hawkeyefan
Legend
Command Performance
A D&D adventure for 1st level characters
Ignorant Bliss
Staged Takeover
Usual Suspects
Unfair Rap
Eldritch Wonder
Offensive Shibboleth
Background
The adventure takes place in Whimwillow, a town on the outskirts of a kingdom and near a great forest called the Verdant Span. The PCs should either be native to the town, or have some ties here. Whimwillow is a mostly human community, and members of other races are at times met with mistrust. The town is ruled by a Duke, and he is assisted by his sheriff.
The Verdant Span contains a Crossing to the Feywild. Long ago fey were abundant in the region, friends of the gnomes that founded Whimwillow. The arrival of mankind changed that, and the fey withdrew from the material world. This is ancient history, known to only a few as anything other than myth. Many gnomes still remain in the mostly human town, but they and other non-humans are treated at times as second class citizens, occasionally referred to as “dims”, a slur from old times.
Banderhobb is a satyr from the Feywild who has capriciously decided to reclaim the town. He’s crossed over from the Feywild with some dark allies, disguised as an acting troupe named Robin’s Goodfellows. They’ve been performing “The Fairy’s Kiss” in the local theater to sold-out crowds, earning a command performance from the duke.
The Mind of Mab
Thought to be a minor magical sculpture called Hellin’s Knot, this fist-sized sphere is made of tree roots, knotted together into a ball. To activate the item, a fey creature must hold it in both hands and speak the command word “Lanks” (an old derogatory term the fey used for humans). Upon activation, the roots writhe, and any human within 60 feet must make a saving throw or become charmed for one day. While charmed in this way, the creature is left in a state of bliss, unaware of anything other than the Mind of Mab.
The Adventure
The PCs are having lunch when they learn that their friend, the gnome Dimble Narewell, has been arrested for stealing Hellin’s Knot from the Duke’s castle. Dimble is a local conman, but he’s never been one for burglary.
Heading to the sheriff’s office, they find only one deputy on duty; everyone else is at the theater. The PCs will have to convince the deputy or otherwise coerce him into letting them see Dimble. Once they see him, he insists he didn’t commit the crime, and that the Moon Jacks, a minor thieves’ guild, have framed him. He believes that the embroidered handkerchief of his that was found on the scene had been planted by Nagan and Silas, two Moonjacks known for this kind of job.
The Moonjacks hang out at The Red Cap Room, a bawdy tavern. Nagan and Silas are there but won’t cooperate unless bribed. The PCs can try and reduce the amount with appropriate skill checks, or they must otherwise convince the criminals to cooperate. If a fight breaks out, several other Moonjacks jump in. Once defeated or bribed the criminals direct the PCs to the head actor of Robin’s Goodfellows. They explain that he wanted Hellin’s Knot for some reason and wanted someone else blamed.
If the PCs research Hellin’s Knot, they can go to Primley Prattlewright, a gnome sage familiar with Whimwillow’s history. Primley is old and lives on the outskirts of town, and is unaware of recent events. When he learns that Hellin’s Knot has been taken, he knows something dire is happening. He can tell the PCs the true nature of the object and the history of the conflict with the fey long ago. Primley gives each PC a bracelet made of cold iron, which he says will protect them from the Mind of Mab.
Arriving at the theater, they find the performance has begun and they’re not allowed in. They must overpower the guards and unlock the doors, or else find another way in. Banderhobb has left guards of his own at each entrance, and the PCs will need to deal with a group of fey in order to move further into the building.
The PCs find Banderhobb on stage, about to unveil The Mind of Mab on the audience, including the Duke and the sheriff. The other actors on stage are disguised fey and the PCs must defeat them and Banderhobb in order to save the town. Fortunately, the cold iron each of them has renders them immune to the Mind of Mab.
A D&D adventure for 1st level characters
Ignorant Bliss
Staged Takeover
Usual Suspects
Unfair Rap
Eldritch Wonder
Offensive Shibboleth
Background
The adventure takes place in Whimwillow, a town on the outskirts of a kingdom and near a great forest called the Verdant Span. The PCs should either be native to the town, or have some ties here. Whimwillow is a mostly human community, and members of other races are at times met with mistrust. The town is ruled by a Duke, and he is assisted by his sheriff.
The Verdant Span contains a Crossing to the Feywild. Long ago fey were abundant in the region, friends of the gnomes that founded Whimwillow. The arrival of mankind changed that, and the fey withdrew from the material world. This is ancient history, known to only a few as anything other than myth. Many gnomes still remain in the mostly human town, but they and other non-humans are treated at times as second class citizens, occasionally referred to as “dims”, a slur from old times.
Banderhobb is a satyr from the Feywild who has capriciously decided to reclaim the town. He’s crossed over from the Feywild with some dark allies, disguised as an acting troupe named Robin’s Goodfellows. They’ve been performing “The Fairy’s Kiss” in the local theater to sold-out crowds, earning a command performance from the duke.
The Mind of Mab
Thought to be a minor magical sculpture called Hellin’s Knot, this fist-sized sphere is made of tree roots, knotted together into a ball. To activate the item, a fey creature must hold it in both hands and speak the command word “Lanks” (an old derogatory term the fey used for humans). Upon activation, the roots writhe, and any human within 60 feet must make a saving throw or become charmed for one day. While charmed in this way, the creature is left in a state of bliss, unaware of anything other than the Mind of Mab.
The Adventure
The PCs are having lunch when they learn that their friend, the gnome Dimble Narewell, has been arrested for stealing Hellin’s Knot from the Duke’s castle. Dimble is a local conman, but he’s never been one for burglary.
Heading to the sheriff’s office, they find only one deputy on duty; everyone else is at the theater. The PCs will have to convince the deputy or otherwise coerce him into letting them see Dimble. Once they see him, he insists he didn’t commit the crime, and that the Moon Jacks, a minor thieves’ guild, have framed him. He believes that the embroidered handkerchief of his that was found on the scene had been planted by Nagan and Silas, two Moonjacks known for this kind of job.
The Moonjacks hang out at The Red Cap Room, a bawdy tavern. Nagan and Silas are there but won’t cooperate unless bribed. The PCs can try and reduce the amount with appropriate skill checks, or they must otherwise convince the criminals to cooperate. If a fight breaks out, several other Moonjacks jump in. Once defeated or bribed the criminals direct the PCs to the head actor of Robin’s Goodfellows. They explain that he wanted Hellin’s Knot for some reason and wanted someone else blamed.
If the PCs research Hellin’s Knot, they can go to Primley Prattlewright, a gnome sage familiar with Whimwillow’s history. Primley is old and lives on the outskirts of town, and is unaware of recent events. When he learns that Hellin’s Knot has been taken, he knows something dire is happening. He can tell the PCs the true nature of the object and the history of the conflict with the fey long ago. Primley gives each PC a bracelet made of cold iron, which he says will protect them from the Mind of Mab.
Arriving at the theater, they find the performance has begun and they’re not allowed in. They must overpower the guards and unlock the doors, or else find another way in. Banderhobb has left guards of his own at each entrance, and the PCs will need to deal with a group of fey in order to move further into the building.
The PCs find Banderhobb on stage, about to unveil The Mind of Mab on the audience, including the Duke and the sheriff. The other actors on stage are disguised fey and the PCs must defeat them and Banderhobb in order to save the town. Fortunately, the cold iron each of them has renders them immune to the Mind of Mab.