⚔ Session Notes Session #9

The Feywild & the Red God

Location Feywild
Players Bambi, Carra, Elora, Kuso, Maevis, Xander

✦ Session Summary

Before fulfilling their pact with Dagon, the party follow Clover through a fairy door into the Feywild, where the shimmering beauty of the realm contrasts sharply with the weight of their grim decision. As they paused to reconsider killing the woodcutter, their hesitation incurred Dagon’s wrath. The demon curses the party with a variety of painful and debilitating physical afflictions, a cruel reminder of his power. Desperate for a solution, they journeyed deeper into the Feywild toward Everwinter, a frosty expanse where they hoped to find aid from the enigmatic Red God.  The journey was fraught with trials that tested their resolve, unity, and endurance. After what felt like an eternity, they arrived at the Red God's fortress, an imposing citadel of crimson ice. Upon meeting him, he greeted the party with a chilling laugh, berated their choices, and questioned their commitment to their cause. However, after much negotiation—and perhaps a touch of pity—the Red God agreed to help. His assistance, though, came with an unusual admonition: he suggested each party member take time to reflect and realign their priorities in a short "time out." With this cryptic guidance, each party member found themself in their chosen destinations, separated for now but given the opportunity to contemplate their path, their loyalties, and the consequences of their choices. The journey is far from over, but for now, it is time to pause, heal, and prepare for what lies ahead.

Session Narrative

The party does not go immediately to the woodcutter. Something — conscience, the memory of Podwick’s face, the fox’s patient eyes — gives them pause. They follow the fox named Clover through a fairy door: an arch of woven hawthorn that simply appears in a hillside, warm light visible through it like an open oven.

The Feywild receives them like a held breath released. It is heartbreakingly beautiful here — the light is amber and rose and deep blue simultaneously, the trees are silver and impossible, flowers bloom in patterns that seem to mean something. Against this backdrop, the weight of what they agreed to last night feels heavier, not lighter. They are not going to kill the woodcutter. They decide this together, without a vote.

Dagon does not accept this decision gracefully. The curses arrive quickly and inventively: one party member’s hands blister with cold; another can hear their own heartbeat at deafening volume; a third finds their shadow moving independently. The afflictions are painful, humiliating, and escalating.

Everwinter lies at the deep heart of the Feywild — a realm of permanent frost and still, cold air that smells of iron and ozone. At its centre stands the fortress of the Red God: a citadel of crimson ice whose walls catch the absent sun and glow from within. The Red God himself is ancient, vast, and irritated — the perpetual expression of someone who has been watching people make bad decisions for ten thousand years and has not yet finished being surprised by them.

He berates the party at length. He questions their commitment, their judgment, and their general life choices. He is not wrong. After much negotiation — and, possibly, a touch of pity — he agrees to help: removing Dagon’s curses and offering each party member a ‘time out.’ Each is sent, briefly, to a destination of their choosing or their need, separated from the others, to reflect. They will find each other again in Porthaven.

Key NPCs

  • Clover  —  Fox fey. Speaks only in impressions and images. Ancient, kind, and interested in Kuso specifically.
  • The Red God  —  Ancient deity of winter, judgment, and difficult truths. Appears as a towering figure of red-veined ice. Deeply sarcastic. Genuinely cares, which he disguises poorly.

Encounters & Mechanics

Dagon’s Curses

Roleplay/survival challenge. Each party member suffers a unique affliction (DM to customise). Constitution DC 13 per long rest to avoid worsening. Driving the story to find the Red God before the curses compound.

Feywild Hazards

The journey to Everwinter takes 1d4 days. Daily Wisdom DC 12 or become briefly lost in Feywild glamour (1d4 hours lost).

Loot & Rewards

ItemNotes / Value
Curses LiftedThe Red God removes all Dagon’s afflictions.
Time Out DestinationsEach PC is sent somewhere meaningful — player’s choice or DM’s assignment. Use this as an opportunity for individual character backstory scenes.

DM Notes

The Red God’s lecture should be earned — let it land. He is right about everything, and he knows it, and the party knows it too. The ‘time out’ is a structural beat to allow for individual character development between Sessions 9 and 10. Consider running short one-on-one vignettes for each player before the next group session.