TEXT: Festival of the 
  Migrant 
   
  A Traveler’s Welcome 
   
   
  By James Eck 
  MindWeaveRPG 
   
  
  The Purpose 
  This is intended as a downtime activity for 
  the party between adventures. It can serve as a 
  way to introduce characters, supply mission 
  hooks, give the party magical items, and/or 
  take a break from serious matters with a game 
  or two. 
  I. 
  The Festival 
  The Festival of the Migrant is an elvish 
  celebration of animals passing through elven 
  lands during the migratory season. It is held 
  over three weeks in the spring migratory season 
  when animals are on their way to the cooler 
  North ahead of summer. The timing is generally 
  chosen to coincide with the last frost, a time 
  when farmers not living nearby are not able to 
  attend. This is by design, as the bulk of 
  attendees are expected to be travelers; the 
  festival is considered a fortuitous 
  time to arrive from a journey or 
  depart on one. 
  The festival is traditionally held 
  in a valley on the borders of elven 
  lands to which travelers are guided from 
  surrounding lands. Giant goose riders 
  patrol the skies nearby, searching out 
  travelers 
  to 
  welcome 
  to 
  the 
  festival 
  grounds. There, travelers participate in 
  games celebrating the seasonal themes, 
  including the migrating geese, butterflies, 
  and caribou. The migrant brooches won 
  through these games are a symbol of 
  recognition among travelers who boast 
  great skills. 
  II. 
  Notable People 
  The festival is a major event in local 
  elven 
  societies. 
  As 
  such, 
  it 
  is 
  disproportionately attended by dignitaries 
  and the up-and-coming in those societies. 
  While 
  mingling 
  with 
  other 
  travelers 
  arriving and leaving, the party is likely to 
  rub shoulders with princesses, famous 
  scholars, 
  aspiring 
  artists, 
  military 
  heroes, and gifted magicians, among 
  other notables. This section describes 
  some 
  examples 
  of 
  illustrious 
  personalities the party might come in contact 
  with. 
  Loremaster Sycamore is a fixture of the 
  festival and manages the schedule for the 
  festival stage. During quiet hours, when few 
  performers are interested in taking the stage, 
  he will deign to fill the empty slots with his own 
  recitations of poetry, anecdotes, and historical 
  accounts. When all is going well, however, he 
  leaves the performers to themselves and can 
  often be found in the main tent, where few 
  expect to make money challenging him in Stone 
  Path. 
  The Loremaster is an old high elf and the 
  players may be eager to seek him out for 
  information that may aide them in a quest. He 
  is widely regarded as the most knowledgeable 
  sage in the land. 
  Commander Isena Fleetleaf leads the 
  goose riders who patrol the hills and 
  woods surrounding the festival, driving off 
  threats and inviting in what travelers they 
  come across. When the festival ends, her 
  elite unit will escort the last flocks of 
  geese to the North countries where 
  they all spend the summer. For 
  now, the security of the festival is 
  her only concern. 
  Like all her goose riders, Isena is 
  a wood elf of particularly stout 
  heart and fearless nature. She and 
  her riders wear the protective goose-
  rider’s 
  kit, 
  but 
  their 
  aerial 
  acrobatics still take a measure of 
  courage beyond most. 
  Mygraed Surewrought is a dwarven 
  enchanter who supplies much of the 
  prize support at the festival, with the 
  help of his apprentices. He is well 
  known in his craft among the dwarves 
  and 
  beyond. 
  One 
  of 
  Mygaed’s 
  apprentices can always be found 
  managing his stall in the vendor area of 
  the festival, where valuable enchants 
  may be purchased. Mygraed is a gruff 
  but good-natured dwarf who, if found in 
  person, may be persuaded to dedicate 
  
  some labor to an experimental enchant to aide 
  a party with a good cause. 
  Edmon “the Tail” Banks makes his living 
  outwardly as a traveling magician, and so 
  justifies his annual visit to the festival. There 
  he performs juggling and other parlor tricks on 
  the main stage, then goes about his usual post-
  show activities: shaking hands with admirers 
  and removing as much jewelry and as many 
  purses as come into easy reach. He is a 
  mustachioed, middle-aged human with a 
  personality that easily attracts friends among 
  those too naïve to detect his true intentions. 
  Azela Sandleweed is a prolific artist, and many 
  of her paintings and statuettes can be obtained 
  as prizes at the festival. She and her many 
  apprentices keep a stall in the vendor area, 
  where pieces can be bought and commissioned. 
  She is a modest high elf who has made her own 
  way by her skill. 
  General Silas Razebeard hasn’t seen 
  military action for decades, but for 
  his successes in the last dwarven 
  war against the drow, he still 
  commands a great deal of respect. 
  He attends the festival, where he 
  accepts the honor of calling 
  the start of the caribou race. 
  He spends much of his spare 
  time at the festival playing 
  Stone 
  Path 
  and 
  shaking 
  hands with those aspiring 
  military men who know his 
  name. 
  Gale Rednote is an elvish 
  singer popular throughout 
  elven lands. She frequently 
  graces the festival and is 
  scheduled as the main 
  event almost every other 
  night of the festival. She 
  is haughty and self-
  absorbed 
  but 
  pays 
  generously anyone who 
  finds a way to help her. 
  Glomid Faeborn is one of the greatest patrons 
  of the festival and principle investor in The 
  Livery of the Party, The First Harvest Salad, 
  and The Bread Hut, all of which have stands in 
  the festival’s vendor area. He attends the 
  festival, lavishly and opulently attired, showing 
  off the newest Livery of the Party line.  
  He can most often be found playing at the Stone 
  Path tables, where—if he is unlucky early—he 
  is known to continue upping the ante while 
  driving his own score negative. He considers 
  the lost pot a donation to the festival that is 
  matched by his generous opponents. 
  Princess Everbough is an elven princess of the 
  wood 
  elves. 
  She 
  puts 
  in 
  a 
  diplomatic 
  appearance at the festival, and while she 
  attends some of the stage shows, her guards 
  keep her from mixing too much and are always 
  close around her. 
  III. Quest Hooks 
  This section details a few hints the 
  players might pick up on which lead to 
  side quest concepts, if you desire to use 
  them. 
  1) The players overhear parts of a plot to 
  sabotage the other riders in the caribou 
  race so the rider involved in the plot will 
  win and be entrusted to escort the 
  caribou north, allowing him and his 
  comrades to poach the whole herd. 
  2) Gale Rednote has lost her voice and 
  needs someone to search the nearby 
  woods for an herbal remedy before her 
  next performance in two days. She will 
  pay well. 
  3) “The Tail” has stolen Everbough’s crown. 
  Everbough may hire the party to retrieve 
  the crown, or “The Tail” may seek the 
  party’s help to escape the penalty of 
  such a theft, using all necessary trickery 
  to convince them he is a victim. 
  IV. Sponsored Events  
  There are a number of traditional events 
  that are sponsored by annual donors to the 
  Festival of the Migrant. These include Pluck or 
  Be Plucked, All Aflutter, Caribou Racing, The 
  Last Frost, and Stone Path. These games allow 
  festival attendees to match skills with the 
  migratory creatures the festival celebrates, as 
  
  well as participate in other themes of the 
  festival. 
  Many of the events offer the opportunity to 
  win tags that can be exchanged for prizes 
  donated to the festival. 
  A. All Aflutter 
  A large field is cordoned off, enclosed in a 
  tent of netting, and filled with butterflies for 
  this event. The tent has a 400-foot radius, and 
  the butterflies released periodically 
  within it are tagged with ticket values 
  corresponding loosely with the 
  part of the field they are 
  released in. 
  For 50 gp, participants get a 
  butterfly net (1d4 bludgeoning, 
  exotic, 
  two-handed, 
  finesse 
  weapon) and 90 seconds (15 rounds) 
  inside the butterfly tent. A given butterfly 
  is tagged 1d6 in the outermost 100-foot ring, 
  2d6 in the next 100 feet, 3d6 in the next 100 
  feet, and 5d6b3 in the innermost 100-foot 
  radius circle. Butterflies with higher value 
  tags are harder to catch, with a given 
  butterfly having an AC of its tag value +4. 
  B. Pluck or Be Plucked 
  In this event, the participant attempts to 
  outsmart a majestic giant goose and obtain 
  colorful, false tail feathers that are marked 
  with a tag value commensurate with their 
  difficulty to pull. 
  Participants can try their luck in the ring 
  with a giant goose at a rate of 50 gp for 30 
  seconds (5 rounds) at a time. The feathers are 
  affixed to the goose’s tail more firmly at higher 
  tag values. Each feather has a tag value of 
  4d6b3 (highest 3 of 4 6-sided dice) and has an 
  equal DC Strength check to pull. As an action, 
  a character can pull on two feathers at once, 
  but gains advantage on the check if using two 
  hands on the same feather. 
  Giant Goose 
  Large beast, unaligned 
  Armor Class 12 
  Hit Points 32 (6d8+5) 
  Speed 20 ft., fly 70 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  16 (+3) 
  15 (+2) 
  4 (-3) 
  12 (+1) 
  8 (-1) 
  Skills Perception +3 
  Senses passive Perception 13 
  Languages — 
  Challenge 1 (200 XP) 
  Actions 
  Multiattack. The goose makes two attacks: one 
  with its beak and one with its talons. 
  Beak. Melee Weapon Attack: +5 to hit, reach 15 
  ft., one target. Hit: 4 (1d4 + 2) bludgeoning 
  damage. On a successful hit, a medium or smaller 
  target must make a DC 8 + damage Dexterity saving 
  throw or be hurled 50 feet into the air. 
  Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) slashing damage. 
  Honk. Each creature that is within 30 feet of the 
  goose and can hear it must succeed on a DC 13 
  Wisdom saving throw or become frightened for 
  1 round. The creature is immune to the goose’s 
  Honk for the next 24 hours. 
  A giant goose is a 40-foot-tall goose 
  suitable for riding when domesticated but 
  highly dangerous when not. The geese at 
  the fair used for Pluck or Be Plucked 
  have metal rings around their necks 
  to 
  prevent 
  them 
  swallowing 
  contestants 
  whole, 
  and 
  retainers are on hand to 
  prevent them doing so in 
  smaller pieces. 
  C. The Last Frost 
  Mostly a chance for children to participate 
  and for adults to laugh at each other’s antics, 
  the Last Frost is a game played by large groups 
  under the blue pavilion. 
  For 5 gp, participants can don an elaborate 
  flower costume and enter the pavilion where 
  they gather water from the mists that fill the 
  air. They must hold their arms wide to spread 
  their flower’s petals and collect the water and 
  must close their petals before the frost comes. 
  Every 2d4 rounds, the mist is interrupted by a 
  snap of cold that freezes any contestants with 
  their petals still open and any contestants who 
  had their petals closed during more than one of 
  the 
  rounds 
  prior 
  to 
  the 
  frost. 
  Frozen 
  
  contestants are quickly removed before the 
  next cold snap. 
  Each game, a player character can make an 
  Intelligence (Nature) or Wisdom (Survival) 
  check to guess how many rounds remain until 
  the next cold snap. The DC of the check is 10 
  in the first game but increases by 2 each game. 
  If the character beats the DC by 10 or more, he 
  guesses exactly the number of rounds until the 
  cold snap; if by 5-9, his guess is the number of 
  rounds -2+1d3; if by 0-4, his guess is the 
  number of rounds -5+2d4. If the participant’s 
  guess is a negative number of rounds, then 
  their sense is that the snap is “overdue.” 
  If a player’s petals are still open when the 
  cold snap comes, they may make a Dexterity 
  saving throw to close the petals at a DC of 10 
  at the end of the first game increasing by 2 each 
  game after that. If the character did not make 
  a check in the round before, this save may be 
  made at advantage. 
  Numbered tags are awarded with a 
  number equal to the game in which the 
  player succumbed to the frost -5 to a 
  maximum of 18. The last contestant 
  unfrosted receives 2 tags The last of the 
  NPC contestants is frozen in game 4d6b3. 
  D. Caribou Race 
  With the caribou beginning their 
  journey North, elves and others are 
  competing for the honor of escorting them 
  on their way. This task requires skill in 
  riding caribou, so a race is held to choose 
  the most skilled riders to join the 
  migration. Since most PCs won’t be able 
  to ride the wild caribou, players will most 
  likely interact with the race through 
  gambling on the NPC racers listed 
  below. 
  The race is a cross-country course 
  of 10 miles with various sections of 
  terrain. Each mile, all participants 
  make an Animal Handling check and 
  add the result to their running 
  position total. Each racer starts the 
  race with zero and accumulates points 
  each mile. The racer with the highest 
  number of points is in the lead, the 
  racer with the lowest, in the rear. Racers also 
  add their popularity value after each mile, 
  which can fluctuate mid-race due to player 
  efforts to sway the spectators and the Noble 
  Equestrian feat (see Appendix A). 
  During straight sections of the course (the 
  1st, 4th, and 10th miles), racers with the Jockey 
  feat (see Appendix A) have advantage on their 
  Animal Handling check. 
  During especially rough sections of the 
  course (2nd, 5th, 7th, and 9th miles), racers make 
  their Animal Handling check at disadvantage if 
  they do not have the Djigit feat (see Appendix 
  A). 
  When positions have been determined after 
  each mile, riders with the Noble Equestrian feat 
  (see Appendix A) increase their popularity by 3 
  when in first, 2 when in second, and 1 when in 
  third. They reduce their popularity by 5 when 
  
  in last, 3 when second to last, and 1 when third 
  to last. 
  Any rider that scores a critical success on 
  their Animal Handling check adds 5 to their 
  position total for that mile. Any rider that rolls 
  a critical failure subtracts 5 from their position 
  total. 
  When Spur Harruk (see Racers) is passed 
  during a stretch, he has a 10% chance per mile 
  prior to that stretch of attacking the rider that 
  is passing him, using his attack to attempt to 
  knock the other rider prone. If two riders pass 
  him in the same mile, he will make one attack 
  against each (the first two if more than two); 
  otherwise he will make two attacks against the 
  rider passing him. A rider who he succeeds in 
  knocking prone is dismounted and subtracts 5 
  from their position.  
  For example, on mile 5, Spur is passed by 
  three other riders: Hannis, Thedin, and Arkhia, 
  in that order. He has a 40% chance of 
  attacking, and does. He attacks Hannis and 
  Thedin, unseating Hannis but missing Thedin. 
  Hannis gets a -5 to his position total. Arkhia 
  passes unassailed. 
  If Spur Harruk or anyone else attacks 
  Zyphad Ferventstar, Spur Harruk, or Hannis 
  Pike unsuccessfully, they will attack back. 
  Caribou Rider 
  Medium humanoid, any alignment 
  Armor Class 13 (leather armor) 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  14 (+2) 
  14 (+2) 
  Skills Nature +4, Perception +5, Animal 
  Handling +8, Survival +5 
  Senses passive Perception 15 
  Languages 
  any 
  two 
  languages 
  (usually 
  Common and their racial tongue) 
  Challenge 1 (200 XP) 
  Caribou Riding. The caribou rider has one of 
  two feats: Wild Rider or Animal Friend (see 
  Appendix A). 
  Mounted Specialist. The caribou rider has one 
  of four feats: Djigit, Jockey, Lancer, or Noble 
  Equestrian (see Appendix A). 
  Actions 
  Multiattack. The caribou rider makes two melee 
  attacks or two ranged attacks. 
  Lance. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 6 (1d12) piercing damage. 
  Short Sword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
  Caribou riders are skilled riders particularly 
  trained in riding wild mounts. Those who do 
  not accompany the caribou in their migrations 
  return to their lives as warriors, noblemen, and 
  messengers, among other things. 
  Racers 
  All of the racers taking part are caribou rider 
  NPCs, though PCs capable of riding a caribou 
  may choose to take part. The NPC members of 
  the field are listed below, along with their feats, 
  stat block adjustments, popularity, and betting 
  odds offered by bookmakers.  
  Name: Volupin Tigglewood 
  Race: Wood Elf 
  Feats: Animal Friend, Noble Equestrian  
  Adjustments: Charisma 16 (+3), Animal 
  Handling +3, Hit Points +5 (1d8 + 1) 
  Popularity: 10 
  Odds: 3.5:1 
  Volupin is the returning victor and crowd 
  favorite. He has been competing and winning in 
  the caribou race for many years and has a 
  significant following among festival attendees. 
  He plays fair, keeping himself above the fray 
  regardless of what happens. He would rather 
  lose than tarnish his good name.  
  Name: Zyphad Ferventstar 
  Race: High Elf 
  Feats: Animal Friend, Jockey  
  Adjustments: Charisma 16 (+3), Animal 
  Handling +1, Hit Points +5 (1d8 + 1) 
  Popularity: 6 
  Odds: 6:1 
  Zyphad is a skilled racer, if not overtly 
  enthusiastic, and as one of very few high elf 
  jockeys, he gets broad support from that 
  
  demographic. His experience comes from 
  running messages of high political importance, 
  and while he never instigates violence, he is 
  willing to reciprocate.  
  Name: Hannis Pike 
  Race: Human 
  Feats: Wild Rider, Jockey  
  Adjustments: Animal Handling +1 
  Popularity: 4 
  Odds: 7:1 
  Hannis is a mountain man and a famed racer. 
  He’s raced at the festival before but has yet to 
  triumph over the perennial racers among the 
  elves. Hannis is prone to risk-taking, but his 
  judgement is good; his best chance of winning 
  is to have one of his long shots pay off.  
  Name: Arkhia Skullgrim 
  Race: Kobold 
  Feats: Wild Rider, Lancer  
  Adjustments: Speed -5 ft., Animal Handling 
  +2, Survival +1, Hit Points +5 (1d8 + 1) 
  Popularity: 1 
  Odds: 8:1 
  Arkhia rides in the name of local kobolds with 
  the intention of improving their standing in the 
  eyes of the region’s peoples. She is a skilled 
  rider, normally riding a flying drake. She is 
  cognizant of her goal enough to avoid violence 
  in the race. She has no intention of riding North 
  with the caribou if she wins. 
  Name: Amos Hicken 
  Race: Human 
  Feats: Wild Rider, Djigit  
  Adjustments: None 
  Popularity: 6 
  Odds: 10:1 
  Amos isn’t much of a racer, although he is a 
  skilled rider. He comes from a circus performer 
  background 
  and 
  competes 
  only 
  by 
  outperforming the others on rougher parts of 
  the track. However, there is always someone 
  faster who passes successfully through the 
  obstacles. 
  Name: Thedin Evenbough 
  Race: Wood Elf 
  Feats: Animal Friend, Djigit  
  Adjustments: None 
  Popularity: 7 
  Odds: 15:1 
  Thedin is an impressive trick rider, but his 
  racing skill and motivation are known to be low. 
  He has many friends who cheer for him, but few 
  expect him to triumph. His own expectations 
  are little different. 
  Name: Spur Harruk 
  Race: Half-Orc 
  Feats: Animal Friend, Lancer  
  Adjustments: Strength 12 (+1), Constitution 
  13 (+1), Hit Points +5 (+1d8 + 1) 
  Popularity: 1 
  Odds: 16:1 
  Spur comes to the caribou race intent on 
  proving his mounted prowess. He is a powerful 
  mounted combatant, known for his work in 
  battle. However, he often lets his rage get the 
  better of him and will resort to violence against 
  other racers if he is failing. 
  Name: Ruve Beryll 
  Race: Half-Elf 
  Feats: Wild Rider, Jockey  
  Adjustments: None 
  Popularity: 5 
  Odds: 20:1 
  Ruve is a clear underdog, but he’s good-
  natured and spunky. If he were to win, the 
  festival attendees would be excited by the 
  upset, but few are willing to put money on it. 
  Caribou 
  Medium beast, unaligned 
  Armor Class 12 
  Hit Points 11 (2d8+2) 
  Speed 60 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  14 (+2) 
  15 (+2) 
  4 (-3) 
  14 (+2) 
  5 (-3) 
  Skills Perception +2 
  Senses passive Perception 12 
  Languages — 
  Challenge 1/4 (50 XP) 
  Actions 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) piercing damage. 
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (2d4 + 2) bludgeoning damage. 
  A caribou is a swift and mighty quadruped and a 
  relative of the deer. Caribou are wild and proud and 
  not generally given to accepting riders. During 
  migration they stay in small groups, but once at 
  their destination they are prone to wandering alone.  
  
  E. Stone Path 
  The festival’s game of choice is one thought 
  to represent the efforts of building roads and 
  paths to ease the traveler’s way. Stone Path 
  presents the difficulty that small roads going 
  nowhere pose to a traveler while valuing the 
  longer ways a wanderer can rely on. 
  The games in the main tent are played 
  among wealthy patrons who play high-stakes 
  games as a means not of making money but of 
  donating to the festival through the house’s 
  take of the pot (15%). The starting bets are 
  never less than 100 gp. At the end of each 
  round, each player has the option to up the bet 
  by up to 10 gp, starting with the first player. 
  The highest increase must be matched by all 
  other players that wish to stay in the game. The 
  public watches the games with great interest. 
  Stone Path is generally played with 4 
  players and 40 stones in sets of 10 of a color, 
  marked with numbers from 1-10. These stones 
  are mixed up in the center, facedown, at the 
  start of the game. Players take turns taking a 
  stone from the pool, secretly looking at it, and 
  deciding whether to keep it or return it to the 
  pool faceup. Kept stones are hidden from the 
  other players behind the 
  player’s screen. 
  The first stone taken of a 
  given color is placed at the 
  beginning of that player’s path, 
  touching the screen. Subsequent stones 
  of that color, if kept, must count monotonically 
  up or down as they are added to the contiguous 
  path running from the screen toward the 
  player. For example, if a player takes as his first 
  green stone the number 6, and later draws a 
  green 8 as his second green stone, he may keep 
  it and add it to his path, but in the future, any 
  green stones he draws that are less than eight 
  cannot be added to the path. 
  Stones that cannot be added to the path 
  may be kept rather than returned to the pool, 
  but they go in the player's dump pile and count 
  for negative points. Paths are the main means 
  of scoring with each path longer than two 
  stones providing points commensurate with its 
  length. Paths of one or two stones count for 
  negative points (see chart for exact values). 
  In addition to the numbers, symbols on the 
  stones impact scoring or play in particular 
  ways. A three-looped elvish knot on a 
  stone that a player keeps allows that 
  player to draw another stone if he shows 
  the other players the stone it is on. 
  Butterfly symbols on the stones 
  count for points with 3 or more in 
  the player's garden (all paths plus 
  the dump pile), but with 2 or fewer, 
  they count for negative points (see chart for 
  exact values). Additionally, several stones have 
  a bonus point value indicated on them with a + 
  and a numeral. See the final page of this 
  document for a printable version of the game 
  showing all stones. 
  # of Stones 
  Each Path 
  Butterflies 
  Dump Pile 
  1 
  -3 
  -5 
  0 
  2 
  -1 
  -2 
  -1 
  3 
  +1 
  0 
  -2 
  4 
  +3 
  +2 
  -4 
  5 
  +5 
  +4 
  -6 
  6 
  +7 
  +6 
  -9 
  7 
  +9 
  +9 
  -12 
  8 
  +12 
  +12 
  -15 
  There are two possible end conditions for 
  the game. Ideally, the game ends when a round 
  passes with all players not keeping a stone on 
  their turn and a winner is determined by 
  totaling all scores using the chart above. 
  However, the game may also end if all but one 
  player have dropped out, in which case the 
  remaining player totals his score. In either 
  case, if the highest score is negative, the 
  house keeps the pot. 
  V. 
  Prize Support 
  Tags gained through sponsored events at 
  the festival (Pluck or Be Plucked, All Aflutter, 
  and the Last Frost) have values 1-18 and can 
  be traded for donated prizes at a table in the 
  main tent. The maximum value of the prize 
  depends on the tag number (though a tag can 
  be traded for a prize of lower value than the 
  maximum): 
  1. Nothing (may laugh at them for trying) 
  2. A single copper piece (and laughter) 
  3. A single silver piece (bemused grin) 
  4. A single gold piece 
  5. A wood carving or painting 
  6. A stone statuette 
  7. A bronze statuette 
  
  8. A bronze migrant brooch 
  9. A silver statuette 
  10. A silver migrant brooch 
  11. A gold statuette 
  12. A gold migrant brooch 
  13. Tier 6 Wonderous Item 
  14. Tier 5 Wonderous Item 
  15. Tier 4 Wonderous Item 
  16. Tier 3 Wonderous Item 
  17. Tier 2 Wonderous Item 
  18. Tier 1 Wonderous Item 
  As a result of the shame of turning one in, 
  tags below 4 can sometimes be found discarded 
  around the festival, though garbage collectors 
  do a good job of whisking them away. 
  Carvings, paintings, and statuettes are 
  donated by local artisans and dabbling 
  aristocrats. They are generally nature themed 
  and the quality, style, and detail vary 
  significantly from specimen to specimen. 
  The migrant brooches are specifically crafted 
  for the festival by local jewelers’ guilds. They 
  serve as a symbol of recognition among the 
  well-traveled and boast of the wearer’s skills. 
  The wondrous items donated to the festival 
  are ranked in tiers based on their value and 
  usefulness. 
  A. Tier 6 Wondrous Items 
  Sparkler 
  Wondrous Item, Common 
  Can be activated as an action as often as 
  desired to produce a constant stream of bright 
  flashing sparks of light lasting 30 seconds. 
  These sparks have no heat and illuminate as a 
  candle (bright light to 5 feet, dim to 10 feet). 
  Search checks depending on the light are at 
  disadvantage due to its flashing light and 
  shifting shadows. 
  Drying Wand 
  Wondrous Item, Common 
  Can be activated as an action to destroy up to 
  5 gallons of water. This is enough to completely 
  dry six people and their clothes when soaked to 
  the bone. 
  Ice Maker 
  Wondrous Item, Common 
  Can be activated as an action to produce 1 
  cubic foot of ice cubes which melt normally but 
  disappear in an hour unless consumed. 
  B. Tier 5 Wondrous Items 
  Key-finder 
  Wondrous Item, Common 
  A tarnished coin that, when fully charged, can 
  be polished for a moment to cause any key 
  within 40 feet to glow brightly (bright light to 10 
  feet, dim to 20 feet) for 2 seconds. After use, it 
  charges 5 feet every 12 hours until fully 
  charged after 4 days. If used before it is fully 
  charged, it functions normally at its lesser 
  range and begins charging again. 
  Food Warmer 
  Wondrous Item, Common 
  A heat-cured box of hard wood that has 11 
  settings from 0-10. It can hold up to a cubic 
  foot of material easily and at its highest setting 
  can heat the contents 7.5° C (13.5° F) per 
  minute. If its contents reach 250° C (482° F), 
  the box combusts and becomes damaged 
  beyond repair. 
  Blinder Shield 
  Wondrous Item, Common 
  A quality metal shield that radiates a 
  hemisphere of light at four settings: off (no 
  light), a soft glow (bright light to 5 feet, dim to 
  10 feet), a bright gleam (bright/dim 40/80), 
  and a blinding light (80/160). When the 
  blinding light is turned on from the off or soft 
  glow 
  settings, 
  all 
  creatures 
  in 
  the 
  lit 
  hemisphere must succeed on a 15 DC Dexterity 
  saving throw or be blinded for 1 minute. The 
  light setting can be changed as an action. Once 
  the setting of the shield has been changed, the 
  user must wait 1 minute to change it again. 
  C. Tier 4 Wondrous Items 
  Flame Burst Ring 
  Wondrous Item, Uncommon 
  Has two charges that recover 1 charge per day 
  at dawn. A charge can be used as an action to 
  
  create a burst of fire dealing 3d6 fire damage to 
  a target in melee range. The target may make a 
  DC 15 Dexterity save for half damage. 
  Magic Torch 
  Wondrous Item, Uncommon 
  A rod with a knob on one end and a glowing 
  gem on the other. It can be made to produce 
  light at 4 different levels: off (no light), a soft 
  glow (bright light to 5 feet, dim to 10 feet), a 
  bright gleam (bright/dim 40/80), and a very 
  bright light (60/120). The setting may be 
  changed as an action. 
  Boots of the Traveler 
  Wondrous Item, Uncommon 
  Sturdy travel boots that allow the wearer to 
  travel 10 hours rather than 8 without making 
  checks for exhaustion. When the wearer travels 
  beyond 10 hours, the exhaustion checks have 
  a DC of 10 + 1 for each hour after 10.  
  D. Tier 3 Wondrous Items 
  Rain Stick  
  Wondrous Item, Uncommon 
  A modest-looking staff with 8 charges that 
  allow the user to cause rain as in the 
  Precipitation table of the Control Weather spell 
  (5e SRD). After 10 minutes of use, the 
  precipitation stage can be increased by one 
  Stage (1 charge), two Stages (3 charges), or 
  three Stages (6 charges), though a change to 
  Stage 5 requires an additional 2 charges. The 
  staff recovers a charge each day at dawn. 
  Resurrection Staff  
  Wondrous Item, Uncommon 
  Allows the user to cast Resurrection as an 
  action. After use, the staff requires one year to 
  recharge, plus an additional year for each full 
  year the target has been dead. The staff is 
  subject to this cooldown regardless of whether 
  the target accepts resurrection. 
  Flare Wand  
  Wondrous Item, Uncommon 
  A wand with 20 charges, usable as an action 
  every 30 seconds. It recharges 1 charge per 
  hour. When activated, the wand creates a light 
  source up to 120 feet away from the user that 
  casts bright light in a 60-foot radius and dim 
  light an additional 60 feet beyond that. 
  E. Tier 2 Wondrous Items 
  Migrant’s Refuge  
  Wondrous Item, Rare 
  A small, elaborate tent of fine linen with a high 
  ceiling and floor space to sleep three that, when 
  pitched, detects incoming projectiles and 
  responds with a ¾ spherical shell (upended fish 
  bowl) of force with a 5-foot radius (3x3 squares) 
  that stops any projectile with a damage under 
  20. If a projectile deals damage over 20 damage 
  to the sphere, it may continue to damage the 
  contents, but with its damage reduced by 20. 
  The sphere is then shattered for the remainder 
  of the round. 
  If packed, the sphere protects only the carrier. 
  Shrouded Dell  
  Wondrous Item, Rare 
  A highly stylized spear with a broad head. 
  When stabbed into earth, the butt of the staff 
  emits a disc of opaque fog perpendicular to the 
  spear shaft that is 5 feet thick and has a radius 
  of 20 feet. 
  Magic Concealer 
  Wondrous Item, Rare 
  A small crockery with a folksy painting on it 
  that prevents magic detection in a 40-foot 
  radius around itself. 
  F. Tier 1 Wondrous Items 
  Goose-Rider’s Kit 
  Armor (Leather), Very Rare 
  A suit of +1 AC Leather Armor that slows the 
  wearer while falling. This gives the wearer a 
  maximum falling speed of 30 feet per second, 
  reducing their maximum damage from falling 
  to the damage taken from a 10-foot drop. The 
  wearer can turn the slowing effect on or off with 
  an action. 
  
  Scouting Helm  
  Wondrous Item, Very Rare 
  A gleaming, gilded helmet with 2 charges. The 
  wearer can, as a bonus action, use 1 charge to 
  briefly gain vision as if from a point up to 240 
  feet away (even points not visible from his 
  position). The wearer has advantage on the 
  perception check made from this point. When 
  used, it cannot be used again for half an hour. 
  It gains a charge every day at dawn to a 
  maximum of 2.  
  Rucksack of Holding  
  Wondrous Item, Very Rare 
  This 
  many-pocketed 
  backpack 
  has 
  five 
  extradimensional spaces, each with different 
  functionality. Each of the two side pouches can 
  hold up to 20 lbs. of material which must fit 
  through the 2” by 4” opening and not exceed a 
  volume of 2 cubic feet. An item in one of these 
  pouches can be retrieved with an action if the 
  user reaches for it specifically. If the user has 
  no specific item in mind, then no item is 
  produced.  
  The large main pocket can hold up to 8 cubic 
  feet or 80 lbs. of material, which must be 
  rummaged through to access, requiring one 
  action plus an additional action per 10 items in 
  the main pocket. 
  The large pocket on the lower front of the 
  backpack can hold up to 3 cubic feet or 30 lbs. 
  of material, which must be rummaged through 
  to access, requiring one action plus an 
  additional action per 10 items in the front 
  pocket. 
  The smaller pocket on the upper front of the 
  backpack can hold up to 6 cubic feet or 60 lbs. 
  of material, of which a random intact item (box 
  of coins, apple, single stone, iron chain, 
  statuette, etc.) is produced when a hand is 
  reached in. 
  It otherwise behaves like a Bag of Holding or 
  Handy Haversack (5e SRD). 
  VI. Appendices 
  A. Rider Feats 
  These feats confer different advantages to 
  mounted racers in the caribou race. PCs 
  participating in the race will benefit from 
  access to these feats. 
  Wild Rider 
  You are skilled in working with wild animals 
  both dumb and intelligent. You gain the 
  following benefits: 
  • 
  You can control untrained mounts. 
  • 
  You may make a Wisdom (Animal Handling) 
  check to mount and take control of a wild 
  animal. (DC is dependent on creature: for 
  example, 12 for an unbroken horse, 18 for 
  an elk or deer, and 24 for a griffon.) 
  • 
  When riding a wild animal, you can use an 
  action to take one of the mount’s actions. 
  Animal Friend 
  You are a friend of animals both tame and 
  wild and gain the following benefits: 
  • 
  Whenever you would make a Wisdom 
  (Animal Handling) check, you may instead 
  make a Charisma (Animal Handling) check. 
  • 
  You may make a Charisma (Animal 
  Handling) check to persuade a wild animal 
  to perform some act of cooperation, 
  including serving as an independent mount, 
  for a reasonable period (DC as if calming the 
  animal +5). 
  • 
  You may make a Charisma (Animal 
  Handling) check to persuade a tamed 
  animal to act against its owner's interests 
  (DC as if calming the animal +5 for inaction 
  or +10 for active opposition). 
  Noble Equestrian 
  When mounted, you are a vision to behold. 
  Your passage inspires awe and optimism in 
  those who see. You gain the following benefits: 
  • 
  Whenever you would make a Wisdom 
  (Animal Handling) check related to riding a 
  mount, you may instead make a Charisma 
  (Animal Handling) check. 
  • 
  In mounted combat, you may use your 
  Charisma modifier in place of your Strength 
  or Dexterity modifier on melee or ranged 
  attacks, respectively. 
  • 
  The masses rally behind your mounted 
  actions, cheering your actions and following 
  you into battle as appropriate. 
  
  Lancer 
  You are trained in the joust and similar 
  mounted charge techniques. You gain the 
  following benefits: 
  • 
  You may attack after making a Dash with 
  your mount and roll an additional 2d6+2 
  damage with a lance or 1d6+1 damage with 
  another weapon on a successful hit. Attacks 
  against you have advantage until your next 
  turn. 
  • 
  Attacks of opportunity against you have 
  disadvantage while you are Dashing into an 
  attack. 
  Djigit 
  You are a trick rider capable of impressive 
  riding feats for show and utility. You gain the 
  following benefits: 
  • 
  If your mount is knocked prone, you can 
  dismount and land on your feet without 
  using your reaction. 
  • 
  You can apply your Acrobatics proficiency 
  bonus to Dexterity saving throws to avoid 
  falling off a mount. 
  • 
  When you would make a Wisdom (Animal 
  Handling) check to keep a mount from 
  getting spooked, you may instead make a 
  Dexterity (Acrobatics) check. 
  • 
  While mounted, you can make a Dexterity 
  (Acrobatics) check in place of a Charisma 
  (Performance) check to entertain. 
  Jockey 
  You have honed your riding skills for racing 
  and can get a little extra speed from a mount. 
  You gain the following benefits: 
  • 
  You may increase the speed of your mounts 
  by 20 feet. 
  • 
  Your mounts may Dash as a bonus action. 
  • 
  When you make a mounted melee attack 
  against a creature, you don’t provoke 
  opportunity attacks from that creature for 
  the rest of the turn, whether you hit or not. 
  B. Goose Rider NPC 
  Medium humanoid (elf), any alignment 
  Armor Class 14 (+1 leather armor) 
  Hit Points 26 (4d8 + 8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  14 (+2) 
  10 (+0) 
  14 (+2) 
  14 (+2) 
  Skills Nature +4, Perception +5, Animal 
  Handling +10, Survival +3 
  Senses passive Perception 15 
  Languages Common and Elvish 
  Challenge 1 (200 XP) 
  Goose Riding. The goose rider has the Wild 
  Rider feat (see Appendix A). 
  Goose-Rider’s Kit. The goose rider wears 
  enchanted leather armor that protects him 
  from taking more than 10 feet of falling 
  damage. 
  Actions 
  Multiattack. The goose rider makes two melee 
  attacks or two ranged attacks. 
  Short Sword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
  Goose riders dedicate themselves to escorting 
  the giant geese in their migrations and serve an 
  important role patrolling the borders of elven 
  lands. 
   
  All text and images copyright James Eck 2018 
  For more, visit mindweaverpg.wordpress.com 
   
   
  
   
  
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Metal Weave Games/Mind Weave RPG - The Festival of the Migrant.pdf