The changes to the fey lore I made both facilitate the story and avoid running afoul of the SRD had painted me into a corner in terms of storytelling. I had made the Fey Sovereigns virtually unkillable to any means that the players would be able to get their hands on before level 17. I also knew that, if the dungeon master was playing the campaign right, the players would have to permanently deal with Gisela at some point before they dealt with Fionnuala and would be especially willing after the stunts she pulled in The Palace of the Snow Queen. That left only age manipulation magic as a potential means to deal with her.
As luck would have it ever since I introduced age bottles and the concept of there being an underground age trade I had been working on the concept for an adventure where the players would have to change their ages to solve puzzles and navigate social encounters. I also was trying to figure out a way to write an adventure based on Peter and Wendy by J. M. Barrie which is the basis for the Disney Movie Peter Pan. I realized that by combining the two I could solve the problem I was facing with Gisela. Thus Oileán na hÓige, the island of childhood was born.
More properly described as the island of childhood innocence, it is a magical place where adulthood is not allowed to exist. Everything that enters the islands is reduced to a point of childhood innocence, including people and animals. Furthermore, this island has many fey crossings that only allow children through. It is said that when children disappear in the wild they end up on Oileán na hÓige.
Creating Oileán na hÓige was a difficult proposition and took me four revisions to get to the point where I was satisfied with it. It was a real struggle to work the age-changing mechanic into the adventure in a way that gave players options to use the mechanic without it feeling too forced. I also had to give a lot of thought to making the advantages of being a toddler or a baby balance out with the drawbacks.
In contrast, creating Gisela’s palace and the Hexmarches was easy, what else could a fey domain ruled by a woman single-mindedly focused on tormenting somebody for a perceived slight for all eternity look like but a twisted, gothic landscape? What I am saying is that this adventure is a little rougher and a little more unorthodox than my normal fair. So be gentle, remember this all in the service of telling an interesting story
Starting the adventure
As the Gaoth Shona sails smoothly through the interwoven realms of the Feyrealm and the material plane, the vibrant colors of the magical landscape surround you. The air is filled with the faint melodies of fey creatures, and the scent of ethereal blossoms wafts through the air. Your journey back to the capital of Sliberberg has been eventful, marked by the memories of the winter court and the alliances forged.
As your party settles into the luxurious quarters aboard the caravel, a familiar shimmer emanates from the player carrying the Mirror of Communion. It’s a connection to Fionnuala, image appears in the glass, her regal appearance has been rendered disheveled and she is clearly in a very bad mood. Read the following as she starts to talk
“Minions! Attend to my words, for I have grown weary of the chaos spawned by that insufferable wretch, Gisela. The Mad Enchantress has wrought havoc upon the Winter Court, and now the bitter repercussions flow back to me like poisoned rivers. Listen well, for I shall not repeat myself.
In the wake of the attack on your diplomatic mission to the Winter Court, The Snow Queen’s rage has fallen upon me, and I am the one who organized the whole affair in the first place. I was forced to plead and cower before her for a week before she accepted my apology and a promise that Gisela would be brought to heel. Which is why I am talking to you.
You, my minions, shall remedy this. Seek out the means to end Gisela’s pitiful existence. I care not for subtlety or finesse; I desire swift and irrevocable action. Know this – her demise is not a choice but a necessity. The Snow Queen’s wrath demands satisfaction, and Gisela has become too volatile. I care not for her mad schemes, but I will not tolerate the repercussions of her lunacy.
Go now, embark on this wretched task, and may the echoes of Gisela’s demise reverberate through the Feywild, bringing an end to this torment.”
With that, Fionnuala’s harsh voice fades from the Mirror of Communion, leaving you with a mandate to end Gisela’s madness and quell the storm of consequences unleashed by her reckless actions. The Gaoth Shona continues its journey, bearing you towards the impending confrontation with the Mad Enchantress.
Research in Sliberberg
As the players return to Sliberberg, they embark on the challenging task of gathering information on how to defeat Gisela the Mad Enchantress. However, it quickly becomes apparent that this is a very tall order. Their initial inquiries, via the sages and libraries they normally consult with yield little success. Many sources dismiss the notion, citing the borderline immortality of Fey Sovereigns, who tend to reform in safe havens after supposedly fatal damage. One of the few detailed accounts of a Fey Sovereign being defeated is the High King of the Fey, Fallon the Mad’s, Imprisonment. However, the details of how he was imprisoned are scant. As for the known deaths of Fey Sovereigns, they also struck out. Astonishingly, there are only six recorded instances in history, and all of them are described as suicides.
It is only when the players approach Master Thistledown that they get a solid answer to how to deal with Gisela. The following is his answer
“Ah, the conundrum of Gisela, aye? Killing her outright is a fool’s errand, and trapping her? Well, that’s like trying to fit an elephant in a gnome-sized hat at your current level. But I’ve got a wee idea, a third path, if you will. Fey Sovereigns, despite their power, can’t dodge the hands of time. What you need is a Bottle of Youth, capable of siphoning away the centuries she’s gathered. Tricky, but doable. Now, listen closely. I can craft such a bottle, but it needs a special ingredient – water from the Fountain of Youth on Oileán na hÓige, the Island of Childhood, nestled deep within the Feyrealm. I know exactly where it be, but the journey to fetch it falls on your capable shoulders, my intrepid friends.”
Preparing for departure
Encourage your players to take the time to make thorough preparations for their expedition to the Oileán na hÓige. They may consider the following:
- Gathering Information:
- Consult with their allies, Tansy Fleetfoot, Agatha Goodraisin, and Glimmerglow, to gather additional insights or tips for the journey.
- Visit Sliberberg’s libraries or magical archives to seek any lore or maps related to Oileán na hÓige, gaining an advantage in navigating the Feyrealm.
- Supplies and Provisions:
- Stock up on provisions suitable for traversing the Feywild, where reality is a shifting tapestry. Feywild-specific gear, anti-illusion charms, and magical sustenance might prove invaluable.
- Acquire potions or scrolls that enhance their abilities or provide protection against Feywild hazards.
- Magical and Alchemical Enhancements:
- Visit magical shops or alchemists in Sliberberg to enhance their weapons or acquire special items that could aid them against fey creatures or Feywild phenomena.
- Knowledge of the Feyrealm:
- Brush up on lore about the Feywild and its unpredictable nature. Knowing the peculiarities of the Feyrealm will help them navigate its treacherous landscapes more effectively.
- Communication Devices:
- Consider acquiring magical communication devices or spells to stay in contact with each other and their allies while traversing the Feyrealm.
Setting sail for the Island of Childhood

As the players arrive at the designated ship, the Gaoth Shona, a sight awaits them that sparks intrigue and anticipation. The vessel is surrounded by a colossal pile of crates. Master Thistledown, with his characteristic wizened expression, awaits the players with a twinkle in his gnome-sized eyes. He sits on a crate and puffs his pipe. When the players approach him read the following
“Ah, my intrepid friends, you’re right on time! Behold, the key to our grand adventure!” Master Thistledown gestures dramatically toward the imposing mound of crates.
If the players ask what is in the crates he responds
“Now, in these crates, ye’ll find a bit of everything. Two of ’em carry me precious crafting gear, essential for brewin’ the concoction to snare Gisela’s wily essence. Another pair hides me latest inventions—little gadgets and gizmos that might just save yer hides in a pinch. The rest? Well, that’s provisions, me dearies, and ye’ll be needin’ every last morsel when we set foot on Oileán na hÓige. Why so much, ye ask? Ah, that’s a tale for the Feyrealm itself to tell.”
Encourage the players to inspect the crates, fostering a sense of curiosity about the contents and setting the stage for the enigmatic journey that awaits them. As they embark upon the Gaoth Shona with Master Thistledown, the sails billow with anticipation, carrying the promise of adventure to the heart of the Feyrealm.
Read the following after the players set sail
As the Gaoth Shona glides through the shimmering threads of the Feyrealm, the air tinged with a kaleidoscope of colors, the ship becomes a bustling hive of activity. The once spacious deck is now a labyrinth of crates, inventions, and Master Thistledown’s ceaseless whirlwind of tinkering. The accommodations, once comfortable, now feel more akin to the interior of a gnome-sized workshop than a seafaring vessel.
“Master Thistledown, seemingly impervious to the confines of space, flits about like a mischievous pixie. His cabin has been transformed into a mesmerizing workshop, filled with arcane contraptions and vials of mysterious substances. The scent of alchemical concoctions wafts through the air, leaving an ethereal trail in its wake.
“Outside, on the ship’s launches, Thistledown’s modifications are evident. Unfamiliar runes and intricate mechanisms embellish the once mundane vessels, their purpose shrouded in gnome-sized secrecy. The crew, perhaps accustomed to routine journeys, now wear expressions of bemusement as they navigate the labyrinthine pathways on deck.
Arriving at the island
After a little over a week at sea they arrive at their destination as they prepare to land they hear an argument on deck above them. Read the following if they decide to investigate.
As the Gaoth Shona nears its destination, the rhythmic hum of the ship’s journey is disrupted by an escalating clamor from the deck above. Emerging into the open air, you find Master Thistledown embroiled in a fervent argument with the ship’s captain. The gnome tinkerer’s voice carries a note of urgency, his plea echoing through the Feyrealm-tinged atmosphere.
“Captain, I implore ye! Don’t take us any closer to the island! If we do, we’ll be stuck changin’ diapers instead of steerin’ the ship. The magic emanatin’ from Oileán na hÓige has a way of turnin’ adults into tots. It’s not a whimsical nursery rhyme; it’s a very literal predicament!”
Turning your gaze towards the distant island, Master Thistledown gestures emphatically. “Look yonder! See where the magic terminates? There’s a dome around that place, and if you venture too close, adulthood gets peeled away like the skin of an onion. Even the birds ain’t spared the regression. Watch!”
Perception Check (DC 15):
For those who focus their attention on the island, a discerning eye catches the faint glimmer of magic, a subtle dance of arcane energy encapsulating the land. The dome pulses with enchantment, and a seagull’s dive into the water results in an improbable reversal of aging, the bird emerging as a fluffy chick. Master Thistledown, gesturing towards this spectacle, adds, “That’s the enchantment at work, lads and lasses. It keeps adulthood at bay. Any closer, and we’ll be singin’ nursery rhymes while the ship sails itself.”
With this surreal sight witnessed, Master Thistledown turns to the players, a plea in his eyes, “Ye need to convince the captain to halt our course. I’ve modified one of the launches to be magic-powered. It’ll ferry ye to and fro from the island, keepin’ ye safe from the clutches of time’s whimsy. Now, speak up, and let’s not risk growin’ down before we grow old!”
Convincing the Captain:
Objective: Convince the captain to alter the ship’s course away from Oileán na hÓige by persuading or providing evidence of the magical peril.
Skills:
- Persuasion (DC 12): Convince the captain with eloquent words and reasoning.
- Arcana (DC 15): Explain the intricacies of the magical dome and its effects on aging, providing credible evidence.
- Insight (DC 10): Read the captain’s disposition and adjust your approach accordingly.
- Performance (DC 12): Use theatrical flair to convey the urgency of the situation and sway the captain’s decision.
- Success (3 successes before 3 failures):
- The captain’s stern expression softens as the players make their case. They see reason and order a change in course. Master Thistledown beams with gratitude, and the ship alters its trajectory, veering away from the enchanting danger.
- Failure (3 failures before 3 successes):
- The captain remains steadfast, unconvinced by the players’ arguments. Frustration mounts as the ship continues its course towards Oileán na hÓige. Master Thistledown, desperate, pleads with the players to try again.
- Mixed Results:
- The encounter can end with a mix of successes and failures. The captain may agree to change course partially, taking a more cautious approach to the island. The players might need to rely on alternative means, such as using Master Thistledown’s modified launch, to reach the island safely.
Consequence:
Success ensures the ship avoids the enchanting influence of Oileán na hÓige, preserving the players’ adulthood. Failure may lead to unexpected consequences as the ship approaches the island, adding a layer of unpredictability to the unfolding narrative.
As the ship anchors off the coast of Oileán na hÓige, the air seems to shimmer with the arcane energy that envelopes the mysterious island. Loading up the magic launch, Master Thistledown approaches the players one final time. His eyes hold a mix of concern and deep, hidden sorrow.
“Aye, my brave companions, there be one last matter to attend to before ye set foot on that enigmatic isle. Promise me this, and promise true: spend no more than eight days at a time on that island. The magic, it’s like a slow-dancin’ waltz with time itself, and its grip tightens the longer ye linger.”
If the players ask how he knows this he tells the player the following
Master Thistledown’s gaze falls momentarily as he answers, “Ye see, I have a ward, Siúcra Pluma, me adoptive granddaughter. She hailed from Oileán na hÓige, and since I found her, she’s not aged a day past four. Nothin’ I’ve tried, no potion, no spell, has changed that fate. She can’t grow, learn, or do aught but stay in the embrace of perpetual youth.”
When questioned about Siúcra Pluma’s origin, he sighs, “I found her washed up on a shore over a hundred miles from here. The magic, it takes more than just the years—it takes the very essence of what it means to grow. It nibbles away at memories, at learnin’, at the passage of time itself.”
With a solemn expression, Master Thistledown provides each player with a rough sketch map of the island on waterproof paper, a waterproof pencil, two bottles containing potions of lesser restoration, and a wand capable of producing sparks of flame on command. He also gives each of the players an age bottle and encourages them to use the bottle to regress themselves before heading to the island. He urges, “Keep yer wits about ye and be mindful of the days. Finding the Fountain of Youth before the island takes more than just time from ye. Now go, and may the winds of fortune be at yer backs.”
Oileán na hÓige:

Oileán na hÓige is known as the island of youth but it might be more fair to describe it as the island of childhood innocence. The magic surrounding the island prevents adulthood in all its forms from setting foot on the island. Tools and weapons turn into toys, books become wordless picture books if they stay books at all and any animal returns to a juvenile state that corresponds to the time before they gained any form of independence.
People who travel to the island are regressed to the age of 7 years old or under. All the characters the players will meet on the island are 7 years old or younger. Furthermore, there are rivers and springs from which the fountain of youth water flows. Any contact with the water from the fountain of youth will cause characters to regress further
The player characters are no exception to this rule. The moment they enter the area of the effect of the island’s magic they will regress into seven years old. It is also expected that they will change their age to solve puzzles or communicate with the younger children on the island. To simplify matters the possible ages that the players can be are split into 3 categories, big kid (7-2.7), toddler (2.7- 18 months), and baby( 18 months-8 months) The following rules govern how each age bracket is played.
Common
- Equipment Transformation:
- Non-magical equipment undergoes a whimsical metamorphosis. Players are encouraged to narrate how swords become toy replicas, armor transforms into colorful costumes, and other items adapt to a more child-friendly aesthetic. Magical items retain their abilities but may manifest in an enchanting, childlike manner.
- Magical Item Adaptation:
- Magic gear retains its functionality but may take on a more fantastical and child-appropriate form. Players are invited to describe how their magical weapons appear as toys with harmless glimmers, protective amulets turn into vibrant trinkets, and other magical items adopt a charming guise.
- Memory Fragmentation:
- The longer characters stay on the island, the more their adult memories fragment. Players should creatively describe how they struggle to recall specific details from their adult lives. These memory lapses may affect their ability to use certain skills or remember key aspects of their backgrounds, classes, or experiences.
- Level Regression
- The player’s level regresses to level 1 .
Big Kid
- Intellectual Dampening:
- Characters must make Intelligence or Wisdom saving throws upon entering the island’s sphere of influence. The DC is set by the Dungeon Master, typically around 12-15. Failure results in a temporary dampening of intellectual capabilities, with players describing how they struggle to recall complex concepts or employ adult knowledge.
- Social Interactions:
- Communication becomes more childlike, and characters may find it challenging to express complex thoughts. Players are encouraged to convey their characters’ childlike speech patterns, gestures, and simple language when interacting with others. Social skills and interactions are adjusted accordingly.
Toddler:
- Combat Abilities:
- The damage die for all weapon attacks is reduced by 1 level such as d8 to d6, d6 to d4, etc.
- Spells with verbal components have a 1/4 chance of misfiring due to the character mispronouncing the words.
- However, wildlife on the island recognizes their innocence and will not attack them.
- With human enemies, there is a 50% chance that a toddler player will be ignored for the duration of the fight
- Improved Stealth:
- The small size of toddlers gives them a +2 bonus to stealth checks.
- Potty Training:
- On transformation to the Toddler stage,if the players wisdom is bellow 12 characters roll a d20. On a roll of 5 or lower, they lose their potty training, necessitating the use of diapers.
- Every time an unpotty-trained toddler makes a skill check, there is a chance of a diaper mess. Roll a d20, and on a result of 1 or 2, the character messes their diaper.
- A diaper mess prompts a tantrum check. Roll a d20, and on a result of 1-5, the character throws a tantrum.
- After a diaper mess, the character incurs a -2 penalty to Dexterity and Wisdom due to discomfort.
- Changing a diaper takes 5 minutes. Players can find diapers easily through foraging.
- Communication:
- Toddler characters can understand other toddlers perfectly when they speak.
- However, persuasion checks to interact with older kids are made with a disadvantage.
- Furthermore, toddler players have advantage on Charisma checks to interact with toddlers and babies
- Tantrums:
- Toddler characters are prone to tantrums. On a failed check or injury, they must make an Insight check or start a tantrum. A tantrum can be disruptive to the party and may attract unwanted attention.
- Further Intellectual Dampening:
- Toddler characters make skill checks to recall any adult knowledge with disadvantage, reflecting their limited cognitive abilities in this stage.
- Movement:
- Toddler characters have their speed decreased by half, as their mobility is limited compared to their 4-year-old counterparts.
Baby:
- Combat Abilities:
- All weapon attacks have their damage reduced to 1d4. Unarmed attacks are reduced to dealing one damage
- All non-cantrip spells with a verbal component cannot be used
- Babies cannot be harmed by any animal on the island. The wildlife recognizes their innocence and poses no threat. Furthermore, the pirates simply ignore babies in fights
- Protection of Innocence
- The magic of the island prevents babies from taking any damage.
- Furthermore, Babies are immune to all effects that can cause death
- Size
- Babies are considered size tiny for all extents and purposes
- Greater Improve Stealth
- The tiny size of babies gives them both a +2 bonus to stealth checks and advantage on all stealth checks.
- Charming Innocence:
- Player characters who are babies have a +1 to charisma when interacting with girl NPCs who find the player adorable in their new form.
- Potty Training:
- Babies do not have potty training, relying on diapers for their needs.
- Roll a d20, and on a result of 1-4, the character messes their diaper whenever they make a skill check, attack, or cast a spell.
- A diaper mess prompts a tantrum check. Roll a d20, and on a result of 1-8, the character throws a tantrum. The baby player will continue the tantrum until he or she is changed.
- Changing a diaper takes 5 minutes. Players can find diapers easily through foraging.
- Ability to Walk:
- On transformation to the Baby stage, if the player’s dexterity is below 12 the player must roll a d20. Because of 7 or lower, they lose the ability to walk. The movement speed is determined by whether they can still walk.
- Communication:
- Babies can baby talk with other babies and toddlers and understand them perfectly. However, older kids do not understand baby talk.
- Complete Intellectual Dampening:
- Babies cannot recall any knowledge from their adult selves.
- Movement Speed:
- Movement speed is limited, and it is determined by whether the baby can still walk.
Note to Dungeon Master:
Emphasize the collaborative storytelling aspect by encouraging players to actively describe the visual and thematic changes to their characters. As characters spend more time on the island, the narrative impact of memory loss can add depth to the role-playing experience. Adjust the severity of these effects based on the desired tone and atmosphere of the campaign.
Personality Traits:
The DM should encourage the players to also pick out a new childish personality trait, a personality quirk, and a mannerism to aid the players in role-playing their younger selves.
Roll a d6 to determine a personality trait for your regressed character:
- Curious: Your character is endlessly curious about the world around them, asking questions and exploring with wide-eyed wonder.
- Fearful: The enchanting surroundings make your character somewhat timid and easily frightened by unfamiliar sights and sounds.
- Energetic: Bursting with energy, your character is always on the move, eager to play, run, and explore.
- Stubborn: Developing a strong-willed nature, your character insists on doing things their way, often leading to adorable but determined antics.
- Affectionate: Quick to form bonds, your character is openly affectionate, seeking comfort and closeness with their companions.
- Shy: Social situations make your character uncomfortable, and they might hide behind companions or cling to a favorite toy for reassurance.
Quirks:
Roll a d6 to determine a quirk that adds charm and uniqueness to your regressed character:
- Giggler: Your character finds joy in the smallest things, erupting into infectious giggles at the slightest amusement.
- Imaginative Talker: Your character invents imaginary friends or talks to inanimate objects, sparking creative and endearing conversations.
- Hugger: Quick to show affection, your character expresses themselves through frequent hugs, embracing companions, and even inanimate objects.
- Comfort Seeker: Your character seeks comfort items, like a favorite toy or a security blanket, for reassurance in unfamiliar or challenging situations.
- Worrier: Prone to worry, your character frets over the smallest uncertainties, expressing concern with adorable expressions and gestures.
- Sudden Sleepers: Your character tends to doze off unexpectedly, especially after moments of excitement or when feeling overwhelmed.
Mannerisms:
Roll a d6 to determine a mannerism that adds a distinctive touch to your regressed character:
- Thumb-Sucker: Your character finds comfort in sucking their thumb, especially during moments of uncertainty or stress.
- Toe-Tapper: Displaying a rhythmic habit, your character taps their toes whenever they are excited or engrossed in something.
- Blanket Dragger: If they have a comfort item like a blanket, they may drag it along with them wherever they go, creating endearing scenes of trailing fabric.
- Head-Tilter: When intrigued or confused, your character tilts their head to the side, giving them an irresistibly adorable look.
- Sticker Collector: If they come across stickers or similar items, your character insists on collecting and arranging them on their clothing or belongings.
- Chatterbox: Your character has a non-stop stream of childlike chatter, expressing thoughts, observations, and questions in a continuous flow.
Oileán na hÓige Resurrections:
On Oileán na hÓige even death is non existent. When a person or creature is reduced to 0 hit points or what the residents of the island call a very bad thing happens, they reawaken in a safe and idyllic spot on the island after a short rest. No physical or lasting harm befalls them. However, with each reawakening, the character loses a random chunk of adult memory. Each death results in further loss of memory until they lose the last bit of memory on the 6th reawakening and become permanently whatever age they are. Master Thistledown can dispel the island’s magical influence using Greater Restoration and reset the count of reawakenings to zero when the characters return to the ship. This process requires some time and a brief magical ritual. Players should be mindful of the consequences of frequent reawakening.
Arriving on the island
The ship is currently anchored off the southern tip of Oileán na hÓige. If the players decide to pick a spot to land on the ship before they head out they spot the village of Treefort without any effort as the treehouses that make up the village are visible from outside the area of effect of the island magic and the beach by the town is full of kids. The DM should encourage the player to make their initial landfall near Treefort. Read the following as they approach the town.
As the magical launch approaches the southern shores of Oileán na hÓige, a breathtaking scene unfolds before you. The coastline is adorned with vibrant hues of green, pink, and gold, as the branches of enormous fruit-bearing trees stretch towards the sky. Nestled high in the branches are the quaint treehouses of Treefort, resembling a playground suspended in the air.
The sweet scent of ripe fruit permeates the air, and you can see children—both the island’s inhabitants and your fellow travelers—engaging in joyous activities on the sandy beaches below. Laughter echoes through the air, mixing with the melodic tunes of the enchanted birds that flit about the area.
As the boat glides closer to the shore, you catch glimpses of the treehouses connected by bridges and platforms, each adorned with colorful banners and fairy lights. The trees themselves seem to respond to the playful energy, their bountiful fruits swaying in rhythm with the laughter of the children.
Children of various races and fantastical beings splash in the gentle waves, build sandcastles, and swing from vines with carefree abandon. A group of fairies engages in an animated game of tag, leaving trails of sparkling pixie dust in their wake.
A few curious gazes from the children on the beach turn toward the approaching boat. Their eyes light up with the same sense of wonder and innocence that now fills your hearts.
Take this moment to let the players describe what changes the magic of the island has made to their appearance and equipment. To give you an idea of the changes, weapons turn into foam toys, wands, and staffs turn into sticks with streamers and stars attached to them, spellbooks turn into picture books with visual spell instructions, potions turn into juice boxes, and spell scrolls become children’s drawings. Before the players can do anything a group of kids in armor made from cardboard, cloth, and wood and wielding toy swords and shields approach the players. They make every attempt to block the players in
As your boat gently docks on the sandy shore of Oileán na hÓige, a group of children, donned in makeshift armor resembling tiny knights, eagerly approach. Their eyes sparkle with excitement as they brandish wooden swords and shields. One of the larger youngsters steps forward, proudly proclaiming in the adorable lisp of a four-year-old, “Haiw, twavelers! Queen Wiwwy wants to speak wif you. Fowwow us!”
The knights will take the players by the hand and lead them through the town. That is when they will start to notice the various odd bits about the town. Read the following as they walk.

As you navigate the whimsical wooden bridges and platforms, a subtle realization begins to dawn upon you. There are no traditional stores or marketplaces here, no bustling stalls or shops selling wares. The air is absent of the usual hum of barter and trade.
Your pockets, once jingling with coins, now hold featureless wooden disks—a curious transformation brought about by the peculiar magic of Oileán na hÓige. It becomes increasingly evident that commerce, as you once knew it, is entirely absent on this enchanting island.
Observing the inhabitants closely, you notice a unique detail—they are all barefoot, even the child knights escorting you. The soft soil beneath their tiny feet seems to be the only footwear they need. The absence of metal becomes apparent; there is not a single hint of metallic gleam in the entire village. Even the child-sized armor worn by the young knights is crafted from padded cloth and cardboard, devoid of any metallic components.
As you pass through the treehouses, you can’t help but notice an abundance of toys scattered about. However, these are not miniature replicas of adult tools or professions. Instead, they are whimsical creations—playthings that embody the spirit of childhood imagination. The absence of make-believe toys imitating adult roles is stark and intentional, reinforcing the island’s commitment to preserving the essence of youth.
The child knights guide you through the enchanting treehouse village until you reach the grandest structure of them all—a fairytale castle built around the largest tree in the village. Led inside, you find yourself in a room that mimics a grand throne room, albeit in a scale more suited to its young inhabitants.
At the far end of the room, atop a tiny throne adorned with plush cushions, sits a fairy girl of about five years old. Despite her small stature, there’s an air of regality about her. She wears a crown woven from delicate pink flowers, and her dress mirrors the floral motif, creating a vision of innocence and royalty combined. Piles of toys surround her throne, a testament to her carefree reign over this fantastical realm.
As you enter, one of the child knights takes a solemn stance and, with a cute lisp befitting a four-year-old, declares, “Bow, bow! You’re in f’ont of Queen Wiwwy!”
The fairy girl, Queen Lilly, looks up from her throne with wide, curious eyes. A playful smile graces her face as she motions for you to approach. The knights, emulating a sense of awe and respect, kneel before her in a display of juvenile formality

Roleplay Guide for Queen Lilly:
Queen Lilly, the fairy ruler of Treefort, embodies the pure innocence and sweetness that defines the magical realm of Oileán na hÓige. As you engage with her, consider the following characteristics to portray her whimsical and childlike nature:
- Innocence and Curiosity:
- Queen Lilly is genuinely innocent, and her curiosity knows no bounds. Approach interactions with wide-eyed wonder and a natural inquisitiveness about the world.
- Playful Speech:
- Speak with a playful and cute lisp, characteristic of a five-year-old. Use simple and endearing language, showcasing Lilly’s childlike charm.
- Genuine Friendliness:
- Queen Lilly is welcoming and inherently friendly. Greet the players with warmth and a big, genuine smile. Express delight in meeting new friends and showcase an open-hearted demeanor.
- Childish Excitement:
- Display excitement and enthusiasm for the simplest joys. Whether it’s talking about toys or the beauty of the island, Lilly finds delight in the little things.
- Love for Toys:
- Express an attachment to toys, treating them with the same importance as adults might treat regal possessions. Allow Lilly to play with her toys during interactions, showcasing her connection to the joy of childhood.
- Generosity and Empathy:
- Lilly has a generous spirit and cares deeply for her friends. Encourage the players to feel a sense of kinship with her, emphasizing the bonds of friendship that define the island.
When discussing the players’ quest, Queen Lilly’s innocence might be juxtaposed with a genuine concern for the well-being of the island. As she hears about the players’ mission, her eyes widen with concern. With a solemn tone that contrasts her usual cheerfulness, she imparts crucial information about the Fountain of Youth:
“O-oh no! That sounds scawy… You need to go to the center of the iswand, to the town called Cwadle. The Fountain is there, but it’s not as fun as the ones we play with. Bewawe, though… bad kids, the pirates, took it ovew. They’ve been naughty, making the othew kids into babies with the fountain’s watew. Pwease be careful!”
Additional Roleplay Information for Queen Lilly:
- Resurrection Rule Explanation:
- Queen Lilly, with her limited memories of her life before Oileán na hÓige, can share the Resurrection Rule. Explain it in simple terms, emphasizing that even if someone “goes night-night forever,” the island magic brings them back to play again. This rule underscores the perpetual nature of childhood on the island.
- Confirmation of Memory Loss:
- Confirm Master Thistledown’s information about memory loss on the island. Express Lilly’s uncertainty about her past and how, like the other residents, she only retains snippets of her life before the island.
- Sisters and Their Kingdoms:
- Queen Lilly can share information about her eight sisters and the little kingdoms they rule. Mention their names and the respective forts they govern: Daisy (Lakefort), Rose (Beachfort), Cherry Blossom (Cove around Shipfort), and Buttercup (Cradle).
- Pirate King Roger:
- She describes Roger, the pirate king who leads from the castle in Cradle. Express Queen Lilly’s concern and fear for her one-year-old sister Buttercup’s safety, as the pirates, under Roger’s rule, have been misusing the Fountain of Youth.
- Help from Sisters:
- Assure the players that Queen Lilly’s sisters are willing to help in any way they can. Their love for Queen Lilly and their shared desire to defeat the pirates will motivate them to assist the players in their quest.
- Fountain of Youth Properties:
- Share Queen Lilly’s knowledge about the water on the island, explaining that it all originates from the Fountain of Youth. The closer one gets to the fountain, the more potent its rejuvenating properties become.
- Permanence of Fountain Changes:
- Before the players depart, Queen Lilly emphasizes the permanence of any changes made by the Fountain’s magic. To illustrate, she leads them to a nursery where two three-month-old baby fairy girls, her older sisters Lillaic and Tulip, peacefully sleep. Their attempt to defy Roger had irreversible consequences when splashed with water straight from the Fountain of Youth.
As the players prepare to embark on their mission to confront the pirates and reclaim Cradle, Queen Lilly’s eyes light up with an idea. She clasps her hands together in excitement, a wide grin on her tiny face.
“Ooh, befowe you go save Buttewcup, maybe you could talk to Daisy in Lakefowt! Daisy’s the oldest of all my sistews, and she’s vewy, vewy smart. She might have a plan to stop the big kid pirates and keep us all safe! And maybe, just maybe, she’ll have some toys to help you!”
Exploring Treefort
Nestled among the branches of towering fruit-bearing trees, Treefort stands as a haven of whimsy and delight. Queen Lilly insists that the players stay in the grandest treehouse—crafted in the style of a fairytale castle around the village’s largest tree. Here, within the embrace of enchanted wooden walls, the players maintain a comfortable lifestyle at no cost, surrounded by the innocence and joy of childhood.
Castle Accommodations: The interior of the castle is a delightful blend of vibrant colors and playful decorations. Toy-filled rooms and cozy corners offer a glimpse into the imagination of the island’s inhabitants. The players’ quarters, adorned with fairy lights and flowers, exude a warmth that transcends the simplicity of childhood.
Exploring the Shed: While Treefort lacks traditional shops, a shed tucked away on the outskirts of the village holds treasures from the sea. Queen Lilly suggests the players spend time filtering through the shed’s contents. In a whimsical game of chance, a player can dedicate an hour to this endeavor, rolling a d20 for results.
- Roll of 5 or Better: The player finds something useful amidst the eclectic collection.
- Roll Between 5 and 10: Discover a random item from the list of basic supplies, a testament to the island’s generosity.
- Roll Between 11 and 15: Uncover a surprise—a random uncommon or common magic item, a manifestation of the island’s enchantment.
- Roll Between 16 and 19: Stumble upon a rare magic item, evoking the island’s deeper mysteries.
- Roll of 20: A stroke of extraordinary luck leads to the discovery of a very rare magic item, elevating the players’ potential.
Lakefort
Read Aloud Intro:
As you approach the once-charming Lakefort, the air is filled with a sense of foreboding. An imposing wooden wall, freshly constructed, surrounds the castle-like playhouse that serves as Daisy’s domain. The Jolly Roger flutters defiantly from the tower, casting a shadow over the once-vibrant realm. The familiar laughter of children at play has been replaced by an eerie silence, broken only by the occasional creaking of the wooden gate.
The walls, adorned with makeshift battlements, bear the marks of a recent transformation. A group of mean-looking children, dressed in classic pirate costumes, patrol the ramparts with a watchful eye.
Lakefort Gatekeepers
Mikey and Zackzack, the gatekeepers of Lakefort, confront the players with determined resolve. The wooden gates loom large before them, reinforced with a newly constructed wall. Attempts at persuasion, intimidation, or charm will be met with stony resistance. The duo has strict orders—no one enters without explicit permission.
Should the players persist, the pirates on the wall grow increasingly agitated. Without warning, a bucket of water from the Fountain of Youth is hoisted over the edge, aimed squarely at the intruders. A swift dexterity save (DC 15) is required to avoid being splashed. Those unfortunate enough to fail the save find themselves regressed to infancy, their kid forms replaced by the vulnerability of a helpless baby.
Sneaking in
With the gates barred shut to all outsiders, the only option is to find a way to sneak over or under the walls. The players can make 3 stealth check to search each of the three wall around the town. On the third check they find a small gap in the wall just big enough for a baby to crawl through in the wall on the side town opposite the castle.

Sneaking through Lakefort:
Upon entering Lakefort, you find yourselves amidst a surreal townscape, a distorted version of the joyful haven it once was. Pirate patrols armed with toy horns roam the streets between the towering playhouses and fantastical playgrounds. Your presence, regardless of your age, draws unwanted attention, and the risk of being caught looms ominously.

Challenges:
- Pirate Patrols: Pirate patrols move through the town streets. They are armed with horns to alert to anyone resist the pirate’s rule.
- Visible Regardless of Age: Your distinct presence makes you stand out, and the pirates are quick to identify intruders.
- Hiding Places: Numerous hiding spots are scattered throughout the town, offering potential refuge.
Options:
- Hiding in Plain Sight: Use the oversized play structures, mushrooms, and playhouses as hiding spots, changing your ages as needed.
Consequences:
- Detection: If caught by a pirate patrol, you face regression and confinement in the nursery.
- Success: Successful navigation through Lakefort brings you closer to Daisy’s castle, where the heart of the pirate threat awaits.
Meeting Daisy in the Castle Garden
As you enter the unguarded castle of Lakefort, the once-familiar surroundings now exude an eerie stillness. Within the castle garden, Daisy, the eldest of Queen Lilly’s sisters, is engrossed in play with a trio of infants.
Daisy’s Initial Apprehension: Upon your arrival, Daisy’s eyes flicker with a momentary fear, an instinctive response to the unfamiliar presence in her once-secure domain. However, the tension quickly dissolves as you explain the purpose of your visit, revealing that Queen Lilly herself sent you. A spark of recognition lights up Daisy’s gaze, and she welcomes you with a mix of relief and curiosity.
Daisy’s Knowledgeable Nature: Daisy, known for her wisdom and knowledge, sits amid the garden’s flora, ready to share vital information with her newfound allies. She opens up about the looming threat, cautioning that Lakefort serves as a mere prelude to the challenges awaiting at Cradle. Daisy details the pirates’ formidable defense mechanism—a series of massive sluices designed to drench intruders with the potent waters of the Fountain of Youth.
Lilaic and Tulip’s Tragic Tale: With a heavy heart, Daisy recounts the tragic fate of her sisters Lilaic and Tulip. When they mustered an army of the four kingdoms’ knights to confront Roger, the pirate king, the plan went awry. The pirates unleashed the sluices, regressing the knights back to infancy, leaving them as helpless infants in the nursery.
The Expulsion of Babies from Cradle: Daisy reveals Roger’s heartless act of expelling all the island’s babies from Cradle. Using the rivers that flow from the Fountain of Youth, he callously sent the infants adrift, severing them from their rightful home. The once-bustling town, now under pirate control, harbors a dark secret of displacement and sorrow.
Plans for Dealing with the Pirates: Daisy offers insight into potential allies and strategies for confronting the pirates. Cherryblossom, ruling Shipfort, knows of a secret path into the lagoon surrounding Cradle. Rose, in control of Beachfort, has sealed her town to all but toddlers and babies, creating a haven against the pirates’ intrusion. Additionally, Daisy mentions Rose’s toddler wizard friend, Wizy, who has been experimenting with the Fountain of Youth’s water and might possess valuable knowledge.
Beachfort
The air is filled with the soft rustle of the sea breeze, and the rhythmic sounds of waves provide a soothing backdrop to the whimsical scene. The entire fort is a masterpiece of intricate sand artistry, with towers, turrets, and walls intricately molded to mimic the grandeur of a true fairy tale castle. Turrets adorned with seashells, walls etched with elaborate patterns, and bridges formed from delicate sand arches create an otherworldly ambiance.
As you draw closer to the central castle, you notice the intricate details meticulously sculpted into the sand—the delicate imprints of seashells, the undulating patterns resembling waves frozen in time, and the occasional sand creature crafted with artistic finesse. The scent of saltwater blends with the subtle fragrance of damp sand, creating a unique olfactory experience.
Pirate Bullies at Beachfort Walls
The air grows tense as you witness a scene of confrontation unfold at Beachfort. A group of pirate bullies, two bandits, and five commoners, has assembled before the castle walls, their raucous shouts cutting through the gentle sounds of the ocean. The towering sandcastle stands as a silent witness to the impending clash.
Combat Scenario:
The pirate bullies are fervently shouting at the castle walls, demanding submission to Roger’s rule. Their threats echo through the beach, and their hostile demeanor leaves no room for diplomacy. The bandits and commoners, riled up by the fervor of their leaders, brandish toy swords and jeer at the fortress above.
Entering Beachfort
The sun-drenched walls of Beachfort stand before you, seemingly unguarded and mysteriously quiet. Your calls echo into the air, met only by the gentle lull of the ocean waves. It’s as if the fortress is locked in a peaceful slumber, undisturbed by the outside world.
Player Options:
- Observation and Stealth (DC 12 Stealth Check): Players opting for stealth can stake out the castle walls. After about two minutes of being out of sight, a peculiar phenomenon unfolds. Toddlers start emerging from the surrounding woods, recovering discarded toys, and merrily returning to their play.
- Investigation of the Woods (DC 15 Investigation Check): Players investigating the woods around Beachfort may discover a hidden gem. A 15 DC investigation check reveals a camouflaged tunnel entrance at the edge of the woods, leading to a small staircase. The tunnel is too small for big kids, and the stairs seem fragile under their weight. However, it seems perfectly suited for toddlers and babies.
Outcome:
For those who choose stealth or investigation, a hidden tunnel presents itself as a passage into Beachfront. As players venture into the heart of this sandy kingdom, they find themselves surrounded by tiny, igloo-like, and tower-like houses made of sand.
The tunnel widens, revealing a secret passage into the center of Beachfront. Here, dozens of toddlers and babies play in the sun, their laughter and giggles filling the air. The miniature sand structures around them showcase the creative prowess of these youngest island residents. It’s a scene of innocence and simplicity amidst the chaos that has befallen
Meeting Rose in Beachfort Castle
There are no guards at the entrance to the castle and the players can simply walk on in. There they find Rose taking a nap on her throne.
The throne room is a whimsical creation of sand, and at its center, a tiny figure donned in a pink tutu sits upon a miniature throne. Diaper-clad and innocent, Rose’s gaze meets yours, radiating both curiosity and a hint of royal authority.

Roleplay Interaction:
Rose: “Hewwo! You big kids, huh? What want?”
Player Interaction:
- Players may introduce themselves and explain their purpose on the island.
Understanding Rose:
- Any character classified as a big kid must make a DC 15 Intelligence check to comprehend Rose’s baby talk. Toddlers and babies understand her perfectly fine.
Rose’s Request:
- “Pirates bad. Guard in milk fruit grove. Friends help?”
Player Options:
- Accept the Task: Agree to help clear the grove and ensure the safety of her toddler subjects.
- Negotiate or Decline: Attempt to negotiate or decline the task, understanding that Rose may not assist unless her plea is answered.
Rose’s Explanation:
- “Milk fruit grove important! Guards mean no food. Toddler subjects too weak. Friends strong! Help get milk fruit, and Rose help.”
Acknowledging the Threat:
- Rose expresses concern for her toddler subjects, emphasizing the importance of the milk fruit grove as the primary source of food for Beachfort.
Outcome:
- Acceptance of the Task: If players agree to help, Rose’s demeanor shifts to gratitude, and she offers information and assistance for their quest against the pirates.
- Negotiation or Decline: If players choose not to assist, Rose maintains a determined stance, refusing aid until her plea is fulfilled.
Grove Ambush
The Milk Fruit Grove extends before you, a picturesque setting of diminutive trees laden with succulent fruits. Rose leads the charge, surrounded by toddlers armed with baskets and wagons, ready to gather the precious fruits. However, a threat looms—a group of bandit bullies scattered throughout the grove.
Combat Scenario:
As the players and Rose navigate the low-hanging branches and miniature trees, bandit bullies come into view. The advantage of the grove’s unique structure allows for potential ambush opportunities. Rose, armed with cantrips, stands ready to assist the players at the DM’s discretion.
Grove’s Unique Characteristics:
- Trees are only four feet tall, and branches nearly touch the ground.
- Stealth checks in the grove are made with advantage.
- Toddlers and babies automatically succeed on stealth checks.
Tactical Opportunities:
- Ambush: Players have the option to attempt an ambush on the bandit bullies, utilizing the advantageous structure of the grove.
- Stealth Approach: Players can strategically move through the grove, avoiding confrontations by utilizing their advantage on stealth checks.
Rose’s Cantrips:
- Rose possesses the cantrips Message, Minor Image, and Prestidigitation. The DM can use these to enhance the players’ tactical options or create diversions during combat.
The joyous procession of toddlers returns to Beachfort, their wagons laden with the precious Milk Fruits. Laughter and cheers fill the air as the bountiful harvest promises a time of plenty for Rose’s subjects. Amidst the celebration, Rose, with a twinkle in her eyes, points to a specific spot on the players’ map.
Rose: “Big kids, good! Wizy tower there!” Rose points to a location northwest of Beachfort on the map. “Wizy clever, puts puzzle to keep pirates away. Help Wizy, find secret way.”
Wizy’s Tower

As the players approach Wizy’s Tower, a whimsical structure standing in the center of a vibrant hedge maze, they notice an enchanting garden surrounding the magical edifice. However, upon nearing the entrance of the maze, an unexpected and irresistible force transforms them into infants. Attempts to reverse the effect prove futile, as even the powerful magic of the age bottle and lesser restoration succumbs to the peculiar enchantment. The players find solace in the fact that the regression reverses the moment they step away from the tower.
The air is filled with the sweet fragrance of blooming flowers as you approach Wizy’s Tower, a fantastical structure straight out of a child’s vivid imagination. However, as you draw within five feet of the maze entrance, a gentle wave of magic regresses you into infants, your once-big kid forms now transformed into tiny, babbling bundles of curiosity. A magical mouth materializes and addresses you in baby talk.
If pirate, go away! If not, listen close! Three tots are needed. Two crawl paths, one sees paths. No cheat! Find paths together, open gates
Puzzle Mechanics:
- Infantile State: Players remain infants as long as they are within 5 feet of the maze entrance but revert to their normal ages upon moving away.
- Two Paths Through the Maze:
- There are two distinct paths through the maze, each requiring a player to crawl. The maze is included in the appendix at the end of the post
- Color-Coded Gates:
- Four color-coded gates are scattered throughout the maze (two on each path).
- The switches to open these gates are on the opposite path.
- Observation Tower:
- A handy observation tower just outside the baby zone offers a complete view of the maze.
- Guidance Role:
- Two players will need to guide the infant players through the maze from the observation tower.
- Communication between the babies and the guides is vital for successful navigation.
- Distractions and Aids:
- The switches are marked by large trees with flowers the same color as the switches.
- Dead ends feature enticing toys that attract infants, requiring Wisdom checks to resist playing.
Objective:
- Successfully guide the infant players through the maze, coordinating the opening of gates on both paths. Once all 4 levers are pulled the 4 gates on the central path open
Meeting Wizy
As the players successfully navigate the enchanting maze and approach Wizy’s Tower, they are met with an unusual sight. Standing before them is Wizy, an 8-month-old infant wearing nothing but a diaper, a blue with-yellow stars bandana bib, and an impossibly tiny wizard hat. Constantly sucking his thumb, he greets the players with baby talk that surprisingly mirrors the vocabulary of the older kids on the island.
Read Aloud Introduction:
Amidst the magical surroundings of Wizy’s Tower, you encounter the source of the enchanting baby talk. A tiny wizard hat adorns the head of an 8-month-old baby boy, clad in a diaper and a starry bandana bib. Despite his tender age, he speaks with a vocabulary that transcends typical infantile chatter.
Baby Wizy’s Revelations:
Wizy, though a mere baby, shares valuable insights with the players. In his adorable demeanor, he reveals the following discoveries:
- Magic Items and Fountain of Youth:
- Certain magic items take on altered functions when exposed to Fountain of Youth water. For instance, his booties, originally Boots of Springing and Striding, now allow him to walk as a result of prolonged exposure to the island’s magical waters.
- Preventing Memory Loss:
- Magic items like headbands of intellect can help counteract the memory loss caused by extended exposure to the island and Fountain of Youth water.
- Transformed Spellbook:
- Wizy dipped his spellbook into the Fountain of Youth’s water, transforming the writings within to align with his baby comprehension. The knowledge, though limited, remains accessible.
- The Staff of Ages:
- Wizy crafted a potent staff named the Staff of Ages, capable of negating the effects of Fountain of Youth water. Unfortunately, it is now in the possession of Greentail, a troublesome green dragon wyrmling residing in the mountains.
- Fountain of Youth Water Jar:
- Baby Wizy offers the players a jar filled with Fountain of Youth water, emphasizing its potential to regress Greentail to a harmless state.
Baby Wizy’s Request:
Baby Wizy, thumb still in mouth, looks up at the players with wide eyes, conveying his request in a mix of baby talk and surprisingly articulate expressions.
Wizy: ” Greentail took Staff of Ages. Need help! Jar of water for you, regress Greentail, make safe. Babies say, ‘thank you!’”
Greentail’s Lair

As you approach the entrance of the cave nestled at the foot of the mountains, a faint glow emanates from within. The air is filled with the sounds of gentle snoring and the occasional rustle of plush toys. Peeking inside, you witness a bizarre sight – a cave transformed into a toddler’s haven. Stolen toys are scattered across the floor, and at the center lies a gargantuan green dragon wyrmling, Greentail, snoozing atop a mound of stuffed animals.
Greentail’s Characteristics:
- Reduced Attributes: Intelligence 6, Wisdom 8.
- Physical Changes: Overweight from a diet of sweets, teeth mostly rotted away, bite attack deals 1d6+1 damage.
- Staff of Ages Effect: The bubble surrounding the lair allows only toddlers to enter, activated by the staff. Greentail retains toddler-like instincts and behavior within the bubble.
Combat Strategy:
- Breath Attack: Greentail initiates combat with a breath attack, then focuses attacks on the last one to deal damage.
- Vulnerable State: Greentail, affected by the island’s magic, is vulnerable to the players’ attempts to splash him with the jar of pure Fountain of Youth water.
Player Action: Splash Water
During combat, players can choose to attempt the “Splash Water” action as a means to regress Greentail:
Splash Water Action:
- Requirements: Close proximity to Greentail.
- Player’s Action: Make a ranged attack roll with advantage.
- Outcome: On a successful hit, the Fountain of Youth water splashes onto Greentail.
Aftermath of Splashing Greentail:
Transformation Sequence:
- Size Reduction: Greentail shrinks down to the size of a human infant.
- Dental Disappearance: His already deteriorated teeth vanish completely.
- Intellectual Regression: Any hint of intelligence fades from Greentail’s eyes.
Narrative Impact:
- Greentail’s State: Greentail now resembles a harmless, infantile version of his former self, lost in a sea of plush toys.
- Staff of Ages: The magical bubble created by the staff dissipates, allowing normal access to the lair.
Player Options:
- Secure the Staff: Players can now approach and secure the Staff of Ages.
- Exploration: The lair holds various stolen items, possibly leading to additional discoveries or loot.
- Post-Transformation Interaction: Players may choose to interact with the now infantile Greentail, potentially gaining valuable information or insights.
Shipfort
Arrival at Shipfort
As your magical launch nears the beach, Shipfort comes into view. The settlement is an assembly of shipwrecks repurposed into whimsical play structures. However, the once vibrant and joyful atmosphere is overshadowed by the menacing sight of a bright pink ship, bedecked like a little girl’s playhouse, proudly flying the Jolly Roger. Similar boats with the same flag bob in the cove, marking the pirate gang’s presence.

Enemies:
- 1 Pirate Bandit
- 7 Pirate Commoners
Pirate Commoner’s Splash Water Attack:
- Requirements: Close proximity to a player.
- Action: The Pirate Commoner uses a Fountain of Youth water bottle to make a ranged attack.
- Attack Roll: Roll a d20 + Dexterity modifier.
- Outcome: On a successful hit, the player is splashed with Fountain of Youth water.
- Each commoner has three bottle of fountain of youth water
Fountain of Youth Water Effect:
- Regression: Splashed players regress down one age rank, becoming younger.
Treasure
- Any unused fountain of youth bottles
Boardwalk Skirmish
As you press forward into the heart of Shipfort, a series of narrow boardwalks extending over the cove come into view. The water below sparkles with an enchanting glow, revealing its origin from the Fountain of Youth. Standing guard over the boats, three pirate bandits and two commoners spot your approach, their intent clear. The battle unfolds on the precarious boardwalks, each step a potential risk.

Combat Scenario: Boardwalk Skirmish
Enemies:
- 3 Pirate Bandits
- 2 Pirate Commoners
Fountain of Youth Cove:
- Effect: The water below is from the Fountain of Youth but less potent. Every round spent in the water regresses a character by half a year, resulting in a decrease in a random stat.
Age Regression Effect:
- Random Stat Decrease: Roll a d6 to determine which stat is affected:
- 1-2: Strength
- 3-4: Dexterity
- 5-6: Constitution
- Effect: The chosen stat is temporarily reduced by 1 until the end of the encounter.
Palace Steps Confrontation
Read Aloud Introduction:
Ascending the steps of the pink palace ship, you catch sight of two menacing pirate bandits flanking a nefarious pirate waterbomber. Strapped to their backs are bags filled with an assortment of toys and the distant sounds of toddler wails emanate from within the ship. The palace steps become the battleground for your confrontation with these troublemakers.
Combat Scenario: Palace Steps Confrontation
Enemies:
- 2 Pirate Bandits
- 1 Pirate Waterbomber
Comforting Cherry Blossom
As you enter the palace ship, you’re met with the sight of a soaked fairy toddler dressed in a makeshift pirate queen costume, mid-tantrum. The pirates’ cruel actions have left Cherry Blossom inconsolable, and the players must use their skills and creativity to bring her comfort. This skill encounter is an open-ended scenario where the players suggest ways to cheer up Cherry Blossom.
Objective: Calm Cherry Blossom down through roleplaying and skill checks. Achieve 6 successful attempts to fully comfort her.
Potential Skill Checks:
- Persuasion (DC 15): Attempt to convince Cherry Blossom that everything will be okay, using soothing words and promises.
- Performance (DC 14): Entertain Cherry Blossom with a lively and whimsical performance to distract her from distress.
- Insight (DC 16): Observe Cherry Blossom’s preferences and tailor your approach to what might bring her comfort.
- Animal Handling (DC 13): Utilize a stuffed animal or toy to establish a connection and comfort Cherry Blossom.
- Arcana (DC 17): Cast a minor illusion or use magical effects to create a visually captivating distraction.
- Deception (DC 14): Invent an imaginative story or scenario to captivate Cherry Blossom’s attention and shift her focus.
Open-Ended Roleplaying: Players are encouraged to suggest additional methods for comforting Cherry Blossom. The Dungeon Master should assess the creativity and appropriateness of these suggestions, assigning appropriate DCs for skill checks if needed.
Outcome:
- Each successful skill check brings Cherry Blossom a step closer to calming down.
- Failed attempts may increase Cherry Blossom’s distress, making subsequent checks more challenging.
- After 6 successful attempts, Cherry Blossom stops crying and imparts valuable information about the secret entrance to Cradle.
Information Gained:
- Cherry Blossom reveals the location of the secret entrance to Cradle: ancient ruins north of the mountains.
- A hidden door in a mural featuring three princesses dancing requires a puzzle solved by three individuals of the same age.
The Door in the Ruins
As you enter the ancient ruins north of the mountains, your eyes are drawn to a stone relief mural on one of the walls. The mural depicts three fairy princesses engaged in a joyous dance around a central rose. Each princess represents a different age: a big kid, a toddler, and a baby. In the center of the room are three mosaics on the floor, each adorned with a symbolic item representing the respective age. To unlock the path to Cradle, players must decipher the age-related symbols and stand on the correct mosaics.
Objective: Stand on the correct mosaics, each corresponding to a different age (big kid, toddler, and baby), to open the portal on the central rose mosaic.
Components:
- Big Kid Mosaic: Depicts a miniature sword and shield, symbolizing the adventurous spirit of a big kid.
- Toddler Mosaic: Features a colorful toy block tower, representing the playful and explorative nature of toddlers.
- Baby Mosaic: Displays a soft, plush teddy bear, embodying the comfort and companionship associated with infancy.
Solution:
- A player representing each age (big kid, toddler, and baby) must stand simultaneously on the correct mosaic.
- Once the players are correctly positioned, a magical portal will appear on the central rose mosaic
Cradle
As you step through the magical portal, you find yourselves in a stone gazebo that overlooks a picturesque park-like area and a serene lake. The sound of a gentle waterfall fills the air, adding to the idyllic atmosphere. The regressive magic in this part of the island is potent, and its effects are immediately noticeable. Players who aren’t attuned to the staff of ages start regressing into infants. In the distance, you see the town of Cradle, a whimsical collection of playhouses perfectly sized for infants, a fairytale castle that seems like a baby’s dream come to life, and a cluster of tents at the town’s edge. Strangely, the pirates around the tents carry lanterns, and none of them appear to be infants.
Sneaking Through Cradle
Challenge Overview: Navigating through Cradle undetected poses a significant challenge for the players. The town is filled with baby-sized structures, and the pirates, though not actively searching, could prove problematic if the players are noticed. Stealth is paramount, but the size of the structures creates a disadvantage for big kids.
Setup:
- Location: Cradle Town
- Challenge: Stealthily navigate through the town to reach the fairytale castle.
Mechanics:
- Passive Perception: Pirates are scattered around the town but are not actively searching for the players. The passive perception check for pirates to detect the players is made with a -2 modifier.
- Big Kids Disadvantage: Due to the diminutive size of the town’s structures, big kids attempting to make stealth checks do so with disadvantage.
- Terrain: The town’s layout includes winding paths, playhouses, and miniature streets, providing both cover and potential obstacles.
Pirate Camp
As you cautiously approach the outskirts of Cradle, you find a sprawling pirate camp filled with raucous laughter and playful shouts. The air is thick with the scent of burning lanterns, and amidst the tents, the pirates engage in roughhousing and games. However, a peculiar detail catches your attention — none of them appear to be toddlers or babies. Lanterns dangle from their belts, illuminating the camp in a warm, flickering glow. Upon closer inspection, you notice one tent that stands out, filled with lanterns of the same size.
Encounter Overview: The players find themselves near the pirate camp, observing the playful antics of about 40 pirates. However, the absence of toddlers and babies is striking. The lanterns carried by the pirates seem to emit an anti-magic field that nullifies the regressive magic of Cradle.
Options for Players:
- Stealthy Approach: Players can attempt to navigate through the pirate camp, avoiding detection. However, non-babies make stealth checks at disadvantage due to the playful chaos.
- Investigate Lantern Tent: Players may choose to investigate the tent filled with lanterns. This exploration could reveal the source of the anti-magic field.
Consequences:
- Alerting Pirates: Failure in stealth might attract the attention of pirates, leading to potential confrontations.
- Anti-Magic Field: Discovering the lanterns’ purpose could provide insights into countering the island’s regressive magic. However, obtaining one might prove challenging in the bustling camp.
Buttercup’s Castle

As you approach Buttercup’s Castle, the whimsical facade of infancy becomes even more apparent. Towers shaped like oversized baby bottles adorn the structure, and the decorations seem straight out of a toddler’s imagination. The front door, a portal to the childish fortress, is under the strict guard of ten pirates, their vigilant eyes scanning for any intruders. Sentries patrol the baby-themed towers, making a direct frontal assault a perilous endeavor.
Detection:
- The player with the highest passive perception (or the one actively searching) hears a distinct baby girl’s cry coming from around the back of Buttercup’s Castle.
Investigation:
- Upon investigating, players find a window about 10 feet above the ground from where the crying seems to originate.
Climbing the Window:
- To reach the source of the cry, players must decide how to approach the window:
- Climbing Check: A Dexterity (Acrobatics) or Strength (Athletics) check is required, with the difficulty determined by the window’s structure.
- Collaborative Effort: Players might assist each other, with one boosting and another climbing.
Upon entering the nursery through the open window, the players find a confined space adorned with pastel-colored walls and filled with oversized plush toys. At the center lies a crib with a locked lid, containing a 1-year-old fairy girl dressed in a soiled diaper pink onesie – Queen Buttercup herself.
As you enter the cozy nursery, the air is thick with the sweet scent of baby powder and the gentle rustling of oversized plush toys. However, a disheartening sight steals your attention – nestled in the crib is Queen Buttercup, her teary eyes and quivering lip evidence of distress.
Interaction with Buttercup:
- Padlocked Crib: The crib’s lid is secured with a flimsy padlock. Players can attempt a dc 10 Sleight of Hand check to unlock it quietly or a dc 8 Strength check to break it open.
- Changing Buttercup: A big kid character will need to take the initiative to change Buttercup’s soiled diaper before effective communication can occur.
- Communication Barrier: Buttercup only understands toddler language. At least one player must adopt a toddler’s age to effectively communicate with her.
Roleplay Interaction: Upon being freed, Buttercup gazes up at her liberators with a mix of confusion and hope. She clings to the toddler-sized player, expressing her gratitude through simple coos and gestures. As the diaper is changed, she becomes more receptive and points emphatically at the nursery’s window.
Buttercup’s Revelation: Buttercup, in broken toddler talk, conveys the urgency of her desire to confront Roger and retrieve the stolen magic ring. She insists on being present during this confrontation, emphasizing her knowledge of the way to the Fountain of Youth.
Roger’s Damtop Pavilion
As you follow Buttercup’s guidance, you manage to slip out of the whimsical town of Cradle unnoticed. The winding path ahead takes you up the side of the island’s highest waterfall. The cascading water roars beside you, but for now, its cold spray is held at bay.
Reaching the summit, you come across a breathtaking sight. A large pavilion, adorned with all the finest toys the island has to offer, is perched upon a dam that holds back the crystalline waters of the island’s fountain. Girls in various costumes attend to a figure sitting on a makeshift throne. The shackles on their feet suggest a servitude enforced by the one they serve.
The imposing figure on the throne, a big kid with a wooden sword and a crown made of paper, scowls as you approach. “Go away! You’re ruining everything!” he yells, but his tone changes as he spots Buttercup among you. A malicious grin spreads across his face. “Well, well, well. Look who’s decided to join the party. What are you little brats doing here?”
The tension in the air mounts as Roger, the pirate captain, realizes that Buttercup is not alone. His expression shifts from annoyance to rage. “You brought them here, didn’t you?!” he accuses Buttercup before turning his attention to the intruders. “Fine then. If you want a fight, you’ve got one!”

Initiative:
- Roger: Roll Initiative
- Players: Roll Initiative
Battle Map:
- The dam and pavilion overlook a river channel carrying Fountain of Youth water.
- The river flows strongly, dragging anything immersed in it towards a waterfall 40 feet downstream.
Special Terrain:
- Fountain River: Anyone who falls into the river becomes a baby almost immediately.
- Current: The river’s current pulls characters 5 feet downstream each turn.
Combat Actions:
- Roger attacks with his wooden sword and uses his slingshot to launch water balloons.
- The water balloons inflict age regression on hit. Characters hit age down by one rank.
Buttercup’s Shout:
- If Roger’s health drops below 1/3, Buttercup starts shouting in baby talk.
- Buttercup indicates the need to use the Fountain of Youth water to regress Roger fully.
Victory Conditions:
- Players defeat Roger by regressing him with the Fountain of Youth water.
As Roger’s anguished cries fill the air, you douse him with the pure waters of the Fountain of Youth. His struggles intensify, but his strength wanes rapidly, and he shrinks into the helplessness of infancy. A small, golden ring slips off his finger and rolls toward Buttercup, who deftly catches it. Placing it on her own finger, she gestures toward Cradle.
Suddenly, a mighty rumble echoes through the valley, and an overwhelming surge of water crashes down through the dam. The wooden deck beneath you transforms into a makeshift raft as the island is flooded. Clinging desperately to the raft, you ride the tidal wave, which washes over the Cradle’s valleys, transforming the pirate camp into more playhouses.
As the waters recede, the scene before you has changed. In place of the once-menacing pirates, there are now dozens of six-month-old babies clad in adorable pirate costumes. The cries of joy and laughter replace the sounds of tyranny, and the rejuvenated island seems to breathe with the innocence of youth.
Leaving the island
As the last remnants of pirate influence vanish from the island, the magic of the Cradle quickly restores the natural order. Pirates attempting to return find themselves regressed to infancy and dissuaded from causing any further trouble. The former inhabitants joyously return to Cradle, transforming the town into a haven of laughter and cooing infants.
The five sister queens, now resembling quintuplets due to the cradle’s magic, gather at Buttercup’s castle to express their gratitude to the players. In recognition of their bravery, they bestow upon the party the Five Sisters’ Invitation, a magical rattle allowing the players to freely come and go from the island.
Buttercup leads the players to the Fountain of Youth, housed in a majestic temple-like structure. Multiple spouts flow into a massive reflecting pool. The players collect six jugs of the purest fountain water before departing.
Upon returning to the ship, Master Thistledown eagerly seizes one of the jugs, embarking on the creation of the coveted Bottle of Ultimate Youth. The ship sails homeward, carrying the anticipation of ultimate rejuvenation within its hold.
Return to Sliberberg:
As the Gaoth Shona docks in the bustling city of Sliberberg, the players are greeted with an unexpected and unsettling sight. The atmosphere in the city is charged with tension, and the magical dome overhead, usually a symbol of safety, is now active.
The moment your feet touch the familiar cobblestone streets of Sliberberg, a sense of foreboding washes over you. The magical dome that usually stands as a beacon of tranquility is now aglow with an eerie intensity, casting a protective aura over the city. Suddenly you see the impact of fireballs against the dome. The city is under attack.

Any person on the street will be able to tell the players that the Gisela has the city under siege and it’s been like that for 2 weeks. City Guardsmen will arrive to escort the players to the castle. It quickly becomes apparent that more than they knew has gone on in their absence. People in the street stop and stare in awe or whisper things like, “The heroes have returned”
Entering the grand halls of the palace, you find that Fredrick Von Bergherz has utilized his fey Sovereign powers to reshape the once-fairytale castle into a bastion of practicality and defense. The opulent decor has been replaced by sturdy fortifications, and the air carries a sense of wartime preparation.
Guided through the castle’s labyrinthine corridors, you’re led into the grand council chamber—a room that has witnessed both the whimsy of fey celebrations and the gravity of war strategy. As the imposing doors swing open, you’re greeted by a sight that leaves you momentarily breathless.
With a genuine look of surprise, Fredrick rises from his seat. The players, expecting to have been away for at most a month, are confronted with the revelation that four months have passed. In that time, Fredrick and Princess Maeve have married—a development that might elicit a range of reactions from the players, from shock to amusement or even concern.
Princess Maeve’s Demeanor:
Despite her new status as a queen, Princess Maeve retains her characteristic blend of bubbly exuberance and subtle mischief. Clinging to Fredrick as if they were still courting, she beams with happiness that seems untouched by the complexities of fey politics and the brewing war.
The Players’ Account: Unveiling the Fey Odyssey
The air in the council chamber hangs with anticipation as the players begin recounting their journey into the fey realm. The tale unfolds a mosaic of encounters with whimsical characters, the perils of the island, and the quest for the elusive Fountain of Youth. The players’ voices echo through the chamber, painting vivid images of their exploits and the challenges faced in the feywild.
King Fredrick, Princess Maeve, and the council advisors listen intently, their expressions a mixture of fascination and concern. The players’ words weave a tapestry of fey intrigue, archfey machinations, and the delicate dance between the realms. As the account progresses, occasional glances are exchanged, and unspoken questions linger in the room. When the players finish read the following
A hushed silence lingers in the grand council chamber as King Fredrick, Princess Maeve, and the players gaze upon the crystal bottle presented by Master Thistledown. Doubt casts its shadow as Maeve, bold and brimming with a fey’s innate curiosity, takes the bottle into her hands.
“I’ve weathered centuries; I doubt a mere bottle can undo what time has woven,” Maeve remarks with a mischievous glint in her eye. Dismissing the cautionary words around her, she uncorks the bottle and utters a command, make me one year old.
A sudden whooshing sound fills the chamber, and all eyes turn toward where Maeve stood just moments before. The regal fey ambassador is gone, replaced by the soft cooing sounds that reveal the presence of an infant. A 1-year-old Maeve sits amidst a pile of clothes, the bottle now clutched in her tiny hands.
Master Thistledown, panic etched across his usually composed features, urges the players into action. “Quickly now, feed her the potion in the bottle!
With a delicate gulp of the potion, Maeve’s infantile form shimmers, the magic working in reverse. The chamber witnesses a swift change from a cooing baby to the resplendent fey queen. Yet, the telltale signs of her impromptu regression linger – her elegant dresses are disheveled, and a vivid blush colors her cheeks, hinting at more awkward consequences hidden beneath the layers.
Excusing herself with a graceful yet slightly awkward demeanor, Maeve exits the room hastily, leaving her shoes and stockings behind. The council chamber remains abuzz with a mix of amusement and concern.
Am plan for Infiltrating the Hexmarches
The war room buzzes with a mix of tension and anticipation as the players, now vital members of the council, join the deliberations. Maps sprawl across the table, depicting the treacherous routes through the mountain ranges that guard the hexmarches. King Fredrick, flanked by his advisors, gestures towards the winding paths, both fraught with the potential for an ambush.
Fredrick’s brow furrows in contemplation as he addresses the players, “To reach the Hexmarches, we must traverse the mountain passes, but we cannot risk our entire force. Sliberberg needs protection. I welcome your insights and cunning strategies to navigate this perilous terrain.”
Player Initiatives:
The DM opens the floor to the players, encouraging them to propose plans that can bypass the heavily guarded routes and deposit them at the edge of the hexmarches. The possibilities are endless – from covert infiltration to cunning diversions or leveraging alliances in the feyrealm. The DM should be flexible, allowing any plan that sounds plausible and ensuring that the execution either happens off-screen or adds minimal encounters to the adventure.
A Farewell to Sliberberg
Master Thistledown, his eyes reflecting both concern and determination, hands the players a beautifully crafted wooden box with an intricately designed lock. Within, securely held, rests the precious bottle of Ultimate Youth. Thistledown imparts a final piece of advice, “Remember, when you use the bottle, specify an age under 3 for the target. The phenomenon of infantile amnesia is our friend. It will erase her memory completely. It’s the only way to ensure a clean slate.”
As the players secure the box, King Fredrick, now clad in imposing battle armor, arrives at the scene with Princess Maeve in tow. Maeve has a bag of holding with her that she claims she filled to the brim with potions and spell scrolls. Maeve seems surprisingly eager to join the party, and chimes in, “I’m ready to lend a hand, or perhaps a motherly touch, to the young one we’re bringing back.” If pressed she reveals that she wants a daughter and regressing Gisela is the fastest means to secure one.
Into the Hexmarches

The Hexmarches is a singularly gloomy place. Gisela’s all-consuming hate of Fredrick colors the landscape in brooding gloom and darkness. When the player reaches the threshold of the region read the following.
As you venture deeper into the Hexmarches, an oppressive atmosphere looms. The shadows deepen, and the twisted, thorny trees cast eerie silhouettes on the jagged rocks. The wind carries whispers of malice, and the air resonates with the echoes of tormented thoughts.
Ambush in the Hexmarches
Little do the players know that there is an ambush waiting for them. Six of Gisela’s Redcaps wait to attack the players once they come into range regardless of how they are traveling. The DM should use the following to make encounters for the players
Overland Encounter:
If the party is traversing the twisted landscape on foot or by mundane means, the redcaps emerge from concealed positions among the thorny trees. The tangled underbrush makes navigation challenging, providing the redcaps with ample opportunities for surprise attacks. The gnarled roots and jagged rocks hinder movement, turning the ground into treacherous terrain.
Flying Encounter (Pegasus or Airship):
If the party soars through the skies on the wings of a Pegasus or aboard an airship, the redcaps launch themselves from hidden perches among the treetops. Their agility allows them to leap from tree to tree, closing the gap with the flying party. The mid-air skirmish becomes a chaotic ballet as the redcaps attempt to outmaneuver and strike their aerial targets.
The redcaps are vicious and fight to the death. Once the Redcaps are dealt with read the following
Fredrick, his gaze unwavering after the skirmish with Gisela’s redcaps, turns to the party with a sense of urgency. “She knows we’re here,” he warns his voice a low growl. “Every moment we linger, she prepares for our arrival. We must make haste to her palace and confront her before her defenses become insurmountable. Ready yourselves, for the Hexmarches, conceal more perils on our path to Gisela.”
The Lynch Mob

As the party navigates the final stretches of the Hexmarches, a sinister hush descends, a stark contrast to the ominous shadows and eerie echoes that have haunted their journey. Surprisingly, no further confrontations assail them, but the lurking presence of unseen eyes follows their every move. Shapes flit in and out of peripheral vision, and whispers of malevolence weave through the air.
Emerging from the gloom, they stand at the edge of a cursed lakeside town. Twisted tree structures, grim burrows, and gothic stone buildings create a macabre tableau. Overlooking this dark settlement, Gisela’s palace rises defiantly—a gothic masterpiece with floating towers that defy the laws of the fey-infused realm.
As the players make their way through the town they find the town empty. It is eerily quiet and the detritus of everyday life is lying abandoned everywhere. As the players venture forth Fredrick will lead the way with Maeve close behind. When the players reach the entrance to Gisela palace read the following.
As you traverse the twisted town, a grim atmosphere permeates the air. Shrouded in shadows and punctuated by eerie echoes, the desolation seems almost sentient. The narrow streets lead you to a desolate plaza adorned with grotesque statues and obscured by an otherworldly gloom. In the center stands a man in ominous robes, fervently preaching to a gathering of townsfolk whose eyes are veiled in black mist.
Before you can fully comprehend the scene, the preacher, his face twisted with malevolence, notices your presence. With an accusing finger pointed in your direction, he exhorts the townsfolk to rise against you. The crowd, seemingly ordinary townsfolk until now, moves in disturbing unison, revealing the tendrils of the black mist connecting them to the preacher.
Initiative:
Roll initiative for each participant. The preacher acts at the top of the round.
Setup:
The scene unfolds in a twisted plaza with eerie statues casting long shadows. The preacher, surrounded by the manipulated townsfolk, takes a menacing stance in the center. The lynch mob consists of commoners turned hostile under the preacher’s influence.
Enemies:
- Cult Fanatic (The Preacher)
- Lynch Mob (Commoners): At the beginning of each one new commoner joins the mob
Tactics:
- The preacher primarily uses his Eldritch Blast to target players at range, while commanding the lynch mob to engage in melee.
- The lynch mob attacks any party members within their reach, and their aggression is fueled by the preacher’s influence.
- Fredrick engages the lynch mob in melee, focusing on protecting party members.
- Maeve supports the party with healing spells and buff
Objectives:
- Defeat the Preacher:
- Eliminate the preacher to break his control over the townsfolk.
- As the preacher weakens, the black mist retreats and the townsfolk return to their senses.
- Protect the Townsfolk:
- Minimize harm to the manipulated townsfolk to ensure their safety once the preacher’s influence is lifted.
Environmental Factors:
- The eerie statues and twisted architecture may provide cover or obstacles during combat.
- The darkness in the plaza imposes disadvantage on Wisdom (Perception) checks, creating an atmosphere of uncertainty.
Gisela’s Palace
Gisela Palace is a sight that inspires awe and terror in equal amounts. The palace consists of (at the moment) 5 floating towers. The towers are gothic and float a hundred feet above the ground. To access the palace the players must climb a 10-story tall staircase that winds admits flying buttresses and disturbing statues. The architecture of the towers’ exteriors is not fixed and will slowly visibly shift with windows and gargoyles emerging and disappearing at random intervals
Features of Gisela’s Palace
- Ceilings. The ceilings average about 20 feet high but can change at a whim.
- Light. Wall-mounted crystals provide a sickly green light in all rooms in the Palace.
- Windows. The windows of the palace drift across the exterior and occasionally blink out of existence. Beyond them, there is at least a 100-foot drop. There is a 1 in 4 chance that a window the players interact with will disappear moments later.
- Shifting architecture. The palace’s architecture is fluid and will visibly shift. As written these changes are rather minor effects features of the castle rippling or moving to give it a creepy, not quite real effect. However, the DM may choose to have Gisela wield the architecture against the players, having doors lead to rooms they already visited, opening gaping holes in the floor, or causing anyone who looks at the shifting architecture to suffer mental damage.
Gisela’s Hate Madness Effect:
At the very heart of Gisela’s domain, her hate of Fredrick and the Players takes on a physical and metaphysical form. It forms in seething black clouds. Players can feel it all around them and it infects all of Gisela’s minions. If they are particularly unlucky they may be infected with it too.
Mechanics:
- Initiation:
- Characters can be afflicted by Gisela’s Hate through various dungeon hazards, creatures, or magical effects.
- Each affected character must make a Wisdom saving throw against the affliction’s DC upon exposure.
- Effect
- When a character is afflicted by Gisela’s Hate, they are consumed by an irrational and intense animosity towards Fredrick and his allies. The character’s singular focus becomes harming Fredrick or any other ally, endangering the party’s cohesion. On their turn, the player must take an action that attempts to harm Fredrick or the other party members.
- Madness Duration:
- Once inflicted, Gisela’s Hate persists until successfully resisted through a Wisdom saving throw, the use of dispel magic, or lesser restoration.
- Wisdom Saving Throw:
- The affected character can attempt a Wisdom saving throw at the end of their turn to overcome Gisela’s Hate.
- DC for the saving throw is determined by the severity of the source that inflicted the madness.
- Dispelling Gisela’s Hate:
- The effects of Gisela’s Hate can be dispelled using dispel magic or lesser restoration, providing a saving throw against the affliction’s DC.

1. Entrance Hall
Read Aloud Text:
As you step into the foreboding entrance hall, the air thickens with an oppressive malevolence. At the center of the room, an ominous cloud of black mist writhes and pulses, radiating an unsettling aura. Shadows dance on the walls, seemingly animated by the deep-seated hatred that permeates the very stones of Gisela’s fortress.
Enemies:
4 Redcaps (CR 3 each)
1 Cult Fanatic (CR 2)
Gisela’s Hatred Cloud:
The central mist cloud serves as a conduit for Gisela’s hatred. Characters entering or starting their turn within 10 feet of the cloud must make a Wisdom saving throw (DC 15) to resist being affected by Gisela’s Hate. Those who fail are infected with Gisela’s Hate.
Dynamic Atmosphere:
The unsettling architecture of the entrance hall seems to shift in an otherworldly manner, but its effect on gameplay is minimal. It contributes to the eerie atmosphere rather than posing a direct hazard.
2. Guard Quarters
The bunkrooms encircle the entrance hall, each door bearing the insignia of Gisela’s palace guards long faded. Upon entering, you find empty chambers, remnants of a time when the palace was alive with the bustle of servants and defenders. The air is stale, and only the distant echoes of your footsteps break the silence.
The bunkrooms maintain the unsettling architectural theme of the fortress. The shadows cast by the shifting forms of the walls create an ever-present sense of foreboding.
Gold Caches:
The accumulated wealth of the guards and staff amounts to 1500 gold pieces.
Safe Resting Space:
The bunkrooms offer a relatively secure environment for a short or long rest. The players can regain their strength and strategize within these abandoned quarters. However, the very nature of Gisela’s malevolence plays tricks on the adventurers. There’s a 1 in 4 chance that, after a long rest, they find themselves enveloped in the same black mist that is out in the entrance hall. Additionally, there’s a 1 in 4 chance that they awaken in a different part of the dungeon, the result of Gisela’s chaotic influence.

3. Grand Foyer Ambush
As you ascend the stairs, the grandiosity of the palace unfolds before you in this expansive foyer. However, a pervasive black mist engulfs much of the area, distorting the elegant architecture into grotesque forms. Suddenly, a subtle metallic sound breaks through the air, the ominous twirling of chain whips. Emerging from the mist are three menacing figures—redcap grapplers, their malicious grins visible in the dim light.
Hiding amidst the mist, three redcap grapplers armed with kusari fundos lie in wait. They’re ready to strike as soon as they detect the adventurers. The redcaps’ chain whips are enchanted, providing them with an element of surprise and an added layer of danger. Their mastery over these weapons allows for swift and coordinated attacks.
Like the the Grand Entrance way the big mist cloud serves as a conduit for Gisela’s hatred. Characters entering or starting their turn within 10 feet of the cloud must make a Wisdom saving throw (DC 17) to resist being affected by Gisela’s Hate. Those who fail are infected with Gisela’s Hate.
Wind-related spells, such as gusts of air or spells with a dispersing effect, can be employed to create clear spots in the mist. These areas might offer temporary respite and strategic advantages for the players.
4. Kitchen:
The scent of stale decay permeates the air as you enter the kitchen. Rotting ingredients, once vibrant and fresh, now lie forgotten on the counters. The flickering light of a single lantern reveals a few commoners, their vacant eyes staring into nothingness as they move through the motions of preparing meals that will never be consumed. Their movements are slow and mechanical, their hands and faces smudged with soot and filth. The oppressive atmosphere hangs thick in the air, a haunting silence broken only by the occasional creaking of the floorboards.
5. Great Hall:
The once-majestic grandeur of the great hall is now shattered, much like the wall at its rear. Splintered wood and fragments of stone lie scattered across the cold, dusty floor. The ornate tapestries that once adorned the walls hang in tatters, their vibrant scenes now reduced to muted hues. The echo of a past life remains, though distorted and twisted. The gaping hole in the wall reveals a long drop beyond.
6. Grand Parlor:
The grand parlor exudes an air of faded opulence. Covered furniture, draped in dusty white sheets, stands like silent witnesses to a bygone era. The once-vibrant colors of the room have dulled, and the grandeur that once defined this space now lingers as a mere shadow. A cabinet adorned with fine liquors and crystal glassware is a solitary sentinel to more indulgent times.
7. Gisela’s ‘Art’ Gallery:
The door opens into a vast chamber, its walls adorned with grotesque statues capturing moments of pain, torment, and suffering. Disturbingly lifelike depictions of Fredrick and your likenesses are twisted into nightmarish poses. The floor is a checkerboard of black and white squares. On the other side of the room is an ornate display case. Opposite the entrance, a statue resembling little more than a dripping blade ominously stands. Dark liquid perpetually oozes from its razor-sharp edge.
The room is large, and its vastness seems to amplify the unsettling energy emanating from the twisted statues. The checkerboard floor is a mosaic of potential danger. Each tile, apart from the path leading to the display case, carries a psychic charge that can inflict severe harm upon contact. Crossing any of these forbidden tiles will cause 30 points of psychic damage.
However, those affected by Gisela’s hate are seemingly granted the ability to discern the safe path. The display case contains either an ornate staff of power or a staff or rod of lordly might.
8. Guest tower
In the guest tower, the rooms are dusty and barren, having seen little use in a long time. However, players exploring the rooms find that the dust seems undisturbed, and the silence is almost eerie. The furniture is draped in white cloth, and the overall atmosphere is one of neglect.
Each room in the tower appears untouched and may serve as a safe place for the players to rest. However, the unsettling stillness might make them wonder why this part of the palace seems abandoned and devoid of any signs of life.
While resting in the guest tower, there is a 1 in 4 chance that characters may experience strange dreams or visions related to Gisela’s malevolent influence. These dreams could offer glimpses into her twisted psyche or hint at the torment she wishes to inflict upon Fredrick and the players. The dreams could also contain cryptic clues or warnings about upcoming challenges within the palace.
9. The Library
As you ascend the library tower, the air becomes heavy with the scent of ancient books and the faint rustle of pages. The room is lined with tall, intricately carved shelves, filled with dusty tomes and scrolls. Dim light filters in from the leaded glass windows, casting a gloomy yet intriguing atmosphere. The silence is broken by the occasional creaking of the wooden floor and the faint echoes of your footsteps.
6 goblin hate bombers wait on the balcony that makes up the second floor of the library. They use the bandit captain stat block with the following ability replacing the bandit captain’s short bow attack
Hate Bomb: Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 14 Wisdom saving throw or be afflicted with Gisela’s hate for 1 minute.

10. Throne room
As you enter the grand throne room, the atmosphere becomes dense with malice. A large, ominous throne sits atop a raised platform at the far end, and two rows of colossal columns flank a central aisle leading to it..
A mage and a trio of Gisela’s redcaps guard this room. In addition to their normal effect the mage’s spells also inflict Gisela’s hate.
11. Crumbling room
As you step into this dilapidated chamber, it becomes apparent that the floor has eroded, leaving nothing but a precarious ledge. The remnants of the tower’s structure seem to defy gravity, with large gaps providing glimpses of the dizzying height below. The air is filled with a strange stillness, occasionally disrupted by the creaks and groans of the disintegrating architecture.

12. Gisela’ Bathroom
As you enter this lavishly adorned chamber, you are greeted by an opulent and excessively ornate bathroom befitting a sovereign. The air is filled with the cloying scent of exotic perfumes and the distant echoes of dripping water.
The centerpiece of the room is an intricately designed, oversized bathtub adorned with grotesque statuary and macabre depictions. The edges of the tub are lined with strange, thorn-like carvings. The water within the tub appears murky, as if tainted by an otherworldly influence.
The mirror reflects a twisted visage of anyone who gazes into it, distorting features and casting an eerie glow. The tiles on the floor are arranged in an unsettling pattern that seems to writhe beneath your feet.
13. Gisela’s Bedroom
Upon entering Gisela’s grand bedroom, the oppressive aura of hatred and malevolence becomes almost tangible. The room is dimly lit, with the flickering light casting elongated shadows on the darkened walls. The bed, a grotesque masterpiece adorned with thorn-like carvings, dominates the center of the room.
As you step further into the room, the shadows seem to detach themselves from the corners and coalesce into sinister, shadowy figures. These spectral entities, twisted echoes of fey knights wielding weapons fueled by Gisela’s hate, advance toward you with a sense of grim determination.
Enemies:
Feyknights (Veterans) x5:
Armed with weapons forged from Gisela’s hate, their attacks carry an additional psychic effect that induces Gisela’s Hate in those struck. The feyknights also have resistance to psychic damage and advantage on saving throws against spells and effects that induce fear.
Coordination among them allows for strategic maneuvers and flanking tactics.
Terrain Features:
Dim Light:
The room is dimly lit, imposing a disadvantage on Perception checks and providing partial concealment for creatures in the shadows.
Twisted Furniture:
The room is filled with unsettling, thorn-covered furniture that can be used strategically for cover or as impromptu barriers.
14. Gisela’s Wardrobe
As the players enter Gisela’s wardrobe, an oppressive aura emanates from the enigmatic black dresses and jewelry adorning the space. The unsettling black mist shrouding the room carries whispers of malice, amplifying Gisela’s Hate in those who dare to explore.
Features:
Enchanted Attire:
The black dresses exude an unnatural aura, causing Gisela Hate upon contact. Players must be cautious while navigating through the wardrobe.
Jewelry and Treasures:
Amongst the macabre jewelry, players can find valuable pieces worth 900gp. Additionally, they discover a Headband of Wisdom, hidden amidst the black stones.
Gisela Hate Infliction:
The black mist in the wardrobe intensifies Gisela’s Hate. Characters entering or interacting with the enchanted attire risk succumbing to its malevolent influence.
15. The Observatory
As the players step into the chamber, they are met with a haunting sight. Gisela, a formidable archmage, hovers above a scrying pool, her black smoky wings billowing behind her. Seated on a throne adorned with dark runes and symbols, she exudes an aura of malevolence that fills the room. A large telescope nearby points to the starry sky, emphasizing the arcane nature of the surroundings.

Before anyone can react, Gisela’s voice echoes through the chamber, cutting through the still air. Her eyes, filled with disdain, fixate on Fredrick.
Gisela’s Monologue:
“Ah, Fredrick, you pitiful fleabag. I see you’ve gathered a bunch of insects to accompany you. How quaint. Allow me to share a tale, a story of your sad history – setting aside your darling baby daughter, Sofia, for a foreign princess. A vow was sworn before your birth, only to be discarded like refuse. Do you remember the flood, Fredrick? How did you let Sofia drift away as if she were nothing? Oh, the joy it brought me to witness your self-imposed torment in the feyrealm and the centuries of solitude in that cold castle of yours.”
A cruel smile twists her lips as she recounts his perceived penance. Her smoky wings ripple with dark energy, creating an ominous atmosphere. Then, with a sudden turn of attention, she directs her ire toward the players.
“Then, you insects came along, bringing your degenerate love, friendship, and hope. It sickens me. But know this – you cannot defeat me, just as I cannot defeat you, Fredrick. Eternity awaits us, and I shall relish every moment of torturing you.”
Objective: The primary goal of this encounter is to use the Bottle of Ultimate Youth to regress Gisela back to childhood. The bottle requires 4 rounds of uninterrupted channeling to extract Gisela’s age.
Initiative: Gisela takes her turn first, focusing her attacks on Fredrick. The players, Fredrick, and Maeve act in the initiative order.
Gisela’s Focus: Gisela is single-mindedly focused on defeating Fredrick and the players. If any player successfully lands an attack on her, she remains focused on that player until the start of the next round.
Maeve’s Sacrifice: Maeve, recognizing her vulnerability and seeing the possibility of getting a daughter out of the situation, volunteers to be the first to use the Bottle of Ultimate Youth. She must use the bottle for 4 consecutive rounds without being hit for the bottle to work.
Gisela’s Hate Waves: Every two rounds, Gisela radiates waves of her hate. The player must make a wisdom check dc20 with disadvantage to avoid being affected by Gisela’s hate.
As the culmination of the channeling ritual unfolds, Maeve’s voice rings out in a command that reverberates through the chamber. “Make Gisela three months old!” With unwavering determination, she directs the bottle towards Gisela, and for a fleeting moment, a luminous stream of essence flows from the Fey Sovereign into the vessel.
Gisela’s agonizing screams pierce the air, a symphony of torment gradually transforming into infantile wails. The intensity of the light wanes, leaving behind a naked, wailing infant sprawled on the cold floor. Gisela, once a formidable archmage and a bearer of centuries of resentment, now reduced to the vulnerable helplessness of infancy.
Maeve, surprisingly adept at handling the infant Gisela, deftly retrieves a baby blanket from her bag. With practiced ease, she swaddles the crying infant, cradling her in her arms. As the tower begins to tremble, Maeve swiftly reaches into her bag, produces a spell scroll, and hurls it toward Fredrick. Her voice rises above the growing chaos, “Teleportation scroll, get us back to Silberberg Castle!”
Fredrick, with urgency, reads the arcane words inscribed on the scroll. In an instant, the scene shifts, and the group materializes in the familiar courtyard of Silberberg Castle.
Conclusion
As the malevolent influence of Gisela dissipates, her twisted domain unravels over three days. The hexmarches transform back into the pristine alpine landscape that existed before Gisela’s rise to power. In the months that follow, Fredrick will seize the opportunity to expand Bergherz, reclaiming the lands once dominated by the hexmarches.
However, a new dilemma emerges concerning the infant Gisela. Fionnuala insists that Gisela is still bound by the oath of vassalage she made and insists on raising the girl in her fey court. On the other hand, Maeve vehemently argues that she and Fredrick should be the ones to care for the infant. Maeve has renamed Gisela, insisting she be called Princess Bridget, and has taken on herself to care for the girl. She intends to do everything in her power to keep her new plaything, including using the bottle of ultimate ages to regress Gisela back to the womb. There is also the curious option of sending Gisela to Oileán na hÓige, where the age-altering magic could ensure she remains a perpetual baby.
If the players do not interfere eventually Fionnuala and Maeve come to an arrangement. If players give Fionnuala two doses of the fountain of youth water and if Fredrick and Maeve stay for one week in her court Fionnuala will let Maeve be princess Bridget’s mother. If the players had rescued Talia the wyrmling in chapter one she also asks for her to accompany them. Fredrick appoints the players to be regent in his stead and leaves several days after the arrangement is made. The DM is free to make up any adventures that occur during this time. When the royal couple returns Fredrick and Maeve will avoid talking about their time in Loch Slanach and both will become as red as a beat when the subject comes up. Nosy players will discover among the luggage of the royal couple a quartet of paintings depicting what appear to be infant versions of Fredrick and Maeve together.
There is also the question of what to do with the bottle of Ultimate Youth. The characters are faced with a complex decision regarding its contents—the stored age and memories of the once-dreaded Gisela. Recognizing the potential dangers of such memories, the characters realize that the bottle, as long as it holds Gisela’s essence, is essentially useless and too hazardous to be allowed into the trade in memories and age that thrives in Sliberberg.
Master Thistledown, an expert in magical matters, assures the characters that the bottle can be emptied in a controlled manner, allowing for the safe disposal of Gisela’s age and memories. However, the method of emptying the bottle becomes a point of consideration and strategic planning, as the characters weigh the potential consequences and implications of this crucial decision.
The players also have gained, by way of their trip to Oileán na hÓige, a new haven for their players. If the players choose to return to the island the five fairy sisters receive them as treasured friends and nobles in their courts. They also learn, upon returning to the island that on arrival the effects of all status effects, diseases, poisons, and madness end, and when they leave they regain full hitpoints. Oileán na hÓige has the potential to become both a deus ex machine for escaping dangerous situations and the ultimate safe house for the players because, after all, nothing truly harmful can make it past the island’s magic.
Appendixes
enemies
Gisela, Fey Sovereign of Hate
Medium fey, chaotic evil
Armor Class 15 (mage armor)
Hit Points 210 (20d8 + 120)
Speed 30 ft., fly 60 ft. (hover)
STR 10 (+0)
DEX 16 (+3)
CON 22 (+6)
INT 20 (+5)
WIS 14 (+2)
CHA 24 (+7)
Saving Throws Int +10, Wis +7, Cha +13
Skills Arcana +15, Deception +13, Insight +7, Perception +7
Damage Resistances cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 120 ft., truesight 30 ft., passive Perception 17
Languages Common, Sylvan, Elvish
Challenge 15 (13,000 XP)
Innate Spellcasting. Gisela’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: mage hand, prestidigitation
3/day each: suggestion, counterspell, dispel magic
1/day each: telekinesis, dominate person, feeblemind
Spellcasting. Gisela is a 15th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). She can prepare the following spells:
Cantrips (at will): mage hand, minor illusion, prestidigitation
1st-level (4 slots): charm person, mage armor, magic missile, shield
2nd-level (3 slots): detect thoughts, invisibility, suggestion
3rd-level (3 slots): counterspell, dispel magic, lightning bolt
4th-level (3 slots): confusion, greater invisibility
5th-level (2 slots): dominate person, telekinesis
6th-level (1 slot): chain lightning, true seeing
7th-level (1 slot): plane shift
Fey Resilience. Gisela has advantage on saving throws against being charmed and cannot be put to sleep by magical means.
Hateful Presence. At the start of each of Gisela’s turns, creatures within 60 feet of her must succeed on a DC 21 Wisdom saving throw or be affected by Gisela’s hate. A creature affected by this ability must use its action to attack Fredrick or any character allied with him on its turn. This effect lasts until the creature succeeds on a Wisdom saving throw at the end of its turn or is affected again by Gisela’s hate waves.
Regeneration. Gisela regains 10 hit points at the start of her turn if she has at least 1 hit point.
Rejuvenation. If Gisela is killed, she returns to life in a safe location within her domain 1d4 days later.
Actions
Multiattack. Gisela can make three attacks: two with her longsword and one with her claws.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Hateful Bolts (Recharge 5-6). Gisela releases bolts of dark energy at up to three creatures within 120 feet of her. Each target must make a DC 21 Wisdom saving throw or be affected by Gisela’s hate. On a failed save, the creature takes 28 (8d6) necrotic damage.
Legendary Actions
Gisela can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Gisela regains spent legendary actions at the start of her turn.
Teleport. Gisela magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see.
Hateful Glare (Costs 2 Actions). Gisela targets one creature she can see within 30 feet. The target must succeed on a DC 21 Wisdom saving throw or be affected by Gisela’s hate.
Dark Retribution (Costs 3 Actions). Gisela releases a wave of dark energy in a 30-foot cone. Each creature in that area must make a DC 21 Wisdom saving throw or take 42 (12d6) necrotic damage and be affected by Gisela’s hate. On a successful save, the creature takes half damage and isn’t affected by Gisela’s hate.
Pirate Waterbomber Stat Block: Medium humanoid (big kid), chaotic evil
Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.
STR 14 (+2)
DEX 10 (+0)
CON 11 (+0)
INT 8 (-1)
WIS 10 (+0)
CHA 12 (+1)
Skills Athletics +4
Senses Passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
Reckless Attack. At the start of its turn, the pirate waterbomber can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Bucket Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.
Fountain Splash (Recharge 5-6). The pirate waterbomber splashes fountain of youth water in a 10-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, the creature regresses one age level. On a success, the creature avoids the regression effect.
Redcap Grappler
Medium fey (hobgoblin), chaotic evil
Armor Class 14 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 25 ft.
STR 16 (+3) | DEX 14 (+2) | CON 14 (+2) | INT 10 (0) | WIS 11 (0) | CHA 8 (-1)
Skills Acrobatics +4, Athletics +5
Damage Immunities Cold
Condition Immunities Cold
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Sylvan
Challenge 4 (1,100 XP)
Traits
Iron Chain Mastery. The redcap grappler is proficient with the use of its enchanted kusari fundos. It can use them to grapple and restrain creatures up to two sizes larger than itself.
Actions
Multiattack. The redcap grappler makes two chain whip attacks.
Chain Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 3) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the redcap grappler can’t use the same chain against another target.
Chain Pull. As a bonus action, the redcap grappler can attempt to pull a grappled creature up to 20 feet closer to it.
Reactions
Counter Pull. When a creature within 10 feet of the redcap grappler is hit by an attack, the redcap grappler can use its reaction to pull the attacked creature up to 10 feet closer to it.
Roger – Boss Stat Block
Medium Humanoid (Child), Chaotic Neutral
Armor Class 11 (Padded Cloth and Cardboard Armor)
Hit Points 40 (8d8 + 8)
Speed 30 ft.
STR 12 (+1)
DEX 14 (+2)
CON 12 (+1)
INT 10 (0)
WIS 10 (0)
CHA 14 (+2)
Skills Athletics +3, Deception +4, Perception +2
Senses Passive Perception 12
Languages Common, Toddler (Understands)
Challenge 1 (200 XP)
Childish Tricks (Recharge 5-6). Roger can use one of the following tricks as a bonus action:
- Splash Attack. Roger throws a water balloon at a target within 30 feet. On a hit, the target takes 2d6 water damage and must succeed on a DC 11 Constitution saving throw or be regressed one age rank (Adult -> Big Kid -> Toddler -> Baby).
- Water Whip. Roger uses the magic ring to manipulate water, creating a whip-like appendage. He makes a melee spell attack against a target within 10 feet. On a hit, the target takes 1d8 bludgeoning damage.
- Youthful Resilience. Roger uses the magic ring to temporarily boost his resilience. He gains 1d8 temporary hit points.
Actions
Wooden Sword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d8 + 1 slashing damage.
Slingshot. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 1d4 + 2 bludgeoning damage.
Magic Ring. Roger can use the magic ring’s powers to exert limited control over water and protect himself from age-controlling effects. Once per round as a reaction, Roger can choose to succeed on a saving throw against any effect that would age him or revert his age.
Tactics
Roger employs hit-and-run tactics, using his speed to dart in and out of combat. He prioritizes using his water balloons to create chaos and control the battlefield. If the fight turns against him, Roger attempts to make a strategic escape using his knowledge of the island’s terrain.
Roleplaying Notes: Roger revels in his newfound power over the Fountain of Youth, using it to bully and control the other children on the island. He exhibits a cocky and arrogant demeanor, taunting the players with juvenile insults. His attachment to the magic ring reflects a desperate desire to maintain his dominance
Maeves bag
- Potion of Healing (x7): Essential for quick recovery during battles.
- Potion of Greater Healing (x4): A more potent healing solution for dire situations.
- Potion of Invisibility (x3): Useful for stealthy maneuvers and surprise attacks.
- Potion of Fire Breath (x3): Unleash a fiery breath attack to catch enemies off guard.
- Potion of Speed (x2): Grants increased speed for swift movement in critical moments.
- Potion of Resistance (Various Elements) (x4): Provides resistance against specific elemental damage.
- Spell Scrolls (Various Levels and Schools) (x10): A versatile collection of scrolls for magical emergencies.
- Oil of Sharpness (x1): Enhances the sharpness of weapons for increased damage.
- Dust of Disappearance (x1): Grants temporary invisibility when sprinkled over oneself.
- Potion of Flying (x1): Grants the ability to fly for a limited duration.
- Potion of Heroism (x2): Boosts bravery and imparts temporary hit points.
- Potion of Invulnerability (x1): Provides immunity to damage for a short period.
- Elixir of Health (x2): Cures various ailments and diseases.
- Potion of Mind Reading (x1): Allows the ability to read surface thoughts of a creature.
- Potion of Climbing (x2): Enables climbing on vertical surfaces for a limited time.
- Potion of Growth (x3): Increases the consumer’s size, enhancing strength and resilience.
- Spell scroll teleportation (3):
- Various items for taking care of a baby.
Magic items
Bottle of Ultimate Youth
Wondrous Item (vial), very rare (requires attunement)
This ornate crystal vial, delicately etched with arcane symbols, is an artifact of powerful fey magic. The bottle has the extraordinary ability to capture the essence of time, preserving years of a creature’s life and the memories tied to those years.
As an action, the attuned user can uncork the bottle and speak the word “age” followed by a specified number of years. The bottle, responding to the command, will absorb the designated years of life and memories, reducing the user’s age accordingly. The absorbed years are stored within the bottle in the form of a potion.
Additionally, the bottle can be used to transfer the accumulated age from one creature to another. The attuned user must command the bottle to “take” the years from a specific person. After a channeling period of 4 rounds, the transfer occurs instantly, draining the targeted individual and infusing the bottle with their age and memories.
To regain the stored years and memories, the user can drink the potion contained within the bottle. The effect is instantaneous, restoring the user to the age specified during the capturing process.
Caution is advised when wielding this artifact, as its power over time and age is potent and can have profound consequences. The memories within the bottle are a mixture of the target’s life experiences, and using them may expose the attuned user to a flood of emotions and knowledge. Use with care.
The Five Sisters Invitation
Wondrous Item (rattle), rare
This enchanting rattle, fashioned from delicate materials and adorned with soft colors, was a gift from the fey sovereign Buttercup. It holds the whimsical magic of Oileán na hÓige, the enchanted island, within its playful design.
The rattle serves two primary functions:
Teleportation to the Palace:
Once per day, the attuned user and up to 8 willing creatures can use the rattle to teleport to Buttercup’s palace in the Garden of Innocence. Upon arrival, the enchanting magic of the island immediately takes effect, causing those present to regress to childhood. When the island it can also teleport the players back to the place from which they left or any teleportation circle the players know about. Upon departure, the island’s magic is dispelled and the creatures return to their original ages.
Staff of Ages:
Staff (requires attunement by a spellcaster)
This wand appears as a child’s toy, crafted with vibrant colors and whimsical designs. While seemingly innocent, the Staff of Ages conceals potent powers designed to manipulate time.
Properties:
- The staff grants immunity to the effects of the Fountain of Youth’s water and other time-based alterations.
- While on the island the wielder can use an action to emulate the effects of the Fountain of Youth’s water on themselves or a target within 30 feet, regressing or progressing their age by one stage (adult, toddler, or baby).
- While on the island the staff can create a bubble of age around the wielder. The effect lasts for 15 minutes
- The staff has 5 charges. It regains 1d4+1 expended charges daily at dawn.
- When not on the island the wielder can expend one charge to alter one creature’s age by 1d8 years.
- As an action, the wielder can cast the Haste spell (1 charge) or Slow spell (2 charges) using the staff.
- The staff can cast the Time Stop spell (5 charges) once, regaining this ability after a long rest.
Attunement: To attune to the Staff of Ages, the wielder must spend 1 hour with it, reflecting on their past and embracing the childlike wonder within themselves.
NPCS
Fredrick Von Bergherz, Beastman Fey
Large Fey, Neutral Good
Armor Class 17 (Half Plate)
Hit Points 110 (13d10 + 39)
Speed 40 ft.
STR 20 (+5)
DEX 14 (+2)
CON 16 (+3)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)
Saving Throws Str +9, Con +6, Wis +5, Cha +6
Skills Athletics +9, Perception +5, Persuasion +6
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Sylvan
Challenge 11 (7,200 XP)
Brave. Fredrick has advantage on saving throws against being frightened.
Keen Smell. Fredrick has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If Fredrick moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, Fredrick can make one bite attack against it as a bonus action.
Actions
Multiattack. Fredrick makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 5) slashing damage.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (2d6 + 5) slashing damage.
Princess Maeve, Fey Ambassador
Small Fey, Chaotic Good
Armor Class 14
Hit Points 75 (10d6 + 40)
Speed 30 ft., Fly 30 ft.
STR 8 (-1)
DEX 16 (+3)
CON 18 (+4)
INT 14 (+2)
WIS 14 (+2)
CHA 18 (+4)
Saving Throws Dex +6, Wis +5, Cha +7
Skills Perception +5, Insight +5, Persuasion +7
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Sylvan
Challenge 6 (2,300 XP)
Fey Ancestry. Maeve has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Innate Spellcasting. Maeve’s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: Mage Hand, Minor Illusion
1/day each: Blink, Dimension Door
Fey Resilience. If Maeve spends a spell slot during her turn, she can regain hit points equal to the level of the spell slot.
Actions
Fey Touch. Maeve can touch a willing creature and restore 2d8 hit points. This ability can be used once per short or long rest.
Fey Glide. Maeve can fly up to 30 feet without provoking opportunity attacks.
Wizy’s Garden Maze
The 4 colored Xes represent the location of the switches to opened the gate of the corresponding color

a

