Campaign Overview

Whispers of the Twilight Feywild

Welcome, bold adventurers, to a world where moonlight drips like honey and shadows conceal both enchantment and corruption. “Whispers of the Twilight Feywild” is a short but rich 5th Edition campaign that takes characters from the mortal threshold into the heart of planar intrigue. Starting at Moonlace Glade—a place where mortal footsteps fade among silvered grass and phosphorescent blooms—you’ll unravel riddles, brew fey elixirs, and earn the trust (or ire) of ancient guardians.

A glimmering archway, Feylight Arch, awaits activation: solve the mysteries of Silverwhisper Pool, reclaim an enchanted flute from Echoing Oak, and unlock the Twilight Stone Circle’s magic. Beyond lies Gloomvale Court, a twilight domain ruled by corrupted fey lords and Abyssal conspirators. Navigate deadly etiquette, break pernicious pacts, and rescue imprisoned emissaries or risk the Court’s thorns closing around you.

Hardened by intrigue, descend to the Shadowvault Citadel—an ominous fortress hovering above a void—where the Crown of Twilight sits on a skeletal throne. Will you purify its power or seize the diadem to control both Feywild and Abyss? Face archfey champions, demon heralds, and shifting halls of obsidian mirrors in a climactic duel of magic, wits, and steel.

Along your journey, side quests abound: gather mushrooms for a reclusive hermit, race pixies in riddle hunts, sabotage Abyssal artifact shipments, and rescue tormented spirits. Discover ten unique magic items—moon-touched amulets, whisper-soft cloaks, and components that shape the final ritual. Align (or oppose) three powerful factions: the noble Circle of Moonlace Guardians, the duplicitous Court of Twilight, and the infernal Abyssal Covenant. Each choice ripples across realms, offering moral dilemmas, perilous alliances, and unexpected betrayals.

Expect ever-shifting terrain, illusions that question your senses, and encounters ranging from blink dog ambushes to deadly wild surges. Puzzle-driven challenges in stone circles, mirrored halls, and living root bridges test both mind and mettle. Ultimately, you must decide the fate of two worlds: uphold the natural balance or let shadows reign.

Sharpen your wits, steel your resolve, and heed the fey’s whisper: in the Twilight Feywild, every secret has a price, and every promise could be your undoing. The moon beckons—will you answer?

Starting Location

Moonlace Glade

At the very edge of the mortal realm lies Moonlace Glade, a shimmering clearing bathed in pale moonlight and dappled starlit shadows. Here, the veil between worlds is at its thinnest. Glade winds carry distant laughter and distorted whispers that toy at one’s senses. Silvered blades of grass sway without breeze, and phosphorescent mushrooms glow in swirling patterns. Ancient trees form a living circle around a crystalline pool at the center—its mirrored surface warps reality and reveals glimpses of the Feywild on rare nights. Strange footprints—some too large to be human, others too small and slender—appear overnight, only to vanish by dawn. Moonlace Glade is both inviting and unsettling: flowers bloom in impossible colors, and the air smells of honeysuckle and ozone. Travelers who rest here may dream of fey revels or wake haunted by impossible riddles. Paths leading inward sometimes loop back unexpectedly, and voices of unseen beings whisper tantalizing bargains. This glade is a crossroads: those who brave its riddles can glimpse the Feywild, but risk drawing unwanted attention from both capricious fey lords and Abyssal forces seeking to twist its magic.

Secrets

  • A buried hollow root beneath Silverwhisper Pool holds a shard of ancient Fey key.
  • Echoing Oak’s hum accelerates if players play the hidden melody found in Harlene’s journal.
  • Twilight Stone Circle glyphs reveal a locked pit that houses an imprisoned fey seer.
  • Harlene’s secret door behind the cottage cellar leads to a mushroom-lit subterranean alchemy lab.
  • Feylight Arch’s keystone hides an Abyssal sigil—disturbing it draws a lesser demon.

Key Locations

Silverwhisper Pool

The Silverwhisper Pool sits at the glade’s heart, its glassy surface reflecting moon and stars even on cloudy nights. Bioluminescent algae swirl beneath its gently rippling waves, casting ethereal patterns on overhanging willows and strange bluebells. The pool is said to be a petrified tear of an ancient eladrin queen, forever weeping memories of lost love. By day, waters are perfectly still, revealing hidden runes at its bottom—runes that shift into new forms with each full moon. Captured moonlight refracts in dancing rainbows around the rim, and the air smells faintly of lilac and snow. Travelers who peer too long into its depths find themselves momentarily transported into a dreamlike vision of the Feywild; glimpses of twisted courts and laughing faeries flood the mind. But such visions are unpredictable: some see futures bright with wondrous discovery, others unimaginable horrors from the Abyssal realm. Locals whisper that drinking from the pool grants fleeting insight—at the perilous cost of inviting a fey’s attention.

Additional Notes

A prime location for introducing planar travel. DM can have shimmering mists rise to open a sanctum-style portal. Players who read runes (DC 15 Arcana) discover hints of the next main quest step.

Echoing Oak

Standing at the northern edge of Moonlace Glade, the Echoing Oak is a colossal tree whose hollow trunk amplifies every footstep and whisper. Its bark is mottled silver and emerald, and its gnarled limbs twist overhead in shapes that resemble reaching hands. At dusk, the Oak begins to hum softly—a low, melodic resonance that echoes across the clearing. If a character listens (DC 13 Perception), they can discern hidden messages woven into the hum: warnings from an unseen guardian or pleas from fey far below. Beneath its roots is a secret cavern hollowed by centuries of trickster faerie revelry, now home to mischievous pixies and satyr scouts. This grotto is lined with polished stones etched with forgotten fey runes that glow faintly when moonlight filters through cracks above. The Echoing Oak serves as a watchtower for Feywild spirits, a meeting point for emissaries of the Summer Court, and a portal—when the right song is played on a wooden flute—to the deeper Feywild forests. Many find the Oak enchanting; some are drawn to sleep beneath it and dream of impossible landscapes.

Additional Notes

If players sleep here, roll on a dream table. They may receive a cryptic vision leading to a side quest. Listening hum grants insight into the next main quest ritual.

Twilight Stone Circle

Weathered standing stones form a perfect circle on the eastern fringe of the glade. Each column stands ten feet tall, carved with interlocking vines and thorn motifs. A dusting of moss and lichen softens the carvings, but the magical energy pulsing through the stones remains potent. On nights of a waxing moon, silver light ignites the carved runes, and eldritch glyphs trace themselves between the stones, linking them in a glowing ring. Those daring enough to stand in the center during this phenomenon experience a surge of fey magic: transformations of voice, illusions dancing at the periphery, and distortions of time itself. Local rumor claims that in ancient times, the Summer and Winter Courts met here to exchange hostages and bargain for peace; one stone bears the shape of a broken crown as testament to a treaty shattered long ago. Beneath the central stone is a sealed pit rumored to contain a trapped fey noble—a bargaining chip from an age-old squabble. Several iron chains secure the capstone; removing them could unleash both blessing and curse.

Additional Notes

Use this location as a ritual site for main quest steps. Chains require Strength 15 to break; releasing the pit reveals a spirit who can grant a boon or hex.

Harlene’s Homestead

On the southern side of Moonlace Glade stands a small, moss-covered cottage known as Harlene’s Homestead. Its thatched roof droops with age, and its walls are half timbered with sprawling vines that bloom in moonlit flowers. The hermit Harlene Greenbriar, a retired fey-touched alchemist, lives here clutching a library of rare herbs and arcane tomes. Her front garden is overgrown with mandrake root, unicorn horn lichen, and midnight poppies—potent ingredients that shift in value by the hour. Inside, dusty shelves hold jars of glowing powder, bottled moonbeams, and tiny fey relics. Harlene herself is reclusive but curious; she may trade rare potions or offer cryptic advice in exchange for mortal curiosities—an act that often carries unforeseen consequences. Her stove perpetually bubbles with a silvery elixir said to cure curses or invite them. The cottage is surrounded by low fences of woven bramble; stepping inside without permission provokes biting thorns. Rumor has it that Harlene knows the true name of the Shadowvault Citadel’s lord, but she won’t speak it unless persuaded by kindness, gold, or a clever puzzle.

Additional Notes

Harlene can provide special potions or lore on Abyssal fey. She resists persuasion (DC 16 Persuasion) unless offered a unique herb.

Feylight Arch

The Feylight Arch is an impossibly graceful stone gateway at the western edge of the glade. Twisted filigree of silver and amethyst climbs its pillars, depicting dancing sprites and shadowy demons locked in eternal chase. A hovering motes of light swirl around its keystone, forming an ever-shifting portal when activated. The Arch hums with residual planar energy—its enchantment woven by an ancient eladrin artificer. To open the portal, one must play a specific tune on an enchanted reed flute (found in Echoing Oak’s grotto) and recite a fey rhyme. Once activated, the Arch dissolves into liquid moonlight, revealing a pathway into the Feywild—but only for a short span before snapping shut. The portal’s brief opening has lured many curious travelers in… and trapped a few forever beyond. Beneath each pillar is an inscription in Celestial warning of Abyssal corruption seeking to infiltrate the Feywild through mortal arrogance. The Arch stands as both promise and peril, beckoning only those brave or foolish enough to cross its threshold.

Additional Notes

Portal remains open for 1d4+1 rounds. DM can introduce a time-pressure mechanic. The flute tune must be performed correctly (DC 17 Performance) or trigger an Abyssal incursion.

Court of Gloomvale

Beyond Feylight Arch’s shimmering threshold lies Gloomvale, a region draped in perpetual twilight. The sky is a bruised purple, and pale moonlight filters through twisted trees whose leaves drip black ichor. Gloomvale Court presides over this domain: a council of corrupted fey nobles who succumbed to Abyssal promises of power. Marble spires carved with thorn motifs rise from mist-shrouded pools, and floating lanterns cast long, ominous shadows. Murky canals wind between palatial gardens where flowers bloom in deathly hues. Statues of ancient fey heroes stand defaced, their eyes replaced with obsidian gems that track intruders. The air is thick with the scent of decay and sweet rot; whispers of betrayal swirl like ash. Here, court etiquette is deadly: one misstep or faux pas can summon an Abyssal envoy to drag the offender into an endless nightmare. Mortals who enter must adopt masks of courtesy and master the court’s riddling etiquette or be torn apart by courtiers seeking sport. Magic is unpredictable: beneficial spells may bloom into curses, and illusions can warp reality. Gloomvale is a study in contrasts—beauty marred by corruption, laughter laced with malice, and the promise of arcane secrets tempered by the threat of eternal damnation.

Secrets

  • A hidden alcove beneath Hall of Thorns contains the Abyssal envoy’s sealed letter.
  • A mirror in Ebony Pavilion reverses enchantments if its riddle is solved.
  • One catacomb chamber holds a trapped Summer Court emissary who can grant aid.

Key Locations

Hall of Thorns

The Hall of Thorns is Gloomvale’s central audience chamber, its vaulted ceiling of interlaced black vines dripping crimson sap. Thorn-shaped pillars loom like sentries, and the floor is paved with polished obsidian tiles inlaid with silver tragic verses. At the far end sits the Ebony Throne, carved from a single colossal rosewood trunk and inlaid with Abyssal runes that pulse faintly. Royally dressed fey nobles observe from side balconies, their laughter echoing like snapping twigs. Any who approach the throne must bow deeply and recite a stylized greeting in Infernal and Sylvan. One mispronounced syllable or inappropriate flourish can trigger hidden arrow traps set into the walls, or worse, animate the thorns to constrict and impale. Despite its dangers, the hall contains a carved map of the Abyssal alignment beneath Gloomvale—a resource for those brave enough to decipher it. A secret lever disguised as a rose petal opens a hidden corridor leading to the Ebony Pavillion.

Additional Notes

Use trap glyphs (DC 16 Investigation to find). Bowing and invocation require DC 17 Performance to avoid traps.

Ebony Pavillion

A crescent-shaped veranda built over a foul canal, the Ebony Pavilion’s floor is suspended by root-like pillars that drip corrosive ichor. Long ebony drapes flutter overhead in a wind no one feels. At its center stands a marble brazier burning with purplish flames that cast eerie reflections in the water below. Courtly gatherings occur here under twisted lanterns shaped like snarling beasts. Guests who breathe the brazier’s fumes become susceptible to enchantment—DC 15 Wisdom saving throw or fall under the sway of the court’s barbed compliments. The pavilion floor hides hidden compartments for smuggled poisons and folded contracts. A concealed whispering gallery beneath the platform amplifies secrets spoken in confidence to all corners of the court. A hidden hatch under the brazier leads down to the Shattered Fountain’s catacombs.

Additional Notes

Encounters here can involve aura-based enchantments. Ensure the party contends with Chain Whip Vine traps and illusions.

Shattered Fountain

This trough once spouted silver water that granted visions of future glories. Now it lies shattered, cracked stones jutting upward like broken teeth. Black water pools in its recesses, shimmering with twisted reflections of those who peer into it. Corrupted water sprites—eyeless and gleaming—haunt the fountain, attacking intruders with venomous laughter. The pool contains the drowned journal of an exiled courtier, revealing vital secrets: locations of hidden Abyssal vaults and a ritual to cleanse or further taint the court. The fountain’s shattered edges conceal altars to abyssal entities; inserting a token of the court’s cruelty—like a thorn from the Hall of Thorns—momentarily restores its original power. The catacombs beneath weave toward the Obsidian Ballroom, with side passages leading to imprisoned fey.

Additional Notes

Journal is written in Ancient Sylvan (DC 15 Arcana to read). Water sprites use water whip attacks; ambush from behind broken stone.

Shadowvault Citadel

Beyond the corrupted courts and twilight gardens lies the Shadowvault Citadel—an ancient fortress suspended between Feywild and Abyssal realms. Black basalt walls are etched with writhing runes, and purple lightning arcs across its battlements. The citadel floats above a void of swirling mists, connected to the ground by living root-spires that pulse like veins. Inside, grand halls gleam with obsidian mirrors and blood-red banners bearing the symbol of an unholy crown. Abyssal air crackles with malevolent energy: laughter, screams, and faerie music echo through infinite corridors. The Inner Sanctum houses the Crown of Twilight, a diadem that channels both Summer and Winter Court magics infused with Abyssal power. Only by uniting corrupt and pure fey relics can one cleanse or control it. The citadel’s inhabitants include twisted archfey, demon heralds, and mortal thralls bound by iron sigils. Dark fountains brim with tears of banished spirits, and trapped phantasms roam the halls seeking release. Every corridor shifts and rearranges itself when unobserved; maps are useless unless magically enchanted. The final confrontation awaits in the Throne Hall—where the Diadem is seated upon a skeletal king, and the fate of two realms hinges on mortal will.

Secrets

  • One column’s control panel hides an inscription revealing how to cleanse rather than corrupt the crown.
  • Blood used to summon the skeletal king is a component of the final cleansing ritual.
  • The vault’s floor tiles shift to trap intruders unless they step in the pattern mirror-reflected in the Hall of Reflected Vows.

Key Locations

Outer Root-Spire Bridge

Living root-spires reach skyward from the void, braided together to form narrow bridges. Each step vibrates as if the fortress itself pulses underfoot. Odd blooms—black roses with blood-red petals—line the edges. Passing cracks the roots, triggering rallies of Abyssal gargoyle watchers perched on gargantuan thorns. The bridges retract unpredictably, separating allies if not careful. Roots exude hallucinogenic spores—Con DC 14 or see fleeting illusions of past battles.

Additional Notes

Time pressures: roots retract 1 foot per round when a horn sounds. Gargoyles patrol in pairs.

Hall of Reflected Vows

A cavernous hall lined with tall obsidian mirrors, each reflecting a twisted version of the viewer. Some mirrors display one’s darkest fears; others show potential futures. Spells cast in the hall can become permanent if they interact with a mirror—fire spells may burn a reflection to ash, binding it to the caster. At the hall’s far end is a blood-slick dais supporting a glass sarcophagus containing the skeletal king of twilight. Breaking the glass summons a shade (use wraith stats) who challenges intruders to duels of honor.

Additional Notes

Encourage roleplay: each PC faces a personal vision. Wraith can be negotiated with knowledge of the crown’s secret.

Crown Vault Inner Sanctum

A circular chamber carved from voidstone, lit by swirling violet auras. At its center rests the Crown of Twilight on a rune-etched pedestal. Four Abyssal columns overhead drain planar energy into the diadem. Trapped spirits swirl in ghostly chains around the room’s edge, and a massive Abyssal archfey stands guard, staff crackling with shadow lightning. To claim the crown, adventurers must disable or reorient the columns (DC 17 Arcana) and withstand an aura of despair (Wis DC 16 save). If done correctly, the crown’s magic purifies the citadel; if botched, it explodes in a wave of destructive energy.

Additional Notes

Coordinate multi-step puzzle under combat. Column controls are on opposite sides—requires teamwork.

NPCs in Moonlace Glade

Aiofe Moonshadow

An eladrin druid whose eyes shimmer like moonbeams, clad in robes of shifting seasons.

Role: Guide and quest giver Other Details: Knows ancient Feywild pathways; harbors guilt for unleashing Abyssal taint.

Bramblethorn Sprig

A bright-eyed pixie scout, armed with a tiny crossbow and endless mischievous energy.

Role: Messenger and trickster Other Details: Offers cryptic hints in exchange for sweets and riddles.

Warden Thornwick

A stern dryad guardian bound to the Echoing Oak, skin mottled with bark and vines.

Role: Protector of the glade Other Details: Will aid against Abyssal intruders but mistrusts mortals.

Elder Rowan

An aged human seer whose staff holds a trapped moonlit shard.

Role: Seer and lore-keeper Other Details: Foresees pieces of the main quest; deals in visions for coin.

Aluvar the Hedgeknight

A planar knight wearing battered armor etched with fey and infernal runes.

Role: Ally in combat Other Details: Sworn to defend portals; seeks redemption for past treachery.

NPCs in Court of Gloomvale

Lady Caelmara Duskthorn

A Winter Court noble bound to Abyssal pacts; elegant cruelty drips from her every word.

Role: Primary antagonist in Gloomvale Other Details: Seeks to tear the veil between Feywild and Abyss.

Lord Ilanthir Sunspire

A broken Summer Court paladin turned court insider, eyes hollow and haunted.

Role: Potential ally if freed from corruption Other Details: Harbors remorse; clues to final ritual.

Marissa Chainwhisper

A cunning imp scribe disguised as a court clerk, tail flicking with delight.

Role: Information broker Other Details: Trades secrets for obsidian gems.

Sablethorn Sentinel

A towering armored satyr whose halberd pulses with Abyssal energy.

Role: Guard and enforcer Other Details: Patrols the perimeter, immune to charm spells.

Feyla Nighthollow

A wistful sprite who escaped corruption and hides among shadows.

Role: Rebel contact Other Details: Offers map of secret tunnels if convinced.

NPCs in Shadowvault Citadel

Archfey Umbraxis

An Abyssal-tinged archfey, gaunt and regal, eyes glowing violet.

Role: Final boss Other Details: Fueled by crown’s power; vulnerable to combined Summer & Winter magics.

Shade of the King

The skeletal shade of the long-dead fey monarch, bound to defend his crown.

Role: Midboss and moral test Other Details: Can be bargained with through truthfulness.

Demon Herald Saraziel

A horned envoy flanked by burnished cuirass and wicked glaives.

Role: Enemy lieutenant Other Details: Commands Abyssal thralls; blesses crown with demonic wards.

Lirael Starbloom

A spirit of the Summer Court trapped in chains, her voice like spring breeze.

Role: Allied ghost Other Details: Offers guidance on restoring crown’s purity if freed.

Captain Vaermoth

A tiefling defector guarding the Inner Sanctum’s rear entrance.

Role: Potential ally or foe Other Details: Swears loyalty to the one who claims the crown.

Factions

Circle of Moonlace Guardians

Circle of Moonlace Guardians is a coalition of mortals, elves, and fey druids dedicated to protecting the boundary between the Material Plane and the Feywild. They maintain sacred groves like Moonlace Glade, ward off Abyssal incursions, and preserve ancient knowledge of plane-crossing rituals. Members swear oaths beneath full moons and exchange secrets through coded songs passed down generations. Revered by some fey and feared by devilish entities, the Circle acts as impartial stewards of balance.

Goals

  • Safeguard planar gates
  • Research forgotten Feywild lore
  • Prevent Abyssal corruption from spreading

Relationships

With Other Factions
Allied with Summer Court envoys who respect balance; opposed by Abyssal Covenant due to conflicting aims.
With Players
They provide support, minor quests, and vital lore, viewing the party as prodigious recruits or unreliable outsiders depending on choices.

Court of Twilight

Court of Twilight comprises corrupted fey nobles who rule over Gloomvale. Once noble Summer and Winter houses, they fell to promises of might in exchange for clearing realms of mortal interference. Their palatial spires host cruel dances and tyrannical councils. While they enjoy coaxing mortals into Abyssal bargains, a faction within yearns secretly for redemption. The Court exerts subtle influence across the Feywild, manipulating planar currents to sow discord.

Goals

  • Strengthen Abyssal pacts for ultimate planar dominance
  • Maintain façade of diplomatic civility
  • Expand shadow-tinged territories

Relationships

With Other Factions
Acknowledge Moonlace Guardians as enemies; uneasy rivalry with the Moonlace Guardians and suspicion of the Abyssal Covenant’s motives.
With Players
They see the party as either pawns to exploit or threats to eliminate—trust is scarce.

Abyssal Covenant

Abyssal Covenant is an infernal alliance of demons, devils, and corrupted fey plotting to fuse the Abyss with the Feywild. They traffic in forbidden magics, broker soul-binding contracts, and place agents in courts and mortal enclaves. Their true leadership resides in Shadowvault Citadel, where eldritch experiments twist reality. Covenant agents spread misinformation to discredit guardians and weaken planar wards.

Goals

  • Establish a permanent rift between Feywild and Abyss
  • Harvest soul-energy from fey and mortals
  • Corrupt powerful relics for ritual use

Relationships

With Other Factions
Openly hostile to the Circle of Moonlace Guardians and in covert alliance with corrupt members of Court of Twilight.
With Players
They may offer dark bargains, tempting the party with power or secrets at a terrible price. Some agents might be convinced to betray their masters if outmaneuvered.

Main Questline

The Faerie’s Call

Given by: Aiofe Moonshadow

Aiofe Moonshadow summons the heroes to Silverwhisper Pool after sensing a disturbance in planar currents. She tasks them with discovering how to activate Feylight Arch, enabling safe passage into the Feywild. They must locate an enchanted reed flute hidden beneath Echoing Oak’s roots and decode the riddle at the Twilight Stone Circle. Abyssal spores drift in the glade, threatening innocent fey if left unchecked.

Goals

Retrieve the reed flute, solve the Twilight stone riddle, and open the portal.

Reward

• 500 XP • Moonlace Amulet (magical compass to Fey light)

Secrets

  • Aiofe’s staff conceals a hidden map to Gloomvale.
  • Flute reeds grow only in a hazardous fungal cluster by Harlene’s cottage.

DM Notes

Manage time pressure: spores poison at end of round 6. Fungal hazards require careful exploration.

Court of Gloomvale

Given by: Warden Thornwick

Entering the Feywild, the party is summoned to aid Warden Thornwick in Gloomvale Court. Corruption has hardened the nobles, and Abyssal pacts threaten the balance of seasons. The heroes must navigate courtly etiquette, earn an audience with Lady Caelmara Duskthorn, and uncover evidence of her treachery in the Hall of Thorns. Each misstep risks traps, enchantments, or Ambassadors of Shadow interfering.

Goals

Acquire proof of Caelmara’s Abyssal pact without drawing attention.

Reward

• 1,200 XP • Thornkissed Blade (magical shortsword, +1 to hit, deals necrotic burst once per day)

Secrets

  • Lady Caelmara’s wine is spiked with madness-inducing venom.
  • A hidden passage under Ebony Pavilion leads to the Shattered Fountain.

DM Notes

Use social skill challenges (DC 16) and traps. Balance roleplay with stealth segments.

Abyssal Intrusion

Given by: Aluvar the Hedgeknight

Following proof of corruption, Aluvar directs the party to disrupt an Abyssal ritual in the Shattered Fountain’s catacombs. Demonic gargoyles and corrupted water sprites guard a ritual altar. The heroes must halt the summoning by destroying the Abyssal catalyst—a black rose grown from the fountain’s roots—and retrieve a vial of chilled onyx fluid as evidence.

Goals

Stop the ritual, defeat guardians, and secure the onyx vial.

Reward

• 1,500 XP • Court’s Whisper Cloak (advantage on Stealth checks in Feywild)

Secrets

  • Catalyst removal awakens a bound Summer Court spirit.
  • Vial fluid can weaken the Crown of Twilight’s aura.

DM Notes

Combat-heavy. Use water-based environmental hazards (slippery floors, flooding chambers).

Siege of Shadowvault

Given by: Elder Rowan

With evidence in hand, Elder Rowan reveals how to breach Shadowvault Citadel’s defenses. The party must ascend the living root bridges, avoid Abyssal patrols, and disable two outer ward columns to force open the citadel gates. Rowan’s ritual requires a silver-infused relic recovered from Harlene, forcing a return trip to Moonlace Glade if lost.

Goals

Disable two ward columns, open the main gate, and enter the citadel.

Reward

• 2,000 XP • Shadowvault Key (opens Inner Sanctum door)

Secrets

  • Root patterns shift every dawn, requiring updated warding spells.
  • Abyssal patrol schedules reveal a calm window for entry.

DM Notes

Include puzzle elements for ward columns and time the assault to avoid overwhelming forces.

Crown of Twilight

Given by: Shade of the King

In the Inner Sanctum, the skeletal Shade challenges the party to claim or purify the Crown of Twilight. To win, heroes must realign four Abyssal columns (DC 17 Arcana) and use the onyx fluid to cleanse the diadem. As they work, Archfey Umbraxis and Demon Herald Saraziel attack. The ritual requires coordinated skill checks and protection spells while fending off powerful foes.

Goals

Realign columns, purify the crown, and defeat Umbraxis and Saraziel.

Reward

• 3,000 XP • Crown of Twilight (quest artifact; grants planar warding, see DM notes)

Secrets

  • One column’s runes mask a fail-safe: disrupting it prematurely detonates wards.
  • Shade offers an alternate ritual if the onyx fluid is lost.

DM Notes

Complex multi-stage final encounter. Encourage teamwork; allow creative use of magic items.

Side Quests in Moonlace Glade

Mushrooms for Harlene

Given by: Harlene Greenbriar

Harlene needs rare midnight poppies that bloom only on the moon’s nadir. She tasks the party with venturing into the mossy hollow beneath her cottage to cultivate fresh blossoms. The mushrooms glow and shift unpredictably; a misstep could cause a hallucinogenic cloud or summon unwelcome vermin. Success yields extractions for potent elixirs, but failure may unleash chaotic spores into the glade.

Goals

Collect three mature midnight poppies without triggering the hallucinogenic spores.

Reward

• Potion of Moonfire (advantage on one spell attack) • 150 GP worth of alchemical reagents

Secrets

  • A hidden fungus tunnel branches toward Feylight Arch.
  • A ghostly whisper warns of a sleeping myconid lord beneath the hollow.

DM Notes

Use fungus-themed hazards: poison spores (Con DC 13), difficult terrain from fungal mats.

Pixie’s Riddle Race

Given by: Bramblethorn Sprig

Bramblethorn challenges adventurers to a riddle-based scavenger hunt across the glade. Five runic stones are hidden among key locations; each reveals a clue to the next when answered correctly. The first to solve all riddles wins a rare pixie charm. Outsmarting the pixie grants additional clues, but losing means a prank: temporary invisibility that won’t let them speak aloud for an hour.

Goals

Find all five runic stones and solve their riddles before the pixie.

Reward

• Pixie Charm (small bonus to Stealth or Deception) • 75 XP

Secrets

  • One stone is hidden inside the Twilight Stone Circle’s sealed pit.
  • Failure unlocks a trap that summons a swarm of knockers.

DM Notes

Prepare five custom riddles. Each correct answer grants one clue; wrong answers trigger minor illusions.

Echo Hunt

Given by: Warden Thornwick

The Echoing Oak’s resonance has become distorted by Abyssal interference. Thornwick asks the party to journey into the subterranean grotto, find and cleanse three corrupted fey echoes, and restore harmony. Each echo manifests as a phantom creature warped by Abyssal taint. Putting them to rest requires both martial might and a cleansing ritual using herbal incense.

Goals

Defeat three corrupted echoes and perform the cleansing ritual at the oak’s roots.

Reward

• Dryad’s Bark Shield (grants +1 AC) • 200 XP

Secrets

  • A hidden chamber holds an Abyssal spore bomb ready to detonate.
  • One echo whisper hints to the location of the Feylight Arch tune.

DM Notes

Use specter stats with poison attacks. Ritual requires 10 minutes and DC 14 Nature check.

Stone Circle Forlorn

Given by: Elder Rowan

Rowan senses a fading spirit trapped beneath the Twilight Stone Circle’s capstone. He needs strong arms to break the sealing chains, a scholar to translate the spirit’s lament, and compassion to free it. The spirit may reward the party with a boon, but angering it can trigger a violent poltergeist outburst.

Goals

Break the chains, communicate with the spirit (DC 15 History), and release it gently.

Reward

• Spirit’s Touch (once per day, cast Spare the Dying) • 100 XP

Secrets

  • The spirit’s name is the key to opening the Feylight Arch permanently.
  • The chains are wards bound to an Abyssal contract written nearby.

DM Notes

Use poltergeist stats; offer interaction over combat for full reward.

Knight’s Lost Edict

Given by: Aluvar the Hedgeknight

Aluvar’s former squire was lost in the woods carrying an important edict from the Moonlace Guardians. The document details plans to seal the Feylight Arch indefinitely. Recover the parchment before Abyssal spies find it. It’s rumored that a band of goblins or imps stole it and fled into the brush.

Goals

Locate the goblin camp, recover the edict, and return it to Aluvar before sunrise.

Reward

• Knight’s Oath Ring (+1 bonus to Charisma checks with planar beings) • 125 XP

Secrets

  • The edict is hidden inside a goblin warlord’s crown.
  • Imps plan to hand the edict to an Abyssal envoy at dawn.

DM Notes

Goblins + two imps. Use stealth or social approach to avoid full-scale battle.

Side Quests in Court of Gloomvale

Rescue the Emissary

Given by: Feyla Nighthollow

Feyla begs the party to infiltrate Gloomvale’s lower catacombs and free a kidnapped Summer Court emissary. The emissary holds crucial knowledge of Abyssal rituals that can cleanse Gloomvale Court. They’re chained behind a warded door and watched by Abyssal gargoyles. Timing and stealth are paramount—alarms will bring reinforcements swiftly.

Goals

Free the emissary without raising the alarm.

Reward

• Emissary’s Blessing (+1 to saving throws vs. enchantment) • 300 XP

Secrets

  • Emissary hides a concealed dagger etched with planar runes.
  • Key to their chains is disguised as a court signet ring.

DM Notes

Use gargoyle stats; alarms bring two additional sentinels after 2 rounds.

Spoil the Spoils

Given by: Marissa Chainwhisper

Marissa offers to pay the party obsidian gems if they sabotage a shipment of Abyssal artifacts en route to the Hall of Thorns. The caravan travels canal barges guarded by animated armor and impish crew. If intercepted, the artifacts could be destroyed or replaced with fakes, disrupting Lady Caelmara’s power source.

Goals

Seize or ruin the artifacts without destroying the evidence of the envoy’s presence.

Reward

• 4 Obsidian Gems (500 GP total) • 200 XP

Secrets

  • One artifact contains a trapped Abyssal servitor that can be released or bound.
  • Crew manifest reveals a hidden passenger: an Abyssal envoy.

DM Notes

Barge fight with animated armors (AC 18) and deck hazards: slippery surfaces.

Side Quests in Shadowvault Citadel

Echoes in the Void

Given by: Lirael Starbloom

Lirael pleads for release from the chains that bind her spirit. She requests the party find and scatter silver dust—her fragmented echo—across the Citadel’s void chasm. Each echo shard lies guarded by an Abyssal wisp in shadow niches. Releasing all four shards frees her, and she will lend her spectral bow in the final battle.

Goals

Collect all four echo shards and sprinkle silver dust at the chasm’s edge.

Reward

• Spectral Bow of Spring (+1 magical bow, deals extra radiant damage) • 400 XP

Secrets

  • One shard is hidden beneath the skeletal dais’s foundation.
  • Abyssal wisps can be pacified by playing the fey rhyme used at Feylight Arch.

DM Notes

Wisp uses will-o’-wisp stats; dust requires a DC 14 Sleight of Hand to sprinkle correctly.

Sabotage the Spires

Given by: Demon Herald Saraziel

Saraziel offers to spare the party’s lives if they disable two Abyssal columns powering the citadel’s wards. He will provide keys but expects them to kill the archfey afterward. Disabling columns weakens the citadel and creates an opening, but betraying Saraziel triggers his wrath. Moral complexity arises if the party considers his terms.

Goals

Disable both designated columns without triggering the ward explosion.

Reward

• 1,000 XP • Access token to the Vault’s rear entrance

Secrets

  • Columns reveal hidden glyphs when struck with consecrated steel.
  • Sabotage accelerates the crown’s corruption, making purging more difficult.

DM Notes

Columns require DC 16 Athletics to force open or DC 18 Thieves’ Tools to lockpick control panels.

Encounters

Blink Dog Ambush

Medium

Suggested Level: 3–5

A pack of blink dogs leaps from fey-touched shadows to test the party’s reflexes.

Creatures

  • 4 Blink Dogs

Terrain Features

  • Underbrush provides half cover
  • Pockets of magical mist grant invisibility (DC 13 Perception to see through)

Treasure

Moonlit Fang (component for Moonlace Amulet)

DM Notes

Scale dogs up to 6 for higher-level parties; use teleportation to flank.

Abyssal Dryad Corruption

Hard

Suggested Level: 4–6

At the Echoing Oak grotto, a dryad twisted by Abyssal taint attacks intruders.

Creatures

  • 1 Corrupted Dryad (use dryad with added poison thorns)
  • 2 Twig Blights

Terrain Features

  • Slippery fungi spores (Dex DC 12 save or prone)
  • Narrow root pathways (difficult terrain)

Treasure

Corrupted Sap Vial (ingredient for Court’s Whisper Cloak)

DM Notes

Encourage use of ranged attacks; DC 15 Nature check reveals corruption’s weakness.

Feywild Wild Surge

Deadly

Suggested Level: 5–7

A random magical surge warps reality: gravity shifts, creatures glow, spells behave oddly.

Creatures

  • 2 Quicklings
  • 3 Sprite Archers

Terrain Features

  • Floating platforms rearrange each round
  • Shifting light patterns create illusions

Treasure

Spark of Fey Chaos (quest component)

DM Notes

Use Wild Magic Surge table for environmental effects; rotate platforms unpredictably.

Mirror Maze Duel

Medium

Suggested Level: 6–8

In the Hall of Reflected Vows, enchanted mirrors create illusion doubles of the party.

Creatures

  • Party’s Illusionary Doubles (use specter stats)

Terrain Features

  • Obsidian mirror walls (reflect spells)
  • Corridors shift if not observed (Int DC 14 to track)

Treasure

Fragmented Mirror Shard (key to final puzzle)

DM Notes

Encourage creative solutions: shattering mirrors can dispel illusions.

Archfey and Demon Clash

Deadly

Suggested Level: 7–9

Final approach to the Crown Vault: Archfey Umbraxis duels Demon Herald Saraziel, drawing both into mortal conflict.

Creatures

  • 1 Archfey Umbraxis (use custom Archfey stats)
  • 1 Demon Herald Saraziel (use barbed devil stats)

Terrain Features

  • Cracked voidstone floor (Dex DC 15 else fall into mist)
  • Columns pulsing with auras of despair

Treasure

Abyssal Ember (component to cleanse crown)

DM Notes

Adjust HP and resistances per party level; dynamic terrain hazards keep combat tense.

Magic Items

Moonlace Amulet

Rare
A silver pendant containing a motley of moonlight and starlight. Guides wearer toward planar gates.

Location

Reward for The Faerie’s Call

Attunement

True—must spend 1 hour under moonlight

Silveroak Branch

Uncommon
A length of branch from the Echoing Oak that can cast Pass Without Trace once per day.

Location

Echoing Oak grotto

Attunement

False

Thornkissed Blade

Rare
A slim shortsword that bursts with necrotic thorns on critical hits, dealing extra 1d6 damage.

Location

Reward from Court of Gloomvale

Attunement

True—requires oath to protect fey

Court’s Whisper Cloak

Rare
A silken cloak that muffles sound and grants advantage on Stealth in Feywild woods.

Location

Reward for Abyssal Intrusion

Attunement

False

Gloomtear Gem

Uncommon
A black gemstone that sheds dim light; once per long rest can cast Darkness.

Location

Hidden alcove in Hall of Thorns

Attunement

False

Celestial Dew Jar

Rare
A vial that captures fey dew; when drunk restores 2d8+4 HP and removes one condition.

Location

Bramblethorn’s stash

Attunement

False

Shadowvault Key

Very Rare
A jagged iron key etched with Abyssal glyphs. Opens Inner Sanctum doors.

Location

Reward from Siege of Shadowvault

Attunement

True—must be inserted by three people together

Feywild Compass

Uncommon
A brass compass that always points toward nearest planar breach.

Location

Market of Spring Court (side quest)

Attunement

False

Light of Eon

Very Rare
A crystal orb that emits daylight on command and dispels magical darkness.

Location

Shattered Fountain ruins

Attunement

True—attune while overseeing a fey ritual

Crown of Twilight

Legendary
A diadem combining Summer and Winter Court essence with Abyssal power. Grants planar warding.

Location

Final reward of main quest line

Attunement

True—requires sacrifice of a fey relic

Player Characters

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