6. Hag Pond
Two paths of moss-covered steps lead up to a den where two sea hags are dumping bags of salt into a small pond. They seem to be arguing about one of them not getting enough salt.
Doors. The west and southern doors to this room are made from reclaimed boat wood that smell of the ocean and are unlocked. The north door is made of compressed straw and is jammed shut.
Hags. The sea hags are impatient with intruders and likely hostile, but may be willing to strike some fey bargains if the players are able to help them build a salt water pond.
Stairs. The stairs are difficult terrain and require a successful DC 10 Strength (Athletics) check or DC 10 Dexterity (Acrobatics) check to avoid falling prone.
7. Maunt’s Berry Farm
The bushes in this room are laden with plump, juicy berries in a multitude of dark shades. The air is sweet with the scent of ripe fruit. A dryad, Maunt, is trying to fend off two owlbears that are eating all her berries. The owlbears are mostly ignoring her.
Berries. As an action, while adjacent to a bush, a creature can eat some berries to restore 1d8 hit points. If it tries to eat berries more than once in an hour, it becomes poisoned until the end of its next turn and does not restore hit points.
Doors. The doors to this room are made of thick packed straw and are jammed. They are easily dismantled or destroyed with fire.
Maunt. A dryad that calls one of the berry bushes in the room her home. She will help the players defeat the owlbears. If the players are able to defeat the owlbears or scare them off she’ll give the players a potion of hill giant strength and a potion of growth.
8. Cauldron Room
Dark glass shards litter the entrance of this room. A cauldron bubbles in the eastern section of the room heated from fires below the floor. The smell of a musky stew permeates the room.
Glass. Walking through the area will give disadvantage to Dexterity (Stealth) checks from the noise of the shards breaking.
Elementals. Four magmin and a magma mephit are in a space below the cauldron heating it. If they are alerted by a noise or the cauldron being disturbed, they will climb out and attack any non-fey creatures.
Cauldron. Five portions of a hearty stew of gamey meat boils away in the iron pot. Eating a portion restores 1d6 hit points. A blood-stained table in the alcove holds four dog bowls.
9. Death Dog Kennel
The dirt floor of this long chamber is dimly lit by lanterns and has a collection of bones near the north wall. Four two-headed death dogs at the eastern end of the room stand and begin growling at anybody that opens either door.
Death Dogs. The death dogs are hungry and expecting a meal. To pacify a death dog, provide a portion of the stew from room 8 or a piece of meat, which will keep it satisfied for 10 minutes per meal. They will attack if not fed.
Bones. Searching the bones will reveal 1d4 platinum coins and a decorative dog collar worth 25 gp.
West Door. The metal door is unlocked.
East Door. This metal door is locked. It can be opened with the silver key or a successful DC 14 Dexterity (Thieves’ Tools) check.
10. Giant’s Way
This large room is made of stone walls overgrown with moss and vines. The 20-foot ceiling is covered in an elaborate mural of giant hunters in hand-to-hand combat with large beasts. Braziers along the walls provide dim light.
Mural. The massive mural is both exhilarating and terrifying to look upon. The first time a creature enters the room, it must make a DC 14 Wisdom saving throw. On a successful save, the creature gains inspiration. On a failed save, the creature is frightened of giants. A frightened creature can repeat the saving throw after finishing a long rest, ending the effect on a successful save.
Northern Door. This heavy stone door is locked and has three metallic keyholes: bronze, silver, and gold, corresponding to the bronze crawling key, the silver flying key, and the golden jumping key. A character can spend 30 minutes to pick a lock with a successful DC 22 Dexterity (Thieves’ Tools) check. Inserting the correct key into its corresponding lock reduces the DC to pick the remaining locks by 2.
Western, Southern, and Eastern Doors. Each of these heavy doors is beautifully carved with ivy and branches. The doors are unlocked but require a successful DC 12 Strength (Athletics) check to push open due to their weight.
11. Queen Fidhor’s Bedroom
This room is filled with oversized furniture and adorned with hides and furs. The walls are made of stone and dirt. A bed covered in furs rests against the eastern wall and a large marble tub sits in an alcove to the north. A table and chair reside in the alcove to the south.
Minions. Two bugbears are tending to chores in this room while Queen Fidhor’s pet giant boar rests at the foot of her bed. They immediately attack any intruders.
Chest. This large chest is locked and can be picked with a successful DC 14 Dexterity (Thieves’ Tools) check. The chest contains 2000 silver pieces.
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 is hidden against the south wall beneath some hides. A successful DC 14 Wisdom (Perception) check reveals a slight breeze leading to a passageway. Queen Fidhor and her minions are unaware of this secret door.
12. Harpy Revelry
Light flickers from a large bonfire atop a raised marble platform. Dancing shadows are cast about the room accompanied by singing and laughter.
Doors. All of the doors are made of metal and are unlocked on this side.
Flower Patch. Close inspection reveals humanoid remains hidden among the flowers.
Harpies and Satyrs. Two harpies and four satyrs are prodding the revelers along. They invite newcomers to join the revelers, offering food and wine. The harpies use Luring Song on anybody attempting to leave.
Revelers. A human, dwarf, and halfling are dancing in a circle around the bonfire. Each of them wears a laurel of flowers. They look haggard, as if they’ve been dancing for quite awhile, under the thrall of the harpies.
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D23 March – Week 2 – Fey Hollow [44×41]