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 ADVENTURECREDITS
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 cmomnetysCONTENTS
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 Makingis 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 lzUntcorn 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
KFeyWiLo 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 pixiesS100 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 UnicornFeature: 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