Greener Pastures: In the Otherwyld


A Change of Perspective


Fairies
The Otherwyld does not follow the same rules as the world the characters know.  
  • It is a reflection of the Material Plane.
  • It contains ancient, untamed places.
  • The plane is full of wild magic.
  • It is inherently chaotic neutral.
  • Time flows strangely.
  Music. Faint music constantly plays with no clear source, shifting to the mood of travelers. Volume, tone, and tempo rise or fall depending on what is happening. Weather. An unstable rainforest, influenced by nearby powerful fey. Conditions do not follow natural patterns. Treat weather as part of the mood and tone of the scene.   Wild Magic. Wild magic makes spellcasting impossible to predict or control. When a creature anywhere in the Otherwyld expends a spell slot to cast a spell of 1st level or higher, an additional effect might occur. Roll 1d20 and consult the following table to determine the effect, if any. This wild magic effect lasts for 1 hour, or until ended with a remove curse spell or similar magic.

The Otherwyld: Wild Magic Table
1d20 Wild Magic Effect
1-6 No effect.
7 Teleport 30 ft. in a random direction.
8 You are Polymorphed into a Goat.
9 A nearby plant Awakens.
10 Every face you see is your own.
11 All of your hair grows 3 ft.
12 Everything in 10 ft. is covered in Grease.
13 A 15 ft. x 15 ft. pit opens beneath you.
14 You are covered in Fairie Fire.
15 You are reduced one size-category.
16 All liquids within 5 ft. freeze.
17 You smell like a skunk.
18 A flower keeps sprouting out of your head.
19 When you speak, smoke pours out.
20 You regain 2d12 hit points.


Beyond the Falls


The moment the characters arrive, they enter a dense rainforest and are seen by fey moving through the trees. The world feels thinner here.  
Read Aloud. Details draw attention, but nothing wants to stick. From the trees, living lights flicker between dense green. It is hot and the sound of a flute pipes nervously as fey approach you.
  Encounter: Bargain Buds. Sprites and pixies approach with offers. Some help, some deceive, but most do a little of both. Each character is approached once. Make a deal!  
  • Barter. No objects. They seek promises or secrets.
  • Boon. A small request. Lasts while here. Ex: Gain a death ward spell, secret info, or a companion.
  • Cost. The player must follow a table rule. Ex: Speak in an accent, only roll someone else's dice, or do a push-up every turn.


Captain Hoof
The goat knows the direction of the delivery, but could use the character’s help to ensure nothing goes astray.


Skill Checks
Arcana. The area is saturated with wild magic. Any spell cast of 1st level or higher may trigger an effect. Magic items are not affected.   History. Stories say memories fade in the Otherwyld. Characters who spend more than a day here without grounding themselves risk forgetting details unless they take notes or tie memories to physical tokens.   Nature. The land behaves like a rainforest but shifts quickly. If players adapt their pace and travel with care, they can avoid difficult terrain caused by sudden weather changes.   Perception. Dozens of fairies, pixies, and sprites are always nearby. Any loud or aggressive behavior may provoke unwanted attention.

Endless Waltz

Endless Waltz

Into the Woods


Hoof estimates the walk will take less than a day, but time here rarely works normal. The Eastland Gangstas are already at the drop point. If Fey Signs were discovered earlier, the benefits apply.

Taking a Walk
  • One day at a Normal Pace to reach the drop off.
  • The characers choose their pace.
    • Normal. Roll 1x Random Encounter and the chance to spot up to 2x Signs.
    • Slow. Roll 1x Random Encounter and the chance to spot up to 3x Signs. You may choose to avoid the encounter.
    • Fast. No Random Encounter and no signs.
  Gangsta Signs
As the characters travel, signs show the presence of the Eastland Gangstas. A DC 12 Wisdom (Perception or Survival) check reveals a Gangsta Sign.  
  • Paranoid satyrs, playing tense pipe songs.
  • A consant sound of coughing in the distance.
  • Drunk fairies, carrying bottles of moonshine.
Results. If characters notice 1x Sign they find goatleaf (10 uses). If characters notice 2x Signs they surprise the Gangstas at the Grow Room.

The Otherwyld: Random Encounter Table
1d4 Encounter
1 A litter of Blink Dogs is being born.
2 1d4 Ettercap prey on 1d4 Giant Badgers.
3 1d6 Constrictor Snakes drop from above..
4 A Triceratops stampedes through.
 

Additional Encounters


The following encounters may replace a random one or provide additional experiences here.   The Endless Waltz. A line of dancers consumes everyone, their rhythm pulling at the mind. To pass, each character must make a DC 15 ability check, using a skill they choose as part of a dance. On a failure, they lose an hour and find themselves back at the same ivy-covered statue, over and over, still dancing. The DC increases by 1 each time. This continues until they succeed or choose to dance in real life; doing so ends the trance.

The Jolly Green Kami. A silk-covered statue blocks the path, smiling. This Kami is a god spirit of Tempus Nova. It insists that the only way through is to eat the characters. Mortals taste bad, so it will change them into something better.   Players describe what they become and may enhance their dish with a relevant item, skill, or spell. The players judges which is the best. All may pass. The tastiest is gifted a bag of beans.

Kami

Kami


The adventure continues in Greener Pastures: The Green House.

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