Feywild Encounters
Choose one of these 9 feywild encounters, read its opening aloud, and start playing. Each gives a concrete setup, a trigger, actions, consequences, and ways to finish or withdraw.
Each Setup includes an expandable DM hex map with a numbered key and a printable SVG download. Adjacent hex centers are 5 feet apart, with north up. Maps include DM information. Unstated dimensions and placements are illustrative; stated distances and encounter text take precedence. On outdoor maps, the dashed outer edge marks the illustrated area, not a wall. Heights and depths appear in the key.
Choose an Encounter
Suggested levels assume four adventurers with some resources remaining; they are starting points, not guaranteed difficulty ratings. Times estimate minutes of table play. Peaceful scenes can fit other levels; check the listed creature if a fight starts.
| Encounter | Levels | Type | Time | Immediate problem |
|---|---|---|---|---|
| 1. Sprite Pranksters’ Mischief | 1–3 | Social | 10–15 | Tiny pranksters have swapped the trail signs. |
| 2. Dryad’s Enchanted Garden | 2–4 | Social / restoration | 15–20 | A garden keeper needs a spring reopened. |
| 3. Blink Dog Escort | 1–4 | Social / navigation | 10–15 | Two dogs want their trapped companion’s collar recovered. |
| 4. Satyr Revelry | 1–4 | Social | 15–20 | Revelers won’t move their feast off a narrow bridge. |
| 5. Unicorn Guardian | 3–6 | Social / rescue | 15–25 | A guardian needs help retrieving a living trespasser. |
| 6. The Thorn Court’s Challenge | Any | Puzzle / choice | 15–20 | A speaking throne asks who deserves one remaining key. |
| 7. Faerie Portal Disturbance | 2–4 | Timed hazard | 15–20 | A broken crossing keeps pulling travelers back to its entrance. |
| 8. Dryad’s Desperation | 2–5 | Social / defense | 15–25 | Burrowing scavengers have exposed an ancient tree’s roots. |
| 9. Faerie Traders’ Market | Any | Social / trade | 15–25 | A trader sells directions but refuses unnamed bargains. |
Running This Collection
Use SRD 5.1 creature statistics; expand a reference inside each scene for the actual attacks, defenses, senses, and actions. HP is per creature. A damage entry such as 4 (1d4 + 2) means use the average or roll, not both. A weapon range of 30/120 means normal/long range; attacks beyond normal range have disadvantage. Use listed ability modifiers for unlisted checks or saves. All references are freely available under CC BY 4.0.
Original procedures: scene-specific checks, timers, magical scenery, bargains, and hazard damage below are original design, not universal official rules or extra creature abilities. Use a stated check only when its approach is uncertain; a sound plan that removes the danger can succeed without rolling. Roll initiative before hostile actions, apply hiding and surprise normally, and do not treat dim light as physical cover. Melee reach and multiattack limits are in the references. Unless specified, scenes occur by daylight outdoors; dark interiors need a light source.
Faerie setting: these scenes work in any original realm of faerie. The existing page title and URL are retained. Crossings, bargains, visions, and scene enchantments below are original scenario effects, not borrowed setting lore or extra innate monster powers. State their limits before players commit; there is no automatic time loss, memory theft, or binding contract beyond a scene’s explicit procedure.
1. Sprite Pranksters’ Mischief
At a glance: levels 1–3 | Social | 10–15 minutes | Creatures: 2 × Sprite.
Two winged figures turn a signpost upside down, then freeze when they see you.
Setup. A 40-foot clearing has west and east exits; two visible sprites sit 20 feet ahead. Their glade’s sign-swapping is ordinary mischief, not a new illusion spell.
DM hex map: Sprite Pranksters' Mischief
Trigger. The sprites offer to restore the signs if someone makes them laugh.
Run it. A willing joke, song, or small gift wins cooperation without a check. Threats make them fly north into dense branches; they do not attack first. Following the wrong arrow adds a 20-minute loop returning to this clearing, not a lost day.
Resolution and reward. They identify the eastern trail and give back a traveler’s copper locket worth 2 gp, asking that it be returned to the next village.
Adjust. Shorter: they accept a friendly greeting. Harder: their argument requires hearing both versions of the prank.
SRD reference: Sprite
Tiny fey, neutral good
AC 15 (leather armor) | HP 2 (1d4) | Speed 10 ft., fly 40 ft. | CR 1/4 (50 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (−4) | 18 (+4) | 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) |
- Skills: Perception +3, Stealth +8
- Senses: passive Perception 13
- Languages: Common, Elvish, Sylvan
Actions
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.
Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
2. Dryad’s Enchanted Garden
At a glance: levels 2–4 | Social / restoration | 15–20 minutes | Creatures: 1 × Dryad.
Silver leaves hang motionless above a dry fountain. A woman of bark and leaves kneels beside its cracked basin.
Setup. A 50-foot garden surrounds the dryad’s oak; a second mature oak stands 50 feet east, giving her an actual Tree Stride destination. The south entrance and north exit are clear; a fallen branch blocks the spring 20 feet east. Use a dryad, replacing the old non-SRD nymph premise.
DM hex map: Dryad's Enchanted Garden
Trigger. She requests help before allowing anyone to harvest her herbs.
Run it. Moving the branch takes an action and DC 12 Strength (Athletics), with Help available, or 10 minutes of cutting. She accepts a different effective repair. Refusal leaves passage open but earns no herbs. Attacking her causes retreat through her tree rather than a compulsory duel.
Resolution and reward. Repair earns 4 daily rations and directions to a spring 1 hour north; the herbs have no invented healing power.
Adjust. Easier: a lever lies beside the branch. Longer: the displaced water must be channeled back into the basin.
SRD reference: Dryad
Medium fey, neutral
AC 11 (16 with barkskin) | HP 22 (5d8) | Speed 30 ft. | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 12 (+1) | 11 (+0) | 14 (+2) | 15 (+2) | 18 (+4) |
- Skills: Perception +4, Stealth +5
- Senses: darkvision 60 ft., passive Perception 14
- Languages: Elvish, Sylvan
Innate Spellcasting. The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: At will: druidcraft 3/day each: entangle, goodberry 1/day each: barkskin, pass without trace, shillelagh
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Actions
Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time.
3. Blink Dog Escort
At a glance: levels 1–4 | Social / navigation | 10–15 minutes | Creatures: 2 × Blink Dog.
A dog appears beside a split stone, barks twice, and vanishes back across a stream.
Setup. A shallow 10-foot stream divides a 50-foot glade. Two blink dogs wait on the far bank; a leather collar lies beneath a fallen log 20 feet beyond. Both west and east trails remain walkable.
DM hex map: Blink Dog Escort
Trigger. They alternate pointing their muzzles at the log and eastern trail.
Run it. The dogs understand Sylvan but cannot speak. Reading their gestures needs no roll. Lifting the log requires DC 12 Strength (Athletics) as an action or a lever and 5 minutes. Their teleportation never carries passengers; they demonstrate the safe route by moving ahead.
Resolution and reward. Recovery earns an escort through the next three junctions, bypassing a 1-hour navigation detour. The collar holds its owner’s name, Mara.
Adjust. Easier: collar is loose. Harder: securing the rolling log needs a rope first.
SRD reference: Blink Dog
Medium fey, lawful good
AC 13 | HP 22 (4d8 + 4) | Speed 40 ft. | CR 1/4 (50 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 17 (+3) | 12 (+1) | 10 (+0) | 13 (+1) | 11 (+0) |
- Skills: Perception +3, Stealth +5
- Senses: passive Perception 13
- Languages: Blink Dog, understands Sylvan but can’t speak it
Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Teleport (Recharge 4–6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm.
4. Satyr Revelry
At a glance: levels 1–4 | Social | 15–20 minutes | Creatures: 3 × Satyr.
A drumbeat rolls across the stream. Three horned revelers have balanced a banquet on the bridge’s handrails.
Setup. A 30-foot-long, 10-foot-wide bridge connects open trails. Three satyrs occupy its center. The shallow stream below is 3 feet deep; climbing down and around takes 10 minutes without a check.
DM hex map: Satyr Revelry
Trigger. The host invites a toast or performance before moving the feast.
Run it. Accepting water instead of wine is welcome. A sincere performance, a shared ration, or 5 minutes helping clear plates gains passage without rolling. Insults prompt a demand for an apology; the hosts do not magically charm guests. If attacked, they flee along the north trail.
Resolution and reward. Helpful guests receive a silver cup worth 10 gp and the password “bright acorn” to a friendly camp 1 hour ahead.
Adjust. Shorter: the feast is ending. Longer: two hosts disagree about who must clean up.
SRD reference: Satyr
Medium fey, chaotic neutral
AC 14 (leather armor) | HP 31 (7d8) | Speed 40 ft. | CR 1/2 (100 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 11 (+0) | 12 (+1) | 10 (+0) | 14 (+2) |
- Skills: Perception +2, Performance +6, Stealth +5
- Senses: passive Perception 12
- Languages: Common, Elvish, Sylvan
Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.
Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
5. Unicorn Guardian
At a glance: levels 3–6 | Social / rescue | 15–25 minutes | Creatures: 1 × Unicorn; 1 × Commoner.
A white horn glimmers through the branches. Beneath a fallen arch, a muddy traveler raises a trembling hand.
Setup. A 60-foot grove has open south and north trails. The unicorn stands 30 feet ahead; a conscious commoner is trapped under a branch 15 feet east. The grove is original, without added lair powers.
DM hex map: Unicorn Guardian
Trigger. The unicorn asks the party to free the traveler without damaging the surrounding saplings.
Run it. A DC 13 Strength (Athletics) action lifts the branch; a sound lever and 5 minutes works automatically. The unicorn waits beside the injured traveler, using its listed Healing Touch afterward if available. It does not grant wishes or reward cruelty with combat.
Resolution and reward. Rescue earns one available Healing Touch for an injured adventurer and safe passage. The traveler returns a stolen 15 gp brooch to the grove.
Adjust. Easier: the branch is already braced. Harder: two trapped travelers need separate rescues; add a second commoner.
SRD reference: Unicorn
Large celestial, lawful good
AC 12 | HP 67 (9d10 + 18) | Speed 50 ft. | CR 5 (1,800 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) |
- Damage Immunities: poison
- Condition Immunities: charmed, paralyzed, poisoned
- Senses: darkvision 60 ft., passive Perception 13
- Languages: Celestial, Elvish, Sylvan, telepathy 60 ft.
Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Innate Spellcasting. The unicorn’s innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: At will: detect evil and good, druidcraft, pass without trace 1/day each: calm emotions, dispel evil and good, entangle
Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
Magic Weapons. The unicorn’s weapon attacks are magical.
Actions
Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
Legendary Actions
The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The unicorn regains spent legendary actions at the start of its turn.
Hooves. The unicorn makes one attack with its hooves.
Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn.
Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.
SRD reference: Commoner
Medium humanoid (any race), any alignment
AC 10 | HP 4 (1d8) | Speed 30 ft. | CR 0 (10 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) |
- Senses: passive Perception 10
- Languages: any one language (usually Common)
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
6. The Thorn Court’s Challenge
At a glance: levels Any | Puzzle / choice | 15–20 minutes | Creatures: No combat creatures.
An empty thorn-woven throne speaks: “One key, two doors. Who shall have it?” Two travelers wait beside locked gates.
Setup. A 40-foot court has an open southern exit and two painted doors north. The voice, doors, and travelers are original noncombat projections, not an archfey stat block.
DM hex map: The Thorn Court's Challenge
Trigger. Taking the displayed key begins the test; the throne explains that either door opens onto the same onward trail.
Run it. The apparent travelers each ask for the key. Offering to escort both, sharing responsibility, or returning the key and walking around the court resolves the dilemma. There is no required moral answer or hidden punishment. If players ask about the scenery, the throne honestly explains its test. Striking a projection disperses it and ends the challenge.
Resolution and reward. A cooperative solution opens both doors and releases a 20 gp pearl. Walking around costs 10 minutes and gives no treasure.
Adjust. Shorter: explain the shared destination immediately. Longer: let the travelers argue over how to share the escort.
7. Faerie Portal Disturbance
At a glance: levels 2–4 | Timed hazard | 15–20 minutes | Creatures: 1 × Sprite.
An arch spits the same falling leaf out three times. A small winged keeper wrestles with a dangling silver chain.
Setup. A 40-foot glade has an arch north, 20 feet from the south entrance. A sprite stands beside it; an open east path bypasses the arch. Looping crossings are original scenery, not teleportation imposed across the region.
DM hex map: Faerie Portal Disturbance
Trigger. Entering the arch returns a traveler safely to its south face, demonstrating the fault.
Run it. The keeper identifies three chain clasps. An adjacent creature can secure one per action with DC 12 Dexterity using thieves’ tools, or spend two actions tying it with cord for automatic success. Roll initiative when work starts; on count 0 each round wind pushes unsecured loose objects 5 feet south, without damage. Three secured clasps end the loop.
Resolution and reward. Repair grants an optional crossing to a clearly described nearby meadow and 15 gp from the keeper. Bypassing leaves the fault unresolved.
Adjust. Easier: one clasp already holds. Harder: wind also scatters dropped tools 10 feet away.
SRD reference: Sprite
Tiny fey, neutral good
AC 15 (leather armor) | HP 2 (1d4) | Speed 10 ft., fly 40 ft. | CR 1/4 (50 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 3 (−4) | 18 (+4) | 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) |
- Skills: Perception +3, Stealth +8
- Senses: passive Perception 13
- Languages: Common, Elvish, Sylvan
Actions
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.
Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
8. Dryad’s Desperation
At a glance: levels 2–5 | Social / defense | 15–25 minutes | Creatures: 1 × Dryad; 2 × Giant Rat.
A bark-skinned woman presses soil over a bleeding root. Two oversized rats tear at a sack wedged beneath it.
Setup. A 50-foot clearing has east and west exits. A dryad waits at her oak, 25 feet north; two giant rats feed at the roots. The rats’ attraction is spilled grain, not a new disease ability.
DM hex map: Dryad's Desperation
Trigger. She asks for the sack’s removal and help covering the roots.
Run it. A ration thrown south distracts both rats for 1 minute. Moving the sack takes an action beside it; packing the exposed soil takes 10 minutes. If attacked, rats bite nearby targets and flee once one dies. The dryad protects the tree rather than ordering an unrelated quest.
Resolution and reward. Saving the roots earns 20 gp in old offerings and a marked woodland campsite. Killing the rats without restoring soil earns directions but no money.
Adjust. Easier: no rats, only repair. Harder: 3 rats, with all positions visible.
SRD reference: Dryad
Medium fey, neutral
AC 11 (16 with barkskin) | HP 22 (5d8) | Speed 30 ft. | CR 1 (200 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 12 (+1) | 11 (+0) | 14 (+2) | 15 (+2) | 18 (+4) |
- Skills: Perception +4, Stealth +5
- Senses: darkvision 60 ft., passive Perception 14
- Languages: Elvish, Sylvan
Innate Spellcasting. The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: At will: druidcraft 3/day each: entangle, goodberry 1/day each: barkskin, pass without trace, shillelagh
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Actions
Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time.
SRD reference: Giant Rat
Small beast, unaligned
AC 12 | HP 7 (2d6) | Speed 30 ft. | CR 1/8 (25 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (−2) | 15 (+2) | 11 (+0) | 2 (−4) | 10 (+0) | 4 (−3) |
- Senses: darkvision 60 ft., passive Perception 10
- Languages: —
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
9. Faerie Traders’ Market
At a glance: levels Any | Social / trade | 15–25 minutes | Creatures: 3 × Commoner.
Three stalls stand beneath drifting lanterns. A sign reads: “Coins, goods, or songs. No memories accepted.”
Setup. A 60-foot market square has open north and south exits. Three merchants use commoner statistics and speak Common; their unusual appearance adds no powers. Lanterns provide bright light across the stalls.
DM hex map: Faerie Traders' Market
Trigger. Seller Venn offers an accurate map of the next two forks for 5 gp or a public song.
Run it. Stock is four daily rations at 5 sp each, two 50-foot hempen ropes at 1 gp each, and one ordinary silver mirror at 5 gp. Payment or performance works without rolling. A DC 12 Persuasion check reduces the map to 3 gp; failure changes nothing. Nothing here binds a character beyond the stated price.
Resolution and reward. The map marks an unsafe bridge and a 20-minute bypass. Fair dealing creates a named contact; theft causes the merchants to close their stalls and withdraw north.
Adjust. Shorter: Venn includes the map with any purchase. Longer: the map’s owner must mediate a pricing dispute first.
SRD reference: Commoner
Medium humanoid (any race), any alignment
AC 10 | HP 4 (1d8) | Speed 30 ft. | CR 0 (10 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) |
- Senses: passive Perception 10
- Languages: any one language (usually Common)
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
Free Rules Sources and Attribution
Creature references reproduce the stat blocks in the Creative Commons edition of SRD 5.1, with formatting and PDF typography normalized; optional variants are omitted unless a scene calls for them. Source links point to the beginning of each block; some continue onto the next page. Scene dialogue, named NPCs, terrain, goals, suggested levels, checks, timers, rewards, and peaceful resolutions are original encounter design. Descriptive creature changes do not add abilities. Rules use the 2014-compatible SRD 5.1 throughout; official SRD downloads also list other versions.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.