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Small Stalls

Small Stalls

The fair boasts several small stalls, each run by a Witchlight hand (variable alignments). Some of the stalls sell sweet snacks and drinks. For 1 ticket punch, a customer can buy a snack served on a large flower petal or a beverage served in a fist-sized snail shell. The offerings include:

  • Blue-frosted cupcake

  • Candied apple on a stick

  • Euphoreo cookie (saucer-sized cookies dusted with particles of faerie dragon euphoria gas)

  • Eveningberry wine (a sweet, nonalcoholic drink)

  • Faerie bell nectar (harvested from faerie bell flowers)

  • Pixie tarts (powdered candy in little cups)

  • Sugar-glazed button mushrooms

  • Tree sap lollipop

The remaining stalls offer games and contests that cost 1 ticket punch apiece. A handful of games are summarized in the Carnival Games table and described below, and you can create others as you see fit using these as models.

Carnival Games

Game  Key AbilityAlmiraj Ring TossDexterityCatch the Dragon by the TailWisdomGnome Poetry ContestCharismaGoblin WrestlingStrengthGuess the Number of FeathersIntelligenceOutstare the CyclopsConstitution

If a character wins a prize playing a game, roll a d8 on the Carnival Prizes table to determine the prize.

Carnival Prizes

d8  Prize1Trinket (determined by rolling on the Feywild Trinkets table).2Wooden wand with 8 charges. As an action, you can expend 1 of the wand’s charges to cast the prestidigitation cantrip. This wand can’t be recharged.3Packet of pixie dust.4Bottle of Witchlight wine. While the bottle is uncorked, it plays calliope music until the bottle is emptied of wine.5Replica unicorn horn filled with candy.6Single application of magic face paint. As an action, you can apply the face paint to yourself or another creature. The recipient gains the benefit of a disguise self spell that lasts for 1 hour or until the recipient chooses to end the effect.7Cuddly toy spider. As an action, you can stroke the spider to gain the benefit of a spider climb spell that lasts for 1 hour. Once used, the toy turns into a real spider and crawls away.8Glove puppet in the shape of a wizard. As an action, you can move the puppet’s arms to cast the minor illusion cantrip. After three uses, the puppet disappears in a puff of smoke.

Almiraj Ring Toss

“This almiraj is no mirage. Adorn its horn with two or three rings to win a prize!”

This game involves tossing rings over the horn of a wooden statuette of an almiraj (a cute, bunny-like creature with a horn like a unicorn’s). The almiraj teleports around on a tabletop, making it hard to score a success. A participant gets three rings. Tossing a ring over the almiraj’s horn requires a successful DC 17 Dexterity check. Two successful tosses earn one roll on the Carnival Prizes table; three successes earn two rolls on the table.

Catch the Dragon by the Tail

“Prizes! Prizes! Prizes! Catch the faerie dragon by the tail and win a piece of its hoard!”

While blindfolded and standing in a booth, a participant must grab the tail of an elusive, giggling red faerie dragon that flutters around them. The participant has three chances to succeed on a DC 18 Wisdom (Perception) check. Someone who succeeds on the check catches the dragon by the tail and rolls once on the Carnival Prizes table, or twice if the successful check occurs on the first attempt.

Gnome Poetry Contest

“Sound the chime, it’s time to rhyme! You bring the poem! We’ll bring the gno-em!”

A participant must outperform a gnome in a best-of-five poetry contest. Doing so requires three successful DC 15 Charisma (Performance) checks in five or fewer attempts. Someone who wins the contest rolls once on the Carnival Prizes table, or twice if they succeeded three times without failing a check.

Goblin Wrestling

“Strong folks! Test your mettle in a goblin wrestle!”

A Small participant has to pin an unarmed goblin (lawful good), while a Medium participant has to pin one goblin while wrestling two of them. Winning the game requires a successful Strength (Athletics) check contested by the goblin; two goblins working together make one check with advantage. Resolve a tie by rerolling. A victorious participant earns one roll on the Carnival Prizes table.

Guess the Number of Feathers

“Birds of a feather? How about feathers of a bird? Step right up and guess how many feathers festoon this fiendish fowl!”

A participant gets three tries to guess the number of feathers on one of a group of caged cockatrices. Someone who succeeds on a DC 18 Intelligence check guesses correctly and earns one roll on the Carnival Prizes table, or two rolls if the successful check occurs on the first attempt.

Outstare the Cyclops

“What do you do when the eye of the cyclops falls upon you? You stare right back if you’ve got the stamina!”

Winning this game requires a participant to outstare an illusory cyclops. Whoever blinks first loses. To win the game, the contestant must succeed on a DC 14 Constitution check. Someone who wins the game receives a prize, determined by rolling once on the Carnival Prizes table.