Under strange Boughs

Enigmatic Grove of The Mimicry Trees

Setting: Nestled in a secluded clearing, the players stumble upon an enchanting grove filled with life-sized trees shaped like various animals and people. The air is imbued with an otherworldly serenity, and the rustling leaves seem to carry a faint echo of laughter. The trees within the grove are an uncanny reflection of various creatures and individuals. The level of detail is astonishing, capturing every nuance of the forms they mimic. This encounter is simply meant to be a mysterious encounter

The Comedy of Seasons

Setting: In a wooded glade, the players stumble upon an unexpected scene—a goblin hunter with a crossbow, an awakened rabbit, and an awakened duck engaged in a spirited argument about the current hunting season. The goblin sits on a log, looking bewildered, while the rabbit and duck try to convince the hunter that it’s the wrong season for their respective species.

Characters:

  1. Goblin Hunter – Grizzle Snaggletooth: A gruff and somewhat confused goblin with a crossbow, torn between the arguments of the awakened rabbit and duck. Grizzle is unsure which side to take and is just trying to make sense of the situation.
  2. Awakened Rabbit – Thumper: A clever and fast-talking rabbit with a penchant for wordplay. Thumper is doing everything in its power to convince Grizzle that it’s duck hunting season.
  3. Awakened Duck – Quacksworth: An assertive and quizzical duck who firmly believes that it’s rabbit hunting season. Quacksworth waddles about, trying to make a compelling case to the goblin hunter.

Interactions:

  1. Persuasion Attempts: Players can choose to intervene and try to persuade either the goblin, the rabbit, or the duck. This may involve making convincing arguments, using charisma, or employing clever tactics.
  2. Observing the Comedy: Players can choose to simply watch the comedic exchange unfold. Depending on their decisions, the situation may escalate into a hilarious series of misadventures.
  3. Creating a Compromise: Players may attempt to find a compromise that satisfies both the rabbit and the duck. This could involve suggesting alternative hunting activities or convincing Grizzle to try a different approach altogether.

Consequences:

  1. Goblin’s Decision: Depending on the players’ interactions, Grizzle Snaggletooth may make a decision about which “hunting season” to pursue, leading to unexpected consequences for the rabbit or duck.
  2. Hidden Agenda: The awakened rabbit and duck may have hidden motives for their arguments. Players who delve deeper into the situation may uncover additional layers to the comedy, such as a rivalry between the two awakened creatures.

Frostwood Haven: Glimmer’s Winter Retreat

Setting: Amidst the perpetual winter hills, the players stumble upon a magical haven known as Frostwood, covering about a square mile. The snow blankets the landscape, reaching the players’ ankles, and evergreen trees create a serene and enchanting atmosphere. Nestled within the hills is a cozy cottage, smoke rising from its chimney. This is the home of Glimmer, an old gnome woodworker with a penchant for crafting toys and furniture.

Characters:

  1. Glimmer Frostwhittle: An elderly gnome with a long, frosty beard and a pair of twinkling eyes that seem to hold the secrets of the winter hills. Glimmer is a skilled woodworker who finds joy in creating toys and furniture from the evergreen trees that surround his cottage.

Features of Frostwood Haven:

  1. Winter Wonderland: The perpetual winter creates a serene and picturesque landscape. Evergreen trees are laden with snow, and a gentle breeze carries the scent of pine through the air.
  2. Enchanted Evergreens: The evergreen trees possess a subtle magical aura. Their wood is imbued with a touch of winter magic, providing a unique quality to Glimmer’s creations.
  3. Toy Workshop: Glimmer’s cottage contains a charming workshop filled with wooden toys, furniture, and the tools of his craft. The workshop is illuminated by the soft glow of enchanting lanterns.

Interactions:

  1. Toy Crafting Workshop: Glimmer welcomes the players into his workshop, where they can witness the gnome at work. Players may have the opportunity to assist Glimmer in crafting wooden toys or furniture.
  2. Storytelling by the Hearth: In the evenings, Glimmer invites the players to sit by the warm hearth, where he shares tales of winter magic, ancient gnomish traditions, and the secrets of Frostwood.
  3. Glimmer’s Creations: Players can purchase or trade for Glimmer’s wooden creations—charming toys, intricately carved furniture, or even magical items with subtle winter-themed enchantments.

The Grumpy Scarecrow and the Mocking Crows

As your party travels through the Feywild-imbued countryside, you come across a vast wheat field stretching as far as the eye can see. In the center stands a lone scarecrow, animated and desperately trying to shoo away a flock of crows that seems intent on wreaking havoc among the crops.

The scarecrow is a patchwork of worn cloth, straw, and twine, with a pair of button eyes that give it a surprisingly expressive look. It’s firmly tethered to a wooden post and can only flail its arms in frustration. The crows, however, are relentless, cawing and mocking the scarecrow with each swoop down to snatch at the golden wheat.

As you approach, the scarecrow turns its stitched face toward you and calls out in a surprisingly deep voice, “Ho there, adventurers! I beseech your aid. These mischievous crows are ruining the harvest, and I cannot reach them. Will you help me shoo them away?”

The crows, meanwhile, continue their taunting, seemingly unfazed by your presence. The scarecrow points to a nearby shed where you see a few tools that might be useful for creating a distraction or devising a plan.

Options for Players:

  1. Direct Confrontation: Players can attempt to scare away the crows using intimidation or combat. The scarecrow provides assistance by offering suggestions on how to make the area less appealing to the crows.
  2. Distraction Tactics: Players can investigate the shed for tools and come up with creative ways to distract or deter the crows. This might involve creating illusions, setting up decoys, or using magical items found in the shed.
  3. Negotiation with the Crows: Players can try to communicate with the crows or offer them something in exchange for leaving the field alone. The crows might present challenges or riddles that the players need to solve to prove their worth.
  4. Seeking Additional Help: Players can explore the immediate surroundings to find potential allies or magical entities that could assist in shooing away the crows. This could involve discovering hidden fey creatures or enlisting the help of a nearby friendly giant owl.

The Eccentric Brew Party

Setting: Deep within the enchanted woods, the players come across a small and peculiar house surrounded by oversized teacups and a sign that reads, “The Eccentric Brew Party.” The aroma of a rich and exotic coffee-like beverage wafts through the air. As the players approach, they witness a Rabbit Puca and a gnome in a top hat seated at a table, sipping from steaming cups.

Characters:

  1. Puca Host – March Hopton: A lively and eccentric Haregon with a dapper bowtie and a watch that never seems to tell the correct time. March is the charming host of the Eccentric Brew Party.
  2. Gnome Guest – Reginald Steamshorts: A gnome in a top hat and a three-piece suit, Reginald exudes an air of sophistication. He engages in animated conversations with March about the intricacies of their unique beverage.

The black bean brew: The centerpiece of the Eccentric Brew Party is the black bean brew, a potent and magical concoction inspired by Klatchian coffee from the discworld universe. When consumed, the beverage induces knurdness, doubling a player’s intelligence temporarily while also bringing about the associated effects outlined by Terry Pratchett—seeing the world as it truly is.

Concrete In-Game Effects:

  1. Intellectual Boost: Players gain advantage on Intelligence-based skill checks, such as Arcana, History, Investigation, and solving puzzles.
  2. Heightened Perceptions: Players gain a +2 bonus to their Passive Perception as they become more attuned to their surroundings.
  3. Reality Distortions: While under the effects of Knurdness, players may experience bizarre and surreal visions. This could lead to advantage or disadvantage on certain rolls, depending on the nature of the encounter.
  4. Temporary Language Mastery: Players gain the ability to understand and speak an additional language of their choice temporarily.
  5. Insightful Conversations: Players may engage in insightful conversations with March and Reginald, gaining valuable information about the enchanted woods, local magical phenomena, or potential quests.

Consequences:

  1. Temporary Disorientation: Upon the expiration of the Knurdness effects, players may experience a brief period of disorientation, imposing disadvantage on certain rolls for a short duration.
  2. Intellectual Fatigue: The heightened intelligence comes at a cost. Players may suffer a level of exhaustion once the effects wear off.
  3. Brew Tolerance: Repeated consumption of the black bean brew may lead to the development of a tolerance, requiring higher doses for the same effects and increasing the risk of long-term consequences.

The Moonlit Distillery

Setting: Deep within the woods, the players stumble upon a hidden clearing where a group of moonshiners is operating a makeshift distillery. The air is filled with the scent of fermenting ingredients, and the soft glow of moonlight illuminates the clearing. The moonshiners, dressed in rugged attire, are busy bottling their unique concoction in stoneware jugs.

Characters:

  1. Moonshiner Leader – Silas Thistlewood: A grizzled and weathered individual with a broad hat, Silas oversees the distillation process. He’s knowledgeable about the mystical properties of the moonlight and the effects it has on their brew.
  2. Moonshiner Crew: A diverse group of individuals, each with their role in the moonshining operation. They range from experienced distillers to novice assistants, all working under Silas’s guidance.

Moonlit Spirits: The main product of the moonshiners is the Moonlit Spirits, a potent alcoholic beverage that gains its unique qualities from being brewed under the light of the moon. When consumed, the drink causes the skin to glow slightly for several hours and induces hallucinations.

Mushroom Hooch: In addition to the Moonlit Spirits, the moonshiners offer a potent Mushroom Hooch. This brew, made from rare and magical mushrooms, can cause anyone who fails a very high Constitution check to instantly pass out drunk.

Interactions:

  1. Purchase Moonlit Spirits: Players can buy a jug of Moonlit Spirits for a few silver pieces. The glowing effect and hallucinations can add an interesting dynamic to their journey.
  2. Negotiate for Mushroom Hooch: The moonshiners might be willing to part with their Mushroom Hooch for the right price or in exchange for a favor.

Elderwood

Background: Elderwood is an ancient treant that has stood as a guardian of the great valley for centuries. The spirit of the land granted him sentience, and he formed a unique bond with Elara. Elderwood’s branches form a magnificent treehouse where Elara resides, high above the ground.

Appearance: Elderwood’s bark is etched with intricate patterns, resembling elven runes that glow softly in the moonlight. His eyes are pools of sparkling emerald, reflecting the wisdom and age of the land he protects. Vines adorned with luminescent flowers cascade down his limbs.

Abilities:

  1. Living Sanctuary: Elderwood’s branches form a protective canopy that shields Elara’s treehouse from unwanted intruders. The treehouse itself is a magical sanctuary, hidden within the foliage.
  2. Earth’s Embrace: Elderwood can manipulate the earth around him, creating barriers or entangling foes with roots and vines.
  3. Tree Stride: Elderwood can magically meld with trees, allowing him to travel swiftly through the vast forest and appear wherever there is a significant concentration of plant life.

Feel free to adjust the name or any other details to better fit the theme of your campaign!

Wavecrest

Background: Wavecrest is a treant that has wandered the shores of the FeySea for centuries, shaped by the constant ebb and flow of both land and water. The spirit of the sea granted him sentience, and he formed a unique bond with a group of mischievous teenagers who took refuge in his boughs. The treant carries a large treehouse in the shape of a boat, serving as both home and vessel for the young hoodlums.

Appearance: Wavecrest’s bark bears the weathered appearance of driftwood, and his limbs are adorned with shells and seaweed. His eyes are a deep blue, mirroring the color of the nearby sea. The treehouse on his back is a quirky construction of wooden planks, barrels, and nautical flags.

Abilities:

  1. Marine Affinity: Wavecrest can draw upon the power of the sea, allowing him to manipulate water in various forms, from creating misty illusions to summoning small waves.
  2. Sailing Roots: Wavecrest can extend his roots into the water, propelling the boat-shaped treehouse forward. He navigates the Bergherz Sea with ease, providing a unique and swift mode of transportation.
  3. Shell Shield: The treehouse is adorned with large shells that can close to form protective shutters, providing cover during storms or when the hoodlums need to defend themselves.

The Hoodlums of Wave’s End:

The gang of teenagers living in the treehouse, known as “Wave’s End,” fancies themselves as pirates. Led by a charismatic rogue named Captain Seawind, they engage in minor acts of piracy, such as stealing from nearby coastal villages or challenging passing ships to playful duels. The other members include:

Captain: Jake “Seawind” Turner – A charismatic rogue with a knack for leadership.

Members:

  1. Rusty Harpoon (Henry Hartman): The gruff but good-hearted weapons expert, always tinkering with new gadgets.
  2. Salty Serenade (Samantha “Sam” Rivers): A bard with a penchant for sea shanties and a magical accordion that can control the weather in small ways.
  3. Aqua Spark (Alex “Sparky” Thompson): A mischievous spellcaster with a fascination for water-based magic, often using illusions to confuse enemies.

Whispering Grove

Background: Whispering Grove is a treant who roams the area around the Timeless Vale, an ancient and mystical place where time seems to stand still. The spirit of the Timeless Vale granted him sentience, and he formed a unique bond with a group of children who found themselves lost in the magical realm. His treehouse, perched on his massive branches, serves as a sanctuary for these youngsters.

Appearance: Whispering Grove’s bark is adorned with softly glowing runes that pulse with the rhythm of time. His eyes shimmer like twinkling stars, and his limbs extend gracefully, creating a canopy that protects the children. The treehouse is a whimsical construction of woven vines, flowers, and enchanted lanterns.

Abilities:

  1. Temporal Resonance: Whispering Grove can manipulate the flow of time in a small area around him, creating pockets where time slows down or speeds up.
  2. Gentle Guardian: Whispering Grove’s presence has a calming effect, soothing the fears and anxieties of those around him. This ability makes him a comforting protector for the lost children.
  3. Dreamweaver’s Canopy: The treehouse is equipped with a magical barrier that can shield the inhabitants from external threats. It also has the ability to generate soothing dreams for the children.

The Lost Lumins:

The gang of children living in the treehouse, known as the Lost Lumins, resembles a group of mischievous and adventurous “lost boys” from classic tales.

Absolutely, let’s make sure the Lost Lumins gang is a diverse group:

The Lost Lumins

Members:

  1. Pip: The spirited and mischievous leader of the Lost Lumins, always eager for a new adventure.
  2. Willa: The nurturing and responsible older sister figure who looks after the younger ones and often keeps Pip in check.
  3. Finn: The pragmatic and level-headed member who tries to maintain order within the group.
  4. Tessa: A tiny fairy who found her way into the Timeless Vale, becoming an honorary member of the Lost Lumins.
  5. Ella: A fearless and adventurous girl who loves exploring the magical realm.
  6. Owen: An imaginative and inquisitive boy who is always coming up with creative ideas.
  7. Lila: A quiet and observant girl with a deep connection to nature and the mystical energies of the Timeless Vale.

The Deafening Dell:

Setting: The players find themselves in the Deafening Dell, a valley where every sound is amplified to deafening levels. Even the softest whispers become thunderous, and talking in the valley causes damage to the ears. Amidst this auditory chaos, nonhostile goblins are diligently harvesting Loudwood, a rare tree known for its sound-amplifying qualities.

Features of the Deafening Dell:

  1. Amplified Sounds: Every sound in the valley is intensified, creating an overwhelming and disorienting auditory experience. Players must exercise caution to avoid the damaging effects of their own voices.
  2. Loudwood Trees: The Loudwood trees have bark that is infused with magical properties, making it ideal for crafting musical instruments that produce powerful and resonant sounds.

Characters:

  1. Goblin Harvesters: The goblins wear heavy-duty ear protection to shield themselves from the amplified sounds. They communicate using a sophisticated form of sign language, allowing them to coordinate their harvesting efforts without spoken words.

Interactions:

  1. Sign Language Exchange: Players can attempt to communicate with the goblins using improvised sign language or gestures. Crescendo Whisperer may teach the players basic signs to facilitate interaction.
  2. Loudwood Harvesting: The goblins are willing to share their knowledge of harvesting Loudwood. Players can assist in the process or learn about the unique properties of the wood.
  3. Protective Gear: The goblins may offer the players temporary protective gear, such as enchanted earplugs or earmuffs, to mitigate the damaging effects of the amplified sounds in the valley.

Consequences:

  1. Musical Insights: Harvesting and interacting with the Loudwood may grant players insights into the creation of magical musical instruments or enchanted objects with sound-based effects.
  2. Sign Language Proficiency: Players who engage in sign language communication may gain proficiency, allowing them to use this skill in future encounters or with other creatures proficient in sign language.
  3. Respect of the Goblins: Positive interactions with the goblins may lead to a positive reputation in goblin communities or open opportunities for trade and collaboration in the future.
  4. Acoustic Augmentations: The enchanted ear protection offered by the goblins may have additional effects, such as enhancing the players’ perception of sounds or providing bonuses to certain abilities related to hearing.

The Glowing Faerie Market

As your party ventures deeper into the merging realms of the Feywild and the material plane, you stumble upon a clearing bathed in an ethereal glow. In the heart of the glade lies a whimsical marketplace, its stalls adorned with vibrant colors and delicate fairy lights. The air is filled with the enchanting melodies of unseen musicians, and the sweet scent of otherworldly flowers wafts through the air.

The market is bustling with activity as diminutive, winged faeries flit about, tending to their wares and engaging in lively chatter. The stalls are laden with exotic fruits, sparkling trinkets, and curious artifacts. Each vendor seems to be a different type of faerie, from mischievous pixies to regal sprites, each with their own unique merchandise.

Key Features:

  1. Currency of Memories:
    • The faeries here do not accept traditional currency. Instead, they trade in memories. Players must choose a significant memory to exchange for goods. This memory could be related to their backstory, a past adventure, or even a shared moment with a party member.
  2. Shifting Stall Locations:
    • The market itself is magical and constantly shifting. Stalls move around, and the layout changes sporadically. Navigating the market requires keen perception and perhaps assistance from the faeries, who may guide or mislead the players.
  3. Enchanted Goods:
    • The items for trade are imbued with potent magic. Examples include:
      • A shimmering cloak that grants temporary invisibility.
      • A jar of laughter that, when opened, releases joyous sounds, temporarily boosting morale.
      • A petal from a mystical flower that reveals hidden truths when pressed against the skin.
  4. Bargaining Challenges:
    • Each faerie is a shrewd negotiator and presents the players with challenges or riddles before agreeing to a trade. These challenges might involve feats of skill, solving puzzles, or even engaging in whimsical contests.