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The Wild Beyond The Witchlight

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33% found this document useful (3 votes)
3K views262 pages

The Wild Beyond The Witchlight

Uploaded by

Pablo Errando
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
THE WILD BEYOND THE WITCHLIGHT EYWILD ADVENTURE CREDITS Project Lead Chrstoshe Perkins ‘An Directorate win ‘Writer: Stacey Alan, Wl Doyle Ai Leitch, Christopher Perkins Adana Wing jer Carmaras, Bele Farmer, Adem Let Tyme Rehman, Morrigan Robbins ules Development: remy Crawford, Ben Petry, Tayrr Rehman dng: Judy Bauer, Kim Mohan, Hannah Rose Graphic Designer: Trish Yochum Story Consultant: Patrick Rots Cultura Constant: Shaw Ling 3 Cover tusratrs: Hyer, Tye Jcabson Cartographer: stacey Alin, Wil Doyle Interior Mustator: Heder Ames, Tor Srbbey, Mate etm, Zoltan Bors, Flip Burburan, Christopher Burt, Paul Scott Canavan, Osun Calo, Ki Carpenter Cit Ceri, Sidharth CChaturved,David Re Christensen, Onarker, Alyn Dane Niki Dawes, Atl Delis, Olga Oras, Wayne England, Caine Carib, Lars Grant West, Ralph Horley, arn Keiser, aan Ko, ‘terns Ladon Olly Lawson, Tue Liner, Andrew Mat, Marcela Medeites ryoa Metheny, Rabson Mickel, Chstophe Mee ‘Scot Murphy, ina Nord], Rebin Olsson, Claudio Bors, Apri Prime, Json Raivle, Crs lis, Ned Rogers, Craig) Speaning, Matt Stevart, Cory Treg Erdner, Brian Vales, Anna Velarp, Magali Vilenewe, ichad White's, Mark Winters Shan Wood, Zuzanna Wazyk Kieran Yanner, Tesh Yochum Concept Art Director Shave Wood Concept ustrators: edd Chevier,Dasren, Toms Fezo Cas, Ttus Lunes, Api rime, ha Shpin, Cory Tego-Erder, Shawn Wood, Kran Yanner Project Eine: Cyn Callway Imaging Technkian: Kevin Yee Prepress Specialist: ffeson Dunlap D&D Stusi0 Exeetive Producer: Ray Winninget nil Designer: jeremy Crnford, Christopher Pens Design Manager: Steve Seat Design Department Sydney Adams, judy Bauer, Makenzie De fama, Da Dillon, Amanda Hamon, Leitch, Ben Peis Taymoot Rehman Wesley Schneider, James Wyatt, ‘Art Team Manager Richard W Art Department Tryetan Falcone, Kat in, Em Tani. Shawn ‘Wood, Tish Yochum Serie Producer Dan Torr Producers: il Benham, Robert Hawhey, Lea Helets Director of roduc Management L2 Schuh Product Managers: Natalie Egan, Chis ina, Hey Ros, Mankerinc Director of Clbal Brand Marketing: ran Ferry Clcbal Brand Manager: Shel Mazsaoble Sevior Matting Communications Manager: Cre T#0 CGommerity Manager: Brandy Carel (ON THE Cover ‘The Witchight Carnival has cometo town! On the back Cover, a displacer beast finds .yeu-old Tyler Jacobson and leads him back to the carnival where he belongs Is8N;978.07009-67285 Fist Printing: August 2021 987654321 oe dha gies encase fea no (On tHE Aur-Cover Hydr074 presents Star, dsplacer beast kitten that loves adventurngin the Feywid. A wondrous magic item called the Witchlight vane graces the back cover ca CE & 2 cmomnetys CONTENTS Introduction: Int the Feywid. Adventure Summary won ‘Adventore Structure Character Advancement Running the Adventure. Using the Mapsco nnn Using the Story Teacher. Tips fr New Dungoon Masts... Feywil Trinkets. Feyuild Trinkets table Backgrounds. Be Feet oe, Withlight Hand resent 21 a 12 Harengon (Character Tralts onsen Beginning the Alventure. Lost Things Warlocks Quest. Pronunciation Guide. Gh 1: Wichlight Carnival nn 22 Running This Chapter. 23 Carnival Owners 2 Miter Witeh tat blogs) 25 Mister Light tat block). 26 Witchight Hands... 77 ‘Withlight Hand (tat block) 27 Caran Overview ie Bringing the Carnival @ Lifes 28 Wandering Outsiders... Carnival Locations encom Ticket Boot Big Top Bubtle-Pop Teapot. eslsspe See Caroeel eeu ‘ream Sapling (tat Doe) 36 Drago Rides... Feasting Orchard en 3T Gondola Swanson 38 Halloftisions ors Los Property Mystery Mine men Pile Kingdorn Sihersong Lak Smalls ‘Snail Racing Tinned Even en Though the Looking he 2H her rn Running This Chapter. Prismeer Overview ‘A Domain Divided, Friendly Guides ise Rules of Conduct. Children of Primese Motherhorn Local 132 Leaving Yon oN Ch. 5: Palace of Heart's Desire....170 Running This Chapter. in [Acrval tthe Palace oven IT Friends snd Followers 3 Exploring the Palace 173 Palace Features. 173 Death in Prismeer... Foraging in Prismoee Random Encounters in Hither 68 Locations in Hither =n) Slonty Tower mtd Telemy Hil. i DBrigands Tollway. nnn nding the Sony 04 Agdon Longscart (sat block).—-73." Zybiina Comes Alive. “ot Dewalt Teil Gua block) Where Brora? 24 ing Gita he Soe Cor ae Tas Seer Coe ae ave a ee Chgperclow ito) TR. Append Be Fatons— “Tree Bight (stat block). Bavlernas Cottage Cottage Locations Hourglass Coven... Bavlorna Blghtseaw Endelyn Moongrave. From Hither oThither Skabutha Nightshade eee : League of Malevolence Running Tis Chapter Se Features Titer. eee ene ae i Warden Wanted Posters Zara Arvval in Thither ono Zasgash. Random Encountersin Thither 102 Vals C8 nnn mnm Locations in Tithe. Elkhorn See ae Merci. i Motiver Disolaer Beast Kien Gat boc) 108, Renn SQUF AUB) ene IO SHOREREAE re Wayward Pool... 110. Appendix: Creature. Loomer ANS Bogen Approaching Loomlurch.s-vno= M13. Brlgganocko on Where's Shabatha?s 113. Bullpwugs ‘Skabath’s Minions nnn 118 Bullpwug Koi SOS Bullywug Royal. 11S Campeaten Fiying Rocking Horse (tat beck) 121 Campest rom Thier to Yon Swarm of Campestis Cn Darling nen Running This Chaper— Darking eae aaa Pau Darking Eder Lighting Rods Arial YOR ‘Amidorand Gleam. Pellenlla (tat block) Amidor (ta bloc. Random Encouoters in Yon. Location Yom ene Lockbury Henge. Fey Deacons oem Enteriag Metherhorn Approaching Motherhorn Where's Endelyn ‘Tragedy in the Making is DUNGEONS & DRAGONS ADVENTURE begins in a world ofyour choosing —per- <( haps a world of your own creation—then. iG ‘entures into the Feywild Also known as ~~ > the Plane of Faerie, the Feywild isa place of wonder and whimsy ruled by unfettered emotion Before running this adventure, please read the “Fey- wile” section in the Dungeon Master's Guide, ast Contains useful information about this dusky, fantas- tic plane of existence. The information in this book is intended forthe DM's eyes only: Ifyou're planning to playthrough the adventure with someone else as your DM, stop reading now! ADVENTURE SUMMARY ‘The main antagonists ofthis story are three hags ‘who collectively form the Hourglass Coven, which is described in appendix B. These hags are the adop: | pastand a key player in the adventure's unfolding drama, Using an artifact called /éewilv’s Cauldron, the hags have trapped an archfey named Zybilna in temporal stasis and carved up her fey domain among them. This domain is called Prismeer. To ‘enterit, the characters must firs visit the Witch- fight Carnival, which travels across the Material Plane and appears on the characters’ world once every eight years. The carnival owners are a pair of shadar-kai (ves native to the Shadowtell) named Mister Witch and Mister Light, who can help or der the characters’ efforts to reach Prismeer. One of the many novelties ofthis adventure is that the characters can accomplish their goals without resorting to violence—but only ifthey're clever. They can fight their way through the adventure as well, but the odds won't always be in their favor, ADVENTURE STRUCTURE ‘The characters are drawn into the adventure by one ‘oft wo adventure hooks, You choose which hook to use. Both hooks are described in "Beginning the Adventure,” later in this introduction, Chapter 1 describes the Witchlight Carnival Hidden somewhere in the carnival isa fey erossing. to the domain of Prismeer, but the trick to opening this portal is known only to the earnival’s shadar-kai ‘owners, Mister Witch and Mister Light. \ 4 \ INTRODUCTION | INTO THE FEYWILD tive sisters of Igqwily, a powerful figure from D&D's ee INTRODUCTION _ INTO THE FEYWILD cs 4 W Chapters 2, 3, and 4 deseribe the carved-up do- main of Prismeer, which the hags of the Hourglass Coven have usurped and split into thirds. The char actets can move between these splinter-ealms only ifthey have the right fey uides 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 Iggwil’s Cauldron, The pal- ace is where the characters need to go ifthey hope tothwart the Hourglass Coven by frecing Zybilna or destroying the eauldron. The book concludes with several appendices ‘wherein you'l find rules for new magic items, stat blocks for new creatures, and other goodies, At the end ofthe book isa 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 in this introduction CHARACTER ADVANCEMENT The adventure assumes that the characters start at Ist level. Ifyour players are more interested in exploration and social interaction than combat, or if 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, or Yon) for the first 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 for the first time, they gain a level Encountering a Hag. After the characters encoun- ter a hag of the Hourglass Coven for the 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 Jégwilv’s Cauldron, everyone in the party receives enough XP to ad: vance | level If you follow this method of character advance- ‘ment, characters who start the adventure at Ist level might reach 6th level by the adventure’s conclusion. RUNNING THE ADVENTURE ‘To run the adventure, you need the ith edition core ulebooks (Player's Handbook, Dungeon Master's Guide, and Monster Manual). Text that appears ina boxlite this is meantte be read aloud or paraphrased forthe players when their characters fst ative at location or under specifc ‘rcumstance, as described inthe text, ‘The Monster Manual contains stat blocks for most of the creatures encountered in this adventure. When a creatures name appears in bold type, that's visual cue pointing you to its stat block as a way ‘of saying. “Hey, DM, you'd better get this creature's stat block ready. You're going to need it” Ifthe stat block is not from the Monster Manual, the adven- tures tex tells you where to findit. ‘Spells and equipment mentioned in the adventure ate described in the Player's Handbook. Magic items are deseribed in the Dungeon Master’ Guide unless the adventure's text directs you to appendix A Ustne THE Maps. This book contains a fold-out, double-sided posier ‘map and several interior maps. These elements are further described in the sections that follow. Poster MAP ‘The adventure ets you know whea it’s safe to ‘show your players either side of the double-sided poster map, (One side ofthe poster map shows the Witehlight Carnival and a Time Tracker, tohelp you track the passage of time as the characters explore the car nival, Certain carnival events occur only when the ‘Time Tracker reaches a certain point. Though t's rot necessary, your group ean place tokens of min- atures on the map to keep track of where the ehar- 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 splinter-realms called Hither, Thither, and Yon Lodged between them is the Palace of Heart's De- sire—the home of Prisineer’s archfey ruler, Zybilna, ‘This side ofthe map is meant tobe shared with the players once the characters reach the palace, from ‘where they can look out over the whole domain. DMfriendly versions of this map appear in chapters 2,3, and 4, to help you track the party's progress through Prismeet’s splinter-realms. ne as INTERIOR 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, ‘a weterase mat, or another surface to help your players visualize locations that might have unusual shapes or features. Your hand-drawn maps need ‘not be faithful to the originals, and you can alter a ‘maps features as you see ft. Nor do your maps need to be painstakingly rendered. You can omit details ‘that are not readily visible (such as secret doors and. ‘ther hidden features) until the characters are able to detect and interact with them. Slopes and Staireases. An arrow on a slope or staircase always points in the ascending direction. LanpManKs 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 mares are not drawn to scale, USING THE STORY TRACKER This adventure uses a Story Tracker, a copy of, ‘which is included atthe back of this book. The Story Tracker isa note-keeping tool to help you remember {important information about the characters and their accomplishments. Atvarious times in the adventure, you will be ad- vised to jot down information on the Story Tracker, as events that happen in earlier chapters can give ‘characters an advantage in later chapters. The Story. Tracker also allows you to record important details. For example, if charaeter falls under a curse, not- ing the specifics of the curse on the Story Tracker ‘might remind you ofthe effect. INTRODUCTION | INTO THE FEYWiLD/ ad lz Untcorn Horn lost unicorn horn plays an important part in the adventure. Iis location is determined randomly by rolling on the Unicorn Horn's Location table. Once you determine where the horn is, record its location fn the Story Tracker. The horn belongs to a unicorn named Elidon, 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 8 Location 1 Offered forsale at Trinket, Sauble, and charm'sin Downfall (se area D1Oin chapter 2) 2 Hidden among the coals under Bavlorna'scaul- ron (See area O18 in chapter 2) 3. Stolen by Will ofthe Feywild and kept in Litle Oak (see "Encounters in Thither” in chapter 3) 4 Hidden in one ofthe cupboards of Loomlurch (see area L10 in chapter 3) 5 Inthe possession of Arcillas the peryton ete “Fey Beacons” in chapter 4) 6 Inthe possession of kyla the warlock (se area MIT in chapter 4) 7 Inthe possession ofShon the librarian (see area P2Bin chapters) 8 —Tuckedin awooden chest bylegikthe quast (see tea PS in chapter 5) INTRODUCTION | INTO THE FEYWILD. Tips FoR New DUNGEON Masters Most ofthis book is for the DM's eyes only, since its full of secrets that your players won't discover until you run the adventure for them. That said, the adventure contains alot of information that can be shared with the players at specific times, as dis. cussed below. New CHARACTER OPTIONS 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 Ire Descriptions 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. SraTistics Creature stat 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 10 the creature's Armor Class to determine whether the attacks hit After a certain number of hits and ‘misses, players can usually pinpoint a creature's AC on their own. However, in the interest of speeding up combat, you can divulge a creature's AC once the ‘characters have hit the creature atleast once, allow: ing players to know without asking ifattacks made against the creature hit or miss. Hit Points, I's better not to tel players how many hit points a creature 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 creature has fewer than half its hitpoints remaining, you can descrie itas 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 ofa dent in the creature's hit points, either because it has a lot of them or ithas a trait such as Regeneration, i's a good idea to let the play lets know that the creature looks like 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 (0 ll them how much damage their characters take and what type of dam: age it is. Whenever the adventure presents damage thats variable, it shows the average damage fist, followed by a die expression in parentheses, like this: 10 (3d6). You decide whether to use the average ‘or roll the dice. Using average damage speeds up play, but it might feel less exciting, and players can take advantage oft predictability. Rolling the dice takes more time but can yield more volatile results. Inthe interest of fairness, commit to one approach forthe other fr the duration ofan encounter or ‘game session “Abilities, Strengths, and Weaknesses. As their characters fight a creature, players expect to learn tore about the creature's sirengihs, weaknesses, and abilities. I's okay to share such information ‘with them as it becomes apparent For example, you can describe a creature's wounds closing up when i regenerates. Characters don't need to igh a creature t know certain facts about it. For example, a character who has the Witchlight hand background and chose a sprite for a carnival companion would know a lt about sprites, including their ability to urn invisible. Similarly fa 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 fom a freball spel, be sure to let players know how badly the fre hur it Don't be afraid to dole out information to charac- ters who have the applicable knowledge. If you're ‘ot sure whether the characters possess such knowledge, have them make an Intelligence check (Gee the Dungeon Master's Gude for more guidance about ability checks), and share the information if ‘one or more characters succeed an the check Dice Rotts Many DMs like to roll their dice in the open, for all, the players to see, to maintain transparency. Other DMs prefer to rol dice behind a screen to maintain ‘suspense. Either approach is fine Even DMs who conceal their dice rolls might divulge certain results. For example, when a crea ture scores a critical hit against a character, i's customary to let the player know that their character Just (ook a particularly nasty hit before revealing hhow much damage was dealt. It’s okay to ask one of your players to make a die ‘oll for you. For example, ifyou plan to use one of this adventure’s random encounters, you can have a player roll to determine what the characters encoun- ter, rather than making the roll yourself. Srory INFORMATION Important information that doesnt 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-controlled creatures {also called nonplayer characters, or NPCs) in this, “Marine Misranes Dungeon Master ‘adventure know information that the characters can learn through inquiry. The adventure outlines the ‘most likely circumstances under which a ereature will share what it knows. ‘The adventure describes important creatures in detail, while creatures of little consequence get no ‘more than a passing reference. As such, you have enough information to bring important creatures t0 life, But not so much that it becomes a chore to re- ‘member al the details. The adventure seldom goes ‘s0far as 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 ‘features to life as best you can. For example, the adventure describes Mister Light (one of the owners cof the Witchlight Carnival) as a flamboyant Figure, ‘but you get to decide what his voice sounds like and how he reacts to a 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 ereature as you see fit Roleplaying Aids. Appendix B contains informa- tion that will help you roleplay a handful of import ant DM-controlled characters whose actions propel id shape the narrative of the adventure, The cards in appendix D serve much the same purpose but are optional; they provide roleplaying notes for sev- eral other colorful characters who aren't as pivotal. You can photocopy these cards, cut them out, and. keep them ina handy stack behind your DM screen, sorted alphabetically or grouped by chapter, (The latter option works better ifyou expect the current game session to focus entirely on one chapter of the adventure.) FEYWILD TRINKETS ‘The Feywild Trinkets table that fellows oflers a se- lection of trinkets appropriate for Feywild themed adventures such a this one. Players whose charac: ters have the feylost or Witchlight hand background can roll on this table instead ofthe Trinkets able in the Player's Handbook to determine what trinkets their characters possess. The adventure includes a few encounters that require you to all on the table to determine what random trinkets the characters find in key locations. INTRODUCTION | INTO THE FEYWILD, / ae K FeyWiLo TRINKETS 4100 Trinket D1 Cookie cutter shaped lkea unicorn (02 Two yew rings liked together 03, Siver hand mirror with @rymph shaped handle 04 Painted wooden key whose teeth change configu: ration every day at dawn, 05 Delicate silver cameo with pictures oftwin chil dren opposite one another 05 Golden pendant charm shaped like z leprechaun 07 Tiny wooden box contsining 2 croquet set sized for pinies or sprites 08 Tiny pair ofsharp, ion scissors 09° Chess piece shapedlike s dancing satyr wearing 2 bishop's hat and catching a gnarled staft 10 _Saltshaker shaped like a wizards tower 11 Gystalorb that allows an elf who holds itto sleep 12 Pendant that shows the phases of the moon 13 Large ton fingernail 14 Tiny electrurm whistle that only Fey can hear 15. Wooden jigsaw puzzle piece as big asa sauce with a painted image of jug omit 16 Spool of glistening silver thread 17 Sheet of music that goblins nd upsetting when they hear it played or sung 18 Rotten ogres tooth wth the Elish glyph for moon’ etched intoit 19 Vitrified eye of displacer beast 20 Tiny duskwood coffin containing the ashes of a troll 21 Oldinvitation to 2 banquet in the Summer Court, ‘written in ink on vellum in Sylvan 22 Gossamer shaw! that glows faity in moonlight 23 Balkand-cup toy that plays a short, victorious jin le whenever the ball lands in the cup 24 Sprte's skull covered in ink fingerprints 25. Silver frkwith the outer tines bent sideways 26 Asootstained sock in which a nugget of coal ‘magically appears each day at dawn 27 Tiny wooden stool (sized fora pie or sprite) that ives splinters to those whe held it 28 Tiny clockwork dragonf that slowly beatsit wings (but can't fh) when wound up Toy unicomm made of wood, painted wit bright colors 30 Pixie plshie that sings when you squeeze it 31 Tinch-square panting of sleeping elf 32 Thimble that helps you daydream when worn INTRODUCTION | INTO THE FEYWILD 100 4 5 36 7 38 3 0 a a 8 4 4 “6 a 4 4“ 31 32 53 5 56 37 “Trinket Pumpkin cupcake that magically regenerates itself in ts paper cup each day at dawn Fake Thvee-Dragon Ante card depicting a faerie dragon ‘Teacup made from a varnished mushroom cap that magically keeps its liquid contents lukewarm Rock that floats and is small enough to hide in your closed fit Tiny bottle filed with rainwater collected from the Feywild COpalescent conch shell that laughs when you hold it to your ear Vial of viscous liquid labeled "Fomarian spit. Do ‘ot drink!" Wax candle that roars and crackles likes bonfire while tit Potted daffodil that sways when neara source of, music B-ounce, glass wine bottle that magically reas: semblesiteel'1 minute after being broken Tiny wooden sph figurehead from a model ship Tiny pumpkin-shaped cauldron carved out of bog oak Bar of soap that smells Ike something memorable from your childhood Piece of orange parchment folded to look ike knight astride a unicorn Tinted glasses so dark that they can't be seen through {sinch-long glass ant figurine Piece of parchment bearing 2 child's drawing of anoni Tiny hourglass without sand init Empty vial with corked ends atthe top and bot tom Pair of green leprechaun boots tied together by the laces ‘Smoking pipe made fiom a tree root Redcap that droops down to one's shoulders when worn ‘Mask that helps you remember your dreams if you wearit while you sleep. Notebook that shows what's written on it only when held upside down \Weoden top with four sides, e2ch bearing the im- age of child enjoying a diferent season Tiny beehive wig made for sprites or pixies S100 Tenket 2 o a 8 Sere 7 6 70 n n m ss % Wooden mouse Figurine that squeaks when held ‘Stuffed oni dell with x creepy smile and one mie ingexe Empty bag labeled “Candy Tinted glass monocl that makes things look reer Black executioners hood sized fora pine ox spite Piano key carved from a saty’s horn Tiny wooden lute with at hairs fr stings Iron needle with an eye that refuses to let thread pass through t Tiny sundial that casts 2 shadow only in moon- light Wooden pan Mute that attracts harmless local Fauna when played sivered pinecone Flask of spectral lowworms that change color to teflect the mood ofthe Nast’'s holder Wooden apple painted blue “Tuning fork that sounds the tone forthe F key [Nunchak sized for pixie of sprite Copper coin ith a smiling sstyr’s Fae on one side and a say’ kul on the other Severed chicke's fot attached to leather cord Collection ofbaby teeth in atiny wooden box 4100 Trinket 17 Pinwheel whinigig that spins even when there's nowind 78 Child's parasol covered in moss and eaves. 79. Wooden magnifying glass missing its lens 80. Glossy mushroom witha red, bell shaped cap that jingles when shook 81 Pouch of seeds that smell ike home 82 Petrified rob’ epg 83. Wooden spoon with ahole inthe center 84 Paper wasp nest in ajar 8S Sprig ofrosemary wrapped with ribbon at one end 186 Tiny, unfurnished dolhouse sized for a pisie child 47 Paintbrush made entiely of ceramic—even the bristles 88 Candlestick whose candlelight looks lke 2 ty. dancing fairy made offre 89 Spectacle frames in the shape of butterfy wings 90 Set ofalse wooden teeth 91 Tiny book of iytales 92. Rucksack in which one potato magically appears ‘each day at dawn 9 Pixie’ winter jacket lined with fox fur 94 Tasseled wine charm shaped lke 2 eprite 95 Weak magnetic wand 96 —100-sded die the size of plum, cut from coal 97 Glass slipper missing its mate 98 Tiny dreamestcher 99 Barbel sized ora peor sprite 100 Music box that plays a sprightly tune you remem ber fem your childhood BACKGROUNDS This section describes two backgrounds availabe to characters who participate in this adventure: feylost 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 erossing by chance during a twilight stroll n the woods. Perhaps you were kidnapped by evil Fey but escaped from their elutches, Whatever the manner of your disappearance, you gradually fell under the Feywil’s spell and learned a litle about the nature ofthe mercurial tricksters that ‘dwell there, er ‘When you finally returned to your home plane, you did not come back unchanged. You are haunted by the fact that the Feywild—a mirror world hidden behind a mere twist of perception~is only a hair's breadth away. Although your memories of the Fey. wild grow fainter with each passing day, your heart swells with a mixture of fear and joy atthe prospect of one day venturing back to the Plane of Faerie— ‘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 (cach 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 Manx d Fey Mark 1. Your eyes swirl with iridescent colors, 2 Youhave a sweet scent, ie that of nectar or honey. You have long whiskers ike those of cat ‘Your ears are covered with soft tufts of fur. Your skin sparkles in moonlight. Flowers either bloom or wilt (your choice) in your presence 7 Your hair is made of vines or brambles and grows back to normal length within hour of being cut. 3 Youhave «tlhe that of dog or another animal FeywiLp Visitor Whenever yourre sound asleep or in a deep trance during a long rest.a spirit of the Feywild might pay you visit if the DM wishes it. Determine the Fivwitevieion spirit’s form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such vis- ee its, which ean last for minutes or hours, and you 1 Awakened erature 2 Beast oran ordinary pant remember each visit when you wake up. Conwersa- thathas had the awaken spell aston i) tions that occur with a visitor can contain any num emis ber ofthings, from messages and insights to non seuscuné ellerings ae DNs aieceion ccs, MMO conversations are always conducted in a language Sees ucer you can understand, even ifthe Feywild visitor can't 5 Pile ‘speak that language normally 6 Sayr 7 Sprite 8 Unicorn Feature: Feywitp Connection CARNIVAL COMPANION Your mannerisms and knowledge of fey customsare og recognized by natives ofthe Feywild, who see you ‘as one oftheir own. Because of this, friendly Fey Companion 1 Old cantankerous Witchight hand creatures are inclined to come to your aid ifyou are 2 Young. impressionable Wichlght hand lost or need help in the Feywild 3 Performer (such a8 an acrobat, 3 clown, of a musician) WitcHiicHt HAND MITCHLICHT SAND _—_ 4 Retired performer You crept into the Witehlight Carnival as a child SRE RELRE ‘or youth and never looked back, earninga place "i ‘among those who work behind the scenes to keep ime capone the earnival in business. Asa hand, you work hard 7 cheery sprite ‘and party hard. The carnival has borne you to many 8 Harmless, magical wisp oflight 00 stat block fantastic world, cireling back around toyour home equied) that has a fying speed of 30 feet can world once every eight yeas, but you know almost hover, and sheds bright ight ina 5-oot ads nothing about these worlds because you spend all and drs ight for an adional 5 feet. ‘your time in the carnival. You know the other hands ‘well, but the carnival’s owners—Mister Witch and Mister Light—remain mysterious fo you even after all these years. ‘Maybe you joined the carnival to escape a dismal 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 ofits many won: HUG pore or maybe Sou mere except! by te {ders at no cost to you, provided you don't disrupt its of boson ‘shows or eause any other trouble. 4 youre older, life has lost some of its appeal ‘The daly routine has grown tedious, the eyelical nature ofthe carnival’ 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 Proficiencies: Performance, Sleight of Hand Tool Proficiencies: Disguise kt or one ype of mus: cal instrument Languages: One of your cheice Equipment: A disguise kit ora musical instrument ‘of your choice, a deck of cards, a earnival uniform ‘or costume, one trinket (determined by rolling ‘on the Feywild Trinkels table), and a pouch con: taining 8 ep CanivaL Companion ‘Over the years, you have earned the friendship of another earnival fixture. Rolla dS and consul the Carnival Companion table to determine whom or what you're befriended, or you can choose an option thal you like. Work with your DM to flesh out this friendship. This companion hangs around you while youire in the carnival, but it won' voluntarily leave the carnival ‘The DM can use the Witchlight hand stat biock in chapter 110 represent hands, performers, and ‘animal trainers who serve 4s earaival companions Statistics for the ether companions appear in the Monster Manval. 2 RACES All the character races presented in the Player's Handbook are wel suited for this adventure, as are fairies and harengons both presented below). If youallow players to create fairy or harengon characters for this adventure, they should assume that their characters are from the same world as the other player characters and have never set foot in the Feywild despite their fey heritage. CREATING YOUR CHARACTER AL Ist level, you choose whether your characte ‘member of the human race or of a fantastical race. Ifyou select a fantastical race such as the fairy or the harengon in this section, follow these additional rules during character ereation. ABILITY SCORE INCREASES When determining your character's ability scores, increase one score by 2 and increase a different INTRODUCTION | INTO THE FEY WILD. ‘score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character's 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 forthe character. The Player's Hand. ‘book offers a lis of languages to choose from. The DM is 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 ereature 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 lst of the game's creature types in al- phabetical order: Aberration, Beast, Cclestial, 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 typesin different ways. For example, the cure wounds spell doest't work on a Construct or an Undead. Lire Span 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 WeIGHT Player characters, regardless of race, typically fll 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's 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 to learn Common as well. Infused 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 sels the fairy apart. For your fairy, roll on the Fey ‘Characteristics table or choose an option from it. You're slzo free to come up with your own char acteristic ifnone of the suggestions below fit your character. Fey CHARACTERISTICS 8 Characteristic Your wings atelike those of bird You have shimmering, multicolored skin. You have exceptional age 15, A glitering mist constantly surrounds you. You have s small spectral horn on your forehead, Fike atl unicoen hor, Yourlegs ae insectle ‘You smellikefesh brownies. 8 Anoticeable, harmless chill swrounds you Farry TRAITS ‘As a fairy, you have the following racial traits. Creature Type. You are a Fe. Size. You are Small, ‘Speed. Your walking speed is 30 feet Fairy Magic. You know the druideraftcantrip. Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at Sth level, you can also cast the enlange/reduce spell with this trait Once you cast faerie fire or enfarge/reduce with this trait, you can't cast that spel with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appro priate level Intelligence, Wisdom, or Charisma is your spell: casting ability for these spells when you cast them ‘with this tat (choose when you select this race) Flight. Because of your wings, you have a ly ing speed equal (0 your walking speed. You can't ‘use this fying speed if you're wearing medium or heavy armor. HARENGON Harengons originated in the Feywild, where they ‘spoke Sylvan 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 long feet of the rabbits they resemble and fur ina 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 lick, and they often find themselves a few fortunate feet away from dangers during adventures. HareNGoN TRarts 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 add your proficiency bonus {0 your initiative rol ‘Leporine Senses. You have proficiency in the Per- ception skill. ‘Lucky Footwork. When you fail a Dexterity sav {ng throw, you can use your reaction to roll a d4 and. Add itto the save, potentially turning the failure into a success. You can't use this reaction ifyoulre prone ‘or your speed is 0. ‘Rabbit Hop. As a bonus action, you can jump a numberof feet equal to five times your proficiency bonus, without provoking opportunity attacks. You ean use this trait only ifyour speed is greater than. 0, You ean use it a number of times equal to your proficiency bonus, and you regain all expended uses ‘when you finish a long rest

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