Inept Wizard

Festive Chronicles

The Midsummer Songbirds' Secret

An adventure for 4–6 characters of level 3

Compatible with 5e and Swords & Sorcery: The Pulp Fantasy systems

Written 2023
Published 2026 by Flavius @ Inept Wizard This work is licensed under CC BY-NC-SA 4.0 licence.

Woven into this tale are threads drawn from realms both real and fantastical: the beauty and mystery of Schiermonnikoog Island, the rich tapestry of Baltic folklore, and the epic narratives of English legend.

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, 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.


It is midsummer, and the island is alive with festival. Heroes from across the kingdom have been drawn here by an unusual tournament — one organized by the island's resident fairies. But something is wrong: the songbirds have gone silent. Without their song, The Unicorn King refuses to appear, and the festival cannot begin in earnest. Competitors must navigate riddles, trials, and unexpected hazards to lift the silence, restore the celebration, and coax the Unicorn King out of hiding.

World Description

The adventure takes place on Monksholm Island, within the Oldsbury territories of the Great Kingdom. Queen Sophia I rules from the throne, presiding over a collection of distinct regions each governed by their own lords. These lords swear allegiance to the Queen but retain meaningful local authority — some powerful enough to push back against royal decrees.

Story Background

Monksholm is a small island of sandy beaches and dense forest, marked at its center by Dragon's Peak — a prominent hill with a cavern at its summit where an ancient dragon sits atop his hoard, overseeing the games below. A quiet village with a stone castle houses the island's permanent residents, both human and fairy folk, who look forward to the Midsummer festival each year. Hidden in a remote, overgrown corner of the island stands an old temple — seemingly abandoned, though local priests maintain it carefully and have gone to some lengths to preserve that appearance for the sake of the tournament. Noble guests have set up a hunting encampment near the woods.

When the tournament opens, the village fills with laughter, music, and the smell of a feast in progress. The fairies announce the central problem: the songbirds are silent, The Unicorn King will not come, and someone needs to sort it out. From there, contestants are pointed toward a series of trials and left to find their own way through.

In this adventure, almost every NPC, creature, and the dragon himself — with the exception of the other contestants — is in on it. They know the shape of the scavenger hunt and the other challenges, and each plays a role: some to help the party, some to test them.

Character Goals

I. Arrival and Discovery

Players arrive on the Monksholm island for a unique midsummer tournament. They can explore the local village, full of entertainment, before the fairies declare the start of the tournament. Faeries announce that the island’s songbirds have mysteriously fallen silent, and a special festival guest refuses to arrive without their song. Players’ initial goal is to unravel the mystery behind the songbirds’ silence.

II. Songbird’s Secret

Players need to find the culprit behind the silence: a bird that was kidnapped by snails. A hint is provided to players in the form of a riddle: to deal with snails, they must become the size of snails.

III. Scavenging for Potion Ingredients

Once players learn that a size-reducing potion is needed to rescue the captive bird from the snails, they embark on a scavenger hunt for the potion’s ingredients. This step introduces a competitive element as they contend with other tournament participants, resolving conflicts and negotiating exchanges to acquire the necessary ingredients:

  • Fern Blossom from the forest, fiercely protected by Great Bustards.
  • Overheated Iron Sword, swallowed by the dragon at Dragon’s Peak.
  • Feather from a Noble’s Hat, to be claimed from the nobility at their hunting camp.
  • Straw-Shaped Seashell from the mermaid on the sandy beach.
  • Lute’s String from the local bard, obtained through a storytelling contest.
  • Crumbled Ceramic Tile from the abandoned temple.

IV. Potion Preparation

After gathering all the ingredients, players must work together to successfully brew the size-reducing potion.

V. Rescue Mission

Upon drinking the potion and shrinking in size, players must mount hares, and navigate through a small labyrinth. Their mission is to fight off the snails and rescue the captured bird.

VI. Chivalry Battle

With the bird free and the songbirds singing once again, The Unicorn King finally makes his appearance. He challenges players to a chivalrous battle. The ultimate goal is to win this battle and earn The Unicorn King’s generous reward.


A1 – Monksholm Village

Players arrive by ship at Monksholm Island and find themselves in a village of the same name. They have the opportunity to explore the village, including its various services, entertainments, and points of interest. Allow them time to soak in the festive atmosphere and visit all the places that pique their interest.

Monksholm Village

You step off the ship onto the dock. Monksholm is strung with festival decorations, and the noise hits you immediately — laughter, voices, someone playing a fiddle badly and someone else playing one well.

A short walk from the docks, the Dancing Monk tavern announces itself with a creaking sign and the smell of something roasting. East of it, the marketplace sprawls: a blacksmith's rack of armour and axes, a Mystic's tent with curios on the table, an apothecary wreathed in strange smells. A willow tree near the apothecary hums faintly with something magical; a healer's tent sits in its shade. Somewhere nearby, a pottery stall catches the eye.

To the west, an open square draws the noise. Children pack around a marionette stage. Falcons wheel overhead above their handlers. A bard plays at the centre of a storytelling circle. Dice clatter at the gambling tables, and the archery range already has a small crowd watching.

Scattered through the village: a buoy glowing faintly blue in the southern water, a cannon nobody seems to be supervising, an old stone circle carved with inscriptions, a lighthouse at the sea's edge. At the heart of it all, inside the castle courtyard, the feast is already underway.

Services:

  • Smithy: An essential service where players can purchase weapons and armour, or get their existing gear repaired.
  • Apothecary: Players can buy Common and Uncommon potions, and magical ingredients here. The alchemist can also aid players in brewing their own potions, should they possess the necessary ingredients and recipe.
  • Mystic Emporium: A shop specializing in magical artifacts and enchanted items, selling Common and Uncommon magical items.
  • Healer’s Pavilion: Here, players can seek treatment for injuries or purchase Medical Kits for future use.
  • Tavern: Players can rent a room to stay here.

Entertainment:

Marionette Performance

A lively puppet show about a dragon consuming an adventurer and his sword, providing a clue about the overheated iron sword. For a price of 1 gp players can watch the show.

If players choose to watch the show, describe the following scene.

Marionette Act

The stage is the back of an old merchant wagon, and the benches are whatever wood survived the most winters. A grizzled man in a jester's hat takes your coin with a nod and waves you to a seat.

You realize your neighbours are all children. They look at you with the particular expression children reserve for adults doing something they weren't expected to do.

The show begins with a crash of dramatic music. Two marionettes take the stage: an adventurer with a glittering sword, a dragon with felt scales and button eyes that somehow still manage to look smug. The adventurer charges. There's a sword fight. The children around you are completely gripped.

The adventurer charges, and a mock battle ensues, full of swinging swords and roaring dragon cries. Then, to the audible gasp of the children, the dragon lunges, snapping up the adventurer, and — much to your surprise — his sword as well. The children laugh and cheer.

As the applause dies down, the kids chatter excitedly about their favourite parts of the show. All the while, you sit back on your bench, mulling over the spectacle you’ve just seen. A dragon eating a sword? The image stays with you, setting the cogs of your mind in motion.

Hound Chase

Exciting dog races where players can gamble on outcomes, possibly winning gold.

Players can place wagers on a hound of their choice. Once bets are placed, a race begins. For each race, each hound makes an Athletics check (1d20 roll plus the hound’s Athletics skill). The hound with the highest total result is deemed the winner of the race. Should a participant’s chosen hound win, the participant receives a pay-out equal to the sum of their bet multiplied by the betting odds of that hound. The hounds can participate in a limited number of races. After each race, the hounds require a Short Rest. Furthermore, the hounds cannot participate in more than four races per their Long Rest.

Five hounds are available for betting:

  1. King’s Ransom: This is a large and powerful hound with a dark, sleek coat. It’s known for its strength and endurance. Athletics: +5, Betting Odds: 2:1.
  2. Duskrunner: A mid-sized dog with a curled grey coat. It’s known for its surprising bursts of speed. Athletics: +3, Betting Odds: 3:1.
  3. Lady’s Favour: This is a smaller hound with a smooth white and brown coat. While not the strongest or fastest, Lady’s Favour is known for her tenacity and never gives up the chase. Athletics: +2, Betting Odds: 4:1.
  4. Iron Paws: A rugged and hefty dog with curly black coat, Iron Paws is known for its strong build. Although it’s not the fastest, it’s a consistent performer. Athletics: +1, Betting Odds: 5:1.
  5. Silent Shadow: This slender and dark-coated hound is known for its swift and quiet gait. Though not the strongest contender, Silent Shadow can be a dark horse in the race. Athletics: +0, Betting Odds: 6:1.
Falconry Exhibition

An awe-inspiring display of skilled falconry, hinting at the location of a noble’s hunting camp on the island. A noble knight, clad in elaborate hunting attire, greets players in a grandiose manner.

Greetings
  • Hail and well met, travellers! Thou art welcome to behold the majesty of these swift hunters of the sky, the finest falcons in the land. We nobles, seeking the thrill of the hunt, have set our encampment near yonder forest for this midsummer festival. Pray, take a moment to marvel at these magnificent creatures.

If players choose to explore exhibition, they must pay 10 gp for entrance. Describe the following scene.

Exhibition

Birds of prey line the stands — falcons mostly, a few others. They watch the crowd the way predators do, tracking movement without any particular urgency. Their handlers move among them quietly, adjusting a hood here, offering a glove there. The birds tolerate it. Mostly.

Under the watchful eyes of the falconers, players are offered the opportunity to handle one of the less dangerous birds. This action will require successful DC 15 Animal Handling skill check to do it without causing distress to the bird. If players succeed, they are presented with the Staff of Birdcalls [XGE p139].

For each falcon introduced by the guide, players can attempt to identify the species. This can be done based on their personal knowledge, or their characters can make a DC 15 Nature check to see if they recognize the species. For each successful identification, the guide bestows upon them a random Quaal’s Feather Token [DMG p188] — a small, one-time use magical item that can be quite handy in certain situations.

  1. Peregrine Falcon: A powerful and fast bird, known for its incredible speed when diving for prey. It has a slate-grey colour with a slightly lighter coloured underside.
  2. Common Kestrel: Smaller than the Peregrine, it is recognized by its rust-coloured back and tail, blue-grey head and tail tip. It is known for its ability to “hover” in the air while searching for prey.
  3. Hobby: Slim and agile, it has a slate-grey back and light undersides with black streaks. Its most distinguishing feature is its red “trousers” and vent area.
  4. Saker Falcon: This large, robust falcon has a light, sandy colour and a contrastingly darker head.
  5. Merlin: This small, fast-flying falcon has slate-grey and streaked underparts.
Bardic Recitations

Players can join in the storytelling with local bards, listen to tales of mermaid near the shore, and observe the lute the bard is using to accompany stories.

If players choose to join recitations, describe the following scene.

Mermaid Story

As you approach the storytelling circle, you see a gathering of villagers and a bard perched on a stool. The bard strums a lute, the strings of which shimmer under the sunlight.

A husky-voiced villager named Oswald rises from the crowd. “Gather ’round, ye folk! Let me weave ye a tale of last night, a sight to make your heart pound, so it would!” There are a few gasps of anticipation from the audience, eyes widening, and the bard gestures for Oswald to continue.

“Well now, it was the stroke of midnight and the moon beaming full. I found me self by the western shore. The water, as quiet as a maiden’s dream, barely whispered against the pebbles.” The crowd is entranced by his words, leaning forward to catch every detail. A murmur of appreciation ripples through the listeners as Oswald continues.

“Then, there it was,” he says, pointing toward the horizon, his eyes wide with remembered wonder. “A twinkle in the water, like the moon herself was dancing on the waves. And a song, faint yet haunting, a melody as old as the sea herself. It echoed in the still night air, pulling me in.” A collective gasp sweeps across the crowd, children clasp their hands over their mouths in anticipation, and the adults exchange knowing looks.

“I squinted into the water, and there she was,” Oswald continues, his voice dropping to a whisper that nevertheless carries to the farthest listeners. “A mermaid, fairer than any mortal lass, her skin glistening under the moonlight. A necklace of seashells was all she wore, each one different, each as unique as the sea herself.” The crowd sighs, some women placing their hands over their hearts, lost in the imagery. The bard nods in approval, a twinkle in his eye.

“But ah, our eyes met, and quick as a darting fish, she was gone beneath the waves, her song drifting away into the vastness of the sea,” Oswald concludes. The crowd claps enthusiastically, completely enthralled by the tale. Oswald bows, a humble smile on his face as he returns to his place among the villagers.

Players have the opportunity to share their own tales to win the disposition of the bard. The bard rates players’ stories based on their quality and content, categorized into five ratings: Common, Uncommon, Rare, Very Rare, and Legendary. The DM has discretion over this rating based on the quality and creativity of the story, and the bard’s reward varies according to the rating.

Rewards table:

  1. Common: 1d20 + 10 gp.
  2. Uncommon: A random scroll of a 1st or 2nd level spell.
  3. Rare: A random Common magic item.
  4. Very Rare: A random Uncommon magic item.
  5. Legendary: A random Rare magic item.
Bard’s Disposition

If players have earned the bard’s disposition by participating in the storytelling, he will offer to exchange a lute string for any other musical instrument, if asked. However, should the players not have engaged in storytelling, the bard will refuse to sell the string. Stealing a string from the bard will not be viewed as a criminal act, as the bard is one of the tournament organisers and permits various methods for acquiring a string.

Gambler’s Square

A bustling corner of the village near a pond teems with various games of chance. Players are welcome to partake in games such as Dragon Dice, Fortune’s Wheel, or even a simple arm-wrestling match. Victories could reward them with a tidy sum of gold. Players wishing to participate in a certain game should approach an NPC on the square, challenge them to play, and propose their bet.

  • Dragon Dice: Players each roll 2d6, and the one with the highest roll wins. This is a game of pure chance and lucky rolls.
  • Horseshoes and Tongs: A simple yet strategic game with tic-tac-toe rules, but played with horseshoes and tongs instead of X’s and O’s.
  • Arm Wrestling: This is a test of pure strength. Participants make a Strength check, and the one with the highest result overpowers their opponent and wins.
  • Stone Skipping: A delightful game of finesse and technique, participants must skip a stone as many times as they can across a body of water. The person with the most skips – wins. Participants make a Dexterity check, and the one with the highest result gets the most skips and wins.
  • Pint-o-Duel: In this raucous drinking game, participants must down their drinks without passing out. The last one standing wins. Participants make a Constitution saving throw after each pint, with the last one remaining conscious being the winner.
  • Dragon Backgammon: A game that challenges the intellect, participants make an Intelligence check, and the one with the highest roll wins, having outmanoeuvred their opponent on the backgammon board.
  • Fortune’s Wheel: A game of foresight and intuition, players have to guess the symbol where a spinning wheel will stop. Participants make a Wisdom check, and the one with the highest result correctly interprets the spin of the wheel.
  • Kingsman Hold’em: A game of bluffs and bets, much like poker. Participants make a Charisma check to call bluffs, and the one with the highest result wins.
Archery Contest

This competition is open to all comers. For a fee of 5 gold pieces per round, participants can test their skills with a bow. In each round of the contest, the number of 1d6 + 2 NPC participants will also try their luck. The player with the highest roll on a ranged weapon attack, using the archery rules, wins the contest. The prize depends on the attack roll:

  • a roll less than 10 yields 1d20 + 10 gp
  • a roll between 10 and 15 earns an Unbreakable Arrow [XGE p139]
  • a roll between 16 and 20 earns Arrow of Slaying [DMG p152]
  • while a roll of 21 or more earns an +2 Arrow [DMG p150].

Players will notice a few skilled archers knocking apples off the head of a brave NPC volunteer with their arrows. Should players wish to partake in this daring contest, they are discouraged, but not outright prohibited. Successfully knocking off the apple requires a DC 20 Attack roll. If a player misses, the NPC volunteer refuses to let them try again. However, if a player rolls less than 10 on their attack roll, it results in injury to the NPC, and the player is banned from the archery grounds forever. On a successful roll, the player wins a +2 Longbow [DMG p213].

Pottery Exhibition

A local artisan has organised an exhibition to showcase the delicate and intricate craft of pottery. At the small entrance fee of 5 gold pieces, players can immerse themselves in a unique collection of handcrafted pottery pieces, each one a testament to the potter’s skill and artistry. The pride and joy of the collection is an antique ceramic tile, lovingly preserved over the years. This piece of art, salvaged from a local, long-abandoned temple, is adorned with intricate designs that seem to tell a story of their own. If players choose to attend the exhibition, describe the following scene.

Exhibition

The tent smells of damp clay and glaze. Tables line the walls, crowded with vases, bowls, and teapots — more variety than you'd expect from a festival stall. At the centre, on its own stand, sits an antique ceramic tile. The painted design is intricate enough to stop you mid-step.

The potter — a burly woman with clay still on her hands — catches your eye and heads over without being asked.

"Welcome. But come, let me show you the real reason you're here."

She guides you to the tile. "Pulled from the abandoned temple up the road. The colours shouldn't still look like that after this long. But here we are."

Feast

A highlight of the festival is the grand feast, a spread of the best food and drinks the village has to offer. Free to all attendees, the feast provides a wonderful opportunity for players to mingle with locals and enjoy some hearty fare. From roasted boar to fresh baked loaves of bread, the tables are laden with delicious food, and ale flows freely.

The feast offers a range of delectable dishes that are not only pleasing to the palate but also restorative. Once per long rest, players who partake in the feast gain 1d6 temporary hit points.

Points of Interest:

  • Southern Buoy: A buoy located in the southern part of the region. Any player who reaches it gains proficiency in water vehicles.
  • Golden Well: A well situated in the southern part of the region. It magically reveals 500 gold pieces on its bottom to any player who drinks from it once.
  • Well of Wisdom: An eastern well that bestows a +1 Intelligence Ability Score Improvement to any player who drinks from it once.
  • Cannon: When activated, the cannon discharges a loud boom. Moments later, a chest of supplies parachutes down from the sky, providing useful items for this adventure. Include Speak with Animals [PHB p277] spell scroll, Locate Animals or Plants [PHB p256] spell scroll, Invisibility [PHB p254] spell scroll, Vicious Mockery [PHB p285] spell scroll, Levitate [PHB p255] spell scroll, Potion of Acid Resistance [DMG p188], Lyre [PHB p154] in chest’s loot.
  • Enchanted Willow: Positioned near the apothecary shop, this magical tree takes a random gem from any player who touches it, returning a random potion of corresponding rarity. Exchange: a 10 gp gem for an empty Glass Bottle [PHB p153], 50 gp gem for a common potion, 100 gp gem for uncommon, 500 gp gem for rare, 1,000 gp gem for very rare, and 5,000 gp gem for a legendary potion.
  • Elder Beacon: The abandoned lighthouse offers a fantastic vantage point. Players who climb it gain advantage on their next Perception or Survival check on the island.
  • Stonehenge Circle: An ancient stone structure hiding a possible riddle. Can be used by the GM if this adventure is played as part of the campaign, as a quest hook.

Encounters with Kids

Kids are running around the village during the festival, providing the possibility for some engaging encounters.

  • The Pranksters: A group of mischievous children run around with an illusionary wand, creating minor chaos. They might cast an illusion of a frog in a player’s soup, a mouse under a female player’s skirt, or a bug in a fighter’s beard. Players could try to catch these tricksters or join in the fun.
  • The Aspiring Wizard: A young girl named Lyra approaches a player with spellcasting abilities. Dreaming of becoming a wizard when she grows up, she asks for a demonstration of spellcasting.
  • The Lost Toy: A child named Jonathan cries in the village square, having lost his stuffed dragon. He’s convinced it ran away to join the dragon parade. Players could help him find it.

A2 – Songbird’s Secret

After players have explored the village and participated in the activities that interest them, the tournament is announced. Teams of players are invited to the main square near the castle. The herald, a grey-haired old man dressed in a decorated purple robe, steps forward, clears his throat, unfolds his scroll, and begins to read.

Announcement

Hear ye, hear ye! The fairies of Monksholm extend their profound gratitude to each courageous soul volunteering to participate in this grand tournament. Alas, an ominous silence has fallen upon our island. Our songbirds have mysteriously ceased their singing. This melancholy quietude has deterred our noble guest, The Unicorn King, from gracing us with his presence.

Hence, your noble mission, brave adventurers, is to discern why our feathered minstrels have turned mute. Your journey will be undertaken in gallant teams of five. Keep your wits about you, discern the true clues from the false, and follow the path of wisdom. Ahem... one more thing. A dragon is rumoured to be prowling the island. If you should encounter this beast, heed my words — Flee!

To begin unravelling this mystery, players must locate four songbird species around the village. Each of these birds emits a continuous, distressed call. With the aid of the Speak with Animals [PHB p277] spell, players can comprehend these calls, each translating to a line from a short poem. Alternatively, if players do not have access to this spell, they can decipher the sounds made by each bird with a successful DC 10 Nature check.

  1. Sparrows: Their chirping commences with a low, drawn-out whistle, reminiscent of the sluggish pace and robust shell of a snail, abruptly followed by a sharp note, signifying the sudden shock of the abduction. This segues into a series of frantic chirps, resembling a distress call and reflecting the line, “In snail’s grasp, our friend is confined.
  2. Robins: Their song initiates with a smooth, low hum, representing the maze’s concealed and secretive nature, then accelerates into a brisk trill, conveying the bold and challenging nature of the task ahead. This mirrors the line, “In a maze, hidden and unrefined.
  3. Blackbirds: Their song begins as a mournful and soft melody, a series of long, sorrowful notes sounding like a lament for the captive bird’s plight. It then transitions into a series of higher, more assertive notes, exuding an encouraging and determined spirit. This echoes the line, “Free our friend, dare to make your courage shine.
  4. Larks: Their melody begins with a long, rising note, akin to a question being asked or a suggestion being put forth, followed by a series of short, bright chirps that sound like droplets into a bubbling potion. This reflects the line, “To the potion brewer, you should align.
 Complete poem

     In snail’s grasp, our friend is confined,
     In a maze, hidden and unrefined,
     Free our friend, dare to make your courage shine,
     To the potion brewer, you should align.

After unravelling the mystery behind the songbirds’ silence, players may approach a gnome alchemist named Miraluna for assistance. She will declare, “To confront the snails, one must comprehend them.” Miraluna can provide this understanding through a special potion. However, to brew it, she requires six specific ingredients that players must procure from the island. She might say:

Miraluna
  • Good morrow. I am Miraluna, custodian of herbal remedies here on this island. How might I avail myself to your needs during this celebratory time?
  • To confront yonder snails, ’tis necessary to grasp their very essence. I have the means to brew a potion that could bridge this understanding, but it requires six components that are scattered across our island. These items you must seek are: a fern blossom, an overheated iron sword, a feather from a noble’s hat, a seashell resembling a straw, a string from a lute, and a crumbled ceramic tile.
  • The fern blossom, a shy and delicate bloom, can be found in the depths of our greenwood, if luck deems you worthy. As for the remaining components, I trust in your wit and courage to uncover them in the corners of our fair isle.

A3 – Scavenger Hunt

During the scavenger hunt, players may interact with other participants. These participants can threaten players and attempt to steal their gathered ingredients, or they can propose an exchange, or even request hints in return for a generous reward. However, do not overuse these scenes; one or two would be sufficient.

Fern Blossom

Players may discover a clearing within the forest, where majestic Great Bustards strut about. Amidst the greenery, three ferns flaunt their blooming blossoms. Intriguingly, two of these blossoms host the eggs of the Great Bustards, prompting the beasts to fiercely guard every blossom within the vicinity. The adventurers have the opportunity to pacify these creatures with a successful DC 15 Animal Handling roll, or via other creative means they might conceive. However, any unsuccessful attempt will immediately incite the wrath of three male specimens. Note that in the event a Great Bustard’s hit points are reduced to zero, it doesn’t die. Instead, Great Bustard flees the combat, without provoking an opportunity attack. This mechanic ensures the preservation of the island’s festive and harmonious ambience throughout the adventure.

Great Bustard

Medium Beast, unaligned


Armor Class 12
Hit Points 44 (8d8 + 8)
Speed 25 ft., fly 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 12 (+1) 2 (-4) 14 (+2) 6 (-2)

Senses passive Perception 10
Languages
Challenge 2 (450 XP)
Proficiency Bonus +2


Furious Charge. If The Great Bustard moves at least 20 feet straight toward a creature and then hits it with a wings attack on the same turn, the target takes an extra 5 (1d10) bludgeoning damage. The target must succeed on a DC 13 Strength saving throw or be knocked prone.

Protective Parent. The Great Bustard has advantage on attack rolls against a creature if at least one of its eggs is within 120 feet of the creature.

Actions

Multiattack. The Great Bustard makes two attacks: one with its beak and one with its wings.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Wings. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Overheated Iron Sword

The overheated iron sword may be procured from the dragon atop Dragon’s Peak. This ancient red coloured dragon, busies itself with various activities, and keeps a sword within itself. Should players scrutinize the dragon’s physique with a successful DC 15 Nature check, they will discern that its body doesn’t quite match that of a typical red dragon. Moreover, a successful DC 15 Perception check will reveal the truth: the dragon is actually a brass dragon that has dyed its scales a vibrant red.

Mountain Scene

From the vantage point at the mountain’s base, your gaze ascends to the peak. At the summit, a red-scaled ancient dragon circles the peak. Its crimson figure casts a dazzling light across the terrain. Occasionally, a deep rumble echoes down, a chilling reminder of the mighty beast above.

Players can observe the dragon’s activities, which can vary and are determined by a roll of a 1d4:

  1. Sitting at the peak’s pinnacle, surveying the surroundings.
  2. Singing a song.
  3. Soaring in the sky.
  4. Taking a nap.

The dragon changes its activity every half hour of an in-game time.

 The Dragon’s Song

     I am the dragon, fierce and red,
     Feasting on adventurers, I am well-fed.
     Their courage is sweet, their fear, divine,
     To dine on such morsels is purely sublime.

Players have a few methods to acquire the overheated iron sword: bargaining, deception, or thievery during the dragon’s nap.

Dragon’s Greetings
  • Greetings, brave adventurers! I admire your audacity to come here, but it’s fair to warn you: I am going to eat you!

Bargaining: This dragon is particularly fond of riddles and mental challenges. He may ask players to provide three challenging riddles. If the dragon fails to solve them, he may be entertained enough to spit out the overheated iron sword.

Bargaining
  • How about a little mental spar, hmm? Give me three riddles that I cannot solve, and this overheated iron sword, as you seem to desire, will be yours. Prepare yourselves, for I have lived long and learned much!

Deception: The approach for deception is up to players, but as an example, they could attempt to convince the dragon that they require the sword to defeat a dangerous enemy, perhaps a mythical beast, or even another dragon. Players would need to weave a convincing tale and succeed on a high DC Deception check for this plan to work. Even realizing that players need the overheated iron sword for the tournament, the dragon might spit the sword out in response to a believable and entertaining lie.

Deception
  • Ah, your tale has a ring of sincerity. It’s a rare occasion that someone attempts to deceive me with such conviction and craftsmanship! Well then, take this sword. May it aid you in your fictitious endeavour.

Stealing: The ancient dragon is known to take occasional naps. This could present an opportunity for players to sneak into the dragon’s lair and snatch the sword. Should players choose this path, they may notice that the dragon’s nostrils are broad and deep — suggesting that they might serve as a possible entrance since the dragon swallowed the sword. Any action inside the dragon must be preceded by a successful DC 10 Sleight of Hand check; otherwise, the dragon will become aware that someone is inside him. He will then expel an adventurer with surprise and a hearty laugh, rewarding players audacity by willingly handing over the sword.

Audacity!
  • Such audacity! To climb into a dragon’s nostrils while he slumbers! I haven’t had such a tickle in centuries! I commend your bravery, and for that, you may have this sword. And perhaps a handkerchief as well, you seem to need it!

Journey through the dragon:

  1. Entrance: The first challenge would be simply getting inside. The dragon’s nostrils are large, but slippery and well, a bit gross. A successful DC 10 Acrobatics check would be necessary to climb up without slipping back out.
  2. Nasal Goblins: Once inside, players might come across a group of small nasal goblins who live there. These goblins are not hostile unless provoked and are more curious than anything. They might provide information or misdirection, depending on how they’re treated.
  3. The Wind Tunnel: The biggest challenge would be the dragon’s breath. Every time the dragon inhales or exhales, the wind pressure could push the player back or forward. Timing players movements with the dragon’s breath with successful DC 10 Survival check would be necessary to progress.
  4. Stomach Acid Pool: Finally, in the stomach, players will encounter a pool of stomach acid. They would have to figure out how to cross it without getting hurt. Possible solutions could include using a potion of acid resistance, employing a spell, or constructing a makeshift bridge.
  5. Retrieving the Sword: The sword would be found half-submerged in a pile of indigestible items the dragon has swallowed over the years. Extracting the sword would require a successful DC 10 Athletics check.

This is supposed to be a whimsical and light-hearted adventure. If things get too intense, the dragon could always sneeze the adventurers out, laughing at their bold but entertaining attempt.

Feather from Noble’s Hat

Upon arriving at the nobles’ hunting camp, players notice that each aristocrat wears a hat adorned with feathers.

Hunting Camp

From the edge of the woodland, you behold an encampment strung with colourful banners and heraldic symbols. Gilded tents catch the sun, and nobles in ornate, feather-hatted attire jest and joust among themselves.

The nobility may greet players and try to engage them in light conversation.

Greeting and Small Talk
  • Hail and well met, wanderers! What brings thee to this fair encampment on such a splendid day?
  • Ah, the thrill of the hunt! The chase, the anticipation, ’tis truly a noble’s delight!
  • Last duel I had was because of an insult from old Lord Cawley. I claimed the prettiest feather from his hat after I won. Made it into a splendid quill, I did.
  • This isle, with its vibrant hues and varied creatures, is an idyllic hunting ground, is it not?
  • Our feasting and merriment here, under the sky’s vast canopy, is the very essence of grandeur and freedom.

Should players request a feather from a noble’s hat, their request will be denied.

Refusal
  • Part with my hat’s feather? Preposterous! ’Tis a symbol of my status, my identity! A noble never parts with such emblems of dignity.

Players might attempt to steal a feather; in such a scenario, the required checks and their respective difficulties will be determined by the DM based on the current scene. Alternatively, the nobility, cognizant of the tournament participants’ need for a hat feather, will permit players to acquire one, provided they partake in some form of spectacle. Players may insult a noble, which will result in the offended noble challenging the insulting player to a duel.

Insult
  • How dare thou insult my honour! I, who stand so high above thee! If thou hast the audacity to insult, let’s see if thou hast the courage to duel. Prepare thine self for a display of nobility’s true might!

Use Noble [MM p348] stats for the battle, adjusting the noble’s hit points to 29 (2d8 + 20). Upon defeating the noble, players are permitted to claim a feather from the noble’s hat.

Straw-Shaped Seashell

Upon arriving at the western shore, players will spot a mermaid swimming in the sea.

Encounter with the Mermaid

As you approach the beach, the sun catches the water in a way that makes you squint. Then you see her — a mermaid, surfacing amid the waves. A necklace of seashells rings her collar. She meets your eyes with open curiosity, a smile already on her lips.

The mermaid is open to parting with the straw-shaped seashell from her necklace, but only if players agree to cast an Invisibility [PHB p254] spell on her.

Mermaid’s Phrases
  • Greetings, land-walkers. I am a daughter of the sea. What brings you to the edge of my watery realm?
  • I discern your need for a straw-shaped shell from my necklace. An unusual request, yet one I am willing to grant. In return, however, I seek a boon from you. Cast upon me the enchantment of invisibility.
  • From my water-bound abode, I have long observed you bipeds with profound fascination. Yet your awareness of my gaze alters your actions in curious ways. Women clutch their hearts, men fix their eyes upon me, and children obscure their sight and turn away. I yearn to perceive you in your natural state, unaffected by my presence. That is why I seek the invisibility.

Players have the option to cast an actual Invisibility spell on her or, alternatively, cast a different spell accompanied by a successful DC 10 Deception check to convince her that Invisibility has been cast. In either scenario, she will question whether she is now invisible, and if assured, she will relinquish the straw-shaped seashell to players.

Gratitude
  • Am I now unseen to the world? Can you assure me of my invisibility?
  • I extend my deepest gratitude for your assistance. Here is the shell you sought. May it guide you to your desired destiny.

Lute’s String

Players can obtain the Lute’s String as outlined in the Bardic Recitations section under part A1 – Monksholm Island.

Crumbled Ceramic Tile

Upon reaching the abandoned temple, describe following scene to players.

Abandoned Temple Exterrior

As you approach the abandoned temple, you see the once grand structure, with crumbling stone walls, overgrown with moss and ivy, and with an impression of time-forgotten decay. A narrow path, strewn with fallen leaves, leads towards a shadowy entrance.

The abandoned temple crawling:

  1. Entrance: Upon reaching the temple, players see an ancient and crumbling facade. However, a successful DC 10 Investigation check reveals the fresh paint and plaster used to make it appear weathered.
  2. Hallway: As players proceed into the temple, they walk down a dimly lit hallway. Ghostly whispers and eerie sounds fill the air, emanating from nowhere. A successful DC 10 Perception or Investigation check reveals hidden pipes along the walls. The priests have cleverly set up a primitive sound system using the wind and these pipes to create the spooky auditory effects.
  3. Chamber: Next, players enter a room with a bottomless pit. The only way to cross is a rope hanging from one side of the room to another. However, a successful DC 10 Perception or Investigation check reveals that it’s an illusion and they can walk across safely.
  4. Treasury: In the room, which appears to have been a treasury long ago, players find a massive stone statue, a guardian that appears to be sleeping. As they approach the end of this room, the guardian stirs, making ominous noises and moving slightly. The statue, while immune to all forms of damage, swings at any players within reach. However, because the statue was enchanted in a harmless way, merely to frighten contestants, it never manages to land an actual hit. Successful DC 10 Investigation or Arcana check reveals that it’s just a harmlessly animated statue.
  5. Library: Players now come to a room full of worn-out books and ancient scrolls. On the wall, a riddle is etched: “What is so fragile, even speaking its name can break it?(Answer: Silence). Once solved, a hidden compartment opens to reveal a crumbled ceramic tile.

A4 – Potion Brewing

Once players gather all the ingredients, they can ask the alchemist, Miraluna, to brew a potion for them. She asks players to add each ingredient into the cauldron one by one.

Miraluna
  • Ah, you've returned with all six. Well done — I did not give even odds on the feather.
  • Then let us begin. Each ingredient must be added by your own hand — the potion demands it. I can guide, but I cannot do it for you. Add them one by one, and do not rush. These things have their own notions about how they wish to be handled.

Ingredient adding: 1. Shy Fern Blossom: Miraluna explains that the fern blossom is magical and a bit shy. It must be coaxed into the potion, not simply thrown in. Players need to make a successful DC 10 Charisma check to soothe it. 2. Uncooperative Iron Sword: The overheated iron sword is stubborn and refuses to melt into the potion. A successful DC 10 Strength check is required to physically wrestle it into submission. 3. Feather from a Noble’s Hat: When a player tries to add the feather from a noble’s hat, it starts to tickle a player. A player must succeed on a DC 10 Constitution saving throw to resist the tickling and continue the potion-making process. 4. Resonating Seashell: The straw-shaped seashell’s oceanic echoes become disorienting when it’s near the cauldron. Players need to pass a DC 10 Wisdom check to use the shell’s sea memories to calm it down. 5. Lute String: The string from a lute starts vibrating and hopping around. Players need to perform a DC 10 Dexterity check to catch the string and add it to the potion. 6. Ceramic Tile Puzzle: The crumbled ceramic tile pieces form a puzzle that must be solved before they can be added to the potion in the correct order. This requires a successful DC 10 Intelligence check.

The process should be a whimsical adventure, not a gruelling obstacle. If a player fails a check, as a DM, rather than viewing it as a hard stop, you should frame it as a humorous hiccup in the process.

When the potion is complete, Miraluna gives players 6 bottles of it, wishes players well, and instructs them to drink the potions near the elder oak tree on the eastern side of the village.

Miraluna
  • 'Tis done. What you hold is no mere tincture — it is understanding, bottled. Drink it, and you shall know the world as the snail knows it.
  • Seek the elder oak on the eastern edge of the village. Drink beneath its boughs. The tree has witnessed much; let it witness this too.
  • Go well. The hardest part, I think, is still ahead of you.

A5 – Labyrinth

Once players reach the elder oak, they notice six hares beneath it. The hares seem oblivious to players’ presence. After consuming the potion, players shrink to the size of a snail. They realize that they’re standing near a small labyrinth and have the option to mount the hares if they wish.

Labyrinth

As you drink the potion, the world stretches upward. Grass towers over you. Dandelions are trees. Six hares graze nearby, enormous and utterly indifferent to your existence. Ahead, a labyrinth of moss walls rises — easily head-height from where you now stand. The hares are right there, if you want a mount.

Players can draw the labyrinth on a sheet of paper. As they move cell by cell, you can describe the four adjacent cells, indicating which are walls and which are empty. Additionally, after each movement on previously unexplored cell, you should roll a 1d10 and a 1d20. On a roll of 10 on the d10, a hostile garden snail appears nearby.

A roll of 1 or 2 on the d20 results in the appearance of a random 25 gp art object [DMG p134] near players. On a roll of 20 on the d20, a random 250 gp art object [DMG p134] appears instead.

Snail-Infested Labyrinth

Upon successfully navigating through the labyrinth and emerging at the other end, players encounter three hostile garden snails. Upon defeating these creatures, they can liberate the captured songbird.

Garden Snail (when players shrunk in size)

Tiny Beast, unaligned


Armor Class 15 (natural armor)
Hit Points 45 (10d4 + 20)
Speed 10 ft.


STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 1 (-5) 10 (+0) 3 (-4)

Senses passive Perception 10
Languages
Challenge 2 (450 XP)
Proficiency Bonus +2


Shell Defense. As a bonus action, the garden snail can retreat into its shell, or emerge from it. Until it emerges, it has advantage on saving throws, and it has resistance to bludgeoning, piercing, and slashing damage, but it can’t make attacks.

Slime Trail. The garden snail leaves a slimy trail in its wake. The space the garden snail passes through is considered difficult terrain until the start of the garden snail’s next turn.

Actions

Multiattack. The garden snail makes two melee attacks: one with its bite and one with its shell smash.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Shell Smash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

A6 – The Unicorn King

After the release of the captured songbird, players return to their normal size. The Unicorn King then makes his grand appearance and offers players a chivalry battle.

Grand Appearance

The songbird finds its wings and disappears into the canopy. A moment later, another bird answers. Then another. The silence breaks all at once — every songbird on the island, singing together.

Then the treeline stills. A light grows at the forest's edge, steady and cold. From it steps the Unicorn King. His horn catches the light. Flowers open where his hooves find the ground. He says nothing yet, but his eyes are already on you.

Invitation to the Final Trial
  • Hearken, brave souls, your trials are not yet at an end. The final hurdle stands before you, an encounter most valorous and true. The test of chivalry, a battle of courage, wit, and resolve, against none other than myself. Prepare thy spirits and gird your loins, for this contest shall be a spectacle of honour and heroism. Let this combat reflect the nobility within us all.

When The Unicorn King’s hit points drop to 0, he is not slain nor rendered unconscious as mortal creatures would be. Instead, he concedes defeat, a testament to the valour of the heroes who have bested him in fair combat. Then, The Unicorn King uses his Legendary Action to heal any fallen player and declares players as the winners of the tournament and offers each player the choice of a grand reward. In addition, he provides 144d20 gp to players.

Triumph
  • By my horn and the stars above, your victory rings loud and true. You’ve braved the trials, confronted the unexpected, and emerged triumphant. The echoes of your courage shall reverberate across this island, remembered in song and story. You have been weighed in the scales of valour and found worthy. I declare thee victors of this grand tournament. As the heralds of this noble victory, a generous reward awaits thee. Choose well, for the prize is a reflection of thy heart’s deepest desire.

Possible award:

  1. Ability Score Improvement: The Unicorn King can bless a player with the ability to increase a desired ability score by one point.
  2. Hit Point Boost: The Unicorn King can bless a player with a permanent hit point boost, adding an extra 5 points to their maximum hit points.
  3. Skill Proficiency: The Unicorn King can bless a player with proficiency in a skill of their choice.
  4. Spell Learning: For spellcasting classes, The Unicorn King can impart the knowledge of a second-level spell from any spell list available to wizards. A player can then cast this spell once per long rest without expending a spell slot.

The adventure concludes at this point, and the following ending scene should be described.

Victorious Ending

The village takes the news quickly. By the time you return, someone is already retelling the story — with embellishments. Music starts up. Ale is poured. The feast, somehow, gets better.

This is midsummer night, the shortest of the year. The sun takes its time going down, and nobody seems in any hurry to sleep. You've earned your place at the table. The night is yours.

Unicorn King

Large Celestial, lawful good


Armor Class 14
Hit Points 85 (10d10 + 30)
Speed 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 12 (+1) 17 (+3) 16 (+3)

Saving Throws Dex +5, Wis +6, Cha +6
Skills Perception +9
Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 19
Languages Celestial, Common, Elvish, Sylvan, telepathy 60 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3


Charge. If the Unicorn King 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 King’s innate spellcasting ability is Charisma (spell save DC 15). The Unicorn King can innately cast the following spells, requiring no components:

At will: detect evil and good, druidcraft, pass without trace
3/day each: calm emotions, dispel evil and good, sacred flame
1/day: branding smite

Magic Resistance. The Unicorn King has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Unicorn King’s weapon attacks are magical.

Actions

Multiattack. The Unicorn King 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.

Heal Self (3/day). The Unicorn King magically regains 11 (2d8 + 2) hit points.

Teleport (1/Day). The Unicorn King 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 King is familiar with, up to 1 mile away.

Legendary Actions

The Unicorn King can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Unicorn King regains spent legendary actions at the start of its turn.

Hooves. The Unicorn King makes one attack with its hooves.
Healing Touch. The Unicorn King 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.
Spellcasting (Costs 3 Actions). The Unicorn King casts a spell from its list of innate spells.