Greener Pastures: Pre-Gaming
Running the Game
This adventure is designed for four 4th-level characters and is written for the Game Master (GM). It includes everything needed to run a complete 5th Edition Dungeons & Dragons session. Prep Work. The memory game under the De'spell Falls requires setup. Creature List. Commoner, cultist, druid, gladiator, goat, guard, mage, shambling goatleaf, and thug. This list does not include random tables. Running While Inebriated. If you’re high or otherwise indulging, that’s part of it. Don’t overthink, this is supposed to be fun for you too. Snacks. If you’re playing in person, share snacks. If you’re online, keep some on hand. Mix something healthy in there with the rest. Music. You can find a curated playlist by searching Stonehome Games on Spotify. A little music goes a long way. GM NPC. Captain Hoof can be run as a guide or as a support combatant. If you want him to join, treat him as a natural-born monk with the stats of a goat. Otherwise, keep him as gruff comic relief.
The Otherwyld
The Otherwyld is Dromaria’s version of the Feywild. The area is chaotic and full of things that don’t always make sense. It overlaps a vast rainforest called Tempus Nova, located at the southern tip of western Pathriam. This region connects to the country of Belwin, where the people have adapted to their neighbors. The Fey speak Sylvan and are tied deeply to nature. Magic runs wild, and time is unreliable. The plane overlaps the Material World and is home to goblins, gnomes, and the full range of fey creatures. Expect fairy tale logic. Dukkerin. Dipthi (goddess of chance, fey, gnomes, goblins, and mischief) is worshiped by most Otherwylders. Her ever-changing game, Dukkerin, shapes this iteration of the Feywild. It’s a game of shifting rules that decides status, favor, and fate. Most fey choose to play. See "In the Otherwyld" for specific rules regarding the Otherwyld and this adventure.Illegal Activities
Despite expanding legality in some places, many substances remain banned across large parts of the world. This is typically about control.
In Dromaria, laws differ between territories, countries, and cities. Some governments outlaw possession entirely. Others restrict the sale or
refinement process. The underground trade has thrived in remote places where regulation is light and enforcement is inconsistent.
Not every product is dangerous, and not every law makes sense.
Despite its extreme popularity, goatleaf remains illegal in the Westlands. Large quantities are being moved quietly across the country of Belwin.

Goatleaf
Common, drug
A fragrant green herb, dried and rolled or packed for smoking. Known for calming nerves, slowing thoughts, and making food taste amazing. After ten minutes of use, the smoker feels relaxed and open. For the next hour, they gain advantage on Wisdom (Insight) checks and disadvantage on Initiative rolls.
Legal Substances
Some substances walk the line between remedy, street snack, and arcane addition. While technically legal, their effects are widely debated, and
their use is often frowned upon in polite circles.
Boop Bits
Common, drug
A small glass jar filled with 20 multi-colored candy spheres. They crackle and bounce in your mouth, releasing a burst of invigorating energy. (10 gp) Effect: Gain 1d4 temporary hit points. For 1 minute, you dance. You retain full control of your actions, but all movement and speech are accompanied by rhythmic motion.
Drink Ums
Common, drug
A dense white lozenge with a sharp, bitter flavor. Commonly used by performers to power through shows or by anyone looking to survive early mornings. 30 per bottle. (5 gp) Effect: Gain advantage on Charisma (Performance) checks for 1 hour. Temporarily suppresses 1 level of exhaustion for 8 hours. When this effect ends, gain 1 level of exhaustion.

Boop Bits
Common, drug
A small glass jar filled with 20 multi-colored candy spheres. They crackle and bounce in your mouth, releasing a burst of invigorating energy. (10 gp) Effect: Gain 1d4 temporary hit points. For 1 minute, you dance. You retain full control of your actions, but all movement and speech are accompanied by rhythmic motion.

Drink Ums
Common, drug
A dense white lozenge with a sharp, bitter flavor. Commonly used by performers to power through shows or by anyone looking to survive early mornings. 30 per bottle. (5 gp) Effect: Gain advantage on Charisma (Performance) checks for 1 hour. Temporarily suppresses 1 level of exhaustion for 8 hours. When this effect ends, gain 1 level of exhaustion.
Piskels
Common, drug
A mint-scented cream packaged in a dark jar with a paper label that reads, “Rub where it hurts.” The salve cools on contact and numbs the pain. Enough to get you back on your feet! (5 gp)
Effect: As an action, apply the cream to a creature. The recipient regains 1 hit point. After one hour, they lose 1 hit point. A creature can only benefit from one application of Piskels at a time. This does not restore function to injuries that require rest or magic.
Common, drug

Piskels
Savor Rub
Common, drug
A small jar of off-white spread with a label that says “Savor.” Smells faintly of salt, pepper, and garlic. Contains 5 uses. (8 gp)
Effect: When applied to something, it makes whatever it is taste exactly how you want it to.
The effect lasts for up to an hour. It does not provide nutritional value or mask poison, but it can make trail rations taste like cake. After use, the next food you eat without Savor Rub tastes slightly off and leaves a film in your mouth.
Common, drug

Savor Rub
The adventure continues in Greener Pastures: Owed Favors.

















