An introductory adventure for the Märchenweltgrenze chronicles for 4 players of level 1.
New site layout, newish introductory adventure. The first adventure of The Märchenweltgrenze chronicles has been remade so to speak. When I originally posted this adventure on this site it was pretty clear that I did not have everything pegged down about what makes The Märchenweltgrenze unique. There were disjunctions between the mechanics and the narrative like the region having fluid geography and the 5 settlements the players need to visit having definitive locations. I also should have taken the opportunity to use this adventure to introduce the players to the ways of the fey.
I am pleased to say that this state of affairs no longer exists. I have thoroughly reworked this adventure to bring it in line with various changes to the lore made since this adventure was originally released. The hexcrawl mechanics have been reworked to make it feel more like a region inhabited by people but has fluid geography and is occupied by a foreign army. Speaking of the army the enemies and encounters have been reworked so that better line up with the mechanical changes I made to goblinoids. I have reworked the unique encounters and added new ones that spotlight the cardinal rules of the fey. Finally, given that I plan to release a guidebook to the Märchenweltgrenze and the various locals and regions within I have updated the map for the hex crawl and added additional encounter maps to the adventure.
Session Zero
Before you start this adventure and the campaign in general I suggest doing the following. I highly recommend that this occurs before starting the adventure in a session zero
- Have each player create a homeland. I am purposefully leaving the world outside the Märchenweltgrenze pretty sketchy. It is implied that the region is bordered by empires that correspond to the Holy Roman Empire, Russia, and the Byzantine/Ottoman Empires, but that is it. By having the players create their homelands, they create a deeper connection to the world and their characters
- Have the players create a detailed background. The main villainess of the campaign, which will be introduced in 4th chapter of the campaign, is a devious and clever bitch. She will use the player’s love ones and motivations to control them, so the more detailed the background and the more NPC loved ones the better.
- Have each player character establish a goal or motivation for going into the Märchenweltgrenze. The campaign expects that the player characters are using the expedition as an excuse to be paid to explore the region. This campaign will open up after chapter 3 and become largely player-driven with occasional story quests, so having players working towards their own long-term goals is a must. For advice on how to create these sorts of characters refer to the Youtuber Pointy Hats video https://www.youtube.com/watch?v=LLVJrK22gVA
- Finally, as an optional feature, you can create a rival team for the players. From the humble beginnings of this adventure, the players will eventually find themselves up to their necks in the politics of the fey. A rival team is a great way to make the player’s lives a lot more complicated. Pointy Hat has a great video on creating rivals at https://www.youtube.com/watch?v=xIKxk96ZFwg
Adventure Background
In the expansive realm of the Holy Empire of Valoria, where the echoes of valor and honor resonate through the land, lies a shadowed border on its eastern frontier – the mysterious Märchenweltgrenze. This vast region stands as a precarious juncture where the ethereal realm of the Feyrealm bleeds into the material world, creating an enigmatic tapestry where the rules of both realms entwine in an unpredictable dance.
Over the past six months, an ominous threat has emerged from the heart of Märchenweltgrenze, casting a looming shadow upon the tranquil lands of the Holy Empire. Goblins, insidious and cunning, have begun to spill forth from the depths of the Märchenweltgrenze, wreaking havoc upon settlements and farms that once thrived in peace. These malevolent invaders are not mere marauders; they are a relentless force, leaving desolation in their wake.
The goblin incursion takes a disturbing turn, as reports tell of more than just the crude theft of food stores and valuables. Villagers speak of loved ones vanishing without a trace, carried away by unseen hands, lost to the twisted whims of the fey. Yet, the enigma deepens, for the goblins exhibit an inexplicable penchant for pilfering construction materials. Tools, cut timber, and nails vanish into the recesses of Märchenweltgrenze, leaving behind confused and beleaguered communities.
Adding to the gravity of the situation, the goblin horde is not alone. Fey creatures, ethereal denizens of the enchanted forests, fight alongside them, amplifying the menace that spills forth. Hobgoblins, disciplined and organized, have been spotted among the goblin’s ranks
In response to this escalating crisis, the Holy Empire of Valoria has sounded the clarion call for a heroic expedition into the heart of Märchenweltgrenze. The empire, recognizing the need for stout-hearted mercenaries and intrepid adventurers, extends an offer of 50 gold coins upfront, with the promise of an additional 150 gold coins upon the triumphant conclusion of the perilous mission.
Adventure Begins
The players arrive separately in Steinwald, a quaint town nestled at the entrance to the mountain pass leading to Märchenweltgrenze. They find themselves amid an atmosphere of both tension and hope. The air is thick with the scent of evergreen pines, and the cobbled streets echo with a blend of hushed conversations and the clattering of hooves. The town, with its timber-framed buildings adorned with vibrant flower boxes, is a picturesque gateway to the mysterious realm beyond. However, goblin attacks on hamlets beyond Steinwald have left an indelible mark on the town. Villagers, resilient yet weary, have come together, anxiously preparing for the caravan’s departure. Buildings outside the town bear scars of recent conflicts, hastily repaired as the townsfolk brace for an impending expedition. The caravan to Eichenheim will leave at 3 pm so the players have some time to explore the town. They will encounter the following sites of interest.
1. Ironforge Provisions:
A sturdy timber and stone shop with a weathered sign swinging in the breeze, Ironforge Provisions offers a variety of goods for both mundane needs and adventuring essentials. The grizzled dwarf proprietor, Gorm Ironforge, stands ready to haggle and share tales of the mountains.
2. Wandering Wyrm Emporium:
Known for its eccentric owner, an elderly gnome named Fizzlewhisk, this magical curiosity shop is packed to the brim with enchanted trinkets, arcane oddities, and peculiar items sourced from Märchenweltgrenze. The air crackles with otherworldly energy as visitors peruse shelves lined with wonders.
3. St. Eldritch’s Sanctuary:
A serene stone chapel adorned with intricate carvings and surrounded by a small garden, St. Eldritch’s Sanctuary offers solace to both locals and passing travelers. The resident cleric, Sister Miriam, provides blessings, healing services, and information on the dangers that lie beyond the town.
When they finish exploring the town read the following
You stand in the courtyard of the formidable “Sable Griffin Inn,” its weathered stones whispering tales of countless adventurers who have passed through its gates. The air crackles with a blend of tension and excitement as the caravan, a mosaic of wooden wagons laden with supplies, is being meticulously organized. Merchants barter with caravan organizers, their voices carrying over the clamor of wagons being loaded. The scent of fresh hay and polished leather hangs in the air, a poignant reminder of the impending journey.
Gruffen Ironstride, a grizzled figure, greets the players as they approach, his eyes assessing the plauyers readiness for the journey ahead. “Welcome to the caravan,” he says, his voice carrying the weight of countless trails conquered. He gives each player a firm handshake. He presents himself as all around jovial guy and once he is done greeting the players he takes out a map. Read the following aloud to the players
We’ll be heading east into the mountains for the first two days, easygoing. Once we breach the border of Märchenweltgrenze, the path becomes treacherous, even though it’s just a single road. Brace yourselves; this land is as unpredictable as it is enchanting. The final destination is Eichenheim. It’ll be a six-day trek so keep your wits about you; danger lurks in every shadow, and the road, though unchanging, holds its own perils
Caravan Journey

Gruffen Ironstride will point the players to the final wagon in the caravan. Once the players climb inside read the following
With a resounding bellow from Gruffen Ironstride, the caravan lurches into motion, the creaking wheels of the laden wagons marking the beginning of your journey. Seated among the cargo, you feel each bump and jostle as the convoy navigates the uneven terrain, the rhythmic clatter of hooves and the distant murmur of the mountain wind becoming the soundtrack to your venture into the unknown. As the wagons sway and jolt, you can’t help but brace yourself, knowing that the true challenges of Märchenweltgrenze await just beyond the looming mountain pass.
Then use this time for the players to introduce themselves to each other
Goblin Ambush
The first 2 days are uneventful. Have the players describe how they are spending the time. Have them roleplay with each other a little. Then when you think the time is right start the encounter by reading the following aloud.
The once serene journey takes a chaotic turn as the goblin raiders, driven by their insatiable greed and cunning, launch a surprise attack on the caravan. Your party, now the first line of defense, must protect the precious cargo at all costs. The caravan guards, seasoned but outnumbered, rally to your side as the clash begins.
Enemies:
– 12 Goblin skirmishers
Allies:
– 6 Caravan Guards: use the thug stat block
– 1 Veteran.
Terrain:
– Wooded Area: The combat takes place on a narrow mountain road flanked by dense forests. Players can use the trees for cover or attempt stealth maneuvers.
Victory Conditions:
– Protect the Caravan: Ensure that at least half of the wagons and the majority of caravan guards survive the encounter.
– Defeat the Goblins: Drive off or defeat the goblin raiders to secure the safety of the caravan.
the vista
4 hours after the ambush the caravan makes camp for the night and sets out the next morning. They travel for 3 more hours before reaching the border, Read the following
As the next day dawns, the caravan, having weathered the tumultuous goblin ambush, advances cautiously toward the border of the Märchenweltgrenze. The once jubilant atmosphere has given way to an edgy tension, and the caravan guards exchange wary glances as they traverse the narrowing mountain pass. As you approach the border, the air becomes charged with an otherworldly energy, and the very atmosphere seems to shimmer with enchantment.
Crossing the border is an experience that sends a shiver down your spine. The landscape transforms as if a veil has been lifted, revealing an ethereal beauty that borders on the surreal. The trees are taller, their branches adorned with luminescent flora, and the air is alive with the gentle hum of arcane energy. The road ahead, while well-defined, appears to wind through a realm untouched by the rules of the material world. It becomes evident that Märchenweltgrenze is both enchanting and perilous, a place where the mundane and the magical coalesce in an intricate dance.
The Weary Fairy’s Plea
Shortly after the vista the players encounter a sprite in distress. Read the following.
As you travel down the road, a sudden flurry of movement catches your eye. A trio of small figures, no taller than a handspan, darts through the air in a desperate attempt to escape an unseen pursuer. With a sudden and comical crash, the fairy collides headlong into the face of one of your party members, her luminous wings scattering glittering motes in the air. Startled and disoriented, she quickly recovers, hovering in place with weariness etched across her delicate features. The once vibrant glow of her wings now flickers dimly.
Once the initial confusion settles, the mother fairy, whose name is Tilda apologizes profusely, explaining that they were fleeing from a goblin raid on their village and had not intended to collide with the caravan. The fairies appear on the brink of exhaustion, their flight having taken a toll on their strength.
If the players offer the fairies a chance to rest and provide them with food, the mother fairy gratefully accepts, her gratitude evident in her shimmering eyes. As they share their provisions with the weary travelers, the Tilda reveals the location of a hidden treasure, a secret cache of riches hidden deep within the forest. With a heartfelt thanks, the fairies bid farewell to the caravan, their wings carrying them off into the twilight, leaving the players to ponder the mysteries of Märchenweltgrenze and the wonders it holds.
The Goblin Hunting Expedition
The rest of the day is uneventful until evening. Ask the players to describe how they are passing the time in the caravan. When each player described how they spent the day, read the following
As you journey towards Eichenheim, the anticipation of reaching your destination hangs heavy in the air. Suddenly, a group of fairies fleeing across the road right in front of you catches your attention, their delicate forms darting frantically through the air. Before you can react, the tranquility of the moment is shattered as five goblin infantrymen wielding nets emerge from the shadows, accompanied by a pair of bugbear porters carrying wicker cages filled with captured fairies.
Encounter: The Goblin Fairy Hunting Expedition
As the goblin infantrymen and bugbear porters stumble into the path of the caravan, chaos erupts as the players and the caravan guards are forced to confront the brazen raiders and rescue the captured fairies.
Enemies:
- 6 Goblin Infantrymen: AC 14, HP 7 each, armed with nets and spears. They attempt to entangle and incapacitate their foes with their nets before closing in for the kill with their spears.
- 2 Bugbear Porters: AC 12, HP 27 each, armed with clubs. They wield wicker cages filled with captured fairies, using their brute strength to defend their precious cargo.
Allies:
- Caravan Guards: The players are assisted by the caravan guards, who join the fray to protect the wagons and drive back the goblin raiders.
Terrain:
- The combat takes place on the forest road, with dense foliage providing cover for both attackers and defenders. The wagons and surrounding trees create obstacles and potential hiding spots throughout the battlefield.
Tactics:
- The goblin infantrymen attempt to overwhelm their foes with sheer numbers, using their nets to immobilize and isolate individual targets before closing in for the kill.
- The bugbear porters focus on defending the wicker cages containing the captured fairies, wielding their clubs with brutal efficiency to fend off attackers and prevent their escape.
If the player manages to free the pixies they show gratitude for their rescue. They offer to help the caravan to set up their campsite for the evening. Searching the goblins and bugbear corpses reveals a stash of 1d4 healing potions and about 50 gp.
Eichenheim Under Siege
The next day the caravan reaches the town of Eichenheim. Read the following as the caravan reaches the town.
As you approach the small village of Eichenheim, the sight that greets you is one of chaos and desperation. The fortified village is under siege by a large force of goblins and hobgoblins, their ranks massed at the wooden and earth wall that surrounds the heart of the settlement. On top of the wall, a makeshift militia composed of humans, elves, and strange-looking animal people bravely fend off the relentless assault. Suddenly, a small detachment of goblin skirmishers, infantrymen, and a hobgoblin break off from the main force, their eyes fixed on you and the caravan, intent on preventing your entry into the besieged village.
Encounter: Siege of Eichenheim

As the players and the caravan approach the besieged village of Eichenheim, they find themselves thrust into the heart of a desperate battle for survival against a relentless horde of goblins and hobgoblins.
Enemies:
- 6 Goblin Skirmishers: AC 15, HP 7 each, armed with short bows and short swords. They attack with hit-and-run tactics, utilizing cover and ranged attacks to harass their foes.
- 8 Goblin Infantrymen: AC 14, HP 7 each, armed with shields and spears. They fight in disciplined formations, using their shields to provide cover and their spears to strike at their enemies.
- 1 Hobgoblin: AC 18, HP 22, armed with a longsword and shield. A skilled tactician and leader, the hobgoblin coordinates the actions of the goblin forces with ruthless efficiency, directing their attacks with precision.
Allies:
- Militia Defenders: There are 6 militiamen on the wall near where the players are fighting. They use the bandit stat block and will shoot arrows at the goblins. They all act on the same initiative.
- Any remaining caravan guards will join the fight
Terrain:
- The combat takes place on the outskirts of Eichenheim, with the village walls and surrounding buildings providing cover and obstacles for both attackers and defenders. The wooden and earth wall surrounding the heart of the village serves as a focal point for the battle, with the defenders desperately trying to hold the line against the goblin onslaught.
Tactics:
- The goblin skirmishers utilize hit-and-run tactics, peppering their foes with arrows before retreating to cover to avoid retaliation.
- The goblin infantrymen form shield walls, using their shields to provide cover for their allies and advance steadily towards their enemies.
- The hobgoblin coordinates the actions of the goblin forces, directing their attacks and exploiting weaknesses in the players’ defenses with tactical precision.
The camp
You stand at the edge of the bustling expedition camp in Eichenheim, just beyond the town’s protective earthen walls. Rows upon rows of sturdy canvas tents stretch across the field. A larger pavilion-style tent serves as the central hub of activity. As you approach, the rhythmic sounds of hammers meeting wood fill the air, resonating from the construction of a wooden palisade that encircles the entire camp. The aroma of freshly baked bread wafts from a makeshift outdoor kitchen. Knights clad in armor move with purpose, organizing patrols and overseeing the training of fresh recruits. Merchants peddle their wares from temporary stalls, offering everything from simple rations to sharpened blades.
Have the players describe how their players settle into the camp. Encourage them to meet and greet with the other members of the expedition. If you have created a rival team, introduce them while the players explore the camp, preferably in a dramatic first confrontation.
Meeting Agatha Ironraisin
When the players have taken their spot in the camp read the following aloud.
As you begin to settle into the makeshift camp just outside the protective walls of Eichenheim, a figure ambles towards you. In a pair of oversized overalls and a slightly stained white shirt, the bugbear’s appearance is far from menacing. He pauses in front of your group, a friendly but vacant expression on his face.
“G’mornin’, folks! I’m Stein,” he says with a toothy grin. His voice is surprisingly genial for a bugbear. “Agatha Ironraisin, she’s the witch and all, she sent me over. Said to tell ya she’s got a spot of tea ready over at her place. Real nice-like. Wants to chat with ya, she does.”
Stein scratches his head, looking a bit perplexed as he adds, “Tea’s good. Real good. Agatha, she’s nice. You should come. Yep.”
Stein will insist on the players going to tea with Agatha. If the players try to question him they will quickly discover that the name Stein is appropriate, he is as dumb as a rock. When the players agree to see Agatha read the following.
With a nod that seems a touch too enthusiastic, Stein gestures vaguely towards the direction of Agatha’s house and adds, “This way for tea. C’mon now, don’t dawdle. Tea time, ya know.”
Agatha’s house is easy to find, it is carved into the massive tree in the center of the village. As they approach read the following.
Nestled at the heart of the village of Eichenheim, Agatha Ironraisin’s home is an extraordinary sanctuary carved into the ancient boughs of a colossal oak tree that looms majestically over the village center. As you approach, the natural curvature of the oak’s trunk reveals an entrance adorned with ivy and small, glowing orbs that flicker like fireflies. Awakened robins, flit about the exterior, their melodious chirps adding to the ambient enchantment.
When the players knock on the door it swings open on its own. Inside the players can hear a sweet melodic voice belonging to an older woman with a distinctly Scottish accent, she tells them to make themselves comfortable in the parlor while she gets the tea ready. If the players dawdle the voice then asks if they are going to stand around outside her door like fools, or are they going to come in. The inside of Agatha’s house is furnished in the style of the archetypical grandmother’s house with plenty of curios and nicknacks. The parlor is directly to the left of the door the players entered through.
Give the players time to explore Agatha’s parlor. She has a large collection of various curios and pictures on shelves around the walls. Describe in detail anything that gets the player’s fancy. Most of the portraits are of an older elf woman in the classic witches’ attire and various happy younger people, some of them witches and some of them not. After the players have explored for a while read the following

As you settle into the parlor, the door creaks open, revealing Agatha Ironraisin with a tea cart laden with a delightful assortment of cookies. The kindly, plump woman beams at you with warmth in her eyes, and her gentle aura fills the room with a sense of comfort.
“Ah, dear anes, sae glad ye could join an auld witch fur tea,” she says, her voice a melodic blend of kindness and wisdom. Her eyes twinkle as she distributes saucers and delicate teacups, each piece emanating an air of antiquity and magic. The aroma of freshly brewed tea intermingles with the sweet scent of the cookies, creating an irresistible atmosphere of hospitality.
Agatha takes a seat, her demeanor inviting and sincere. With a flourish, she pours tea into each cup, her gaze shifting from one player to another as she says, “Noo, tak’ a moment. Sip yer tea, an’ enjoy a cookie or twa. We’ve much tae discuss, an’ I’m sure ye’ve questions o’ yer ain. Nae rush, ma dears. Let the magic o’ the moment unfold like the petals o’ a blossomin’ flower.”
When the players have taken their seats Agatha then starts to ask the players questions. They will mostly be questions about their past and why they came to the region. If they ask questions to her she will give noncommital, cryptic answers or respond with a question. A player who makes an insight check (dc 15) will get the feel that she is trying to get a feel for them as people and a (dc 25) check will reveal she knows a lot more about the situation than she is revealing. After about 15 minutes casual chitchat read the following.
As you sit in Agatha’s charming parlor, the air thick with the aroma of tea and cookies, she leans forward with a thoughtful expression. A glimmer of something more regal briefly touches her eyes as she speaks.
“My dears,” Agatha begins, her voice taking on a serious tone, “I ken whaur the goblins hae set their roots, but I cannae reveal this tae ye. No’ yet, at least.”
If the players asks why she cannot reveal this bit of info Agatha explains that there are two reasons. First as a member of the fey she is bound by the cardinal rules of the fey. If the players asks she explains the three cardinal rules of the fey, reciprocity (for everything a fey takes they give something of equal value and vice versa), hospitality (Fey must treat visitors to their home with courtesy and generosity, until and unless they prove that courtesy is wasted on them), and Integrity (Fey must honor every promise, oath, and contract they make) and that the feyrealm itself enforces these rules, even here in the great valley. And according to the rule of reciprocity, the players must trade something of equal value for her to reveal her secret. Second, she is concerned for the players’ safety, noting that they are inexperienced and unfamiliar with the ways of the feyrealm and the fey. Sending them off to confront the goblins without proper preparation would be akin to sending them to their doom, and Agatha is not willing to risk their lives without cause.
Agatha retrieves a weathered parchment, her fingers tracing lines that mark the locations of neighboring hamlets and villages.”There are places whaur the wind whispers o’ troubles, an’ ma heart aches for the lack o’ news. Even ma robins cannae get close enough tae these places tae say wi’ certainty whit their fates are. Visit these settlements, an’ unravel their stories. Learn an’ grow, fur the path ahead is fraught wi’ challenges.”
She hands you the map, caution in her eyes.”Be wary, the goblins control the trails leadin’ through the valley, an’ remember, the wilds outside oor haven hae a way o’ shiftin’ an’ foldin’, like pages in an auld book. I can gie ye only the rough locations. Trust in the journey, ma dears, an’ may the Worldshaper o’ all guide ye.”
Along with the map is a few handwritten letters. One allows them to get two mules from the trading post, the second is a letter of introduction and the third is a personal letter to the players with details of their lives that they did not reveal to Agatha and a promise that their future will have a great reward if they stay true to the path of righteousness.
Optional rival team interaction
If you are using a rival team option include the following scenario. Agatha looks past the players and out the window and gives a knowing smile. This is immediately followed by a yelp of surprise and a thud. The rival team has been listening in on the conversation. The rival team used a ladder to reach Agatha’s parlor window and the thud was caused by the Rival team leader falling off the ladder after realizing that Agatha knew that they were there. Needless to say, the whole camp will know about Agatha’s offer sooner than later. Also, the rival party will try and preempt the player by leaving for the wilderness before the players.
THe hexcrawl

Märchenweltgrenze is a place where the mortal and fey realms merge. The very fabric of the region is subject to whimsical fluctuations, even in relatively stable regions like the Great Valley. Navigating this mystical terrain demands not only courage but a degree of skill not needed in other wilderness. When venturing through a hex, each player must make a Survival check. The DC and features of each hex is determined by the Dungeon Master based on the following table.
| Biome | DC Range | Description |
| Verdant Woodlands | 8-12 | Dense foliage, hidden trails, and occasional illusions. |
| Great Swamp | 10-15 | Murky waters, twisting paths, and deceptive |
| Fungal Forest | 12-16 | Enchanted mushrooms, glowing spores, and fairy circles. |
| Silverspire Mountains | 14-18 | Treacherous slopes, unpredictable weather, and fey creatures. |
Survival Check Resolution
Success (DC or higher): The party navigates the hex without incident, making progress toward their destination.
Failure: On the failure the player becomes lost. Roll d6 to determine what happens when the player gets lost
Hexcrawl rules
Malleable Landscape:
The landscape of the Great Valley is constantly shifting and changing, influenced by the magic of the Feyrealm. Towns and landmarks may appear and disappear seemingly at random, making navigation unreliable and exploration unpredictable.
Mechanics:
- Towns and landmarks within the Great Valley begin at a random location within their corresponding designated area. Every 4 days of travel, each town or landmark moves to a random adjacent hex within its designated area.
- When attempting to navigate to a specific hex, there is a 1 in 6 chance that the players may find themselves in an adjacent hex instead, even if they succeed on their navigation check.
- Additionally, when the players take a long rest, there is a 1 in 4 chance that they may wake up to find themselves in an adjacent hex instead of the one where they made camp. .
Pathways through the Valley:
Throughout the Great Valley, there are ancient pathways marked by blue dashed lines on the map. These pathways remain relatively fixed in position, providing a faster route for travelers to navigate through the valley.
Mechanics:
- Players traveling along these pathways can move at a faster rate of 3 hexes per day, compared to the standard rate of 1 hex per day. This allows them to cover more ground and reach their destinations more quickly. However, these pathways are currently being used and patrolled by the goblin army, per every hex travel roll a d6, on an even roll a random encounter from the goblin army table occurs.
Getting Lost
The ever-shifting landscape of the Great Valley can confound even the most skilled navigators, leading travelers astray and leaving them lost in the maze-like terrain. When the players fail a navigation check by half or more, they risk becoming disoriented and losing their way.
Mechanics:
If the players fail a navigation check by half or more, they become lost. The DM then rolls a d4 to determine the outcome:
- Wandering in Circles: The players find themselves trapped in a loop, wandering aimlessly within the same hex. Despite their efforts to navigate, they seem unable to escape their predicament.
- Random Adjacent Hex: The players suddenly find themselves in a random adjacent hex, having unwittingly stumbled upon a new location in their attempt to find their way.
- Delayed Progress: The players continue to wander for 1d4 days before finally reaching the next hex on their intended path. This delay prolongs their journey and increases the risk of encountering unexpected challenges along the way.
- Random Encounter: The players’ wandering attracts the attention of something lurking in the wilderness, leading to a random encounter with a creature or obstacle they must overcome before they can resume their journey.
Goblin camps
In the depths of the Great Valley, scattered amidst the towering trees and winding rivers, lie the ominous encampments of the goblin army. These makeshift fortresses serve as strongholds for the marauding forces, each one a bastion of chaos and danger. From these camps, the goblins launch raids on unsuspecting settlements and travelers, spreading fear and destruction throughout the land. Yet within the heart of each camp lies the promise of great reward, for among the stolen treasures and captured prisoners, adventurers may find the key to unraveling the goblins’ sinister plans and bringing an end to their reign of terror. But beware, for these camps are heavily guarded and fiercely defended, and only the most daring and skilled warriors dare to face the goblin army in battle.
Challenging Combat Encounters Table (Level 1-2)
| d8 Roll | Encounter | Description |
| 1 | Goblin Ambush | The players are ambushed by a group of goblin skirmishers and infantrymen lying in wait. (3d4 Goblins) |
| 2 | Hobgoblin Patrol | A disciplined hobgoblin patrol marches through the area, led by a fierce hobgoblin sergeant. (2d4 Hobgoblin Soldiers, 1 Hobgoblin Sergeant) |
| 3 | Goblin Trappers’ Lair | The players stumble upon a nest of goblin trappers, defending their territory with deadly traps. (2d4 Goblin Trappers) |
| 4 | Feyrealm Convergence | The players encounter a group of fey goblins and their accompanying fey creatures from the nearby forest. (2d4 Fey Goblins, 1d4 Fey Creatures) |
| 5 | Goblin Siege Engine | The players witness a goblin raiding party equipped with a makeshift siege engine, attacking a nearby settlement. (1d4 Goblin Infantrymen, 1d4 Goblin Skirmishers, 1 Bugbear Skirmisher) |
| 6 | Hobgoblin Ambush | The players fall into a trap set by a group of cunning hobgoblins, utilizing guerrilla tactics to gain the upper hand. (2d4 Hobgoblin Soldiers, 1d4 Goblin Skirmishers) |
| 7 | Goblin Outpost | The players encounter a fortified goblin outpost, defended by goblin archers and a hobgoblin lieutenant. (2d4 Goblin Infantrymen, 1d4 Goblin Archers, 1 Hobgoblin Lieutenant) |
| 8 | Feyrealm Incursion | The players witness an incursion of fey creatures led by goblin druids, disrupting the balance of nature. (2d4 Fey Goblins, 1d4 Fey Creatures, 1d4 Goblin Druids) |
Rewards for Defeating Goblin Army Camps
- Mundane Supplies: The players find a stash of mundane supplies such as food, water, and basic equipment, enough to sustain them for their journey. (No monetary value)
- Treasure Hoard (0-4): The players discover a hidden cache of treasure, consisting of coins, gems, and valuable items. Roll on the Treasure Hoard Table (0-4) in the Dungeon Master’s Guide to determine the contents of the hoard.
- Weapons Cache: The players uncover a weapons cache containing a variety of weapons and ammunition, including swords, bows, and crossbows.
- Magic Scroll: The players find a cache of 1d8 spell scrolls with spells between cantrip and level 3 of the dm choice.
- Armor Stockpile: The players stumble upon a stockpile of armor and shields, including chainmail, leather armor, and shields of varying quality.
- Magic item: The players find a common or uncommon magic item of the dm choice.
- Map to Hidden Treasure: The players find a map leading to a hidden treasure trove, buried deep within the Great Valley and guarded by powerful guardians.
- Rations and Provisions: The players discover a large supply of rations and provisions, enough to sustain them for several weeks of travel.
- Rare Components: The players come across rare alchemical ingredients and magical components, valuable for crafting potions and magical items.
- Captured Prisoners: Among the rescued prisoners, the players find skilled craftsmen, mercenaries, or valuable sources of information willing to aid them in their quest.
- Goblin Leader’s Treasure: The players defeat the goblin camp’s leader and seize their personal treasure, which may include valuable jewelry, magical artifacts, or a rare magical weapon.
- Feats of Valor: The players earn the admiration and gratitude of nearby settlements and factions, gaining allies and resources to aid them in their future endeavors.
Random Encounters
At the start of each day of travel or each hex entered, roll a d20. then role a d6 to determine what kind of encounter it is. See the appendix for the encounter tables
Roll Result:
- Roll of 16-20: Random Encounter Occurs. Roll on the random encounter tables
- Roll of 1-15: No Random Encounter
Optional Rules for the Rival Party
If you are using the rival party these rules will cover the rival encounters during the hexcrawl. The rival party has tasked themselves with checking on the five towns, driven solely by Agatha’s promise to the players of info on the goblins and a reward. The rival party left the town of Eichenheim several hours before the players. They left in such a rush that they did not bother to gather info from the locals. As a result, they are going to spend the crawl wandering around aimlessly looking for the towns.
Roll a d20 at the beginning of each hex to determine if the heroes notice signs of the rival party’s passage, if they roll 6 or below the players find evidence of the rival passage as well as evidence of a direction of travel. If the roll is 15 or above the players meet their rivals while traveling through the hex. It is up to the dm discretion to create the encounter when that happens.
When players arrive at a point of interest like a town or a unique encounter role a d12. On a roll of 5 or lower the rivals will be at the site of the encounter and it up to the dungeon master to determine what happens next. On a roll of one, the rivals were already at the encounter location. It is up to the dungeon master to decide what happened.
There is a 50/50 chance that the boss encounter at the end of the adventure will also include the rival party. Add goblin skirmishers and trappers to balance the combat encounter.
Unique encounters of the hexcrawl
While exploring the Great Valley the players can come across several unique encounters. Each one is a little sidequest that rewards the players with either a magic item, a character who will come to rescue in fights, or a companion.
Aunty Draoithe’s Cottage
Deep in the southern reaches of the valley, nestled by the tranquil shores of a misty lake, lies Aunty Draoithe’s cottage. Unbeknownst to the players, this quaint abode is home to a green hag of sinister intent. Aunty Draoithe, cunning and deceitful, awaits the arrival of unwitting travelers, intending to ensnare them in a deadly game of hospitality. Hags being fey are bound by the same cardinal rules as Agatha, but they also know how to abuse them. Aunty Draoithe’s plan is to invite the players into her home and manipulate them in breaking her obligation to be hospitalbe
Description:
Aunty Draoithe’s cottage exudes an aura of rustic charm, with tendrils of smoke curling lazily from the chimney and a welcoming glow emanating from its windows. As the players approach, the scent of savory stew wafts through the air, promising respite from their journey.
“Welcome, weary travelers! Come warm yourselves by the fire and partake of my humble fare,” Aunty Draoithe calls out in a honeyed voice, her appearance that of a kindly old woman with a twinkle in her eye.
Interaction:
- Dinner Invitation:
- Aunty Draoithe, disguised as an elderly lady, invites the players into her cottage, offering them a seat at her table and a steaming bowl of stew.
- Test of Politeness:
- Throughout the meal, Aunty Draoithe subtly probes the players, seeking to provoke them into acts of rudeness or boorish behavior. She may make veiled insults or create uncomfortable situations to gauge their reactions.
- Perception Check:
- Players may attempt a Perception check (DC 20) to discern Aunty Draoithe’s true nature as a hag. Success reveals subtle signs of her fey heritage, such as elongated fingers or a faint glimmer of malice in her eyes.
- Outcome:
- If the players maintain their composure and navigate Aunty Draoithe’s tricks with grace and politeness, she is taken aback by their unexpected manners. In sheer amazement, she rewards them with an uncommon magic item of the DM’s choice, as a token of her begrudging respect.
- If the players fail to uphold proper etiquette and succumb to Aunty Draoithe’s provocations, she reveals her true form and attacks in a fit of rage, seeking to devour them.
- Combat Consequences:
- If the players defeat Aunty Draoithe in combat, they discover a small collection of common and uncommon potions hidden within her cottage. These potions serve as a meager reward for their victory, offering potential benefits in their future endeavors.
Goblin Army Caravan
As the players traverse the winding paths of the Great Valley, they encounter a goblin army caravan making its way through the wilderness. Led by a bugbear porter and escorted by a random assortment of goblinoid warriors, this caravan presents an opportunity for the players to disrupt enemy supply lines and claim valuable resources.
Description:
The players stumble upon the caravan’s procession, marked by the rhythmic clattering of laden mules and the guttural commands of the bugbear porter. Dust swirls in the air as the goblinoid escort keeps a wary eye on their surroundings, ever vigilant for potential threats.
Interaction:
- Ambush Opportunity:
- Sensing an opportunity to strike a blow against the goblin army, the players may choose to ambush the caravan, catching the enemy off guard and seizing control of their valuable cargo.
- Engagement with Enemies:
- A skirmish ensues as the players confront the bugbear porter and their goblinoid escort. The outcome of the battle hinges on the players’ strategic prowess and combat abilities.
- Spoils of Victory:
- If the players emerge victorious, they gain access to the caravan’s cargo, which includes 1d6 uncommon potions, 1d6 spell scrolls, and mundane supplies such as ammunition and foodstuff.
Grumblegut’s Vengeance
As you venture through the Verdant Woodlands, you stumble upon a clearing near the river. There, you find an unusual sight—an ogre in the clothing of stereotypical lumberjack sharpening a massive axe with an air of determination. He is muttering ominously about getting those “damned goblins.”
The oger name is Grumblegut. He is significantly smarter than the average ogre with an intellect of 9, looks up as the party approaches, Grumblegut, sporting a thick English factory worker accent, regards the players with a mix of frustration and determination. If the players inquire as to what’s wrong he responds
“Oi there! Them sneaky goblins nicked all me tools. Ain’t gonna stand fer it. Need some clever folk to ‘elp Grumblegut find ’em. Will ya lend a hand, eh?”
Tracking the goblins
- Investigation Check (DC 12): Players can inspect the surroundings to find subtle goblin tracks leading away from Grumblegut’s makeshift home. Success reveals the general direction the goblins went.
- Survival Check (DC 14): By studying the terrain, players can track the goblins more effectively. Success grants a clearer understanding of the goblins’ movements, potentially avoiding pitfalls.
- .
The trail leads to a rough camp an hour west of the clearing where 8 goblin skirmishers and goblin sergeant are camping. A leather toolwrap with Grumblegut tools lies near one of the tents. After defeating the goblins Grumblegut rewards the player with a homemade wooden whistle that summons 1d8 friendly woodland creatures.
The Enigmatic Merchant
As you journey through the Great Valley, they unexpectedly come across a mesmerizing sight—a man of Middle Eastern descent seated on an ornate carpet, surrounded by an array of magical items. The merchant, appearing friendly and approachable, welcomes you with a warm smile.
The merchant, who introduces himself as Farid, is seated on a large, intricately designed flying carpet that hovers a few feet above the ground. His exotic wares, laid out on a vibrant cloth beside him, gleam with magical allure. Farid’s appearance suggests a benign demeanor, and he gestures gracefully for the players to peruse his magical inventory. Role 6 times on the following table to determine his inventory
1. Cloak of Elvenkind: 300 gp
2. Gloves of Thievery: 300 gp
3. Headband of Intellect: 350 gp
4. Pearl of Power: 400 gp
5. Ring of Jumping: 250 gp
6. Ring of Mind Shielding: 350 gp
7. Slippers of Spider Climbing: 350 gp
8. Wand of Magic Missiles (7 charges): 400 gp
9. Wand of Web (5 charges): 300 gp
10. Winged Boots: 400 gp
11. Cloak of Protection: 350 gp
12. Broom of Flying: 450 gp
After a successful transaction or interaction, Farid bids the players a cryptic farewell, gracefully mounting his flying carpet. With a nod and a wave, he ascends into the sky, disappearing among the clouds. The encounter leaves the players with both magical treasures and a lingering sense of mystery surrounding the enigmatic merchant.
The Mystery cave
Hidden deep within the labyrinthine network of caves in the Great Valley lies the enigmatic Mystery Cave. Within its shadowy depths resides a pool of swirling technicolor water, guarded by a mysterious entity that emerges from its depths when approached by adventurers.
Description:
As the players venture into the cavernous expanse of Mystery Cave, they stumble upon the pool of technicolor water, its surface shimmering with an otherworldly glow. Suddenly, a hand crafted from the same luminous liquid rises from the pool, its fingers outstretched in silent supplication.
Interaction:
- Offering Tribute:
- Sensing a mysterious presence within the cave, the players may choose to approach the pool and offer tribute to the spectral hand. The item must be something of sentimental value to at least one of the players.
- Gift from the Depths:
- If the players offer a tribute, a resounding thank you echoes through the cavern as the spectral hand disappears beneath the surface of the pool. Moments later, it emerges once more, bearing a technicolor weapon of the DM’s choice, bestowed upon the players as a token of gratitude.
- Aggressive Action:
- Alternatively, if the players choose to attack the spectral hand, it swiftly retreats back into the depths of the pool. In response, a wave of force energy erupts from the water, enveloping the entire party and dealing 1d6 force damage to each member
Oakheart’s Sacred Grove
As you journey through the Great Valley, you stumble upon a magnificent grove, bathed in the ethereal glow of fey magic. A massive oak stretches high into the sky. A mighty treant is doing battle against a large force of goblins, magic sparks leaping from his fingertips. The treant spots you in the distance as he is crushing a goblin underfoot. “Brave wanderers, heed my plea!” the treants’s voice rumbles like distant thunder. “The malevolent horde seeks to defile this hallowed grove. Will you lend your strength to protect the sanctity of nature?”
A horde of around 10 goblins, led by a sergeant, swarms the entrance to the grove. They are all a little ragged and missing 1/4 of their hp. If the players decide to help Oakheart the battle comes to a swift resolution as the goblins flee when half their numbers fall. Oakheart offers the players a cloak of mankind as a reward and offers them sanctuary in the grove whenever they need it. While in the grove effects that restore hp are doubly effective.
The Promise
As the players traverse the Great Valley, they stumble upon a poignant scene unfolding before them. A young goblin boy, no more than eight years old, clad in tattered peasant clothing, watches intently from a bush atop a low rise. Below, a group of goblin soldiers, numbering 1d8 infantrymen and 1d6 skirmishers, camp out in the wilderness.
Description:
The goblin boy’s eyes are filled with a mixture of determination and desperation as he gazes down at the soldiers, his small frame tense with resolve. When approached by the players, he hesitates momentarily before revealing the reason for his clandestine vigil: the soldiers have taken a cherished possession from him – a doll belonging to his little sister.
Interaction:
The goblin boy looks up at the players with a mixture of hope and trepidation, his voice barely above a whisper as he explains his predicament. He beseeches the players for their aid in retrieving the stolen doll, his eyes shining with unshed tears. Despite his youth and the odds stacked against him, the goblin boy remains resolute in his determination to fulfill his promise to his sister. He knows the consequences of breaking a promise in the feyrealm, and the thought of failing his sister weighs heavily on his conscience. The players have a choice to make. They can either offer their assistance in confronting the goblin soldiers and reclaiming the stolen doll, or they can choose to ignore the boy’s plea and continue on their journey. A player who makes a dc15 perception check will notice that tiny voices talking about them from the trees directly above them, Agatha’s robins are watching them and commenting on their heroic natures or lack of a heroic nature depending on what the players are doing.
If the players help the boy get his sister’s doll back he thanks the players and runs off into the forest, presumably back home. The next time they enter a settlement he runs up to them with an old longbow in his hand. He presents the bow to the player as a thank you from his family. The bow is a +1 longbow with the following additional feature, it deal 1d4 extra damage against beasts,
The Silver Dragon’s Lair
As you explore the Silverback Mountains you come across a grisly sight. A cave surrounded by the carnage of battle. There are blood smears, footprints and broken weapons all around. There are large shards of ice with goblins frozen inside all around the cave mouth.
If the players decide to go inside read the following
A dozen feet inside the cave is the body of a silver dragon, one who had just crossed the cusp of adulthood. The dragon’s body is covered in wounds from arrows and spears. It did not go down easily.
A search of the lair finds no treasure but uncovers broken eggshells in a destroyed nest. The dragon was a new mother. A player who makes a DC 15 nature check can determine that the eggshell fragments are only a few weeks old. At that moment the player with the highest passive perceptions hears whimpering coming from a large crevasse in the back of the cave. Read the following when the player examines it.
Deep within the crack is a silver dragon wyrmling and a very young one at that. The wyrmling is curled up in a ball and whimpering softly. The wyrmling opens its eyes for a brief moment and then slams it shut again and starts whimpering louder. In that brief moment, you saw an expression of pure terror in the wyrmling eyes.
The wyrmling’s name is Talia. She is hungry, injured, and scared stiff. She has been hiding in this crack since the goblins attacked her mother and has only ventured out to take a a few gulps of water from a spring deeper in the cave. She will not last long on her own. Try and make this point clear to the players that they are supposed to help Talia. If the players are hesitant the players quickly find that a flock of robins have gatherer around the entrance to the cave. They are talking among themselves about how Agatha might have missed the mark about the player’s character and how she will not approve of the players leaving a baby to die in the wilderness
Helping the wyrmling
- Provide food: Talia is very hungry. If the players lay some meat in front of the crack she cautiously exits the crack to accept the gift.
- Soothing words: Talia understands a little Draconic if a player character knows Draconic they can attempt a dc 10 persuasion check or a dc 10 deception check to coax Talia to open up to them and eventually come out of the crack.
- Performance: A character who has proficiency in the performance skill or proficiency in musical instruments can perform for Talia to coax her out of the crack. The music has an enrapturing effect on her, she will sit on her haunches with a smile on her reptilian face as the player performs
- Healing: Talia has a nasty laceration on her back right leg that has become infected. Cure light wounds, animal handling check 20dc, or use of a healer’s kit will treat the wound and dull the pain.’
As Talia warms to the players use the following tips to roleplay Talia.
- Talia speaks like a toddler. She uses simple words, broken sentence structure, and has a significant lisp
- Talia will naturally gravitate toward female and Dragonborn characters.
- When she wants something she will paw at the legs of the players, rub against their legs, and nuzzle them, (If you have cats or dogs like me you probably understand what I am talking about)
- She bores easily and will want to play with the player characters at all times.
After befriending Talia she heads into the crack and comes out with a shiny metal ring in her mouth. She presents it to the players.*”Shiny… kept safe… goblins not find…” Talia stammers. The ring is a ring of feather falling from her mother’s horde.
If the players decide to take her with them, one hour later the players encounter a few of Agatha’s awakened songbird familiars. They are carrying a collar just the right size for Talia. They will explain that the collar will make Talia much easier to handle and then fly away. When placed around Talia’s neck the collar shrinks the dog size wyrmling to the size of a kitten.
Statue’s Challenge
As the players explore the remnants of a crumbling tower, they come across a weathered statue holding a gleaming weapon. However, the weapon remains out of reach, held securely by the stone grasp of the statue. Engraved at the statue’s base is a cryptic riddle, hinting at the key to unlocking the weapon’s grasp.
Description:
The tower stands in ruins, its once-grand structure now reduced to crumbling walls and overgrown vegetation. Amidst the debris, the players spot a statue, its weathered features gazing solemnly into the distance. In its stone hand rests a finely crafted weapon, its enchanting aura evident even from a distance.
“To claim the weapon held within my grasp, Answer me this riddle, complete the task. I am the courage in the heart of a hero, In the face of danger, I stand tall and true.
With strength and bravery, I overcome strife, In my name, deeds of greatness come to life.”
The players must solve the riddle to release the weapon from the statue’s grip.
Interaction:
- Solving the Riddle:
- Players must reflect on the clues provided by the riddle to determine the answer: “valor.”
- Once they speak the correct answer aloud or otherwise demonstrate their understanding, the statue’s grip on the weapon loosens, allowing them to claim it.
Tilda’s Treasure – The Secret Clearing
If the players demonstrated kindness and generosity toward Tilda and her children, they earn a reward far greater than they could have imagined. Tilda, touched by their compassion, shares the location of a hidden clearing brimming with magical flowers. Each flower color holds unique properties, offering valuable benefits when brewed into tea.
Interaction:
- Magical Flowers:
- Within the clearing, the players discover a mesmerizing array of flowers, each radiating a soft, otherworldly glow. Three distinct colors catch their eye: blue, pink, and yellow, each imbued with its own unique magic.
- Brewing Tea:
- With Tilda’s guidance, the players gather the flowers, careful to select a variety of colors. They realize that these flowers hold potent magical properties when brewed into tea, offering different benefits depending on their color.
Flower Effects:
- Blue Flowers:
- Brewing tea from the blue flowers grants the drinker enhanced clarity of mind and heightened focus, providing advantage on Intelligence-based ability checks for a set duration.
- Pink Flowers:
- Tea brewed from the pink flowers bestows a sense of tranquility and calm upon the drinker, allowing them to regain hit points as if they had completed a short rest, even in the midst of danger.
- Yellow Flowers:
- The yellow flowers yield a tea that imbues the drinker with boundless energy and vitality, granting temporary hit points and advantage on Constitution saving throws for a brief period.
The Weary Unicorn’s Flight
As you hike along the serene shores of the Great Lake, your peaceful journey is abruptly disrupted by a chaotic scene unfolding before you. A majestic unicorn, her coat stained with blood, gallops desperately along the waterline, pursued by a horde of cackling goblins. The unicorn appears wounded and exhausted, her once-gleaming horn now dull and cracked.
*”Help me, kind beings! The woods have become treacherous, and my strength wanes. Aid me, and I shall share with you the secrets of my sanctuary,”* the unicorn pleads telepathically to the players’ minds.
The unicorn is named Starlight and she is in dire straits. 6 Goblin skirmishers have been pursuing Starlight for days. Starlight is only minutes away from collapsing from exhaustion
Adjusted stats Starlight (Exhausted)
– Hit Points (HP):*Reduce Starlight’s maximum hit points by half to reflect her weakened state from days of relentless pursuit.
– Speed: Reduce Starlight’s speed by 10 feet. The exhaustion has taken a toll on her swiftness.
– Ability Scores: Reduce Starlight’s Strength, Dexterity, and Constitution scores by 2 each. The extended chase has left her physically and mentally drained.
– Horn Attack: Starlight’s horn attack, while still magical, is less potent due to her exhaustion. Reduce the damage by 1d6.
– Innate Spellcasting: Starlight has used 3 random spells from her Innate Spellcasting feature.
– Magical Resistance: Her resistances have been reduced to having advantage on saving throws against being charmed or frightened.
Upon driving the goblins off, Starlight shares the location of her sanctuary, a serene grove hidden deep within the Verdant Woodlands. She expresses her gratitude and promises the players her aid during future combats around the lake, providing a 1 in 20 chance of her intervening when the players face challenges in the region.
If the players take the time to heal Starlight during or after the encounter, her gratitude deepens, and she bestows an additional reward in the form of a favor.
A Wolf’s Predicament
As you traverse the Great Valley, you stumble upon an unusual gathering of chatty animals surrounding a trapped wolf. The wolf, suspended from a goblin deer snare, dangles helplessly, while an assembly of awakened birds, squirrels, and rabbits exchanges banter and somewhat judgmental comments. “Well, well, look who’s gotten himself into a bit of a pickle. Karma’s a funny thing, isn’t it?” chimes a particularly outspoken squirrel.
The wolf is a known troublemaker in the forest. Asking any of the assembled will cause them to rattle off a list of grievances with the wolf. The wolf, struggling and somewhat humbled, pleads with the players to free him. He insists that he has changed his ways and that this predicament is a result of a misunderstanding. The other awakened animals exhibit various reactions to his promise of changing his ways. Some show indifference, continuing their gossip about the wolf’s past behavior, while others express hostility toward the players for considering aiding the wolf.
A DC 20 Intelligence (Arcana) check will allow a player to recall that given the feyrealm influence on the region the rule of Integrity is in effect. THe universe itself will enforce the any promise made with the threat of karmic punishment
If the players decide to release the wolf, he expresses gratitude and promises to amend his ways. The awakened assembly reacts with a mix of disdain and curiosity, as the wolf slinks away, perhaps with newfound humility. The players now have a 1/10 chance of the wolf coming to their aid if the players are in battle. If the players choose to leave the wolf trapped, as they walk away from the scene they hear screaming as the collected animals take their vengeance on the wolf.
The settlements of the great valley
The Great Valley is home to many settlements. Most are nothing more than a collection of cottages with some farmland around it and maybe a wooden wall or earthen berm for defense. However, there are 6 large settlements throughout the valley including Eichenheim, the players starting point on the hexcrawl. The 5 remaining villages in the list have gone completely silent, no travelers from the villages have come to Eichenheim and Agatha’s bird familiars have not been able to learn anything about the situation for various reasons. It is up to the players to investigate the 5 silent villages and determine their fate.
Eichenheim

Nestled within the heart of the great valley, the village of Eichenheim stands as a testament to the delicate balance between the mundane and the magical. With its modest size and pastoral charm, Eichenheim exudes an atmosphere of tranquility, even as the feyrealm intrudes into the material realm. Is designed to serve as a spartan home base for the players during the first adventure of the campaign.
Key Locations:
1. : The Gilded Griffin Trading Post and Inn
– A hub of activity, The Gilded Griffin serves as both a trading post and an inn. Its sturdy timber walls and warm hearths provide respite for weary travelers. The air is thick with the scent of home-cooked meals, and the innkeeper, a portly man named Otto Goldentongue, welcomes visitors with tales of the Feyrealm.
2. Chapel
– A quaint chapel dedicated to St. Elara, the patron saint of protection. Villagers gather here for solace and reflection. The chapel’s modest stained glass windows cast kaleidoscopic hues across the wooden pews, creating a serene space for contemplation.
3. Ironheart Smithy
– Run by the skilled blacksmith Greta Ironheart, this forge produces sturdy tools and weapons essential for both farming and defense. The rhythmic clang of hammer on the anvil is a constant in Eichenheim, a testament to the village’s self-sufficiency.
Stonehelm Hold

Stonehelm Hold is nestled within the rugged embrace of the Silverspine Mountains, a sturdy bastion against the surrounding peaks. The hold is approximately a day’s journey east northeast from Eichenheim, concealed amidst towering cliffs and treacherous mountain terrain. The path leading to Stonehelm Hold winds through narrow passes, offering occasional glimpses of the distant valley below. Read the following when they arrive at the the hold.
As you approach the entrance to Stonehelm Hold, you find yourself standing at the base of the Silverspine Mountains, their majestic peaks reaching toward the sky. Before you lie a towering cliff face, its surface scarred with the marks of dwarven craftsmanship. Large boulders, meticulously arranged, form a protective barrier in front of a stout gate leading into the heart of the mountain. The stillness is broken only by the distant echoes of the mountains.
A pair of dwarf sentries are hiding just out of sight in a well-concealed tunnel. They watch the players with waryness. If the players attempt to dig out the gate they use a loudwood megaphone to demand that the players to not move a muscle or they will be fired upon. A small door opens in the clift above and a dwarf with a crossbow pops out. The players must either
- Convince the guards that they are not allied with the goblin army. The players must make a series of DC 20 persuasion checks, DC 25 deception checks and/or use clever roleplaying to do this
- Show them Agatha’s letter of introduction
If the players have successfully engaged the sentries there is a few minutes pause in the conversation. Then a section of the wall swings out to reveal a basket hoist. The basket is lowered down to the players. Read the following
As you ascend the hidden basket hoist, the cool mountain air envelops you, and the rhythmic clinking of chains accompanies your journey upward. The cliff face opens into a concealed entrance, revealing the sturdy interior of Stonehelm Hold. Dim torchlight flickers against the stone walls, guiding you through narrow tunnels until you reach the heart of the dwarven stronghold. Thrain Ironshield, the leader of Stonehelm Hold, awaits you in a chamber adorned with intricate dwarven carvings. The air is thick with the scent of stone and the distant hum of dwarven industry.
Thrain Ironshield, a grizzled dwarf with a braided beard and eyes sharp as the blades forged in his hold, rises to greet the players. His demeanor, though wary, hints at a resilient determination. Thrain listens intently as the players share their purpose and assures them that Stonehelm Hold’s sealed defenses are a precaution against the goblin threat.
Serene Summit monestary
Serene Summit is a monastery built into the face of a cliff. Here a small community of clergy and warrior monks spend their days in peaceful meditation and martial arts training. The monetary is 10 days due north of the village of Eichenheim with the last day taking the player along precarious mountain paths. As the players near the monastery read the following
As you approach the Serene Summit Monastery, the once tranquil air is rent with the cacophony of clashing steel and the disciplined movements of martial artists. The sound of goblin war cries pierces the mountain silence, and the desperate pleas of the monks echo through the cliffside. The serenity of the monastery is shattered by the urgency of battle. The martial artists, their movements swift and purposeful, face a relentless onslaught of goblins led by a Hobgoblin. The situation demands your immediate intervention as the monks struggle to hold their ground against overwhelming odds.

The players find themselves on the outskirts of a fierce battle, where the Serene Summit Monastery’s martial artists defend their sacred home from a goblin onslaught. 8 Goblins skirmishers led by a hobgoblin are fighting against 5 warrior monks. The monks are holding their own for now but they cannot hold on much longer.
If the players succeed in fighting off the hobgoblins the remaining monks lead the players inside the monastery. There they find the master monk sitting in the lotus position. Read the following aloud
Your martial prowess has proven invaluable in our time of need. The Serene Summit Monastery is in your debt. Please, convey to Agatha Ironraisin that though bloodied, we stand, and her call for aid was not in vain.”
The master then explains that the brothers have a plan to stop the goblin’s attacks for good. They will destroy a 40-foot section of the trail up to the monastery using some blast powder they have made and replace the section with a drawbridge. The monastery’s master then gifts the players with a pair of spell scrolls: Fly and Feather Fall.
Silvershade Glade

Located in the middle of the fungi forests is the village of Silvershade Glade. The village is primarily populated by the smallfolk of the fey, lerpercahns, fairies, and sprites being the primary residents. The village is located 11 days northeast of the village. As the players near the village read the following
As you step into the clearing of Silvershade Glade, a once-magical haven within the heart of the Fungal Forest, the vibrant hum of pixie wings and sprites’ laughter that once filled the air is replaced by an eerie stillness. The houses, carved with intricate enchantments from colossal mushrooms, now stand in desolation. The remnants of a recent goblinoid attack are evident—toppled structures, broken enchantments, and the haunting absence of the fey residents. Silvershade Glade, once a sanctuary, now bears the scars of a sinister incursion.
The players can investigate the village, following the goblinoid tracks and searching for any signs of the fey inhabitants. Successful Perception checks (DC 15) reveal a large number of goblin tracks leading away from the village. The player with the highest passive perception also notices a few columns of smoke rising above the trees. Read the following.
Above the towering trees and colossal mushrooms, wisps of smoke snake into the sky, subtle columns that pierce the eerie stillness of the Fungal Forest. A mysterious signal beckons, perhaps offering a clue or heralding the presence of unseen forces amidst the fungal landscape.
Goblin Fey Hunters
Read the following when the players reach the source of the smoke As you cautiously approach the source of the smoke in the Fungal Forest, a chilling tableau comes into view. The goblin camp sprawls amidst the colossal mushrooms, and an unsettling sight unfolds before you. Mules laden with cages, each imprisoning distressed faries and sprites, are tethered to the goblins’ tents.
8 goblin infantrymen and a goblin trapper lounge about the area. In the cages are 10 sprites, each held within separate cages. If freed they will help the players if they can. When the players defeat the last goblin read the following
As the last goblin falls, defeated by your determined efforts, the fairies and sprites within their cages emit twinkling expressions of gratitude. With the cage doors opened, the liberated fey creatures flutter into the air, their tiny voices harmonizing in a chorus of thanks. One brave fairy steps forward, her wings glimmering with ethereal radiance.”Brave ones, you’ve saved us from the clutches of those vile goblins. Our home, Eichenheim, faces a dire fate. Most have fled or been captured. Follow us; we’ll lead you back to our village.”
The sprites tell the players where to find a hidden grove where they will find a Wand of Entangle. With that, the sprites speed off in the direction of Eichenheim, their diminutive forms weaving through the towering mushrooms of the Fungal Forest. Their gratitude lingers in the air, and the urgency of the situation is reinforced by the realization that the captured fey were only a fraction of the town’s inhabitants.
Boghaven

Deep within the southern swamp, Boghaven is situated in the murky embrace of the swampy expanse, a five-day journey south, southeast from Eichenheim. The village, perched on stilts above the waterlogged terrain, is surrounded by twisted mangroves and obscured by hanging vines. However, a shadow has fallen over Boghaven, as the goblins have seized control and started a highly efficient resource-gathering operation. As the players reach the outskirts of the village read the following
As you embark on the three-day journey south from Eichenheim, the air becomes heavy with moisture, and the landscape transforms into a labyrinth of stagnant waters and dense foliage. The village of Boghaven emerges on the horizon, suspended above the swamp on sturdy stilts. Yet, an unsettling sight awaits – the goblins have transformed the once quaint swamp settlement into a bustling hub of industry. A sophisticated lumber mill, hastily constructed but surprisingly precise, hums with activity on the outskirts of the village. Pressed-ganged villagers work diligently, processing resilient cypress logs destined for points unknown.
Sawmill Skirmish

As you approach the lumber mill, the rhythmic sounds of saws and hammers fill the air. The bustling activity within the mill becomes apparent, with goblin laborers and guards going about their tasks. Among the workers, you notice several villagers reluctantly aiding in the goblins’ operations. The challenge is to navigate the sawmill, defeat the goblin guards, and liberate the prisoners without alerting the garrison in the town.
4 goblin skirmishers patrol the sawmill from the catwalks. Bellow three commoners labor away loading logs into the machinery
Environmental Hazards:
The sawmill is filled with machinery and obstacles. Players can leverage the environment to gain tactical advantages or use it to create distractions. Goblins can be pushed into moving parts to cause 1d8 damage per turn. Anyone who gets caught in the saw takes 1d20 damage.
Docks Ambush

As you approach the riverbank where rafts laden with processed cypress wood are docked, a group of goblin guards stationed on the rafts and along the shore launches an ambush. The encounter involves a mix of ranged and melee combat, with the added challenge of avoiding falling into the water during the skirmish.
3 goblin skirmishers are perched on the rafts and a trio goblin infantrymen patrol the docks. Two commoner workers load boards onto the rafts. The dock is hastily built with many slippery uneven boards. Likewise the rafts are not particularly stable. Players attempting move more than half their speed must make a dexterity check to stay out of the water
Patrol Confrontation

As you engage the guards at the dock, the sounds of battle attract the attention of a small patrol returning from the village. The patrol, comprised of the remaining two goblin guards and a hobgoblin sergeant, moves swiftly along the series of boardwalks outside the sawmill. The encounter intensifies as the players must now face this additional threat.
The confrontation takes place in a maze of narrow boardwalks used to farm freshwater shellfish. A Goblin Sergant, 2 goblin skirmishers and 3 Goblin infantrymen engage the players on said boardwalks. The boardwalk is old and rickety. Players attempting to move more than half their speed must make a dexterity check to stay out of the water. Any players who fall into the water take 1d4 slashing damage from the shellfish shells
When the battle ends read the following
The grateful villagers gather around you, expressing heartfelt thanks for ridding their home of the goblin threat. They share stories of the hardships they endured and the relief that now washes over them. As they bid you farewell, they implore you to convey their fond regards to Mistress Ironraisin, the kind and wise elder of Eichenheim, who undoubtedly awaits news of your valiant deeds. The local alchemist presents the players with a basket containing 2 potions of healing, and three potions of reistance.
Driftshore

Driftshore is situated on the northern shore of the lake, its collection of humble buildings nestled between the water’s edge and the dense tree line of the verdant woodlands. Positioned to facilitate the overland transfer of goods from keelboats, the village acts as a crucial supply depot for the goblin army’s operations in the Great Valley. The lake’s calm waters stretch out to the horizon, reflecting the surrounding greenery and the occasional silhouette of a cargo-laden boat. Driftshore lies 10 days journey northeast of Eichenheim.
As you approach Driftshore, you notice the signs of recent activity—the movement of workers unloading cargo, the stacking of supplies, and the occasional goblin overseer barking orders. The atmosphere is tense, the village caught in the grip of the goblin army’s logistical operations.
Driftshore Docks Assault
As you approach the docks of Driftshore, you witness the busy scene of commoner laborers unloading keelboats under the watchful eyes of goblin overseers. Stacks of crates, freshly cut lumber, and barrels are everywhere. A large bell is located in the middle of the docks

5 goblin infantry and a goblin skirmisher are watching over as 7 Commoner Laborers all press-ganged villagers are busy unloading cargo. The magic bell situated prominently in the middle of the docks serves as a reinforcement alarm. If the bell is rung, it signals for the arrival of a squad of additional goblin guards. This squad consists of three goblin guards. The bell will ring under the following circumstances
- Sound Disturbance: If a loud noise, such as a battle cry, explosion, or magical effect, is generated within 30 feet of the bell.
- Intentional Activation: A goblin can attempt to ring the bell intentionally. Once the bell is rung, the reinforcements arrive in 1d4 rounds
When the goblins are all slain read the following
As the final goblin falls, the dock falls into an uneasy silence. Amidst the scattered cargo and signs of the recent skirmish, a common laborer steps forward, eyes filled with a newfound determination. Swiftly grabbing a discarded goblin spear, the laborer raises it high and shouts, “Down with the goblins! Common boys, let’s drive out these invaders!” The rallying cry echoes across the docks, and the formerly oppressed villagers, fueled by newfound courage, join the cause to reclaim Driftshore.
Driftshore Town Square Revolt
The town square of Driftshore erupts in chaos as the townspeople, fueled by newfound courage, rise against the occupying goblins. Most of the goblins are in full retreat, but a determined group of hobgoblins stands their ground, ready to quell the rebellion.
The players find themselves leading the charge alongside a sizable group of commoners and guards. The force consists of 2 hobgoblins serving as NCOs and 7 goblin infantrymen. The players are accompanied by a force of 5 guards. When the battle is over read the following
As the last goblin falls under the collective might of the townsfolk and your group, a triumphant cheer erupts from the mob. Joyous villagers surround you, thumping you on the back and vigorously shaking your hands in gratitude. Amidst the jubilant crowd, a determined villager pushes through, introducing himself with genuine warmth. “I’m Lucas,” he says, “on behalf of Driftshore, I can’t thank you enough. You’ve given us hope and a chance to take our town back. We won’t forget this, and our debt to you is immeasurable.” The sincere gratitude in his eyes reflects the relief and newfound freedom that has swept through Driftshore. The liberated townsfolk pool their resources and offer a financial reward of 30 gold coins.
The goblins strike back
You traverse a tranquil grove, the peaceful ambiance is suddenly shattered as an arrow wizzes past your head from an unseen shooter.
The goblin’s army having suffered several setbacks at the player’s hand has decided to send a elite hunting party to deal with the player’s characters. A hobgoblin ranger and a pair of goblin trappers have set up several hunting blinds and some traps on the path back to the village. The ranger waits until the players have entered the middle of the grove before launching his attack. He will then move from blind to blind in an attempt to confuse the players while the trapper tries to goad the player into his traps using his sling. When the trapper is defeated the ranger will use his multi-attack to make two melee attacks against either the most effective ranged player or the player best able to control the battlefield before using misty step to return to sniping range. Once defeated the players find a +1 longbow, boots of the woodlands and a 50gp on the ranger. The trapper had 3 bear traps and 20gp on his person.
Return to the village
Read the following when the players return to the village
As you return to the village from the last settlement on Agatha’s list, Stein greets you at the entrance with a broad grin. “Agatha’s been expectin’ you,” he says in his slightly dimwitted but amiable manner. Following him, you find yourself at the door of Agatha Ironraisin’s cozy house. Inside, the air is filled with the warm aroma of a home-cooked feast. Agatha, with a twinkle in her eye, welcomes you to her table. “Sit, sit! You’ve earned a good meal, and I’ve cooked it all meself,” she beams.
As the players eat describe the food and how it tastes. The cooking is rustic fare reminiscent of Southern cooking. As for the taste, it should be the best thing they ever had. If Talia the Wyrmling is with the party or if Agatha is taking care of her she will eat out of a bowl at the foot of her favorite player character. Agatha will commend the players on each of the good deeds they did on their quest and does admit she was testing them for both their ability and their character. As the feast winds down read the following
As you enjoy the hearty fare, Agatha commends your valor and noble deeds.”Ye’ve got the hearts of true heroes,” she declares, her eyes assessing you with a mix of wisdom and approval. “And noo, it’s time ye kenned whaur those wretched goblins are makin’ their lair.” Leaning in, she reveals, “It’s Sliberberg, the city in the next valley east. They’ve taken the place and made a richt mess o’ it. From whit I hae heard, they overran the city in a day, an’ Sliberberg was nae village in the middle o’ nowhere. It had an army, a sma’ army but an army nonetheless, an’ the city’s king, Fredrick the beastman was a high fey o’ unparalleled strength an’ skill wi’ the blade. Ye better tak’ some time tae get ready, fur Sliberberg is nae ordinary goblin stronghold. They winna mak’ it easy fur ye.” As you absorb her words, the weight of the impending challenge settles in, and you realize the gravity of the task that lies ahead.
As a reward for the players completing her quest she presents the players with an Agatha’s Enchanted Cottage and a basket filled with treats. if the players adopt Talia she presents the players with a leash of the guardian’s bond stating that the players will need it on their trip to Sliberberg.
Key NPCs
Agatha Ironraisin
Backstory: Agatha Ironraisin, the enigmatic elven witch of Eichenheim, has dwelled in the region for time unmeasured. Born amidst the ancient whispers of the Feyrealm, Agatha has witnessed the ebb and flow of mortal lives around her. Though her true age remains a mystery, the formation of Eichenheim itself bears witness to her enduring presence. Secretly, Agatha is a high fey known for her benevolent interventions in the lives of mortals.
Personality Trait: Agatha embodies the archetype of the kindly old lady, radiating warmth and benevolence. Her demeanor is gentle and caring, and she finds joy in helping those around her. Despite her ageless existence, Agatha maintains a curiosity for mortal affairs, always seeking ways to bring happiness and light to the lives of the villagers.
Ideal: Agatha is guided by the ideal of nurturing and cultivating goodness. She believes in the inherent potential for kindness within every being and actively strives to bring out the best in others. Her interventions often come in the form of subtle nudges and magical assistance, all aimed at fostering love, joy, and harmony.
Bond: Agatha’s deep bond lies with the village of Eichenheim and its residents. Having seen the settlement grow and evolve around her dwelling, she considers the villagers an extension of her own family. The interconnectedness of their lives fuels Agatha’s commitment to ensuring the well-being and prosperity of Eichenheim.
Flaw: Despite her good intentions, Agatha’s meddling nature can occasionally lead to unintended consequences. Her understanding of mortal emotions and motivations may not always align with the complex realities of mortal lives. This well-intentioned interference may, at times, result in unforeseen challenges for those touched by her magic.
Commander Alaric Stonehammer
Backstory: Commander Alaric Stonehammer is a seasoned dwarf with a storied military career within the Holy Empire of Valeria. Born into the proud Stonehammer clan, Alaric’s youth was shaped by tales of valor and a deep sense of duty. Over the years, he rose through the ranks, earning respect for his strategic mind and unwavering commitment to protecting the empire. Now, as the appointed commander of the expedition into Märchenweltgrenze, Alaric shoulders the responsibility of eradicating the goblin threat.
Personality Trait: Alaric embodies the stalwart and disciplined nature commonly associated with dwarven warriors. His demeanor is resolute, and he leads with a sense of purpose. Despite the weight of his military responsibilities, Alaric displays a genuine concern for the well-being of those under his command.
Ideal: The ideal that drives Alaric is that of honor and duty. He believes in the duty of the Holy Empire to protect its citizens, and he sees the expedition into Märchenweltgrenze as a crucial mission to secure the eastern borders. Alaric’s decisions are guided by a commitment to the greater good, even when faced with difficult choices.
Bond: Alaric’s strongest bond is with the soldiers and adventurers under his command. He views them as an extension of his own family, and their collective success and safety weigh heavily on his mind. The camaraderie forged on the battlefield forms the foundation of Alaric’s leadership.
Flaw: Alaric’s unwavering commitment to duty can sometimes lead to a certain level of stoicism. He may struggle with expressing or understanding more nuanced emotions, which can create challenges in situations requiring delicate diplomacy or empathy. His resolute demeanor, while an asset in battle, may pose difficulties in navigating the complexities of the Feyrealm.
Oakheart, Guardian of the Verdant Grove
Backstory: Oakheart, a towering treant with branches that stretch toward the sky, is a manifestation of the ancient magic that permeates Verdant Grove. As a high fey, Oakheart has transcended the typical existence of treants, attaining a level of power and wisdom that places him on the cusp of archfey status. For centuries, he has stood as the guardian of the sacred grove, ensuring its safety from intruders and preserving the delicate balance of nature.
Personality Trait: Oakheart embodies the serene and timeless wisdom of the ancient fey. His demeanor is calm and contemplative, yet beneath the surface lies a fierce determination to protect the sanctity of his grove. Despite the passage of centuries, Oakheart’s connection to the natural world has kept him attuned to the ebb and flow of life around him.
Ideal: The ideal that guides Oakheart is that of balance and harmony within nature. He believes in the interconnectedness of all living things and strives to maintain equilibrium within Verdant Grove. Oakheart’s actions are driven by a deep sense of responsibility to the delicate ecosystems under his care.
Bond: Oakheart’s profound bond is with the Verdant Grove itself. He sees the ancient trees, the flowing streams, and the vibrant flora as extensions of his essence. The preservation of this sacred space is both a duty and a source of solace for Oakheart, who draws strength from the symbiotic relationship he shares with the grove.
Flaw: Oakheart’s unwavering commitment to the natural order may lead to a certain level of inflexibility. He may struggle to understand or empathize with beings whose actions disrupt the delicate balance he seeks to maintain. This rigidity can pose challenges when dealing with creatures from other realms or those whose intentions may not align with the fey’s ancient wisdom.
Hexcrawl Encounter Tables
Master encounter table.
| d20 Roll | Encounter Type |
| 1-12 | Hexcrawl Encounters |
| 13 | Fey Creatures |
| 14 | Inhabitants of the Valley |
| 15 | Ruins |
| 16-20 | Special Encounter (Roll on Subtables) |
Goblin Army Encounters
| Dice Roll | Encounter |
| 1 | Goblin Patrol (2d6 Goblin Infantrymen, 1d6 Goblin Skirmishers) |
| 2 | Ambush in the Forest (1d6 Goblin Infantrymen, 1d6 Goblin Skirmishers) |
| 3 | Goblin Outpost (1d4 Goblin Sergeants, 1d6 Goblin Infantrymen) |
| 4 | Goblin Raiding Party (1d6 Goblin Infantrymen, 1d6 Goblin Skirmishers) |
| 5 | Hobgoblin Reinforcements (1d4 Hobgoblin Soldiers, 1d6 Goblin Infantrymen) |
| 6 | Bugbear Ambush (1d4 Bugbear Skirmishers, 1d6 Goblin Infantrymen) |
| 7 | Hobgoblin Patrol (1d6 Hobgoblin Soldiers, 1d6 Goblin Infantrymen) |
| 8 | Goblin Archers from the Trees (1d4 Goblin Skirmishers, 1d6 Goblin Infantrymen) |
| 9 | Siege on the Move (1d6 Goblin Infantrymen, 1d4 Goblin Skirmishers, 1 Bugbear Porter) |
| 10 | Hobgoblin War Party (1d4 Hobgoblin Soldiers, 1d6 Goblin Infantrymen, 1d4 Goblin Skirmishers) |
| 11 | Goblin Commando Strike Team (1d4 Goblin Skirmishers, 1d4 Hobgoblin Druids) |
| 12 | Hobgoblin Warlord’s Vanguard (1 Hobgoblin Lieutenant, 1d4 Hobgoblin Soldiers, 1d6 Goblin Infantrymen) |
Fey encounters
While the Goblin army has been rounding up all the fey they find the players will be able to find plenty of fey creatures in the great valley. I leave it up to the dungeon master to decide how these encounters will go.
- Lost Centaur Scouts (1d4 Centaurs): The players encounter a group of lost centaur scouts, separated from their herd during the chaos caused by the goblin army. The centaurs are wary but not hostile, and they may be willing to provide information or assistance in exchange for aid in finding their way home.
- Puka Refugees (1d6 Pucas): The players come across a group of puka refugees, fleeing from the advance of the goblin army. The pucas are frightened and exhausted, but they are not hostile. They may be willing to share information about the goblins’ movements or offer guidance through the wilderness in exchange for protection.
- Friendly Leprechaun Traders (1d4 Leprechauns): The players encounter a group of friendly leprechaun traders, peddling their wares along the forest paths. The leprechauns are cheerful and eager to make a deal, offering rare and valuable items in exchange for gold or favors.
- Goblinoid Deserters (1d6 Goblin Infantrymen, 1 Hobgoblin Soldier): The players stumble upon a group of goblinoid deserters, fleeing from the brutality of the goblin army. The deserters are desperate and frightened, but they are not inherently hostile. They may be willing to provide valuable information about the goblins’ plans in exchange for safe passage or sanctuary.
- Curious Dryads (1d4 Dryads): The players are approached by a group of curious dryads, drawn to their presence by the magic of the Feyrealm. The dryads are mischievous but not malicious, and they may engage the players in conversation or offer cryptic advice before disappearing back into the forest.
- Goblinoid Scouts (1d6 Goblin Skirmishers, 1 Hobgoblin Sergeant): The players encounter a group of goblinoid scouts, patrolling the borders of the goblin army’s territory. The scouts are cautious and wary of outsiders, but they are not immediately hostile. Depending on the players’ actions, they may choose to engage in diplomacy or retreat to report their findings.
- Enigmatic Nymphs (1d4 Nymphs): The players stumble upon a secluded glen inhabited by enigmatic nymphs, guardians of the natural world. The nymphs are serene and aloof, observing the players’ actions with curiosity. Depending on the players’ respect for the natural world, the nymphs may choose to aid or hinder their progress.
- Lost Goblin Children (1d6 Goblin Children): The players encounter a group of lost goblin children, separated from their families during the chaos of war. The children are frightened and vulnerable, but they are not inherently hostile. Depending on the players’ actions, they may choose to help the children find their way home or leave them to fend for themselves.
- Mysterious Pixie Circle (1d4 Pixies): The players stumble upon a mysterious pixie circle, a sacred gathering place for fey creatures. The pixies are mischievous but not malicious, and they may invite the players to join them in their revelry or challenge them to a game of riddles.
- Hospitable Satyr Feast (1d4 Satyrs): The players come across a hospitable satyr feast, where the revelry never ends and the wine flows freely. The satyrs are jovial and welcoming, inviting the players to join them in song and dance. However, there may be more to the feast than meets the eye, and the players must tread carefully to avoid becoming ensnared in the satyrs’ mischief.
- Goblinoid Defectors (1d4 Hobgoblin Soldiers, 1 Goblin Sergeant): The players encounter a group of goblinoid defectors, disillusioned with the goblin army’s cause. The defectors are wary but not hostile, and they may be willing to provide valuable information about the goblins’ plans in exchange for protection or safe passage to a new home.
- Elusive Unicorn Guardian (1 Unicorn): The players catch a glimpse of an elusive unicorn, guardian of the forest and protector of all that dwell within it. The unicorn is noble and wise, and it may choose to aid the players in their quest if they prove themselves worthy of its trust. However, gaining the unicorn’s favor will not be easy, and the players must overcome challenges and obstacles to earn its assistance.
Encounter Table: Inhabitants of the Valley
- Bandit Ambush: The players encounter a group of bandits lying in wait along the road, hoping to prey on unsuspecting travelers. (1d6 Bandits)
- Wandering Merchant: A wandering merchant appears on the road, offering to sell exotic goods and supplies to the players. (1 Merchant)
- Trapped Traveler: The players come across a traveler who has become trapped in a pit or snare, requiring assistance to escape. (1 Trapped Traveler)
- Wildlife Encounter: The players stumble upon a group of wild animals in their natural habitat, which may include wolves, bears, or other creatures. (1d4+1 Wild Animals)
- Hermit’s Hut: The players discover a secluded hut belonging to a mysterious hermit, who may offer them shelter or cryptic advice. (1 Hermit)
- Druidic Grove: The players find themselves in a sacred grove tended by druids, who may welcome them as allies or challenge them as intruders. (1d4 Druids)
- Guardian Treant: The players encounter a guardian treant, ancient protector of the forest, who may aid or hinder them depending on their intentions. (1 Treant)
- Fishing Village: The players come across a peaceful fishing village on the shores of a tranquil lake, where they may rest and resupply. (1d6 Villagers)
- Haunted Ruins: The players stumble upon a set of ancient ruins said to be haunted by restless spirits, presenting a potential challenge or mystery to unravel. (1d4+1 Ghosts)
- Friendly Local Guide: The players encounter a friendly local guide who offers to lead them safely through the wilderness in exchange for payment or assistance. (1 Guide)
- Lost Explorers: The players discover a group of lost explorers who have become disoriented in the wilderness, requiring aid to find their way home. (1d6 Explorers)
- Mystical Fountain: The players come across a mystical fountain rumored to possess healing or magical properties, though its true nature may be uncertain. (1 Fountain)
Before rolling on this table, the DM should roll on the Treasure Hoard Table (0-4) in the Dungeon Master’s Guide to assign a reward for exploring the ruins. The result of the roll will determine the value and nature of the treasure found within the ruins.
Encounter Table: Ruins
- Abandoned Homestead: The players come across the remains of an abandoned homestead, its fields overgrown with weeds and its buildings in disrepair. (Possible Treasure: 0-4)
- Fairy Village Ruins: The players discover the ruins of a once-thriving fairy village, now reduced to crumbling buildings and overgrown gardens. (Possible Treasure: 0-4)
- Ancient Stone Ruins: The players stumble upon ancient stone ruins, remnants of a forgotten civilization lost to time. (Possible Treasure: 0-4)
- Goblin-Ravaged Settlement: The players encounter the ruins of a settlement ravaged by the goblin army, its buildings burned and its inhabitants driven away. (Possible Treasure: 0-4)
- Overgrown Temple: The players find themselves in the midst of an overgrown temple, its walls adorned with faded carvings and its halls filled with the echoes of the past. (Possible Treasure: 0-4)
- Collapsed Crypt: The players uncover the collapsed entrance to an ancient crypt, its dark chambers filled with secrets and dangers untold. (Possible Treasure: 0-4)
Unusual Phenomena
The Märchenweltgrenze is home to various strange and wonderful occurrences. When the players stumble across one use the following tables
- Shifting Landscapes: The terrain morphs and changes before your eyes, altering paths and landmarks. Navigation becomes a test of intuition as the very land defies consistency.
- Glowing Fauna: The plants and creatures of the region emit a soft, ethereal glow, casting an otherworldly luminescence across the landscape.
- Whispering Trees: The ancient trees of the forest seem to murmur secrets and warnings to those who listen closely, their voices carrying the wisdom of ages past.
- Dancing Lights: Wisps of colorful light dance and twirl through the air, leading travelers on mysterious journeys or beckoning them into hidden realms.
- Time Dilation: Time flows erratically, causing hours to pass like minutes or minutes to stretch into eternity. The passage of time becomes a fluid concept in this enchanted realm.
- Feyrealm Echoes: Faint echoes from the Feyrealm reverberate through the air, distorting reality and blurring the boundaries between worlds.
- Living Statues: Stone statues come to life, wandering the landscape with purpose or engaging in cryptic rituals that hint at forgotten mysteries.
- Dreamy Mists: Thick mists envelop the land, inducing vivid dreams and surreal visions in those who wander through their ethereal embrace.
- Talking Animals: Animals gain the ability to speak, sharing tales of ancient lore, hidden treasures, or dire warnings with those who encounter them.
- Temporal Loops: Certain areas are trapped in repeating cycles of time, causing events to play out over and over again with subtle variations.
- Giant’s Footprints: Enormous footprints dot the landscape, evidence of the passage of colossal beings that once roamed these lands.
- Rainbow Falls: Waterfalls cascade with vibrant hues, creating breathtaking displays of color and beauty that defy the natural order.
- Mirror Pools: Still pools of water act as portals to mirrored realms, reflecting alternate realities and possible futures to those who peer into their depths.
- Gossamer Veil: A shimmering veil of gossamer threads hangs in the air, concealing hidden truths and elusive secrets from prying eyes.
- Singing Stones: Stones hum with a melodious tune, harmonizing with the winds and the earth to create a symphony of natural wonder.
- Feyrealm Blossoms: Exotic flowers bloom in abundance, their petals exuding intoxicating fragrances and mystical properties.
- Aurora Borealis: Ribbons of vibrant light dance across the sky, painting celestial tapestries of color and wonder that mesmerize all who behold them.
- Shadowplay: Shadows twist and contort, taking on eerie shapes and forms that seem to move of their own accord, hinting at unseen forces lurking in the darkness.
- Celestial Visitors: Rare celestial beings descend from the heavens, bringing with them gifts of wisdom, magic, or divine intervention to aid or challenge those they encounter.
- Feyrealm Portal: A shimmering portal to the Feyrealm appears, beckoning adventurers to step through and explore the boundless wonders and dangers of the faerie realm.
Fellow adventuers
| Roll | Expedition Name | Disposition | Members (Monster Manual Stat Blocks) |
| 1-3 | Silverstride’s Surveyors | Friendly | Gruffen Ironstride (Knight), Elara Moonwhisper (Elf Scout), Rurik Thunderbeard (Dwarf Cleric) |
| 4-5 | Whispering Shadows Company | Neutral | Captain Silvaria Shadowblade (Drow Rogue), Lyra Swiftfoot (Halfling Ranger), Varis Nightshade (Elf Warlock) |
| 6-8 | Starlight Vanguard | Friendly | Commander Selene Starfall (Aasimar Paladin), Orion Stardust (Gnome Sorcerer), Talia Sunflower (Human Druid) |
| 9-10 | Obsidian Reclaimers | Hostile | Warlord Grogg Bloodfang (Bugbear), Thalia Flameheart (Fire Genasi Barbarian), Zara Frostblade (Half-Orc Fighter) |
| 11-12 | Celestial Pathfinders | Friendly | High Priestess Althea Skywatcher (Aarakocra Cleric), Seraphina Moonshadow (Moon Elf Wizard), Orik Stoneheart (Earth Genasi Fighter) |
| 13-15 | Bloodmoon Mercenaries | Neutral | Captain Kael Bloodmoon (Half-Elf Rogue), Mara Shadowfox (Tabaxi Monk), Grim Ironhand (Dwarf Fighter) |
| 16-18 | Ivory Expeditionaries | Friendly | Lady Aeliana Silverwind (Silver Dragonborn Paladin), Elandra Swiftgale (Wood Elf Rogue), Thrain Stormhammer (Dwarf Bard) |
| 19-20 | Ashen Outriders | Hostile | Inferno the Blazing (Fire Elemental Sorcerer), Sable Shadowheart (Dark Elf Warlock), Brakka Blackfury (Hobgoblin Barbarian) |
Appendex Loot table.
| Roll | Money (gp) | Magic Item (Common) | Magic Item (Uncommon) |
| 1-5 | 10 | Potion of Healing (1d4+1) | Potion of Climbing |
| 6-10 | 20 | Scroll of Cantrip (Random) | Elixir of Health |
| 11-15 | 30 | 2d6x10 Copper Pieces | Potion of Invisibility |
| 16-20 | 50 | Scroll of 1st-Level Spell | Oil of Slipperiness |
| 21-25 | 75 | 2d6x10 Silver Pieces | Bag of Tricks (Gray) |
| 26-30 | 100 | Potion of Greater Healing | Driftglobe |
| 31-35 | 150 | Scroll of 2nd-Level Spell | Potion of Resistance (Type) |
| 36-40 | 200 | 2d6x10 Gold Pieces | Ammunition +1 (20) |
| 41-45 | 250 | Potion of Fire Breath | Potion of Flying |
| 46-50 | 300 | Scroll of 3rd-Level Spell | Dust of Disappearance |
| 51-55 | 400 | 2d6x10 Platinum Pieces | Gem of Brightness |
| 56-60 | 500 | Potion of Superior Healing | Wand of Magic Missiles |
| 61-65 | 600 | Scroll of 4th-Level Spell | Cloak of Elvenkind |
| 66-70 | 750 | 2d6x10 Gold Pieces | Bag of Holding |
| 71-75 | 1000 | Potion of Supreme Healing | Pearl of Power |
| 76-80 | 1200 | Scroll of 5th-Level Spell | Ring of Jumping |
| 81-85 | 1500 | 2d6x10 Platinum Pieces | Eversmoking Bottle |
| 86-90 | 2000 | Potion of Invulnerability | Sending Stones |
| 91-95 | 2500 | Scroll of 6th-Level Spell | Necklace of Adaptation |
| 96-100 | 5000 | 2d6x10 Gold Pieces | Weapon +1 (of player’s choice) |
Appendix magic items
Agatha’s Enchanted Cottage
Wondrous Item (Figurine), Rare
This small, intricately carved figurine resembles a charming cottage, complete with a thatched roof, flower-filled windowsills, and a welcoming front door. When the command word is spoken, the figurine transforms into an enchanting two-story cottage, providing a secure and comfortable space for those within.
Features:
- Two-Story Design: Unlike the space created by Leomund’s Tiny Hut, Agatha’s cottage has two small floors connected by a staircase. This allows for separate living spaces or additional privacy for the occupants.
- Item Preservation: Any items placed inside the cottage when it is deactivated remain inside when the cottage is reactivated. This feature allows the occupants to leave personal belongings, supplies, or even a cozy arrangement undisturbed between uses.
- Extended Activation: The cottage remains activated until its command word is spoken again or until no living beings remain within its confines. This provides a more flexible duration for those using the cottage for extended periods.
- Disguise Enchantment: While activated, the cottage figurine disguises itself using a subtle enchantment. Casual observers perceive it as a natural and permanent part of the environment, making it blend seamlessly with its surroundings. This magical camouflage enhances the figurine’s utility for discreet and inconspicuous use.
Leash of Guardian’s Bond:
This enchanted collar, an improved version of the one created by Agatha, serves multiple functions to enhance the bond between Talia and her adopted family:
- Invisible Leash: A bracelet, when worn by a member of the party, forms an invisible, intangible, and unbreakable leash between the wearer and Talia. This feature allows the party to keep track of Talia’s movements and ensures she remains close during their adventures.
- Size Alteration: The collar can magically shrink Talia down to a more manageable size, making her less conspicuous and more adaptable to various environments.
- Disguise and Transformation: Once per day, the collar can cast either the disguise self or polymorph spell on Talia. This provides additional versatility, allowing the party to temporarily alter Talia’s appearance for situations that require discretion or when a different form might be advantageous.
Technicolor Blade
Weapon (Any melee weapon), uncommon
This weapon’s blade swirls with psychedelic colors, leaving a trail of vibrant hues in the air as it moves. When wielded in combat, the Technicolor Blade mesmerizes enemies with its mesmerizing display.
- Magical Effect: When a player makes an attack with this weapon, enemies within 5 feet of the wielder become transfixed by the swirling colors. They must succeed on a Wisdom saving throw (DC 13) or be charmed until the end of their next turn. Creatures that are immune to being charmed are unaffected by this effect.
Technicolor Staff
Staff, uncommon (requires attunement by a spellcaster)
This staff pulses with vibrant, swirling hues, radiating an aura of mystic energy. Crafted from rare materials infused with the essence of the Feyrealm, the Technicolor Staff empowers its wielder with the ability to manipulate light and color in mesmerizing ways.
- Magical Properties: When attuned to the Technicolor Staff, the wielder gains the following abilities:
- Color Spray: The wielder can cast the color spray spell at will, conjuring dazzling bursts of multicolored light to disorient and incapacitate foes.
- Dancing Lights: The wielder can cast the dancing lights cantrip at will, creating up to four orbs of light that hover in the air and illuminate the surroundings with shifting, vibrant colors.
- Minor Illusion: The wielder can cast the minor illusion cantrip at will. However, when cast with the Technicolor Staff, the illusions produced swirl with psychedelic colors, adding an extra layer of mesmerizing enchantment.
Monsters
Bugbear Skirmisher
Medium humanoid (goblinoid), chaotic evil
Armor Class: 16 (hide armor)
Hit Points: 27 (5d8 + 5)
Speed: 30 ft.
Abilities:
- Str 16 (+3)
- Dex 14 (+2)
- Con 12 (+1)
- Int 8 (-1)
- Wis 11 (+0)
- Cha 9 (-1)
Saving Throws: Dex +4
Skills: Stealth +6, Perception +2
Senses: Darkvision 60 ft., Passive Perception 12
Languages: Common, Goblin
Challenge: 1 (200 XP)
Traits:
- Fade from View: While hidden, the fey bugbear skirmisher has advantage on Dexterity (Stealth) checks to remain hidden, and creatures have disadvantage on Wisdom (Perception) checks to detect it.
Actions:
- Morningstar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 3) piercing damage.
- Javelin: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage.
Bugbear Porter
Medium humanoid (goblinoid), chaotic evil
Armor Class: 12 (natural armor)
Hit Points: 11 (2d8 + 2)
Speed: 30 ft.
Abilities:
- Str 16 (+3)
- Dex 10 (+0)
- Con 12 (+1)
- Int 8 (-1)
- Wis 10 (+0)
- Cha 8 (-1)
Saving Throws: Str +5
Skills: Athletics +5
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Common, Goblin
Challenge: 1/2 (100 XP)
Traits:
- Healing Porter: The fey bugbear porter carries a 2d6 healing potions. As an action, it can distribute one healing potion to a creature within 5 feet. The healing potion restores 2d4 + 2 hit points to the creature.
Actions:
- Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
Fey Goblin Infantryman
Small humanoid (goblinoid), chaotic evil
Armor Class: 13 (leather armor, shield)
Hit Points: 7 (2d6)
Speed: 30 ft.
Abilities:
- Str 8 (-1)
- Dex 14 (+2)
- Con 10 (+0)
- Int 10 (+0)
- Wis 8 (-1)
- Cha 8 (-1)
Skills: Stealth +6
Senses: Darkvision 60 ft., Passive Perception 9
Languages: Common, Goblin
Challenge: 1/4 (50 XP)
Traits:
- Shield Wall Tactics: The fey goblin infantryman gains a +2 bonus to AC while it is within 5 feet of an allied creature and isn’t incapacitated.
- Fey Magic: The fey goblin infantryman can cast one cantrip from the following list: light, mage hand, minor illusion, or prestidigitation. Its spellcasting ability is Intelligence (spell save DC 10, +2 to hit with spell attacks). It can cast the cantrip at will, without requiring components.
Actions:
- Spear: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Fey Goblin Skirmisher
Small humanoid (goblinoid), chaotic evil
Armor Class: 12 (leather armor)
Hit Points: 7 (2d6)
Speed: 30 ft.
Abilities:
- Str 8 (-1)
- Dex 14 (+2)
- Con 10 (+0)
- Int 10 (+0)
- Wis 8 (-1)
- Cha 8 (-1)
Skills: Stealth +6
Senses: Darkvision 60 ft., Passive Perception 9
Languages: Common, Goblin
Challenge: 1/4 (50 XP)
Traits:
- Fey Magic: The fey goblin skirmisher can cast one cantrip from the following list: light, mage hand, minor illusion, or prestidigitation. Its spellcasting ability is Intelligence (spell save DC 10, +2 to hit with spell attacks). It can cast the cantrip at will, without requiring components.
Actions:
- Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Fey Goblin Sergeant
Small humanoid (goblinoid), chaotic evil
Armor Class: 14 (chain shirt, shield)
Hit Points: 18 (4d8)
Speed: 30 ft.
Abilities:
- Str 10 (+0)
- Dex 14 (+2)
- Con 10 (+0)
- Int 10 (+0)
- Wis 12 (+1)
- Cha 10 (+0)
Skills: Intimidation +2, Stealth +4
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Common, Goblin
Challenge: 1 (200 XP)
Traits:
- Fey Magic: The fey goblin sergeant can cast one cantrip from the following list: light, mage hand, minor illusion, or prestidigitation. Its spellcasting ability is Intelligence (spell save DC 10, +2 to hit with spell attacks). It can cast the cantrip at will, without requiring components.
- Tactical Command: As a bonus action, the fey goblin sergeant can issue a command to allies within 30 feet. Allies who can hear and understand the sergeant gain advantage on their next attack roll made before the end of their next turn.
Actions:
- Multiattack: The fey goblin sergeant makes two attacks: one with its shortsword and one with its shield bash.
- Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Shield Bash: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 2) bludgeoning damage, and the target must succeed on a DC 11 Strength saving throw or be knocked prone.
Fey Goblin Trapper
Small humanoid (goblinoid), chaotic evil
Armor Class: 12 (leather armor)
Hit Points: 9 (2d8)
Speed: 30 ft.
Abilities:
- Str 8 (-1)
- Dex 14 (+2)
- Con 10 (+0)
- Int 10 (+0)
- Wis 10 (+0)
- Cha 8 (-1)
Skills: Stealth +6, Survival +4
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Common, Goblin
Challenge: 1/2 (100 XP)
Traits:
- Fey Magic: The fey goblin trapper can cast one cantrip from the following list: light, mage hand, minor illusion, or prestidigitation. Its spellcasting ability is Intelligence (spell save DC 10, +2 to hit with spell attacks). It can cast the cantrip at will, without requiring components.
- Trapsetter: The fey goblin trapper has advantage on checks to set up traps and create ambushes.
Actions:
- Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Sling: Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
- Bear Trap (Recharge 5-6): The fey goblin trapper sets a bear trap in a 5-foot square within 5 feet of it. The trap triggers when a creature enters the square, requiring a DC 12 Dexterity saving throw or taking 7 (2d6) piercing damage and becoming restrained. The creature can use its action to attempt to escape (DC 12 Strength check) or destroy the trap (AC 13, 5 hit points). Once triggered, the trap is no longer active and must be reset.
Fey Hobgoblin Druid
Medium humanoid (goblinoid), lawful evil
Armor Class: 13 (hide armor)
Hit Points: 16 (3d8 + 3)
Speed: 30 ft.
Abilities:
- Str 12 (+1)
- Dex 12 (+1)
- Con 13 (+1)
- Int 10 (+0)
- Wis 14 (+2)
- Cha 9 (-1)
Saving Throws: Wis +4, Int +2
Skills: Perception +4, Survival +4
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Common, Goblin, Druidic
Challenge: 1 (200 XP)
Traits:
- Forest Sense: Stealth checks to hide from the fey hobgoblin druid are made with disadvantage, as they can sense the presence of interlopers in the forest.
Spellcasting: The fey hobgoblin druid is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The fey hobgoblin druid has the following druid spells prepared:
- Cantrips (at will): Druidcraft, Produce Flame
- 1st level (4 slots): Entangle, Faerie Fire
- 2nd level (2 slots): Moonbeam, Pass without Trace
Actions:
- Quarterstaff: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
- Produce Flame: Ranged Spell Attack: +4 to hit, range 30/60 ft., one target. Hit: 7 (2d8) fire damage.
Fey Hobgoblin Lieutenant
Medium humanoid (goblinoid), lawful evil
Armor Class: 16 (chain mail, shield)
Hit Points: 27 (5d8 + 5)
Speed: 30 ft.
Abilities:
- Str 14 (+2)
- Dex 12 (+1)
- Con 12 (+1)
- Int 12 (+1)
- Wis 10 (+0)
- Cha 10 (+0)
Saving Throws: Str +4, Con +3
Skills: Intimidation +2, Tactics +3
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Common, Goblin
Challenge: 2 (450 XP)
Traits:
- Commanding Presence: The fey hobgoblin lieutenant can use a bonus action on its turn to command one allied creature within 30 feet that can hear and understand it. The commanded creature can immediately use its reaction to make one weapon attack.
- Tactical Sense: The fey hobgoblin lieutenant has advantage on saving throws against being charmed or frightened.
Actions:
- Multiattack: The fey hobgoblin lieutenant makes two attacks: one with its longsword and one with its shield bash.
- Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
- Shield Bash: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone.
Fey Hobgoblin Soldier
Medium humanoid (goblinoid), lawful evil
Armor Class: 18 (chain mail, shield)
Hit Points: 11 (2d8 + 2)
Speed: 30 ft.
Abilities:
- Str 13 (+1)
- Dex 12 (+1)
- Con 12 (+1)
- Int 10 (+0)
- Wis 10 (+0)
- Cha 9 (-1)
Saving Throws: Con +3
Skills: Perception +2
Senses: Darkvision 60 ft., Passive Perception 12
Languages: Common, Goblin
Challenge: 1/2 (100 XP)
Traits:
- Fey Sense: Attacks against the fey hobgoblin soldier are made with disadvantage, as they possess an uncanny sixth sense related to their profession.
Actions:
- Longsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
- Longbow: Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

