No Prep Module: The Fight Of the Fey for D&D or RPGs
This adventure can be can be easily customized to a party of any size or level, or run as a level 2 adventure for 5 players. It can work as a small side adventure in an existing campaign, as a standalone one-shot, or the start of a new adventure. Use the links to the tools in their relevant section to customize the adventure to your party.
Background
A criminal syndicate of lizardfolk have pulled off a daring heist: stealing the egg of a gold dragon. Their plan was going off without a hitch, all that remained was to raise the dragon in secret until they had an unstoppable ally. That is, until a group of fey appeared and then disappeared with the egg in tow, retreating to their home in The Underbog: a secret trench underneath the roots of a great forest. In retaliation, the lizardfolk have launched a full-scale invasion of the fey, and the resulting clash of the monstrous factions has made the once peaceful forest into a warzone. The Order of the Broken Hooves, lead by a gold dragon in disguise, wants the egg recovered and hostilities ended.
The PCs are arriving at a dwarven city built into the mountain, looking for info related to their backstory or doing downtime. Just outside the city near the forest, by a dark pit with no life growing around it and bones piled in the bottom, they encounter a group of lizardfolk harassing some fey with iron spears. If the PCs attempt to intervene, the lizardfolk will hold the fey hostage with the iron, which is caustic to the fey. This can be run either as a skill challenge if the PCs treat it like a hostage negotiation, or an encounter with 3 Lizardfolk where the PCs need to subdue the lizardfolk before they kill the fey.
If the fey are rescued, they'll thank the PCs and disappear with a giggle. Later in the underbog, if the PCs have an encounter with the patrol and there are no lizardfolk around, the patrol will pretend not to see them with a knowing wink.
The ground grows soft and murky in this branch of the plain; initially dotted with a crumbling castle, mostly caved in, it transforms into broken plains after a few hundred yards. Perched atop a ten-foot cube of granite is a dirt-caked statue of a tiger, bearing small horns. The statue looks north. The nearby city of Bowforte Accord is the headquarters of a major family or guild, it's surrounded by palisades with mostly Dwarf and Tabaxi residents.
Bowforte Accord is the headquarters of a major family or guild, known for its flowers and its colorful dyes. The city is surrounded by palisades, with mostly Dwarf and Tabaxi residents.
Adventure Hooks
- The party members are hired to recover a dragon egg that was stolen by the fey and taken to their forest.
- A recent large explosion of unknown cause within the industrial section of a large city has caused ever decreasing colour saturation in the surrounding area, literally turning the world black and white! The affected area also seems to be growing, slowly draining the colour out of the world as it spreads outwards.
- Order of the Broken Hooves contacts the party and asks for their help.
If you need an NPC to act as a questgiver, you can use this one:
Vanuath Floshem, Male Elf
Description: This southern man wears an entirely tan suit with yellow socks and a vest with buckled shoes. His clothes are grease stained in places. He has styled his black hair well, parting it to the right. His amber eyes are passionate and lively.
Personality: While he acts the brute, he is far gentler than he would appear. Any perceived weakness will be pressed and exploited. He is seen as merciless and passionate.
History: He was born a particularly ugly child, much to the horror of his parents. He was taken from his home at a very young age. He left for the south, certain he would find work there.
Motivation:He possesses a valuable artifact that the thieves guild wishes to steal; and he has decided he is irredeemable
Voice: Spanish accent
When the PCs are ready, they can travel to the underbog in the forest. The journey takes 5 days. Navigation DC 15 (on fail it takes 8 days), Foraging DC 10. The temperature is 28°C (83°F) at day 9°C (48°F) at night. The weather is light rain with no wind. On one day of travel they come across a grove of Magic Mushrooms, if the PCs try to eat any or spend some time in the grove, roll a d10:
Roll | Effect |
---|---|
1 | Their skin permanently turns purple with yellow splotches. |
2 | They become Large for 1 hour. |
3 | They restore 5d8+20 HP. |
4 | They can only cluck like a chicken for 1 hour. |
5 | They can understand and speak all languages for 2 days. |
6 | They gain telepathy for 1 day. |
7 | They can speak with plants for 8 hours. |
8 | Time stops for everyone but them for 20 seconds. |
9 | They can read thoughts for 1 minute. |
10 | Mist pours out of their eyes and ears for 1 hour. |
A glowing mossy trail leads down under the great roots of the trees in the forest.
The Underbog
Room Contents
You can also generate different descriptions using the Description Generator
1
A great table made out of flowering vines stands here with stump chairs carefully in place. The only sound hall in this hall is the distant sound of running water. Several old skeletons lie strewn near the eastern wall, growing mold. A barricade of vines to the east is sheathed with roots.
Upon entering this hall, the flowers let out a burst of pollen that suppresses magic items for an hour.
There is an east path that leads to #2
2
This leafy walled hall is splendidly furnished and decorated compared to the rest of the underbog. Its floor is draped in a floral rug, a freestanding bark framed mirror of water, a big bookshelf of etched stones, and an armoire filled with flowery robes. Webs stretch between the columns that support the arched ceiling of this big, mossy hall dimly lit by flickering torchbugs. Two beds with colorful leaf canopies stand against opposite walls, and two gates of vines stand in the north and west walls.
In this hall is a trap. An area is warded against unrecognized intruders, activating when a creature enters without the correct badge, amulet, etc. Entering without the item on their person, collapses the supports keeping an unstable section of a ceiling in place.
Effect: Targets all creatures within a 10 ft. square area, DC 15 DEX save or take 11 (2d10) damage
Trigger: entry, activates when a creature enters the area without the correct badge, amulet, etc.
Countermeasures: A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of divination magic around the area. A successful dispel magic (DC 15) cast on the area destroys the trap.
The supports holding up the section can be destroyed, triggering the trap from a safe distance. [Customize]If the hall is searched, they find 21 cp [Customize]
There is a west path that leads to #1
There is a north path that leads to #3
3
Sickly, orange lichen covers the ceiling of this humid, bloodstained, 40-foot-wide passage running west and north. An archway to the north leads into a pantry occupied with fresh foodstuffs. Several old skeletons lie peppered near the western wall. A damaged mural on the ceiling depicts fairies and colorful birds flying beneath pink clouds. Crude broken weapons, skins, and other materials fill this hall, most of it mixed up and all of it clearly coming from outside the bog. There is a vine-covered door in the south wall and a smaller bare door in the east wall. The west end of this hall has fractured, creating an opening to the room past, and there's a barricade of vines in the northern wall. Part of the ceiling and wall has collapsed, filling the floor with debris (difficult terrain).
If the foodstuffs in the pantry are carried, they mask your scent from fey in the dungeon, and can be used to temporarily distract them.
In the west path is an unlocked door that leads to #11
There is an east path that leads to #4
In the north path is an unlocked door that leads to #10
There is a south path that leads to #2
4
This brief, flowery hall reeks of pollen and has a 10-foot-high ceiling. To the east and north are three ten-foot-square alcoves crowded with web hammocks and moss rags. The tunnel continues after the hall, meandering abruptly to the east and out of sight. The west end of the hall ends at a wood door.
Touching the flowers locks or unlocks the exits.
In this hall is a Shrieker (Basic Rules pg. 309) that summons the patrol if disturbed.
In the hall is a puzzle: A detailed painting is engraved with a riddle, the PCs need to find the answer depicted in the painting which hides a button: You throw away the outside and cook the inside. Then you eat the outside and throw away the inside. What did you eat? A: An ear of corn.
If the puzzle is solved, they find a Potion of Water Breathing (dmg p.188)
There is a west path that leads to #3
In the east path is an unlocked door that leads to #5
5
A bunch of bloodied bandages are tossed about this makeshift infirmary. A poignant smell of stinging chemicals fills this hall, which is lined with etched stones. A blanket of bioluminescent moss covers the ceiling. A fissure spills from a tight crack to the north and crosses the hall, disappearing into a precarious, winding tunnel to the west. Simple wood gates hang on the roots, mud clinging to the bars.
In this hall is an event. Gain 3 random potions. Offered by a fey spirit looking to play a game or prank. [Customize]
In the west path is an unlocked door that leads to #4
There is a north path that leads to #6
6
Torn leaf beds lay strewn about the hall, their log frames crushed and splintered. In one corner to the west stands a cramped log sleeping platform, badly gouged by axe blows and partially burned. Dirty orange petal drapes cover the windows of this circular room, and a heavy petal curtain hangs across an archway to the north. A number of small shrines sit away from the double doors that give access to the hall.
There are 3 Satyr (CR 1/2: Monster Manual p. 267) [Medium, 300 XP rewarded] [Customize] here.
There is a west path that leads to #9
In the north path is an unlocked door that leads to #7
There is a south path that leads to #5
7
Dense, warm fog curls around the hall. Vast stairs ascend to a landing 15 feet wide by 45 feet long. The northern portion of the area is separated from the rest by a steep bluff; the ceiling here is half the height of the rest of the hall. A brook spills from a narrow crack to the west and crosses the hall, curling back into a tight, winding tunnel to the west.
In this hall is a trap. +8 to hit against one target, DC 15 DEX save or take 7 (2d10) cold damage
Trigger: trip wire, activates when entering the fog.
Countermeasures: A successful DC 12 Wisdom (Perception) check allows a character to spot the trip wire. A successful DC 10 Dexterity check using thieves' tools disarms the trap. Unsuccessfully attempting to disarm the trap triggers it. [Customize]
Within this room are corpses of the PCs. Spending time investigating the corpses will cause ghostly apparitions to materialize with personalities similar to the PCs. The ghosts will warn them to leave this place that has been corrupted by an invading evil. If the PCs ask for more information about the invading evil, they'll be told that some fey betrayed the others to scaled monstrosities. The ghosts don't want the PCs to progress deeper, but if convinced otherwise (let the PCs make arguments and roll relevant checks), then ghosts will open a portal leading to the other side at the green path. Doing so causes an alarm to echo through the underbog, and the PCs can hear the sounds of movement as the patrol comes to investigate.
In the west path is a locked door (DC 15), with a key on a nearby creature or furniture, that leads to #8
In the south path is an unlocked door that leads to #6
8
You are greeted by the smell of alcohol. Covering the floor are many empty jars. A balcony set into the east wall oversees the hall and has a little pond atop it, with a violet floral bloom behind it. Large leaf chairs grow out of a massive vine that weaves about the room. The gate to the east is sheathed with vines. A pair of stained glass doors, their panes jagged and loose, stand open between a larger panel of stained glass set into the south wall that depicts fey.
In this hall is a trap. +8 to hit against one target, 9 (2d10) piercing damage
Trigger: lever, activates when the wrong lever is pulled.
Countermeasures: A successful DC 10 Intelligence (Investigation) check allows a character to deduce the trap's presence from connections in the lever's mechanism to it. A successful DC 15 Dexterity check using thieves' tools disarms the trap, rendering the lever useless, or connecting it to some other mechanism. Unsuccessfully attempting to pick the lever triggers the trap.
[Customize]In the east path is a locked door (DC 15), with a lever nearby, that leads to #7
There is a south path that leads to #9
9
At each end of the hall, floating in the darkness, is a human skeleton clad in the tattered livery of a castle guard and no armor. This hall is scattered with the wreckage of aged paintings. A lit hallway to the west contains a set of wood doors, through which you hear majestic pipe music. There's a sickly aura of death in here (you cannot regain HP).
There are 1 Satyr (CR 1/2: Monster Manual p. 267), 3 Lizardfolk (CR 1/2: Monster Manual p. 204) [Hard, 400 XP rewarded] [Customize] here.
There is a west path that leads to #10
There is an east path that leads to #6
There is a north path that leads to #8
10
Taut ropes extend up and down a shaft, thick and enveloped with slime. Blunted spears, helmets, and tools are scattered all about. The door to the east is splintered and cracked.
If anyone goes (or falls) down the shaft, they fall into a portal and are teleported to a random room in the dungeon.
There is an east path that leads to #9
In the south path is an unlocked door that leads to #3
11
Incense floats in the air here. Numerous trees rise to meet the roots overhead. A black archway leads out through the north wall. To the east, narrow double doors hang slightly agape, and a steady light escapes through the opening. There's a sickly purple liquid flowing through the area.
There are 1 Valenar Hound (CR 1/2: Eberron: Rising from the Last War), 1 Green Guard Drake (CR 2: Volo's Guide to Monsters pg 158) [Hard, 550 XP rewarded] [Customize] here.
The purple liquid poisons (DC 10 Con save) anyone that comes into contact with it.
In the east path is an unlocked door that leads to #3
In the north path (green) is a wall that seals the path that leads to #12
12
Robes and cloaks with cowls hang from hooks in this hall, and furry boots are lined up against the wall. The walls and floor of this natural cave have been meticulously sculpted, and in the middle of the floor is some sort of arcane-looking device. Red coals glow from within the north passageway, and a crude wood cage door closes off the south exit.
In this hall is an event. Option to pay all your gold to receive a random magic item. Offered by a strange arcane device that's difficult to operate. [Customize]
There is a north path that leads to #13
In the south path (green) is a wall that seals the path that leads to #11
13
This black passage runs for 30 feet, connecting an archway to the west with an ascending crystal staircase to the east. Around the the perimeter of the room are large multi-colored mushrooms, and the room stinks of spores.
There are 1 Darkling (CR: 1/2: Volo's Guide to Monsters p. 134), 1 Lizardfolk Render (CR: 3: Ghosts of Saltmarsh) (Deadly, 160 XP each) [Customize] here.
If the enemies are searched, they find a Bag of Tricks (dmg p.154) and the egg of a gold dragon.
In the fight, large magic mushrooms eject spores around the perimeter, dealing 1d6 psychic damage to any creature that enters or starts their turn there. The safe zone in the middle can slowly shrink each round on initiative count 20.
Conclusion
With the egg recovered, the PCs can choose to return it to The Order of Broken Hooves. If they don't, they'll be hunted by the order (and gold dragon mother). The remnants of the lizardfolk syndicate will seek to recover their lost egg, and mark the PCs as enemies, possibly seeking their assassination. The fey will reclaim their underbog, and if the PCs harmed any fey, then relations will be strained if not outright hostile. The PCs may find themselves the targets of several fey pranks for some time after the adventure.
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