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THE FETID REVEL

USING THE ADVENTURE

STORY HOOKS

FETID REVEL STORY HOOKS


D8 Story Hook
1 A curious fey merchant has offered a big reward for anyone
willing to bring back Dampshade and Frogbeak from the
nearby forest.
2 A young child has been cursed, and only Frogbeak can be
used to break it.
3 A fairy wedding party has been poisoned. Only an antidote
made from the combination of the rare mushrooms can
cure that many creatures in time.
4 A stranger mentions the nearby woods are full of
mushrooms with strange properties.
5 A character in the party has recurring dreams about a field
of mushrooms within a deep forest accompanied by
haunting music.
6 Raiders have begun using arrows dipped in a deadly
poison, and local residents are dumbfounded on how to
counteract it.
7 The party has been hired to complete an assassination, and
Dampshade is the only type of poison the target cannot
detect using magic.
8 Given their rarity, these mushrooms make an excellent
offering to the powerful Fey that roam this plane.

1
BEGINNING THE ADVENTURE 1. THE ENTRYWAY
As you approach the flickering light, your view is still largely
obstructed by trees. As you approach, you enter a small
opening that allows you a better view of the source of the
music and firelight—a revel appears to be in full swing.

APPROACHING THE REVEL

As you move through the dense forest, the breaks between the
trees overhead shrink until the sky is no longer visible. While dim
light seeps in, it is impossible to tell if it is day or night. In the
distance, you see flickering lights and hear festive lute music.

2
2. THE BONFIRE

As you step into the clearing, you are greeted by a roaring bonfire
and loud, festive music. An enormous minotaur with flowers
adorning his horns skips around the bonfire. Two humans—one in
a priest’s robes and the other dressed as a hunter—dance nearby.
You see a small satyr perched on a large barrel playing the lute.

3. THE MUSHROOM GARDEN


4. THE CAMPSITE
Leaving behind the bright light of the campfire, your eyes adjust to
the dim glow before you. As you step into this corner of the Stepping away from the bonfire, you move into a dimly lit
clearing, your eyes are drawn to a field of pink and purple corner of the encampment. Behind a line of trees that
mushrooms faintly glowing in the dim light. obscured the campfire, you discover a few crates and a single
bedroll on the ground. The area is lit by a few candles.

CONFRONTATION

As you return to the campfire, you are struck by the total


silence that has replaced the music and boisterous dancing.
The revelers now stand silently watching you as you return.

3
AFTERMATH

COMBAT

Medium fey, lawful evil


Spellcasting. Zakou is a 2nd-level spellcaster. his spellcasting ability is
Armor Class 14 (Leather Armor) Charisma (spell save DC 12, +4 to hit with spell attacks). He has the
Hit Points 31 (7d8) following spells prepared:
Speed 40 ft. Cantrips (at will): chill touch, dancing lights, sapping sting
1st level (3 slots): cause fear, sleep, ray of sickness
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 12 (+1) 10 (+0) 16 (+3)
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 +
Skills Perception +2, Performance +6, Stealth +5 1) bludgeoning damage.
Senses darkvision 60 ft., passive Perception 12 Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft. one target. Hit: 6
Languages Common, Sylvan (1d6 +3) piercing damage.
Challenge 1 (200 XP)
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Magic Resistance. Zakou has advantage on saving throws against spells
and other magical effects.
Bardic Inspiration. Using a bonus action, Zakou can inspire the
undead. This grants the creature a d6 Bardic Inspiration die. The creature
can roll this die and add it to an attack roll, saving throw, or ability check.
Zakou can use this feature four times and regains expended uses upon a
short rest. A creature may not have more than one Inspiration Die at a
time.

4
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