The Dryad and the Demigod

''You follow Hermia's directions to the valley. Hyrsam has invited you to witness his musical plea to the mysterious Door to Faraway. He promises a performance that will change the Feywild forever.'' {{Quest | name            = The Dryad and the Demigod | adpack          = Fables of the Feywild | epic            = 32 | duration        = long | raid            = yes | tier            = 4 | solo only       = false | solo            = | normal          = | hard            = | elite           = | xp              = | ecasual         = | enormal         = 41,182 | ehard           = 42,179 | eelite          = 43,177 | epicxp          = | bestower        = Hermia | npc             = Hermia | loc             = Valley of the Door | zone            = Wynwood Hall | patron          = The Summer Court | favor           = 10 | free            = no  | extreme          = false

| loadingpic      = L_The_Dryad_and_the_Demigod.jpg | overview        = Hermia, Hyrsam's loyal messenger, has been looking for you on his behalf to invite you to some special event. Seek out the Owl by the Valley of the Door to Faraway.

Flagging
This raid does not require flagging. If you have not visited Wynwood Hall before on your current life, you will need to run there through the wilderness, unless your soul is bound there. | flagging        = No flagging required. If you have not visited Wynwood Hall before on your current life, you will need to run there through the wilderness, unless your soul is bound there. | objective_1     = Break Hyrsam's control of the gate | objective_2     = Prepare your group then speak with Hawthorn to challenge Hyrsam | objective_3     = Balance the South East Door Stones | objective_4     = Balance the South West Door Stones | objective_5     = Balance the North East Door Stones | objective_6     = Balance the North West Door Stones | objective_7     = Rally to Hawthorn | objective_8     = Defeat the Fomorian King | objective_9     = Protect Hawthorn from Corruption

| optional_1      = Contain the Fire Beetle swarm | opt_percent_1   = | optional_2      = Deal with the Vorpal Chipmunk | opt_percent_2   = | optional_3      = Stop the Giant Bear | opt_percent_3   =

| expect          = | traps           = | misc            =
 * Protection mission (but not escort mission.) If Hawthorn's corruption reaches 100% due to being trampled by unicorns the raid will fail.
 * The_Dryad_and_the_Demigod_Puzzle_Solutions.png

This raid takes place on a large meadow.
 * The raid doesn't lock out until after speaking to Hawthorn and challenging Hyrsam, allowing you to buff and assign teams.
 * There are four groups of stones, in the South East; South West; North West; and North East.
 * A random number of the 4 puzzle guardians will be inactive upon approach rather than attacking on sight. These can be Bluffed and the fight avoided.
 * Bluff DC:
 * fail, success
 * fail, success
 * On Elite and Reaper, all Guardians are always active.

Firstly, although it is not marked as a failure objective, you will lose this raid if Hawthorne is corrupted. Hawthorne has a chance to gain 10% Corruption every time a Corrupted Unicorn attacks her. While over 90% health, she reduces her Corruption level over time (in practice, she has so much health that this rarely stops happening.) If she ever reaches 100% Corruption, it's game over.

Fortunately, the Corrupted Unicorns are easily distracted by a tanky character. Some extra trash mobs will spawn around Hawthorne if a player engages the Unicorns; these cannot hurt her, although it might be worth keeping an instakiller around to get rid of them.

Separate your group into two teams:
 * One small team in the center can defend Hawthorn (usually by tanking 3 unicorns + killing some trash).
 * The second team runs off to solve 4 puzzles + deals with optional opponents spawning from the portal (beetles, chipmunk, bear). This team should include a bluffer on difficulties below elite. On elite and higher, all guardians must be killed.
 * The Guardians can inflict a crippling set of debuffs on all nearby players unless being actively engaged in melee. Bring a melee tank with group 2.

Puzzle solution: All puzzles can be solved by pressing buttons 12342, unless the leftmost stone is lit, then it is 44321.

Phase 1: Send the puzzle team to the SE corner to do the puzzle. After the puzzle is done, there is usually a long wait before Hyrsam will start talking. Several waves of fire beetles will eventually come out of the door. After the first wave, the barrier to the SW is unlocked. On difficulties below elite, you can send a small group with a bluffer to do the puzzle while everyone else kills the beetles. Phase 2 will start once the fire beetle swarm is contained and the SW puzzle is solved.
 * A couple of beetles can be allowed to escape without failing the objective.

Phase 2: A chipmunk will come out of the portal. This fight is comparatively easy, and should be over quickly. The barrier to the NE stones will be unlocked shortly. After the NE stones are balanced, phase 3 will start.

Phase 3: A giant bear will come out of the portal. Importantly, it has a roar that seems to cover a large area and can reach all the way to Hawthorne. The roar does more damage the farther away you are and can easily one shot you even on hard difficulty. Try to kill this bear fast; if it does start roaring, try to get behind it. If you're worried your DPS isn't up to this fight, you can leave the bear to escape, although this forfeits an end chest (don't do this without consulting your party first.) The barrier to the NW stones will be unlocked shortly. After the NW stones are balanced, everyone will be teleported to Hawthorne for the last phase.

Phase 4: The Fomorian King will fight the party with Scath. Have someone kite Scath around while someone tanks the king and faces him away from the party. As he gets low on HP, he will call for help from Hyrsam. He is unkillable and will not die at zero HP, you have to wait for the cutscene to finish playing before the raid will end. Scath can be killed but she has high HP and is usually just kited.

Defend Hawthorn, kill trash and occasional bosses, solve puzzles, win.

Special mechanic: Hyrsam occasionally plays a fairly lethal song, asking you to move as he plays. Watch out for DM text and arrows above your character's head and move accordingly: Strafe left, strafe right, run forward, run back. Your character does not actually have to move (you can bump into an obstacle, that's not a problem), and you can also turn around while doing the moves. If you fail to move as commanded, your character takes significant damage.

Tips for tanking:
 * You don't need to actually tank the horses, kiting works too. Intimidate or ranged DPS is recommended to pull back horses who wander off (they are teleporting)
 * The horses deal a massive amount of evil damage. Alignment or Evil absorb items help, as well as high MRR.
 * The horses can knock you down, having some sort of knockdown immunity is advised.
 * The horses have a special aura, that dispells and blocks the deathward spell making you immune to it, while they also deal negative damage and drain levels.
 * Energy drain immunities all work, such as:
 * Being a Warforged
 * Paladin KotC Improved Courage of Heaven
 * Druid Nature's Protector Undying Beast
 * Shadowdancer Epic Destiny, Sealed Soul
 * Any Pale Master shroud

| insidious       = | devious         = | discreet        = | aggression      = | onslaught       = | conquest        = | tamper          = | neutralization  = | ingenious       = | observance      = | perception      = | vigilant        = | mischief        = | vandal          = | ransack         = | bonus_xp_notes  = | chest           = 1–2; both contain raid runes, threads, and chance for named loot
 * 1 end chest guaranteed
 * 1 possible for doing optionals; may be Greater Feytwisted (note that items are not guaranteed for everyone, unlike regular Feytwisted chests; however, runes & threads are.)

| npcreward       = | unique          = yes | external        = }}