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710723, 23:00 oR — 7THE WILD BEYOND INE PCHUGHT hitpslanyip.comighgblawy710723, 23:00 THE WILD BEYOND THE WITCHLIGHT A FEYWILD ADVENTURE $a710723, 23:00 CREDITS Projet Lead: Christopher Pets ‘rt Director: Kate win Writers: Stace Allan, Wil Doyle, i Leitch, Chritopher Perkins ‘Additional Wing ulin Careara, Bele Farmer, Adam Lee “aymoot Rema, Morrigan Robbins Rules Development jeremy rawfrd, Ben Petro, Taynoat Rehman Editing: Judy Baer, Kim Moban, Hannah Rose Crophie Designer Th Yochury ‘Story Consultant: Patrik Rotts ‘aural Constant hi Ling La over luster: Hy o7, Tyler tabson amographers: Stacy Alin, Wil Doe Interior Musratrs: Helder Alea, Tom Bubbey, Mak Berm, Zoltan Boros, Flip Surburan, Christopher Burdett, Paul Scot Cansvan, Osun Civos Ka Carpenter, Clint Cee, Sidharth Chaturned, David René Christensen, Oaaren lina Darn Nikki Danes, Atl Defi, Olga Drebas, Wayr Erland aroine Cart, Lars Grant West, Ralph Horsley, Sam Keiser lan Kk, Katerina Lado, Oly Lawton, Tus Lume, Anew Ma, Mirela Medetos, Grynn Metheney, Robson Michel, Christopher Moe, Scott Murphy, tna Norio, Robin Olausson, Claudio Pras, Aon Prime, ssn Rane, Chri Ralls, Ned Ropes, Craig) pearing. Matt Stewart Cory Tego xéner, ran Valezs, Anna Veltamp, Maal Vilreue, Richa White's, Mark Wines, Shawn Wood, Zuzanna Wasik, Kievan Yanner,Trah Yochum On tHe Cover ‘The Witchight Carnival has come to town! On the back cover, 3 displacer beast finds 8 year-old Tyler Jacobson and leads him back othe carnival where he belongs, 6209277000001 EN ISBN: 978.07169.67285 First Piting: August 2021 987654321 hitpslanyip.comighgblawy uCE &, “The Wild Beyond the Witchight- Bob Flip PDF | AnyFlip Concept stators: Jedd Chevier,Daaten, Toma Fico Gas, Thus ese Ror Ips stp Gy Tepe Ere, Shavn Wood, Kieran Yarner Project Engineer: Cynda Callaway Imaging Technician: Kevin Yee Prepress Specs erson Dunlap D&D Stuoi0 Exective Producer: Ray Winnnger Princip Designers jeremy Crawford, Christopher Perkins Design Manager: Steve Scott Design Department Sydney Adams, judy Baver,Maensie De ‘emus, Dan Diln, Amanda Haron, Ari Levich, Ben Petisr, Taymoot Rebar Wesley Scheider, aes Wyatt ‘et Team Manager char Whiters ‘an Department: Trystan alone, Kate rin, Emi Taj, Shawn ‘Woed, Tish Yochum Senior Producer Dan Tost Producers: Bil Serhary, Robert Hawley, Les Helestis Director of roduc Management Lis Schuh Product Managers: Natali gan, Crs Lindy, lary Rove, ‘Chis Tulach Manxerine Director of Ciba Brand Marktng Bin Perry Clebal Brand Manager: Sel tazzanoble Senior Mateing Communications Manager: Crep Ti {Community Manager: Bandy Came (ON THE Aur-Cover Hydro? presents Star, a dsplacer beast kitten that loves adventuring in the Feywild, A wondrous magic item called the Witchligh vane graces the back cover Se) fiaeieteene ret gaarpnaied noche ee are62‘714123, 23.00 CONTENTS Adventure Summary ‘Adventure Streture Character Advancementonsnn 4 Running the Adventure 5 Using the Maps. ans Using the Story Teacher m5 Tips for New Dungeon Masterson. 6 7 8 9 Feywild Trinkets. eid Trinkets table Backgrounds. Fey 9 Witchligh Hand Races Soa Fairy Harengon Character raison vonnn Beginning the Adventure 15 Eisctriinge Soe Sts Wailochs Quest nnn 18 Prosencation Guide. 21 (Ch. 1: Witcight Carnival. Running This Chapter. 23 (Carnival Ors nnn Mister With tat ble. 28 Mister Light (at bloc) 26 Witblight Har cnemnee2T ‘Wehlght Hand at block) 27 Carnival Over enn Bringing the Carnival if 28, Wandering Outsiders. 20 Carival Latins ‘Teket Booth rena Big Top. Bubble-Pop Teapot Cation. cise ‘ream Sapling (at boc). Dragonly Rides... | Feasting Orchard. | GondolaSwans Hall flisions Lou Property. Mysten Mine Pale Kingdorn mnt Sihersong Lake A ‘Small Stal. ee ais | Seni Racing Te Carnival Events. : Meeting Witch and Light ne4® Darlys Plana SL Catching Keesteam neh Kestescam (at blk onnenenS2 Timed Events ‘Throuth the Locking Gass. 0b, 2 NEF Running This Chapter Prismeer Overview ano SF oN hitpslanyip.comighgblawy “The Wild Beyond the Witchight - Bob Flip PDF | Anyi Rules of Conduct —ew-wrene-88_ Natherhorn Lacations. Children ofPismecr—-- 60 Leaving Yon. Translrmingthe Domain. 69. Ch, §: Palace of Heart Desire Death im Prismett ann 6 Ryan This Chapter — Foraging in Prism vemm~ 61 Arial atthe Palace. Fentresof Hither nono 61 nat patente Arvvain ithe Exploring the Palace ~. Palace Features “Temporal Stasis Palace Locations Glaswork Golem a blocs) Ending the Story. Bhilna Comes Alive andor Encountersin Hither 64 Locations in Hither Slonty Tower Tebemy Henn Brigands Tollway Alon Longscart tat block) on 73 Downe a aennennn A gut od) Whee Brat Speen eae Downtal Locations oan APpondis A: Magic Heme Clapertaw tat boc) 8 Append Bs Factions “Tree Bight stat beck) <-—- Hourglass Coven. Baslrna's Cotage nnn Bavloena Blighstraw Cottage Locations Endelyn Moongrave From Hither Thither. ‘Skabatha Nightshade cnn em League of Malewlence (Ch. 3: Thier ie Running This Chapter. Features of Thier Si Fairy Rings rarduke Wanted Posters dato Arrialin Thiers N02 288A ‘Random Encounters in Tither._.102 Vales Call. Elkhorn. Locations in Thithe ren Nis Cave 1a Mereionen non Motives. Displacer Beas Kiten tat lock)108 Ringlerun.—. Squirt (tat block)... 119_Stronghesrt-—- Wayward Poole Loomitth. nvm nnn AT Approaching Looe on Where's Shabathaercnn ATS ‘Skabatha's Minions M4 Bullywug Kaigh Lost Chilean 1S Ballywog Royal -n- LLoomiurch Locations. 118. Camps Fiying Rocking Horse (Gat block) 121 Campest mmna From Thither Yon ninenmnns 30 _ Swarmof Campests (Ch. AYR enn snnen Running This Chapters Feauresef¥on Lghining Rods. ‘Amidor and Gleam. Pallenlla at boc ‘Amid (ta block) Random Encounters Yon. Locations a Yon, Approaching Motherhorn Where's Endely? A Tragedy in the Making 41262710723, 23:00 ee laa ee § INTRODUCTION y y _ InTOo THE FEYWILD ie is DUNGEONS & DRAGONS ADVENTURE begins in a world of your choosing—per hhapsa world of your own creation—then ventures into the Feywild. Also known as > the Plane of Faerie, the Feywildis a place ‘of wonder and whimsy ruled by unfettered emotion. Before running thisadventure, please read the “Fey- ld” section in the Dungeon Master's Guide, as it contains useful information about this dusky, fantas. tie plane of existence. The information in this book is intended for the DM's eyes only. Ifyoute planning to play through the adventure with someone else as your DM, stop reading now! ADVENTURE SUMMARY The main antagonists of this story are three hags hi collectively form the Hourglass Coven, which is described in appendix B. These hags are the adop tie sisters of egw powerful gure from D&D’s past anda Key player in the adventure’s unfolding | drama, Using an artifact called vil’ Cauldron, the hags have trapped an archfey named Zsbilna in temporal stasis and carved up her fey domain. mong them. This domain is called Prismeer. To enter it the characters must frst visit the Witch- light Carnival, which travels across the Material Plane and appears on the characters’ world once very eight years. The carnival owners area pair of shadar-kai (elves native to the Shadow'e!l) named 1 Mister Witch and Mister Light, who can help or hin- der the character’ efforts to reach Prismeer. One of the many novelties of this adventure is that the characters ean accomplish their goals without resorting to violence—but only if they're clever. They can fight their way through the adventure as wel, but the odds won't always bein thir favor, ADVENTURE STRUCTURE ‘The characters are drawn into the adventure by one of two adventure hooks. You choose which hook to use. Both hooks are deseribed in “Beginning the Adventure,” later inthis introduction. Chapter 1 describes the Witchlight Carnival, Hidden somewhere in the carnival isa fey crossing E to the domain of Prismeer, but the trick to opening o snown only to the carnival's shadar-kai_ X ster Witch and Mister Ligh. ec x 4. \\ ttropverion | xr THe Feywit Se hitpslanyip.comighgblawy “The Wild Beyond the Witchight- Bob Flip PDF | AnyFlip = Chapters 2, 3, and 4 describe the carved-up do. main of Prismeer, which the hags of the Hourglass Coven have usurped and split into thirds. The char. acters can move between these splinter-realms only ifthey have the right fey guides to help them. ‘Chapter 5 describes the Palace of Heart's Desire, ‘where the archfey Zybilna and her court are frozen in time by the magic of Iggwilt’s Cauldron. The pal- ‘ace is where the characters need to go if they hope to thwart the Hourglass Coven by freeing Zybilna or destroying the cauldron. ‘The book concludes with several appendices wherein you'll find rules for new magie items, stat blocks for new creatures, and other goodies. At the end of the book is a Story Tracker you can use to keep track of story developments as they occur. Ad: vice on how to use the Story Tracker appears later inthis introduction, CHARACTER ADVANCEMENT The adventure assumes thatthe characters start at Ist level. Ifyour players are more interested in ‘exploration and social interaction than combat, ori ‘you want to make the characters’ Feywild excursion less dangerous, have them start at 3rd level instead ‘Advancement is handled the same way regardless. In this adventure, the characters receive experi- ence points for achieving milestones rather than defeating monsters: Entering a Hag’s Realm. Whenever the charac- ters enter a hag’s realm Hither, Thither, oF Yon) for the frst time, everyone in the party receives. ‘enough XP to advance 1 level. For example, when the characters leave the Witchlight Carnival and arrive in Hither forthe first time, they gain a level, Encountering a Hag. Aller the characters encoun- tera hag of the Hourglass Coven forthe first time, everyone in the party who survives the encounter receives enough XP to advance 1 level Freeing Zybilna, Ifthe characters free Zybilna from temporal stasis or destroy légwili’s Cauldron, ‘everyone in the party receives enough XP to ad- vance 1 level Ifyou follow this method of character advance- ‘ment, characters who start the adventure at 1st level ‘might reach 8th level by the adventure’s conclusion. 51262‘714123, 23.00 RUNNING THE ADVENTURE Tsun the adventure you ned the fifth edition core rulebooks (Player's Handbook, Dungeon Master’ Guide, and Monster Manual. Text that appears ina box lke this is meanto be ‘ead sloud or paraphrased forthe players when their characters fist ative ata cation or under specie circumstance, as described in the text ‘The Monster Manual contains stat blocks for most ‘of the creatures encountered in this adventure. When a creature's name appears in bold type, that's 4 viewal cue pointing you (ots stat block as a way of saying, “Hey, DM, you'd better get this creature's sat block ready. Youre going to need it” Ifthe sta block is not from the Monster Manual, the adven- ture's text tells you where to findit. ‘Spells and equipment mentioned in the adventure xe described in the Player's Handbook. Magic items are described in the Dungeon Master’ Guide unless the adventure's txt directs you to appendix A Ustno THE MAPS ‘This book contains a fold-out, double-sided poster map and several interior maps. These elements are further described inthe sections that follow. Poster MAP The adventure lets you know when it’s safe to show your players either side ofthe double-sided poster map, (One side of the poster map shows the Witehlight Carnival and a Time Tracker, to help you track the passage oftime as the characters explore the car fival, Certain carnival events occur only when the ‘Time Tracker reaches a certain poiat. Though i's ‘ot necessary, your group can place tokens oF min- atures on the map to keep track of where the char acters are in the carnival at any given time. ‘The reverse side of the poster map shows the Feywild domain of Prismeer, now divided into three. ‘plinter-realms called Hither, Thither, and Yon. Lodged between them isthe Palace of Heart's De- sire—the home of Prismeer’s archley ruler, Zybilna ‘This side of the map is meant tobe shared with the players once the characters reach the palace, from ‘where they can look out over the whole domain. DM friendly versions of this map appear in chapters 2,3, and 4, to help you track the party's progress rough Prismeer’s splinter-realm: “The Wild Beyond the Witchight- Bob Flip PDF | AnyFlip Inrerror Mars ‘Maps that appear in this book are for your eyes only. [As the characters explore locations on a given map, ‘you can redraw portions of the map on graph paper, ‘aweterase mat, or another surface to help your players visualize locations that might have unusual ‘shapes or features, Your hand-drawn maps nced not be faithful tothe originals, and you can alter a ‘map's leatures as you see fit. Nor do your maps need. tobe painstakingly rendered. You can omit details that are not readily visible (such as secret doors and. ‘other hidden features) until the characters are able to detect and interact with them. ‘Slopes and Staircases. An arrow on a slope oF staircase always points inthe ascending direction. LANDMARKS NOT TO SCALE ‘The poster map of Prismeer and the interior maps of Hither, Thither, and Yon show important land ‘marks that are described in the text. These land- marks are not drawa to sale. UsING THE STORY TRACKER This adventure uses a Story Tracker, a copy of which is included at the back of this book. The Story ‘Tracker isa note-keeping tool to help you remember Important information about the characters and their secomplishments, Atvarious times in the adventure, you willbe ad vised 10 jot down information on the Story Tracker, as events that happen in earlier chapters can give characters an advantage ia later chapters, The Story Tracker also allows you to record important details. For example, if character falls under a curse, not. ing the specifics ofthe curse on the Story Tracker ‘might remind you ofthe elect 2 “2 i. INTEoDUCTION |INTOTHE FEYWILD (5 e Ms a hitpslanyip.comighgblawy erzs2710723, 23:00 UntcorN Horn’ lost unicorn horn plays an important part in the adventure. Its location is determined randomly by rolling on the Unicorn Horn's Location table. Once you determine where the horn is, record its location ‘on the Story Tracker. The horn belongs to a unicorn named Eliden, who ‘was captured and transformed into a rocking horse by the Hourglass Coven, For more information about Elidon, see area L6 in chapter 3. Unicorn Horn’s Location Location 1. Offered fr sale at Trinket, auble, and Charms in Downfall (se area D10;n chapter 2) 2. Hidden among the coals under Bavirna's cal ron (see area 18 in chapter 2) 3 Stolen by Will ofthe Feywiid and kept in Little Oak (see “Encounters in Thither"in chapter 3) 4 Hidden in one ofthe cupboards of Loomlurch (see 2re2 110 in chapter3) 5 Inthe possession of Archillas the peryton (cee “Fey Beacons” in chapter 4) 6 Inthe possession of Sls the warlock cee area MIt in chapter 4) 7. Inthe possession of Shon the librarian (see ares ‘P2Bin chapter) 8 Tucked ina wooden chest by iggrkthe quasi (ice area 1 in chapter 5) 6 \\ INTRODUCTION | 1NTo THE FEYWiLD hitpslanyip.comighgblawy “The Wie Beyond Witchight- Bob Flip PDF | AnyFlip Tirs FoR New DUNGEON Masters Most ofthis book is for the DM's eyes only, since its full of seerets that your players won't discover until you run the adventure for them. That said, the adventure contains alot of information that ean be shared with the players at specific times, as dis. cussed below New Cuaracrer Oprions During character creation, you can allow your play- ers to read the new backgrounds and race options that appear in this introduction, if you're comfort able with allowing these options in your game. Mactc Irem Descrtrrions When the characters acquire a new magic item and figure out what it does (see “Identifying a Magic Item in the Dungeon Master's Guide), give that item's description to the players. Statistics blocks should be kept hidden from the players until circumstances warrant otherwise, as discussed below. ‘Armor Class. When characters make attacks ‘against a creature, you compare those attacks 0 the creature's Armor Class to determine whether the attacks hit After a certain number of hits and ‘misses, players ean usually pinpoint a ereature's AC oon their own, However, inthe interest of speeding ‘up combat, you can divulge a creature's AC once the characters have hit the creature at least once, allow- ing players to know without asking if attacks made against the creature hit or miss. Hit Points. I's better not to tell players how many hitpoints a ereature has. However, you can give the players a sense of how well they're doing against the creature by describing, in narrative terms, how hurt the creature is. For example, ifthe ereature hhas fewer than half its hit points remaining, you can describe it as being badly wounded or on the ropes. Such information gives the players a sense of accomplishment and might spur them to press the attack. On the other hand, ifthe characters aren't putting much of dentin the ereature’s hit points, either because it has a lot of them ori has a trait such as Regeneration, it's a good idea to let the play ers know that the creature looks lke itcan take a Jot more punishment, That information alone might encourage the players fo consider a change of plan, such asa tactical retreat. Damage. Players need you to tell them how much damage their characters take and what type of dam age its. Whenever the adventure presents damage that is variable, it shows the average damage first, followed by a die expression in parentheses, like this: 10 (3d6). You decide whether to use the average Creature 762“The Wild Beyond the Witchight- Bob Flip PDF | AnyFlip ‘or roll the dice. Using average damage speeds up play, but it might feel less exciting, and players can take advantage of its predictability. Rolling the dice takes more time but can yield more volatile results In the interest of fairness, commit to one approach or the other for the duration of an encounter or {game session. Abilities, Strengths, and Weaknesses. As their characters fight a creature, players expect to learn ‘more about the creature's strengths, weaknesses, and abilities. I's okay to share such information ith them as it becomes apparent. For example, you can describe a creature's wounds closing up when it regenerates. Characters don't need to fight a creature to know certain facts about it. For example, a character who. hhas the Witchlight hand background and chose a sprite for a carnival companion would know a lot about sprites, including their ability to turn invisible. ‘Similarly, ifa character intuits that a treant, being a creature made of wood, has vulnerability to fire ‘damage, just smile faintly and say, “That's a reason: able hypothesis." Ifthe treant takes double damage {froma fireball spell, be sure to let players know how badly the fre hurt it, Don't be afraid to dole out information to charac- ters who have the applicable knowledge. If you're fot sure whether the characters possess such knowledge, have them make an Intelligence check (Gee the Dungeon Master's Guide for more guidance about ability checks), and share the information if ‘one ar more characters succeed on the check. Dice Routs Many DMS like to roll their dice in the open, forall the players to se, to maintain transparency. Other DMs prefer to roll dice behind a screen to maintain suspense. Bither approach is ine Even DMs who conceal their dice rolls divulge certain results, For example, when a erea- ture scores a critical hit against a character, it's ‘customary to let the player know that their character. Just took a particularly nasty hit before revealing how much damage was dealt. t's okay to ask one of your players tomake adie roll for you, For example, if you plan to use one of this adventure's random encounters, you can have a player rol to determine what the characters encoun- fer, rather than making the roll yourself Srory INFORMATION doesn't appear in boxed text is usually communicated to players through roleplaying. As the DM, you roleplay all the creatures that the characters encounter in the adventure, Many of the DM-controlfed creatures {also called nonplayer characters, or NPCs) in hitpslanyip.comighgblawy c are flibe just ike JoMs {more on. nnecting el adventure know information that the characters can. learn through inquiry. The adventure outlines the ‘most likely circumstances under which a creature will share what it knows. The adventure describes important creatures in detail, while creatures of litle consequence get no more than a passing reference. As such, you have ‘enough information to bring important creatures to life, but no so much that it becomes a chore to re- ‘member all the details. The adventure seldom goes so faras to describe what a creature sounds like, nor does it reveal everything that a creature might say or do, You're expected to improvise and bring creatures to life as best you can. For exan adventure describes Mister Light (one of the owners. of the Witchlight Carnival) asa flamboyant figure, but you get to decide what his voice sounds like and how he reacts toa given situation, based on what the adventure says about him. You can also ignore what the text says and roleplay Mister Light or any other creature as you see fit. Roleplaying Aids. Appendix B contains informa: ‘Gon that will help you roleplay a handful of import ant DM-controled characters whose actions propel and shape the narrative ofthe adventure. The cards in appendix D serve much the same purpose but are optional; they provide roleplaying notes for sev- ral other colorful characters who aren't as pivotal. You can photocopy these cards, cut them out, and keep them in a handy stack behind your DM screen, ‘sorted alphabetically oc grouped by chapter, (The latter option works better ifyou expect the current game session fo focus entirely on one chapter of the adventure) FEYWILD TRINKETS The Feywild Trinkets table that follows oflersase- lection of trinkets appropriate for Feywild-themed adventures such as this one. Players whose charac ters have the feylost or Witchlight hand background can roll on this table instead ofthe Trinkets table in the Player's Handbook to determine what trinkets their characters possess. The adventure includes a few encounters tha require yu to all onthe table to determine what random trinkets the characters find in key locations. INTRODUCTION | INTO THE FEYWiLD ail e arzs2710723, 23:00 ‘The Wi Beyond i FeyWiLo TRINKETS 6100 Trinket (1 Cookie cutter shaped like @ unicorn 02 Two yew rings linked together 03 Silver and mirror with a nymph shaped handle 04 Painted wooden key whose teth change configu: ration every day at dawn 05 Delicate ser cameo with pictures of twin chil- ‘dren opposite one anther 05 Golden pendant charm shaped like 2 leprechaun 07 Tiny wooden bor contsining 2 croquet set sized for pines or sprites 08 Tiny pair of sharp, ton scissors (09 Chess piece shaped ike a dancing satyr wearing a bishop's hat ané clutching a gnaled stat 10 _Saltshaker shaped ikea wirard’s tower 11 Grstalorbthatallows an elfwho holds ito sleep 12 Pendant that shows the phases ofthe moon, 13 Largeiiron fingernail 14 Tiny electrum whistle that only Fey can hear 15 Wooden jigsaw puzzle piece as big as a saucer, with a painted image of jug onit 16 Spool of glistening silver thread 17 Sheet of music that goblins find upsetting when they heart played or sung, 1B Rotten ogres tooth withthe Elvis glyph for ‘etched into 19 Vitified eye ofa dsplacer beast 20 Tiny duskwood coffin containing the ashes of a trol 21 Oldinvitation to banquet in the Summer Court, written in ink on vellum in Syvan 22 Gossamer shaw that glows faintly in moonlight 23 Balland-cup toy that plays a short, vetorous jin gle whenever the ball ands in the cup 24 Sprie's skull covered in nk irgerprints 25 _Siver forkwith the outer tines bent sideways 26 Asootstined sockin which a nugget of coal ‘magically appears each day at dawn 27 Tiny wooden stool (sized fora pice or sprite) that ives splinters tothose who holdit 28 Tiny clockwork dragonfly that slowly beats its wings (but can't fy) when wound up 28 Toyunicom made of wood, painted with Bright colors 30 Pixie plushie that sings when you squeeze it 31 Linch squate painting ofa sleeping elf 32 Thimble that helps you daydream when worn INTRODUCTION | INTO THE FEYWILD hitpslanyip.comighgblawy Witchight- Bob Flip PDF | AnyFlip 100 3 Py 5 6 7 38 2 0 a 2 “a 4“ 45 46 ” “a © 0 31 32 3 Pi 55 56 3 58 ‘Trinket Pumpkin cupcate that magically regenerates itself in ts paper cup each day at dawn Fake Three-Dragon Ante card depicting a faerie dragon “Teacup made from a varnished mushroom cap. that magically keeps its liquid contents lukewarm Rock that floats andis small enough to hide in your closed fst Tiny bottle filed with rainwater collected fram the Feywild Ofalescent conch shell that laughs when you hold it to your ear | ofviscous liquid labeled "Fomorian spit, Do ‘ot drink!” Wax candle that roars and crackles lke a bonfire while lit Potted daffodil that sways when near 2 source of B-ounce, glass wine bottle that magical reas: sembles itself 1 minute aftr being broken Tiny wooden syiph figurehead from 2 model ship Tiny pumpkin-shaped cauldron carved out of bog. oak Bar of soap that sels ike something memorable from your childhood Piece of orange parchment folded to look ike 2 knight astride a unicorn Tinted glasces zo dark that they can't be seen through ‘inch-long glass art fiurine Piece of parchment bearing a child's drawing of an oni Tiny hourglass without sand in it Empty val with corked ends a the top and bot tom Par of green leprechaun boots ted together by their laces ‘Smoking pipe made fom a tree root Redcap that droops down to one's shoulders when worn Mask that helps you remember your reams ifyou wearit while you sleep Notebook that shows what's written onit only when held upside down ‘Weoden top with four sides, exch bearing the im age ofchid enjoying a different season Tiny beehive wig made for sprites or pixies res‘714123, 23.00 “The Wild Beyond the Witchigh - Bob Flip PDF | AnyFlip 4100 Tinker. 4100 Tinker 59 Wooden moute fgrine tht squeaks when held 77 imaheel whi tat sp ven hen her 60 Sued oni dol witha creepy smile and one mis rowing ingeye 18 Child's parasol covered in oss andleaves 151 Empty bag labeled "Cady" 78 Wooden maging glass missing ts les G2 Tinted glass monocle that makes things look 20° Glossy mushroom wih ed bel shaped ap geen thatjnges when shook G2 Backerecutone'shood sited ora pnt or sprite 11 Pouch of seeds that sel ike home 64 Pano key carved rom a sty’ horn 82 Petfed obin's ee {85 Tiny wooden lute with eat has for stings £2. Wooden spoon wih len the center 66 ron needle wth an eye that refaes let he #1 Paper wasp nestin ae as throught 85. Sprigotrosemary wrapped wit ibton at one end (67 Tiny sundial that ase a shadow ony in moon- 36 Tiny unfurnished dollhouse sized fer pie child Hehe 87 Paintcush made ene of ceramic—even the G8 Wooden pan fate that tracts harmless local cae fauna when played 88 Candlestick whose candlelight looks like a tiny, 6 Shvered pinecone dancing fay made offre 70 Flskef spectral lowworms that change clorto 19. Spectacle ramesin the shpe of buttery wings reflect the mood ofthe Nat's holder Bole wel leseecian eh 71 Wooden apple panied blue 91 Tiny book of aeytales 72_ Turing fork that sounds the ton forthe hey 52. Rucksack which one potato magically appears TA Nonchab siedfor a pve or sprite cach day at dawn 74. Geoppe coin with a smiling sty face on one 3a) wit act Wed Wh Fa side and a satyr’s skull on the other 94 Tasseled wine charm shaped like a sprite 75. Seveted chickens fot attached ta leathercord Coir) 76 Collection of baby tethin a tiny wooden box 100-sided die he sizeof plum, cu rom coal % 97 Glass slipper, missing its mate 98 Tiny dreamcatcher 9 Barbell sted for apne oF sprite 100 Music box that plays a sprightly tune you remem ber fiom your childhood BACKGROUNDS “This section describes two backgrounds availabe to characters who participate inthis adventure: eylost ‘and Witchlight hand, FEYLOST ‘You grew up in the Feywild after disappearing from your home plane asa child. Perhaps you were ‘spirited away by kindly Fey who thought you were ‘destined for great things. Perhaps you stumbled through a fey crossing by chance during a twilight stroll in the woods, Perhaps you were kidnapped by ‘evil Fey but escaped from their clutches. Whatever the manner of your disappearance, you gradually fell under the Feywild’s spell and learned allitle bout the nature of the mercurial crcksters that dwell there, INTRODUCTION |INTO THE FEYwiLD (9g hitpslanyip.comighgblawy 01282710723, 23:00 “The Wi Beyond i or ‘When you finally returned to your home plane, you did not come back unchanged. You are haunted bby the fact that the Feywild—a mirror world hidden. bochind a mere twist of perception—is only a hair's breadth away. Although your memories ofthe Fe ‘wild grow fainter with each passing day, your heart ‘swells with a mixture of fear and oy atthe prospect ‘of one day venturing back o the Plane of Facrie— your home away from home. ‘Skill Proficiencies: Deception, Survival Tool Proficiencies: One type of musical instrument Languages: One of your choice of Elvish, Gnomish, Goblin, or Sylvan Equipment: A musical instrument (one of your choice), a set of traveler's clothes, three trinkets (each determined by rolling on the Feywild Trin. kets table) and a pouch containing 8 gp Fey Mark You were transformed in some small way by your stay in the Feywild and gained a fey mark, deter- ‘mined by rolling on the Fey Mark table. Fey Marx 8 Fey Mark 1 Your eyes wi with iridescent colors. 2 Youhave a sweet scent, ke that of nectar or honey. Youhave long whiskers lke those ofa cat Your ears ate covered with soft tufts of fr. ‘Your skin sparkles in moonlight. Flowers ether bloom orwilt (your choice) in your presence 7 Your har is made of vines or brambles and grows back to normal length within 1 hour of being cut 8 Youhave a tail ike that of dog or ancther animal FeYwiLp VisiToR Whenever you're sound asleep or ina deep trance during a long rest.a spirit of the Feywild might pay youa visit ifthe DM wishes it. Determine the spirits form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such vis- its, which can last for minutes or hours, and you remember each visit when you wake up. Conversa- tions that occur with avisitor can contain any num: ber of things, from messages and insights to non ‘sense and red herrings, a the DM's discretion. Such conversations are always conducted ina language ‘you can understand, even ifthe Feywild visitor can't ‘speak that language normally. hitpslanyip.comighgblawy \Witchight- Bob Flip PDF | AnyFlip Feywitp Visiror 8 Visitor 1 ‘Awakened ereature (a Beast or an ordinary plant that has had the awaken spell ast oni) Centaur Dry Faerie dragon Pine Saye Sprite Unicorn snes2‘714123, 23.00 Feature: FEYWILD Connection ‘Your mannerisms and knowledge of fey customs are recognized by natives ofthe Feywild, who see you as one of their own. Because ofthis, friendly Fey Creatures are inclined to come to your aid ifyou are lost or need help in the Feywild WironiicuT Hanp ‘You crept into the Witehlight Carnival asa child ‘or youth and never looked back, earninga place ‘among those who work behind the scenes to keep the carnival in business. Asa hand, you work hard and party hard. The earnival has borne you to many fantastic worlds, circling back around to your home ‘world once every eight years, but you know almost nothing about these worlds because you spend all ‘your time in the carnival. You know the other hands ‘well, but the carnivals owners Mister Witch and Mister Light—remain mysterious to you even after allthese years. Maybe you joined the carnival to escape a dismal life at home, or maybe you were enchanted by the idea of visiting new places or the dream of becom- ing one ofthe carnival’ star attractions. Now that you're older, life has lost some of ts appeal ‘The daily routine has grown tedious, the cyclical ‘ature ofthe carnivals journey monotonous. The ‘carnival no longer fills your heart with a sense of ‘wonder. Perhaps greater adventures await you be: yond the carnival’ gates. Skill Profciencies: Performance, Sleight of Hand Too! Proficiencies: Disguise kit or one type of must ‘al instrument Languages: One of your choice Equipment: A disguise kit or a musical instrament ‘of your choice, a deck of cards, earnival uniform, fr costume, one trinket (determined by rolling ‘on the Feywild Trinkets table), and a pouch com- taining 8 ep Carnivat Companion Over the years, you have earned the friendship of another earnival fixture, Roll a d8 and consult the Carnival Companion table to determine whom or ‘what you've befriended, or you can choose an option that you like. Work with your DM to flesh out this friendship, This companion hangs around you while {youire in the carnival, ut it wort voluntarily eave the carnival The DM can use the Witehlight hand stat block inchapter 1 to represent hands, performers, and ‘animal trainers who serve as caraival companions. Statistics for the ether companions appear in the ‘Monster Manual. hitpslanyip.comighgblawy “The Wild Beyond the Witchigh - Bob Flip PDF | AnyFlip CARNIVAL COMPANION 48 Companion (01, cantankerous Witchight hand ‘Young, impressionable Wtehight hard Performer (such 35 an acrobat, a clown, ora musician) Retied performer ‘Seasoned animal vain 16 blink dog cheery sprite Harmless, magical wisp of ight (no stat lock requiced) that has a fying speed of 30 fet. can hover, and sheds bri and dim ight for an adational 5 feet light na Soot radius Feature: CARNIVAL FIXTURE The Witchlight Carnival provides you with free, modest lodging and food. In addition, you may wan: der about the carnival and partake of its many won ders at no cost to you, provided you don't disrupt its ‘shows or cause any other troubie. 4 21682‘714123, 23.00 RACES Ail the character races presented inthe Player's Handbook are well suited for this adventure, as are fairies and harengons (both presented below). Ifyou allow players to create fairy or harengon characters for this adventure, they should assume that their characters ae from the same world asthe ther player characters. and have never set fot in the Feywild despite their fey heritage. CREATING YOUR CHARACTER ___ A‘ Ist level, you choose whether your characteris a ‘member of the human race or ofa fantastical race. Ifyou select a fantastical race such as the fairy or the harengon in this section, follow these additional rules during character creation. ABILITY SCORE INCREASES When determining your character's ability scores, increase one score by 2 and increase a different 12 \\ INTRODUCTION | INTO THE FEYWILD \ hitpslanyip.comighgblawy “The Wild Beyond the Witchight- Bob Flip PDF | AnyFlip score by I, or increase three diferent scores by 1 Follow this rule regardiess of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” seetion foryour characters class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20, Lancuaces Your character can speak, read, and write Common. and one other language that you and your DM agree is appropriate for the character. The Player's Hand- ‘book offers a list of languages to choose from. The DMis free to modify that list for a campaign. Creature Tyre Every creature in D&D, including each player char- acter, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this chapter tells you what your character's creature type is. Here's list of the game's creature types in al- phabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don't have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn't work on a Construct or an Undead. Lire Sran The typical life span ofa player character in the D&D multiverse is about a century, assuming the character doesn't meet a violent end on an adven ture. Members of some races, such as dwarves and ‘elves, can live for centuries. Fairies and harengons, however, have a life span of about a century. HEIGHT AND WeIoHT Player characters, regardless of race, typically fall into the same ranges of height and weight that hu- ‘mans have in our world, Ifyou! like to determine your character's height or weight randomly, consult the Random Height and Weight table in the Player’ Handbook, and choose the row in the table that best represents the build you imagine for your character. Farry ‘The Feywild is home to many fantastic peoples, including fairies, Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. ‘The first fairies spoke Elvish, Goblin, or Sylvan, and encounters with human visitors prompted many of them tollearn Common as well. fused with the magic of the Feywild, most fair- Jes look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart. Foryour fairy, roll on the Fey a1e82‘714123, 23.00 “The Wild Beyond the Witchight- Bob Flip PDF | AnyFlip CCharacteristies table or choose an option from it You're also free to come up with your own char. acieristicif none ofthe suggestions below fit your character. Fey CHARACTERISTICS 48 Characteristic 1. Your wings ae lite tore ofa bid 2 Youhave shimmering, multicolored stn. 3 You have eveeptonally large eas 4 Aghitering mist constantly surrounds yu. 5 You havea mall spectral hor on your forehead, Ie atl unicorn horn. 16 Yourlegs are insect 7 You smell ike fresh brownies. 8 Amotcesble,harmles chil surrounds you. Fatry Traits ‘Asa fairy you have the following racial traits Greature Type. You are a Fey ‘Size. You are Small. ‘Speed. Your walking speed is 30 feet. Fairy Magic. You know the druideraft cantrp. Starting at 3rd level, you can cast the facri fre ‘spel with this trait. Starting at Sth level, you can also cast the enlarge/reduce spell with this ‘Once you cast faerie fire or enlarge/redce wi trait, you can't cast that spell with it Finish a long rest. You ean also cast ‘pels using any spell slots you have ofthe appro: priate level Intelligence, Wisdom, or Charisma is your spel ‘casting ability for these spells when you cast them with this rit (choose when you select this race). Flignt. Because of your wings, you have a fy {ng speed equal 1 your walking speed. You can't ‘use this ying speed ifyou're wearing medium or heavy armor. HARENGON Harengons originated inthe Feywwild, where they spoke Syivan and embodied the spirit of freedom ‘and travel. In time, these rabbitfolk hopped into ‘other worlds, bringing the fey realm's exuberance ‘with them and learning new languages as they went. Harengons are bipedal, withthe characteristic Jong feet ofthe rabbits they resemble and farina variety of colors. They share the keen senses and powerful legs of leporine creatures and are full ‘of energy, like a wound-up spring. Harengons are blessed witha litle fey luck, and they often find themselves a few fortunate feet away from dangers during adventures. hitpslanyip.comighgblawy Harencon Trarrs Asa harengon, you have the following racial traits. Creature Type. You are a Humanoid. ‘Size. You are Medium or Small. You choose the size when you select this race. ‘Speed. Your walking speed is 30 Feet. Hare-Trigger. You can ad your proficiency bonus 10 your initiative rolls, Leporine Senses. You have proficiency in the Per- ception skill. “Lucky Footwork. When you fala Dexterity sav- ing throw, you can use your reaction to roll a d4 and Addit to the save, potentially turning the failure into 4 success. You cant use this reaction ifyoure prone or your speed is 0, Rabbit Hop, A= a bonus action, you can jump a numberof fect equal to five times your proficiency bonus, without provoking opportunity attacks. You ‘ean use this trait only if your speed is greater than. 0. You can use ita numberof times equal to your proficiency bonus, and you regain all expended uses ‘when you finish a long rest sares2710723, 23:00 “The Wi Beyond i CHARACTER TRAITS As the players choose backgrounds fr their char- acters they can use the fllowing tabes o help determine their characters’ personality traits, de: als, bonds, and flaws. Players can use these tables instead of the ones that appear in the Player's Hand book, or they can mix and match them. Ifa rolled rest doesit make sense fora character, the player can roll again or choose a more appropriate entry fon the table. These tables, while optional, are well suited to Feywild-themed adventures and are ideal for any character who has the feylost or Witehlight hand background. Personauity Traits a Trt 1m haunted by fey laughter that only | can hear, though | know it's jst my mind playing tricks on 2 Like a nomad, can’t settle down in one place for very long. 3 Good music makes me weep lke a baby. 4 Wherever go, tr to bring alittle ofthe warmth and tranqulity of home with me. 5. Ihave never lost my chilike sense of wonder, 6 When Ihave anew idea, get wildly excited about it unt | come.up with another, better idea 7 iveby my own set of weird and wonderful ules. % can't bring myselfto trust most adults IDeats 8 ideal 1 Friendship. | never leaves friend behind. (Geed) 2. Empathy. No creature should be made to suffer (Good) 4. Wanderlust. | prefer to take the less traveled path (Chaoti 4 Changeabilty. change is good, which is why Ive bby an ever-changing set of rules. (Chactie) 5 Honor. deals 2 dea, and | would never break ‘one (Lawful) 6 Rule of Three. Everything inthe multiverse hap- pensin threes. see the “ule ofthe where. (Lawful 7. Obsession. | won't et go ofa grudge. (Ei) 8 Greed. | willdo whateverit takes to get what | ‘want, regardless ofthe harm it might cause. (Ei) every hitpslanyip.comighgblawy Witchight- Bob Flip PDF | AnyFlip Bonps 8 Bond 1. {would never break my word. 2 {ind magic in alls forms to be compeling. The more magica a place, the more Lam drawn oi I dowhat canto protect the natural word ‘Atrusted frend isthe most important thing in the multiverse to me 51 can'tbring myselfto harm a Fey creature, ether because I consider myself one or because | fear the repercussions. 6 The Witchlght Carnival feels like home to me. Him drawn to the Feywiid and long to return there, ifony for short while 8 | feel indebted to Mister Witch and Mister Light for giving me a home and a purpose. Flaws dh Faw 1 easily lose tack oftime, My poor sense oftime means I'm always ate 2 think the whole multiverse is out to get me. 3 Vim abways operating under a tight imeline, and 'm obsessed with keeping everything on schedule. 4 ma keptomaniac who covets shiny sparking 5 Imforgetful Sometimes Ican't remember even the simplest things. 6 I ever giveaway anything for fee and always expect something in return, 7. Ihave many vices and tend to indulge them. 8 Vmalvays changing my miné—wel, almost almays. 191282710723, 23:00 hitpslanyip.comighgblawy ‘The Wi Beyond i BEGINNING THE ADVENTURE How the characters became embroiled in the adven: ture depends on which hook you use to pl them into it. Choose either the “Lost Things” or “War leck’s Quest” adventure hook. Both hooks assume that all the characters come from the same world, even ifthey don't have a history together, The adventure also assumes thatthe characters (even ones with the Witchlight hand background) hhave no prior knowledge of Zybilna, the Feywild domain of Prismeer, or the Flourglass Coven, [None of these names should be familiar to them at the outset, Lost THIncs Use this adventure hook if you want the characters tohave a strong personal investment inthe story. Choose a settlement inthe characters’ world near which the Witchlight Carnival will appear. Each character in the adventuring party visited the Witchlight Carnival when they werea child—in fact, they snuck in without buying a ticket—and had ‘Something stolen from them. Fate brings the charac: ters together as adults, united by the common goal ‘of retrieving that which they've los. Witchight- Bob Flip PDF | AnyFlip The adventure begins shortly after the Witehlight Carnival returns to the characters’ world for the first time in eight years. One or more characters might be Witchlight hands or tcoubadours who have spent years traveling with the carnival; the remaining party members are assumed to be visitors who Fe ‘member the earnival from childhood. Is possible for certain characters to know each other, ther be. ‘cause they work together atthe carnival or because they're from the same settlement. Retrieving thei lost things will require the char acters to explore the Feywild regions of Hither, ‘hither, and Yon (described in chapters 2,3 and 4) and contend with the hags of the Hourglass Coven. ‘The characters might be tempted to visit the Pal: face of Hear's Desire as well (ee chapter 5), but they can avoid this location and stil accomplish, their goals. 61282‘714123, 23.00 SETTING THE STAGE ‘After the players create their characters, use the fol Jowing boxed text to kick off the adventure: The tavelng entrvaganca known a5 the Wichight Camivalvis yor world once ever eight yeas. You havea dim memory ofsneatinginto the carnivals a il thot paying for kt. That memory hat trown fone overtime thought stil conjures a werd semicre of emotions wonder and ave miked with fos and reget. Dring this childhood vist, your char acter lest someting. You ied tind but the er val one pale cesium Winer eh ad Miter Ligh—were decidedly unl, Sil ite screeching cricket” id Witch "You for: sotto buy ticket” The canal oes eund and ound sald ight The multiverse ou playpound Nothing's ee and eshte vi hs cost? fete cemt ar tet seat hey rc peteeston talieeete etieeetuacee| CER GKE CE CHER OT | retort ih you hosts sured tga od spal fs ded oy alg You eT aetna enced The Uitchligh Cara has returned and yu Bd yourself standing ea atic booth bythe entrance els os armas about o open, Thee You rie ober who oa abled as you. Without Ironing bw or why you senetat exch of hem ha Gs rectieg teal cee aie eer together ‘Work with the players to establish what connec tions, if any, the characters have with each other. For example, some or all of the characters might hail from a nearby village and have known each ‘other for years. Characters who have the Witchlight hand back- ground would also know each other, since they ‘worked together prior to the start ofthe adventure, They, 100, are standing outside the carnival when the adventure begins, Ifyou haven't done so already, lay out the poster ‘map of the Witchlight Carnival for the players to see. Dereewinine Witat Was Lost Each character, having lost something precious as 4 chilis unable to gain inspiration (as described in the Players Handbook) until they get back what was taken from them. A remove curse spell is not powerful enough to end this effect on a character, 36 INTRODUCTION | 1nTO THE FEYWiLD hitpslanyip.comighgblawy “The Wild Beyond the Witchight- Bob Flip PDF | AnyFlip but a wish spell can, This might not scem like much ofa drawback, as characters can cope just fine with- ‘out ever gaining inspiration, Think of it more asa splinter under one's fingernail—a nagging, mildly painful annoyance that slightly diminishes one’s happiness. (Hags, by their cruel actions, can spread aggravation and misery throughout the multiverse in all sorts of ways.) The players don't know it yet, but the Witchlight Carnival operates under a peculiar set of rules. By ‘entering the carnival without tickets as children, the characters inadvertently set themselves up to be robbed. Whatever thing was taken from each character as a child vanished suddenly while that ‘character was distracted by the magic ofthe carni- val. All such thefts can be traced back to the hags of Prismeer, who use thieves to acquire and collect all manner of strange things and to whom the carnival owners are beholden. For each character in the adventuring party, roll a 48 and consult the Lost Things table to determine what was stolen from that character, Ifa player doesn't like their result, let them choose an option they prefer. You can swap out some of the entries on the Lost Things table with others that you or your players create, using the ones described below as models. Use the adventure's Story Tracker to record what each character has lost. Lost THincs 48 Thing 1. Ability tokeep secrets 2 Ability to smile 3 Artsticcreativty 4 Cherished dollorstufed animal 5 Handi 6 Sense of direction 7 Sense offastion 3 Three inches ofheight The hags used each character's lost thing to craft ic item. By interacting with the magic item in ic way (as described below), the character regains what they lost. The magic item otherwise functions normally. Ability to Keep Secrets. The character is unable to keepa secret, The hag who claimed this prize has since used it to create a wand of secrets, The char- acter regains the ability to keep secrets by holding this wand for the first time. Ability t0 Smile. The character suffering from this loss is unable to smile, The hag who claimed this prize has since used itto create a wand of ‘smiles (ee appendix A). The character regains ries“The Wild Beyond the Witchight- Bob Flip PDF | AnyFlip the ability to smile by holding this wand fr the first ‘Artistic Creativity. The character slering from this Toss lacks the ability o be creative in ane or more artistic pursuits For example, they might be tunable to draw, paint, or compose original musi. The hag who claimed this prizehassiace used it to create a pipe of smoke monsters sce appendix A). ‘The character regains ther eveativiy by paling on the pipe for the first tne ‘Cherished Doll or Stuffed Animal. The character Jost a dollor stulfed animal (players choice). The hag who daimed this prize has since turned it into a taking doll See appendix A) ora stalled animal with similar properties. Handwriting, To all other creatures, the charac ters handwriting illegible and requires a compre: hhend languades spel or siilar magic to decipher. “The hag who claimed this prize has since used itto create an instrument of scribing sce appendix A). The DM chooses the kind of instrument. When the character plays ths instcument forthe frst time, their handwriting becomes legibe. Sense of Direction. The character sulfering from this loss has trouble figuring out which way is noth and where they are geographically The hag who claimed this prize has since used to create an orb of direction Gee appendix A). The character fegains their sense of direction by holding this orb for the first ime. Sense of Fashion. The character suffering from this loss has no fashion sense, The hag who claimed this prize has since used itt create a cloak of many fashions (ee appendix A). The character regains their lost sense of fashion by donning this cloak for the first time, Three Inches of Height. The character suffering from this loss knows they are shorter than they ought io be. The hag who claimed this prize has since used ittoereatea pole of collapsing (sce appendix A). The character grows three inches in beight by holding this pole forthe first ime Keepers oF Lost THINGS Once you know what has been stolen from a char acter, rollon the Keepers of Lost Things table to {determine which hag has the thing in question, Use the adventure’s Story Tracker to record this information, Keepers oF Lost THINGS Hg Bevloma Bightsiraw 4-6 Stabatha Nightshade 7-8 Endelyn Moongrave hitpslanyip.comighgblawy Minor Curses At your discretion, each character who lost some- thingas a child might carry a minor curse as well Unlike the inability © gain inspiration, this minor curse can be lifted with a remore curse spell or sin ilar magic. The nature of the minor curse affecting cach character depends on which hag took what the character lost. Ater rolling on the Keepers of Lost ‘Things table for each character, consult the Minor Curses table to determine what minor curse besets that character Use the adventures Story Tracker to record this information, then ask each player (also be mindful ‘of their character's minor curse, Minor Curses Hag Curse Bavlorna You can'tlight nonmagicl fires, Skabatha You can te or untie a onmagical rope. Endelyn You cant open adoor without knocking on fet INTRODUCTION | INTOTHE FEYWILD 91262710723, 23:00 WARLOCK'S QUEST Use this hook if you or your players don't ike the idea of the characters having to find things that they lost as children and would prefer a more traditional adventure setup, This hook requires that one or more characters have backgrounds unconnected (0 the Witehlight Carnival. Ifyourre using the adventure’s Story Tracker, you won't need to fill out the “Lost Things” section. Just leave it blank, In this preamble, an aging warlock named Madryck Roslof tells the characters (those not working at the Witchlight Carnival) about a faerie realm called Prismeer, which can be reached only by finding and using a fey crossing in the carnival. Madryck says that his archfey patron, Zybilna, rules Prismeer. He begs the characters to journey to this domain and find out what has happened to Zybilna, with whom he has lost contact. I you like, you can replace Madryck Roslof with a different NPC who better suits your campaign. 18 INTRODUCTION | INTO THE FEYWILD hitpslanyip.comighgblawy “The Wi Beyond i Witchight- Bob Flip PDF | AnyFlip Whether Madryck or someone else gives the quest, the characters must travel across the land of Prismeer to reach the Palace of Heart's Desi (Gescribed in chapter 5), where Zybilna is frozen in time, Because this quest is more difficult than the ‘one tied to the “Lost Things" adventure hook. the potential rewards are greater. SETTING THE STAGE Wemtify which players have chosen the Witchlight hand background for their characters, then separate those players from the rest of the group—for now. They will join the others once everyone has gath: ‘ered at the Witchlight Carnival To kick off the adventure, sead the following boxed texto the players whose characters aren't part of the carnival You have been summoned tothe abode ofa human warlock named Madryck Roslof. He lves on a giant ‘pumpkin farm, sharing his sti farmhouse space with rodents and pixies. His adventuring days are be hind him, and he looks quite old and frail. Neverthe- less, heis delighted to make your acquaintance. Ive acquired many treasures and made important contacts during my lengthy adventuring career,” says (Madryck. "I would lke to pass the treasures | possess and the Favors am owed to you. In exchange, | ask that you travel to Primer» domain in the Feywil ‘and find out what fate as befllen the archfey that rules it, Ths archfey, Zbila, is my patron and ins ration —the source of my power “Ihave been unable to contact Zybilna for the better part of year and | fear something terrible as hap pened. My adventuring days are ove, but Zybilna has bbeen good to me, and | would lke to know she is well before | take my leave “Every eight years, our world is visited by 2 traveling extravaganza called the Witehlight Carnival. recently returned and is camped three days" travel rom here, rm asking you now because this carnival might pack Lupand leave in a week or two, and it contains your only route to Prismeer—a fy crossing, ifyou wil *Seek out Zybilna of Prismeer, help herif you can, and return with proof that she is alive and well, Upon your return, all the hard-won earnings of my adventur- ing career shall be yours. ‘The players will undoubiedly want to know more about the rewards Madryck is offering. See “Madryck’s Treasure” laterin this section for a sum ‘mary. (Ifyou allow your players to make wish lists 91282710723, 23:00 ‘The Wild Beyond i fof magic items for their characters, you can replace lone or more of Madryck's magie tem rewards with items from those lists.) Madryck doesa't need to have a past relationship with any ofthe characters, but ifthe players want {o tie Madryck more closely to their characters back stories, allow it. Madryck isa mage (newiral good) who speaks Common, Sylvan, and two other languages of your choice. Although he bas been out of touch with Zybilna for almost a year, he knows that time passes differently in paris of the Feywild, including Zybilna's realm of Prismeer. He can't pre- dict how much time it will take for the eharac' fo complete their quest; they might come back in a ‘matter of days, or years could pass on the Material Plane before they return. Not wanting o alarm the characters, Madryek tries to steer the conversation away from issues involving the passage of time, if ‘one or more characters mention something about it Waar Mapryck Knows Ifthe characters request more information about the Witchlight Carnival, Madryck says that he hasn't visited the carnival in sixty-four years and admits that alot can change in that time. He advises the characters to explore the carnival thoroughly on their own. He doesn't presume 10 Know what form the fey crossing currently takes or how well hidden hitpslanyip.comighgblawy Witchight- Bob Flip PDF | AnyFlip ad — and protected it is. He does provide the following reliable information: + Zybillna isa fairy godmother to mortals. She ere d the carnival as a means by which mortals could enter her ealm and beseech her ad. + When Madryck last visited the carnival, it was rum bya pair of shadar-kai (elves native to the Shadowfell) named Mister Witch and Mister Light. He assumes they're stil in charge. + Madryck dimly recalls that Witch and Light ac- quired the carnival more than a hundred years ago from an eladrin (an elf native to the Feywild), The eladein’s name escapes him. Ithe characters request more information about Zybitna and Prismeer, Madryck offers the following descriptions, based on firsthand knowledge that is somewhat out of date: + Prismeer is a domain of delight ruled by Zybilna who divells in the Palace of Heart's Desire, a mag: nificentstrueture in the heart of the domain. + Zybilna can assume many forms and is brilliant secretive, and wise. (Madryck doesn't know Z31 na's secret identity, as revealed in chapter 5) + When she presents herself to mortals, Zybilna usually assumes the form of statuesque woman with long white hair and a small tatoo shaped like a chicken's fot below one eye IyTRODUCTION | INTO THE FEYWito 201262
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