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Breadcrumb

Call of the Feast

nd tier (
Challenge
DC
Region
Area
(time varies)

Something is in the air all across the forest. Could it be voices from the celebration? The waft of rich foods? Or a subtle enchantment created by the feast? Whatever the cause, those caught unaware or unable to maintain their focus will find themselves turning inexorably towards the Harvest Hall, a magically conjured feasthall that appears in the Dreaming each autumn.

Knowledge of the Fae. Creatures with a history linked to the dreaming or who succeed on a Arcana check are aware of this particular danger of the hall and gain advantage on rolls to resist its call.

Unheard Call. Creatures that cannot hear, as well as undead and constructs, automatically succeed at this challenge.

Possible Solutions

The adventurers may choose to voluntarily follow the call, in which case they find their way to an entrance to the hall in 2 (1d4) hours. Those that attempt to resist the call must make a group Wisdom saving throw to maintain their focus.

Critical Failure. The party wanders aimlessly for 2 (1d4) hours seeking the hall and each adventurer loses 4 (1d4+2) Supply as they discard the food, disgusted at the idea of celebrating with such mundane fare. They then come upon a coven of three green hags , all shapeshifted to appear as satyrs , welcoming them and offering them gifts of food and wine. Once the party has eaten, the hags attack, looking for their own sort of feast.

Failure. Adventurers who fail continually drift off course and must correct themselves, suffering a level of fatigue . These delays also lose the party 3 (1d6) hours of travel time.

Success. Despite a strange sense of being called to, the party ignores the call and travels on as usual.

Critical Success. Once overcome, the call is forgotten and the party is alerted to a strange discovery. Roll on the Boons and Discoveries table.