The Best of the Dungeon Masters Guild

The fey realm opens up to adventurers as the inaugural Dungeon Master Challenge winner discusses his Domain of Delight.

by Fiona Howat


Greetings and gather around merry wanderers of the night! With the release of The Wild Beyond The Witchlight, the crossings to the Feywild are open and its many Domains of Delight are ready to be explored!

Whether you’re looking to adventure in this mercurial and mysterious Plane of Faeries, or want to add some fey inspired fun to your ongoing campaigns, our round-up of Feywild treats from the Dungeon Masters Guild has something for everyone!


The Ember King by Bianca Bickford

Price: $5.95 (PDF)

“Exploring the Feywild can be a daunting task for new adventurers. Thanks to the generosity of the Ember King, the archfey of the Tavern of the Ember King, novices may safely ask questions and undertake their first experience in the magical plane.” This two-hour adventure, created as part of the DMs Guild Dungeoncraft Spotlight series, is the perfect introduction for players new to both Dungeons & Dragons and the realm of the Feywild. It includes an additional handout depicting the menu at the Tavern of the Ember King, where food and drink can only be purchased by telling a good tale.

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Feywild Companion by Jimmy Flowers, Splinterverse, Matt Kimberlin, J.C. Darcy, Ashton Duncan, Miłosz Gawęcki, Chris Hopper, Adam Ma, John McCloud, Daniel Nottingham, The Shropshire DM, Kyle Sumner, Robert G. Reeve, Sven Truckenbrodt, Jacob Warr, and Jackie Yang

Price: $14.99 (PDF)

This detailed, 150-page compendium is a must for those who wish to explore all the beauty and danger the Feywild has to offer. From lineages and subclasses to the Dualis Domain of Delight (a realm of duplication and echoes, ruled over by an archfey known as the Lord of Reflections), there’s a lot to enjoy. We love the concept of “Flowers of the Feywild” (sixteen unique flora and fauna that double as consumable items), as well as the introduction of the mysterious Butterfly Queen, a powerful creature who commands the Feywild’s butterflies—a force to be both revered and feared.

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The Great Toy Escape by Jacky Leung

Price: $7.95 (PDF)

“Enter the Joysmith’s workshop at your peril!”. Another entry in the Dungeoncraft Spotlight series, this heist story is built around the wonders and terrors of a toy shop! The four-hour adventure takes place in a Domain of Delight where former fey pact breakers are transformed into toys. Players must race against the clock to rescue a trapped toy from an archfey known as the Joysmith before they themselves become residents of this realm.

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24 Fey Familiars by Rob Moore and David Perfect

Price: $2.00 (PDF)

The designers of Schnella’s Sketchbook of Odious Oozes have created this fey inspired bestiary, which introduces two-dozen new creatures to summon using the find familiar spell. “Drawing from folklore ranging from Latin America to Japan, each monster comes with its own story, stat block, and an original sketch by artists Matt Cavallaro and Kelsey Yappel.” The more unusual creatures include munja (pygmy like deer who live in harmony with the fungi growing out of their fur), nathir (awakened snakes with psionic abilities), and rahswinsawn (noble spirits who recant stories and proverbs extolling the virtues of freedom and self-determination).

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The Castorin Kit by Albert Lovasz

Price: PWYW Suggested $1.00 (PDF)

Of the various animal folk that have traveled from the Feywild, none are quite as hardworking as the beaver-like castorin, who thrive on the joys of forestry, woodworking, and river trade. This supplement adds them as a playable race, alongside other castorin-flavored options such as character backgrounds, magic items, and more. One notable inclusion is the log driver’s waltz, a brand-new first-level spell cast as a reaction, where the target is “imbued with the sure-footedness of the most agile log drivers” to prevent them falling prone or being grappled after failing a saving throw.

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A Stitch in Time by Kat Kruger

Price: $7.95 (PDF)

“A clockwork Wonderland is running out of time as the gears that keep the domain ticking are in need of repair. The domain of Belleturnum awaits… don’t be late!”. In this Alice in Wonderland-inspired adventure, also from the Dungeoncraft Spotlight series, players must assist Belleturnum’s royal artificer Hairspring in fixing the clockworks and restoring time to the realm. Along the way, other peculiar denizens of this domain may choose to help or hinder players, including Count Crimini, leader of a Campestris choir, and Tick-Tock, a monodrone number herder.

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Download 24 Fey Familiars for free! 

Rob Moore and David Perfect’s fey inspired bestiary introduces two-dozen new creatures that can be summoned using the find familiar spell. From the heart-stealing baldorian and the gift-giving corrich to the gem-throwing jeweler beetle and the living hag’s eye, there’s something with a fey flavor for every familiar’s master.

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Q&A: DM CHALLENGE WINNER ANDREW BISHKINSKYI

Andrew Bishkinskyi is a Toronto-based freelance TTRPG designer who cut his teeth writing adventures for the D&D Adventurers League. He has since branched out into other DMs Guild and crowdfunded projects and contributed work to a number of publishers, including KB Presents, Across Eberron, Jeff Stevens Games, Vorpal Dice Press, Transparent Games, Bite-Sized Gaming, and Daylight Publications. Most recently, Andrew was named the winner of the inaugural Dungeon Master Challenge, as part of the D&D Celebration 2021 weekend in September. You can check out his portfolio on the Dungeon Masters Guild and find more of his work on his official website.

When did you first play Dungeons & Dragons?

I first encountered D&D when I was a teenager growing up in Toronto, playing through the Baldur’s Gate video games and reading R.A. Salvatore’s Drizzt novels. It wasn’t until a few years ago, after attending some learn-to-play sessions for board games, that I tried the tabletop version. This led to my discovery of the D&D Adventurers League, which allowed me to play in different places and keep the same character, which was important to me because of my complex work schedule and frequent travel.

When did you transition from being a player to a Dungeon Master?

The first game I took charge of happened when an Adventurers League DM couldn’t make the regular game night. I volunteered to run the session and have never looked back! The first adventure I ran was Tales Trees Tell by Thomas Reid. Coincidentally, I had played that adventure a couple of times with different DMs in the preceding weeks and I felt like I had a good idea of how it should be run. I’ve since run Tales Trees Tell more than a dozen times and it remains one of my favorite modules.

What are the biggest influences on your style as a Dungeon Master? And where do you turn if you need inspiration?

Most of what I have learned about DMing has come from other Adventure League DMs. Keith Christensen always adds something extra to the game beyond the written adventure, usually some piece of obscure lore or other detail to play off. I always try to bring that sort of experience whenever I DM an adventure and design my own content. Beyond game-related stimuli, I’ve worked in training and facilitation for many years, and I find that a lot of the techniques from those areas overlap with the skills needed to be DM.

You describe your approach to Dungeons & Dragons as “creating stories of adventure through adventures with story”. Is storytelling an important part of your games and your DM style?

I didn’t come into DMing via tabletop gaming, but rather from writing, reading, and watching stories. There’s some debate whether it’s the DM’s place to even tell a story because, after all, is it not the players’ story? I think it can be both. If the story is interesting and compelling then the players will be engaged, regardless of how much they direct it.

What motivated you to apply for and participate in the DM Challenge?

At its core, the DM Challenge appealed to me because it was a great opportunity to write and create something and have it read by other people. I really liked the idea of creating something with specific constraints week after week and being anonymously judged. That meant the entries would be viewed on their quality and not their popularity.

What can you tell us about Neverfall, the Domain of Delight you created for the final challenge?

My original concept for Neverfall centered around verticality and the notion that “you can never fall!” I also wanted to focus on aspects of the Feywild that really appealed to me; fairy-tale magic, strangeness, and dark pacts with the Unseelie Court. In the end, Neverfall became a domain about stars, and those who seek to find wish magic or to reverse it.

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For the final task, you had to run an encounter for the judges and special guest players using Potasso, the Domain of Delight created by your fellow finalist, Sergio Solórzano. How did you prepare for the task? 

Sergio had created great material for Potasso, and it was very easy to come up with storylines to incorporate it. Because we only had a certain amount of time to run our game, I had to keep my prep short and flexible. I had a page of bullet-points for the general direction of the adventure, as well as several ideas I could turn to if needed. When things didn’t go to plan, my notes helped me adjust the game to give the players the information they needed to get them through the story.


DESIGN THOUGHT: CREATING TRICKY FEY BARGAINS 

When traveling in the Feywild, adventurers are often presented with the opportunity to make deals with elusive archfey, dangerously powerful creatures who can bend the magical realm to their whims and desires. These bargains are always exclusively verbal contracts, allowing room for the more devious fey to manipulate and mislead their unwitting victims, trapping them with the unforeseen consequences of their agreement.

Language is filled with ambiguities, so finding a way to exploit that shouldn’t be too difficult for most DMs. When offering a fey bargain to your players, there are many ways you can twist the wording to suit your needs. More often than not, a simple play on words works best, with the associated consequence having an instantaneous effect the moment the bargain has been made.

A common example could be as simple as, “May I have your name?” In any other setting, this is a seemingly harmless opener to a conversation. But answering “Yes” to that question or replying stating your character’s name in the Feywild could leave a character nameless, robbing them of their reputation and charisma when trying to form new relationships. You might even ask the player to remove the name from their character sheet for extra flavor!

Similar examples can include, “Can I have a moment of your time?” or “Could I have a word?” where characters can lose small but important moments of their existence or even parts of their vocabulary.

The most important thing to remember is that your players should feel tricked but not completely blindsided by the unforeseen consequences of their bargains. Players should be left with the “should-have-seen-this-coming!” feeling when they get much more than they bargained for, leaving them wary of striking deals (or even conversing!) with other trickster archfey in the future.