TEXT: THE FAERIE DUST HANGOVER
  THE FAERIE DUST HANGOVER
  
  THE FAERIE DUST HANGOVER
  THE FAERIE DUST HANGOVER
  Y
  ou all gather round the flame and rub your
  hands to stave off the cold. On nights like these,
  what distracts you most from the chill of
  existence are stories of the ancient times, while
  there still were heroes, before life was
  complicated. This is not one of those stories.
  This is a story about people who knew what
  needed to be done, but couldn't do it
  themselves.
  CREDITS
  CREDITS
  Written by William Rotor
  Artwork by Tithi Luadthong
  GMBinder by /u/iveld
  Blackthorn Theme by /u/blckthorn
  QUEST SUMMARY
  QUEST SUMMARY
  Each player takes on a new character, waking up in the city of
  Endercoast with no memory of who they once were, and with
  seemingly no ability to perceive themselves except in relation
  to others. They must deduce their own identities to find out
  who they are, why they lost their memories, and what they're
  meant to accomplish.
  DM PREPARATION
  DM PREPARATION
  Give each player a blank character sheet. If they can fill out
  the whole first page correctly, they succeed.
  Use the character reference statblocks in this document,
  keeping track of which statblock is associated with each
  player. Strategically reveal information indirectly.
  Read up on the section on Endercoast (IW 22-44).
  BEGINNING
  BEGINNING
  The characters all wake up in separate areas of Endercoast, as
  listed on their character pages. They cannot perceive
  themselves, not even through mirrors. Read out only to them
  the equipment that they are carrying on their person, which
  includes 50 gp and the following note, written in Sylvan:
  "Congratulations on your successful infiltration. The
  first stage is complete. Meet at the Prince to discuss
  next steps with the other agents. Identify one another
  with the code word "faerie dust". Beware, for the
  witch Gertie Grump will impede your efforts. Good
  luck on the rest of your mission."
  CHANGELING TRAITS
  CHANGELING TRAITS
  Every character has the following racial traits associated with
  changelings. It's not necessary to include these traits to gain
  the reward for successfully filling out the character sheet.
  Importantly, the characters do not receive the racial
  features associated with the race they appear to be. For
  example, Harmony, the tiefling, does not have fire resistance.
   
  MIDDLE
  MIDDLE
  The players must use the resources available to them in
  Endercoast (as well as full permission to metagame!) to
  discover their identities and find out what their mission is.
  The truth is, they're all changelings!
  Each of these characters have independently asked Dearest
  Gran for help with sorting out their personal lives. Knowing
  that these losers are too wrapped up in their own nonsense to
  be able to do it themselves, Dearest Gran has sent some
  changelings to take over for a day. The mice are the originals.
  The witch Gertie Grump thinks that the hag is being too
  nice, and, sensing an opportunity to gain a bit of power and
  leverage over her rival, she erased the changelings' memories.
  GERTIE GRUMP
  GERTIE GRUMP
  The witch Gertie Grump will attempt to impede the
  changelings as much as possible. She will send them frequent
  ambushes to slow them down, hurt them, or kill them,
  knowing that if the changelings fail their mission or die, the
  original people will be restored. The ambushes are also
  intended to demonstrate that the changelings aren't who they
  say they are. These fights can also be intended for the full
  party to work together to beat.
  Poisonous snakes (MM 334), one per party member, which
  will indicate Sir Srauks is not a green dragonborn and
  Tiffany Beardslong is not a dwarf.
  Steam mephits (MM 217), half the party size rounded
  down, which will indicate Harmony Smith is not a tiefling.
  END
  END
  Gertie Grump will grow frustrated with the changelings. She
  will ambush them with intent to kill, teleporting them to her
  location if she has to. Her battle statistics are included on the
  next page.
  If a player successfully fills out the character sheet, the
  player's usual character receives a reward: a magic item.
  If every character in the party successfully identifies and
  completes their mission, all of the usual characters receive the
  Epic Boon of Truesight, gaining truesight out to 60 feet.
  2
  Changeling Spellcasting. My innate spellcasting ability is
  Charisma (spell save DC 13, +5 to hit with spell attacks). I
  can cast the following spell innately.
  At will: thaumaturgy
  Change Shape. As an action, I can magically assume the
  appearance of a Medium humanoid or fey I have seen, or
  shift back into my true form. My statistics are the same in
  each form. Any saving throws or ability checks related to
  this feature that another creature makes to identify me as
  an impostor have a DC of 13.
  
  GERTIE GRUMP
  GERTIE GRUMP
  Appearance. An old woman in a fur coat with a comically
  exaggerated frown upon her face.
  Voice. The grumpiest, meanest old woman you've ever heard.
  Personality Traits. Grumpy, bitter, and charmless.
  Ideal. A lady should just woman up and solve her problems
  herself. Asking for help is an unforgivable weakness!
  Bond. I've always hated how generous Dearest Gran is with
  bestowing undeserving people with gifts.
  Flaw. I'd rather see everyone be miserable forever than let a
  few people be happy without earning it.
  THE FIGHT
  THE FIGHT
  Gertie Gran is a multi-stage fight. She has a number of stages
  equal to the number of players. When she is reduced to 0 hit
  points, even if the damage would kill her, she does not die and
  instead advances to the next stage, losing all conditions
  affecting her and immediately restoring herself to full hit
  points. She also changes her initiative order such that she will
  take the next turn. She dies only when she has exhausted all
  of her stages and reaches 0 hit points.
  THE STAGES
  THE STAGES
  Pick the stages to correspond with which characters the
  players have taken the identities of. Each stage grants Gertie
  Grump a bonus to her statistics and/or abilities; these
  bonuses go away when she transitions to the next stage.
  Nella Sweet
  Nella Sweet
  Gertie Grump transforms into Bella Sweet.
  While in this stage, Gertie Grump is assisted by a poisonous
  snake (MM 334) which appears in an empty space within 5 feet
  of her and takes its turn immediately after her in initiative.
  When either Gertie or the snake reach 0 hit points, the snake
  dies and evaporates into smoke.
  Jerma Parr
  Jerma Parr
  Gertie Grump transforms into Tyrak Parr.
  Harmony Smith
  Harmony Smith
  Gertie Grump transforms into Hudson Smith.
   
  Sir Srauks of Endercoast
  Sir Srauks of Endercoast
  Gertie Grump transforms into Tom Brinks.
  Tiffany Beardslong
  Tiffany Beardslong
  Gertie Grump transforms into Farsworn Redwork.
  Revellon Maleck
  Revellon Maleck
  Gertie Grump transforms into Babydoll Attercat.
  Leech
  Leech
  Gertie Grump transforms into Terren Naels.
  3
  REACTIONS
  Warding Flare. When Gertie is attacked by a creature
  within 30 feet of her that she can see, she causes light to
  flare up, imposing disadvantage on the attack roll.
  Bardic Inspiration. Gertie adds 1d6 to her attack rolls,
  ability checks, and saving throws.
  GERTIE GRUMP
  Medium fey (shapechanger), neutral evil
  Armor Class 12
  Hit Points 5 (1d8 + 1)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  15 (+2)
  12 (+1)
  11 (+0)
  13 (+1)
  9 (-1)
  Senses truesight 60 ft., passive Perception 13
  Languages Common, Goblin, Sylvan
  ACTIONS
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 1d4 + 2 slashing damage.
  Grumpy Gaze. Each creature within 120 feet of Gertie
  must succeed on a DC 11 saving throw. On a failed save, the
  target takes 1d4 psychic damage. The type of saving throw
  is random; roll 1d6, with each number corresponding to
  one of the six abilities.
  Armor Class 17 (splint mail, shield)
  Damage Resistances bludgeoning, piercing, and slashing
  Elven Mask. As a bonus action, Gertie can take the Hide
  action even when only partially concealed.
  Multiattack. Gertie makes two claw attacks.
  
  STARTING LOCATION
  STARTING LOCATION
  A small apartment in the East District. A DC 10 Intelligence
  (Investigation) check reveals that this is the home of Bella
  Sweet, a human ranger. It's filled with hunting trophies.
  Allow the player to come up with ideas for what these
  hunting trophies would be. They won't know that these are
  Bella's trophies, not Nella's, until later.
  REWARD
  REWARD
  If the player successfully fills out every aspect of Nella's
  character sheet, the character they usually play in the
  campaign receives a mysterious reward: 10 arrows of
  monstrosity slaying (DMG 152).
   
  CHARACTERISTICS
  CHARACTERISTICS
  Appearance. A raven-haired young human woman with sharp,
  angular features, who moves with some difficulty, clutching
  her chest in pain.
  Voice. Raspy and hoarse. Coughs often.
  Languages. Nella can speak Common and Elvish.
  Personality Traits. Quiet and bitter.
  Ideal. Solitude: The forest was my escape. Now it's too
  dangerous to leave Endercoast. (Neutral)
  Bonds. I was shot in the chest when I was young by my sister,
  Bella, who was jealous of my talents. I survived, though my
  left lung has never fully healed.
  Flaws. I find it very difficult to accept help from others.
  KEY RELATIONSHIP
  KEY RELATIONSHIP
  Bella Sweet is Nella's older sister, now a hunter (NPC 127)
  working for Jilwocky Niftywoop in the Sylvan Gardens. She
  shot Nella when she was quite young and still claims that it
  was an accident.
  Appearance. A young human with glorious flowing blonde
  hair. She moves with a dancer's grace.
  Voice. Beautiful singing voice.
  Personality Traits. Outgoing, a bit intense.
  Ideal. There's no sense at being good at something unless
  you're better at it than others. (Neutral)
  Bonds. There's a mother and father owlbear lurking in the
  Feywild near Endercoast. Our youngest brother, Jimmy, was
  polymorphed into an owlbear cub by a pixie and adopted.
  As much as I hate to admit it, I need my sister's help.
  Flaws. I despise having to rely on anyone but myself.
  EQUIPMENT
  EQUIPMENT
  explorer's pack
  leather armor
  a longbow and a quiver of 20 arrows
  2 daggers
  common clothes, including a trenchcoat
  woodcarver's tools
  a white mouse tucked into the trenchcoat's inside pocket
  a mysterious note addressed to "Nella Sweet"
  REVELATIONS
  REVELATIONS
  Direct Nella to the Sylvan Gardens where her natural
  explorer and favoured enemy features can be revealed.
  Remind the player of the quality of Nella's voice when they
  speak for her.
  Have Bella reach out to her sister to attempt to put their
  past behind them and hunt together again as sisters.
  Bella's been letting Nella stay at her house after Nella's
  home in the farmlands was cut off by the Shimmer.
  The owlbear is hanging out in a strip of forest between the
  city gates and the Shimmer. If fought, it has half health and
  focuses its attacks on Bella.
  In a moment of extreme emotion, describe an effect of
  thaumaturgy.
  The changeling's mission is to forgive Nella's sister and
  repair their fractured relationship. Bella will burst into
  tears; in truth, she is deeply ashamed of what she did, how
  petty her reasoning was, and how permanent and terrible
  the consequences have been.
  4
  NELLA SWEET
  Medium humanoid (changeling, shapechanger), neutral
  Level 1 ranger
  Armor Class 14 (leather armor)
  Hit Points 9 (1d10 hit dice)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  16 (+3)
  8 (-1)
  10 (+0)
  14 (+2)
  16 (+3)
  Saving Throws Str +2, Dex +5
  Skills Animal Handling +4, Deception +5, Insight +4,
  Investigation +2, Perception +4, Stealth +5, Survival +4
  Proficiencies light armor, medium armor, shields, simple
  weapons, martial weapons, Woodcarver's Tools +4,
  Vehicles (Land) +4
  Senses passive Perception 14
  Languages Common, Elvish, Sylvan
  Pronouns she/her
  Favoured Enemy (Monstrosities). I have advantage on
  Wisdom (Survival) checks to track monstrosities and
  Intelligence checks to recall information about them.
  Natural Explorer (Forest). I roll +5 on Wisdom (Survival)
  checks while in the forest. While travelling for over an
  hour in this terrain, difficult terrain doesn't slow my
  group's travel, we can't become lost except by magic, and
  we always remain alert to danger. When on my own, I
  move stealthily without slowing down, I forage double the
  food, and I know the exact size, number, and recency of
  travel of creatures I am tracking.
  Folk Hero Background. Thanks to my participation in the
  great owlbear hunts back in the Material Plane, the
  common folk of Endercoast go out of their way to
  accommodate my needs.
  ACTIONS
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or
  range 20/60 ft., one target. Hit: 1d4 + 3 piercing damage,
  or 1d4 piercing damage if a second strike is made as a
  bonus action.
  Longbow. Ranged Weapon Attack: +5 to hit, range
  150/600 ft., one target. Hit: 1d8 + 3 piercing damage.
  
  STARTING LOCATION
  STARTING LOCATION
  Jerma begins in an empty church in the North Ward. A DC 10
  Intelligence (Investigation or Religion) check reveals it is the
  Church of Kossuth, the Firelord. It once must have been a
  beautiful shrine, but the great iron braziers are now cold, and
  there is nobody else here except for Tyrak Parr, spitefully
  adding wax to a little sputtering candle on the dias.
  REWARD
  REWARD
  If the player successfully fills out every aspect of Jerma's
  character sheet (they do not need to list every spell), the
  character they usually play in the campaign receives a
  mysterious reward: the sun blade (DMG 205).
   
  CHARACTERISTICS
  CHARACTERISTICS
  Appearance. A bright, skinny, androgynous youth with wild
  yellow hair. Too small for the priest's robes of a fire god.
  Voice. Naturally light and tinkly, but deepens his voice when
  around strangers, mimicking his father's voice.
  Languages. Jerma can speak Common, Dwarvish, Elvish, and
  Halfling.
  Personality Traits. Makes friends easily. Bleeding heart for the
  desperate or unfortunate.
  Ideal. Mediation: It's best if no one is made too
  uncomfortable. (Neutral)
  Bonds. My father doesn't know that I've started worshipping
  Lliira instead of Kossuth.
  Flaws. I would rather inconvenience myself than others.
  KEY RELATIONSHIP
  KEY RELATIONSHIP
  Tyrak Parr is Jerma's father, a prominent priest for the church
  of Kossuth, the Firelord. Tyrak is trying to train his son to take
  over for him once he is too old.
  Appearance. A gruff middle-aged human built like a tree trunk
  with a beard of yellow flame.
  Voice. Short, declarative sentences, delivered with purpose.
  Personality Traits. I'm but a servant of Kossuth, a force of fire
  upon the world. Since priests can't seem to reach him while
  Endercoast is stuck in the Feywild, I will speak for him.
  Ideal. The only thing in this world you can rely upon is the
  heat of a living flame. (Neutral)
  Bonds. I've been too soft on my son ever since my wife died.
  We've grieved enough. It's time he stepped up to his duties.
  Flaws. I see only the value of power and force. There's no time
  for the other pleasures of life.
  EQUIPMENT
  EQUIPMENT
  priest's pack
  scale mail
  light crossbow and a case of 20 bolts
  a sickle
  a shield
  a pendant depicting three conjoined six-pointed stars (DC 14
  Religion check: Lliira, Goddess of Joy)
  awkwardly big priest's robes bearing the image of a red flame
  (DC 14 Religion check: Kossuth, the Firelord)
  a set of airy acrobatic vestments, plus a trenchcoat
  a white mouse tucked into the trenchcoat's inside pocket
  a mysterious note addressed to "Jerma Parr"
  REVELATIONS
  REVELATIONS
  Direct Jerma to the Church of Her Inimitable Joyousness,
  where he has many friends and is recognised for his true
  self. They can inform Jerma of his cleric abilities.
  With thaumaturgy, Jerma has too many cleric cantrips!
  Have the warding flare automatically activate the first time
  Jerma is targeted with an attack.
  If the player obviously attempts to use a specific cleric
  spell, you can swap it out for any of the prepared spells
  except for burning hands or faerie fire.
  The changeling's mission is to admit to Jerma's father that
  he doesn't worship Kossuth anymore. Tyrak accepts him
  anyway and makes plans for Jerma's new career track.
  5
  JERMA PARR
  Medium humanoid (changeling, shapechanger), neutral
  Level 1 cleric (light)
  Armor Class 18 (scale mail, shield)
  Hit Points 8 (1d8 hit dice)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2)
  10 (+0)
  10 (+0)
  16 (+3)
  16 (+3)
  Saving Throws Wis +5, Cha +5
  Skills Acrobatics +4, Deception +5, Insight +5, Investigation
  +2, Persuasion +5, Religion +2
  Proficiencies light armor, medium armor, shields, simple
  weapons
  Senses passive Perception 13
  Languages Common, Elvish, Sylvan
  Pronouns he/him
  Acolyte Background (Lliira). The Church of Her
  Inimitable Joyousness is a place of refuge for me.
  Spellcasting. I'm a 1st-level spellcaster. My spellcasting
  ability is Wisdom (spell save DC 13, +5 to hit with spell
  attacks). I have the following cleric spells prepared.
  At will: guidance, light, sacred flame, spare the dying  
  1st level (2 slots): bless, burning hands, command, faerie
  fire, healing word, sanctuary
  Warding Flare (3 Uses, Recharges after a Long Rest). As
  a reaction when I am attacked by a creature within 30 feet
  of me that I can see, I cause light to flare up, imposing
  disadvantage on the attack roll if the target can be
  blinded.
  ACTIONS
  Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 1d4 + 2 slashing damage.
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range
  80/320 ft., one target. Hit: 1d8 + 2 piercing damage.
  
  STARTING LOCATION
  STARTING LOCATION
  Harmony is expected to be on stage at the Nine Layers in two
  minutes. Hypnos, another tiefling performer, asks her what's
  wrong.
  REWARD
  REWARD
  If the player successfully fills out every aspect of Harmony's
  character sheet (they do not need to list every spell), the
  character they usually play in the campaign receives a
  mysterious reward: the horn of blasting (DMG 174).
   
  CHARACTERISTICS
  CHARACTERISTICS
  Appearance. A purple-skinned woman with two nubby horns
  and a long lizard's tail. She always has a wicked grin on her
  face (when she isn't wearing her mask).
  Voice. Slow, sultry, and meaningful.
  Languages. Harmony can speak Common and Infernal.
  Personality Traits. Everyone has their use. It's just about
  beating around the bush until you find out what it is.
  Ideal. Self-Protection: Any relationships I have with others are
  a shield I use to defend my identity. (Neutral)
  Bonds. At the mysterious whims of Mask, I disguised myself as
  a human for so many years I almost forgot my true heritage.
  I married a man who believed I was human. One day he
  found out. I've since struck the spell disguise self from my
  mind forever.
  Flaws. I don't have confidence in my abilities to persuade
  people without the use of magic.
  KEY RELATIONSHIP
  KEY RELATIONSHIP
  Hudson Smith is Harmony's husband, a humble man who runs
  a key shop in the East District of Endercoast. He married her
  believing her to be a human. She ran away from him when he
  discovered her tiefling heritage.
  Appearance. A chubby man in his thirties with bright pink
  cheeks and streaks of black grease on his face and clothes
  from his work.
  Voice. Quiet, sad, a little bit pathetic.
  Personality Traits. Soft-spoken, gentle, non-confrontational.
  Ideal. You have to be comfortable living on your own when it's
  all you have left. (Neutral)
  Bonds. When I discovered my wife was a tiefling, she ran and
  no doubt returned to her life of crime. I've been searching
  for her ever since.
  Flaws. Harmony was the only woman who could ever love a
  man like me. I've given up on love.
  EQUIPMENT
  EQUIPMENT
  entertainer's pack
  leather armor
  a rapier
  a dagger
  a harmonica with an inscription: "sweet dreams my Hudson"
  a velvet mask, too small to wear (DC 14 Religion check: Mask,
  Lord of Shadows)
  a festive costume, plus a trenchcoat
  a ring of roughly twenty-five uncut keys
  a white mouse tucked into the trenchcoat's inside pocket
  a mysterious note addressed to "Harmony Smith"
  REVELATIONS
  REVELATIONS
  Direct Harmony to Hudson's key shop in the East District, a
  humble building still decorated with paintings of their
  wedding day and other memorials.
  Hey, thaumaturgy isn't a bard cantrip!
  Have Harmony automatically cast her social spells or use
  bardic inspiration when interacting with others.
  The changeling's mission is to reconcile with her husband,
  and to apologise for running away. The changeling can
  decide to let their marriage continue or let Hudson open
  himself to love again.
  6
  HARMONY SMITH
  Medium humanoid (changeling, shapechanger), neutral
  Level 1 bard
  Armor Class 14 (leather armor)
  Hit Points 8 (1d8 hit dice)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  16 (+3)
  10 (+0)
  10 (+0)
  14 (+2)
  16 (+3)
  Saving Throws
  Skills Deception +5, History +2, Insight +4, Investigation +2,
  Performance +5, Persuasion +5, Religion +2
  Proficiencies light armor, simple weapons, hand
  crossbows, longswords, rapiers, shortswords; Harmonica
  +5, Lute +5, Sitar +5, Harp +5, Disguise Kit +5
  Senses passive Perception 12
  Languages Common, Elvish, Sylvan
  Pronouns she/her
  Bardic Inspiration (3 Uses, Recharges after a Long
  Rest). As a bonus action, you award a creature within 60
  feet of you who can hear you a bardic inspiration die (1d6).
  A creature can only have one at a time. Once in the next 10
  minutes, the creature can expend the die, rolling it and
  adding the result to an ability check, attack roll, or saving
  throw it makes.
  Entertainer Background. I have a job at the Nine Layers
  playing the harmonica. It pays for my food and lodging.
  Sometimes they get me as a backup performer for lute or
  sitar.
  Spellcasting. I'm a 1st-level spellcaster. My spellcasting
  ability is Charisma (spell save DC 13, +5 to hit with spell
  attacks). I know the following bard spells.
  At will: friends, vicious mockery  
  1st level (2 slots): charm person, comprehend languages,
  dissonant whispers, sleep
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
  5 ft. or range 20/60 ft., one target. Hit: 1d4 + 3 piercing
  damage.
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 1d8 + 3 piercing damage.
  
  STARTING LOCATION
  STARTING LOCATION
  Just outside the city gates, next to the petrified dragon turtle.
  Tom Brinks runs up, out of breath, and asks why Sir Srauks
  has invited him here. What great lesson shall be bestowed?
  REWARD
  REWARD
  If the player successfully fills out every aspect of Sir Srauk's
  character sheet, the character they usually play in the
  campaign receives a mysterious reward: the periapt of proof
  against poison (DMG 184).
   
  CHARACTERISTICS
  CHARACTERISTICS
  Appearance. An imposingly tall green dragonborn dressed in
  powerful knightly armor.
  Voice. Sibilant and haughty.
  Languages. Sir Srauks can speak Common, Draconic, and
  Elvish.
  Personality Traits. I need to carry myself in a manner that
  demonstrates the superiority of the old ways.
  Ideal. Tradition: The world is too modern. (Neutral)
  Bonds. My squire is the last heir to the Brinks family legacy. I
  have taken him on as my squire and ward.
  Flaws. I'm blind to the benefits of change.
  KEY RELATIONSHIP
  KEY RELATIONSHIP
  Tom Brinks is a teenaged (NPC 237) martial squire (NPC 228)
  being trained by Sir Srauks to become a knight like him.
  However, Tom has dreams of going into animal husbandry.
  Appearance. A skinny young man with ill-fitting splint mail.
  His hair is long, blonde, and floppy.
  Voice. Very uncertain, often cracking.
  Personality Traits. I'm a bit in over my head in all things. I
  hate making decisions and just let Sir Srauks decide.
  Ideal. The most useful thing a society needs is livestock.
  That's why I want to go into animal husbandry. (Neutral)
  Bonds. My entire family was outside of Endercoast when it
  was transported here. The only person I have now is the
  knight that served them, Sir Srauks, who scares me.
  Flaws. I won't do anything without explicit direction.
  EQUIPMENT
  EQUIPMENT
  priest's pack
  chain mail
  a flail
  5 javelins
  knightly robes, including a trenchcoat
  a signet ring bearing the seal of the order of knights that once
  served Endercoast in the old days
  a white mouse tucked into the trenchcoat's inside pocket
  a set of gauntlets, each bearing an eye, clearly of religious
  significance (DC 14 Religion check: Helm, the Vigilant One)
  a banner of the old flag of Endercoast, no longer in use
  a mysterious note addressed to "Sir Srauks of Endercoast"
  REVELATIONS
  REVELATIONS
  Fey creatures are deathly afraid of Sir Srauks.
  Tom Brinks has spoken to Sir Srauks about becoming a
  baker before, but it hasn't gone well.
  Ambush Sir Srauks with a shadow (MM 269) and have
  divine sense activate automatically.
  Use Gertie Grump's poisonous snakes (MM 334) to reveal
  Sir Srauks' lack of poison resistance.
  In a moment of extreme emotion, describe an effect of
  thaumaturgy.
  The changeling's mission is to support Tom Brinks in his
  dreams of becoming an animal husbandry specialist, and
  to give up on the nostalgia of times long past.
  7
  SIR SRAUKS OF ENDERCOAST
  Medium humanoid (changeling, shapechanger), neutral
  Level 1 paladin
  Armor Class 18 (chain mail, shield)
  Hit Points 12 (1d10 hit dice)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (-1)
  14 (+2)
  10 (+0)
  10 (+0)
  16 (+3)
  Saving Throws Wis +2, Cha +5
  Skills Athletics +5, Deception +5, Intimidation +5, History
  +2, Investigation +2, Perception +2, Religion +2
  Proficiencies all armor, shields, simple weapons, martial
  weapons, Dragon Chess +2
  Senses passive Perception 12
  Languages Common, Elvish, Sylvan
  Pronouns he/him
  Divine Sense (4 Uses, Recharges after a Long Rest). As
  an action, I extend my awareness to the presence of
  celestials, fiends, and undead until the end of my next
  turn, detecting their presence if they are within 60 feet of
  me and not behind total cover. I know the type and exact
  location of such creatures.
  Knight Background. Back when Endercoast was ruled by
  noble families, I served to protect the city. Now they rely
  on Lasick's ill-trained common guards. This city is really
  going to the hells. At least I still have my trusty squire, a
  young human martial squire named Tom Brinks.
  Lay on Hands (Pool of 5 Hit Points, Recharges after a
  Long Rest). As an action, I touch a creature and restore a
  number of hit points of my choice up to the amount
  remaining in my pool. I can spend all 5 to cure the target of
  one disease or neutralise one poison.
  ACTIONS
  Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 1d8 + 3 piercing damage.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach
  5 ft. or range 30/120 ft., one target. Hit: 1d6 + 3 piercing
  damage.
  
  STARTING LOCATION
  STARTING LOCATION
  Inside of a gladiatorial arena, underground in a sand pit
  surrounding by a crowd chanting to get back up. The
  opponent is a scrawny looking dwarven lass, a commoner
  (MM 344), a trivial fight. A nasty-looking human, however,
  looks at Tiffany disapprovingly if she tries to win the fight. She
  is expected to throw this match. Letting the commoner win
  requires a DC 14 Charisma (Performance) check.
  REWARD
  REWARD
  If the player successfully fills out every aspect of Tiffany's
  character sheet, the character they usually play in the
  campaign receives a mysterious reward: the belt of
  dwarvenkind (DMG 155).
  CHARACTERISTICS
  CHARACTERISTICS
  Appearance. A wild-haired, thickly-bearded dwarven lass with
  a chip on her shoulder and a crazed look in her eye.
  Voice. Deep, gruff, and matter-of-fact.
  Languages. Tiffany can speak Common and Dwarvish.
  Personality Traits. I'd rather smash head first through a wall
  than ask someone to open a door for me.
  Ideal. Dwarven Pride: It's my duty to demonstrate the power
  of my dwarven ancestors. (Neutral)
  Bonds. I told this commoner I would throw the fight for her.
  She reminds me a lot of myself when I was younger. Did I
  make the right choice?
  Flaws. I can't distinguish between my dwarven pride and my
  personal pride.
  KEY RELATIONSHIP
  KEY RELATIONSHIP
  Farsworn Redwork is a dwarven (NPC 235) commoner (MM
  344) whom I convinced to join the underground fighting ring
  on account of her strong dwarven ancestry. She's in way over
  her head, now.
  Appearance. A young dwarven lass whose beard is still coming
  in. She is too light on her feet, not stout and solid enough.
  Voice. Too human-like, too ordinary, not dwarven enough.
  Personality Traits. Seems like she'd rather get a concussion
  than face facts that she ain't supposed to be here.
  Ideal. Supposed to live up to the legacy of the dwarves.
  (Neutral)
  Bonds. Was convinced to join a gladiatorial arena by Tiffany
  Beardslong and has only now realized how terribly
  dangerous this whole thing is.
  Flaws. Needs to face facts: ain't gonna make it in the world of
  violence.
  EQUIPMENT
  EQUIPMENT
  explorer's pack
  a dwarven maul
  a light crossbow and a case of 20 bolts
  4 javelins
  a gladiator's outfit, including a trenchcoat
  a dwarven poem of admiration written by a fan
  a white mouse tucked into the trenchcoat's inside pocket
  beard oil
  a mysterious note addressed to "Tiffany Beardslong"
  REVELATIONS
  REVELATIONS
  After the fight, Farsworn nurses her wounds and refuses to
  admit weakness to Tiffany.
  Whenever Tiffany enters a rage, describe an effect of
  thaumaturgy for flavour.
  The changeling's mission is to get Farsworn out of the pits,
  and to have some respect for their own health, as well.
  Convincing Farsworn requires a DC 14 Charisma
  (Persuasion) check.
  8
  TIFFANY BEARDSLONG
  Medium humanoid (changeling, shapechanger), neutral
  Level 1 barbarian
  Armor Class 13
  Hit Points 15 (1d12 hit dice)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (+0)
  16 (+3)
  8 (-1)
  10 (+0)
  16 (+3)
  Saving Throws Str +4, Con +5
  Skills Acrobatics +2, Athletics +4, Deception +5,
  Intimidation +5, Investigation +1, Performance +5
  Proficiencies light armor, medium armor, shields, simple
  weapons, martial weapons, warhorn +5, Disguise Kit +5
  Senses passive Perception 10
  Languages Common, Elvish, Sylvan
  Pronouns she/her
  Gladiator Background. I have a job working in an illegal
  underground fighting pit for entertainment. The
  organisers provide me with free food and lodging as long
  as I throw a fight now and then.
  Rage (2 Uses, Recharges after a Long Rest). As a bonus
  action, I start or stop raging. While raging, I have
  advantage on Strength ability checks and saving throws, I
  have resistance to bludgeoning, piercing, and slashing
  damage, and I add 2 to the damage of my melee weapon
  attacks. I can't cast or concentrate on spells while raging.
  My rage lasts for 1 minute. It ends early if I'm knocked
  unconscious or if my turn ends and I haven't attacked a
  hostile creature or taken damage.
  Unarmored Defense. While I'm not wearing armour, my
  AC includes my Constitution modifier.
  ACTIONS
  Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 2d6 + 2 bludgeoning damage, plus 2 damage
  while raging.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach
  5 ft. or range 30/120 ft., one target. Hit: 1d6 + 2 piercing
  damage, plus 2 damage if used to make a melee attack
  while raging.
  Light Crossbow. Ranged Weapon Attack: +2 to hit, range
  80/320 ft., one target. Hit: 1d8 piercing damage.
  
  STARTING LOCATION
  STARTING LOCATION
  Revellon is expected to give a speech to a crowd of a dozen
  wood elves in the Sylvan Gardens. They all stare expectantly
  at him. What's he going to say? Something about Malar?
  REWARD
  REWARD
  If the player successfully fills out every aspect of Revellon's
  character sheet (they do not need to list every spell), the
  character they usually play in the campaign receives a
  mysterious reward: the staff of the woodlands (DMG 204).
  CHARACTERISTICS
  CHARACTERISTICS
  Appearance. Tall wood elf man with dark eyes, dressed in furs.
  Voice. Slow, thoughtful, and meancing.
  Languages. Revellon can speak Common, Druidic, Elvish, and
  Sylvan.
  Personality Traits. I am guided by a dark purpose. I cannot be
  swayed. At least, I like to think so.
  Ideal. Purpose: Once I set my mind to something, I do not
  falter. Right? (Neutral)
  Bonds. I've kidnapped the mayor's daughter, Babydoll
  Attercat, in order to leverage him into eventually
  disbanding the government of Endercoast, making it more
  likely for the city to be consumed by the Feywild.
  Flaws. I asked Dearest Gran for help because, deep down, I
  know what I am doing is wrong.
  KEY RELATIONSHIP
  KEY RELATIONSHIP
  Babydoll Attercat is the mayor's spoiled 30-year-old daughter.
  Appearance. Rosy cheeks, poofy hair, and expensive dresses.
  Voice. Shrill and excitable.
  Personality Traits. Desperate for attention.
  Ideal. As long as I have nice things, I'm happy. (Neutral)
  Bonds. My father will pay this guy off eventually. Might as well
  see if he can get me things I want, like jewellery and power.
  Flaws. I fail to recognise the danger of the situation.
  EQUIPMENT
  EQUIPMENT
  explorer's pack
  leather armor
  a wooden shield
  a scimitar
  a totem of an angry god bearing a 3-clawed symbol (DC 14
  Religion check: Malar, God of the Hunt)
  a set of elvish clothes, plus a trenchcoat
  a white mouse tucked into the trenchcoat's inside pocket
  a notebook scrawled with fevered Elvish nonsense about
  blackmailing Mayor Attercat
  a woman's purse, pink and gaudy, filled with sacks of coins
  amounting to 350 gp
  a letter from Mayor Hitchen Attercat addressed to his
  daughter, detailing his intention for her to take over
  mayorship if something happens to him
  a squished birthday cake with thirty candles
  the key to "Apartment 014"
  a mysterious note addressed to "Revellon Maleck"
  REVELATIONS
  REVELATIONS
  The other wood elves expect Revellon to speak in Druidic,
  but he can't. He also can't hide in natural terrain, which
  the rest of the wood elves do when Jilwocky Niftywoop
  approaches to ask what's going on. In combat, it should be
  obvious he can't move 35 feet.
  Direct Revellon to the apartment buildings in the East
  District. Apartment 014 is on the ground floor. It's largely
  empty except for a bearskin carpet and a wooden dresser,
  also empty. A DC 10 Intelligence (Investigation) check
  reveals that the bearskin rug hides a trap door down into
  the basement. Inside of the basement is Babydoll Attercat,
  chained up to the floor. She's playing Solitaire with a deck
  of cards and is almost relieved to see Revellon just so she
  doesn't have to be alone with her thoughts.
  In the basement are evidence of Revellon's spells:
  goodberries that have gone bad, a barrel of water with no
  obvious source, and vines everywhere.
  The changeling's mission is to release Babydoll Attercat
  from her prison and force Revellon to accept the
  consequences of his actions.
  9
  REVELLON MALECK
  Medium humanoid (changeling, shapechanger), neutral
  evil
  Level 1 druid
  Armor Class 15 (hide armor, shield)
  Hit Points 8 (1d8 hit dice)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (+0)
  10 (+0)
  8 (-1)
  16 (+3)
  16 (+3)
  Saving Throws Int +1, Wis +5
  Skills Deception +5, Investigation +1, Medicine +5, Nature
  +1, Religion +1, Survival +5
  Proficiencies light armor, medium armor, shields, clubs,
  daggers, darts, javelins, maces, quarterstaffs, scimitars,
  sickles, slings, spears, Herbalism Kit +5
  Senses passive Perception 13
  Languages Common, Elvish, Sylvan
  Pronouns he/him
  Hermit Background. In my isolation I have uncovered a
  deep secret. The arrival of Endercoast to the Feywild has
  caused Malar to abandon this world, disgusted by the
  influence of the Material Plane. The only way for Malar to
  return is for the city to be destroyed.
  Spellcasting. I'm a 1st-level spellcaster. My spellcasting
  ability is Wisdom (spell save DC 13, +5 to hit with spell
  attacks). I know the following druid spells.
  At will: druidcraft, thorn whip  
  1st level (2 slots): charm person, create or destroy water,
  entangle, goodberry
  ACTIONS
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
  target. Hit: 1d6 + 2 slashing damage.
  
  STARTING LOCATION
  STARTING LOCATION
  In an alleyway in the North Ward, a bandit (MM 343) is in
  Leech's way, at half hit points, begging for his life. A stranger
  sprints away, scared (this is Terren Naels). There are two dead
  bandits already, each stabbed to death; Leech's longsword
  drips with their blood.
  REWARD
  REWARD
  If the player successfully fills out every aspect of Leech's
  character sheet, the character they usually play in the
  campaign receives a mysterious reward: the longsword of life
  stealing (DMG 206).
  CHARACTERISTICS
  CHARACTERISTICS
  Appearance. A changeling woman, not disguised. Her skin is
  light grey and her eyes are sunken and angry.
  Voice. Boiling with rage.
  Languages. Leech can speak Common, Elvish, Giant, Goblin,
  and Sylvan.
  Personality Traits. I am consumed with thoughts of revenge.
  Ideal. Fairness: An eye for an eye. (Neutral)
  Bonds. Terren Naels sold me to a hag. He betrayed me. He has
  to die, as well as anyone protecting him.
  Flaws. I don't care who gets hurt in my path to revenge.
  KEY RELATIONSHIP
  KEY RELATIONSHIP
  Terren Naels, a commoner (MM 344), sold his best friend since
  childhood, Annie Volkaen, to a nameless hag. In return, he
  received riches.
  Appearance. A middle-aged, angular-faced human dressed in
  noble clothes.
  Voice. Weary, tired, and fearful.
  Personality Traits. Has suffered from depression for years,
  especially after his wife and infant daughter died in
  childbirth. He resurrected his daughter for a terrible price.
  Ideal. Family is the most important thing in the world.
  (Neutral)
  Bonds. Thanks to the riches granted to me by the nameless
  hag, I was able to pay for a priest to resurrect my infant
  daughter, Annie. Annie is now just starting her career at a
  candle shop. I can't lose her again. Was it worth it?
  Flaws. I tend to put other people in the way to take the fall for
  my mistakes.
  EQUIPMENT
  EQUIPMENT
  dungeoneer's pack
  chain mail
  a shield made from the front door of the hag's hut
  an elven longsword stolen from the hag's treasures
  the hag's broken violin, repurposed into a light crossbow, plus
  a case of 20 bolts
  various trinkets from the hag's treasures, including a mirror
  that shows Annie Volkaen's true face and a voodoo doll of
  Terren that doesn't work
  a scrapbook of notes, sketches, and clipped articles and
  documents detailing the life of "Annie Volkaen", with dark
  red circles around any mention of "Terran Naels"
  a mysterious note addressed to "Leech"
  REVELATIONS
  REVELATIONS
  In a moment of extreme emotion, describe an effect of
  thaumaturgy.
  The bandits were muscle that Terren hired when he found
  out Leech was after him. If not immediately killed, the
  bandit gives up Terren's name and where he's gone: to see
  his daughter, Annie, at her place of work in a candle shop.
  He'll protect her from Leech.
  The changeling's mission is to spare Terren Naels of a
  bloody end. Leech found out about his daughter, but didn't
  have the strength of will to end her mission. Terren Naels
  need not go without punishment, but he should live.
  LEECH
  Medium humanoid (changeling, shapechanger), neutral
  Level 1 fighter
  Armor Class 18 (chain mail, shield)
  Hit Points 12 (1d10 hit dice)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  14 (+2)
  10 (+0)
  8 (-1)
  16 (+3)
  Saving Throws Str +5, Con +3
  Skills Deception +5, History +2, Investigation +2, Perception
  +1, Sleight of Hand +3, Survival +1
  Proficiencies all armor, shields, simple weapons, martial
  weapons
  Senses passive Perception 11
  Languages Common, Elvish, Sylvan
  Pronouns she/her
  Fighting Style: Dueling. I add +2 to damage rolls
  (included below) when I hit with a weapon I wield in only
  one hand and I don't have a weapon in the other hand.
  Hag's Servant Background. Terren Naels, once my best
  friend, sold my service to a hag in exchange for wealth. I
  served the nameless hag for 7 years, then slew her while
  she slept. Now I'm back for revenge. Seems the hidden
  catch of his deal was that I would eventually come looking
  for him.
  Second Wind (Recharges after a Short or Long Rest). As
  a bonus action, I regain 1d10 + 1 hit points.
  ACTIONS
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 1d8 + 5 slashing damage, or 1d10 + 5
  slashing damage if wielded with two hands.
  Light Crossbow. Ranged Weapon Attack: +2 to hit, range
  80/320 ft., one target. Hit: 1d10 piercing damage.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Into Wonderland/Bonus Quests/The Faerie Dust Hangover - Light Theme.pdf