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Time For Pleasantries - A Pointy Hat Fae Adventure

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0% found this document useful (0 votes)
4 views18 pages

Time For Pleasantries - A Pointy Hat Fae Adventure

Uploaded by

darioruizroberto
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

17/4/24, 12:59 Time for Pleasantries - A Pointy Hat Fae Adventure

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Time for Pleasantries - A Pointy Hat Fae Adventure Actualizado automáticamente cada 5 minutos

PLAYTEST CONTENT
Hello! This is Playtest Content! As such, it might change in time,
this is not a final release. There’ll be channels to give feedback on
this article and future articles soon!

DISCLAIMER: This material is protected under the copyright laws


of the United States of America. Any reproduction or unauthorized
use of the material or artwork contained herein is prohibited without
the express written permission of its author.
This product is a work of fiction.

Time for Pleasantries


A Pointy Hat Fae Adventure

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Running the Adventure


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Introduction:
Time for Pleasantries - A Pointy Hat Fae Adventure Actualizado automáticamente cada 5 minutos

Welcome to Time for Pleasantries, an adventure about the Plane of


Faerie! If you’ve watched the video, you know what this is all about --
people and children have gone missing from their village, and it’s up
to the players to track their captors back to Faerie and figure out what
to do with them. Will they bring the villagers back to the difficult lives
the fae had saved them from, or will they condemn the pleasantries’
victims to a life asleep and unaware?

On a more personal note, I want to say thank you to everyone that


has made this possible, and by this, I mean both this adventure and
Pointy Hat as it is today. Thank you first to all of you who have
watched my videos and enjoyed my work, which has literally made it
possible for this adventure and everything I’ve produced to actually
exist. Thank you to Bia, my video editor, for her incredible work
making the videos what they are. Thank you to Fey for their help with
additional sketches that bring our videos to a whole new level. Thank
you to Briar, the editor of all of my content and the co-author of this
adventure. And thank you to Dungeon Dad, for his cameo and the
incredibly cool creature and encounter he’s made specifically for this
adventure. Credits for all involved will be at the end of this adventure!

Adventure Guide:
In order to help you run this game smoothly, the adventure is
organized into five main sections:
● Faerie Tales: The players’ suggested path through the
adventure, separated by location. You can also find
information on Renata, the key NPC, here.
● The Shallows: The dungeon in the Realm of Faerie, with
details on the four encounters.
● Ending the Adventure: The final conflict and the possible
ways this adventure can end.
● Epilogue: Possible outcomes and consequences, as well as
ways to tie this into future adventures for your party.
● Enemies and Stat Blocks: Enemy stat blocks and art to use
during your game.

This is a relatively linear adventure until the moral choice at the end,
so take some time to foreshadow the twist. The players will have a
difficult choice to make, with no right answer, and it’s your job as GM
to make the choice as hard as possible! Depicting and emphasizing
the stark differences between the material world and the Plane of
Faerie might encourage the players to see the pleasantries’ side of
things -- or underline the fact that the mortals they’ve taken didn’t
have a choice in the matter, and have lives they may wish to return to.
If the ending feels bittersweet, you’ve done it right.

A big part of what drives this adventure is the strangeness of the


Plane of Faerie and its inhabitants. The pleasantries, and fae in
general, run on a system of morality that’s completely alien to mortals,
and has nothing to do with ideas of good and evil or lawfulness and
chaos. Enjoy describing the weird wonder of the Plane of Faerie in
exposition, and roleplay the pleasantries as persuasively convinced of
the rightness of their actions. Make sure your players know they’re not
in Kansas anymore!

Overview:
This adventure starts in a town called Alarcan, where a number of
people have gone missing from their beds. This is the work of a
specific type of fae called pleasantries. Pleasantries feed on dreams,
and have been kidnapping people from the small town of Alarcan for
sustenance -- offering them in return a pleasant end to their existence
in an unending, peaceful sleep filled with happy dreams. The party

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accompanies Renata, an orphan whose best friend was the victim of
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the latest kidnapping, and travels to the Plane of Faerie, through a uso inadecuado Más información
swamp dungeon called the Shallows, and into the poppy grove where
the pleasantries have built their nest. There, they confront the
Time for Pleasantries - A Pointy Hat Fae Adventure
pleasantries and their Queen, and must decide whether to attack or
Actualizado automáticamente cada 5 minutos

negotiate -- and whether to leave the fae to their peaceful dream-


farming, or to rescue the dreamers and bring them home whether the
dreamers wish it or not.

The Specifics:
● This is a level 5 adventure designed for a group of 4 players.
● This adventure clocks out at around 1 to 2 sessions of 3 to 4
hours to complete.
● This adventure can be a standalone one-shot, the beginning of
an adventure in the Plane of Faerie, or part of an ongoing
campaign with minimal tweaking.
● If battles are too easy or too hard for your party, we
recommend adjusting enemies’ HP accordingly.
● All monsters in this adventure are brand new. Their stat blocks
can be found at the end of this adventure.
● We encourage you to change the details of this adventure to fit
into your campaign or setting. Use your party’s existing
knowledge of the Plane of Faerie -- or lack thereof -- to guide
and subvert their expectations for the plot of the adventure.
● Content Warnings:
Reading these content warnings will spoil twists and parts of
the adventure. If you are a player, you might want to
reconsider reading this section and instead ask your GM or a
trusted friend to read these and see if there is anything you
would rather not have come up during play. We strongly
encourage you to play with all necessary precautions and
safety tools for a smooth and enjoyable experience at the
table.
○ Child endangerment/harm to children: Some of the
victims of the fae are children and young adults. They
are not killed outright by the fae, but are taken away
from their lives. If you or your players are especially
affected by danger to children, you can age up the
victims and change the setting at which they encounter
Renata.
○ Suicide: At the end of the adventure, it is revealed that
the pleasantries feed on dreams, and keep their
victims in a perpetual sleep filled with pleasant dreams
in order to do so. The pleasantries argue that their
victims would be happier in dreams, as opposed to
living in difficulty. If you or your players are sensitive to
the subject, this may be reminiscent of struggles with
suicidal ideation. If you feel like these topics are likely
to upset anyone at the table, we suggest allowing the
players to hear the dreams of the sleeping villagers,
depicting that while their conscious minds are at peace
while asleep, their unconscious minds would rather
wake up and return to their lives. This will remove the
moral choice at the end of the adventure, but the safety
and enjoyment of everyone at the table is always
paramount when playing. If you or someone you know
is in crisis, please reach out to the suicide prevention
lifeline local to your country.

Plot Hooks:
If you are running this as a standalone adventure not tied to an
ongoing campaign, we recommend giving the players an introduction
to the adventure and starting right as they arrive in town. The players
can be an existing part of adventurers looking for work or seeking to

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do good, or a group of like-minded individuals who band together to
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If you are running this adventure as part of an ongoing campaign,


Time for Pleasantries - A Pointy Hat Fae
hereAdventure
are some hooks for you to connect this adventure to your Actualizado automáticamente cada 5 minutos
existing story:

● Missing Persons: Posters on buildings, a posting on the


board of an adventurer’s guild, or a desperate quest-giver in a
tavern offers a reward for finding missing children.
● Tall Tales: Rumors are spreading between children of different
towns, telling stories about children being taken away by
faeries if they’re particularly good, bad, or unhappy -- and all
the rumors seem to trace back to this one town.
● Relative to Renata: An NPC the players know, or one of the
player characters themselves, knows or grew up in an
orphanage with a girl from a small village, who sends a
message or letter asking for their aid.

Time for Pleasantries


Faerie Tales
The adventure begins as the characters find themselves in the town
of Alarcan. It’s eerily quiet, and strangely subdued. Strangers are
eyed with suspicion, and no children roam the streets.

Set the scene, then allow the characters to explore the town and find
leads on the missing people. An Intelligence (Investigation) or
Wisdom (Perception) check (DC 13), or a Charisma (Deception,
Persuasion, or Intimidation) check (DC 12), or any other means the
characters may try, can lead the party towards someone willing to
give them some information:
- People have been going to sleep and have been found
missing from their beds in the morning. Most play it off as
them running away, but it’s been happening a little too
consistently for people’s comfort.
- There’s no apparent connection between the people who have
been disappearing. They aren’t the same age, most don’t
know each other too well, and most don’t live anywhere near
each other.
- However, most of the people who have gone missing were
going through some hardship.
- The most recent disappearance was a couple months ago, a
child at an orphanage in town. It’s not the first child who’s
disappeared from that orphanage, either.
- With an especially high roll, a child might tell the party pieces
of the orphanage kids’ story below.

The Orphanage
It should be clear to the characters, from whomever they’ve managed
to talk to or whatever lead they follow, that the first stop on their
journey is the town orphanage. Read or paraphrase the boxed text.

“The Alarcan orphanage is a small building at the end of the road,


its brightly painted walls trying valiantly to look cheerful despite the
building’s wear and tear. A small group of children plays quietly in
one corner of the room under the watchful eye of an adult. A single
girl sits apart from them, and raises her head to watch you as you
enter.”

The orphanage’s matron confirms that the latest disappearance was a


child from the orphanage, but dismisses the idea that she’s been
abducted or hurt. She explains that Sofia was rejected by a potential

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home the week before she disappeared, and may have run away.
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Sofia’s best friend, Renata, seems shaken by her disappearance, but uso inadecuado Más información
she’s closed up, refusing to talk to anyone.

Time for Pleasantries - A Pointy Hat Fae


OnceAdventure
convinced that the party is there to help, Renata shares what Actualizado automáticamente cada 5 minutos
knowledge she has of the disappearances.
- The adults are saying that Sofia ran away, but she wouldn’t
have done so without Renata.
- There’s a rumor among the younger children in the orphanage
that faeries are taking sad kids to their realm to play -- and that
you’ll know you’re invited next if you start to dream of faeries.
- One kid even says she saw Sofia start glowing and float out
her window the night she disappeared.
- Sofia told Renata that she had had dreams about faeries
before she disappeared.

Renata has been dreaming about faeries for a week now. She knows
she’s next, and wants to set the faeries a trap. She asks the party for
help: they must stand watch over her secretly, and follow where she
goes -- but if they alert whoever’s doing this of their presence, the trap
will fail and the faeries won’t come again.

Renata
Renata (neutral good, human commoner) is a short girl in her early
teens, brash and stubborn. She’d planned to run away from the
orphanage with her best friend, but with Sofia missing, all she cares
about is finding her and saving her from whatever is taking the
children.

Personality Trait. “I stand up for other kids who can’t stand up for
themselves.”
Ideal. “Just because our lives are bad doesn’t mean we can’t work to
make them better.”
Bond. “I have to make sure Sofia is safe. I’ve always protected her.”
Flaw. “I’m still learning about the world, so I’m a little gullible.”

Renata is right about the faeries taking her tonight. Allow the players
to come up with a way to watch over her. With some exploration or
investigation of the area, the players may notice some details about
the orphanage that can help them plan. Renata has a room to herself
here on the first floor, with a window not too far off the ground, though
the walls are thin and sound travels easily between rooms. Due to the
recent disappearances, the building is patrolled by a series of guards
on rotating shifts (humanoid guards), but with a sufficient check or
enough time watching, the characters can figure out the patterns and
breaks in the shifts. Alarm spells, Dexterity (Stealth) checks, and
watchful familiars may come in handy at this juncture.

The first few hours of the night pass without incident, though a call for
Wisdom (Perception) checks will help create tension. In the middle of
the night...

“Slowly, the windows begin to open, creaking as they slowly move.


Moonlight shines through them and pools on the sheets above
Renata’s body as it, too, starts to move. Renata is still peacefully
asleep, but her body rises above the bed, hovering limply. Color
leaches from her, turning her almost translucent. As if carried by a
gentle current, she floats out the windows and into the night.”

Following Renata’s body in secret, the characters make their way


towards the forest at the outskirts of Alarcan. As they enter the woods,
plants begin to light up around them with a beautiful, eerie glow. They
move through the forest for a long time, until Renata’s body brings
them to a clearing filled with red poppies. Renata’s body floats
forward, then slowly lowers towards a puddle that sits at the center of
the clearing. The moment her sleeping body touches the puddle, it
glows brightly.

The puddle acts as a fae crossroad for one minute after a sleeping
body is laid in it. After Renata’s body sinks through it, the light begins

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to dim quickly -- but there’s just enough time for the party to jump
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through. Denunciar uso inadecuado Más información

The Realm of Faerie


Time for Pleasantries - A Pointy Hat Fae Adventure Actualizado automáticamente cada 5 minutos

The characters emerge through the portal into the Plane of Faerie.

“As you pass through the portal, there’s a moment of disorientation.


You can’t tell up from down, dark from light; your head spins -- and
then you’re standing in a completely different place than you were
before. Gone is the drab clearing in the moonlight -- instead, the
sky bathes you in a twilight glow. Clouds move across it at different
speeds, fast and then slow. The brackish water lapping at the
shoreline of the island you stand on is iridescent, like the wings of a
dragonfly, and the roots of the trees that grow out of the shallows
are like thin stilts, holding massive trees over the waters of the
swamp.”

Renata is there, ten feet away from the party -- but she’s not alone.
Several pleasantries surround her, flitting around her body and
chittering to one another like insects. They go silent as soon as they
notice the characters; they pause for a moment, then flee.

The pleasantries are small faeries, around the size of a pixie, with
chitinous bodies and vaguely humanoid faces. They have soft fur
around their necks and long, feather-like antennae. Uncommon as
they are, pleasantries are unfamiliar to the players, but with an
Intelligence (Nature) check (DC 22) or an Intelligence (Arcana) check
(DC 20), they can learn their name and figure out that these little
faeries are likely servants or drones of a larger group, like hive insects
-- and that they can clearly traverse realms with ease and put
creatures to sleep.

With the departure of the pleasantries, Renata falls five feet to the
ground and startles awake. She urges the party to follow the
pleasantries, going deeper into the Plane of Faerie, and help her find
Sofia.

The Shallows
A clear path lies before the party in the form of a winding line of
islands, connected by thin bridges of land or walkways made of the
trees’ roots.

Light. The twilit sky sheds a diffuse bright light over the islands,
unless otherwise noted.
Water. All of the islands, and the land- or tree-bridges between them,
are surrounded by brackish water. The shores slope into shallow
water, but it becomes 8-10 feet deep less than five feet out.
Tree Cover. The huge trees that dot the shallows provide a sparse
canopy, but otherwise there is no ceiling.

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The
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Time for Pleasantries - A Pointy Hat Fae Adventure Actualizado automáticamente cada 5 minutos

Following the path ahead of them to the first large island leads the
characters to the first encounter of the dungeon.

“As you step onto the solid ground of an island, you find yourselves
wading through a sea of flowers. Some are familiar to you, though
they grow in unnatural colors -- blue roses, red violets, prismatic
daisies with each petal a different shade -- while others are
completely alien, strange shapes in brilliant hues. Most notable,
though, are the poppies that grow here and there, each at least
three feet tall. They sway enticingly in the light breeze, and little
motes of glowing pollen float around them.”

Before the players can explore or interact much, they are attacked by
an unseen enemy: a Nightcap. Nightcaps are fae beings with an
extremely alien biology. Their bodies are in constant flux between the
Plane of Faerie and the Ethereal Realm, which allows them to cross
between them at will. Nightcaps wander between the two planes in
search of victims. They are guided exclusively by instinct, their feelers
indicating the nearest source of energy. They are obligate carnivores,
but the way in which they obtain sustenance is unique: once a
nightcap has killed its victim, it stands over it, casting its magical
shadow over it. Its spores then decompose the body and fly back into
the body of the nightcap, bringing it the nutrients from its prey. While
that process is taking place, the nightcap remains completely
motionless, and its beauty may be admired without risking your life, so
it’s always important when encountering one to check if there are any
corpses lying under its cap.

Unfortunately for the players, this Nightcap is actively hunting. The


Nightcap attacks from the Ethereal Plane, invisible to the players and
untouchable from the Plane of Faerie. To show the players how to
reach it, whenever a character comes within 5 feet of one of the
poppies, rather than simply asking for a saving throw, ask them if they
wish to resist the flower putting them to sleep. If they do resist, have
them make a DC 15 Constitution saving throw -- but if they don’t, or if
they fail the saving throw, they awaken in the place where the
Ethereal Realm makes contact with the Plane of Faerie, and are able
to see and attack the Nightcap while their sleeping bodies remain in
Faerie.

When the Nightcap is severely bloodied, have it disappear again,


returning to the Plane of Faerie and attacking the players’ vulnerable,
sleeping bodies. The characters must then wake themselves up,
either by taking damage from the Nightcap; willing themselves awake
by succeeding on a Constitution saving throw (DC 15); or another

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character taking an action to wake them, upon which the sleeping
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player can make a Constitution saving throw (DC 10) with advantage Más información
to wake up.

Time for Pleasantries - A Pointy Hat Fae Adventure Actualizado automáticamente cada 5 minutos

The Chest Weasel


As the players walk deeper into the marsh, they are met with an open
area on an island, with a single chest laying innocuously in the center.
If inspected, the chest is unlocked and un-trapped, and opens to
reveal another, slightly smaller chest inside. If this one is inspected, it
is unlocked and un-trapped, and opens to reveal another, slightly
smaller chest inside, and another, and another, and...

The chest is connected to a Chest Weasel, a fae creature that feeds


on frustration. These faeries are attached to enchanted chests, and
often hoard treasure within them, using them as bait. They then play
illusion-based tricks and pranks like this on hapless treasure-seekers,
filling their bellies with their victims’ annoyance. They’re generous with
their treasure in return, so it’s a fair trade... at least, if you ask the
Chest Weasel.

With every sigh or groan of frustration your players produce, this


particular Weasel gets happier and happier; when you count ten
expressions of annoyance, the Chest Weasel pops out of the chest
and thanks them for the meal!

The Weasel offers the players what is actually hidden inside his chest:
a Horn of Plenty. He is also happy to chat, perfectly friendly after
he’s been fed so well, and may even provide some information about
the faeries behind the kidnappings to particularly persuasive players.

Horn of Plenty:
Wondrous item, rare, requires attunement
A beautifully carved golden horn with a small hole on one of its
ends and a large one on the other.
This horn has 3 charges. When you use an action to blow it, you
can cast the spell healing word at level 1 using your highest ability
modifier, provided the target of the spell is within 60 feet of you and
can hear you. Any sleeping creature within 30 feet of you is
immediately woken up when you blow the horn and cast the spell. If
you blow the horn after consuming all three charges, the horn
produces no sound. The horn regains 1d4 expended charges daily
at dawn.

Night Terrors
This encounter and monster has been created by Dungeon Dad.

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Time for Pleasantries - A Pointy Hat Fae Adventure Actualizado automáticamente cada 5 minutos

“As you reach the next area, you find yourselves in a gloomy forest.
The trees are gnarled, and a few appear to have twisted trunks that
resemble grotesque faces bearing horrific expressions. The air
chills to the point where you can see your breath, and a thin veil of
fog blankets the region. Every surface seems to be coated in a thin,
oily substance with a colorful sheen to it; in some places, this
substance has pooled into small puddles of black ichor.”

These black pools are actually terrors. Terrors are fae beings created
by an accumulation of nightmares, usually found right outside poppy
groves where pleasantries build their nests. The pleasantries discard
the nightmares of their dreamers, since these can’t serve as
sustenance for them; terrors form from the discarded nightmares, and
then build their own nests on the outskirts of the poppy grove, feeding
on the discarded nightmares. In return, the pleasantries gain a sort of
guard dog and a last line of defense for their poppy grove. The two
fey beings form a tight symbiotic relationship where they both benefit
from the other’s very specific diet.

Any creature not from the Plane of Faerie that looks into one of these
small pools sees bizarre and twisted versions of past events --
versions of history where things went differently, and the outcome was
worse for them. Every vision is unique and serves only to foster
anxiety in those who stare. A creature who looks for more than a
moment must succeed on a DC 13 Wisdom saving throw or suffer
disadvantage on their next saving throw. A creature who succeeds by
more than 5, however, has advantage on their next Wisdom saving
throw.

As the characters try to wrench their gaze from the horrifying visions,
a group of four terrors attacks. Each takes a form imitating the fear of
one of the characters -- but an exaggerated, nightmarish version of
that fear, a manifestation taken to the extreme. When a terror is killed,
it reverts to its true form, a humanoid shape that looks to be made of
a black oily substance.

The False Path

“Battered and bruised as you are, the next leg of the journey seems
to go on forever. Strange as it is, the scenery of the Plane of Faerie
seems to blend together into a familiar, technicolor monotony.
Except -- wait. It’s not just that the unnatural colors of the swamp
are becoming familiar. You’ve crossed a channel on a log bridge
three times now...”

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A powerful illusion guards the center of the marsh, trapping those who uso inadecuado
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traverse it in an unending loop. If the players swim out to one side,
they appear ten minutes later on the other side of the corridor. If they
Time for Pleasantries - A Pointy Hat Fae
try toAdventure
take a different fork in the road, they eventually find themselves Actualizado automáticamente cada 5 minutos
back at the start of the loop.

The only way to circumvent the illusion is for the party to walk right
back the way they came -- although if your players come up with a
different ingenious solution, don’t hesitate to allow it. Either way, when
they are free from the loop, they find the swamp opening up before
them, to reveal a vast meadow.

The Poppy Grove

“The dim light, the buzzling fireflies, and the humidity of the swamp
give way to an expanse covered in beautiful flowers, upon which
you see... beds. Dozens of beds are strewn around the meadow.
Some have wooden frames, some wrought iron, some have
intricately carved golden bedknobs -- and each of them holds a
body, lying fast asleep. Overlooking each bed is a massive, blood-
red poppy, its pollen falling gently over the sleeper’s face.

Flying around the beds, you see the same tiny beings that had
carried Renata’s sleeping body across the planes. They look up as
you enter and freeze, and then a massive figure emerges from the
flowers that blanket the meadow: equal parts humanoid and
insectoid, with beautiful wings that flutter behind her like a moth,
and a wicked stinger at the end of her abdomen.

The Queen looks at you, and smiles.”

The players have made it through the Shallows and into the heart of
the pleasantries’ nest: what is commonly referred to as a poppy
grove.

Pleasantries are fae beings that can only feed on the dreams of
beings from the Material Realm. In order to do so, they kidnap people
and bring them to their poppy groves, where they keep them in an
eternally pleasant sleep until their deaths. Pleasantries have a strict
moral code, and do not see their way of feeding as immoral or bad.

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They deliberately select those who are experiencing turmoil, hardship,
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or sadness in their lives as their sources of sustenance, and believe Más información
that by putting these people under a pleasant sleep they give them a
much better end of their lives than their toilsome existence back in the
Time for Pleasantries - A Pointy Hat Fae Adventure
Material Realm. Pleasantries liken this to how people in the Material
Actualizado automáticamente cada 5 minutos

Realm keep cattle, and will argue that their way of treating their
dreamers is much more “humane”. (A Wisdom (Insight) check (DC 11)
will reveal that the pun is very much intended on the Pleasantry
Queen’s part.)

The pleasantries have no desire to fight the players, and a high-


stakes social encounter will commence at this point. If the players
decide to attack the Pleasantry Queen instantly, you can find how to
run this combat in the Ending the Adventure section below, under the
subsection A Battle Among the Poppies.

Ending the Adventure


The Pleasantry Queen acts as the representative of the pleasantries.
Pleasantries are not aggressive, other than the kidnapping, and have
no particular interest in fighting, so they won’t attack the party unless
the party attacks them or tries to wake up their dreamers.
The Pleasantry Queen is open to compromise. She believes strongly
that she and her pleasantries are doing the right thing, but may be
swayed slightly with clever roleplaying and persuasive points, or with
a Charisma (Persuasion) check. The DC for this check is set at 15,
but lower the DC or grant advantage on this roll for particularly good
arguments or roleplay. On a success, she concedes that taking
dreamers from the same town was not the best solution for their
grove, and proposes that they take dreamers from a variety of
settlements, bringing the concentration of kidnappings from one town
to a minimum.

Ultimately, the adventure culminates at this point. The players must


now make a choice, and neither option is clearly the moral one.
Pleasantries are not kidnapping people for evil reasons, but because
they need their dreams to survive. They are also not treating their
dreamers unfairly, and are actively taking good care of them. Based
on the pleasantries’ moral code, they could be considered lawful and
good. The pleasantries certainly believe so; they argue that their
dreamers may prefer their current existence to the one they had in the
Material Realm, and that waking them up would be as much a
violation of their choice as not waking them. The pleasantries care
little for the autonomy of their dreamers, but they refuse to bend on
the matter of their own sustenance, and will argue persuasively on
their behalf.

It is, however, clear to see that the dreamers did not choose to be put
to an eternal sleep, and that many wouldn’t have chosen this, no
matter how pleasant the dream they are plunged into or how
unpleasant their life at home. Many on the Material Realm may miss
the dreamers, with no closure as to what happened to them; many
may think that the dreamer left their family behind with no word. It is
deeply unfair to take away their choice in the matter according to the
moral code of most people in the Material Realm, including what is
likely to be the majority of the player characters.

In order for this moral choice to be effective, you as GM must not give
in into the attempts of players to derail this twisted trolley problem.
Players are most likely to try to find a way to not make a moral choice
at all, such as suggesting to wake the dreamers up one by one and
ask them if they would rather stay asleep or leave with the party. Don’t
allow them to do so. We strongly suggest having the Queen of the
pleasantries say outright that she and her colony will be forced to
attack the party if they disturb the sleep of the pleasantries’ dreamers,
just like a farmer wouldn’t appreciate if their cattle were freed from
their farm simply because some of the cows did not wish to stay.

There are many ways to get to these two endings, but there are, in
the end, only two.

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A Planar
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If the players choose to leave the dreamers and the pleasantries be,
Time for Pleasantries - A Pointy Hat Fae Adventureare overjoyed. They don’t like when denizens of the
the pleasantries Actualizado automáticamente cada 5 minutos
Material Realm venture into their grove -- or at least not while they are
awake -- and will offer the players their aid in exchange for the party’s
silence. If the party manages to successfully convince the
pleasantries to vary the locations from where they obtain their
dreamers, the pleasantries assure the party that they will honor that
promise. If the party hasn’t found the Horn of Plenty, have the
Pleasantries give it to them as a parting gift. Emphasize that today the
party made a powerful friend in the Plane of Faerie, and that many
other pleasantry colonies will hear of their understanding.

The Pleasantry Queen offers to open a portal to the Material Realm,


transporting the party back to the forest where they first entered the
Plane of Faerie.

Renata stays very quiet during this, and refuses to talk to the party at
all during the long trek back home. When their paths are about to
separate, Renata breaks her silence to state plainly that she will never
forget how they left Sofia behind. While they may have made a friend
in the Plane of Faerie today, they also made an enemy here, on the
Material Realm.

A Battle Among the Poppies:


If the players choose to take the dreamers with them, either by waking
them up, attacking the pleasantries, or otherwise not reaching an
understanding with the fae, a battle ensues.

The Pleasantry Queen is a fierce foe, with lair actions and a kit that
focuses on sustainability and ongoing healing to make up for her
middle-of-the-road total hit point count. If you feel like the battle might
still be too easy for your party, you can add pleasantries to it,
expanding the options of lair actions the Queen can take. If you
believe the Pleasantry Queen to be enough of a foe for your party
alone, you can explain that worker pleasantries are not strong enough
to help their Queen in combat.

At the end of the battle, assuming the players kill the queen, the other
pleasantries scream a shrill, ear-piercing cry and fly in all directions,
leaving the grove to the players. The dreamers can be woken up
easily, including Sofia, who Renata hugs tightly -- much to Sofia’s
surprise; from her perspective, she just went to bed a couple of hours
ago. While this is the option players are more likely to take, don’t be
afraid to show them the consequences of their actions. Some of the
dreamers try to go back to sleep immediately after being woken up,
wanting to go back to their pleasant dreams and now unable to do so
because the pleasantries are gone.

The fae crossing at the edge of the Shallows opens when someone
falls asleep in it from the Plane of Faerie too, so offer the players a
long rest back where they started their journey into the Shallows.
Renata will admit that she’s pretty tired after all that adventuring and
fall into the lap of her rescued friend, opening the portal once more
back to the real world and out of the pleasant -- and deadly -- faerie
dream.

Epilogue
Here are some hooks to tie the end of this adventure to brand new
adventures that reflect your party’s choices.

Rake ’Em ’Cross the Coals:


A Planar Understanding

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Some time after the events of Time for Pleasantries, the players
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become aware of a mysterious figure that stalks them, a rangerDenunciar
with uso inadecuado Más información
fae powers who seems to be after them, appearing and disappearing
through trees and greenery. This mysterious ranger kidnaps a friendly
Time for Pleasantries - A Pointy Hat Fae
NPCAdventure
who the party values and trusts, instructing the party to meet
Actualizado automáticamente cada 5 minutos

them at a specific place if they ever want to see their friend again. It
turns out that the mysterious figure is none other than Renata, who
found a way into the Plane of Faerie again and experienced a lifetime
there while significantly less time passed in the Material Realm.
Renata is now an adult, not the child the party met in Alarcan, has
learned to master the ever-changing nature of the Plane of Faerie --
and she has not forgiven the party for how they abandoned Sofia to
the pleasantries. Renata has taken a friend of the party in return, and
hid them away in the Plane of Faerie. If they want their ally back, they
must help her find the pleasantries that originally captured Sofia and
take them down. Renata can’t do so on her own, since the Queen has
found a mate and created a poppy forest -- the last stage in the life of
a pleasantry, and the point at which they are most powerful. Will the
party be up to the task now? Or will they betray Renata once more?

Friends on the Other Side:


A Battle Among the Poppies
When the pleasantries flew away from the grove after witnessing the
death of their Queen, they went to find one of the Queen’s most
powerful allies: a fae monarch who rules over an entire province in the
Plane of Faerie. Furious with how mercilessly the party destroyed her
friend over the pleasantries' simple need for sustenance, this
monarch has launched an all-out attack not just against the party, but
against whatever place or form of government the party is closest to.
It looks like an all-out conflict between a fae court and a ruler friendly
to the party is brewing, and the consequences of this war may be far-
reaching. Will the heroes be able to stop the war from starting, or will
they have to participate in a battle between the Plane of Faerie and
the Material Realm?

A Whole New World:


Either A Planar Understanding or A Battle Among the Poppies
As the party crosses into the Material Realm, they find a desolate
landscape. It’s immediately apparent to all of them that much more
time has passed here than had in the Plane of Faerie. A calamity has
taken place, and the world as they knew it is no more. The world has
changed completely -- but has it changed irreparably? The party must
venture forth, discover what happened while they were away with the
faeries, and find a way to turn back time and prevent this all from
happening. Could the time-warping abilities of the Plane of Faerie that
put them in this situation in the first place be the key to solving their
problem?

Enemies and Stat Blocks


Nightcap:

NIGHTCAP
Large fey, True Neutral

Armor Class 16 (natural armor)


Hit Points 95 (10d10 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 18 (+4) 8 (-1) 12 (+1) 6 (-2)

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Skills Perception +3, Stealth +3


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Languages Sylvan
Challenge 4 (1,100 XP) Proficiency
Bonus +2
Time for Pleasantries - A Pointy Hat Fae Adventure Actualizado automáticamente cada 5 minutos
Ethereal Traveler. The nightcap can see and attack creatures that are
currently in the Plane of Faerie from the ethereal realm.

Night Cap. The space within 5 feet of the nightcap, including the space
it occupies, is in dim light, regardless of if a source of light, magical or
otherwise, is brought into the space.

Full of Spores. A creature that touches the nightcap or hits it with a


melee attack while within 5 feet of it takes 7 (2d6) poison damage.

ACTIONS
Multiattack. The nightcap makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11
(2d6 + 4) bludgeoning damage.

Ethereal Jump. The nightcap shifts into the Ethereal Realm. It can’t be
seen, heard or targeted from the Plane of Faerie, but it’s able to see,
hear, and target creatures in the Plane of Faerie.

Spore Bomb (recharge 5-6). The nightcap shakes its cap, liberating
noxious spores. All creatures within 5 feet of the nightcap must succeed
on a DC 13 Constitution saving throw or take 2d6 poison damage and
be poisoned for 1 minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.

Terror:

TERROR
Large fey (shapechanger), Typically Neutral Evil

Armor Class 13 (natural armor)


Hit Points 37 (5d10+10)
Speed 35 ft., climb 35 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 14 (+2) 6 (-2) 16 (+3) 10 (+0)

Skills Insight +5
Condition Immunities frightened
Senses passive Perception 13
Languages Sylvan
Challenge 1 (200 XP) Proficiency
Bonus +2

Horrific Shifting. The terror can use its bonus action to transform its
appearance. It decides what it looks like, including its height, weight,
facial features, the sound of its voice, hair length, coloration, number of
limbs, and distinguishing characteristics, if any. It may also choose to be
Small, Medium, or Large. Its statistics, other than its size, are the same
in each form. Any equipment it is wearing or carrying isn’t transformed.
It reverts to its true form if it dies.

Fear Sense. The terror knows what any living creature within 120 feet
of it is frightened of. It has advantage on attack rolls against any
creature that is frightened by it.

ACTIONS
Lash Out. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
12 (2d8+3) slashing damage.

Syphon Fear. The terror feeds on the mental energy produced by a


single creature it can see within 60 feet. The target takes 12 (2d8+3)
psychic damage, or half as much on a successful Wisdom saving throw
(DC 13). The terror then takes temporary hit points equal to half the
damage dealt.

Terrify (recharge 5-6). The terror attempts to overwhelm one creature


it can see within 60 feet with horrifying images of what that creature
fears most. The target takes 9 (2d8) psychic damage, or half as much on
a successful Wisdom saving throw (DC 15). On a failed save, the target is
also frightened of the terror for 10 minutes. The creature has
disadvantage on this roll if the terror is currently shifted into the shape
of something the target is afraid of. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself on a
success.

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Pleasantry Queen:
Time for Pleasantries - A Pointy Hat Fae Adventure Actualizado automáticamente cada 5 minutos

PLEASANTRY QUEEN
Medium fey, True Neutral

Armor Class 17 (natural armor)


Hit Points 112 (15d8 + 45)
Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 16 (+3) 13 (+1) 18 (+4) 16 (+3)

Skills Acrobatics +6, Insight +7, Perception +7, Persuasion +6


Damage Resistances Psychic
Senses Darkvision 120 ft., passive Perception 17
Languages Common, Sylvan
Challenge 5 (1,800 XP) Proficiency
Bonus +3

Wakeful. The Pleasantry Queen cannot be put to sleep by magical or


non magical means.

Ethereal Traveler. The Pleasantry Queen can see and attack creatures
that are currently in the Plane of Faerie from the Ethereal Realm.

ACTIONS
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13
(2d8 + 4) piercing damage. The Pleasantry Queen regains a number of
hit points equal to half of the damage inflicted by the stinger (rounding
up).

Ethereal Jump. The Pleasantry Queen shifts into the Ethereal Realm.
She can’t be seen, heard or targeted from the Plane of Faerie, but she’s
able to see, hear, and target creatures in the Plane of Faerie.

Siphon Rest. The Pleasantry Queen siphons away the life energy of a
sleeping creature within 30 feet. She can then roll one of her Hit Dice,
regardless of whether she has any left, and regain a number of hit
points equal to the roll. A sleeping creature dies if its rest is siphoned
three times before the creature completes a long rest.

Spellcasting. The Pleasantry Queen casts one of the following spells,


requiring no material components and using Wisdom as her
spellcasting ability (spell save DC 15, +7 to hit with spell attacks):

● At will: color spray, druidcraft, dancing lights,


● 3/day each: sleep, gust of wind, healing word
● 1/day each: thunderwave, moonbeam

LAIR ACTIONS
On initiative count 20 (losing initiative ties), the Pleasantry Queen can
take a lair action to cause one of the following effects; the Pleasantry
Queen can’t use the same effect two rounds in a row.

● The Pleasantry Queen invokes her dominion over the poppy


field to use her Siphon Rest action on two different sleeping
creatures at once.
● The flowers covering the soil of the poppy field shake, spreading
a cloud of pollen that covers the field and blinds all hostile
creatures to the Pleasantry Queen until initiative count 20 on
the next round. A powerful gust of wind can end the effect
early.
● The flowers covering the soil of the poppy field come to life,
using their delicate roots to entangle the feet of the enemies of
the Pleasantry Queen. The entirety of the lair becomes difficult
terrain until initiative count 20 on the next round.

Pleasantry:

PLEASANTRY
Tiny fey, True Neutral

Armor Class 16 (natural armor)


Hit Points 5 (2d4)
Speed 30 ft., fly 50 ft.

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STR DEX CON INT WIS CHA
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Skills Acrobatics +6, Perception +5, Stealth +6
Damage Resistances Psychic
Time for Pleasantries - A Pointy Hat Fae Adventure
Senses Darkvision 120 ft., passive Perception 15 Actualizado automáticamente cada 5 minutos
Languages Common, Sylvan
Challenge 1/4 (50 XP) Proficiency
Bonus +2

Wakeful. The pleasantry cannot be put to sleep by magical or non


magical means.

Ethereal Traveler. The pleasantry can see and attack creatures that
are currently in the Plane of Faerie from the Ethereal Realm.

Save the Queen. When the Pleasantry Queen is targeted by an attack,


the pleasantry can use its reaction to redirect the attack towards itself,
so long as the pleasantry is within 5 feet of the Pleasantry Queen or the
creature targeting the Queen.

ACTIONS
Stinger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
(1d6 + 4) piercing damage. The pleasantry regains a number of hit
points equal to half of the damage inflicted by the stinger (rounding up).

Ethereal Jump. The pleasantry shifts into the Ethereal Realm. It can’t be
seen, heard or targeted from the Plane of Faerie, but it is able to see,
hear, and target creatures in the Plane of Faerie.

Royal Sacrifice. The pleasantry sacrifices itself, immediately dying. The


Pleasantry Queen can then roll one of her Hit Dice, regardless of
whether she has any left, and regain a number of hit points equal to the
roll.

Sleep (1/Day). The pleasantry casts the sleep spell at 2nd level.

Credits and License


● Writing, art, and game design by Antonio Demico
@antodemico
● Video editing by Bia @BnazF
● Additional video art by Fey @feymilde
● Additional writing and text editing by Briar @theminism_
● Additional content and video cameo by Dungeon Dad

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15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
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