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Published by knightquill, 2023-10-24 23:54:58

The Wandering at Witchlight

A new attraction awaits

"If the planes are the paints of creation, then The Wandering is the canvas."


DUNGEONS & DRAGONS, D&D, Wizards of the Coast, The Wild Beyond the Witchlight, Forgotten realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2022 by Xero Reynolds and is published under the Community Content Agreement for Dungeon Masters Guild. The artwork contained herein may not be used for any other works without the owner’s express written permission Foreword: Hey there. First off, thank you for taking a look at this. It’s a hell of a thing to take a chance on this kind of material, right? Creepy Carnival? Been there, done that, and the movie was better, am I right? Well, that’s not what this is. Not exactly. So kudos to you for taking a chance. This is another one of those “challenge” ideas that strike me, and won’t let go. In this case, the concept of an escape room set in one of my personal favorite settings of 5e to date. Add a dash of horror elements, a double agent, and that sounds like a fine party to me. Hopefully it does to you, too. So, welcome to another side of the Witchlight Carnival; a peek behind the bright colors and whimsical into the most terrifying conceit of all: content creation. As always, it’s folks like you giving my odd little projects a look that makes what I do possible, and I love what I do. You did that. Thank you! X.R. ~The Artificer


Contents: Themes Background Plot Hooks The Encroaching Effects of the Wandering A Word on Puzzles The Darkening Mr. Shadow The Mime Puzzle The Fortune Teller The Graveyard The Un-Merry-Go-Round A Final Query The Reveal Carnival Games Are Rigged Map: The Graveyard The Silenced The Un-Merry-Go-Round Key Tokens 3 5 7 11 12 16 20


Designed for an adventuring party of four to six 5th-level characters, The Wandering at Witchlight is a Dungeons & Dragons adventure that begins at the Witchlight Carnival and ends in The Wandering, a demiplane referred to as the "space between the planes." To run this adventure, you need the fifth edition Player’s Handbook, and the Dungeon Master’s Guide. While having a copy of The Wild Beyond the Witchlight will help with flavor, it is not necessary to run this adventure. Themes The Wandering at Witchlight emphasizes the themes of supernatural horror, puzzle solving, and out-of-the-box thinking. While combat encounters are baked in, they can all be avoided through cleverness and attention to detail on the part of the players. The DM should be mindful of what type of games and elements their players enjoy before running this adventure. Background It's a glorious day at the Witchlight Carnival, and the merriment is already in full swing! The party is being treated to all of the games, shows, and food that Mr. Witch and Mr. Light have spared no expense in presenting. However, during one of these games of chance, our heroes realize something is horribly wrong. The purpose of this adventure is to introduce the players to a sort of magical escape room, where they don't realize that one of their own is in on the scheme. Their character has entered an agreement with Mr. Witch and Mr. Light to help test this new attraction in exchange for payment, and a free day at the Carnival. Select one of the players beforehand that you feel can best keep the secret. This PC’s job is to keep the rest of the group going, and though Mr. Witch and Mr. Light has assured them that the new attraction isn’t lethal, “accidents do happen.” Plot Hooks If your players are already playing in The Wild Beyond the Witchlight campaign, this adventure can be used as additional content before the point where the players enter the Prismeer. Otherwise, this adventure works best after the players have already accomplished something previously in the campaign. The hook is that they are being treated to a day at the Witchlight Carnival as a show of thanks. The Carnival conveniently happens to be in whatever town the party is currently at, or at least very nearby. The Encroaching Effects of The Wandering Starting in Act Two, the characters will begin noticing strange things the longer they remain in The Wandering. For starters, the DM can call for a Perception check (DC 12), and any character that succeeds will notice that their coloration has begun to desaturate slightly, slowly changing to the grays of the world around them. Additionally, at random the DM can ask for a Wisdom Check (DC 15) from any player. On failure, a moment of that character’s past plays out in ghostly form before the group, albeit it grossly exaggerated and disturbing. The scene will fade out quickly, but the sense of unease lingers. 5 The Wandering at Witchlight


You can ask for a Wisdom Check, and give a hint or remind the player of information their character would remember. An Investigation Check may reveal more about how a particular puzzle or contraption works. An Intelligence check can provide insight that the character would have that the player might not otherwise possess, such as understanding riddles, word-play, or the nature of particular puzzles. A word on puzzles It’s up to the DM to determine the best course of action when players encounter a problem that frustrates them, but here are a couple of tips to aid those that might get stuck as they journey through The Wandering: Admit onE 6 The Wandering at Witchlight


It’s early in the day at the Carnival, but things are already in full swing, and the merriment is infectious. The party is at one of the many games and rides on offer. You may use any of the games of chance or rides from The Wild Beyond the Witchlight, or the Strength Test listed below. Strength Test Strength Check, DC 17: The character attempts to ring the bell by striking a platform with a sledgehammer. If the bell rings, they win a prize; a small stuffed fairy that jingles when shook. Once all of the players have attempted this game, or it’s clear that they are ready to move on, proceed to the “The Darkening” section below. The Darkening Read or paraphrase the following to the players: As the sights and sounds of the carnival wash over you, things seem to slow to a crawl. A pin tossed by a juggler floats lazily in the air before freezing in place. Children seem stuck in mid-air during joyful skipping. The music holds impossibly long on a single note, and goes silent. Above, the sky that displayed a gorgeous spring day fades to the deepest night, and the stars seem to shiver. One by one, they break free from their positions, and dart away like fireflies over the horizon, leaving only slate gray clouds rolling in to take their place. The people around you, from guest to staff alike, vanish. The colors all around begin to seep out of reality, like paint poured into water, but in reverse. The carnival, once a riot of hues, is now a study in grays and blacks. Here and there tendrils of what looks to be ink cling to tent walls, or dangle from signs and rides. The air tastes stale. The atmosphere looks like it should be freezing, but you feel nothing. No chill. No wind. No life. Once the characters have had some time to react to the situation, read or paraphrase the following: Running footsteps sound from around one of the nearest attractions, and a frightened looking man in jester’s motley comes into view. “What did you do?!” he cries. act 1: 7 A Day at the Carnival Greetings! I am Mr. Light, emeritus. I am the purveyor of all oddities, curios, and delights of the transmundane, here at the Witchlight carnival! I am writing to gauge your interest in a wondrous new attraction that we hope to open to the public, soon... This is Mr. Light, co-owner of the Witchlight Carnival. He will explain that Mr. Witch has vanished, and the Carnival has been pulled into a space called “The Wandering.” The Wandering at Witchlight


“The Wandering”, while not a common ideal in arcane circles of academics, sounds very familiar. It is likely another name for the hypothetical dimension that sits in the void between certain planes. Mr. Witch is the only one that can safely transport them all back to where they came from, and it’s likely that they were the only ones to actually vanish from the Carnival. “If the material planes are the paints of creation,” the clearly unnerved man explains, “then The Wandering is the blank canvas; everything is potential. Nothing that already exists can remain so for long on this plane.” Mr. Light tells them that the only reason this could have happened at all is if a customer broke the rules of the Carnival, and that if they do not find Mr. Witch, and his magical pocketwatch that can get them home, then they will all be doomed to slowly fade away over centuries of agony. He needs their help, and their honesty. During the conversation, the players can learn the following through various checks or questions: Once the party has had a chance to speak with Mr. Light, proceed to the “Mr. Shadow” section below. Mr. Shadow Read or paraphrase the following to the players: As you watch, a look of comprehension and horror comes over Mr. Light’s painted features. He barely has time to say “Oh dear,” before a pool of blackness opens beneath his feet. Lashing liquid branches of darkness coil up his body, and he is whisked into the ground in the blink of an eye. 8 “A new figure emerges to take his place, and at first seems to be Mr. Light himself, only with all the color drained away. But where Mr. Light’s smiling clownish features once were is a cracked mask of his face, floating an inch over pure blackness beyond. “That’s better,” the newcomer sighs. “Now we can speak freely. Suffice it to say that Mr. Witch and Mr. Light have run afoul of the consequences. You are, by all accounts, innocent in this. Therefore, I think it only fair that you get the chance to redeem them, and save yourselves from an eternity of … well, this. For the purposes of conversation, you may call me Mr. Shadow. Are you interested in my game?” Mr. Shadow, your host for the festivities. The Wandering at Witchlight


Mr. Shadow will explain that since the Feywild values the “Rule of Three,” the players will face three challenges, and collect three keys that will allow them to leave this place. Should Mr. Shadow be attacked, it is revealed that he cannot be harmed. The party has two options: agree to play, or remain. Either is a pleasing outcome to Mr. Shadow. Once they agree, Mr. Shadow will tell them to listen very closely. “To leave this dull and bleak dimension The audience must pay attention.” This clue will reveal the secret for how to solve the next encounter without combat. Mr. Shadow will vanish, revealing a new Carnival building behind him that wasn’t there before. It resembles a run-down residence, akin to a haunted house. The marquee across its front reads “The House of Silenced Pleas.” A lit sign just over the open front door reads “Enter Here.” Once the party sets out for this house, move on to the “Mime Puzzle” section below. The Mime Puzzle As the party approaches, a troupe of four figures exit the house, tumbling acrobatically before coming to a halt before them, blocking the way forward. They resemble mimes, though their limbs are too long, and their faces have no mouth or eyes . Should any character attempt to move around them, they will move to block the way. Roll for initiative, and then read or paraphrase the following aloud: As you look upon these twisted creatures, they all begin to pantomime various actions. One appears to be pulling a rope to move an invisible object to no avail. Another pounds silently on a door you cannot see, frantically pulling on a knob that isn’t there. 9 For the Mime with the heavy load, the player need only mime helping them pull the rope. For the Mime stuck behind the door, the player need only pretend to unlock or open the door. For the Mime stuck in the rain, the player need only pretend to open an umbrella for them. For the Mime offering its heart, a player need only accept it. Still another appears to be caught in a downpour, and though there is no rain, it looks like it is getting soaked. The last stands at rapt attention, pressing its hands to its chest, and then extending them outward as if holding something precious, something beating and alive. These creatures can be killed in combat (see The Silenced for monster stats), but the trick is in the clue. Should the players pay attention to what the mimes are doing, they can help solve their problems. The Wandering at Witchlight


As each problem is solved, that Mime will cease to move. Once the players have solved all of the problems, the Mimes will tumble out of the way. They will stand in a line, bow to the players, and point towards the open door of the house. The last mime in the lineup will offer what looks like a health potion to the party. It is a crystal bottle filled with bright red liquid that seems frozen, and the tag attached to the bottle’s cork reads “Life.” Should the party defeat the encounter through combat, or a combination of combat and puzzle solving, the mimes will vanish at the end, leaving behind the bottle for the players to collect. Once this encounter finishes, and the party enters the house, move on to Act Two below. 10 The Wandering at Witchlight The Silenced have something to tell you...


The moment the first character enters the house, there is a rush of wind, and a dense fog that obscures everything. The distorted sounds of the Carnival rush past, echoing into the gloom as the mists finally pass. The party now stands in a grassy field, though everything is still desaturated and eerily quiet. Mr. Shadow stands before them, arms spread wide in a gesture of welcome. “Well done indeed,” he says. “You now have the first key to your ultimate goal. The next attraction awaits your attention! It is a chilling tableau in two parts that I think you will enjoy. Now then, heed my words, carefully. “To activate, as you are bidden, History must be rewritten. And if an answer you would spy, You must first ask yourself, ‘Why?’” With that, Mr. Shadow vanishes, revealing a tall rectangular box behind. The base of it features bright, gaudy painted decorations, and the top has three glass windows, though what’s inside remains in shadow. Once the players approach, move on to the “Fortune Teller” section below. The Fortune Teller Inside the container there is a figure visible from the waist-up, dressed as a fortune teller. Closer inspection will reveal that it’s an automaton. In front of the machine there is a lectern, and on it rests an open book with blank pages and nearby quill and inkwell. A sign on the lectern reads “Write the proper past, and your future will be revealed!” The trick is the first part of the clue Mr. Shadow recited. “History must be rewritten.” In this case, the player must write the word “history” on one of the blank pages. Once this happens, the machine’s interior lights up, and slightly warbling spooky music begins playing as the automaton jerks and stutters to life. act ii: “I am Quitex the All-Knowing!” the twitching figure proclaims. “Step forward one at a time, and I shall reveal what lies in store for you!” It will read out a fortune for each member of the party, and they are always overlydramatic premonitions of doom. As each character gets their fortune, the machine will dispense a small slip of parchment for them, five pieces in total. In order, they read: 1 “Bashful” 2 “Forest-dweller” 3 “Cleverly, dexterously” 4 “Meet at” 5 “My Tomb” These “tickets” are clues that will help the players with an upcoming puzzle. Once all fortunes are read and slips of parchment collected, Quintex will cheerfully announce that “Death Awaits!” before pointing at something in the distance, and shutting down. Proceed to the “Graveyard” section. The Graveyard Shrouded in a low bank of fog in the distance is what appears to be a graveyard, or at least the overdone “haunted attraction” version of one. A tall slate gray mausoleum rests at the back, and before it are sixteen tombstones in four rows of four each. Read or paraphrase the following aloud: As you approach, the sounds of wolf howls, bats squeaking, and hags laughing come from seemingly everywhere, accompanied by sinister organ music. The bleak mausoleum in the back has heavy doors of stone that are currently shut, and a severe-looking face carved into the facade above them. Its mouth begins to move, and a sonorous, gravelly voice echoes out over the headstones. “Why hasten to the grave? Speak the words of the dead, and you may pass.” 11 The Wandering at Witchlight Darker, Still


The DM can ask the players for an Investigation check (DC 10) which will reveal that each of the headstones has a single word carved into them where a name and date of death might otherwise be. See the Graveyard Map for layout. Row One : Shy, Sad, Nymph, Elf Row Two: Hurried, Slyly, Smartly, Spryly Row Three : Tryst, Join, Around, By Row Four: Your, My, Crypt, Grave The solution to this puzzle is in both the riddle given by Mr. Shadow: “And if an answer you would spy, you must first ask yourself ‘Why?’” and the instructions given by the mausoleum, “Speak the words of the dead.” The slips of parchment from the fortune teller make a complete sentence that reads: “Bashful forest-dweller, cleverly, dexterously, meet at my tomb.” The trick is to use the words on the headstones to recreate this phrase using only words with only Y vowels. “Ask yourself ‘Why?’” is the key phrase. As soon as any of the players says “Shy nymph, slyly, spryly, tryst by my crypt,” the carved face on the mausoleum will smile. Read or paraphrase the following aloud: “You may pass,” the carved face intones, and a loud click is heard. Stone grinds on stone, and the heavy doors of the tomb swing open. Inside you can see light shining off the glass of what appears to be an hourglass sitting on a podium. 12 The Wandering at Witchlight Once any of the players pick the item up, it is shown to be fake, much like the life potion bottle. The sands within are frozen in midpour, and the top of the hourglass has the words “Time is short” inscribed across it. Once the hourglass is claimed, proceed to Act Three.


act iii: A final wolf howl sounds out, and the graveyard and mausoleum alike vanish into a dense fog. Once it clears, the party finds themselves standing back in the corrupted version of the Witchlight Carnival, and Mr. Shadow emerges from a pool of black ichor to greet them. Read or paraphrase the following aloud: “Well done, and you hold the second key to your reward!” Mr. Shadow announces with a flourish of his blackened hands. “The last tableau awaits, and this one will challenge you in body and mind. Heed these words: “Encased within, your Witch so dearly. To break his cage, you must see clearly It rings with truth, so very tempting The rule of three, so bears attempting And should no answer be ever found It’s said what goes around … comes around.” Mr. Shadow steps aside, and beyond him you can see a large carousel. “Please stay on your mount while in motion,” Mr. Shadow warns, “and enjoy the ride.” Mr. Shadow slips back into the pool of darkness, which then dissipates. Once the party starts making their way towards the ride, proceed to the “Un-merry-go-round” section below. The Un-Merry-Go-Round The ride appears to be your average carousel, but upon closer inspection the party can see that the center column is actually a large crystal with five faces. Inside appears to be the dim shape of a humanoid figure. There are five animals to ride, spaced far apart at equal points on the merry-goround’s ring, and surprisingly they are the only things in the scene that still have full bright colors. Once the players have all selected and climbed onto their animals, read or paraphrase the following: 13 The Wandering at Witchlight You Must Be This Tall to Ride Lights turn on, swelling calliope music blares, and the ride begins to move! Illumination blooms inside the crystal, and one of the faces shimmers, turning crystal clear and revealing the sleeping form of Mr. Witch within. Before and behind each of your animals, gray, misshapen beasts rise, covered in wickedly long spikes. You feel the entire ride begin to rise, high into the air, and the floor below drops away to reveal a void as black as the one behind Mr. Shadow’s mask. It’s time to roll for initiative. Encounter Notes: Once again, the solutions for how to beat this challenge lie in the riddle Mr. Shadow gave the players. “To break his cage, you must see clearly” refers to the clear face of the crystal being the one most vulnerable to attack. “It rings with truth, so very tempting / The rule of three, so bears attempting” refers to the brass ring mechanic that can end the encounter early. See “Un-Merry-Go-Round” in the Appendix for stats and actions. If the party is successful in the encounter, proceed to the “A Final Query” section below. If the party fails the encounter, move on to the “Carnival Games are Rigged” section later on in this chapter.


A Final Query Once the Unmerry-go-round encounter ends, there is a swirl of the oily substance that turns reality completely black,, echoing laughter, and the howl of wind. It passes quickly, and the party will find themselves in a completely barren landscape in the Wandering, facing the crystal containing Mr. Witch. Laying in front of his prison is a carnival ticket, emblazoned with the words, “Enjoy yourself!” Once the ticket is picked up, Mr. Shadow will appear, leaning against the crystal, and slowly clapping. Read or paraphrase the following: Mr. Shadow nods appreciatively, his floating mask not quite in sync with the movements of his head. “Well done indeed. With that, you have the three keys necessary to escape. But now comes the true riddle … can you divine what these keys are telling you?” 14 The Wandering at Witchlight Between the potion bottle, the hour glass, and the ticket, any character needs only to answer with some variation of the phrase: “Life is short, have fun!” a fake health potion with a tag that reads “Life.” a fake hourglass with an inscription that reads “Time is short.” a carnival ticket that reads “Enjoy yourself!” With that, the crystal shatters in a flash of white light. There is laughter, music, and the sounds of the carnival. When the light fades, Mr. Witch and Mr. Light are there, each flanking a door that stands on its own. The players find that any injuries they sustained are gone. Proceed to the “The Reveal” section below. The Reveal Mr. Witch will comment that this was fifteen minutes faster than the previous testing group, and that alterations might need to be made. Mr. Light waves him off, saying that the only one that can fairly judge is the client. They will turn to one of the party members, and ask if the escape room experience was satisfactory. Mr. Light will then explain that The Wandering is their own creation, and that it serves two purposes: One, a place for them to test new attractions, and two, an insurance policy against outside forces that might try to take the carnival away from them. Mr. Light continues, explaining that this new attraction was inspired by a similar "caprice" being run in Baldur’s Gate. A puzzle room is fine, but an escape room where most of the participants don’t know it’s a game? Now that is the ultimate test of concept! Mr. Witch says in the future, all participants will know before going in, and Mr. Light agrees, albeit with little enthusiasm. They thank the party for their participation, pay the character that assisted them, and proclaim that the Carnival, and all of its wonders await. The door opens, revealing a bright, warm light. As the players pass through, they find themselves back at the carnival, at midday, each now wearing a medal certifying them as a Champion of The Wandering.


Carnival Games are Rigged Should the players fall to the Un-Merry-GoRound, they will awaken in the same featureless landscape in the section “A Final Query”, only this time Mr. Witch and Mr. Light will already be there. Any injuries the party might have sustained are healed. Read or paraphrase the following: “Tut tut, I knew we should have adjusted the settings,” Mr. Light sighs. “Still, the new attraction certainly shows promise! Wouldn't you agree, Mr. Witch?” Mr. Witch nods, checking his pocket watch. “Slower time overall than the last control group, but even a failure has its uses. Aside from this set-back, how did you enjoy the experience?” They will both turn towards the party member that was in on the scheme. The rest of the scene will play out nearly identically as described in “The Reveal”, though the party will not be awarded any medals. 15 The Wandering at Witchlight


appendix: 16 The Wandering at Witchlight Delights For All Ages MAP: The Graveyard SHY SAD NYMPH ELF HURRIED SLYLY SMARTLY SPRYLY TRYST JOIN AROUND BY YOUR MY CRYPT GRAVE


The Silenced Medium Humanoid, True Neutral 17 The Wandering at Witchlight Armor Class Hit Points Speed 15 (Natural Armor) 65 (10d8+20) 30 ft. STR 15 (+2) DEX 16 (+3) CON 14 (+2) INT WIS CHA 16 (+3) 10 (+0) 12 (+1) Saving Throws Skills Senses Languages Challenge Str +4, Dex +5 Performance +4 Deception +4 Passive Perception 10 Understands Common 2 (450 xp) Block the Way. The silenced will move up twice its movement speed to block any target creature attempting to move past it as a reaction. Additionally, the silenced cannot be knocked prone Actions Mime. The silenced will perform one act of pantomime. At the start of its next turn, it will repeat this action until a creature correctly performs with it, or it takes damage. Return. reach 180ft, one target. Target creature must make a DC 17 Wisdom saving throw, or suffer half of whatever damage The silenced took the previous round, rounded down, as psychic damage. Ranged Spell Attack:


Actions The Unmerry-go-round makes two slam attacks, one each against two separate riders. Multiattack. +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. One unoccupied animal shifts forward to crash into a target rider. Slam. Melee Weapon Attack: 18 The Wandering at Witchlight Un-Merry_go-Round Gargantuan Construct, unaligned Armor Class Hit Points Speed 17 (Dark Crystal Face), 14 (Clear Crystal Face) (Natural Armor) 105 (8d20 +25) 0 ft. Damage Immunities Condition Immunities Senses Languages Challenge Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine The Unmerry-go-round is immune to any spell or effect that would alter its form. Immutable form. STR 22 (+6) DEX 9 (-1) CON 20 (+5) INT WIS CHA 3 (-4) 11 (+0) 1 (-5) Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Passive Perception 10 None 7 (2,900 XP) The Unmerry-go-round has advantage on saving throws against spells and other magical effects. Magic Resistance. Slow to React.The Unmerry-go-round has -5 to initiative. Brass Ring.Once every other round, a brass ring suspended from a pole will appear on the outer edge of the carousel. On its turn, a creature may make an Athletics or Acrobatics check (DC 18) to attempt to grab the ring. On failure, the player has disadvantage on all checks and attacks the following round. Once three rings are grabbed, the encounter ends. If a darkened face is attacked the previous round, note the highest damage done. At the beginning of its turn, unmerrygo-round will release that as psychic damage, and a ghostly figure of whichever creature did the damage emerges from the crystal to strike the target. The target must make a Wisdom saving throw (DC 17) and takes full damage on failure, or half as much on a save. Alternatively, the un-merry-goround may heal for half of this damage. Release Charge. Last Hurrah. When unmerry-go-round is dropped to half its HP or lower, one more clear crystal face will appear, and each of its attacks will target one additional creature. Legendary Actions The un-merry-go-round can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn. (costs 1 action). The Unmerry-goround spins its central crystal core. Roll 1d6, reroll on 6. 1-5 represents which party member will now be facing the clear face. During Last Hurrah, roll 1d6 twice, rerolling if the results are identical. Core Spin. (costs 2 actions). The Unmerry-goround violently spins a target mount. The rider must make a successful Constitution save (DC 16), or have disadvantage on all rolls and attacks for 1d3 rounds. The target may make another save attempt at the end of their next turn to break the effect. Whimsy. (costs 3 actions). The unmerry-goround violently spins all mounts. All riders must make a successful Constitution save (DC 16), or have disadvantage on all rolls and attacks for 1d3 rounds. The riders may make another save attempt at the end of their next turn to break the effect. Wild Ride.


19 The Wandering at Witchlight "life" "time is short" "have fun" KEY TOKEN PRINT-OUTS Print out this page, and cut along the dotted lines. Hand out each key token to your players as they solve the puzzles.


20 The Wandering at Witchlight "The Wandering at Witchlight", 2022. Illustrations, Cover, Game concept & story, and interior direction by Xero Reynolds. "The Graveyard" map created in Dungeon Painter Studio. Additional graphical elements and layout courtesy of Canva. Thank you to my supporters! Eldritch Engineers Dustin Paulsen, Hellmark, Ken Carter, Lily Arcane Baristas BlackJackSays, Christine Anderson, James Ballard, Meera Barry, PunkleNix Coffee Goblins Artful Jackalope, Awkwardishpanda, Ben Luber, CeruleanRiot, Christopher Tristan, Dave Doyle, Vicki Sanders, Jaimie McCrackin, Jen Sample, Jim Deyo, Kerian Nox, Ladyluck34, LeMorteGames, LightningInvoker, May, Mitchell Irvan, Nicholas A. Brown, QuietReflection, Rhiannin B, Sammi and Jess Parker, Sean Hamilton, Steph the Bard, Tanya Sallee, The Attercop Workshop, Trevor S Valle, Vanessa, Cypheroftyr, Malibu Darby, Brandedwolf, Srah_lady, Kero Hawke, enderFP, merr1dew Lab Goblins Alexandra Valtakis, Amanda Schweiger, BooDay, Cas, David wilson, Derek Mitchell, Jay, Jonathan Towner, Josef arthur, Joshi Freville, Marie Stacey, Mason L, Rangerserena, Shaun Murphy, Soh Lili, The Great Rafiki, Trixalla, Truckherder. ha3rvey, VagabondTabby DUNGEONS & DRAGONS, D&D, Wizards of the Coast, The Wild Beyond the Witchlight, Forgotten realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2022 by Xero Reynolds and is published under the Community Content Agreement for Dungeon Masters Guild. The artwork contained herein may not be used for any other works without the owner’s express written permission


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