In Fey Hollow the veil between the mortal world and the fey realm has thinned, allowing elements from each domain to spill over into the other. Once inside the hollow, visitors are greeted with a magical landscape filled with sparkling streams, glowing flowers, and other wonders that are rarely seen in the mortal world.
1. Portal Grounds
This room has a grass-covered floor and lush plants with a massive tree stump in the middle. A portal to the previous level is located above the stump.
Flower Patch. When any character approaches the flower patch, a silver key with insect wings flies around the area. It can be caught with a successful DC 14 Dexterity (Acrobatics) check.
West Door. This wood door is unlocked.
North Door. This wood door is stuck. A successful DC 16 Strength (Athletics) check will open it.
East Door. This door is locked. It can be opened with the silver key or a successful DC 14 Dexterity (Thieves’ Tools) check.
2. Webbed Room
Webs cover the southern end of the room and crawl up the wall to holes in the 20-foot-high ceiling.
North Door. The door is unlocked but trapped. Opening the door triggers a jet of air to push the creature that opened the door into the webs unless a successful DC 14 Constitution saving throw is made. A successful DC 12 Dexterity (Thieves’ Tools) check can disarm the trap.
Ettercaps. Two hostile ettercaps are resting in the holes in the ceiling they are alerted if the trap is triggered, or the webs are disturbed.
Web. The area is difficult terrain and lightly obscures the area. A creature that enters the area or starts their turn in the web must make a DC 13 Dexterity saving throw or be restrained. Once restrained a creature can use an action to make a Strength saving throw to end the effect.
3. Bear Cave
Green and purple moss covers the floors and walls of this 15-foot tall cave. The sound of dripping water echoes throughout the chamber and the smell of wet fur fills the air.
Bears. Three brown bears wearing weathered and worn dresses are roaming about the room. They are aggressive towards anyone but Queen Fidhor. Each bear is a different size; Small, Medium, and Large but the rest of their statistics remain the same.
Skeletal Remains. A small humanoid skeleton with torn clothing resides near the pillar with a bowl near its feet. Strands of blond hair lay along the shoulders of the skeleton. A character that inspects the skeleton and succeeds on a DC 14 Wisdom (Medicine) check determines the creature was a young female halfling.
Bowl. The bowl at the feet of the skeleton has intricate golden filigree and is worth 35 gp.
West Door. This door is locked. It can be opened with the silver key or a successful DC 14 Dexterity (Thieves’ Tools) check.
East Door. This heavy metal door is locked. It can be opened with a successful DC 12 Dexterity (Thieves’ Tools) check.
Secret Door. A wide secret passage is hidden along the northern wall. A successful DC 14 Wisdom (Perception) check reveals the secret door. It can be slid open with a successful DC 15 Strength (Athletics) check.
4. Queen Fidhor’s Throne
This 20-foot tall room is dimly lit by braziers along the walls. The stone walls are carved with depictions of wildlife. Flecks of minerals within the stone reflect the warm light of the braziers. A tattered red and gold carpet extends from the southern wall to a large throne exquisitely carved from the trunk of a single redwood.
Queen Fidhor. A female ettin sits in the throne with a sack of coins next to her. Queen Fidhor is bored and is looking for a fight or to be entertained. A character or party that entertains her and succeeds on a DC 15 Charisma (Performance) check is rewarded with a sack of 100 gp and permitted to pass through the hall. Failing the check by 5 or more or choosing not to entertain Queen Fidhor results in her choosing to fight for entertainment.
Pillars. Queen Fidhor knows the pillars are for decoration and can topple one over as a bonus action. The pillar falls in a 10-foot long, 5-foot wide line. Each creature in the area must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) bludgeoning damage from falling debris.
Dresses. A pile of dresses of various sizes and colors is stacked up along the southern wall near the secret door.
Throne. A hidden compartment is located within the throne and can be discovered with a successful DC 14 Intelligence (Investigation) check. Within are two sacks, each holding 100 gp.
West Door. This unlocked heavy wood door is carved with a depiction of a bed of roses.
Northern Door. This pair of large stone doors are unlocked and require a successful DC 12 (Athletics) check to push open.
Secret Door. A secret door along the southern wall can be discovered with a successful DC 11 Wisdom (Perception) check.
5. Fairy Ring
The walls and ceiling of this room are blanketed by ivy sprouting white flowers that emit a dull pale glow. A wight and three zombies loom over a ring of vibrantly colored mushrooms in the grass, snatching helpless fairies from the air and popping them in their mouths.
Door. The unlocked wooden door is decorated with intricate leaf carvings.
Fairies. If the enemies are defeated the surviving fairies will grant their saviors dust of disappearance.
Mushrooms: Once per turn, when a creature steps on a space that contains a mushroom, it must roll a d4: 1 or 2, it gains advantage on the next attack attack roll it makes before the end of its next turn; 3, it gains 1d6 temporary hit points for the next minute; 4, it takes 2d4 poison damage.
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D23 March – Fey Hollow [37×28]
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