LN 1 Fuzzytale Farm and The Frightful Candy Goat Massacre
LN 1 Fuzzytale Farm and The Frightful Candy Goat Massacre
LN 1 Fuzzytale Farm and The Frightful Candy Goat Massacre
Credits
Lead Designer: Greg Marks D&D Adventurers League Wizards Team: Brandy Camel,
Sensitivity Lead: Ma’at Crook Chris Lindsay, Chris Tulach
D&D Adventurers League Administrators: Ma’at Crook,
Editor: Amy Lynn Dzura Amy Lynn Dzura, Claire Hoffman, Greg Marks, Travis
D&D Adventurers League Guildmaster: Chris Lindsay Woodall, Bee Zelda
Art Director and Graphic Designer: Rich Lescouflair Playtesters: Gary Affeldt, Richard Brown, David Krolnik,
Interior Art: provided by Wizards of the Coast Sean Mittelstaedt, Ben Siekertr
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast.
©2021 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The
Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Adventure Primer • Call to Action: The Candy Goat Massacre (15 min).
While traveling through the Feywild, the characters
comes across the Fuzzytail farm and see that it been
There is a child in every one of us who is still a trick-or-treater badly vandalized. While Farmer is beside himself, as
looking for a brightly-lit front porch. this is not the first attack, Goodie recognizes that maybe
the characters could help! This is the Call to Action.
—Robert Brault
• Part 1: Cursed Confectionaries and Delightful
Distractions (45 min). The characters investigate the
This adventure is designed for three to seven 1st-4th-level attack upon the farm. Many of the workers have their
characters and is optimized for five characters with an own theories about who may have done it, but the curse
average party level (APL) of 3. Characters outside this of the Ghost of the Sour Patch Marsh is high on the list.
level range cannot participate in this adventure.
Finding a clue that leads into the nearby swampy woods
This adventure occurs in the Feywild.
is Story Objective A.
Background • Part 2: The Deep Woods (45 min). Following clues into
the Sour Patch Marsh, the characters must see through
FARMER FUZZYTAIL was once the leader of a harengon ghost stories to confront Silky in his lair, and either
bandit fluffle (a group of wild rabbits) known as the defeat him or convince him to work out his differences
BLOODY BONBONS, but he grew tired of that life. with Farmer. This is Story Objective B.
Looking for an exit, he leapt at the chance to retire and • Wrap-Up: Dessert (15 min). The characters enjoy a
become an actual farmer. Shortly after his retirement he sugary repast as the farm’s future is secured.
fortuned to meet GOODIE SUNNYWHISKERS and the
pair fell in love. Leaderless, his gang broke up and most Adventure Hooks
went straight… that is, all except SILKY GRIMSHADOW,
an ettercap who served as the gang’s muscle in exchange This adventure assumes the characters are traveling
for food and companionship. The group abandoned Silky through the Feywild. Here are a few reasons they might be
when they took up farming, and Silky has grown lonely and traveling past the Fuzzytail farm.
bitter, eventually deciding to take his frustrations out on the Leaving the Witchlight Carnival. Characters that have
Fuzzytail farm. just visited the Witchlight Carnival might chance upon the
farm as they leave. The farm and Sour Patch Marsh fit well
Overview into the realm of Hither.
Fey Friends. Characters with ties to the fey because of
The adventure’s story is spread over two parts and takes background, class, or race might have been offered a favor
approximately two hours to play. The adventure begins to come to the aid of Farmer Fuzzytail by another fey who
with a Call to Action scene. in turn owes him a favor. The trading of favors is central to
fey culture and is a powerful boon that might offer another
future adventure hook for your campaign.
Agent of Candlekeep. Characters with ties to
Candlekeep have met the ogre avowed Little One. In his
research Little One has heard tales of fey marshmallow
goats, which sound like just the anniversary present to give
his friend Portia Underfoot and her wife Elsba.
Grocer’s Messenger. Bunny Carrotbringer (deep gnome)
owns the aptly named Bunny’s Grocery store in Waterdeep.
Bunny’s specializes in pickled goods, particularly carrots,
but Bunny is looking to branch out into confectionaries.
The best candies are currently supplied to the city by
Aurora’s Whole Realms Emporium, importing them from
either Shou Lung or Maztica. With an archmagi customer
who can cast plane shift owing her a favor, Bunny hopes
to one up the Emporium by getting something even more
exotic and dispatches the characters to make a deal with
Farmer Fuzzytail to supply fairy licorice whips! They don’t
need to work out the financials, just get the farmer to agree
to make the deal.
Making it Scarier
Through the adventure you will see the Making it Scarier
sidebar. This adventure is written to be family friendly with
some fun, scary bits appropriate for all audiences. If the
players of your table would prefer a more adult horror-filled
Halloween experience, the Making it Scarier sidebar offers
suggestions on ways to increase the horror.
e
T
skittish, and some of them are missing. It’s a horrible
he characters are traveling through the disaster. At this rate we will have trouble gathering a
Feywild when they chance upon a busy farm big enough harvest to pay all our workers and keep the
and hear sobbing. It appears the farm may have farm going.
been attacked. Who did it? We’ve tried to find out, but don’t have the
faintest idea. The farmhands tried to post some guards,
Making it Scarier but I don’t think they have seen anything helpful.
The marshmallow goats of Fuzzytail Farm have been Who was on guard? Our foreman Scarn, the one with the
disassembled. Since the goats are made of pillowy sugar, they eye patch and all the muscles: he was in charge of the
feel no pain and are not dead. Although they are irritated. guards. You are welcome to talk to him.
If your players would like more gruesome descriptions, Can we buy from you or trade for sugary goods? We’d
you can describe marshmallow gore, their unmoving definitely be interested, but at this point we can’t be sure
disembodied torsos, heads, and limbs, and a necromantic or we’d be able to fulfill our promises… unless you might be
construct-like reanimation. able to help us stop this from happening again?
Call to Action
Coming around a bend in the road, you see a damaged Agreeing to help solve the mystery of the attacks on
farm. Great swaths of licorice whip crops have been pulled Fuzzytail Farm is the Call to Action.
up by the roots. Chunks of marshmallow goats are strewn
around a paddock, as humanoids with rabbit features Goodie Fuzzytail
harengon, steady and good-hearted farmer
gather them up and reassemble the distressed, sweet
Goodie, wife of Farmer and mother to Ella Sand, is a good-
creatures. One of the rabbit folk sits on the farmhouse hearted farmer. She grew up a rancher, and after marrying
stoop, weeping next to a smashed jack-o’-lantern as Farmer, worked with him to branch out.
another tries to comfort him. • What They Want. Goodie is most concerned about solving
the mystery of the attacks before someone gets hurt. If the
culprit or culprits are found she’s hoping they will listen
Goodie Fuzzytail offers polite greetings as Farmer continues to reason.
to cry over the damage done to the farm and his worry about • Good and Annoyed. Goodie is irritated at the harassment.
being able to pay all his workers if his crops and livestock She’s particularly upset someone is interfering in her
husband’s farming dreams. She’s a person of action who is
continue to be harmed. Goodie asks the characters for help.
out of ideas as to what she and her husband can do alone.
e
T
might include bringing them nectar, water, or flowers. If
he party is free to investigate the farm and the bees can be befriended and spoken with, they note that
look for clues, many of which point towards the three nights ago a large humanoid creature tried to knock
Sour Patch Marsh. over one of the apiaries, but they chased it away towards
the marsh.
Making it Scarier
The goats are not dead, but instead their bodiless
marshmallow heads are screaming! While reassembling a
goat, the limbs could have dried out; in addition to the above,
the character must use water or fire to melt the ends in order
to reattach them. The first time a character fails a check, they
melt or torch the body too long, causing one side to turn a
tasty golden brown. The second failure means the whole goat
becomes sticky or catches fire and runs around, spreading
the fire until extinguished!
Scarn Blackfeet
harengon foreman and ex-bandit
Walking the Perimeter
Characters might attempt to locate where or how the
Scarn is a hard bunny with his huge fuzzy muscles and a
attackers entered the property.
black eye patch over one eye. He is also smart. He recognized
that when Farmer retired the gang wasn’t going to be able
Clues. Characters that succeed in a DC 13 Wisdom
to keep going, so even though regular work isn’t really in his (Perception) check while walking the perimeter of the
heart, he joined the boss on the farm. Of course, being the farm or searching the northeast corner find scuff marks
foreman is basically the same job he had before: scooping and broken branches in the swamp trees, like someone
up the lads and bopping them on the head when they don’t brachiated through the trees to avoid leaving obvious tracks
listen to the boss. in the mud. The trail leads into the swamp.
• What They Want. Scarn wants the adventurers to leave
the farm before they find out about the true past of the
Bloody Bon Bons.
Moving On
• Superstitious. Scarn is very superstitious. Growing up, his When the characters decide to follow the rumors of the
mother used to say his black rabbit feet were lucky. Since ghost of the Sour Patch Witch, or they find the trail into the
he won every fight he has gotten into, he believed it. Now marsh, continue on to part 2.
he won’t step on a crack, throws spilt salt over his shoulder,
leaves food out for fairies, and the like. He also deeply
believes in curses and ghosts. Every misfortune is due to
some malevolent being. In the Feywild, that is often true!
y
W
trunk opposite a table and pot-bellied stove. The table has
here the Fuzzytail Farm was light and
places set for the number of characters. A pot bubbles on
active, the Sour Patch Marsh is thick and
the stove. Other than stove and candle, the hut is dusty and
smells stale, like old candy. Weird sounds
shows no sign of anyone having been inside it for years.
carried on an ill wind echo throughout
Hanging Objects. The jerky and dried swamp herbs
the marsh.
twisted in humanoid shapes are tied to the rafters by
The signs of Silky’s passage through the trees roughly
bits of yarn or twine and hang just low enough to brush
follow the trail that heads to the abandoned hut. After the
a character’s head as they move about the room. None of
hut, Silky drops to the ground, leaving obvious tracks that
them are dangerous.
head directly to his cave.
Magic. Should a character check, the entire hut radiates
Story Objective magic, though the cause of the magic is not immediately
clear. There is an enchantment on the hut that activates
Either defeating Silky or convincing him to work out their when travelers are near: lighting the candle, setting the
differences with Farmer is Story Objective B. table, and conjuring food.
Stove. Fresh stew, ready for eating, is in the pot. There is
Setting: no obvious cook.
A small light flares to life, cutting through the mist and Searching the Outside
darkness. Perhaps a candle, the flickering light illuminates On the far side of the island, heading further into the
what might be a swelling on a low hill. swamp, is an obvious trail of clawed prints. No check is
needed to find or follow those prints.
A character that succeeds on a DC 16 Wisdom (Survival)
A hut is nestled into the crook of a tree, three feet above check notes that in addition to the clawed humanoid
the wet ground. In the cold night, the barely open door footprints (Silky) are other prints that suggest a massive
sways slightly. A candle flickers in the window. Inside dried spider larger than a horse traveling with the creature.
jerky and herbs twisted into humanoid shapes hang from
Making it Scarier
2e. Strong Winds and Sticky Webs
The chocolate truffle chickens are hollow, as all of their truffle The wind begin to picks up and become quite strong as the
fudge has been sucked out. One of the cocoons has the tunnel narrows, and the characters must succeed on a DC
blood-drained remains of a harengon, and appears to be one 13 Strength check or be blown against the wall when they
of the Fuzzytails’ neighbors. pass through the narrow area.
Characters that fail their Strength check are blown into
the webs and discover that a white goo, marshmallow
Treasure whip studded with chocolate sprinkles, squeezes out
One of the cocoons contains Silky’s treasure: a backpack from between the strands of web and sticks them tight! A
with 350 gp worth of coins, a 10 gp garnet, a wand of web, character can be freed with a DC 13 Strength (Athletics)
and a potion of healing. check or by burning the webs away, causing them to suffer
3 (1d6) fire damage. If the character is pulled away, they
2b. The Webbed Tunnel are covered in web and marshmallow whip, causing them
disadvantage to all Dexterity attacks, checks, and saving
The cave entrance gives way to a web-covered tunnel. A
throws until they are washed clean or have it burned away.
foul breeze emanates from within, causing strands of web
Using prestidigitation or licking the marshmallow off
to blow back and forth like the cave is a great, breathing
also works.
maw. A few small spiders skitter out of the way as the
characters approach.
Silky Grimshadow
ettercap, abandoned friend
When the Bloody Bon Bons broke up, the various harengons
went their separate ways or retired to the farm; all but Silky.
With their terrifying appearance and thirst for the blood of
the living, the ettercap was told he wsn’t a good fit to retire
to agrarian living. Farmer told Silky to go into the swamp
and wait for the Bon Bons to come back. And wait he did, for
many lonely years. Eventually Silky grew so upset at being left
by his friends, he decided to act out and show the harengons
just how upset he is!
• What They Want. Silky doesn’t want to be alone anymore
and is willing to hurt others to demonstrate his loneliness
and frustration.
• Superstitious. Silky doesn’t need much: a tasty meal and Adjusting the Scene
friends are sufficient. Even though he kidnapped Buttermilk Here are some suggestions for adjusting this scene:
the goat, he has become very fond of her as a pet. He
• Very Weak: Remove the giant spider
enjoys caring for her and finds her milk delicious; it tastes
• Weak: Remove the spider swarm
like blood to Silky.
• Strong: Add an additional spider swarm
• Very Strong: Add an additional giant spider and a
spider swarm
Fighting. If the characters move to attack, Silky moves
Buttermilk aside so she won’t be hurt and takes his rage Making it Scarier
out on the characters; Silky assumes that Farmer has sent The spider swarm is not present at the start of the fight. The
the party to kill him as a final insult. All the while he wails first time that Silky is injured, the swarm comes out of the
about the evils of Farmer and the Bloody Bon Bons and wound and attacks the one that injured Silky.
how they are bad friends. Silky doesn’t want Buttermilk
to be hurt and attacks anyone that threatens her or
causes her harm. Talking. Silky is agitated and upset but is happy to have
When the combat begins, Silky calls for his giant spider someone listen to him for the first time in what he feels is
pet from room 2D. It arrives one round later. In addition, far too long. Silky explains how upset he is with his friends.
the other spiders in the room form into a spider swarm When they were the Bloody Bon Bons, hunting the roads of
and join the fray. the Feywild, the harengons loved Silky for both his strength
If the characters defeat Silky proceed to Wrap-Up. and his ability to make web traps. But then they all decided
to give up crime and retire and they left Silky alone in the
marsh and someone has to pay! Between sobs and a drink
or two of Buttermilk’s milk, Silky tells the whole story of
how he decided to take his frustrations out on the farm,
because if the farm failed, the Bloody Bon Bons would have
to go back to crime again and then they would need Silky.
Of course, they should bring Buttermilk ‘cause her milk is
delicious, like warm blood!
If the characters say Farmer has changed, sent them to
bring Silky back, or agree to mediate between Silky and
Farmer, Silky is willing to return with them back to the
farm. Proceed to Scene 3: Making Amends.
DM Note
If time is short or a player wants to attempt a roll instead of
negotiating between the two parties, have them make a DC
13 Charisma (Persuasion) check. Three successes before
two failures convinces Goodie and Farmer to hire Silky on at
the farm. Suggesting any of the above solutions should give
advantage on the roll.
Wrap-Up: Dessert
Estimated Duration: 15 minutes
Once the characters come to the wrap-up, choose the most
appropriate ending:
If Silky was defeated and the characters lie about who
was behind it: Farmer and Goodie are relieved that their
farm will be safe now. Farmer and the farmhands never
realize it was Silky who harassed the farm and the secret
of the Bloody Bon Bons is kept from Goodie until Farmer
is ready to discuss it with her. Blissfully unaware, Farmer
and Goodie cook the characters a grand meal consisting
entirely of desserts. The carrot cake is especially good. If
the characters are trying to negotiate a deal to buy from
the farm, they earn 50 gp from whomever sent them
(Little One or Bunny Carrotbringer).
If Silky was killed and the characters tell the truth about
the cause: Farmer is saddened that his actions led to
Silky’s demise. Goodie is very disappointed in Farmer,
Scarn, and the lads when the secret of the Bloody Bon
Bons is revealed. They talk and, in time, work to make
amends. Goodie and Farmer cook the characters a
few desserts to take with them when they leave. If the
characters are trying to negotiate a deal to buy from the
farm, they earn 50 gp from whomever sent them (Little
One or Bunny Carrotbringer).
Armor Class 13 (natural armor) STR DEX CON INT WIS CHA
Hit Points 44 (8d8 + 8) 14 (+2) 16 (+3) 12 (+1) 2 (−4) 11 (+0) 4 (−3)
Speed 30 ft., climb 30 ft.
Skills Stealth +7
STR DEX CON INT WIS CHA Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
14 (+2) 15 (+2) 13 (+1) 7 (−2) 12 (+1) 8 (−1) Languages —
Challenge 1 (200 XP) Proficiency Bonus +2
Skills Perception +3, Stealth +4, Survival +3
Senses darkvision 60 ft., passive Perception 13
Spider Climb. The spider can climb difficult surfaces, including
Languages —
Challenge 2 (450 XP) Proficiency Bonus +2 upside down on ceilings, without needing to make an
ability check.
Web Sense. While in contact with a web, the spider knows the
Spider Climb. The ettercap can climb difficult surfaces,
exact location of any other creature in contact with the same web.
including upside down on ceilings, without needing to make an
ability check. Web Walker. The spider ignores movement restrictions caused
by webbing.
Web Sense. While in contact with a web, the ettercap knows the
exact location of any other creature in contact with the same web. Actions
Web Walker. The ettercap ignores movement restrictions caused Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
by webbing. Hit: 7 (1d8 + 3) piercing damage, and the target must make a
DC 11 Constitution saving throw, taking 9 (2d8) poison damage
Actions on a failed save, or half as much damage on a successful one. If
Multiattack. The ettercap makes two attacks: one with its bite the poison damage reduces the target to 0 hit points, the target
and one with its claws. is stable but poisoned for 1 hour, even after regaining hit points,
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. and is paralyzed while poisoned in this way.
Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range
The target must succeed on a DC 11 Constitution saving throw 30/60 ft., one creature. Hit: The target is restrained by webbing.
or be poisoned for 1 minute. The creature can repeat the saving As an action, the restrained target can make a DC 12 Strength
throw at the end of each of its turns, ending the effect on itself on check, bursting the webbing on a success. The webbing can
a success. also be attacked and destroyed (AC 10; hp 5; vulnerability to fire
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: damage; immunity to bludgeoning, poison, and psychic damage).
7 (2d4 + 2) slashing damage.
Web (Recharge 5–6). Ranged Weapon Attack: +4 to hit, range
30/60 ft., one Large or smaller creature. Hit: The creature is
restrained by webbing. As an action, the restrained creature can
make a DC 11 Strength check, escaping from the webbing on a
success. The effect ends if the webbing is destroyed. The webbing
has AC 10, 5 hit points, resistance to bludgeoning damage, and
immunity to poison and psychic damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 1 (−5) 10 (+0) 3 (−4) 3 (−4) 13 (+1) 10 (+0) 1 (−5) 7 (−2) 1 (−5)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage, and the target must succeed on a DC 9
Constitution saving throw or take 2 (1d4) poison damage.