Encounter: Glen of the Fey Spirits

Description: As the party makes their way through the dense forest, the trees begin to thin out, and they notice a soft glow ahead. Stepping out of the dense canopy, they find themselves in an enchanting open glen bathed in twilight. The air is filled with the scent of wildflowers, and a gentle, melodic hum seems to resonate from the very ground.

Event: In the center of the glen, a small, crystal-clear pond reflects the moonlight. Surrounding the pond, delicate flowers bloom, and ethereal lights dance above the water’s surface. These lights soon reveal themselves to be tiny fey spirits, who flit around the party, curious and playful.

Challenge:

Fey Spirits (6): These fey creatures are mischievous but not inherently hostile. They delight in playing tricks on the adventurers, such as hiding their equipment or casting minor illusions to confuse them. If approached with respect and kindness, they might offer valuable information or aid.

  • HP: 10 each
  • AC: 15
  • Speed: 20 ft., fly 40 ft.
  • Abilities:
    • Illusion Magic: The fey can cast minor illusion at will.
    • Invisibility: The fey can become invisible as a bonus action.
    • Charm: The fey can attempt to charm a creature within 30 feet (DC 13 Wisdom save).

Interaction:

There are two possible outcomes depending on how the party reacts to the fey spirits.

Hostile Approach: If the party attempts to capture or harm the fey spirits, they will retaliate with illusions and charms, trying to drive the party out of the glen.

Friendly Approach: If the party engages with the spirits peacefully, offering food or gifts, the fey might share secrets of the forest, such as hidden paths, dangerous creatures, or even a buried treasure nearby in a hollowed-out tree trunk (see below).

Terrain Features:

  • Pond: The pond is magically enchanted; drinking its water restores 1d4 hit points.
  • Wildflowers: Picking the flowers releases a sweet fragrance that can either charm (DC 13 Wisdom save) or grant advantage on nature-related checks for the next hour.
  • Mystic Stones: Scattered around the glen are ancient stones inscribed with fey runes. Studying these runes (DC 15 Arcana check) can provide insight into fey magic and lore.

Aftermath:

Rewards: If the party befriends the fey spirits, they may receive a blessing that grants them protection (advantage on saving throws against being charmed or frightened) for the next 24 hours.

Consequences: If the encounter turns hostile, the fey might curse the party, causing minor misfortunes (disadvantage on ability checks) until the curse is lifted by a remove curse spell.

Appendix (Treasure):

DMs are free to give out whatever treasure they see fit for this encounter. But here’s an example of possible treasure hoard.

  1. Ancient Elven Dagger (+1)
    • Description: This intricately carved dagger is made of an unknown silver-like metal, with an emerald embedded in its hilt.
    • Properties: +1 to attack and damage rolls. It glows faintly when within 30 feet of a secret door or hidden passage.
  2. Ring of Moonlight
    • Description: A delicate silver ring with a moonstone that glows softly in the dark.
    • Properties: Once per long rest, the wearer can cast Moonbeam (spell save DC 15) without expending a spell slot.
  3. Gold Coins (50 gp)
  4. Scroll of Conjure Animals

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