UNCORRUPTED FAIRY RINGS
Roll a d8 when the characters come across an un-
corrupted fairy ring. On a roll of 1 or 2, there are
no creatures in the ring's vicinity. On a roll of 3 or
highe r. the ring has a swarm of campestris (see ap-
pendix C) s inging a nd da ncing inside it. Using body
la nguage, these c ute, mus hroom-like creatures urge
the characters to join in their reverie. Any character
who does so ca n m a ke a DC 12 Charisma (Perfor-
mance) check, gaining the be nefit of a true seeing
s pell that lasts for 24 hours on a successful check
(no effect on a failure). The ca mpestris aren't clever
e nough to a nswer complex questions about Thither
or offer reliable directions, a nd they speak by mim-
icking words they ca n hear.
  The campestris' love for s inging is obvious. Any
character who tries to teach them a new song can
make a DC 13 Charisma (P erformance) check. On
a s uccessful check, the campestris adopt the song
into their routine and bestow a charm ofheroism
(see "Supernatural Gifts" in the Dungeon Master's
Guide) on the character responsible. The campestris
in any given fairy ring can bestow this charm once
only. Check the Story Tracke r: any character who
received singing lessons from Palasha the mermaid
in chapter 1 has advantage on this check.
  Activating the Fey Crossing. To use a n uncor-
rupted fa iry ring as a fey crossing, a creature must
hold a wand or a stick of wood above its head and
run in a circle counterclockwise while saying,
"Three turns widdershins, and off we go!" If the
creatu re pe rforming this act is a Fey or has fey an-
cestry, its effort transports all creatures inside the
fairy ring to a remote location on a Material Plane
world ofyour choice. They might arrive inside a
simila r fairy ring that is hidden in an elven tomb or
ins ide the tumbled-down ruin of an ancient tower,
for example. If the c reature holding the wand a nd
running widdershins is neither a Fey nor of fey an-
cestry, the fey crossing activates only if exactly eight
creatures are inside the ring.
   The fey crossing works both ways, a llowing travel
to a nd fro m Thither. R eturning to Thither, however,
might require fulfillin g a diffe re nt set of conditions.
For example, the fey crossing on the Material Plane
side might operate only at twilight or on nights of
the full moon, and it might require a n orb ins tead of
a wand or a stick.
  Characters ca n plumb the de pths of thei r mem-
ories a nd, with a s uccessful DC 20 Intell igence
(Arcana) check, recall e nough folklore about fairy
rings to know what must be done to activate these
particular fey crossings.
CORRUPTED FAIRY RINGS                                     WANTED POSTERS
A corrupted fairy ring has no campestris singing          Granny Nightshade has attached wanted posters
and dancing inside it. Instead, Granny Nightshade         to trees throughout Thither, offering rewards for
has cast awaken spells on the 3d8 + 60 toadstools         the capture of her nemesis. Will of the Feywild (see
that form the ring, giving each of them the ability       "Locations in Thither"). Each poster consists of a
to speak Common. These awakened toadstools are            portrait of the boy drawn in ink. above which are the
mocking and rude toward visitors not accompanied          following words in the Elvish script:
by Granny Nightshade, and they move away from
one another, breaking the ring, whenever someone                           Wanted: Will ofthe Feywild!
othe r than the hag tries to use it as a fey crossing,
re nde ring it unusable. Each awakened toadstool has      Each poster promises a different reward for Will's
AC 7, 1 hit point, no effective attacks, an Intelligence  capture. Wheneve r you want the characters to find
s core of 10, and othe r ability scores of 1. Killing     such a poster, or when the text calls for it, roll on the
more than half of a ring's toadstools renders the         Wanted Posters table to determine which poster the
                                                          characters have just discovered and what it offers
ring unusable.
WANTED POSTERS                                         Reward
    d8 Offer
            "This sorry wretch has stolen from me!     Granny Nightshade gives the character a yellow rose. As long as this rose
            Deliver him to me alive and unharmed,      remains unwilted and in the character's possession, the character relives
            and I'll give you back ten years ofyour    the first ten years oftheir life as a vivid dream whenever they finish a long
           youth."                                     rest. After 8 days, the rose wilts and loses this magical property.
    2 "This little troublemaker belongs to me.
            Bring him home alive and unharmed,         Granny Nightshade gives the character a box containing the eviscerated
           and you'll win the heart of one you love."  heart of someone they love. This special someone can't be another party
                                                       member, but it could be a family member or an old flame. The identity
    3 "Bring me this imp alive and unharmed,           of th is individual is known to Granny Nightshade, but she prefers not to
           and I'll bury you up to your neck in
           silver."                                    d ivu lge it.
    4 "Bring this wisp of a thief to me alive and      Granny Nightshade gives the character a silver ring, which disappears
            unharmed , and I'll ensure that no sword   when the character touches it. The instant the ring disappears, the char-
            can ever break your skin."                 acter becomes encased in a silver ingot (no saving throw allowed), with
                                                       only the character's head visible. The character is unable to move from
    5 "Deliver this rascal alive and unharmed.         the neck down while encased in the ingot. With 12 hours of work. a crea-
            As payment, I offer you the power to       ture using mason's tools can free the character from the ingot. The char-
            bring the dead back to life."              acter can also use a misty step spell (or some other magic that doesn't
                                                       require material or somatic components) to teleport out of the ingot. The
     6 "This rapscallion vexes me. Deliver him         silver disappears when the character is no longer trapped in it.
            to me alive and unharmed, and I'll curse
            one creature whom you name."               Granny Nightshade gives the character a stone ring, which d isappears
                                                       when the character touches it. The instant the ring disappears, the char-
     7 "How dare this ragamuffin defy me?              acter is petrified (no saving throw allowed).
            Bring him to me alive and unharmed,
            and I'II grant you a loyal servant."       Granny Nightshade gives the character an 11-inch-long bone wand.
                                                       When the character touches the wand to the corpse ofa dead Humanoid,
     8 "Special offer! Bri ng this impetuous brat      the wand turns to dust as the corpse transforms into a zombie with vague
            to me, and you can claim one item of       recollections of its past life.
            your choice from my workshop."
                                                       The instant the character identifies the target of the curse, a bestow curse
                                                       spell affects that creature (no saving throw allowed). Granny Nightshade
                                                       does not have to see or touch the target for the spell to take effect, and
                                                       the target can be any creature, including Granny Nightshade herself.
                                                       Granny Nightshade gives the character a friendly frog companion
                                                       that has an Intelligence of 10 and the ability to speak and understand
                                                       Common.
                                                       Granny Nightshade is true to her word: the character can claim any one
                                                       object from her workshop they can see or identify by name. The hag ei-
                                                       ther fetches the item herselfor commands a servant to do so.
                                                          C H A PTER 3 I THITH ER                                                     IOI
as a reward. lf you get the same result as a previous     table. Several of the ra ndom e ncounte rs described
      discovery, eithe r roll again or choose an unused en-     below a re with speci fi c na med creatures and there-
       try from the table.                                      fore aren't likely to happen more than once unless
                                                                the characters revisit fam ilia r ground. If you roll on
         After delive ring Will to Granny Nightshade, a         the table, get the sa me result as on a previous roll,
      characte r can choose to redeem one of these post-        and don't like the repetition, choose a different en-
      ers. whereupon the hag must give that character           counter that you think would be fun.
      the poste r's promised reward. A character need
      not collect the reward immediately: a poste r ca n be      RANDO M ENCOUNTERS IN THITHER
      redeemed at a ny time as long as Will remains in
      the hag's custody. Trading a poste r for its promised         d8 Encou nter
      reward constitutes a fey pact. the te rms of whic h are
      e nforced by the magic of the Feywild. A cha racter                   Blink dogs
      can collect multiple posters, but only one poster per
      character can be redeemed. Granny Nightshade is                2 Buttered campestri
      not obligated to give a reward to any character who
      doesn't hand her a poster. She must accept a poste r           3 Centaur
      that is handed to he r; when s he does, the poster
      vanishes in a puff of smoke, and the hag must offer            4 Doomed dryad
      the promised reward to the character immediately.
      ln mos t cases, the reward is a creature or object             5 Grandfather tree
      that is magically delivered into Granny Nightshade's
      custody when the poster vanishes. (Exceptions a re             6 Jabberwock's trail
      noted in the Rewards column of the Wanted Posters
      table.) Whe the r the cha racter c hooses to accept the        7 Owlbear and chariot
      reward a t that point is up to the m, but offering the
      reward is enough to free Granny Nightshade from                8 Pixies
      her obligation.
                                                                BLINK DOGS
        Granny Nightshade has no sympathy for charac-
      ters who don't like the rewards s he bestows, a nd        The c ha racters spot ld6 + 2 blink dogs 60 feet
      she offers no way of undoing the rewards' magi-           ahead of them. Characters who have a passive Wis-
      cal effects.                                              dom (Perception) score of 13 or highe r can see that
                                                                the dogs are s urrounding a crudely dug hole in the
      ARRIVAL IN THITHER                                        ground. T he cha racters must get within 5 feet of
                                                                the hole to see that it's a s ha llow grave contai ning
      When the adventurers firs t a rrive in Thither, read:     the body of a dead blink dog laid out on a reed litter.
                                                                The dogs howl sadly while solemnly placing gifts for
        The mists part to reveal a primeval forest. A fragrant  thei r deceased compa nion to e njoy in its afterlife.
                                                                If the cere mony is not dis turbed, the howling and
         breeze wafts between the enormous trees, send ing      gift-giving ends 1 minute later, a fter which the blink
                                                                dogs fill in the hole with loose dirt, burying the dead
         motes of pollen dancing into the air. Patches of sun-  dog. The mournful dogs then lope away.
        light kiss the forest Acor, and the sweet melody of        The blink dogs don't take kind ly to interruptions,
                                                                but characters who a pproach respectfully can talk to
         birdsong echoes all around.                            them after the ceremony, assuming they are able to
                                                                speak the dogs' la nguage. The blink dogs reveal that
      Their guide leads the characters to Nib's Cave, the       thei r compa nion was s la in whi le scouting out Loom-
      location of which is shown on the map of Thithe r.        lurch and the s urrounding a rea. They urge any
      Along the way, the characte rs might have a ra ndom       characters heading for the hag's lair to be cautious.
      e ncounter, at your discretion (see "Random Encoun-       The blink dogs ca n reveal the following information
      te rs in T hithe r" below).                               about the hag and her lair:
      RANDOM ENCOUNTERS IN THITHER                              • Next to Loomlurch is a goblin ma rke t that sells all
                                                                  sorts of candy treats.
      Roll for a random encounter whenever you feel it is
      appropriate; for e xample, you might decide to stage      • T he scarecrows planted in Gra nny Nightshade's
      a ra ndom e ncounter while the cha racte rs are travel-     garden screa m loud ly if they spot intrude rs.
      ing toward a location marked on the map of Thither
      or whe n they firs t a rrive at a particular landmark.    • Granny Nightshade uses clockwork spa rrows to
                                                                  communicate with her wicked sisters.
        To determine what the characters e ncounter, roll
      a dB and consult the Random Encounte rs in Thither        BUTTERED CAMPESTRI
                                                                T he characters come across a campfi re in the fore5t•
                                                                A cauldron of water bubbles over the fla mes. a nd a
                                                                frying pan that holds melted butte r rests on a nearby
                                                                rock. A lone campestri (see appendix C) sings mer-
                                                                rily as it dips its cap into the butter. If questioned,
10 2  CHAPTER 3 I THITHER
..
C H 1\ PT E R 3 I TH I THER  10 3
the campestri says its frie nd, Kro'ah , asked it to rub    A character can use an action to make a DC 13
     melted butte r into its Resh and has promised it a hot    Charisma (Persuasion) check in the hope of ending
     bath before dinne r. Kro'ah is gathering firewood but     hostilities. On a successful check, the character
     should be back soon! Pe rs uading the campestri to        convinces Meadowleaf (and, by extension, the
     leave the campsite requires a successful DC 15 Cha-       shrubs) not to attack on their next turn, giving the
     risma (Persuasion) check. After ld4 + 2 minutes.          characte rs a brief time in which to counter any false
     Kro'ah the goblin (chaotic neutral) returns for his       notions the dryad might have about the party's in-
     dinner. In addition to an armful of firewood, the gob-    tentions and allegiances. If the characters make a
     lin has a n explorer's pack.                              sound argument in their defense, or if four or more
                                                               shrubs are killed in the ensuing battle, Meadowleaf
       Although Kro'ah has no regard for the life of           calls off the attack.
     campestris a nd finds them quite delicious, he won't
     pick a fight with a group of well-armed adventurers.        The dryad is too bitter and angry to apologize for
     Lf the characters leave him alone, he gives the m         any errors in judgment on her part. Reminding her
     some useful information:                                  of the rule of hospitality (see "Rules of Conduct" in
                                                               chapter 2) is enough to convince her that she should
     • There's a market at Loomlurch that sells all kinds      be nicer to travelers passing through the forest,
       of candy. (Kro'ah offers each character a stick of      which is the closest thing she has to a home now
       candy as proof.) The marke t is supervised by a         that her beloved tree is gone.
       goblin with a toffee apple head.
                                                                 Deprived of he r tree, Meadowleaf is doomed to
     • Granny Nightshade puts children to work in her          sink ever deeper into despair. If her encounter with
       Loy shop. The hag has a large key protruding            the characters e nds peacefully, she urges them to
       from he r back, almost like she's a big wind-up         restore Zybilna to power so that other dryads won't
       toy herself.                                            suffer a similar fate. She also gives the characters
                                                               three sycamore seeds. A creature that eats one of
     CENTAUR                                                   these seeds gains the benefit of a pass without trace
                                                               spell, which lasts for 1 hour.
     An aged centaur named Winterbow approaches
     the characte rs and warns them that this realm is         GRANDFATHER TREE
     fading; they should return to their own world before
     Prismeer disappears entirely. Winterbow reveals           The characters happen upon the following scene:
     that the other members of his clan galloped away
     to safety before the mists enveloped Prismeer, but           A gigantic, gnarled oak comes into view. Unlike other
     he was too old to keep up with them. The centaur
     doesn't know the cause of the realm's impending              oaks in the forest, this tree looks unhealthy and has
     destruction. If the characters seem kind, he tells
     them to seek out the unicorn at Wayward Pool                 golden brown leaves. A thick carpet of dead leaves
     for answers.
                                                                  surrounds it, and three rusty sickles lie among the
       Winte rbow's walking speed is 25 feet, and his
     vision is limited to a range of 60 feet. He knows the        leaves. Standing next to each of these weapons is a
     woods of Thither well enough to point characters
     in the direction of Loomlurch if that's where they           bleating goat.
     aim to go.
                                                                     Eight tiny houses made ofwoven twigs are nestled
     DOOMED DRYAD
                                                                  among the boughs of the tree. Squirrels dart ner-
     A hostile dryad and seven awakened shrubs
     emerge from the undergrowth and surround the                 vously around these wee domiciles.
     characters. Any character who has a passive Wis-
     dom (Perception) score of 13 or higher spots the          The tree is dying due to the presence of the evil hag:
     dryad and the shrubs before they arrive, and all          it has simply given up the will to live. The tree is
     other characters are surprised.                           home to twenty-four pixies, all of which are invisible
                                                               when the characters first arrive. The pixies share
       The dryad, Meadowleaf, was bound to an en-              their twig houses with three families of squirrels.
     chanted tree that Granny Nightshade felled and            Less than an hour ago, three redcaps e merged
     used to ma ke wooden toys. Believing the characters       from the woods and started throwing rocks at the
     to be me rce naries hired by Granny Nightshade to         pixie houses, trying to destroy them out of spite.
     capture Will of the Feywild and the Getaway Gang,         The pixies re taliated by polymorphing the redcaps
     the dryad points an accusing finge r toward them          into goats. When the polymorph spells wear off in
     a nd orders the awake ned s hrubs, "Show these vil-       about 10 minutes, the pixies pla n to polymorph the
     lains the true mea ning of revenge!"                      redcaps again unless they leave immed iately. The
                                                               pixies are unaccustomed to dealing with redcaps
                                                               and don't know what else to do.
104  CHAPTER 3 I THITHER
If the characters approach the tree and do not        • The hag grows the redcaps in a garden near her
appear threatening, three pixies named Amaryllis,          lair, which is inside a falle n tree that spans a
Calluna, and Zinnia become visible and warn the            ravine. (The pixies can't agree on the distance or
characters not to s lay the goats, lest they transform    direction to the hag's lair.)
back into redcaps. The pixies are nonviolent and
would appreciate the characters' help. One thing the    • The grandfather oak upon which the pixies built
characters can do is gather up the redcaps' s ickles       their village is s icke ned by the hag's presence.
(which they dropped when they started throwing             Ridding Thither of Granny Nightshade might be
rocks at the tree). The seizure of these weapons           the only way to return the tree to good health.
causes the goats to attack.
                                                          Development. If the characters pass this way
  If they a re deprived of their weapons and re turned  again after defeating the hag, they find the old tree's
to their normal forms, the redcaps s tomp their iron    branches covered in fresh green buds-a sign that
boots and de mand that their sickles be returned to     the grandfather oak is healing.
them. If the characters re fuse to do so, the redcaps
scream in fury and swear profusely before stomping      j A BBERWOCK'S TRAIL
away. Without their sickles, these redcaps are a ll
bluste r. If their weapons a re returned to them, the   The characters come across a trail of monstrous
redcaps attack the characters, hoping to soak the ir    claw prints on the forest floor. Whatever creature
hats in the characters' blood. If the characters seem   left the trail was clearly enormous. as each print
unable to deal with the redcaps on their own, the       spans three feet from heel to toe. A character who
pixies use their magic to assist.                       examines the prints and succeeds on a DC 20 Inte l-
                                                        ligence (Nature) check identifies them as be longing
  Once the redcaps are no longer a threat, the pixies   to some kind of dragon-like creature. After a few
share the following information with the characters:    miles, the trail disappears abruptly. A character who
                                                        examines the prints at the e nd of the tra il can tell
  The redcaps started appearing when Granny             that they're unusually deep and can. with a success-
  Nightshade took over the forest. Like their c re-     ful DC 15 Wisdom (Survival) check, conclude that
  ator, the redcaps appear to have no redeeming         the creature launched itse lf into the air at this point.
                                                        suggesting that it can fly.
  qualities.
0WLBEAR AND CHARIOT                                           c ha racte rs ta lk to La morna, a unicorn who lives
                                                                   by the Wayward Pool.
     The characters encounter a domesticated owlbear             Wayward Pool. Lamorna the unicorn has lost her
     yoked to a dilapidated elven chariot. It ra n off into        mate, and she believes that the magic that traps
     the woods after its rider. an elf. was snatched from          Zybilna in the palace was accomplished using her
     the cha riot by thejabberwock tha t freque nts Zybil-         mate's horn. Finding that unicorn horn might be
     na's palace (see chapter 5). The owlbear's ha rness           the only way to free Zybilna and rid Prismeer of
     boss is e ngraved with a bra nch of the tree for which        the Hourglass Coven.
     she is named:Junipe r. The cha riot is big enough to
     hold two Medium characters and their gear.                  NIB'S CAVE
       Any character who succeeds on a DC 15 Wisdom              A miser toils inside a cave, spinning his gold into
     (A nimal Handling) check can calm junipe r and use          gifts for those who visit him. When the characters
     he r as a s teed. The owlbear must be fed al least 8        happen upon Nib's cave, read:
     pounds of meat every day to keep her docile. If she
     goes jus t one day ,,vithout a prope r meal. junipe r       lC~z~ torchlight radiates from a cav~ in the wooded       I
     turns on her new owners and tries to eat them.                  h1lls1de. Twenty feet from the cave 1s a tree with a
                                                                    weathered sheet of parchment nailed to its trunk.
     PIXIES                                                      The parchment nailed to the tree is one of Granny
                                                                 Nightshade's wanted posters (see "Wanted Posters"
     Three pixies sit around a tiny table. sippi ng tea a nd     earlier in the chapter). Roll on the Wanted Posters
     nibbling cakes. A 6-inch-long wedge made of wood            table to determine which poster it is, and record this
     lies on the ground nearby. The pixies found this            information on the Story Tracker.
     piece of wood (a doorstop) on one of their recent
     forays into the Material Plane a nd are arguing about         Characte rs who announce their arrival hear
     what it could be. Spiderlily thinks it's a s lice of cake   an old man invite them inside the cave. If they
     made for a treant, Cowslip thinks it's an exercise          enter, read:
     bench for mice, a nd Maypole is convinced it's a
     troll's toothpick.                                          Inside the cave, a wizened old man wearing a blind-
                                                                 fold s its at a spinning wheel , surrounded by piles of
        The pixies entreat the characters to settle their        gold , As he spins, he reaches down and grasps hand-
     dis pute. They are profoundly disappointed to learn         fuls of coins , which transform at his touch into gleam·
     of the doorstop's munda ne purpose a nd giggle with         ing gold fibers .
     delight if they are treated to a convincing lie. Either
     way. they give a reed whistle to the character who          Nib is an unarmed human commoner (neutral)
     impressed them the most. Once before the e nd of            from a city called Wate rdeep on a world called Tori!.
     this adventure, that cha racte r can blow the whistle       He is blinded , but only while wearing his blindfold.
     to s ummon the three pixies. This effect func tions as      His cave contains a total of 27,213 gp, heaped in
     a conjure woodland beings spell that s ummons only          piles on the floor- what's left of Nib's acquired
     the three pixies a nd doesn't require concentration.
     The pixies fly away when the spell e nds a fte r 1 hour.    wealth. The gold radiates an aura of conjuration
                                                                 magic if ins pected with a detect magic spell. Appen-
     LOCATIONS IN THITHER
                                                                 dix D has additional role playing notes for Nib.
     The following encounters are Lied to locations                If the characters inquire about Nib's predica ment,
     marked on the ma p of Thithe r. As the cha racters
     explore Thither, you can move these locations as            he recounts his sorry tale:
      needed, putting the m in the cha racters' pa th. Ideally,
     you s hould run a ll three e ncounte rs in the following    " I've led a cruel and heartless existence. I earned
     order before the characte rs a rrive at Loomlurch or        these riches by exploiting my tenants' m isery, buying
      travel to Yon:                                             up condemned property and renting it out for an exor·
                                                                 bitant fee. Granny Nightshade is helping me to make
     Nib's Cave. The characters meet an old man who              amends. I told her I wanted to put my bad deeds
        offe rs them gifts made from s pun gold and who          behind me and my ill-gotten gains to good use. She
        knows whe re the cha racters might find Will of the      cursed me to dwell forever in this cave, spinning my
        Feywild, a troublesome boy with a penchant for           gold into useful items for anyone who comes my way."
        caus ing Granny Nightshade grief.
      Little Oak. Will of the Feywild leads the Getaway
        Gang from a treehouse nestled in the boughs
        of a friend ly treant. Will knows the secret to the
        Hourglass Cove n's undoing a nd s uggests that the
J06  CHAPTER 3 I THITHER
In accordance with the rule of hospitality (see                  " I am haunted by my own words: as long as my
"Rules of Conduct" in c hapter 2), Nib offers to c raft
a gi ft for each character. Taking up a pair of knitting         ill-gotten gains were put to good use, my bad deeds
need les, he swiftly knits his gold yarn into an ob-
ject that retains a golden luster or some amount of              would remain behind me. You are beholding the rest-
golden color in its design. Roll a d8 and refer to the
Gold-spun Gifts table to de te rmine each item. (All             less apparitions of those I hurt. They lurk behind my
the items listed in the table are uncommon magic
items.) If a character asks Nib to make something                back, tormenting me with pokes at my ribs and whis-
speci fic, Nib honors that request, provided the de-
sired ite m is a nonmagical ite m worth no more than             perings in my ear. I can't bear to look them in the eye,
1,000 gp, or a magic ite m of common or uncommon
rarity. Nib can make only one gift for each char-                not after what I did to them!"
acter, and his spinning wheel can't work its magic
under any other hand. Nib's supply of gold coins de-          Nib wears his blindfold to avoid inadvertently glanc-
creases by an a mount equal to the value of the ite m         ing ove r his shoulder or catching glimpses of the
he creates (minimum 1 gp). A common magic item                apparitions re.fleeted in his piles of gold.
reduces his s upply by 100 gp, while an uncommon
magic item reduces it by 500 gp.                                 Nib warns the characte rs not to take any of his
                                                              gold. lest they be c ursed like him. Any character
  A charac ter might feel obliged to honor the rule           who s teals gold from Nib's cave is haunted by ld4
of reciprocity (see "Rules of Conduct" in chapter 2)          a pparitions s imila r to those that haunt Nib. As a
a nd offer Nib something in return for his gifts. Nib         consequence of these hauntings, the character
kindly accepts whatever the character offers but isn't        gains 1 level of exhaustion after finishing a long
looking for help to end his curse, because as long as         rest. Levels of exhaustion gained from this effect
Granny Nightshade remains in control of Thither,              cannot be removed until the character ends the
he sees no hope of escape.                                    haunting by returning the gold. A wish spell ends
                                                              the hauntings and automatically returns the stolen
GOLD-SPUN GIFTS                                               gold to the cave. A remove curse or greater resto-
                                                              ration spell cast on the culprit suppresses the effect
    d8 Gift                                                   for 24 hours.
            Amulet ofproofagainst detection and location        Nib has been to Loomlurch, and has visited the
                                                              goblin candy market (area L2), Granny Nightshade's
     2 Bog ofholding                                          parlor (area L3). a nd the workshop (area L4). If
                                                              the characte rs ask Nib for more information about
     3 Boots ofelvenkind                                      Granny Nightshade and Loomlurch, he imparts the
                                                              following deta ils:
    4 Brocers ofarchery
                                                                Granny Nightshade has a key protruding from her
    5 Cloak ofprotection                                        back that indicates her mood by how fast it turns .
                                                                When she's happy, the key turns quickly. When
     6 Gloves ofthievery                                        she's upset, the key turns slowly. If she loses he r
                                                                tempe r, the key stops completely.
     7 Wand ofsecrets                                         • Many children toil away in Granny Nightshade's
                                                                workshop, cra fting toys. Granny Nightshade
     8 Tiny hourglass that functions like a n elemental         delive rs the c reepiest toys to childre n on other
                                                                worlds-to fill their heads with nightmares, one
            gem of the blue sapphire (air elemental) variety    assumes. The hag makes he r deliveries on the
                                                                back of a flying rocking horse.
Nrn's HAUNTS                                                  • Granny Nightshade is obsessed with capturing
                                                                Will of the Feywild. a boy who helped a handfu I of
As Nib works, characters who have a passive Wis-                younger children escape from Loom lurch. Will of
dom (Perception) score of 11 or highe r glimpse                 the Feywild's motley group of rascals is known as
one or more apparitions lurking behind him. These               the Getaway Gang. The gang is protected by a tre-
apparitions take various forms, from a grubby child             a nt named Little Oak. (Nib's curse prevents him
peering over Nib's shoulde r to a gaunt coachman                from leaving his cave, but he can point characters
looming in the s hadows at the back of the cave.                in the direction of Little Oak's favorite glade.)
Other possible apparitions include a lo ng-faced
woman dabbing at he r tears with a handkerchief
and a rail-thin waif wearing an eye patch. Quick
as a candle's flicker, one apparition vanishes, a nd
another appears. If the characte rs ask Nib about the
apparitions, he expla ins the nature of his curse:
                                                              CHAPTER 3 I THITHER                                          107
LITTLE O AK
                                                                            This e ncounle r features a raggedy group of children
                                                                            called the GeLaway Gang. Nib can provide direc-
                                                                            tions to the treant that looks after the kids , or Lhe
                                                                            cha racte rs ca n stumble across the treant's glade in
                                                                            their travels .
                                                                              Up ahead, a small group of children frolics around
                                                                              a leafy oak tree, their gleeful yelps carrying through
                                                                              the forest. Painted swi ngs dangle from the tree's
                                                                               branches. Nestled in its crown is a ramshackle
                                                                               treehouse.
     DISPLACER BEAST KITTEN                                                 The tree is a treant na med Little Oak. 1f they see
                                                                            strange rs, the childre n scampe r up ladders a nd take
     Small Monstrosity, Unaligned                                           cover in their treehouse. Their leader, Will of the
                                                                            Feywild, barks at the adve nture rs, "Stand down or
     Armor Class 12 (natural armor)                                         face merry hell!" Little Oak provides a home for this
     Hit Points 9 (2d6 + 2)                                                 gang of rascals, a ll of whom escaped captivity in
     Speed 30 ft.                                                           Loomlurch with Will's help.
      STR           DEX CON           INT WIS          CHA                    Adventurers who threaten the childre n incur the
     12 (+1)       13 (+1) 12 (+1)   4 (-3) 10 (+0)    6 (- 2)              wrath of Little Oak, w hich uproots itself and thun-
                                                                            ders to their defense. If the treant or one of its ani-
     Se nses darkvision 60 ft., passive Perception 10                       mated trees reduces a character to O hit points with
                                                                            a melee attack, it knocks the cha racter unconscious
     l anguages -                                                           instead of dealing a morta l wou nd. Unconscious
                                                                            characters a re either tied up a nd questioned by Will
     Challenge 1/8 (25 XP)           Proficiency Bonus +2                   or dragged to a nothe r part of the forest away from
                                                                            Little Oak.
     Displacem ent. The displace r beast projects a magical illusion
     that makes it appear to be standing near its actual location,             If Little Oak is reduced to O hit points, the treant
     causing attack rolls agains t it to have disadvantage. If it is hit    topples, destroying the Getaway Gang's treehouse
     by an attack, this trait is disrupted until the end of its next turn.  a nd dealing 10 (3d6) bludgeoning damage to each
     This trait is also disrupted while the displacer beast is incapaci-    creature inside it.
     tated or has a speed of O feet.
                                                                            WILL OF THE FEYWILD
     ACTIONS
                                                                            Will of the Feywild is not the spi ndly, 11-year-old
     Tentacles. Melee Weapon Attack: +3 to hit. reach S ft., one tar-       boy he appears to be. He's a n oni that has Laken
     get. Hit: 2 bludgeoning damage plus 2 piercing damage.                 human form. His true name is Mugan, and he used
                                                                            to work for Skabatha Nighlshade as a kidnapper
                                                                            of child ren until the hag's sis te rs placed a curse on
                                                                            him that wa rmed his heart, changing his alignment
                                                                            from lawful evil to chaotic good. He now strives to
                                                                            help children escape from S kaba tha's clutches. Ska-
                                                                            batha assumes that Mugan s imply left he r e mploy-
                                                                            me nt; s he is unawa re of the c urse he r sislers placed
                                                                            on the oni a nd doesn'l know thal Will of Lhe Feywild
                                                                            is nol a huma n boy. Appe ndix D has add iliona l role-
                                                                            playing notes for Will of the Feywild.
                                                                               If the oni is a ffected by a s pell that e nds a curse, il
                                                                            regains its evil a lignment a nd attacks whoever is re-
                                                                            s ponsible for lifting the curse, s houting, "How could
                                                                            you?" as it fights to the death.
                                                                               The oni has a pet displacer beast kitten (see
                                                                            the accompanyi ng stat block) named S tar, which
                                                                            it abandons if its curse is e nded. Characters who
J08  CHAPTER 3 I THITH ER
aided Dirlag~aun in the Witchlight Carnival (see              G~ide to Yon. If the characters a re searching for
 chapter 1) might guess that Star is the older dis-          a gu ide to Yon, Will asks one of the other ch ildren to
 placer beast's offspri ng. If they show Star the mir-       fetch Squirt, who is currently tucked away in Little
 rored ba ll, ii leaps about excitedly. If he is told about  Oak's treehouse.
 Dirlagraun, Will of the Feywild re luctantly agrees
 to re turn Star to his pa re nt, but only if the charac-    LITTL E 0AK1S °TREEHOUSE
 ters he lp him fre e the re maining ch ildre n that are     The Getaway Gang's treehouse is big enough to ac-
 tra pped in Loomlurch.                                      commodate up to twelve children comfortably. Rope
                                                             !adders climb from the ground to a pair of trapdoors
 THE GETAWAY GANG                                            m the fl oor. When the characters can see inside the
                                                             treehouse. read:
The Getaway Gang has four membe rs:
                                                               The floor of the treehouse is covered with blankets,
• Will of the Feywild, the gang's leader (de-
   scribed above)                                               cushions, and piles of straw. Hanging from the six-
• Bobi, a bois te rous male dwarf g rowing his                  foot-h igh ceiling by a rope is a basket that holds
   first whiskers                                               apples, berries, s ugarcane, and a few crumpled-up
• S loa ne, a sarcastic, ginger-ha ired female wood elf
• Zennor, a tenacious fe male ore                               sheets of parchment. In one corner, lying on a cush -
                                                                ion, is a rusty oilcan that looks out of place. Heaped
Bobi, S loane, a nd Ze n no r are noncombatants (treat
them as unarmed, chaotic good commoners) w ho                   in another corner is a crude un icorn costume made of
appear to be eight years old, but they are several
years olde r and w iser than they look. The magic of           polka-dot qu ilts and a wooden horse's head that has a
the Feywild has kept the m young.
                                                               wooden horn attached to it.
  Speaking to the Ge taway Ga og about Loomlurch
yields the following information:                            The crumpled-up s heets of parchment in the basket
                                                             a re three of Granny Nightshade's wa nted pos ters
• A s quad of tin soldie rs de fe nds Loomlurch, but         (see "Wanted Poste rs" earlier in the chapter). Roll
  they're easily lured away by dis tractions.                o n the Wa nted Posters ta ble to determine each
                                                             poster, allowing for duplicates.
• The children being he ld captive in the workshop
  are haunted by boggles-oily creatures that sprout            Oilcan. The oilcan is an animated Construct
                                                             named Squirt (see the accompanying stat block).
  from the children's misery.                                Squirt's excesses and self-indulgences have left it
• Gran ny Nig htshade imprisons he r mos t hated ene-        feeling literally empty inside, and it doesn't have
                                                             enough oi l right now to use its Boggle Oil action.
  mies in a cell inside he r kitche n.                       If the characters fi ll Squirt with more boggle oil,
                                                             it offers to g uide them fro m Thither to Yon. Squirt
  Secret ofWayward Pool. Bobi, Sloane, and                   knows that Gra nny Nightshade's workshop employs
Zennor agree that the characters s hould pay a vis it        boggles a nd can lead the group there. Appendix D
to Waywa rd Pool and seek out the unicorn Lam-               has additional roleplaying notes for Squirt.
orna before heading to Loom lurch . Will is s ke pti-
cal, because he thinks the unicorn is a "no-good               Unicorn Costume. The Ge taway Gang fashioned
goody-goody" who is too scared to cha llenge Granny          the unicorn costume so that they cou ld reach the
                                                             water at Waywa rd Pool and bathe in it. This cos-
Nights hade.                                                 tume is big enough to be worn by two adults or four
  The Getaway Gang s ha res the following informa-           children walking in single fil e. The wooden horse's
                                                             head is m ounted on a stick that the person in the
tion about Wayward Pool if the characte rs express           lead holds up, a nd the children have glued a wooden
                                                             horn to the horse's brow. S mall holes in the fabric
interest in going the re:                                    allow the costume's wearers to see where they're
                                                             going unde r the covering.
• Only unicorns can reach the s hore of Wayward
  Pool, but the magic protecting the pool can't                Unicorn Horn. [f the Story Tracker indicates that
  te ll the differe nce between a real unicorn and a         the unicorn horn is here, it re places the woode n
  make-be lieve one. To reach the lake themselves,           horn on the kids' unicorn costume. The children
  the kids c reated a crude unicorn costume under            don't know that the horn is from a real unicorn.
  which they can hide. (They keep the costume in
  their treeho use a nd can le nd it to the characters,      DEVELOPMENT
  a ltho ugh it's big e no ugh to hold on ly two adults.)    Will of the Feywild has conceived a daring plan
                                                             to free the childre n still being held prisoner in
• Tying a wooden horn to one's head a lso bypasses
  the pool's magica l wa rd.
• On a s m a ll is land in the middle of the lake, the
  characters ca n find an iron bowl filled with fresh
  coals . Summoning the unicorn ca n be accom-
  plis hed by lighting a fire in that bowl.
                                                             C HAPTER 3 I THITHER                                       10 9
SQUIRT THE 0ILCAN                                                  Loom lurch, which he s ha res wi th the characters if
                                                                        they decide to aid him. Using a stick, Will s ketches
     Tiny Construct, Chaotic Neutral                                    a rough map of the la ir in the dirt a nd outlines the
                                                                        pla n as follows:
     Armor Class 15 (natural armor)
     Hit Points 17 (7d4)                                                The Approach. Bobi, S loa ne, Ze nnor, a nd S tar
     Speed O ft., Ay 30 ft. (hover)                                       w ill c reep through the woods to the west of the
                                                                          tree a nd hide jus t out of sight of the screaming
      STR      DEX CON INT WIS                  CHA                       scarecrows (area LS). Meanw hile , Will will s neak
              15 (+2) 10 (+0) 11 (+0) 8 (-1 )  15 (+2)                    around to the e ntra nce to the kitche n (area L13)
     3 (- 4)                                                              on the east side of the tree.
     Damage Immunities poison                                           The Distraction. T he cha racte rs will enter the gob-
                                                                          lin ma rke t (area L2) posing as travele rs, purchase
     Condition Immunities exhaustion, paralyzed, poisoned,                some sweets, a nd a rra nge fo r a meeting with the
                                                                           hag. During the meeti ng, the childre n w ill alert
     unconscious                                                           the screa m ing scarecrows a nd there by lure the tin
                                                                          soldiers into the garde n.
     Senses passive Perception 9
                                                                        The Escape. W hile everyone is distracted, the char-
     Languages Common, Dwarvish, Sylvan                                    acters w ill free the captives from the workshop
                                                                           (area L4) wh ile Will climbs into the textile mill
     Challenge 1/4 (50 XP)               Proficiency Bonus +2              (area L12) to free the captives the re. Once the
                                                                           child re n a re set free, everyone will run back to
     False Appearance. If Squirt is motionless at the start of combat,     Little Oa k.
     11 has advantage on its initiative roll. Moreover, if a creature
     hasn't observed Squirt move or act, that creature must succeed     Will's pla n is s ketchy, but he likes to live by the seat
     on a DC 18 Intelligence (Investigation) check to discern that      of his pa nts . Regardless of how events unfold, he
     Squirt 1s animate.                                                  never reveals his true form , fearing it would terrify
                                                                         the children he's trying to rescue or fr ighten away
     Unusual Nature. Squirt doesn' t require air, food, drink,           the other members of the Getaway Ga ng. Conse-
     or sleep.                                                           que ntly, he refrains from us ing his o ni abilities in
                                                                         the presence of the children or the characters.
     ACTION S
                                                                        W AYWARD POOL
     Slam. Me/ee Weapon Attack: +4 to hit, reach 5 ft., one target.
     Hit: 4 (ld4 + 2) bludgeoning damage.                                Cha racters on their way to Loom lurc h or Little Oak
                                                                         are likely to pass by Wayward Pool. Whe n the cha r-
     Boggle Oil (3 Applications). Squirt expends l application of        acte rs fi rs t catch s ight of this s ma ll la ke, read:
     boggle oil to create a 10-foot-square puddle of slippery, non-
     Aammable oil on the ground within 5 feet of it. The puddle is          Mist drifts over th e surface of a s mall lake. Fores ted
     difficult terrain and lasts for l hour. Each creature that enters
     the puddle's area or starts its turn there must succeed on a DC        crags line the s ho re on one s ide o f the lake, and
     11 Dexterity saving throw or fall prone. Boggles are unaffected
     by the oil. After it expends all 3 applications, Squirt can't use      mo ssy rocks protrude fro m the sha llows . Near the
     this action again until its supply of boggle oil 1s replenished.
                                                                            cente r of the lake is a roc ky islet.
                                                                        Those who try to come within 1,000 feet of the
                                                                         pool's s horeline find tha t a ny pa th they take through
                                                                         the forest leads them back to w here they started,
                                                                         a nd flying c reatures find the mselves unintention-
                                                                         ally veering off course. This glamor is the work
                                                                         of a unicorn na med La morna , who has cla imed
                                                                         Wayward Pool as he r do ma in. To reach the s hore,
                                                                         one mus t be a unicorn o r adopt the guise of one.
                                                                         The Getaway Ga ng has a unicorn costume that can
                                                                         accom modate two characters; othe r cha racters can
                                                                         satisfy the pool's protective wa rd by attaching fake
                                                                         unicorn ho rns to their heads. False horns can easily
                                                                         be hewn from wood or c reated us ing a silent image
                                                                         spell or si milar magic.
JIO  C HAPTER 3 I THITHER
The wizard Ke lek , founde r of the League of              SUMMO NING T HE UN ICORN
Malevole nce (see a ppe ndix B), has orde red the as-
sassin Zara k to hunt down Lamorna a nd chop off             Getti ng to the islet in the middle of the lake requires
he r horn. Zara k lurks in the forested outskirts of the     crossing 250 feet of fresh, s till water. The la ke is
pool, trying to find a way to the s hore. (H e doesn't       30 feet deep, a nd the islet is 30 feet wide a nd 40
know about the "look like a unicorn" require me nt.)         feet long.
Characte rs who have a pa s s ive Wisdom (P e rcep-
tion) score of 15 highe r get the feeling they a re be-        Pe rche d a top the is let's highest point, 30 feet
ing watch ed. S ee "Zara k Attacks!" be low for more         above the s urface of the wa ter, is a n iron bowl fi lled
informa tion.                                                with coals . If a creature lights a fire in the bowl us-
                                                             ing the coals, La morna the unicorn appears on t he
R EGIONA L E FFECT S                                         la keshore 1 minute later a nd waits for t he cha rac-
                                                             ters there; otherwise, s he rema ins hidde n.
As long as La morna is a live, the following regiona l
effects a pply within 1,000 feet of the lake:                  If La morna appears, read:
  All nonmagical fla mes in the region a re extin-             The la kesho re mists pa rt to reveal a white horse with
  guis hed . (A fire tha t's ignited in the bowl of coals
  o n the lake's centra l is la nd is an exception to           a s ingle glea m ing horn on her brow. She stand s per-
  this rule.)
   Beasts a nd Fey have advantage o n a ll Dexte ri ty          fectly s till, sile ntly observing you.
  (Stealth) c hecks m ade in the region.
• Any c reature tha t ba thes in the lake for a t least      La morna bolts into the forest if t he adventu re rs
  1 minute can c hoose to e nd 1 leve l o f exha us tion     ma ke a ny threatening moves. Ot herwise, s he waits
  a ffecting it or one curse affecting it. Alte rna tively,  for one or more characters to approach within 60
   the creature ca n e nd its attune me nt to one cursed     feet of her, a nd then ma kes contact tele pa thically.
                                                             Lamorna is curious to know why the group has
   magic item.                                               come to Th ithe r a nd is sympathetic toward a nyone
                                                             w ho has a grievance with the Hourglass Coven.
                                                             CHAPTER3 ITHITHER                                           111
Lamorna can reveal Lhe following information. As           A cloaked figure springs from the forest and, with
s he speaks, the wate rs of the lake animate Lo form
liquid sculptures of the Lhings s he describes:              blades flas hing, attacks the un icorn . Under the assas-
• The doma in of Prismeer once belonged lo the               sin's cowl, you see a wide, toothy smile.
  archfey ZybiJna. but was us urped by he r cruel
  hag s tepsisters: Skabatha Nightshade, Bavlorna          Characters who have a passive Wisdom (Percep-
  Blightstraw, and Endelyn Moongrave.                      tion) score of 17 or highe r a re not surprised by
                                                           Zara k. AJI othe r creatures in the area, including
• Zybilna was vai nglorious a nd deceitful at times,       Lamorna, are surprised.
  but he r magic kept Prismee r safe and isolated .
  That s ituation ended when the hags of the                 On Lamorna's first turn afte r the surprise round,
  Hourglass Coven captured Lamorna's ma te,                s he tele ports away, de nying Zarak his prize and
  Elidon: stole his horn; and used its magic to im-        leaving him to face the characters alone. At this
  prison Zybilna i_n he r s tronghold, the P alace of      point. Zara k is disgusted with himself for not felling
  Heart's Desire.                                          the unicorn immediately ("I didn't know unicorns
                                                           cou.ld do that," he mutters as Lamorna teleports
• Elidon·s horn might be needed to free Zybilna, but       away), but he's smart enough not to antagonize the
  La morna doesn't know the whereabouts of Elidon          characters any more than he already has. If the
  or his horn. She tells the cha racters tha t she be-     characters aren't spoiling for a fight, Zarak is satis-
  lieves Elidon is the hags· prisoner. (lf Elidon had      fied to stand down and retreat back into the forest.
  died, Lamorna believes s he would've sensed it.)
                                                              Zarak is willing to give up his hunt in exchange
Lamorna exhorts the characte rs to free Zybilna and        for gold or if the characters seem likely to kill him.
save Pris meer from the evil hags. She tells the m         Characte rs who tell Zarak about the riches in Nib's
that one of Von's denizens, Amidor the dandelion,          cave (see "Nib's Cave" earlier in the chapter) pique
can lead the group safely to the Palace of Heart's         his greed; if he is led there, he takes all the gold he
Desire. She offers Wayward Pool as a safe place to         can carry and falls prey to Nib's curse.
rest, if the characters need it. She can also describe
the la ke's magical prope rties (see "Regional Ef-            The characters can try to capture Zarak, but he'd
fects" above).                                             rather die than surrender his weapons and his free-
                                                           dom. He's not much use as a hostage, smce no other
   ff the characters question Lamorna about the            member of the League of Malevolence cares what
Palace of Heart's Desire, she reveals the following        happe ns to him, and he refuses to divulge the secret
information:                                               ways to and from the Palace of Heart's Desire. But
                                                           if a charm p erson spell or similar magic is used to
• Whe n Zybilna ruled Prismeer, no one could e nter        make him frie ndly toward one or more of the char-
   her palace without an invitation. It's unlikely that    acters, he can be coaxed into sharing the following
   the Hourglass Cove n is capable of e nforcing simi-     information with them:
   lar restrictions on the palace.
                                                           • Most of the c reatures in Zybilna's palace, includ-
• A library on the second floor of the palace con-            ing Zybilna, are frozen in time. The hags of the
   tai ns Zybilna's most treasured tomes.                     Hourglass Coven used an artifact called lggwilv's
                                                              Cauldron to accomplish this effect. Zarak doesn't
• A dragon-like creature called a jabberwock lives            know exactly how the cauJdron or its magic works.
   in Zybilna's palace a nd freque ntly prowls the for-
   est. The jabbe rwock tries to reach Wayward Pool        • The self-proclaimed leade r of the League of Ma-
   but is a lways turned away by the lake's protective        levole nce is a human sorcerer named Kelek. He
   magic. La morna emphasizes that the charac-                wants to take custody of a magic staff belonging
   te rs would be wise to avoid the jabbe rwock. for          to his hated rival, the wizard Ringlerun, who is
   once it sets its fiery eyes on prey, it rarely gives       among those froze n in Zybilna's palace. Appar-
   up the hunt.                                               e ntly, a unicorn's horn is needed to free Ringlerun
                                                              from temporal stasis, which would then enable
 ZARAK ATTACKS!                                               Kelek to seize Ringlerun's staff.
Zarak (see appendix 8) follows the characte rs to          • Zargash, a human priest of Orcus, is a nother
 the lakeshore, avoiding de tection all the while. Afte r     member of the League of Malevolence. Although
seeing the cha racters adopt one or more unicorn              he hopes to challenge Kelek's leade rship one day,
disguises to reach the shore, he crafts a wooden              Zargas h won't do anything about it as long as
 fake unicorn horn, which he ties to his head with a          Kelek is protected by Warduke, a me rce na ry who
 leathe r belt s trap a nd re moves upon arriving at the      has a flam e tongue longsword.
 la keshore. He ma kes his assault as the cha racte rs'
 conversation with La morna winds down. taking ad-         • A fifth me mber of the League of Malevolence, a
 vantage of the distraction provided by the characters        huma n warlock named Skylla, gets he r magic
 to s urprise the unicorn:
r12 CHAPTER 3 I TH ITHER
from an arch fey named Baba Yaga. Skylla knows                 DOUBLE, DOUBLE, TOIL AN D TROUB LE
  more about Iggwilv's Cauldron a nd the hags of
  the Hourglass Coven tha n a nyone else (as far as             If the characters drive Bavlorna Blightstraw from her
  Zarak knows). But she has gone missing, and                   home in chapter 2, the hag takes refuge with her sis•
  none of the other members of the league know                  ter, Skabatha Nightshade, and spends all her t ime in
  whe re to find he r.                                          the study (area Ll4), poring through Skabatha's ritual
                                                                books for a clever spell to overcome the characters or
DEVELOPMENT                                                     feeling sorry for herself. The two hags avoid each other
                                                                as much as possible. Whenever they squabble, which
Lamorna's mate, E lido n, has been transformed into             is often, Skabatha ridicules her sister for Bavlorna's
a flying rocking horse that Granny Nightshade rides             failure at the hands of the characters.
as a mount. If the spell on Elidon is broken a nd he is
reunited with La morna, s he rewards each character          see diminutive figures prowling a round inside: kid-
with a charm ofheroism (see •·supernatura l Gifts"           napped children a nd boggles.
in the Dungeon Master's Guide).
                                                                Before the party enters Loomlurch. Will of the
LOOMLURCH                                                    Feywild- if he is p resent-outlines his plan for
                                                             rescuing Granny Nightshade's child captives (see
Granny Nights ha de's la ir is built around a twisted        "Getaway Gang Raid"). Characte rs who have not
workshop ca rved out o f the interior of a gigantic oak      earned Will's assistance mus t devise their own plan
that has fa lle n over.                                      for getting inside.
  The works hop is operated by kidnapped children            WHERE'S SKABATHA?
who a re a llowed a small measure of freedom to
carry out their labors, under the watchful eyes of the       All of Loornlurch's de nize ns are aware of Granny
hag's minions.                                               Nights h ade's daily routine, which is as follows:
  Loomlurch has the following physical features:               After waking from a long rest, she putters about in
                                                               he r ga rde n (area LS) for ld3 hours.
Ceilings. Unless otherwise noted, ceilings through-          • Most of he r day is spent in the kitche n (area Ll3),
  out Loomlurch are 8 feet hig h.                              w ith occasional visits to the study (area Ll4).
                                                               Before going to bed. the hag spends l hour con-
Doors. Loomlurch's doors a re made of sturdy                   ducting an inspection of the sewing room (area
  wood with iron handles and fittings. All doors a re          L9), the textile mill (area L12), a nd the workshop
  unlocke d unless the text says otherwise. As a n             (area L4). After the inspection. Granny Nightshade
  action, a c harac ter us ing thieves' tools can make a       moves to her bedroom (area Ll6), min iaturizes
  successful DC 14 Dexterity check to pick the lock            herself, and takes a long rest inside the doll-
  on a locked door, or a character can try to force            house there.
  a door open, do ing so with a successful DC 15
  S tre ngth {Athletics) check.                                Visitors can a rra nge a meeting with Skabatha by
                                                             speaking to Chucklehead the goblin boss (in a rea
Floors, Walls, and Stairs. Floors, walls, a nd s tair-       L2) or Pincushion the living doll (in area L9). Any
  cases a re hewn out of the wood of the gia nt tree.        such meeting with the hag takes place in the pa rlor
                                                             (area L3).
Windows. Loomlurch's w indows are openable but
  are latched s hut from the inside.                           See a ppendi x B for a description of Skabatha
                                                             Nights hade and a summary of her rivalries with
APPROACHING LOOMLURCH                                        her sisters.
Describe Loom lurch to the players as their charac-          BARGAINING WITH SKABATHA
ters come within view of the site:
                                                             If you used the «Lost Things" adventure hook and
   The forest is at its darkest here. Up ahead, a colossal   the Story Tracker indicates that Skaba tha has one
                                                             or more things in her possession that the characters
   dead oak lies on its side. Three livi ng trees grow nat-  desire, Skabatha claims undisputable ownership of
   urally out of its fallen remains. Their shapes resemble   these lost things, asserti ng that s he acquired them
   towers, with candlelit windows twinkling in the gloom     "fai r and square." Even so, she is willing to negoti-
   and wooden balconies encircling gnarled branches.         ate with charac te rs who want to procure them. She
                                                             is also incli ned to strike bargains with characte rs
   On one side of the fallen tree, firelight spills from a   who have other needs.
   pair of quaint storefront windows, illuminating a clear•
                                                               In excha nge for one thing in he r possession that
   ing filled with merchant stalls.                          a characte r has lost, Skabatha demands the charac-
                                                             ters complete one of the following quests:
Characters arrive near the root bridges (area LI).
Anyone who obser ves the workshop (area L4) can
                                                             CHAPTER 3 I TH 1TH ER                                        I 13
Capture Will. Capture the brigand Will of the Fey-       quells her rage. such as the defeat of an enemy or
  wild and bring him lo Granny Nightshade alive.         some other triumph, whereupon her key starts turn-
  He's sure to be hiding somewhere in the forest.        ing again. Whenever Skabatha loses he r te mper and
                                                         turns viole nt, ld3 redcaps sprout in he r garden (see
Find the Lost Horn. Bring her the unicorn horn           area LlS and "Skabatha's Minions" below).
  that she says her sister Bavlorna recently los t.
  Maybe Prismeer·s native denizens can help the            The key can't be re moved from Skabatha's back
  characte rs find it.                                   while she lives, and it serves no function in the ad-
                                                         venture other than to reflect her current mood.
Spoil a Play. Sabotage a theatrical performance in
   Motherhorn, Endelyn Moongrave's castle in Yon         DEFEATING SKABATHA
  (see chapter 4). Skabatha would like nothing more
   than to see he r s ister bought down a peg or two.    In dire circumstances, Skabatha flees Loomlurch
   (To get to Yon, the characters will need a guide.     on he r flying rocking horse mount (see area L6) and
   Granny Nights hade expects them to know this          re treats to Motherhorn, the lair of her youngest sis-
   fact and offers no help in finding a guide or seeing  te r, Endelyn (see c hapter 4). If Bavlorna Blights traw
   them safely to Yon.)                                  is in Loomlurch, she flees to Motherhorn as well.
Skabatha is true to her word, returning one lost            If Skabatha is slain, a beetle e merges from her rot-
thing for each task completed while offering no as-      te n flesh and whispers Endelyn Moongrave's weak-
sista nce toward accomplishing the tasks. Skabatha       ness to Skabatha's killer: "Endelyn fears eclipses,
used the los t things to fashion minor magic ite ms,     not just real ones but symbolic ones as well. If you
all of which she keeps in her doll house (area L16).     want to kill her, best do it during an eclipse, or her
                                                          body will re-form."
 SKABATHA'S CLOCKWORK KEY
                                                          SKABATHA'S RING OF KEYS
The clockwork key e mbedded in Skabatha's back
 rotates quickly when s he's in a good mood and           If the characters defeat Skabatha or successfully
 s lows dow n as he r mood sours. Whe n she is furi-      pick her pocket, they can obtain a ring of three iron
 ous, the key comes to a dead s top. When the key         keys that she keeps on her pe rson:
 s tops turning, Skabatha attacks objects or creatures
 indiscriminately until something lifts her spirits and   • The first key locks and unlocks the doors leading
                                                            from the garden (area LS) to the workshop (area
                                                            L4) and the sewing room (area L9), and the door
                                                            between areas L6 and L11.
                                                          • The second key locks and unlocks the doors to the
                                                            kitchen (area L13) and Mis hka's chains there.
                                                          • The third key locks and unlocks the door to the
                                                            cell in the kitchen (area L13).
                                                          SKABATHA1S MINIONS
                                                          Gra nny Nightshade e ntrusts Loomlurch's defense
                                                          to various creatures, as described below. The hag's
                                                          minions, except for the redcaps, have orders to cap-
                                                          ture intrude rs alive a nd bring them before her.
                                                          BOGGLES
                                                          The despair of Loomlurch's children has given rise
                                                          to six boggles (see a ppe ndix C), three in a rea L4
                                                          and three in a rea Ll2. These cowardly creatures
                                                          a ren't loyal to the hag, yet she tolerates the m for the
                                                          distress they cause the childre n.
                                                          CRADLEFALL
                                                          This green dragon wyrmling likes to hide in
                                                          painted wooden boxes, of which there a re three: one
                                                          each in areas L3, L6. and L7. Each box is 3 feet on
                                                          a s ide and has a hinged lid. A detect magic spell re-
                                                          veals an aura of conjuration magic a round a box. A
                                                          crank protruding from one s ide of the box attaches
                                                          to a tiny metal music box mounted to the wooden
LOST CHILDREN                                      Location  Notes
                                                       L4    Stole the key to the kitchen door
 Child                                                 L4
 Naal (11-year-old male drow)                          L4    Won ' t leave Loomlurch without Oink the pig
 Sung (9-year-old female human)                        L8    Gravely ill after eating nightshade
 Philomena (8-year-old female lightfoot halfling)      L8    Secretly loyal to Granny Nightshade
 Brottor (10-year-old male hill dwarf)                 L9
 Pud (12-year-old male human)                          L9    Stole a pouch of dust ofcorrosion
 Wendel (11-year-old male Strongheart halfling)       Ll2
 Roff (10-year-old female bugbear)                    Ll2    Knows a secret route into Granny Nightshade's bedroom
 Yevelda (8-year-old female goblin)                   Ll2
 Callybon (11-year-old female forest gnome)           Ll3    Chained to a worktable
 Pogo (9-year-old male forest gnome)
 Mishka (9-year-old female human)
box's inside wall. Winding the crank causes the              an eternal battle with hardship, these unfortunates
music box to play a IO-second tune reminiscent of a          never grow old a nd have no hope of escape. The
child's lullaby. As the final note sounds, roll a d8. If     hag keeps the children safe and healthy, since to do
the roll is 3 or lower and Cradlefall has not yet been       otherwise would cause them to vanish (see "Chil-
defeated, t he wyrmling bursts out like ajack-in-the-        dren of Prismeer" in c hapter 2). The hag's minions
box, attacking creatures he cons iders his enemies.          likewise have strict orders not to physically harm
If the wyrmling has bee n dealt with, the lid springs
open, but the box is empty.                                  the childre n.
  While curled up in a box with the lid closed,                T he Lost Children table ide ntifies the childre n
Cradlefall can use an action to teleport himself             currently held captive inside Loomlurch and the ir
and anything he is holding to another closed box             locations when the characters arrive. As time
in Loomlurch. When he is not hiding in a box,                passes, the childre n can move about the lair, at your
Cradlefall curls up in front of the oven in Granny           discretion. They stay clear of danger and play no
Nightshade's kitche n (area Ll3). Appendix D has             role in combat. All of the m are chaotic good.
additional roleplaying notes for Cradlefal l.
                                                               Children free of Granny Nightshade's tyran ny
REDCAPS                                                      have no easy way to return home. but they can take
                                                             refuge at Little Oak's treehouse or be left in the
Whenever Skabatha's windup key runs down, her                care of the unicorn Lamorna at Wayward Pool. The
anger boils over, causing ld3 murderous redcaps              dwarf Elkhorn (see area LJ 3) ins ists on remaining
(see appendix C) to sprout in area LlS. These red-           in Thithe r to care for the childre n if no one else will.
caps a re too hateful to serve as guards, so Skabatha        If Zybilna is freed from her stasis, she returns the
sends them scuttling off into Thither to wreak               children to their proper homes.
havoc. Until she does so, the redcaps remain in area
LlS a nd attack other creatures on sight.                    LOOMLURCH LOCATIONS
TIN SOLDIERS                                                 The following descriptions a re keyed to the map of
                                                             L o o m l u rc h.
These te n automatons are fashioned to look like
stout infantry soldiers, and they obey Skabatha with-        LI. ROOT B RIDGES                                       I
out question. Six of the m remain in the barracks
(area L7), and the remaining four patrol the balco-          These two bridges have the same features. When
nies outside areas L8 a nd L12. They charge forth to         the characte rs first approach one of the m, read:
investigate any suspicious activity they see or hear,
meaning that they are easily distracted. Each one is         IA gnarled bridge formed by tangled tree roots spans a
a Small (3-foot-tall) suit of animated armor with 27            rocky, dried-up riverbed.
                                                             The bridges sway a nd creak when crossed. To avoid
(6d6 + 6) hit points.                                        making a racke t, each c reature traveling along
                                                             a bridge mus t make a DC 12 Dexterity {Stealth)
LOST CHILDREN                                                check. On a fa iled check, the creatures stationed in
                                                             the goblin marke t (area L2) are a le rted; they take no
Ove r the years, Skabatha's minions have lured chil-         action immed iately but can't be surprised.
dren from the Witchlight Carnival to Thithe r, allo~-
ing the hag to trap the m in her workshop. Locked in
                                                             CHAPTER 3 I THITHER                                         11 5
C,_.U C kLE'"'EAO  events because it has changed his outlook and dis-
                                                                                                                       positio n, making him kinde r and more sympathetic
        L2 . GOBLIN MARKET                                                                                             to the plig ht of others. He claims he can speak to
                                                                                                                       the maggot a nd it s peaks to him, e ven though it ac-
          The characte rs can enter this area from the eastern                                                         tua lly doesn't. The maggot in the goblin's head will
          root bridge or by traversing the adjoining woodland.                                                         kill him in 30 days unless he receives the benefit
                                                                                                                       of magic that c ures a disease. That magic slays the
              Three stalls selling candy are situated in th is clearing,                                               maggot but a lso reverts Chucklehead's alignment to
              lit by windows carved into the giant fallen tree to one                                                  neutral evil.
              side of it. Two goblins are working in each stall, and
              the whole enterprise is watched closely by a goblin                                                        Chucklehead is protective of Mishka (see area
              with a toffee apple head who appears to be muttering                                                     Ll3) a nd wants to help her get away from Loom-
              quietly to himself.                                                                                      lurch, but he's too scared of Granny Nightshade to
                                                                                                                       free Mis hka from the hag's clutches. Appendix D
          This ma rket sells goblin-made candies of a ll sorts.                                                        has additional roleplaying notes for Chucklehead.
          Six goblins (lawful neutral) work here, two per
          s tall, under the watchful gaze of their goblin boss,                                                          Merchant Stalls. The goods sold here are deli-
          Chucklehead (ne utral), whose head has been re-                                                              cious but made with disgusting ingredie nts. Exam-
          s haped by fey magic to look like a toffee apple. The                                                        ples include beetles e ncased in hard candy, lollipops
          s ta llholders greet patrons warmly and invite the m to                                                      made from compacted ants, and j ellied worms. The
          sa mple and buy their delicious wares. Mea nwhile,                                                           stallholders charge one trinket per treat. Roll a d8
          Chucklehead watches out for thieves.                                                                         and consult the Candy Treats table to determine
                                                                                                                       what magical effect befalls a creature that eats one
            Chuck/ehead. The goblin boss can escort char-                                                              of these treats. Each effect lasts for 1 hour.
          acte rs to the pa rlor (area L3) if they request a meet-
          ing with Gra nny Nightshade. When left a lone, he                                                               If a creature eats multiple treats and gets the same
          mutters to himself as though he's having a constant                                                          effect twice, e xte nd the duration of the effect by 1
          but mild crisis of conscie nce. 1f the cha racte rs ask                                                      hour. A creature can have up to three different mag-
          Chucklehead whom he's muttering to, he says that                                                             ical e ffects on it at any give n time. If a creature eats
          a maggot crawled into his head and is s lowly eating                                                         a candy treat while it is already affected by three
          it fro m the inside out. He's not sad about this turn of                                                     others, don't roll on the table. Instead, the creature
                                                                                                                       must make a DC 11 Constitution saving throw; on a
r16 CHAPTER 3 I TH I THER                                                                                              failed save, the creature is poisoned for 8 hours.
                                                                                                                       CANDY TREATS
                                                                                                                           d8 Effect
                                                                                                                                    Your footfalls emit musical notes that can be
                                                                                                                                    heard out to a range of 30 feet.
                                                                                                                            2 Eating the candy causes you to foam at the
                                                                                                                                    mouth, making it d ifficult (but not impossible) for
                                                                                                                                    you to speak.
                                                                                                                            3 Your fingers leave indelible stains on anything you
                                                                                                                                    touch.
                                                                                                                            4 Yo ur head swells to twice its normal size.
                                                                                                                            5 You shrink, as though affected by the reduce ef-
                                                                                                                                  fect of an enlarge/reduce spell.
                                                                                                                            6 Fireflies are drawn to you and form a persistent
                                                                                                                                    cloud around you, shedding bright light in a
                                                                                                                                    5-foot radius and dim light for an additional
                                                                                                                                    5 feet.
                                                                                                                            7 You grow, as though affected by the enlarge effect
                                                                                                                                  of an enlarge/reduce spell.
                                                                                                                           8 You are targeted by a polymorph spell and auto-
                                                                                                                                    matically fail the saving throw against it. The new
                                                                                                                                   form is a butterfly (use the bat stat block, but
                                                                                                                                   omit its darkvision, Echolocation trait, and Bite
                                                                                                                                   attack).
CHAPTER 3 I THITHER  I 17
L3. PARLOR                                                    threaten her, Granny Nightshade orders her mimics
                                                              to adhe re to her guests and beat them unconscious
The door lo area L4 is closed but not locked.                 while she watches with amusement.
  This chamber is nestled between wa lls of twisted             Treasure. Characters who scour the parlor for
  roots, through gaps in which you can see the eerily         treasure find the following items:
  beautiful woodland surrounding you. A closed
  wooden door stands opposite the root bridge that            • A spell scroll of speak with plants tucked in a side
  leads into this room, in the center of which are four         table drawe r
  armchairs encircling a small table laid out for a tea
  service. A painted wooden box three feet on a side          • A s et of four silver teaspoons engraved with
  rests in a corner. A crank protrudes from one side of         pained facial expressions (5 gp per spoon)
  it, causing it to resemble an oversized jack-i n-the-box.
                                                              • A bronze candlestick shaped like a bird's
If Bavlorna Blightstraw retreated lo Loomlurch                  leg (10 gp)
after fleeing her home in chapter 2, her bobbing lily
pad (see appendix A) lies on the floor next to the            L4. WORKSHOP
box, vaguely resembling a leaf-shaped carpet. Bav-
lorna herself can be found in area Ll4.                       The doors to areas L3 and L7 are closed but not
                                                              locked. The door to area LS is locked, and Granny
  Three of the armchairs are trained mimics in                Nightshade has the only key (see "Skabatha's Ring
disguise. They are magically compelled to remain              of Keys" earlier in the chapter).
in this room and adhere to creatures only when
Granny Nightshade orders them to do so. The mim-                 Flickering lanterns illuminate a cluttered workshop
ics are trained in nonlethal combat; characters re-              filled with soft, ambient music produced by bells and
duced to O hit points by the mimics are stable rather            chimes. Parts of toys are heaped on the tables-
than dying, giving the hag a chance to decide what               leering doll's heads, half-built rocking horses, un-
to do with the unconscious victims.                              painted wooden balls, and the stuffed limbs of soft
                                                                 toys. A stove at the back of the room holds a saucepan
  Dragon-in-the-Box. The wooden box with the                     of smelting metal. Three doors exit the workshop, and
crank is one of the boxes where Cradlefall might                 two storefront windows overlook the market outside.
be found (see "Skabatha's Minions" earlier in
the chapter).                                                 The ambient music is a permanent magical effect
                                                              that can't be heard outside the workshop. If the
  Tea with Granny Nightshade. Characters who                  characters enter quietly, add:
arrange a meeting with Granny Nightshade through
Chucklehead (area L2) or Pincushion (area L9) are                Three young children are gathered around a wooden
left here for a while before the hag shows up. When              worktable. The eldest, a drow boy, prances on the
Granny Nightshade arrives, read:                                 tabletop with a bar of soap in one hand, while a
                                                                 halfling girl and a human girl giggle at his audacity.
  The door creaks open, and a little old woman totters
   forward . She wears a grimy, old-fashioned shawl, and      Granny Nightshade makes captured children craft
   her skin looks like gnarled bark. A large iron key ex•     nightmarish toys in this workshop. Three children
   tends from her back, ticking rhythmically as it rotates.   are present when the characters arrive: Naal (an
                                                              11-year-old male drow), Sung (a 9-year-old female
      "Sit down, children ," she says in a voice reminiscent  human), and Philomena (an 8-year-old female light-
   of crunching leaves. "Let's have some tea."                foot halfling). They've been the hag's prisoners for
                                                              longer than any of them can remember and are
Skabatha Nightshade (see appendix B) obeys the                wary of grown-ups. If the characters barge into the
rule of hospitality (see "Rules of Conduct" in chapter        room, Philomena panics and runs to get help from
2) and presents herself as a kind host who is keen to         the tin sold iers in area L7. ALI three children want
know why the characters have paid her a visit. See            to escape the hag's clutches, although Philomena
"Bargaining with Skabatha" for guidance on run-               weeps if she's forced to leave without her beloved
ning this conversation, during which she pours tea            piglet, Oink, who is kept in the pigpen (area LS).
into filthy cups and stirs the liquid with a chicken
bone, insisting that the characters drink up. On                Naal recently stole the kitchen key from Pincush-
occasion, she reaches around with one of her arms             ion (see area L9) and took an impression of it using
and winds up her key. If the characte rs belittle or          a bar of soap before fastening the key back onto Pin-
                                                              cushion's belt. When the characters arrive. Naal is
JJ8 C HAPTE R 3 I THI T HER
recou nLing his heroic tale to the two girls. He wants        BOGGLE O I L
Lo create a copy of the key and then snea k into the
kitchen to steal milk. Naal gives characLers the bar         A boggle excretes oil from its pores and can make the
of soap if they give him something in re turn, s uch as      oil slippery or sticky. Squirt the o ilcan needs slippery
fresh milk or some other tasty treat. (ult's the rule of     boggle o il to us e its Boggle O il action, and it can hold
recip- ... recip- ... give-and-ge t." he says.)              up to three applications of the o il. Boggle o il normally
                                                             evaporates after l hour, but the o il is pres erved indefi-
  Boggles. Three boggles (see appendix C) lurk               nitely inside Squirt.
in the shadows, intending to play pra nks on the
visitors. Characters who spend a minute or so in-               When a boggle creates a puddle of slippery o il on the
s ide the workshop no tice unse ttling cha nges: dolls'      ground, a character can scoop up ld3 applications of
heads turn lo face the m when they're not looking,           the oil from the puddle (a process that takes l minute)
ba lls bounce s udde nly out of dark corners, or mot-        before the oil disappears.
Le n Lin fro m the s m elting pot splashes on the floor
nearby. A cha racter can use an action to try to de tect        A friendly boggle will create three applications of
hidde n creatures, spotting all Lhree boggles with           boggle oil in exchange for a gift of equal perceived
a successful DC 16 Wisdom (P ercepLion) check. If            value, such as a trinket. An indifferent boggle expects
they are s potted, the boggles flee to the box in a rea      a better gift for the same amount of oil, such as a bag
L7 a nd Lurn its crank, hoping Cradlefall will pop out       ofcandy, a gemstone, or a magnifying glass. An un-
of the box and de fe nd them. The boggles avoid com-         friendly or hostile boggle won't cooperate unless it is
bat themselves.                                              captured and forced to create o il to avoid punishment.
  If Squirt is with the party, it encourages the cha r-   respectively. The balcony outside area L9 is only 5
acte rs to acquire as much boggle oil as they can.        feet above the ground; the others are 20 feet high.
Only s lippery boggle oil will do (see the "Boggle Oil"
s idebar). Captured boggles provide the oil freely,         A woodland basin filled with plants and fu ngi
hoping to earn their freedom.
                                                            stretches out along one s ide of the fallen tree. A
  Treasure. Characters who ransack the workshop
uncover the following valuables:                            pumpkin patch is at one end of the garden, next to
  Ajar of iridescent glass eyes (10 gp)                     a steaming compost heap, with rams hackle pens for
  A silver ha mmer a nd chisel in a green leather tool
  belt (15 gp for the set)                                  pigs and goats at the opposite end. Bedraggled scare•
• Iron me talworking tongs shaped like the jaws of a
  snapping dragon (15 gp)                                   crows hang from tall wooden stakes in the basin's
  Window Displays. The following creepy toys are            wooded slope. Two ground-level doors and three bal-
displayed in the workshop windows :
                                                            conies provide entry to the hag's lair.
  A set of nesting dolls in which each doll looks
  more frightened than the next larger one                Skabatha Nightshade (see appendix B) uses the
• A s tuffed lion with needles for teeth a nd real        garden to cultivate ingredients for her potions a nd
  bloods ta ins a round its jaws                          candies. The hag spends a few hours he re each day
• A toy windmill with a crank on one s ide Lha t turns    tending to her pla nts (see UWhere's Skabatha?" ear-
   the vanes and the mills tone                           lier in the chapter). Cha racters who won the game
• A set of playing cards depicting weeping children       of hide-and-seek in the Witchlig ht Ca rnival"s Pixie
• A wind-up drunkard doll that totters a few paces        Kingdom have advantage on a ny Dexterity (Stealth)
   and Lhe n fa lls over                                  checks made to hide in the garde n.
• Four finger puppe ts depicting a n arguing fami ly
• A 1-fooL-tall woode n guillotine                          Animal Pe.ns. The pens conta in seven goats. five
   A tiny wooden box containing eight s ticks of          adult pigs (use the boar s tat block). and a Small pig-
                                                          le t (noncomba ta nt) na med Oink. who is beloved by
   black chalk                                            Philomena (see area L4).
L5 . GRANNY NIG H T SHADE'S GARDEN                          Compost Heap. The compos t heap is a sham-
                                                          bling mound that re mains motion less until it is
This o utdoor garden exte nds a lmos t the e ntire        disturbed or until it rises to a ttack. ff the mound is
length of Loom lurch. The doors to a reas L4 a nd L9      motionless a t the start of combat, it has advantage
are locked, a nd Granny Nightshade has the o nly ~ey      on its initiative roll. Moreover. if a creature hasn't
that unlocks them (see "Skabatha's Ring of Keys           observed the mound moving or acting. that creature
earlier in the chapte r). Three balconies overlook-       must s ucceed on a DC 15 Wisdom ( Pe rception)
ing the garden connect to areas LB, L9, a nd LI 2 ,       check to discern that the mound is a nimate.
                                                            Granny Nights hade earlier took a cutting from the
                                                          s hambling mound's root s tem, binding it to her ser-
                                                          vice. If a cha racter uses a s peak with plants spell to
                                                          communicate with the s ha mbling mound. it tells the
                                                          character tha t the creature mus t o bey the hag until
                                                          CHAPTER 3 I THITHER                                             11 9
its stole n root is re turned to it. If a character prom-     consumes an executioner's hood must succeed
     ises to return the root to it. the shambling mound            on a DC 12 Constitution saving throw or fall into
     stops attacking a nd waits here for the characte rs to        a cataleptic state that is indistinguishable from
     come back. If the root is brought back a nd given to          death. This magical e ffect is ide ntical to that of the
     it, the s ha mbling mound goes on a ra mpage through          feign death spell (including its duration).
     the garden, destroying and devouring everything             Hummingbrella. A hummingbrella is a colorful
     it ca n while leaving the characters and the ir allies        mushroom with a frilly, parasol-shaped cap that
     unmolested, the n s ha mbles into the forest, never to        drips sweet nectar and attracts hummingbirds.
     return. The cutting ca n be found inside one of the           Eating one has the same effect as drinking
     cookbooks in area Ll3.                                        antitoxin.
       Mushrooms and Toadstools. Granny Nightshade
                                                                 Pricklenoggin. Each of these mushrooms has
     grows ma ny kinds of Feywild fungi , five of which            short, prickly spines growing out of its red cap.
     have useful (and in some cases magical) properties.           Hats made from prickle noggin caps are popular
     Roll 3d8 to de te rmine how many of e ach mus hroom           in the fey courts and considered very fashionable.
     can be ha rvested from this location. A character             Most tiny Fey would be grateful to receive one
     who examines a certain kind of mushroom can,                  as a gift.
     with a successful DC 15 Inte llige nce (Nature) check,
     ascerta in its properties:                                    Plant Beds. Many plants grow in Granny Night-
                                                                 shade's garden-licorice, sugarcane, marshmallow,
     Butterfly Saddle. Each of these bright yellow toad-         and more. Characters who examine the plant beds
       stools has a ruffled , saddle-shaped cap properly         discover a dark secret: each bed is nourished by
       sized for a pixie or s prite to s it on. They taste like  the buried remains of a Humanoid. Mud-encrusted
       butter and can be use d as a substitute for that in-      skulls protrude from the soil, with vegetation sprout-
       gredient in recipes.                                      ing from their ope n jaws and eye sockets. As an
                                                                 action once per day, Granny Nightshade can raise
     Eldercap. Eating one of these white and gray mush-          e ight skeletons from the earth, but she must be
       rooms causes the eater to look much older for 1           within 30 feet of the plant beds to use this power.
       hour. This magical e ffect is an illusion that can be
       e nded with a dispel magic s pe ll.                          Pumpkin Patch and Staircase. S everal large
                                                                 pumpkins grow in one spot amid thick, leafy vines.
     Executioner's Hood. Each of these mushrooms                 A woode n staircase on the e dge of the pumpkin
       has a black, hood-shaped cap. Any creature that
     FevwtLO MUSHROOMS, FROM LEFT TO RIGMT :
     8UTTERFLV SI\OOLE, ELOERChP, e ..ECUT I ONER's HOOD,
     HUMMING8RELL1', /\N O PRICl(LENOGGI N
120  CHA PTE R 3 I T H IT II ER
patch ascends to a 20-foot-h igh wooden balcony out-       FLYING ROCKING HORSE
side area LB.
                                                           Medium Construct, Unaligned
   Ifa creature other than Granny Nightshade or
a Small Humanoid (such as a human child or a               Armor Class 15 (natural armor)
halfling) enters the pumpkin patch. three fat pump-        H it Points 22 (4d8 + 4)
kins burst open, and a giant pois onous s nake             Speed O ft., fly 40 ft. (only while mounted; hover)
slithers out of each of them. Granny Nightshade has
cast an awaken spell on each of these s nakes, giving        STR DEX CON             INT                  WIS        CHA
it an Intelligence score of 10 and the abi lity to speak   10 (+0) 10 (+0) 13 (+1)  1 (- 5)              3 (-4)      l (-5)
Common. Their names a re Essaveth, Jahassi, and
Sinius. They act as watchdogs, but they won't climb        Damage Immunities poison, psychic
stairs. If one of these snakes is wounded, it slithe rs    Condition Immu nities blinded, charmed, deafened, exhaustion,
into the pumpkin patch o n its next turn, ga ining
total cover. On subsequent turns, it tries to hide a nd    frigh tened, para lyzed, petrified, poisoned
has advantage on Dexterity (Stea lth) checks as long
as the pumpkin patch provides cover.                       Sens es bl indsight 60 ft. (blin d beyond this radi us),
  Scream ing Scarecrows. F ive scarecrows are              passive Perception 6
staked in a line near the pumpkin patch, and a de-
tect magic spell reveals an aura of abjuration magic       Languages -
around each one. If an intruder moves within 50 feet
of any of them, a ll five scarecrows scream loudly         Challenge 1/8 (25 XP)             Proficiency Bonus +2
enough to alert everyone inside Loomlurch. Each
scarecrow is a Medium object w ith AC 11, 5 hit            False Appearance. If the rocking horse is motionless at the start
points, vulnerabi lity to fire damage, and immunity to     of combat, it has advantage on its initiative roll. Moreover, 1f a
poison and psychic damage.                                 creature hasn't observed the rocking horse move or act, that
                                                           creature must succeed on a DC 18 Intelligence (Investigation)
L6. ROCKI NG HORSE                                         check to discern that the rocking horse is animate.
The door to area Lll is locked, and Granny Night-          Flying Mo unt. The rocking horse can serve as a mount for a
shade has the only key (see "Skabatha's Ring of            Medium or smaller creature and ca n fly on ly while mounted.
Keys" earlier in the chapter). If Skabatha has been
forced to flee Loom lurch on her flying rocking            Un usual Natu re. The rocking horse doesn't requi re air, food,
horse, modify the following boxed text to remove all       drin k, or sleep, and it regains no hit points or Hit Dice at the
mention of the horse:                                      end of a long rest.
  Creaking softly, a rocking horse moves back and forth    ACTIONS
  near the door. Peeling paint covers its limbs, and its   Head Butt. Melee Weapon Attack: +2 to hit, reach 5 ft., one tar-
                                                           get. Hit: 3 (ld6) bludgeoning damage.
   rocker is thick with moss. A rictus grin is painted on
  its face. Near a protruding root is a painted wooden
  box three feet o n a side. A crank protru des from o ne
  side of it, causing it to resemble an oversized jack-
  in-the-box.
The rocking horse is actually a flying rocking horse
(see the accompanying stat block) that Granny
Nightshade uses to soar across Prismeer. The horse
is positioned so that it can attack trespassers who
approach the door. Any characte r who gets within 5
feet of the rocking horse notices a depression on its
forehead. Any character who succeeds on a DC 10
Intell ige nce check correctly intuits that a horn once
protruded from this depression.
  T he rocki ng horse used to be a unicorn named
Elidon unLi l the hags of the Hourglass Coven turned
it into an obedienr Construct. ff a character fi nds
Elidon's lost unicorn horn and places it on the
                                                                                    CHAPTER 3 I TH I THER                      121
roc king horse's brow while the horse has a t least        The s ta ircase e nds afte r 20 feet at a landing out-
      1 hit point re maining. the curse is broken a nd the       s ide a rea LB.
      rocking horse magically transforms into the uni-
      corn Elido n, who appears a t full health. Elidon is         E ach s ma ll house is designed to hold one of
      ha ppy to re pay the characte rs for thei r he rois m but  Granny Nightshade's tin soldiers. When the char-
      is equa lly eager to re turn to his mate, La mo rna (see   acters arrive, four s oldie rs are on patrol in areas
      "Waywa rd Pool" ea rlie r in the chapte r). Convincing     LB and L12, and the re maining six tin soldiers are
      him to join the pa rty requires a s uccessful DC 17        inside their domiciles , behind closed doors. Each of
      Charis ma (Persuasion) check.                              thes e six Constructs is a Small (3-foot-tall) suit of
                                                                 animated armor with 27 (6d6 + 6) hit points.
        Whethe r he s tays w ith the pa rty or not, El idon in-
      te nds to honor the rule of reciprocity (see "Rules of       The tin soldie rs burst from their small houses
      Conduct" in cha pte r 2) a nd offe rs to use his magic to  and march forth if they hear combat in this room
      a id the cha racters in the following ways before part-    or an adjo ining area, or if Skabatha or Pincus hion
      ing compa ny with them:                                    calls for them. If the c harac te rs witness the soldiers
                                                                 e merge, read:
      • He can use his Healing Touch action to treat a
        cha racter's wounds a nd re move any poisons or            The beat of a drum erupts from out of the woodwork
        diseases a fflic ting that characte r.
                                                                    as all six small doors spring open at once. A troop of
      • Once a day, he can tele port himself a nd up to
        three willing pa rty me mbe rs to any location in           cask-shaped tin soldiers marches into view. A drum
        Thithe r up to 1 mile away.
                                                                    waddles behind one of them on stocky legs, striki ng
      • He can cas t pass without trace on himself and the
        e ntire pa rty at will. This spell r equires Elidon's       itself with a pair of tiny drumstick arms.
        concentratio n a nd lasts for up to 1 hour.
                                                                 The six tin soldiers operate as a unit and march to
        Dragon-in-the-Box. The wooden box with the               the beat of the drum, which is a Small animated
      crank is one of the boxes whe re Cradlefall might          object with AC 16, 25 hit points, a walking speed of
      be found (see "Skabatha's Minions" earlie r in             30 feet, blindsight out to a range of 30 feet, and no
      the c hapter).                                             effective attacks. Its ability scores are Strength 6,
                                                                 Dexte rity 14, Co nstitution 10, Intelligence 3, Wis-
      L7. TI N SOLDIER BARRACKS                                  dom 3, and Charisma 1. The drum can't be blinded,
                                                                 charmed, deafe ned, frighte ned, paralyzed, petrified,
        Ten brightly painted structures resembling little        or poisoned, and it's immune to poison and psychic
                                                                 damage. Its drumbeat can be heard out to a ra nge
        wooden houses line the walls of this room. Each small    of 60 feet. All tin soldie rs that ca n hear the beating
                                                                 drum gain a +2 bonus to their da mage rolls. If the
        house has a three-foot-high hinged door. Four of the     drum is destroyed, eve ry tin s oldier within 60 feet of
                                                                 it is stunned until the e nd of its next turn.
        doors are open , and the other six are closed.
                                                                   Dragon-in-the-Box. The wooden box with the
           A narrow staircase ascends the circular wall. Near    crank is one of the boxes whe re Cradlefall might
                                                                 be found (see "Ska batha's Minions" earlier in
        the foot of the stairs is a painted wooden box three     the cha pte r).
        feet on a side. A crank protrudes from one s ide of it,
        causing it to resemble an oversized jack-in-the-box.
                                                                 M IIRC '"' OF T ... E T I N SOLDIERS
J 22  CHAPTER 3 I TH 1TH E R
L8. WORKHOUSE DORMITORY                                     • A_ cracked bloodstone (25 gp) stuffed inside a
                                                                pillowcase
 T.wo 3 -.foot-tall tin sold.iers patrol the balcony out-
 std~ this room . Each tin soldier is a Small suit of        L9. SEWING ROOM
 arumated armor w ith 27 (6d6 + 6) hit points. The
 doors leading to this room a re closed but unlocked.        A closed. unlocked door connects this room to a
                                                             5-foot-high wooden balcony that overlooks Granny
    This dorm ito ry nestles in the tree boughs and has      Nightshade's garden (area LS).
    round windows overlooking a wooden balcony. Lin-            "Dunderhead!" cries a scratchy voice as you enter
    ing the walls are ten child-sized bunks outfitted with      th is cluttered chamber. "Those tatty sleeves wouldn't
    patchwork quilts and straw-stuffed pillows.                 serve as socks for a chicken. Start again!"
       A young male dwarf lies in one of the bunks, cough-        A plump halfling boy and a young, fluffy bugbear
    ing and drenched in sweat, while an older lad mops          sit at work benches, watched over by a living, child-
    his brow with water from a bucket. Two doors exit the       sized doll with buttons for eyes. An animated carpet
    room: one leads to a balcony, the other deeper into        prances around the children, who pay it no attention.
   the tree.                                                   The sewing room contains rolls of fabric, bobbins of
 Gra nny Nightshade's worke rs sleep in these bunks.           thread, knitting needles, and pincushions.
 When the characters arrive, two c hildre n are pres-
 ent: Brottor (a IO-year-old male hill dwarf) and Pud        Materials for the workshop a re sewn here under
 (a 12-year-old male human). Brottor is pois oned; he       the watchful gaze of Pincushion, a living doll (see
 fe ll gravely ill after eating nightshade from the gar-    ~ppendix C for its stat block). The prancing carpet
den. Pud has been assigned to care for him until the        ts a rug ofsmothering that defends Pincushion and
 malady passes or Brottor dies.                             keeps strangers away from the children. Pincushion
                                                            carries a key that locks and unlocks the doors to the
   Pud hisses for the cha racters to be quiet, nodding      kitchen (area L13). The key dangles from a hoop at-
toward the soldiers on the balcony. If the c haracters      tached to its waist.
comply, Pud quietly describes Granny Nightshade's
routine and a ll of he r minions (see '"Where's Ska-           The living doll challe nges intruders a nd demands
batha?" and '"Skabatha's Minions•· earlier in the           to know why they're trespassing here. To satisfy
chapter). C haracters w ho are suspicious o f Pud can       it, a character mus t succeed on a DC 10 Charisma
make a DC 12 Wisdom (lnsight) check; on a suc-              (Deception) check. On a failed check. Pincushion
cessful check, a c haracter discerns that Pud is un-        holle rs for the tin soldiers at a rea L7. If satisfied.
trustworthy. (In fact, he's deciding whether to betray      Pincushion asks the c haracters to wait here while
the characters to the hag.) Lf one or more c haracters      it hurries to notify Skabatha of the newcomers·
are m ean to him, Pud slips off at the first opportu-       presence. The rug stays behind to m a ke sure the
nity to alert Skabatha, hoping that his loyalty to her      children don't leave. Appendix D has additional role-
will pay off for him in the future.                         playing notes for Pincushion.
  Curing Brottor. Any effect that ne utra lizes poison        Children. Two children are working here when
can c ure Brottor. Lf the c ha racters lack the means to    the c haracters arrive: Wendel (an 11-year-old male
cure Brortor o n the ir own. they can use humming-          strongheart ha lfling) a nd Roff (a 10-year-old fe ma le
brella mus hrooms (found in areas LS a nd L13) to           bugbear). Roff recently s tole a pouch o f dust of cor-
neutralize the poison.                                      r osion (see appendix A) from the store cupboard in
                                                            area LIO. She conceals the pouch in her clothing
  If his ailment remains untreate d, the dwarf falls        and offers it to her saviors if resc ued from the tyr-
into a coma after 5 hours. A ch aracte r who admin-         anny of Pincushion a nd the rug.
isters to the dwarf for 1 hour and succeeds on a DC
10 Wisdom (Medicine) c heck can delay the onset of            Treasure. Once the living doll leaves or is de-
the coma for an additional ld4 + 1 ho urs.                  feated. the characte rs can search the sewing room
                                                            for treasure, find ing the following valuable items:
  If the c haracters save Brottor's life, Pud silently
vows not to betray them to the hag.                         • A spool of barbed, golde n yarn (15 gp)
                                                            • Three bolts of silk in s hades of putrid green and
  Treasure. Characters who search the dormitory
uncover the following valuable items :                        cesspit brown (10 gp each)
                                                            • A set of five painted thimbles de pic ting poisonous
• A silver bookmark s haped like a feather (5 gp)
• A gold signe t ring de picting a weeping wil-               Feywild plants (25 gp for the set)
  low (25 gp)
                                                            CHAPTER 3 I TH ITH ER                                       123
LlO . CUPBOARDS                                                  moths w hich is ha rmless a nd a lways moves toward
                                                                      the ne~rest light s ource. Any space that it occupies
     The doors in this chamber are closed but not locked.             is lightly obscured.
     When the characters enter for the firs t time, read:
                                                                        Afte r the s warm has been released, Sowpig
        Moths cluster around a lantern that hangs from the            emerges from her s ilk cocoon to ask why she has
        ceiling in the m iddle of a hallway, casting flitt ing shad-  been dis turbe d. The ghoul assumes that the cha rac-
        ows on the walls. The hall contains three sliding doors       ters are Gra nny Nights hade's worke rs, s ent to fetch
        alo ng the walls, and a heavier hinged door stands at         her for a ne w task. She ha s no inte rest in the day-
        the opposite end.                                             to-day affa irs of Loom lurch and attacks Lhe charac-
                                                                      te rs only if they thre ate n Gra nny Nights hade in the
     The three cupboards, accessed by s liding the                    ghoul's presence o r seem pa rticularly sus picious.
     doors open, hold workshop supplies, boxes of junk,               Sowpig follows them th rough the la ir a nd sha res
     a nd othe r munda ne bric-a-brac. If one or more                 an occasiona l joke, wh ich is always da rk a nd upset-
     cha racters s pend at least 15 minutes searching a               ting. Appe ndi x D has additiona l role playing notes
     cupboa rd, they find ld4 trinkets inside it (each one            for Sowpig.
     dete rmined by rolling on the Feywild Trinke ts table
     in the introduction).                                              Unicorn Horn. If the Story Tracker indicates that
                                                                      the unicorn horn is he re, cha rac te rs can find it in
        Large Cupboard. If the characte rs didn't dispose             Sowpig's cupboard, buried in a box full of junk.
     of her in chapter 1, Sowpig s ta nds in the middle of
      the la rgest cupboard, s ilent a nd unmoving. She is a          Lll. FAMILY TREE
     S ma ll ghoul with 17 (Sd6) hit points . Moths that live
      in the cupboa rd have e nca sed S owpig's body in s ilk.        The door to Ll0 is closed but not locked , a nd the
      Ope ning the cupboard door relea ses a s wa rm of               doors to a reas L6 a nd L13 are both locke d. Gra nny
                                                                      Nights hade carries keys to both of thes e doors (see
                                                                      "Skabatha's R ing of Keys·• earlie r in the chapter),
                                                                      a nd Pincus hion (see area L9) has a s pa re key to
r24  C H A PT ER 3 I TH I TH E R
area Ll3. The sta ircase in this room climbs 20 feet           Three large, freestanding loom s dominate this cham-
to a landing that e nds outside area Ll2.
                                                               ber. A young go blin a nd a pair of gnome children work
   This room has three doors and a wood-carved stair-
                                                               the machi nes, filling the room with a lo ud, rhyth mic
   case that ascends to a higher level. The walls are a
                                                               clatter. A door is set in the opposite wa ll, and an arch-
   dense tangle of tree roots and brambles, nestled
                                                               way to the east leads to a storeroom.
   among which are five animated portraits: one of a
                                                            Each nig ht, Skabatha Nightshade (see a ppendi x 8)
   svelte, dark-hai red woman and the others depict-        visits the textile mill to check up on her workers (see
                                                            "Where's Skabatha?" earlier in the cha pter). The
   ing hags.                                                looms are used to weave fabric for Lhe sewing room
                                                            a nd the workshop. They a re large, treadle-driven
When the cha racters a rrive, the portra its s how im-      machines that generate a conside rable racket. The
ages of Gran ny Nig hts ha de and he r family, w ith no     storeroom conta ins s pools of yarn.
labe ls to ide ntify them:
                                                              Boggles. Three boggles (see appendix C) play
• A truly ancient a nd terrifying hag (Baba Yaga, the       tricks on the child workers when no one else is
  Mother of Witches)                                        a round. The boggles a re hidde n in the corne rs of
  A toadis h hag (Bavlo rna Blightstraw, as de picted       the room when the characters a rrive, though the
  in appendix 8)                                            children shoot fearful gla nces at the boggles in the
  A s ke letal hag wearing a black, theatrical contrap-     hope that the cha racters will notice what's going on.
  tion resembling a dress (Endelyn Moongrave, as            A cha racte r can use a n action to try to s pot the hid-
  depicted in appe ndix B)                                  den boggles, doing so with a s uccessful DC 16 Wis-
  A hag with a wind-up key in her back, o ne empty          dom (Perception) check. Because of the child ren's
  eye socket, a nd a wooden eye he ld in her hand           fearful glances, the characters have advantage on
  (Skabatha Nightshade, as de picted in appendix B)         this check. The boggles avoid combat, s urrendering
  A svelte, dark-haired woman with a comma nding            if they face certa in ha rm.
  presence (he r appearance matching that of the Ta-
  s ha ma nnequin outside the H al l of Illus io ns in the    If Squirt is with the party, it encourages the char-
  Witchlight Carnival, as described in cha pter 1)          acters to acquire as much slippery boggle oil as they
                                                            can (see the "Bogg le Oil" s idebar earlier in the chap-
The portraits are encha nted to display the last crea-      ter). Captured boggles provide the oil freely. hoping
ture that pricked its skin o n the brambles' thorns in      to ea rn their freedom.
addition to its four closest family members, if it has
any. T hese family me mbe rs can be livi ng or dead.          Children. Three children a re working here when
(lf the creature has fewer than four close family           the characters arrive: Yevelda (an 8-year-old fema le
members , a ny remaining portraits are blank.) Each         goblin), Callybon (an 11-year-old female forest
portrait magica lly animates to create the impression       g nome), and her brothe r, Pogo (a 9-year-old male
that the s ubject is looking a round a nd shifting un-      forest gnome). The children a re eager to escape
comfortably, but the a nimation has the quality of an       Loomlurch but won't converse with strangers until
old movie. The moving images are s ilent.                   the a rea is cleared of boggles.
  Pricking Thorns. Any creature that reaches to-              If the characters ask the childre n for help navigat-
ward a portrait must s ucceed on a DC 15 Dexterity          ing the hag's lair, Yevelda reveals tha t she knows
saving throw or be pricked by the thorny bra mbles.         a secre t route into Skabatha's bedroom (area Ll6).
The prick deals no da m age, but the portra its change      To take that route, a cha racter mus t climb out of
to match the pricked creature a nd up to four of its        the s to reroom window, clamber across branches
closest family me mbe rs.                                   that grow out of the upright trees and pass above
                                                            a rea Ll 3, a nd then hop onto the w indowsi ll of the
Ll2. TEXTILE MILL                                           hag's bedroom. To reach the wi ndowsill, a character
                                                            must succeed on a DC 13 Dexterity (Acrobatics)
Two 3-foot-tall tin soldiers patrol the balcony out-        check. On a fai led check, the character falls 20 feet
s ide this room, g ua rding against o uts ide intrude rs.   onto the roof of a rea L1 3, taking 7 (2d6) bludgeon-
Each one is a Small s uit of animated armor with
27 (6d6 + 6) hit points. Both doors to this room are        ing damage.
closed but not locked . The tin soldiers open the             On one of her forays into the hag's private qua r-
door a nd e nte r the room if they hear any commo-
                                                            ters, Yevelda witnessed Pud (see a rea LB) re porting
tion within.                                                to the hag. She hasn't told a nyone about this yet and
                                                            is unwilling to s ha re her knowledge about the secret
                                                            route to area Ll6 while Pud is present
                                                            CHAPTER 3 I TH 1TH ER                                          125
Treasure. Searching the storeroom reveals the              If Skabatha is n't present, Mishka tells the char-
     following ite ms of value:                                 acters about the hag's daily routine and describes
                                                                Granny Nightshade's minions (see "Where's Ska-
     • A gold bodkin (2 gp)                                     batha?" and "Skabatha's Minions" ea rli er in the
     • A pouch holding 35 sp (the coins· mintage is unfa-       chapter). She suggests that they lure Gra nny Night-
                                                                shade into the oven and burn her up.
       miliar to the characters)
     , A sma ll. leather-bound book containing delicate           Oven. This oven is la rge enough lo cook a Me-
                                                                dium creature whole. A 5-foot-wide iron door in the
       sketches and watercolor paintings of pixies,             front of the oven allows one to reach into the oven's
       sprites, and other Fey (50 gp)                           interior without disturbing the fuming cauldron
                                                                that rests atop it. The oven's flames are produced
     Ll3. GRANNY NIGHTSHADE'S KITCHEN                           by a fire elemental that is bound inside the clay
                                                                e nclosure . Its coal-black eyes are visible ins ide the
     The door to Ll4 is ajar, and the doors to areas Ll 1       flames to anyone who peers inside the oven. While
     and LIS a re locked. Granny Nightshade carries a           it is trapped in this manner, the elemental can't be
     key that locks and unlocks all three doors (see "Ska-      targeted or harmed directly.
     batha's Ring of Keys" earlier in the chapte r), as does
     Pincushion (see a rea L9).                                    Any creature that enters the hot oven or starts its
                                                                turn inside it takes 10 (2d6 + 3) fire damage. A char-
       This squalid kitchen is carved out of the trunk of the   acter can try to shove a Medium or smaller creature
       fallen oak. A large clay oven sits in the middle of the  into the oven, if the creature is within 5 feet of the
        room, surrounded by crowded shelves laden with          oven's ope n door (see "Shoving a Creature" in the
       forest fungi, jars of pickled grubs, animal skulls, and  Player's Handbook). lf the creature is looking into
       moldy cookbooks. Sickly-sweet vapors emerge from a       the oven when it is shoved, the Stre ngth (Athletics)
       cauldron that res ts atop the oven.                      check to shove the creature is made with advantage.
          A young human girl shackled to a worktable is hard       The oven is a La rge object with AC 13, 30 hit
       at work peeling potatoes. Set into the floor nearby is   points, vulnerability to cold damage, and immunity
       a padlocked iron grate through which you hear a gruff     to fire, poison, and psychic damage. If the oven is
       male voice say, "Are those potatoes I smell?"             reduced to 15 hit points or fewer, the e lemental
                                                                 escapes from captivity and occupies an open space
     Cradlefall, the green dragon wyrmling, spends               next to the oven. The eleme ntal waits in the kitchen
     much of his time dozing in here by the oven. If the         for Granny Nightshade to appear, then attacks her. It
     characters have not encountered the wyrmling else-          attacks the characters only if they harm it.
     where, read:
                                                                   Trapdoor and Cell. A 3-foot-square, padlocked
        A green dragon the size of a large dog is coiled up      iron grate covers a 5-foot-deep, 5-foot-wide cell built
        near the oven, apparently dozing. Fumes rise from the    into the kitchen floor. The walls of the cell are made
        wyrmling's nostrils.                                     of ! -foot-thick clay bricks held together with mortar.
                                                                 Granny Nightshade carries the padlock's only key
     Each afternoon, Skabatha Nightshade (see appen-             (see "Skabatha's Ring of Keys" earlier in the chap-
     dix B) spends most of he r time in this room with oc-       ter). As an action, a character ca n use thieves' tools
     casional visits lo the study (area L14). She uses the       to try to pick the lock, doing so with a successful DC
     kitchen to boil ca ndy and prepare potions. The hag         18 Dexte rity check. As an action, a character can
     treats Cradlefall like her beloved pet; if Skabatha is      try to pull open the trapdoor without removing the
     not present, the wyrmling flees to her side and re-         padlock, doing so with a successful DC 22 Strength
     ports that intruders are in the kitchen.
                                                                 (Athletics) check.
        Child Worker. Mishka (a 9-year-old female hu-
     man) serves Granny Nightshade as a scullery maid.             Skabatha imprisons her mos t hated enemies
     Mishka has ma naged to escape from Loomlurch                inside the cell, which is filled with muddy water to
     twice, only to be tracked down by Cradlefall and re-        a depth of 3 feet. The cell currently holds a bedrag-
     captured both times; that's why Granny Nightshade           gled and grumpy dwarf named Elkhorn (see appen-
     now chains her to the worktable . As an action, a           dix B), one of the members of the adventuring band
     character us ing thieves' tools ca n pick the lock on
     Mishka's ankle cuff with a s uccessful DC 15 Dex-           known as Valor's Call. If Rubin Sugarwood was
     te rity check. Any key that unlocks the kitchen doors       lured through the mirror in the Witchlight Ca rni-
     a lso unlocks Mis hka's cha ins.                            val's Ha ll of lllusions, the characters a lso find him in
                                                                 the cell. still wearing s meared butterfly face pai nt.
                                                                 Rubin angered the hag, a nd s he has promised to
                                                                 "plant him in her garden" when she has a new plot
                                                                 of ground ready.
126  CH APTER 3 I TH 1TH ER
If Elkho rn is freed, he provides the following infor-      Treasure. Searching Granny Nightshade's
mation to his rescue rs:                                   kitche n reveals the following treasures:
• Elkhorn and his four human companions entered               Six brass egg cups embossed with the faces of
  Prismeer to confront thei r a rche ne my, the League        crying c hildre n (5 gp each)
  of Malevolence. Elkhorn's companions included            • An ornate eight-minute hourglass (75 gp)
  Strong hea rt the paladin, Mercion the cle ric, Mol-     • A moldy wooden coffe r labeled "Mushrooms" (i n
  liver the rogue, a nd Ringle run the wiza rd. Their         Elvis h) tha t contains two butte rfly sadd les a nd a
  group is known as Valor's Cal l.                            hummingbrella (see a rea LS for descriptions of
                                                              these mushrooms)
• The League of Malevolence is a coalition of vil-
  lai ns: Kelek the s orce rer, Warduke the helmed         In addition. Elkhorn's s hield and +1 longsword can
  swordsma n, Skylla the warlock, a pries t of Orcus       be found inside a small cupboard.
  named Zargas h, and Zarak the assassin. Valor's
  Call caught up with the League of Malevole nce in        Ll4. STUDY
  the Palace of Hea rt's Desire, home of the a rchfey
  Zybilna. The two g roups fought a mighty battle,         T he door to a rea L13 is ajar. The staircase in this
  during which Elkhorn believes he was knocked             room climbs 20 feet to area L16.
  out. He woke up here, in Loomlurch.
                                                             A staircase runs along the wall of this circular room
• Granny Nightshade has lost inte rest in Elkhorn
  a nd is not concerned if he starves to death. The          and climbs to an upper level. Tucked behind curtains
  childre n toss him scraps of food to keep him a live.
                                                             of moss and ivy are numerous bookshelves bearing
  Elkhorn happily joins the characters if he is freed
from the cell. He's wearing his armor, and his shield         ancient tomes, and built into one of the bookcases is
and sword are stuffed in a kitchen cupboard (see
"Treas ure" below), though he doesn't know that.             a tall oval mirror in a wooden frame. Flickering candle-
The old dwarf is de te rmined to free the c hildre n
of Loomlurch from captivity and e nsure thei r safe-         light emanates from the eye sockets ofa human skull
keeping until they can be returned to their families.
His duty in this regard overpowers even his longing           resting on an open rolltop desk.
to find out what happened to his adventuring com-
pa nions; if the c hildren are rescued, Elkhorn rounds     Skabatha Nightshade s pends part of her day here
them up a nd cares for them.                               (see "Whe re's Ska ba tha?" earlie r in the chapter);
                                                           if present, she is seated at the writ ing des k and
  When Elkhorn and his frie nds firs t arrived in          scribbling notes to herself while cursi ng various
Pris meer, they traveled to the Palace of Heart's          "una ppreciative" child workers under he r breat h. 1f
Desire by following the stone causeway that once           Bavlorna Blightstraw fled Downfall in chapter 2,
stretched from the palace to the edge of the domain.       s he is s lumped agains t the wall under the s tairs a nd
This route has since been shattered. He knows of no        consumed with self-pity. S he's in no mood to fi ght
other way to reach the pa lace.                            or have a conversation, so s he mumbles and curses
                                                           to he rself, attacking on ly in self-defense. Both hags'
  Cauldron. The cauldron is nearly full of hot             stat blocks appear in appendix 8.
melted candy, which bubbles gently. As a n action,
a creature can spill the cauldron's conte nts onto           The s helves conta in books of Feywild lore, a ll
a nothe r c reature within 5 feet of it. The target mus t  writte n in Elvish, each of which has a withe red
s ucceed on a DC 12 Dexterity saving throw or take         frog's body s titched into its spine. Kissing the frog
2 (ld4) fire da m age; in addition, the c reature is       or s troking it with a mo is te ned finger causes the
covered with a sticky. crunchy ca ndy coating that is      frog to croak the book's title in Elvish. Notable
easily washed off with water.                              tomes include the following:
  Cookbooks. Granny Nights hade has several                A ll Things Sticky, Slippery, and Sweet, written for
cookbooks in he r kitchen tl1at contain candy rec-           childre n, illustrates a nd describes substances tha t
ipes. One of these books has a 1-foot-long piece             wou ld fascinate the m, s uch as boggle oil, troll s pit-
of gnarled root as a bookmark; this object is the             tle, and various fl avors of tree sap.
cutting that Granny Nightshade took from the s ham-
                                                           Fantasma Demento's Codicil of Conundrums is a
bling mound in area LS.                                       la vis hly illustrated book of fey puzzles and ridd les.
   Characte rs can a lso find a cookbook that contains        Answe rs to the puzzles a nd r idd les are writte n in
                                                              invis ible ink.
formulas for commo n a nd uncommon potions. A
c haracter can brew s uch a potio n by following the       gobliN eht fo hg uaL tsaL is a thin, illus tra ted book
rules for craf1 ing magic ite ms in the Dungeon Mas-         describing nilbogs, who are capricious fey spirits
                                                              that possess goblins, fome nt chaos in goblinoid so-
ter 's Guide.                                                 ciety, a nd use their magic to drive others to do the
                                                           CHAPTER 3 I TH 1TH ER                                        127
opposite of what they desire. All the book's w riting           Treasure. Among the junk in the rolltop desk are
         is backwa rd.                                                the following interesting items:
       Pity Hes an Elfis a collection of illustrated s hort
         stories about a n elf a dve nturer named Aethyn              • A varnished human eyeball inside the lower half
         Ourglas. who trave ls the Feywild and befriends                 of a small hourglass th at hangs like a pendant
         dangerous creatures in s urprising ways.                        from a necklace made of woven hair. This is the
       The Queen's Gowns depicts a nd describes famous                   Hourglass Coven's hag eye (describe d in the "Hag
         gowns worn by the Summer Queen. with asides                     Covens" s idebar in the Monster Manual).
         written by the gowns' equally famous designers.
       Tales from the Gloaming Court is a set of eleven               • A black-feathe red quill with a bone tip that magi-
          he fty, green-covered. iUustrated books filled with            cally produces its own ink (150 gp). The ink is the
         s tories and illustrations of Feywild intrigue that             crimson color of fresh blood until it dries, where-
         s hed light on the S eelie and Unseelie courts . (Vol-          upon its color changes to sepia.
                                                                        A Tiny clockwork toad with AC 5 and 1 hit point.
         umes 3 a nd 8 are missing from Skabatha's collec-               If a creature places the toad on the ground, it hops
                                                                         5 feet across the ground on each of the creatu re's
         tion and ca n be found in chapter 4.)                           turns in a random direction and makes a croaking
       Three Rules to Rule By is a thin , dog-eared book                 noise that ca n be heard out to a range of 30 feet.
                                                                         Any c reature that licks the clockwork toad must
          that describes the rules of hospitality. owne rship,          succeed on a DC 15 Constitution saving throw
         and reciprocity in detail (see "Rules of Conduct" in            or be poisoned for 1 hour. While the creatu re is
         chapter 2).                                                     poisoned in th is way, other creatures a re invis-
       Twilight Tides is a fat. w rinkled book a bout navigat-           ible to it.
          ing the oceans of the Feywild.
                                                                      Ll5 . REDCAP PATCH
       After two books were stolen from he r collection
       (volumes 3 a nd 8 of Tales from the Gloaming Court),              To one side of the giant, toppled tree is a grove of
       Skabatha placed wards on every one of the re main-
       ing books. Any book that is removed from her study                bearded willows on the ban k of a murky woodland
       turns to ashes instantly. A detect magic spell reveals
       an aura of abjuration magic around each book.                     pond. A patch of tilled earth spreads beneath their
          S helved among the books a re hundreds of scrolls              boughs. The caps of several red toadstools are 1ust
       that bear no magical wards; they describe encoun-
       ters with individuals who struck bargains with Ska-               beginning to emerge from the loam .
       batha. and the horrible curses she put on each of
       them for failing to uphold their end.                          The toadstools are the tips of the hats worn by six
                                                                      redcaps (see a ppendix C) that are forming under
         Magic Mirror. The oval mirror built into one of              the earth. Any c reature that tries to pick a toadstool
       the bookcases functions like the magic mirror in               causes its redcap to rise up out of the earth, out-
       area Bl of Bavlorna 's cottage (see chapter 2).                raged at be ing awakened early. This redcap is not
                                                                      fully formed and has ha lf its normal hit points.
         Roi/top Desk. This desk contains quills, ink, a hu-
       ma n skull fashioned into a lantern, a treasure (see             Whenever Gran ny Nightshade's key stops turning,
       "Treasure" below), and a rolled-up wanted poster               ld3 redcaps emerge fully grown from this patch,
       bearing a sketch of Will of the Feywild, a long with           leaving a ny remaining redcaps under the soil, still_
       the following text in Common:                                  not fully formed. The risen redcaps loiter here unttl
                                                                      they see something they can kill or until Granny
                        Wanted: Will of che Feywild!                  Nightshade gives them a mission.
       Find this flibbertigibbet and deliver him to me alive            The redcaps are hostile toward creatures other
       and unharm ed, and I shall make you as s trong as              than Gra nny Nightshade. However, if a redcap is of-
       an octopus!                                                    fered a gift, it accepts the gi ft a nd becomes so a ngry
                                                                      a t the thought of having to reciprocate (see "Rules of
                                                   Granny Nightshade  Conduct'' in chapter 2) that it clutches its chest a nd
                                                                      keels over dead a t the sta rt of its next turn.
       Any character who can rightfully cla im this reward
       is better off not doing so, for it comes in the form of        Ll6. GRANNY NIGHTSHADE'S BEDROOM
       a potion that, if drunk. gives the imbiber a Strength
       score o f 4 (the stre ngth of a norma l octopus). The          This room has two closed doors, one lead ing to a
       effect lasts until the creature receives the benefit of        20-foot-high balcony a nd the other leading to area
       a remove curse spell. a greater restoration spell, or          L17. Neither door is locked. A stai rcase descends
       s imilar magic.                                                to a rea L14.
r'.28  C H A PT ER 3 I T HIT H ER
Almost everything about this bedroom is orderly, from       a sewing room . a nd a no nfunctiona l bath o n the
  the bed with the patchwork quilt to the ornamental
  pigs arranged in a neat row on the dresser. Such tidi-      second floo r: a nd a s pooky, s pacious attic. If you
  ness is at odds, however, w ith the decaying dollhouse
  sitting on the bedside table. This three-foot-tall edifice  used the "Los t Things" adventure hook a nd Granny
  has seen better days and is now besmirched by peel-
  ing paint, mold, and rot.                                   Nights hade s tole from the cha racte rs, a ny items tha t
     Behind the dollhouse, by the window, moths flutter       their lost things were tra nsformed into are ke pt in-
  inside a large bell jar. Facing one another a long the
  outer wa ll are a pair of doors. Next to the door clos-     side the doll house's a ttic, along with the items lis ted
  est to the staircase is a wooden rocking cradle with a
  neatly folded blanket in it.                                in the "Treas ure" section below.
If Skabatha Nights hade (see appendix B) is here ,                Characters who ins pect the outs ide of the doll-
she is asleep inside the dollhouse in her miniatur-
ized form. Whi le Granny Nightshade is s leeping,             house close ly can s ee that the roof is hinged, like
a character must succeed on a DC 12 Dexterity
(Stealth) check to sneak up on he r without wa king           the lid of a toybox. It is held s hut by an arcane lock
her. Talking near the doll house a ls o awake ns he r.
                                                              s pell that only Granny Nights hade ca n by pass
  The dollhouse is fu lly enclosed. rathe r tha n being
open at the back as a normal doll house would be.             without using magic. No amount of brute force will
A Tiny creature can enter the doll house throug h its
front door or one of its windows and explore its inte-        ope n the sealed roof. but a knock s pell or s imilar
rior, which has a g loomy foyer, parlor. kitchen, a nd
dining room on the ground floor; two bedrooms.                magic ope ns it. gra nting access to the a uic a nd its
                                                              conte nts . Gra nny Nights hade a lso set a password
                                                              ("  r  u  m  p  le  c  l  u  m  p  ·1    that, when spoken  within  5  feet  of
                                                                                                    )
                                                              the dollhouse , s uppresses the arcane Jock s pell for
                                                              1 minute. Cradlefall and Pincus hion know the pass-
                                                              wo rd but won't divulge it unless their very exis tence
                                                              is threate ned. Mis hka (see area L13) a lso knows the
                                                              passwo rd a nd s ha res it with a ny characters who a re
                                                              willing to help her.
                                                                  Creatures ins ide the dollhouse can't be af-
                                                              fected by s pells or attacks that originate outs ide
                                                              the dollhouse. a nd the dollhouse is enchamed 10
                                                              be immune to a ll da mage. If it is knocked over.
                                                              each creature inside the doll house mus t s ucceed
                                                              on a DC 15 Dexterity saving throw o r ta ke ld6
                                                                                                       C HAPTER 3 I THITHER                    129
bludgeoning d a mage from colliding with walls, fur-          Writing Desk. The writing desk conta ins three
niture, and junk.                                           letters. two from Bavlorna and one from Endelyn:
 Jar ofMoths. Gra nny Nightshade keeps these                Sister,
moths lo ameliorate the effect of he r curse: a fter she      f don 't have Elidon's horn. IfI did, I would use it
wa kes each morning, she forgets a ll about the firsl
creature s he sees. This means that Granny Night-           to free Bloodybeak and s end it after the j abberwock
s hade doesn't think about the creature, doesn't see        that lairs in the palace and hunts in your forest.
it in front of he r, and instantly forgets anything it      No matter what Endelyn says, that burbling beast
says. The e ffect las ts unlil s he finishes her next long  ofa dragon is a threat to our coven and our three
rest or until s he takes damage from the creature,          realms. How Zy bilna managed to be friend it, I'll
at which point she remembers everything. So, to             never know! Maybe we should ask her- ha ha.
lessen the risk to he rself. Granny Nightshade placed
the jar of moths whe re it would be the first thing           Much love,
she sees when she e me rges from he r doll house              Lorna
each morning.
                                                            Lovely Skab,
  Rocking Cradle. This cradle is pa inted with                 The last time I saw the unicorn horn, it was in
images of green dragons. It belongs to Cradlefall,
though the wyrml ing has outgrown it. It contains a         your possession. Pity you lost it. But fret not! I have
folded. threadba re blanket.                                gazed into the Orrery of Tragedies, and it has re-
                                                            vealed to me that Elidon's horn will be found.
  Treasure. The attic of the doll house contains the
following valuable items:                                     If worse comes to worst, recall that Elidon's mate
                                                            still dwells in your forest. You could kill Lamorna
• A pair of e mbroidered velvet slippers (15 gp)            and take her horn-assuming, of course, you're not
• A false eye ma de of solid gold (25 gp)                   too busy making toys.
• A c racked hand mirror with a gaudy, bejeweled
                                                               Your darling sister,
  handle a nd fra me (65 gp)                                  End
Ll7. AVIARY                                                 Dear Sis ter,
                                                               There's no use asking Endelyn ifshe has the horn.
The door to a rea L16 is closed but not locke d.
                                                            She doesn't tell us anything! But ifwe don 't find
   Old, empty birdhouses are nailed to the walls of this    it soon, I fear what thejabberwock will do after it
                                                            gets tired ofprowling the forest and turns its fiery
   cramped room, and a dozen birdcages hang from            gaze elsewhere. Gods' bodkins, that thing gives me
                                                            nightmares!
   the ceiling. The cages are filled with tiny clockwork
                                                              Must I remind you that we need a unicorn's horn
   sparrows. As the birds' gears turn, the air thrums       to free creatures from the cauldron's time-freezing
                                                            magic? It's not enough to know their true names,
   with rhythmic ticking. Paper a nd quills are heaped on   you know. Ofcourse, mygreater concern is that
                                                            someone else finds the horn and uses it for exactly
   a small writing desk under the cages. A pair of open     that purpose. What do you think Zy bilna will do to
                                                            us, we treacherous three, ifs he's no longer bound by
   windows overlook the forest beyond. Carved into          her cauldron's magic?
   the wall above one wi ndow is the word "Hither,'' and      Your beloved s ister,
                                                              Lorna
   above the othe r is the word "Yon."
                                                            FROM THITHER TO YON
Gra nny Nights hade use s the mechanical sparrows
to re lay messages to her sisters. The sparrows use         At any Lime, Squirt can lead the cha racters th rough
the hawk s ta t block but are Constructs that are im-       the mis ts of Prismeer to the mountains of Yon. Cf the
mune to poison and psychic da mage; the effects of          characte rs have not yet e ncountere d Squirt, steer
ex haustion; a nd the c ha rmed , frighte ned, petrified,   them to Little Oak or have the treant come to them.
a nd poisone d conditions.                                  If Squirt was los t or destroyed , choose a no the r crea-
                                                            ture to serve as the ir guide to Yon. Little Oak would
   The s pa rrows have their na mes engraved on the ir      be a fine choice.
breasts . (Example names include Glyff, Pim, and
Zwee. Create others as needed.) If a creature s pea ks
a sparrow's na me a loud a nd gives it a task, it fli es
off as though a ffected by a n animal messenger s pell.
In addition to delivering s poken messages, a me-
chanica l s pa rrow ca n a lso ca rry writte n letters.
CHAPTE R 3 I TIIITH ER
CH PlrR
  YON
               N O ELYN M OONGRAVE, TH E DAME OF U N H A PPY  NAVIGATING YON
           Endings, presides ove r this realm , a nd he r     Using the map of Yon as a refe rence. describe wha t
           pe ncha nt for theatrics has trans form ed the     the cha racte rs see as they forge their path through
           la nd around he r. Sto rm clouds roil, s had-      the s plinte r-realm. Yon's numerous lightning rods
           ows ta ke on a life of the ir own, a nd the a ir   a nd the othe r la ndma rks detailed in the "Encoun-
is filled wit h a sense o f impe nding dread.                 ters in Yon" section s it ato p high peaks a nd pla teaus
  Ca rved into the rea lm's ta llest pinnacle is Mothe r-     a nd a re easily s pied from a dis ta nce.
horn , Ende lyn's theate r, where ha pless souls come
seeking hope , only to leave afte r s ta rk revela tions of     Shortly a fter arriving in Yon. the characters e n-
decline a nd despa ir- if they leave at a ll.                 counte r a ta lking da nde lion na med Amidor. who
                                                              knows its way a round Yon, w he re the characters
RUNNING IBIS CHAPTER                                          might s tumble upon one or more of the following
                                                              locations :
In this cha pte r, the cha racters navigate the bleak
mounta ins of Yon, searching for their los t things or        • Lockbury He nge, a meeting place for korreds
a route to the Pa lace of Heart's Desire .                      (see appe ndix C) w ho ca n give directions to Brig-
                                                                ganock Mine
  Be fore your firs t ga me session in Yon, follow these
s te ps to he lp ma ke the players' expe rie nce as e nte r-  • Brigganock Mine , where w is h s tones a re un-
taining as possible:                                            earthed by tiny creatures called brigganocks (see
                                                                 appe ndix C)
   Yon is ruled by Endelyn Moongrave, also known                 Pilla rs of rock called the Fey Beacons. which a re
   as Bitter End, Creeping Lyn, a nd the Da me of                clearly vis ible from Lockbury He nge
   Unha ppy Endings. R ead the hag's description a nd
   s kim he r s tat block in appendix 8.                         One route to the Pa lace of Hea rt's Desire lies in
   Read thi s chapter in its e ntire ty, and reacqua int      Motherhorn's belfry, which contains a silver bell that
   yourself with the "Prismeer Overview" in                   s ummons gia nt cra nes when it is rung. These birds
   chapter 2.                                                 serve as flying mo unts a nd ca n deliver the charac-
   Look ove r the map of Yon. Locations marked on             ters to the pa lace. The cha racters can a lso reach the
   the map a re described later in the chapter.               pa lace by an ove rla nd route, but they need a guide
                                                              who knows the way. Without a guide, they would be-
   Before the characters a rrive at Mothe rhoro, ma ke        come hopelessly lost in the mo unta ins of Yon.
a copy of Stagefright's lines of dia logue in a ppendix
 E, then cut the m into s trips a nd place the strips in       GUIDE FROM YON TO HITHER OR THE
 an opaque conta ine r s uch as a paper bag or a plastic       PALACE OF HEART'S DESIRE
 Ha lloween cauldron. See "A Tragedy in the Making"
 later in the chapter for how S tagefright's lines come        Amidor, a swashbuckling da ndelion, can guide the
 into play.                                                    cha racte rs from Yon to Hither and back to Yon. It
                                                               a lso knows a s afe overla nd route to the Pa lace o f
 LOST THINGS IN YON                                            Hea rt's Desire. The cha racters e ncounte r Ami-
                                                               dor shortly a fter arriving in Yon (see "A rriva l in
 If you used the "L ost Things" a dventure hook, check         Yon" below).
 the Story Tracke r to see if E ndelyn Moongrave has
 a nything o r a nyone the characte rs seek to recla im.       FEATURES OF YON
 When the cha racte rs enter Yon , a nyone who had
 some thin g s tolen by the hag gets the nagging sen-          Yon is a realm of rocky pea ks, thunderclouds, a nd
 sation tha t it is somewhe re in this realm, though           howling winds. The na r row ledges a nd footpa ths
 the character doesn't know whe re. The feeling                 that curl around the mo unta ins make fool travel
 fad es whe n the characte r e ithe r regains wha t was         possible, but s uch routes a re arduous, a nd de ad
 lost or leaves Yon without recovering it. Anything             e nds a re common. S kittis h goals leap a nd bound
 the cha racters might wa nt re turned to the m is kept         across the mountain s lo pes with ease, but they
 in area M22.                                                   avoid stra ngers . To see fa rther tha n a mile or two,
                                                                one must ascend to high ground, where the ra in a nd
                                                                w inds a re pa rtic ularly fierce.
                                                              C HAPTER -~ I YON                                          133
LIGHTNING Roos                                                    You see two figures standing on an outcrop of rock,
     Endelyn Moongrave has erected copper lightning                    outlined against the stormy sky. One is a slender
     rods on mountaintops throughout Yon and uses
     them to harness electricity from the storms, which                female elfwearing a crescent moon mask, and the
     in turn powers the contraptions in her theater.
     Each lightning rod is 30 feet tall and topped with a              other is a three-foot-tall dandelion with a small rapier
     10-foot-diameter symbol of a sun or moon made of
     copper. Each hour, the rods discharge the electric-               strapped to its stem. A honeybee the size of an orange
     ity they've accumulated, sending arcs of lightning
     across the sky to lightning rods atop Motherhorn.                 buzzes around the dandelion's bright yellow head.
       Each lightning rod is a Huge object with AC 17, 75                 The elf is the first to notice you . As she points in
     hit points. and immunity to lightning, poison, and
     psychic damage. A lightning rod has abunda nt hand-               yo ur direction, the dandelion d raws its rapier and as-
     holds and footholds that allow it to be climbed with-
     out a check. lt can be toppled by lashing ropes to                sumes a defensive pose. The honeybee buzzes more
     the top of it and then pulling it over. which requires
     either a successful DC 30 Strength (Athletics) check              loudly as it flies circles around the two of them.
     or the effort of multiple creatures with a combined
     Strength of 60 or higher. A rod can't be toppled by            The creature wielding the rapier is Amidor the
     pulling or pushing at its base.                                dandelion, and its beloved companion is Pollenella
                                                                    the honeybee (see the accompanying stat blocks).
     ARR IVAL IN YON                                                The masked figure is Gleam, a high elf acrobat (use
                                                                    the Selenelion twin stat block in appendix C) from
     When the characters first arrive in Yon, read:                 the Witchlight Carnival. Whenever lightning flashes
                                                                    across the dark sky, it's easy to see that Gleam casts
        You stand on a path that wends between rocky crags          oo shadow. While she has no shadow, Gleam is
        on a mountainside. The sky is dark and full of roiling      cursed (see the "Shadowless" sidebar).
        thunderclouds. You are greeted by a howling wind.
        For a second, lightning splits the sky, striking nearby        Characters who me t Gleam's detached shadow in
        mountaintops and illuminating a distant pinnacle of         the Witchlight Carnival notice that Gleam's crescent
        rock that has a foreboding castle carved out of it.         moon mask has the same shape as the one worn by
                                                                    her shadow.
     The distant castle is Motherhorn. What direction
     the characters go is up to them. Whichever way they               If the characters seem friendly, Amidor and
     choose, they don't get far before they encounter an-           Gleam beseech them for help. By way of reciproca-
     other friendly guide.                                          tion, Amidor offers its services as a guide. During
                                                                    the ensuing conversation, Am.idor and Gleam freely
     AMIDOR AND GLEAM                                               share the following information:
     This encounter should take place before the                    • Amidor is on the run after freeing Pollenella, a
     characters have their first random encounter in                   queen bee, from a cyclops beekeeper. The two
     Yon or reach any of the marked locations on the                   of them crossed paths with Gleam, and, after
     map of Yon.                                                       hearing the elfs sorry tale, Amidor resolved
                                                                       to help her.
         S HADOW LESS
                                                                    • Endelyo Moongrave snipped off Gleam's shadow
        A shadowless creature is one that carries the curse of         using a pair of magic scissors and has imprisoned
         having no shadow-a fact evident only when the crea-           her twin sister, Glister. The rule of hospitality (see
        ture is in bright or dim light. A remove curse spell or       "Rules of Conduct" in chapter 2) prevents the hag
         similar magic ends the curse on a shadowless creature,       from harming Glister, but Gleam can sense her
         reuniting it with its shadow instantly.                      sister's distress. The twins work as an acrobatic
                                                                      duo, and they used to be star performers in the
           Creatures native to Prismeer will not trust or do busi-    Witchlight Carnival. Gleam wants to free her sis-
        ness with a known shadowless creature or those who            ter and find a way back to the carnival-perhaps
        ally themselves with one.                                     with the help of the Fey Beacons (see "Fey Bea-
                                                                      cons" later in the chapter).
                                                                    • Endelyn believes her own demise will occur
                                                                      during an eclipse. Because there is no moon in the
                                                                      sky over Yon, the hag assumes the eclipse will be
                                                                      a symbolic display, rathe r than a literal one. Since
                                                                      the S elenelion twins are the living embodiment of
                                                                      the moon and the sun, the hag decided to separate
                                                                      the elf sisters, releasing one while keeping the
                                                                      other as her "guest." By kee ping the twins apart,
                                                                      the hag hopes to forestall her doom.
134  CHAPTER 4 I YON
While s he was a guest in Motherhorn, Glea m                                                                       AMI0OR i\ N 0
learned t he followi ng information, which s he s ha res                                                             PoLLEN ELL/\
with cha racte rs w ho promise to help he r:
• The mounta ins a re ho me to clans o f korreds-
  s tout Fey crea tures whose hair has the s trength of
  iron. The korreds gathe r a nd d a nce a t Lockbury
  Henge. (If the cha racte rs don't think o f it the m-
  selves, Gleam s uggests they s trike up a n allia nce
  with the korreds. S ee "Lockbury He nge·• la te r in
  the chapter for how they might accomplis h tha t.)
• An elf prince na med Alagarthas made a ba rgain
  with Endelyn a nd now finds himself tra pped in
  Yon. He's at the Fey Beacons , sea rching for a way
  home (see "Fey Beacons" later in the c ha pter for
  more information).
• Hurly, a bugbear, made a ba rgain w ith Endelyn
  and is quite unha ppy with how things played out.
  Now be is forced to pe rform in he r morbid theater.
   Like Gleam, Hurly used to work for Mister Witch
  a nd Miste r Light, though Gleam a nd he r sibling
   had already left the carnival by the time Hurly
  a nd his brothe r Burly a rrived. (Gleam knows that
  Hurly is eager to see his brother again, a nd s he'd
   like to help hi m if s he can.)
   Appendix D has add itional roleplaying notes for
Amidor a nd Gleam.
 D EVELOPMEN T                                                     AMIDOR THE DANDELION
 Amidor's first concern is Pollenella's safe ty, but the           Small Plant, Neutral Good
 da ndelion a lso tries to make good on its promises
 to help Gleam a nd the cha racte rs. Honor dictates               Armor Class 12
 that Amidor reunite Gleam w ith he r tw in before                 Hit Points 28 (8d6)
 leading the cha racte rs to H ithe r or the Pa lace of            Speed 30 ft.
 Heart's Desi re.
                                                                    STR    DEX              CON  INT  WIS CHA
   In addition to servi ng as the cha racters' guide
 in Yon, Amidor acts as the de facto leade r of their              6 (-2)  l 5 (+2) 10 (+O) 13 (+1) 12 (+l) 17 (+3)
 compa ny of guides, w hich at this point might also
 include Clapperclaw the scarecrow a nd Squirt                     Saving Throws Str +O, Dex +4, Con +2, Wis +3
 the oilcan.
                                                                   Skills Perception +3, Persuasion +5, Stealth + 4
j-
                                                                   Senses passive Perception 13
 POLLENELLA THE HONEYBEE
                                                                   Languages Common, Sylvan
  Tiny Beast, Unaligned
                                                                   Challenge 1/ 2 (100 XP)            Proficiency Bo nus +2
Armor Class 13                                                     Speak with Beasts and Plants. Am idor can communicate with
                                                                   Beasts and Plants as if it sha red a language w ith the m.
Hit Points l (1 d 4 - l )
Speed 5 ft., fly 30 ft.
STR       DEX              CON       INT W IS CHA                  ACT IONS
l (-5)  16 (+3)            8 (- 1)  l (- 5) 10 (+O) l (-5)
                                                                   Rapier. Melee Weapon Aitack: +4 to hit, reach 5 ft., one target.
Senses passive Perception 10        Proficiency Bonus +2           Hit: 6 (ld8 + 2) piercing d amage.
Languages -
Challenge O (1 0 XP)                                               Seed Sling. Ranged Weapon Attack: +4 to hi t, range 30/ 120 ft.,
                                                                   one target. Hit: 4 (ld4 + 2) bludgeo ning damage .
ACTIONS                                                            REACTI O N S
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., o ne targe t.  Parry. Amidor adds 2 to its AC aga inst one m e lee attack that
Hit: 3 piercing damage.                                            would hit it. To do so , Amido r mu st see the attacker a nd be
                                                                   wie lding a melee wea po n.
                                                                                                      CHAPT ER 4 I YON               I35
lf you feel burde ned by a ll these no nplayer cha r-     tra nce, the c reature is unaware of its s urround ings
acters, give the m respons ibilities that don't require     as it dreams of h urtling thro ugh s pace toward a
a lot o f your attention. For example, Clapperclaw's        fa raway, dead star. At t he e nd of the dream , the
ma in duty might be to car ry S qu irt, w hile Amidor       creature a rrives a t the sta r's cold s u rface a nd
might spe nd nearly a ll its time watc hing over the        wakes with a start, havi ng inherited a fragment of
othe r g uides a nd whispe r ing sweet nothings to Pol-     Mazikoth's psyche. T he c reature gains proficie ncy
le nella. In combat. you can have these supporting          in o ne of the following s kills (its c ho ice): Arcana, De-
cha racters take the Dod ge action or, as circ um-          ception, Histo ry. Insight, I ntimida tio n, o r S urvival.
sta nces dictate , the He lp actio n. Do ing so has the
added be nefit of making the player characters the            Once the th rone bestows its gift o n a creature,
cente rpiece of the adventure.                              the throne ceases to be m agical for o ne year, d uring
                                                           which time noth ing happens whe n a creature
RAN D OM E N 0 OU NTE RS IN Y ON                            s its o n it.
A ra ndom e ncounte r in Yon occurs whe never you          A WAK EN ED GIANT GOATS
want it to. To dete rmine what the cha racte rs e n-       The cha racters come upon three giant goats, each
counte r, roll a dB a nd cons ult the Ra ndom E ncoun-
te rs in Yon table. lf you get the same result as a        of which has received the benefit of a n awaken
previous roll. c hoose a d ifferent encou nter that you     s pell , rais ing its Intelligence score to 10 a nd
think would be fun.                                         gra nting it the abil ity to speak Elvis h . T hese goats
                                                            have silvery-gray fur, wizened faces, a nd golden,
RA N DOM ENCOU NT ER S IN YO N                              ho urglass-shaped pupils t hat observe the charac-
                                                            te rs closely.
    d8 Encounter
                                                              T he goats have t he a bility to hear prophecies a nd
             Astronom er's th rone                         secrets whispered on the w ind. Upon seeing the
                                                           cha racte rs, the goats bleat the following:
    2 Awaken ed giant goats
                                                           • The fi rst goat says, "W he n the moon obstructs
     3 Cyclops beekeeper                                      the s un, Creeping Lyn will come undone." (This
                                                              prophecy re fe rs to E nde lyn's weakness, as de-
     4 Evil kite                                              scribed in a ppendix B.)
   s Goblin procession                                     • The second goat says, "P lay to he r passio ns . Stay
                                                              on scr ipt. A cat, a horn, or a s hadow ripped ." (This
     6 Goblin shadows                                         prophecy refe rs to Endelyn's desire to have plays
                                                              perfor med for he r a nd t he three things s he's w ill-
     7 Pageant wagon                                          ing to accept as the result of any ba rgain made
                                                              w ith the cha racters, as discussed in "Bargaining
    8 Tornado                                                 w ith Endelyn" sectio n later in the cha pter.)
ASTRONOMER'S THRONE                                        • T he th ird goat says, "The fool's scepter is the key."
The cha racte rs come across a thro ne hew n fro m            (This stateme nt refe rs to the scepter that be longs
a boulde r a nd etched with astronomical sym bols.            to Stagefright the goblin, w hich can be used to
A detect m agic spell reveals a n a ura of divinatio n        ope n the stone door to area Ml 7.)
magic a round the throne. An inscription in Elvis h
engraved around the seat of the throne reads:              After speaking these words , the goats wait to see
                                                           if the c ha racters offe r the m something in return,
I am a traveler from a dis tant land.                      there by honoring the rule of reciprocity (see "Rules
My nam e is Mazikoth, Keep er of Stars.                    of Conduct" in c ha pter 2). The goats a re hung ry but
S it on my throne, disciple, and unravel.                  not picky eaters, though they admit to being fond of
                                                           root vegeta bles. If no reciprocatio n is forthcoming,
Any cha racter who s ucceeds on a DC 2 0 Intel-            either in t he fo rm of foo d o r othe r gi fts, a ll th ree
ligence (Arca na or History) check recalls tha t           goats bo lt away as a galeb duhr e rupts from the
Mazikoth was a n e lf a nd a cele brated astrono-          ground beneath them. T his Elemen tal can't speak
mer who claimed to ha il from a bl ack s ta r a t the      a nd is a man ifestation of the Feywild's a nger toward
edge of night.                                             the c ha racters. It a ttacks the pa r ty a nd fig hts until
                                                           destroyed. T he re a re ple nty of boulde rs in the area
  A c reature that s its on the throne begins to feel      tha t the galeb d uhr can ani mate us incbr its Ani mate
cold a nd drowsy. T he fi rst c reature that re ma ins     Boulde rs action.
seated on the th rone fo r a t least 1 minute fa lls into
a magica l trance tha t lasts for 1 hou r. While in the
130 0 11 ,\l''f'l' R + I VON
C HAPTER+ I YON  13 7
CYCLOPS BEEKEEPER                                            Pollenella; if he loses, he lets A midor k eep Pol-     g
                                                                  lenella and doesn't trouble the party again.
     A cyclops beekeeper named Mudlump stumbles                Magical Deception. The characters use magic to             .X
     upon the characters whi le he is searching for               fool or placate M udlu mp. For example, a character
     Pollenella, his lost queen bee. Mudlump w ea rs a            might create an illusion of Pollen ella that fools the  I
     hooded veil to protect his eye from bee stings and           cyclops long enough for the party to escape. Alter-
     ca rries a large beehive on a slick, w hich doubles as
     a greatclub. Three times per day, as an action, Mud-        natively, a char acter might use a sp eak with ani-
     lump ca n shake his beehive to bring forth a swarm          m als spell to find out what Pollenella wa nts. The
     of bees; treat each one as a swarm of insects
     (wasps). The swarm attack s Mudlump's enemies.               bee would r ather stay with Amidor than r eturn to
                                                                  the cyclops; if Mudlump sees the spell being cast
        If Amidor is with the party, the dandelion un-           and learns of Pollenella's preference, he lets A mi-
     s heathes its rapier to defend his beloved honeybee.
     Upon seeing Amidor. the cyclops roars in G iant,            dor keep the bee.
     "You stole queen bee! Mudlump needs queen to              Explain Love to Mudlump. The character s tell
     make honey mead! Best mead in Yon! " Amidor
     doesn't spea k Giant and has no idea w hat the              Mudlump that Amidor and Pollenella are in love.
     cyclops is saying, but Mudlump's outrage comes              This statement causes the cyclops to blink in con-
     through loud and clea r.                                    fusion and ask, "What is love?" If the concept is
        Mudlump spea ks no language other than Giant.            explained to him, Mudlump declar es that he'd l ike
     Any character w ho ca n communicate w ith Mud lump          to be in love, too, and gives the characters a quest
     ca n, with a successful DC 13 Charisma (Persua-             to find his true love. Although the characters can
     sion) check. convince him not to attack Amidor or           lry to pair Mud lump up with any cr eature they
     the party. Her e are three options for settling the dis-    deem suitable, his ideal m atch ca n be found in the
     pute, though clever players can come up with others:        Palace of Heart's D esire: the fomorian Dubhfor-
                                                                 gail (see ar ea P18 in chapter 5).
     Honorable Due l. The characters convince Mud-
        lump to participate in an honorable duel aga inst        Mud/ump's Home. If M udlump survives this en-
        one of their own. If Mudlump wins, he gets             counter, he returns to his hom e in the tumbledown,
                                                               moss-cover ed ruins of a 30-foot-diameter stone
                                                               tower that once protruded from a mountainside.
i38  CHAPTER 4 I YON
There, in a sma ll garden, the cyclops has cultivated        The kite, which was created and brought to life by
three fat, 6-foot-tall mus hrooms. These fungi have          Ende lyn, is a Small animated object (see the ani-
been hollowe d out and turned into casks, their caps         m ate objects s pell for its s tatis tics). The bows ca n't
serving as lids. These casks a re used to fe rme nt a        be removed from the s tring while the kite is in the
mixture of water and honey, which Mudlump com-               a ir, and the string can't be cut. The kite, its s tring,
bines with o the r ingre die nts to make honey mead.         a nd the bows turn to ashes if the kite is re duced to 0
A great beehive-cons ide rably larger than the one           hit points .
Mudlump ca rries arou nd- fills an ancient, rotted-out
tree s tump on one side of the tower. The stump is 10          The safest way to free Feenia from the kite with-
feet ta ll, twice as w ide, and has openings at the to p     out aging he r is to untie the bows. which can be
through which Mud lump can reach into the hive. A            accomplis hed on ly while the kite is on the gro und
6-foot-high , 3-foot-wide, natura lly formed opening         (see "The Kite Falls" below). Once the kite falls to
on one s ide of the s tump leads lo a cavity fill ed with    the ground, it takes a n action to untie each bow.
honeycombs a nd swarmi ng w ith bees. (Amidor used           Anothe r way to free Feenia is to reduce the kite to 0
this opening to e nte r the hive and rescue Pollene lla.)    hit points with a s ingle a ttack or effect before it can
                                                             react (see "The Kite Reacts" below).
  Treasure. Mudlump has hidden the following
treasures unde r loose stones throughout his home.             The Kite Falls. A character who doesn't know
Any characte r can find these ite ms with a thorough         what else to do can use a n action to ma ke a DC 13
search of the ruins:                                         Wisdom (Ins ight) check. On a successful c heck, the
                                                             character se nses a corre lation be tween Feenia's
• An e mpty crystal vial shaped like a pix ie, dangling      foul mood a nd the s trength of the wind around her.
  on the end of a de licate si lve r chain (75 gp)           If the kite's ta unts are muted for at least 1 minute
                                                             using a silence spell or simi la r magic, Feenia's
• An untune d lyre of exquisite quality (250 gp)             mood improves, causing the wind to a bate and the
• A quiver of Ehlonna                                        kite to fall. The same thing ha ppe ns if a ch a racte r
                                                             uses a n action to try to cal m Feenia, doing so with a
EVIL KITE                                                    s uccessful DC 15 Charisma (Persuasion) check, or
                                                             if the goblin receives the be ne fit of a calm emotions
Feenia, an unhappy goblin child (neutral) in
overalls, flies a kite on a blustery plateau. The            spell or similar magic.
kite is alive, has a hideous face stretched over its           The Kite Reacts. If the kite takes da mage, but not
diamond-shaped frame, a nd cackles in the wind.
The kite's 40-foot-long string has five blue bows tied       enough to reduce it to O hit points, it uses its reac-
along its length at 8-foot inte rvals, starti ng a bout      tion to yank the string from Feenia's grasp (caus ing
5 feet from Feenia's e nd of the string and ending 5         Feenia to age as described above). On subseque nt
feet away from the kite.                                     turns, the unte thered kite flies away.
   Feenia's goblin pare nts, Specklenose and Zolt,             Development. Regardless of how this encounter
live and work in Mothe rhorn. Three days ago, Fee-           plays out, Feenia is not happy about returning to
nia was caught stealing theater props, but Endelyn           Motherhorn as long as Creeping Lyn is the re. She
Moongrave promised not to punis h her as long as             is aware of a s mall cave nearby whe re s he can hide,
Feenia agree d to fly the hag's kite. Feenia did so and      a nd she can survive there inde finitely by eating
is now unable to le t go of the cursed thing. Yanking
the stri ng from Feenia's grasp releases the goblin          moss and lizards.
child from the pact but also ages her 10 years for              Feenia has a trinket hidde n in the pocke t of he r
every bow tha t is a ttache d to the kite. The most s he
can age is SO years-enough to transform he r into a          overalls. She gives this trinket to the characte rs if
crone with skin like a s hrive led apple.                    they rid he r of the kite without causing he r to age.
                                                             Roll on the Feywild Trinkets table in the introduc-
   Feenia s peaks Common and Goblin. If the charac-
ters approach her, she shares the following informa-         tion to determine the trinket.
tion while the kite taunts her from above:
                                                              GOBLIN PROCESSION
   "My arms are so very sore, I don't want to fly this kite
                                                              Eight goblins (ne utral) s huffle into view, solemnly
   anymore! But ifl let go of this string, Creeping Lyn       ringing ha ndbells . They wear headdresses made
                                                              from animal skulls (badge rs, wolves. a nd rams)
   says I'll become an old thing! The curse comes from        a nd a re further adorned with necklaces o f d a ngling
                                                              bones. Known as the Dead Ringe rs, they sound
   those five blue bows, but they won't come offwhile         the ir bells to comfort the dead, whom they be lieve
   the wind blows."                                           lie in the rock be neath the ir feet.
                                                                The goblins a re inte rested in ta lking to stra ngers
                                                              a nd a re willing to trade the ir services for a trinke t.
                                                              They have the power to commune with the dead by
                                                              forming a ci rcle a nd ringing the ir bells. (A minimum
                                                             CHAPTER 4 I YON                                              139
of three goblins are needed to pe rform the ritual.)         The play is 3 minutes long and ends with a scene
After 1 minute of this clamor, the e phemeral spirit       that shows the characters standing around a tiny
of a korred (see appendix C) or some other departed        replica of the pageant wagon. A banne r emblazoned
Fey creature rises from the ground between the             with the words "To be continued!" unfurls in front
goblins. The spirit answers three questions put to it,     of the sce ne, and then the curtains close. From the
as though it was targeted by a speak with dead spell.      folds of its robes , the hooded figure presents a docu-
Use the spirit to communicate as much useful infor-        me nt to each character. Each one looks like a ticket
mation as you want; ideally, the characters should         with a tiny puppet resembling the character painted
learn at least one fact that might help them in a fu-      on it. Written unde r this effigy in script that the re-
ture encounter.                                            cipient unde rstands (regardless of what languages
                                                           it knows) are these words: "Good for one private
  The goblins require one trinket as payment each          audience with Endelyn Moongrave-no strings at-
time they commune wi.th a spirit. After performing         tached!" Afte r the invitations are hande d out, the
this ritual three times, the goblins must finish a long    wagon and its attendant disappear abruptly.
rest to regain their spirit-s ummoning power.
                                                           TORNADO
GOBLIN SHADOWS
                                                           The sky darkens as a huge tornado forms and ca-
Endelyn Moongrave separates Humanoids from                 reens toward the characters. Everyone in the party
their shadows using a pair of magic scissors. These        (characters and nonplayer characters) must make a
severed shadows, indebted to the hag for granting          DC 17 Strength saving throw. If at least half of the
them their freedom, have become a minor me nace            party members succeed on the saving throw, none
to travelers.                                              of them are swept away by the tornado.
  Characters who have a pas sive Wis dom (Percep-            If less than half of them succeed on the saving
tion) score of 16 or higher observe two silent shad-       throw, the tornado whisks the group to a location
ows creeping up behind them. Each one looks like           determined by rolling on the Tornado Destinations
the slightly elongated shadow of a goblin; both use        table. Each party member takes 10 (3d6) force dam-
the shadow s tat block, except they are Fey rather         age and falls prone upon landing. In addition, any
than Undead. The shadows can't leave Yon but oth-          character whose saving throw failed by 5 or more
e rwise try to follow the characters wherever they         loses one nonmagical item in transit (determined
go, ma king spooky and threatening gestures but            by you). The item should be something that could
without caus ing a ny ha rm. If they a re attacked, the    reasonably be snatched away by the wind, such as a
shadows attack in turn. If one shadow is destroyed,        belt pouch or a helmet. This item is not recoverable.
the other tries to flee.
                                                           TORNADO DESTINATIONS
  A creature whose Strength is reduced to Oby a
shadow's Strength Drain attack does not die but               d8 Destination
falls unconscious ins te.ad. The creature regains con-
sciousness and the reduction to its Strength score                     Somewhere in Hither (DM's choice)
disappea rs after it finishes a short or long rest.
                                                               2 Somewhere in Thither (DM's choice)
PAGEANT WAGON
                                                               3 Outside Brigganock Mine (see "Brigganock Mine"
A wooden pageant wagon trundles toward the party
on s queaky wheels. It moves by itself at a speed of                   later in the chapter)
20 feet and is accompa nied by a tall figure swathed
in long robes and a cowl. The wagon is painted with            4 Inside Lockbury Henge (see " Lockbury Henge"
stormy, windswept la ndscapes and ca rries a puppe t                   later in the chapter)
theate r w ith black velvet curta ins drawn across it.
                                                               5 Atop one of the Fey Beacons (see "Fey Beacons"
  The wagon stops near the characters, and the
curta ins pull back to revea l a pa inted backdrop that                later in the chapter)
m atches the envi ronme nt in which the characters
stand. Marionettes representing each of the cha r-             6 Outside Motherhorn's main entrance (area Ml)
acte rs da nce on the stage a nd begin to reenact a
recent scene from the party's time in Yon.                     7 On the s tage in Motherhorn's amphitheater
  The ma rionettes, the wagon, a nd its attendant                      (area M2)
a re magically animated. If the cha racters touch the
hoode d figure, it collapses into a pile of robes. If          8 In the garden of the Palace of H ea rt's Desire (see
they try to boa rd the wagon, it falls a part into a heap
of wood scraps as thunder booms a nd lightning                        a rea P2 in chapter 5)
fl ashes overhead.
C HAPTER 4' I Y ON
L OCATIONS IN Y O N                                                    BR tGG AN OCKS AND KORREDS
The following e ncounte rs ta ke place al locations                   The brigganocks who live under the mountains of Yon
ma rked on the ma p of Yon. As the cha rac te rs ex-                   are at odds with the korreds who live on the slopes and
plore Yon. you can move thes e locations as needed.                    peaks. Each group believes that the other is in league
putting them in the charac te rs· path. These loca-                    with Endelyn Moongrave, not realizing that the hag is a
tions can be explored in any orde r. or not al a ll:                   menace to both. The characters encounter the korreds
                                                                       at Lockbury Henge and the brigganocks at Brigganock
Lockbury Henge. This he nge s its a top a rocky pla-                   Mine. For more information about these Fey creatures,
  teau. The cha racte rs might come he re hoping to                    see append ix C.
  forge an alliance with the korreds of Yon.
                                                                          If the characters discover that the brigganocks are
Fey Beacons. An elf prince named Alagarthas is                         not allied with Endelyn and convey this information to
  doomed to light fires atop these pinnacles of rock                   the korreds, Queen Argantle of the korreds promptly
  unLl l he finds a way back ho me. The cha racte rs                   arranges a meeting with the brigganocks to sort out
  ca n help him o r not.                                               their differences. Similarly, if the characters convince
                                                                       the brigganocks that the korreds don't work for Ende-
Brigganock Mine. The korreds of Yon a re a t log-                      lyn, the brigganocks agree to meet the korreds outside
  gerheads with the brigganocks who inhabit this                       the m ine. After this meeting, the korreds and the brig-
  mine. The c haracte rs might vis it the mine in the                  ganocks unite to aid the characters in Motherhorn (as
  hope of uniting the brigga nocks and the korreds,                    described in the " Fey to the Rescue! " s idebar later in
  or in search of a hero willing to help the m. Inside                 the chapter).
  the mine. they e ncounte r a me mbe r o f Valor's Call
  (see a ppe ndix B) a nd discove r a secre t way imo                 Arga ntle a ndjagu e me rge fro m their mega liths if
  Mothe rhorn.                                                      the cha racters prope rly fi nis h the korreds· game of
                                                                    Crowns (s ee "Ga me Board'. below). If Lhe cha racte rs
L O0KBURY HENGE                                                     ruin the game, deface the s ta nd ing s tones. or othe r-
                                                                    wise irrita te the korreds, Argantle andjagu eme rge
Yon is home to e ight clans of korreds. Queen Arga n-               from their megaliths and attack the cha racte rs for
tle, elected to rule ove r all eight cla ns, protects this          their insole nce. Othe rwise, the rule of hospitality
sacred s ite. Lockbury He nge is meant to be a place                (s ee "Rules of Conduct"" in cha pte r 2) prevents the
where korreds can e njoy each othe r's co mpa ny                    ko rreds from ha rming the c ha racte rs. Appe ndix D
while singing, dancing, and playing games.                          ha s additiona l role playing notes for Arga ntle.
   Argantle is playing a chess-like game called                       As a n action, Argantle ca n call forth the rema in-
Crowns with her cousin,Jagu, when a howling wind                    ing s i)( leade rs of the korred cla ns of Yon. each
warns her of the pa rty's approach, giving her a nd                 one e me rging fro m its corresponding megalith. If
Jagu e nough time to stamp out the fla me of their                  combat breaks out, these s ix korreds help Argantle
campfire and make the mselves scarce before the                     ca pture the characte rs for questioning. The othe r
characte rs arrive.                                                 korred cla n leade rs a re Budoc of Flint. Azil of
                                                                    Granite, Myzelda of Slate, Vanna of Basalt. Noll of
   Atop a boulde r-strewn plateau stands a circle of e ight         Obsidian, a nd Ma lo of Ma rble.
    megali ths. In the center of this henge, a small, check-           The korreds of Yo n despise Endelyn Moongrave,
                                                                    w hom they commonly refe r to as Bitte r End. If the
    ered game board with stone playing pieces rests on              cha racte rs convince Argantle tha t they a lso cons ide r
                                                                    the hag a n e ne my, s he reveals the following:
    the g ro und near the d yi ng embers of a ca mpfi re.
                                                                    • The kor reds no longer hold large gathe rings a t
 Each of the eight s ta nding stones is about 20 feet                  Lockbury He nge. Arganrle fears the consequences
 tall and hewn from a diffe re nt kind of rock: sha le,                of Bitter End's meddling a nd has ins truc ted her
 cha lk, flint , gra nite, s la te, basalt. obsidia n. a nd m a r-     fellow ko rreds to e nsconce the mselves in stone.
 ble. Two korreds (see appendix C) are us ing meld                     thus remaini ng in relative sa fe ty for the foresee-
 into stone s pells to hide in two of the megaliths:
 Argantle of S ha le in the one m ade of s hale. a nd J agu            a ble future.
 of Chalk (leade r of the Cha lk Cla n korreds) in the                 Bitte r End used iron s hears to cut off locks of
 one made of cha lk. While hidden in this way, the                     Argantle's hair. T he hag fashions korred ha ir into
 korreds ca n see their surroundings as though the                     iron ropes a nd uses the m to m a nipula te her the-
 s ta nding s tones we re tra ns pa re nt instead of opaque.           a te r's infe rnal contraptions.
 Cha racte rs who examine the ca mpfi re a nd succeed                • Bille r End uses a contra ption ca lled the Orrery o f
 on a DC 12 Wisdo m (Survival) check notice two sets                   Tragedies to glimpse a ll possible futures. Coppe r
 of s ma ll. sooty hoofprints leading up to the s to nes               rods on the mountaintops of Yon captu re lig htning
 whe re the ko rreds a re hidi ng.                                     a nd chan nel it into this device.
                                                                    0 11/\l'Tl!R •I I YON                                         l tf. l
GAME BOARD                                                   The korreds , w ho a re feuding with the brigganocks
                                                             of Yon, s hare the following information with char-
An examina tio n of Lhe checkered board revea ls             acters who look like they might be capable of
tha t the pieces de pict a ga me in progress. Two sets       assis ting:
of playing pieces. one made of s ha le a nd the othe r
of cha lk. a re sculpted in the form of tiny korreds            The brigganocks are he lping Bitte r End build
(cloven-hoofed creatures with wild beards and hai r).          wicked contraptions. They a lso hide a nd gua rd
If the characters have a lready visited Brigganock             schematic diagra ms for new contraptions in their
Mine. they see that the ga me pieces resemble the               mine. (The korreds a re mistake n. The hag ter-
leering s ta tues outside the mine's e ntra nce.                rorizes the brigganocks a nd has kidnapped their
                                                               chief architect, forc ing him to work under duress
  Cha racters who study the a rrangement of the                 in Motherhorn.)
pieces on the boa rd a nd s ucceed on a DC 14 lntelli-         The korreds ca n't stand the noise of the brig-
gence (Ins ight) check determine that Slate ca n beat          ganocks' mining, so they cra ft statues a nd leave
Cha lk in a s ingle move. Making this move causes               them outside the mine's e ntra nce, hoping to
lhe victorious Queen Argantle lo e me rge from he r            fri ghten the brigganocks into leaving.
s tone. laughing a nd cheering.Jagu emerges grump-             A galeb duhr working for the korreds infi ltrated
ily to join her. chewing on pebbles a nd glaring at the         the mine and overheard several brigganocks
cha racte rs.                                                   talking about a secret tunnel that connects the
                                                                mine to Motherhorn. The tunnel is hidden by
  Treasure. The cha racter who he lped Arga ntle win            brigganock magic.
the ga me receives a gift, in accordance with the rule
of reciprocity (see ''Rules of Conduct" in c hapter 2).      KORRED D ANCE
Argamle picks up a lump of rock, s queezes it Lightly
between he r ha nds to transform it into a s ta r sap-       The noise of the mining soon passes. If the korreds
phire (1 ,000 gp), a nd gives it to the cha racte r. lf the  are well disposed toward the characters, Queen
gift is accepted . the gemstone begins to glow faintly.      Argantle becomes elated at the prospect of their
Until it s tops glowing 24 hours la ter. the star sap-       assistance, drums her hooves on the ground, and
phire has the properties of a stone ofgood luck that         begins the first korred cere monial dance si nce the
doesn't require altunement.                                  rise of the Hourglass Coven. If s he hasn't done so
                                                             a lready, Arga ntle summons the othe r korred leaders
DI STANT R ACKET                                             so they can join in:
Any conve rsation between the characte rs a nd the              Two korreds dr um o n bould ers as t he others stomp
korreds is interrupte d by a commotion:                         their feet and jump around. The rain abates, and the
  The korred s grind their teet h and stamp their hooves        sky lightens . With wild grins and wilder hair, the danc-
  as the fa int sound of pickaxes tapping on stone is           ing korreds beckon you to join them.
  carried to them on the wind. Queen Arga ntle runs to a     Any character who joins the boisterous dance
                                                             ca n impress the korre ds with a successful DC 14
  boulder, picks it up, and hurls it a hundred feet in the   Stre ngth (Athletics) or Cha risma (Pe rformance)
  direction of the noise while she screams, "Death to
  the brigganocks!" A peal of thunder accompanies this
  display of anger.
D AN CE oF T><E K oRREDs
CI-IAPTER4 I YON
•                                                The columns of rock are 2 00 feet tall and 150 feet
                                                             a pa rt. Each one has a la rge copper brazie r at its
check. Characte rs w ho get a s uccess o n eithe r check     s ummit. These braziers a ren't vis ible from below
are taught a s pecial jig which, whe n performed as          the columns' s ummits , but a ll eig ht can be seen
an action, allows them to m anipulate a ny ko rred           from the top of a ny column o r by a creature flying
ha ir they find in Mo the rhorn as if us ing the ko rreds'   a t tha t elevatio n o r higher. The la ke is 400 feet in
Command H a ir tra it.                                       dia mete r a nd 100 feet deep at its center.
DEVELOPM ENT                                                   The figure is Alagarthas. a wood elf prince from
                                                             the Ma te ria l Pla ne. As the cha racters wa tch from
The accompa nying "Brigga nocks a nd Ko rre ds''             a far, he reaches the to p of the column he is ascend-
s ideba r describes how the characte rs ca n faci litate a   ing a nd uses his to rch to lig ht the beacon there. The
truce be tween the two g roups of Fey a nd unite the m       beacon burns bright as he descends the s ta irs a nd
against Endelyn Moongrave.                                   boards the rowboat. As the elf rows toward the next
                                                             beacon, the e ig ht perytons that had been ha rassing
FEY BEACONS                                                  him extinguis h Lhe fla me in the brazie r w ith power-
                                                             ful beats of the ir w ings. Alaga rthas be lieves the fiery
In this e ncounter, a cursed prince trying to find           beacons can s how him the way home , but o nly while
his way hom e is thwarte d by a tro upe of perytons.         a ll o f them a re lit.
If they want, the cha racte rs can inte rvene on the
prince's beha lf, or they can s imply ta ke in the s ig hts   PRINCE A LAGA RTHAS
and move on:
                                                             Afte r several fa iled atte mpts to fe nd off a g reen
   Eight columns of rock reach s kywa rd, fo rming a ring    d ragon threate ning the prosperity of his k ingdo m,
   around a d eep crater la ke. Rough-hewn steps spiral up   Alagarthas caught the eye of Endelyn Moongrave,
   each of the columns , and a rowboat is moored on the      who vis ited him o n his hom e world ofTo ril. The hag
   lakeshore next to one of them. A torch-bearing figure     s howed the prince a future in which he de feated
   trudges up the stairs on the column nearest to the         the dragon but lost his life in the process. Ende lyn
   rowboat. Eight winged bea sts with antlers s hout a nd     a lso cla imed 10 see a n a he rnate future in w hich the
   howl with laughter as they circle and wheel around it.    dragon was defeated a nd Alagarthas s urvived; s he
                                                             C HAPTER 4 I YON                                             143
would s hare the detai ls of her vision with Alagar-       Arch illus and Morlia a re the leading m a le a nd
thas, however. only after he stayed with her in the      leading fe ma le of the troupe. The othe rs are Verna
F eywild for at least one year.                          (Mortia's bitter understudy). Mauldower (an old-
                                                         time r who believes h is cohorts a re a m ateurs), An-
  The prince saw a year of his life as a s mall price    gara (the troupe's matria rchal dame), Gorgenal (a
to pay, so he accepte d the hag's te rms. The year       jester), Carthasar (a method actor), a nd Thornelia (a
seemed to drag on and on, and when it fin a lly ended,   m i ns t re l).
Alagarthas found himself with only one way to get
home: a path that, according to Endelyn, is visible        The characters can he lp Alagarthas without
"only in the light of the eight beacons." The s imple    resor ting to violence by asking the pe rytons to per-
goal of lighting the beacons has been repeatedly         form one of their favorite pantomimes. The perytons
thwarted by the perytons, who revel in Alagarthas's      are taken aback, in a good way, by the request and
despair. Each time he lights a beacon, the perytons      appreciate the opportunity to entertain a crowd.
snuff it out, yet Alagarthas is too stubborn and deter-  They perform a pantomime s how tha t lasts nearly
mined to give up. He hopes the perytons will grow        a n hour, the n take the ir bows silently. If everyone in
bored of their a ntics a nd leave him alone eventually.  the pa rty claps or cheers, the pe rytons are thrilled
He is . howeve r. misguided in that expectation.         a nd fl y off. If one o r mo re party m embe rs fail to clap
                                                         or cheer after the perytons perform, the perytons
  AJaga rthas is a knight (chaotic good) with            becom e furio us a nd attack the party. Once the pery-
these changes:                                           tons a re placate d or s lain, Alagarthas ca n light the
                                                         beacons without further interfere nce.
• Alagarthas is una rmed a nd unarmored (AC 10).
• He speaks Common and Elvish, a nd he has dark-            The cha racters can a lso impress the perytons by
                                                         putting on a performa nce of their own. Impressing
  vis io n out to a ran ge of 60 feet.                   the perytons requires the performing cha racters to
• He has advantage on saving throws aga inst being       s ucceed on a D C 15 Charisma (Performance) group
                                                         check. Any cha racter who received an acting lesson
  charmed, a nd magic can't put him to sleep.            from Candle foot in the Witchlight Carnjval has ad-
                                                         vantage on this check. ff the group check succeeds,
  If the cha racte rs speak with Alagarthas, he tells    the perytons regard the characte rs as kindred
his tragic s tory and s hares the following information  spirits and will stop bothering Alagar thas if the
in the course of a conversation:                         characters ask nicely.
  Endelyn's castle is a gra nd a nd terrible theater        Unicorn Horn. If the Story Tracker indicates that
  whe re plays are performed on the stage for her        the unicorn ho rn is he re, it is in the possession of
  amuse me nt.                                           the peryton na med Archillus. Skabatha Nightshade
• Endelyn is a lways trying to recruit new actors to     dropped it accide nta lly while flying over the moun-
  pe rform in her theater.                               tains, and Archillus found it and ke pt it. He gives it
• The perytons were once a troupe of actors called       to the cha racters if they applaud his performance or
  the Greyhawk Mummers. E ndelyn invited them            if they put o n a s uccessful performance of their own.
  to Motherhorn, where they perfo rmed pa nto-           They ca n a lso take the horn from his dead body.
  mimes. (Alaga rthas attended severa l of these
  performa nces.) When their popularity made them        LIGHTING THE BEACONS
  haughty a nd difficult to control, Endelyn locked
  them up. Whe n they begged to be set free, the hag     If the perytons are placated or otherwise dealt w ith,
  honored the ir request by releasing them into the      Alagarthas ca n s afely lig ht the beacons. Alagarthas
  wild- but only afte r s he turned them into pery-      knows that he must be the one to light the beacons,
  tons. The transformation de prived the m of speech,    for only the n will they s how him the way home. The
  yet they re ta in their theatrica l behavior.          characte rs a re free to s tay a nd watch as he climbs to
                                                         the to p of each rocky column a nd lig hts its beacon.
  Appendix D has add itiona l roleplaying no tes fo r    It ta kes 8 ho urs for him to light a ll eight beacons-
Alaga rthas.                                             enough time for the characte rs to ta ke a long rest if
                                                         they choose to s tick around.
PERFORMING PERYTONS
As Alaga rthas related, the peryto ns used to be hu-       Each beacon cons ists of a n 8-foot-diameter s tone
ma n pantomimis ts known as the Greyhawk Mum-            brazier filled with coa ls that catch fire easily, even
m ers- so na med because they got their start pe r-      while wet. To light a brazier, o ne need only touch the
forming in the Free City of Greyhawk o n the wo rld      coals with the head of a lit torch or some other open
of Oe rth. The perylons remember their form er lives     fl a me. If Alagarthas is a llowed to lig ht a ll eight bea-
as actors , a nd though they unders ta nd Common a nd    cons by himself, read:
Elvis h, they ca n no longer s pea k.
CHAPTER 4 I YON
Beneath the light of all the beacons, you see reflected  beneath the s urface of Yon to sea rch fo r these wish
  in the mirror-like surface of the lake a forest of an-   stones. A secre t route to Mothe rhorn lies hidde n
  cient trees shrouded in m ist. Alagarthas bows to you,   deep ins ide the mine: the brigganocks reveal it only
  then leaps into the lake. As he plunges into the water,  to those who earn the ir respect.
  ripples fan out across its surface. After a minute,
  the forest scene fades away and the beacons go out         Read the following boxed text aloud whe n the
                                                           characters first approach the mine's e ntrance:
  one by one.
                                                           You hear the sound of hundreds of tiny pickaxes and
Alagarrhas is transported safely back to his home          hammers chipping away at stone. It emanates from
in the Misty Forest on the world of Tori1, as is any       the mouth ofa cave that has fingers of rock reaching
other creature that e nters the water before the           skyward above it. Sta tues of irate, hairy creatures with
scene fades away.                                          cloven hooves are positioned so that they lean around
                                                           trees and peer over boulders, all staring balefully a t
  Any character who lights all eight beacons without       the cave entrance.
assistance causes the lake to display a n image of
whatever place tha t character calls home. Thei m-         The statues depict korreds and a re ha rmless. They
age lasts for 1 minute, and any creature that enters       we re carved and placed he re by real korreds to
the water during that time is transported to this          frighten and intimidate the brigganocks (see '"Lock-
destination. There's no way to get back to the lake,       bury Henge" earlie r in the chapte r).
making it a one-way trip.
                                                           ENTERI NG T H E MINE
BRIGGANOCK MINE
                                                           If one or more characters enter the mine, read:
Whenever a mortal makes a wish on the Material
Plane. an echo of that wish crystallizes inside            IAs _soon as you s te p inside the cave, the tapping       I
a stone buried deep in the earth of the Feywild.              no,se stops.
Tiny creatures caUed brigganocks excavate mines
                                                           CHAPTER -~ I VON                                              145
As the characte rs head deepe r into the mine, the         MOLLIVER
     sound of ha mme ring resumes. comin g up from
     the depths.                                                If the e ntire party is pinned to the floor by the brig-
                                                                ganocks, the cha racte rs awake n to find themselves
     EXPLORING THE MIN E                                        staring up at a human sta nding in their midst.
                                                                Othe rwise, they encou nter this individual if they
     The mine is a twisting labyri nth of 8-foot-high.          chase afte r a ny fleeing brigganocks or head deeper
     3-foot-wide tunne ls that corkscrew into the ground.       into the mine:
     The bri gganocks made these tunnels big e nough to
     accommodate ponies (which they use as beasts of              A tall, slender human clad in dark leather armor
     burden) a nd their good fri end Molliver, whom the
     characters will encounter if they head deeper into            greets you, their friendly face brightly illuminated by
     the mine (see "Molliver" below).
                                                                   a tiny wisp of light that floats next to a mouse-sized
       The cha racters encounter no brigganocks in the
     uppe r reaches of the mine, but the sound of activity        creature perched on the hu man's shoulde r.
     persists. After JO minutes of navigating the mine,
     each character must succeed on a DC 19 Consti-                   "Greetings , trespassers," says the human with a
     tution saving throw or fall asleep for 1 hour. lulled
     into a magical slumber by the rhythmic racket of the          smile. "Didn't anyone ever teach you how to knock?"
     miners. On a successful save. a creature is immune
     to this effect pe rma nently. Elves and other creatures    The armored figure is Mollive r (see appendix B),
     that ca n't be put to s leep by magic are a lso immune     and the creature on Molliver's shoulder is Trig, a
     to the effect. Creatures that are put to s leep in this    brigganock (see appendix C). Characters who have
     way can't be awakened early by any means short of          a passive Wisdom (Perception) score of 14 or higher
     a wish s pell.                                             notice two more brigganocks hiding on Molliver's
                                                                person-one tucked comfortably in a belt pouch and
       Eight brigganocks (see appe ndi x C) arrive 5            the othe r peering over the rim of Molliver's left boot.
     minutes later. each one pushing a tiny wheelbarrow         The ir names a re Zarli a nd Oyla.
     that contains ropes and pitons. If they e ncounter
     party members who are still awake, the brigganocks           The brigganocks are happy to have Molliver as
     look s urprised , turn their wheelbarrows around,          their spokesperson and chie f advisor when it comes
     and retreat whence they came, passing Molliver             to dealing with outsiders. Molliver has become
     as they return to the mine's depths (see "Mollive r"       embroiled in the brigganocks' quarrel with the
     below). Otherwise, if there's no one around to stop        korreds and assumes-as the brigganocks do- that
     them, they use thei r Time Lapse action to rapid ly        the characters were sent by the korreds or their evil
     pin s leeping pa rty members to the floor us ing their     ally, Creeping Lyn, to slay brigganocks and steal
     ha mmers, pitons, and ropes .                              wish stones.
       Creatures pinned to the floor are restraine d,             The characters ca n convin ce Molliver of their true
     prone, and unable to stand up until they free the m-       intentions with a s uccessful DC 9 Charisma (Per-
     selves or a re released by someone else. A creature        suasion) check, or they can trick Molliver into letting
     can use an action to try to s nap the ropes tha t bind it  them ventu re deeper into the mines with a s uccess-
     or to wriggle free of the m, doing so with a s uccess-     ful DC 9 Charis ma (Deceplion) check. Once con-
     ful DC 16 Strength (Athletics) check or DC 16 Dex-         vinced that the cha racters a re opposed to Creeping
     terity (Acrobatics) check. If a creature has a knife       Lyn a nd not conspiring with the korreds, Molliver
     or other sharp tool that it can reach while pinned to      instructs the brigga nocks to release any cha racter
     the floor, it can use an action to try to saw through      who is still pinned to the floor a nd s hares the follow-
     its ropes, doing so with a successful DC 16 Dexter-        ing in format ion with conscious characters:
     ity (Sleight of Ha nd) check. A creature that gets free
     ca n use a n action to release a creature that is still    • Creeping Lyn kidnapped the brigganocks' best
     pinned (no ability check required).                          a rchitect, Golmo, w ho now toils in Motherhorn,
                                                                  designing new contraptions for the hag.
         WISH-COME-TRUE
                                                                • The korreds provide Creeping Lyn with locks of
        The brigganocks hail from a city called Wish-come-        their magic hair, which s he uses to build her con-
        true, which is hidden deep beneath the mountains.         traptions. (This is partially fa lse. T he hag cuts the
        Its buildings are adorned with glittering gems made       korreds' ha ir without their consent; they are not
        from cut wish stones. Hidden behind thick rock walls      her a llies.)
        and powerful illusions, the city can never be found
        by outsiders, nor can it be scried upon using divina-   • T he brigganocks work their mine a t a ll ho urs be-
        tion magic.                                               cause they know the noise aggravates the korreds.
                                                                Molliver dodges questions about how they came to
                                                                be with the brigganocks but admits to being a mem-
                                                                ber of Valor's Call, an a dventu ri ng group that has
145  CHAPT£R 4 I YON
been hunting a pack of villains called the League           or runs across the bridge and makes it past the
 of Malevolence. Molliver assumes that t he other            midpoint (regardless of the direction it is traveling).
 members of Valor's Call are safe at Zybilna's pa lace       Weaugh, Teaugh, a nd Peaugh congratulate the cr ea-
 a nd is unaware of a ll that has happe ned there of late    ture on making it this far.
 (see chapte r 5). Knowing that thei r frie nds are in
 trouble doesn't cha nge Molliver's desire to re main          A cha racter toward who m the flameskulls are
 with the brigganocks, who need protection.                  indifferent can use a n action to try to convi nce the
                                                             flameskulls to le t the party pass, doing so with a
 RIVENWISH CHASM                                             s uccessful DC 13 Cha risma (Pe rsuasion) check.
                                                             If the Aameskulls a re pe rs uaded to a llow safe pas-
After confe rring with Trig, Molliver says that if          sage, they apologize for the ir unprovoked hostility
 the characte rs comple te a test set before them,           before returning to their hiding s pots under the
the brigganocks will show the m a secret route to           bridge. From that point on, a ll characte rs in the
Motherhorn. To pass the test, the characte rs must          party can cross the chasm s a fely in eithe r direction.
cross R.ive nwish Chasm, a gash in the ea rth into
which the brigganocks hurl malignant wish stones               There's no cha nce of a characte r accide nta lly fall -
(the ones born out of evil wishes). Mollive r and thei r    ing off the bridge or being knocked off the bridge by
brigganock compa nions lead the cha racters through         the flameskulls. The c hasm is 200 feet deep, a nd its
several tunnels tha t lead to the chasm but stop s hort     bottom is strewn with hundreds of malignant wish
of ente ring it:                                            stones that give off purple light. These wish stones
                                                            a re unrefi ned lumps of crystal that shed brig ht light
  The route ends at a gaping chasm, on the far side of      in a 5 -foot radius a nd dim light for a n add itiona l 5
  which is a grotto full of stalactites and stalagmites. A  feet; a ny good-aligned creat ure that has one or more
  truss bridge constructed of intricate wooden struts       of them in its possession feels mildly nauseated , a l-
  and beams spans the one-hundred-foot gap across           though this nausea has no game e ffect. Hags, fi c hes,
  the chasm. Beneath the bridge is darkness dotted with     and other evil s pellcaste rs can find macabre uses
  purple lights.                                            for these malig na nt wish stones, which otherwise
                                                            have no value.
     "Well," declares Molliver, "here we are at jolly old
  Rivenwish Chasm. Best stay on the bridge and not          0BUD'S GROTTO
  dillydally."
                                                            When the characte rs reach the subte rranean g rotto
The bridge is 5 feet wide, 100 feet long, and sturdy.       on the far s ide of t he bridge, read:
Each 5-foot section of the wooden structure has AC
15, 30 hit points, a nd immunity to fire, poison, a nd      IIn the center of the grotto is a_piebald pony ~earing    I
psychic da mage.                                               blinders. A small wooden hut 1s strapped to ,ts back,
                                                               and a faint clatter can be heard from inside the hut.
  The chasm is haunted by three flameskuUs- the
remains of darklings who suffered from vertigo and          Mollive r and their brigganock companions explai n
fell to their doom be fore reaching the bridge's ha lf-     to the characte rs that the hut is the home of Obud,
way point. The fla meskulls hide unde r the bridge's        the oldest brigganock (see a ppe ndix C) living in the
midpoint. Characters who have passive Wisdom                mine at present. S ecurely fastened to a pony na med
(Perception) scores of 10 or higher aren't s urprised       Keg is Obud's hut, where he a ppraises gems tones
when the flameskulls e merge from hiding a nd take          brought to him by other brigganocks. When Obud
up pos itions 10 feet a bove the bridge.                    wants to dismount from the pony, he lowers a rope
                                                            ladde r attached to one of the pony's sadd le s tra ps.
  The fl a meskulls speak Elvish a nd Sylvan. Their
na mes are Weaugh, Teaugh, a nd Peaugh. The                   The pony doesn't startle easily a nd a llows char-
fla meskulls are hostile toward all othe r creatu res       acters to a pproach it without a fuss, a nd it eagerly
in the chasm a nd a ttack without provocation. They         de vours any apples and carrots tha t the characte rs
become indifferent toward a ny creature that walks          have to offer. If someone knocks on the hut's tiny
                                                            door, read:
                                                            The door swings open, and a tiny, wrinkled creatu re
                                                            hobbles into view, accompanied by a wispy bu lb of
                                                            light. The old bngganock peers at you through tiny
                                                            spectacles and says in Common, "Big folk. How
                                                            won der ful."
                                                            CHAPTER 4 I YON                                              147
Obud is old a nd tired. but neither too old nor too      light (bright light out to a range of 20 feet a nd dim
      tired to s how the characters hos pitality. He wel-      tight for a n a dditiona l 20 feet). If the wis h was
      comes the m to his grotto, imroduces them to Keg.        evil-natured. its s tone glows with purple light (bright
      and asks them why they've crossed the chasm lo see       light in a 5 -foot radius and dim light for a n addi-
      him. If they inquire a bout the secret tunnel to Moth-   tional 5 feet).
      e rhorn, he says. ''A h. yes. Creeping Lyn's Theater
      of Terror. A dreadful place indeed." Obud suggests         Characters whose w ishes were good-hearted can
      a trade: knowledge of the location of the tunnel in      keep their stones as mementos or leave the stones
      excha nge for something that would bene fit him and      with the brigganocks to be cut into sparkling gem-
      his fellow brigganocks. Ending the quarrel between       stones- a process that takes 8 hours with the help
      the brigga nocks a nd the korreds would s uffice (see    of the brigga nocks' Time Lapse action. (The char-
      the "Brigga nocks and Korreds" sidebar earlier in        acte rs can re turn to the mine to collect the ir gems
      the c hapter). Obud also accepts tasty food , including  after attending to other matters.) A fairly common
      but not limited to sweets, a wheel of cheese, or a       wish produces a 50 gp gemstone, an unusual wish
      head of lettuce. Ca ndy from the Witchlight Carnival     produces a 100 gp gemstone, and an exception-
     or the goblin ma rket in Loomlurch would suffice.         ally original wish produces a 500 gp gemstone (as
                                                               determined by you). Once a wish stone is cut into a
        Treasure. Brigganocks s hape and cut good wish         gem, it loses its m agic and ceases to glow.
     s tones into sparkling gems. Obud has three such
     gems in his hut, neatly laid out on a tiny rug. Two of      The brigganocks don't make gemstones out of
     the gems a re worth 100 gp, a nd the third is worth       ma lignant wish stones. Instead, they toss these
     500 gp. Obud has appraised the gems tones and is          purple-glowi ng s tones into Rivenwish Chasm un-
     waiting for their rightful brigganock owners to re-       less the characters who created them want to take
     turn and collect the m. Stealing these gems violates
     the rule of ownership (see "Rules of Conduct" in                                                                           Oeuo' s PONv L l t<Es
     chapter 2). Characters who steal from Obud receive
     no further help from him.                                                                                                                                 /\ P l'1L ES /\N O CI\RROT S ,
     TuNNEL TO MOTHERHORN
     A perma ne m illusion of a rock wall conceals an
     8 -foot-high, 3-foot-wide tunnel in the back wall of
     Obud's grotto. This secret tunnel leads to a storage
     room (area M12) beneath Motherhorn's stage. The
     illusory wall has no substance. which means that
     creatures and objects can pass right through it. A
     successful casting of dispel magic (DC 19) causes
     the illusory wall to disappear.
        Obud informs the characters that Creeping Lyn
     is unaware of this tunnel's exis te nce ("Let's keep it
     that way, aye?"' he adds). The characters can return
     to the grotto through the tunne l whenever they
     want, provided they are on good terms with the brig-
     ganocks. ff the cha racters use the tunne l without
     Obud's consent , brigga nock mine rs s pe nd the next 8
     hours collapsing the tunnel on itself, preventing the
     characters from returning to the mine by that route .
     WISH STONES
     Check the Story Tracker to see if a ny of the cha rac-
     ters made w is hes w hile with Northwind (see "Hour
     1: Welcome Gifts" in chapter 1). If so, echoes of
     the ir wishes have crys tallized in the depths of Yon
     a nd were mined by the brigga nocks . As the cha r-
     acters a re preparing to leave the mine, a cheerful
     brigga nock na med Ajak a rrives with a wheelbar-
     row containing the characte rs' wish s tones. These
     s tones look like round lumps of crystal a nd have
     not yet been s ha ped or cut. 1f a character's wish
     was good-natured, its s tone glows with golde n
148  C HAPTE R 4 f Y O N
the stones with them. Mild nausea plagues any           Characters who obtained invitations from a pageant
 good-aligned creature that has one or more of these     wagon (see "Random Encounters in Yon~ earlier
 s tones in its possession, though this nausea has no    in the chapter) are ent itled to a free audie nce with
 game effect.                                            Ende lyn. Any member of the theate r staff can accept
                                                         the characters· invitations and escort them safely to
 DEVELOPMENT                                             the hag's audience chamber (a rea M18).
 The "Brigganocks and Korreds'· s ide ba r earlier in
 the chapter describes how the characters ca n facili-     lf o ne or more characters claim to be performe rs
 tate a truce between the two groups of Fey and unite    looking for work at the theate r. they are granted a n
 them against Endelyn Moongrave. If the korreds          audition, during which they will be required to per-
 and brigganocks e nd their quarre l and launch a n      form a play for Ende lyn's pleasure (see "A Tragedy
 assault on Motherhorn, Molliver accompanies the         in the Making" later in the chapte r for details).
 combined force.
                                                        APPROACHING MOTHERHORN
MOTHERHORN
                                                        Characters who use the brigganocks' secret tunnel
 Motherhorn is Von's tallest peak, into which Ende-     to reach Motherhorn a rrive at area Ml 2.
 lyn has carve d an amphitheater of the same na me.
 Macabre moldings. friezes. and gargoyles embellish        If the characters instead a pproach Motherhorn us-
 the amphitheater's grim architecture.                  ing an aboveground route. use the following boxed
                                                        text to describe what they see:
   Recurring features include the following e lements:
                                                           Looming above you is an ominous gray citadel hewn
Ceilings. Unless otherwise noted, cei lings through-       out of the mountaintop. The path leading to it is wind-
   out Mothe rhorn are 15 feet high. The amph ithe-        ing and precipitous. Wind swirls around its towers,
   ater is open to the sky, as are the various stone       and ravens cluster and caw in its granite nooks. A
   balconies.                                              crooked finger of lightning strikes a metal rod pro-
                                                           truding from the topmost spire, and the sound of ap-
Curtains. The curtains that hang across door-              plause drifts over the cit adel's battlements.
   ways are made of black fabric, and each curtain
   has been enchanted so that sound doesn't pass              The mountain path ends at a spiral staircase that
   through it while it is closed.                          climbs sixty feet to a balcony made of weathered
                                                           gray stone.
Doors. With the exception of the stone doors that
   block the main entrance (area Ml) a nd the prison    If Trinket, Ba uble. and Charm left Hithe r a nd re-
  (area Ml7), all doors in Motherhorn a re made of      turned to Motherhorn in their rain cloud balloo n
  sturdy wood with iron handles and fittings. Each      (see chapte r 2). it is tethered to a ba lcony (area M16)
  one has a bronze knocker on one side shaped like      and visible to a ll who approach. Describe the bal-
  a smiling theater mask; a similar knocker on the      loon as follows:
  opposite side is shaped like a frowning theater
  mask. None of these doors have locks.                   A large balloon made of bulging rain clouds is
                                                           tethered to a much higher stone balcony that is well
Light. Glowing orbs of red glass are set into              beyond reach. The balloon has a merchant's stall
  wrought-iron wall sconces throughout Mother-             instead of an ordinary basket dangling from it.
  horn. Each orb s heds bright light in a 10-foot
  radius and dim light for an additional 10 feet.       ff Gleam is with the characters. she warns them
  Removing a n orb from its sconce causes the orb's     that Endelyn Moongrave won't be happy to see her
  light to go dark until it is returned to a sconce.    again. If the c ha racters tell he r to remain outside
                                                        while they rescue he r s ibling, Gleam does so grudg-
ENTERING MOTHERHORN                                     ingly. Amidor a nd Pollenella remain by the etrs s ide
                                                        for company.
The characters can get into Mothe rhorn in one of
several ways:                                             If Glea m accompanies the cha racters into Mother-
                                                        horn, s he avoids combat while urging the cha racte rs
• They can use the front door (area M1).                to escort her to the prison (a rea M17), where he r
• They can use climbing gear or magic to scale the      sister is being held. Gleam has spent enough time in
                                                        Motherhorn to be familiar with the thearer·s layout.
  walls. Doing so a llows them to e nter the amphi-
  theater (are a M2) or reach one of the higher balco-
  nies (areas MlS, Ml6, M20, and M2l).
• A magical tornado (see "Random Encounters in
  Yon" earlier in this chapter) might deposit the m in
  the amphitheater.
• They can use the secret tunnel dug by the brig-
  ganocks (area Ml2).
                                                        C HAPTER •~ I YON                                           149