate. While in the player’s grasp, she will answer all questions truthfully.
- Her name is Princess Talia Glitterwing.
- She is the princess of the kingdom of Pixies, which is pretty close by
- The pond is called the Pond of Pixies because its water can shrink anything to pixie size.
- She does not have the power to reverse the water effects.
- Unlike her mother and other pixie she cannot use her species innate spell casting
- Her mother, the queen, can reverse the effects of the pond.
If the players insist on Talia leading them to her mother, she haughtily refuses. Why should she allow rouges like the players in the presence of her mother? If they suggest they could find it themselves, she tells them good luck with that; a powerful illusion hides the kingdom, and her mother’s men will not allow strangers like themselves into the kingdom. She will continue to refuse until players are desperate enough. She smiles a mischievous smile and says she would be willing if they did a tiny favor for her first. If asked what the favor is, read the following.
Talia smiles. “I’m tired of these old leaf dresses, “she says, her voice dripping vanity,” They were so last season. I want a real dress—a big folk princess dress! With sparkling jewels and fine silks. Oh, can you imagine how the other girls would envy me? If you bring me a dress like that, I’ll take you to my mother, and she’ll make you big again. It’s a fair trade, don’t you think.”
She instructs the players to collect a bottle of water, which they will need to get her new dress.
The Parliament of Owls
Princess Talia will lead them through the forest if the players agree to her request. The players encounter awakened mice, squirrels, and other small animals along the way. The animals revere her as a member of the local royalty; they greet Talia with bows and curtsies, addressing her as “Princess Talia” and inquiring about her well-being. After they go through the forest, she leads the players to a massive tree. She tells them she has a friend who will help them get to where they need to go. The tree is filled with pixie-sized tunnels and convenient balconies made from fungus, forming an easy-follow path upward to the canopy. When the player reaches the top, read the following.
As you climb upward, you hear the distant sounds of throaty voices debating each other and the occasional hoot. The voice gets louder as you climb upward, and you can start to make out the words of the debates. They seem to be talking about nesting rights and shrew quotas. Talia leads you out of the tunnel and into the tree’s crown. Sitting among the branches are dozens of owls of every species. As Talia strides out on the branches, you feel 50 pairs of yellow eyes upon you.
The players have arrived at the parliament of the awakened owl. As Talia strides, she demands, as the princess of the pixie kingdom, to address the house. She says she and her companions have an urgent errand. They must run at Limdenford castle and need rapid transportation. She humbly beseeches the assembled house to lend them the services of lord Swiftwing and one other owl to fly them to their destination. However, her request seems to be scorned by men of the owls, particularly from the large, imposing Great Horned Owl with piercing yellow eyes named Feathercrest, who appears to serve as the head of the assembly.
Skill Challenge: Convincing the Parliament
The players must now convince the Parliament of Owls to assist them by providing transportation on the backs of a few willing owls. This multi-part skill challenge tests the players’ diplomacy, persuasion, and understanding of the owls’ concerns.
- 1. Understanding the Parliament’s Concerns:
- Insight Check (DC 13): A successful check lets players grasp that the owls are profoundly traditional and respect protocol. They are concerned with maintaining the balance of the forest and are wary of involving themselves in the affairs of “big folk.”
- 2. Diplomatic Appeals:
- Persuasion Check (DC 15): The players must appeal to the owls’ sense of duty or the novelty of their situation. If the players argue that helping them will protect the balance of the forest or offer the owls a unique opportunity to engage with the world beyond, they may succeed.
- Roleplaying Tip: The players might mention the importance of their quest or emphasize their honor and respect for the Parliament and the forest. Flattery might work, but only if it is sincere and well-delivered.
- 3. Appealing to Individual Owls:
- Animal Handling or Charisma Check (DC 12): Players can target specific owls, like Swiftwing, who is eager to help Talia
- Result: If they succeed, these owls might speak in favor of helping the players, tipping the scales in their favor.
Outcomes:
- Success: If the players successfully convince the Parliament, Lord Feathercrest will nod sagely. “Very well,” he says, “We shall assist you in this endeavor. Young Swiftwing and one other shall carry you to your destination. May your quest be successful, and may you remember the courtesy of the Parliament.”
- Failure: If the players fail to convince the Parliament, Lord Feathercrest will regretfully decline, citing the owls’ need to maintain neutrality. However, Swiftwing might still offer to help them secretly, risking the ire of the Parliament.
- Alternative Solutions: The players might propose an alternative arrangement, like promising to owe the Parliament a favor in return for their help or offering something of value (perhaps information or a magical trinket) to sweeten the deal.
The Princess’s Tower
The players, now riding atop the owls, soar through the skies of the Märchenweltgrenze. The flight is exhilarating, giving them a breathtaking view of the wilds below—an untamed landscape filled with ancient forests, shimmering rivers, and strange magical anomalies that mark the boundaries of the fey realm. After a brief moment and an eternity, they see their destination approaching: a quaint town surrounded by a ring of farmlands, with a castle perched majestically above it. The owls deposit the players on the roof near a tower, and Talia leads them across to a window in the tower. Read the following.
The room is straight out of a storybook—a luxurious chamber with silk drapes, a large four-poster bed adorned with plush pillows, and a vanity cluttered with fine brushes, cosmetics, and trinkets. A crystal chandelier hangs from the ceiling, casting a warm glow over the room. A stereotypical princess with long golden hair and a beautiful gown carefully applies makeup at the vanity. The wardrobe across the room, a massive armoire, is intricately carved and undoubtedly filled with the finest dresses in the kingdom.
Before the players can do anything, she points at the ball of white fluff in a satin-lined basket at the foot of the princess’s bed. At that moment, a head emerges from the fluff and yawns. Talia tells the players, “That’s why I need your help to get the dress; that stupid cat nearly got me the last time I got close to the wardrobe.” At that moment, the princess rises and leaves the room, leaving the cat contently purring in her basket.
The players must distract the cat for one minute (10 rounds of combat) while Talia sneaks across the room to the wardrobe, picks out a suitable dress, splashes it with the enchanted pond water, and returns to the window. The players can use a variety of tactics to distract the cat. Some possible strategies include but are not limited to:
- Illusions: Using minor illusions or similar magic to create sounds or images that draw the cat’s attention away from Talia.
- Throwing Objects: Players can throw small objects across the room to catch the cat’s interest. A successful Dexterity Check (DC 12) might cause the cat to pounce on the object instead of focusing on Talia.
- Animal Handling: If a player has a knack for dealing with animals, they can try to engage the cat in play by using a piece of string, a shiny object, or some other method. Animal Handling Check (DC 14).
- Combat: If all else fails, the players can engage the cat directly to keep it occupied. The cat should be treated as a formidable opponent—an apex predator at its current size. A direct fight is dangerous, so the players must focus on keeping it at bay rather than defeating it.
If the players successfully distract the cat for the required time, Talia will return to the window clutching a beautiful pixie-size silk gown. She urges the players to follow and leave the cat.
Welcome to Pixieland
Having successfully obtained the dress, Talia is in high spirits. She flutters around, admiring the gown that perfectly matches her vision of pixie royalty. True to her word, she promises to lead the players to her mother, who can help them return to their normal size. Thanks to the owls, the journey is quick. The owls drop the players back at the pond where their adventure begins. Talia darts into the brush at one end of the pond, motioning for the players to follow. Read the following as they exit the brush.
You emerge into a small clearing, and before you lies a town unlike any you’ve ever seen. Tiny, delicate houses are nestled among the roots of ancient trees, their walls made of acorn caps, their roofs thatched with soft moss. Mushroom caps serve as canopies over doorways, and flower petals hang like curtains in windows. Pixies flit to and fro, their wings shimmering in the dappled sunlight, leaving trails of sparkling dust in their wake. The air is filled with the sweet scent of flowers and the light, musical laughter of the pixie folk.
After giving the players some time to soak in the scenery, Talia turns to the players with a playful grin. “I need to go see a seamstress friend of mine to get this dress altered—my wings need room, after all! Take your time and explore the town. Not every day do big folk get to see a place like this! Once you’re done, meet me at the seamstress’s shop. You’ll know it by the giant mushroom with the red cap!”
This encounter is primarily focused on interaction and role-playing, allowing the players to immerse themselves in the whimsical world of Pixieland. The town is full of life, and the players can engage with the pixie residents in several sub-encounters. Here are a few options:
- A Game of Tag:
- Setup: As the players explore the town, they are approached by a group of pixie children, each one excitedly buzzing around them. The children, full of energy, invite the players to join them in a game of tag. The game involves flying through the town, dodging between houses, trees, and other obstacles.
- Mechanics:
- The game is fast-paced and requires quick reflexes. Players can make Dexterity Checks (DC 13) to avoid being tagged or to tag the pixies. Each player must succeed on three checks to win.
- Players can also use creative solutions or magic to outsmart the pixie children. For instance, casting a spell to create a minor illusion could distract the pixies, giving the player an advantage.
- Outcome: If the players perform well, the pixie children might give them a small token of friendship, such as a handful of pixie dust that grants temporary flight or a harmless but amusing prank item.
- Exploring the Marketplace:
- Setup: The players see a bustling marketplace with tiny stalls selling pixie-sized goods. The market is a riot of color, with stalls overflowing with fruits, flowers, and trinkets. The vendors are eager to show off their wares, and the players are free to browse and interact.
- Mechanics:
- Players can make Perception Checks (DC 12) to find hidden or particularly interesting items among the stalls. They might find a magical flower with healing properties, a tiny instrument that plays enchanting music, or a vial of glowing nectar.
- The vendors might also be interested in trading with the players. They could offer something of value in exchange for a shiny coin, an interesting trinket, or even a story from the players’ travels.
- Meeting the Town Elder:
- Setup: The players are approached by an elderly pixie, the town elder, who is curious about their presence in Pixieland. The elder invites them to sit for a chat and offers them a cup of nectar tea.
- Mechanics:
- This encounter is more about conversation and lore. The elder is knowledgeable about the history of Pixieland and the surrounding wilds. Players can ask questions, learn about the pixies’ way of life, or gain insight into the Feywild’s mysteries.
- The elder may also offer advice for players’ upcoming meeting with the Pixie Queen.
When the players finish exploring the town and head to the seamstress’s shop, read the following.
As you approach the seamstress’s shop, you hear the soft hum of pixie chatter and the swish of fabric being carefully adjusted. Pushing open the small wooden door, you step inside and find Talia standing in front of a full-length mirror, admiring her reflection. She’s now dressed in the gown you helped her acquire, but it’s been transformed—tailored to perfection to fit her tiny frame. The dress is adorned with sparkling threads, delicate lace, and shimmering beads, each detail lovingly crafted. A silver tiara rests atop her head, completing the ensemble, and she has matching jewelry that glints in the light.
Talia twirls around, her wings fluttering excitedly as she turns to face you. ‘Well, how do I look?’ she asks, her eyes wide with anticipation.”
If the Players Respond Positively:
Talia’s face lights up with pure joy as you compliment her new outfit. ‘Oh, thank you! Thank you!’ she exclaims, her voice bubbling over with excitement. She flies over and hugs the closest of you, her tiny arms barely wrapping around your neck as she showers you with thanks. ‘I knew you had good taste! Come on, we have to show my mother! She’s going to love this!’ She darts out the door, beckoning you to follow, her energy infectious as she leads you to your next destination.
If the Players Respond Negatively:
Talia’s smile falters momentarily before she quickly recovers, lifting her chin defiantly. ‘Well, clearly you big folk have no sense of style,’ she sniffs, her tone cool and haughty. She glances in the mirror, adjusting her tiara before marching out of the shop. ‘A promise is a promise,’ she says curtly. ‘I’ll take you to my mother now, even if you don’t appreciate true fashion.’ She heads out the door, her wings fluttering with a touch of irritation as she gestures for you to follow.
An audience with the queen
As the players follow Talia through the bustling pixie town, it becomes clear that her new outfit is having the exact effect she desires. The townsfolk stop to stare, and you catch more than a few envious glances from the pixie ladies as they admire her dress. Clearly enjoying the attention, Talia chuckles to herself and leads the players onward, her wings fluttering with pride.
You arrive at a grand castle made of intertwined tree roots and flowering vines at the edge of town. The castle is small by big folk standards but majestic in its own right, with delicate arches and spires that seem to glow with an inner light. Pixie guards, dressed in uniforms made of leaves and bark, snap to attention and salute as Talia passes by. With a wave of her hand, she dismisses them, and they step aside, allowing you to enter. Inside, you are led through winding hallways of polished wood until you reach a large chamber, the throne room. At the far end of the room, on a throne carved from ancient wood and adorned with intricate floral designs, sits a regal pixie woman. She wears an ornate dress made from layered rose petals, and a crown of fresh flowers rests upon her head, petals shifting colors in the soft light. As you approach, the Pixie Queen’s gaze falls on you, her expression curious but kind. ‘Darling Talia,’ she begins, her voice warm yet tinged with weariness, ‘what did you have these big folk do for you this time?’
Talia’s demeanor changes in an instant. The confident, vain pixie you’ve come to know suddenly adopts an air of feigned innocence. ‘Oh, mother,’ she says sweetly, ‘I just asked them for a little favor. They helped me get this lovely dress! Isn’t it just perfect?’
The queen raises an eyebrow, her eyes shifting from Talia to you. ‘Is that so?’ she asks, her voice now more measured. ‘Perhaps our guests would like to share their side of the story?’ She gestures for the players to speak.
In this roleplaying encounter, the players can explain the events that led them to the Pixie Queen. They can describe their misadventure, the tricks Talia played on them, and how they ended up acquiring the dress.
- The Queen’s Reaction: The queen will listen carefully to their story, nodding occasionally. If the players emphasize Talia’s mischievous nature but also acknowledge her charm, the queen may respond with a knowing smile, clearly used to her daughter’s antics. If the players are overly critical or complain, the queen might raise a gentle but warning hand, defending her daughter with a gentle admonishment about the nature of pixies and their love for harmless mischief.
- Possible Outcomes:
- If the players are respectful: The queen, amused and perhaps slightly exasperated by her daughter, will grant their request to return them to their normal size. She’ll thank them for indulging Talia and offer them a token of appreciation—a small charm or blessing for their troubles.
- If the players are critical or rude, The queen may still help them. Still, she will do so with a bit of a lesson attached, perhaps leaving them with a temporary pixie-related quirk (like glittery hair or a tendency to hover slightly off the ground for a few hours) as a reminder of their encounter.
- Talia’s Reaction: Depending on how the players present their story, Talia may react with embarrassment, a pout, or further attempts at charming her mother and the players. Regardless, she will insist that she did nothing wrong, but her tone will be playful rather than malicious.
- Resolution: Once the audience concludes, the queen will perform a simple but elegant spell, restoring the players to their original size. She’ll bid them farewell with a smile, and Talia, though a little less proud, will wave them off with a cheeky grin.
Conclusion
After hearing the players’ version of events, the Pixie Queen sighs, clearly exasperated by her daughter’s antics. “Oh, Talia,” she says, “you cannot keep tricking mortals into splashing themselves with water from the pond.” With a graceful wave of her hand, several pixie servants enter the room, each struggling to carry what appear to be enormous berries—at least from the players’ perspective, they are the size of cantaloupes. The Queen informs the players that these berries will undo the effects of the pond’s magic if eaten, but she cautions them to wait until they are out of the city before consuming them, lest they accidentally crush the town and its inhabitants.
The Queen then turns to Talia with a raised eyebrow and orders her to return the players’ stolen coin purses, which she does with a sheepish expression. As a further gesture of apology, the Queen presents the players with a Gossamer Cloak, a delicate and magical item woven from the finest gossamer threads, to make amends for her daughter’s mischief.
Finally, the Queen instructs Talia to escort the players back to the road once they have returned to their normal size. Still feeling a bit guilty, Talia agrees and leads them back through the forest. Once on the road, she shyly apologizes for the trouble she caused and, with a hopeful smile, suggests that they might visit her again sometime. Depending on the players’ response, this could mark the beginning of a new friendship. If they express interest in maintaining contact, Talia will eagerly try to keep in touch, and she may even pop in unexpectedly on future adventures, offering help or simply to say hello.
Magic item
Gossamer Cloak (Wondrous Item, Uncommon):
- Description: A delicate cloak made of shimmering gossamer threads.
- Effect: While wearing the cloak, the player has advantage on Dexterity (Stealth) checks made in natural environments. Additionally, the cloak allows the wearer to cast Invisibility on themselves once, after which the cloak loses its magic.
Stat block
The princess’s Cat
tiny Beast, Unaligned
Armor Class 12
Hit Points 190
Speed 10 ft.
STR 17 (+3)
DEX 15 (+2)
CON 13 (+1)
INT 3 (-4)
WIS 12 (+1)
CHA 8 (-1)
Skills Perception +3, Stealth +6
Senses Passive Perception 13
Languages —
Challenge 4
Proficiency Bonus +2
Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage.Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) slashing damage.


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