TEXT: Tales of the Feywild
  Through The Veil
  
  Credits
  Producer and Project Lead
  Elise Cretel
  Cartography Lead
  Domille’s Wondrous Works
  Editorial Lead
  Mallory Dowd
  Layout Lead
  Alan Tucker
  Writers
  Kian Bergstrom, Elise Cretel, Andy Dempz, Mallory 
  Dowd, Eleanor Hingley, Clan Crafter Hralding, 
  Jorphdan, Aaron M Lopez, Chris Love, Ciaran 
  O’Halloran, 
  Editors
  Elise Cretel, Justyn Johnston, Samantha Lavender, 
  Ryan Matthews, Iam Pace, John D. Parker, Deron 
  Poisson, DM Sarah, DM Jazzy Hands (Eugenio 
  Vargas), Steven Wonser
  Cartographers
  Set Bellmont, J.Dungeonmaster, Erin Harvey, 
  Joshua Meehan, Fernando Salvaterra, Elven Tower, 
  Domille’s Wondrous Works
  Cover Artist
  Gwen Bassett
  Interior Artists
  Rachel Boldt, J.N. Butler, Tallulah Cunningham, 
  Maria Dias, Catarina Eusébio, Megg Flick, Laura 
  Galli, Mike Garaffa Jr., Stasa Kasse, Xan Larson, 
  Rachel Love, Lessie Nieves-Paugh, Niki Pell, Chai 
  Power, Kim Denise Williams-Roberts, Vin Werneck, 
  and licenced stock art from depositphotos.com
  Play-testers
  Christopher Britton, Cole Burkhardt, Johnathan 
  Dupree, Marina Ermolaeva, Robert Evans, Robin 
  Farndon, Samwise Gamegee, Sam Gray, Thomas 
  Hagan, Ari Halle, Phil Hanley, Emma Hansen, Alex 
  Jameson, Mila Jameson, Pat Kane, James Kunka, 
  Jack LeRogue, Matthew Ness, Jose Raul Porrata, 
  John Sheehan, Rebecca Sheehan, Sid Smith, Seph 
  Steel, Jessica Stewart, Aviad Tal
  Introduction
  The Feywild is a realm that exists on the very edges 
  of reality. It is the home of the fey—creatures such 
  as sprites, dryads, and other fairy folk. The portals 
  to this plane come in many forms. Adventurers may 
  stumble into the Feywild by passing through unseen 
  portals along a creek or by touching a single drop 
  of dew that falls from a spider web. The fey realm 
  is a place where time and physics do not always 
  work as expected. Everything about the Feywild is 
  intoxicating to the senses, and some might find it 
  difficult to ever leave.
   
  This book contains ten one-shot adventures set 
  in the Feywild. The following fifth edition books are 
  required to play some of these adventures: Monster 
  Manual, Dungeon Masters Guide, and Volo’s Guide to 
  Monsters. These adventures can be played on their 
  own or woven into ongoing campaigns.
   
  A big thank you to the entire team who worked 
  on this project and the folks in the Discord chat 
  who encouraged me to start this project last year. I 
  thought this would be a small adventure collection 
  with four to five adventures, and it expanded into 
  a large multi-volume Feywild themed project with 
  custom art and maps. Thank you to everyone who 
  supported me during my first journey leading and 
  producing a DMs Guild collaborative project. Also, 
  thank you to the online D&D community! This 
  project would not be possible without the TTRPG 
  community.
  Elise Cretel
  Project Lead and Producer
  @DNDElise on Twitter
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, 
  Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, 
  Ravnica and all other Wizards of the Coast product names, and 
  their respective logos are trademarks of Wizards of the Coast in 
  the USA and other countries.
  This work contains material that is copyright Wizards of 
  the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for 
  Dungeon Masters Guild.
  All other original material in this work is copyright ©2020 
  by Elise Cretel and published under the Community Content 
  Agreement for Dungeon Masters Guild.
  
  Foreword
  I started Dungeons & Dragons with 4th edition. 
  Like most of us, I struggled to find a gaming group 
  and it became apparent that if I wanted to play this 
  game I would have to become a Dungeon Master. I 
  was petrified at the idea—I wasn’t a writer or story 
  teller. I didn’t know all the rules, characters, and 
  mythology. I sheepishly asked my friends and ran the 
  adventure Keep on the Shadowfell. This was one of 
  the best decisions I have ever made. Game Mastering 
  RPGs is consistently one of the most creative and 
  rewarding parts of my life.
   
  I invested in the Player’s Handbook and 
  Monster Manual for D&D 4th edition. I grabbed 
  numerous PDFs (the first of my DriveThru RPG 
  purchases), absorbing all I could. Of everything I 
  consumed, Heroes of the Feywild stood out as one 
  of my favorites. I loved the idea of a light and dark 
  reflection of the physical world. The Feywild had the 
  nonsensical “Wonderland” feel that I wanted in my 
  games. In Alice’s Adventures in Wonderland, many 
  of the characters represent real world people and the 
  locations and themes were symbolic of actual places 
  and ideas. Depending on the artist’s interpretation, 
  Wonderland could be a place of joy and excitement, 
  or dark and foreboding.
   
  Relating back to Dungeons & Dragons, the 
  Feywild is a reflection of the Material Plane. 
  Therefore, it is a reflection of you and the world 
  you’ve established. The Feywild isn’t heavily defined, 
  there is little “canon” and that is part of its charm. 
  Dungeon Masters are encouraged to mold this 
  magical place however they please, which leads to 
  some very interesting adventures. As a child, you 
  accepted the fact that a witch could make a house 
  out of candy. You accepted the fact that a wolf could 
  swallow a grandmother whole. It was magical. 
  The Feywild sparks that magic in both player and 
  Dungeon Master.
   
  My Feywild was an ever-twilight forest. The sun 
  perpetually rose, but was never able to break the 
  horizon. At the center of the forest an enormous 
  castle, a kingdom. An imposter princess controlled 
  the king and queen with my players their only hope. 
  In the end, the doppelganger was revealed. The lost 
  daughter returned and as my players left the castle, it 
  faded away. The forest around them melted into the 
  ground. The sun rose on a gnome waking from his 
  nap. He vaguely remembered a dream involving a 
  party, a princess, and a tap dancing bullywug.
   
  The Feywild is dangerous and beautiful, infinite 
  and unexplored. Over that ridge could be a traveling 
  circus, a talking frog that grants wishes, a forest 
  that sings in elvish, or the Summer Queen herself. 
  This collection of Feywild adventures is just the 
  beginning. Each author and artist in this book has 
  their own beautiful interpretation of the Feywild. 
  My hope is that you take this book and make it your 
  own. Use it to craft a Feywild unique to you and 
  explore that Wonderland. If you ever catch me at a 
  convention, I’d love to hear about your Feywild and 
  the stories you created.
  — Jorphdan
  Jorphdan is a writer on the DMsGuild and Fantasy 
  Lore Historian on YouTube. You can find him as 
  Jorphdan (with a silent PH) on social media, or on his 
  podcast “The Saturday Morning D&D Show” where 
  he talks about all things Dungeons & Dragons.
  Table of Contents
  Setting Sun in the
  Emerald Forest                                    5
  by Elise Cretel
  Lallwyn’s Lament                                13
  by Ciaran O’Halloran
  Eyes of Stone                                    25
  by Eleanor Hingley
  Aos Si                                                                    43
  by Chris Love
  Corruption of the  
  Mother Dryad                                    55
  by Clan Crafter Hralding
  The Fomorian Who  
  Would Be King                                   69
  by Andy Dempz
  Frost Prince in Summer                       79
  by Elise Cretel
  A Problem with Fomorians                    91
  by Aaron M Lopez
  The Gypsum Forest                            107
  by Elise Cretel
  Winter Wonderland                            117
  by Kian Bergstrom
  
  4
  
  5
  Content Notice: This adventure explores dying, loss, 
  and letting go. 
  This adventure is designed for four to six 3rd level 
  characters and is optimized for a party of five.
  Adventure 
  Background
  Orcs and other creatures from the Feydark have 
  started small fires in the Emerald Forest in an 
  attempt to clear out the area so they could conduct 
  petty theft of the nearby houses. The leader of these 
  operations has been targeting Vittoria’s home; as she 
  is a retired wizard, they hope to find some prized 
  treasures in her possession. However, the small 
  fires quickly spread out of control because of the dry 
  vegetation and started a large scale forest fire, which 
  caused some of the bandits to meet their demise.
   
  The party finds themselves surrounded by fire 
  and must discover a way out. There seems to be one 
  path ahead free of flames where they stumble upon 
  Lady Vittoria, an elderly elven spellcaster, who has 
  been injured. Lady Vittoria asks for their assistance 
  in finding her apprentice and getting to her boats in 
  search of safety.
   
  Emerald Forest  This forest is tucked away 
  on the outskirts of the Feywild. It is known for its 
  intense green flora in the summer and a brilliant 
  rainbow of warm colors in the fall. A majority of the 
  forest has been untouched by civilization and only a 
  small number of humanoids call this place home. A 
  few hidden ruins and multiple paths enter the forest.
  Dramatis Personae
  Vittoria is a high elf archmage who is now in 
  retirement after a lifetime of adventuring for a mages’ 
  guild. She lives in a cottage tucked away in the 
  northern Emerald Forest. Vittoria spends her time 
  studying magic and training her apprentice, Pythia. 
   
  Pythia is a young elven druid who enjoys the 
  outdoors. Pythia is Vittoria’s apprentice. She hunts 
  for small game and fish to support herself and 
  Vittoria. She also collects herbs in the forest to 
  make potions.
   
  The bandits are mostly orcs and other 
  creatures who have managed to slither out from an 
  encampment in the Feydark. They have an agenda 
  to loot the area in order to support their group. They 
  are not the most forward thinking bunch and attack 
  immediately on sight. 
  Adventure Hooks
  Bounty Hunters  The local tavern has offered a 
  bounty to hunt down bandits in the Emerald Forest 
  who have been breaking into homes. The bounty is 
  for 500 gp and a free round of drinks.
  Setting Sun in the 
  Emerald Forest
  Written by Elise Cretel
  A sudden wildfire has engulfed the Emerald Forest  The party is summoned to an injured high elf 
  named Vittoria, who is planning her “final” journey to the afterlife 
  
  6
  Hidden Treasure  A shopkeeper asks the party to 
  travel to the Emerald Forest to recover a rare spell 
  component said to be hidden away in a cave. He is in 
  search of an emerald worth 100 gp and says it can be 
  found in the caves. 
  Mage’s Satchel  A member of the mages’ guild asks 
  the adventures to travel to the Emerald Forest to find 
  Lady Vittoria for special herbs and spell components 
  necessary for their research. A satchel should already 
  be prepared by Pythia.
  Adventure 
  Summary
  As the party sets out on their quest, they notice 
  that the fall season has transformed the Emerald 
  Forest into an ocean of reds and oranges. Animals 
  begin to flee the trees as smoke fills the air. The dry 
  autumn leaves quickly catch fire and the party finds 
  themselves surrounded by flames. A cave and ruins 
  ahead are the only paths out.
   
  As the adventurers travel the forest path, they 
  find Lady Vittoria leaning against a tree and trying 
  to wrap her burns with cloth she has torn from her 
  robes. She explains that a burning branch fell on 
  her. Vittoria says she has a cottage in the forest, with 
  boats which they can use to escape. She needs to 
  find her apprentice, who stayed behind in the cottage.
  1  Southern Region of the Emerald 
  Forest
  The trees rustle as birds frantically flee  
  Deer and small forest creatures begin 
  racing out of the forest as flames and 
  smoke close in on the area  A heavy wind 
  picks up, feeding the flames  The heat 
  radiates fiercely  
  The path is narrow and choked with smoke. It dips 
  into a ravine. Huge cliffs rise 100 feet on either side 
  and the forest above is in flames. Branches from 
  above fall with a burst of embers. The path has not 
  been affected by the flames. Ahead, the party can see 
  a cave and the ruins of a temple.
   
  Falling Branches  Adventurers must make a 
  successful DC 15 Dexterity saving throw or take 1d6 
  fire damage from hot embers flying off the burning 
  branches. A murder of crows calls out and quickly 
  flies away as a branch hits the ground with an 
  explosion of crackling fire.
   
  Vittoria  An elderly wizard leans against a large 
  tree. There is a charred branch nearby, and she has 
  sustained large burns, making it difficult for her to 
  walk. This is Vittoria, an elven archmage (MM 342). 
  She tells the party she feels exhausted, but she needs 
  to find her apprentice. She says she also has boats up 
  north so everyone can escape the fire. 
  2  Bandit Hideaway
  Heavy smoke billows past a dark cave 
  entrance that is covered with hanging moss 
  and vines  The thick smoke burns your lungs 
  as the wind carries the heat of the fire to you 
  The cave entrance leads down into a dark 
  passageway approximately 10 feet long. At the end 
  of the tunnel is a cavern, and within are 3 orcs 
  (MM 246) hiding behind a barrier of stacked crates. 
  They attack anyone who comes within 5 feet of the 
  crates or who passes the barrier. Anyone who makes 
  a successful DC 18 Wisdom (Perception) check 
  notices the hidden orcs. Behind the crates is their 
  encampment. The area is lit by oil lanterns sitting 
  on empty barrels next to a stump which serves as a 
  table. The lanterns provide dim lighting in the cavern. 
   
  Trap  A successful DC 14 Intelligence 
  (Investigation) check reveals a thin tripwire 6 inches 
  off the ground running across the cavern entrance. 
  The wire leads to a trough containing five flasks of 
  alchemist’s fire mounted above the entrance. If the 
  wire is tripped, the alchemist’s fire falls onto those 
  standing in the entrance. When the trap is triggered, 
  adventurers in a 5-foot radius of the trap must make 
  a Dexterity saving throw. On a failure, they take 2d4 
  fire damage. On a success, they take half damage.
   
  Crates  One crate contains five flasks of 
  alchemist’s fire and the other crates contain rope 
  (100 ft.), a grappling hook, and ten days of rations 
  (cheese, jerky, berries, and pecans).
   
  Large Stump  There is a large stump that has 
  
  7
  two rations, a waterskin full of wine, a wooden cup, 
  and a set of dice carved from animal bones. 
   
  Bedrolls  Adventurers find a small burlap sack 
  if they search the bedrolls. The sack contains fresh 
  apples, rounded stones, and a key. 
  DM’s Note: The key opens a chest in the Cliffside 
  Cave (Area 10).
  3  Dark Cavern
  The air grows cooler and the smoke thins as 
  you delve farther into the cavern  This area 
  is completely dark, and some forest animals 
  hide behind piles of stones and old brush 
  The cave is dark, and dripping water can be heard 
  in the distance. Deer, rabbits, and rodents scurry 
  and hide within the cave system as the adventurers 
  explore.
   
  Bears  This cavern contains 5 sleeping brown 
  bears (PHB 304). If anyone comes within 5 feet of 
  the bears, they wake up alarmed and run out toward 
  the cave entrance. They stay in the cave system 
  because of the smoke and fires outside the cave, and 
  they do not attack unless provoked. 
   
  Moldy Crates  There are three old, rotten crates 
  hidden in a small alcove. They appear older than 
  the crates in the orc encampment. It appears other 
  creatures have inhabited this cave in the past. These 
  crates are discovered with a successful DC 14 
  Intelligence (Investigation) check. The crates contain 
  the following:
  • Crate 1  If the crate is opened, a swarm of 
  beetles (MM 338) scurries across the floor. 1d10 
  beetles crawl onto anyone within 5 feet. They have 
  
  8
  1
  2
  3
  5
  4
  10
  12
  13
  6
  11
  7
  8
  9
  
  9
  prickly feet and don’t harm the party.
  • Crate 2  This wooden crate is full of 
  disintegrated pieces of parchment. Taking out 
  the parchment reveals a leather bag containing 
  a letter opener, a ring with the seal of the fey 
  Seelie court, old unused wax, 25 gp, and a silver 
  quill pen worth 10 gp. 
  • Crate 3  This crate contains a sack of solidified 
  salt, two vials of sand, and rotten wooden nails.
  4  Cavernous Crawl Space
  The cave narrows into a small tunnel  The 
  temperature is cool and humid  The walls 
  drip with water, and patches of clay collect 
  condensation along the tunnel creating a 
  thick mud on the ground 
  The narrow, dark crawl space is 3 feet high. The 
  cavern walls are damp, and there are patches of mud 
  along the way.
  5  The Light
  The sound of crows passes overhead as a 
  beam of light pours into the cavern  Dead 
  leaves are scattered across the cave floor, 
  and vines and roots hang down  A shaft of 
  warm light pours through a natural opening 
  in the ceiling  The smell of stale smoke 
  lingers in the damp air 
  A shaft of light pours into the cavern from an opening 
  in the ceiling. The ceiling is 20-feet high. Rocks, 
  boulders, and forest detritus litter the floor. 
   
  Hidden Satchel  A successful DC 15 Intelligence 
  (Investigation) check reveals loose, upturned earth 
  along the wall. If the earth is dug up, a leather satchel 
  can be found. Inside is 27 gp, a rusty ink pen, a jar of 
  old ink, a book on meditation, and a traveler’s journal. 
  The journal contains a map of the forest, as well as 
  drawings and descriptions of the flora and fauna of 
  the Emerald Forest. On close inspection, the journal 
  appears to be more than 100 years old.
   
  Emeralds  A DC 15 Intelligence (Investigation) 
  check reveals emeralds sparkling in the dim light 
  from the cavern walls. A DC 13 Strength check 
  using a blunt metal tool uncovers one item from the 
  table below.
  Cavern Wall Treasure
  d6 
  Treasure
  1 
  A large piece of normal rock
  2 
  An emerald worth 10 gp
  3 
  An emerald worth 50 gp
  4 
  An emerald worth 100 gp
  5 
  A handful of pebbles, which fall from the cavern wall
  6 
  About a bucket full of broken rock and debris, which 
  falls from the cavern wall
  6  Temple Ruins
  A magical barrier blocks the flames, but 
  not the heat of the forest fire devouring 
  everything in its path  Small woodland 
  creatures hide in nearby bushes and 
  amongst the rubble of the long fallen temple 
  The entrance to the ruins has a wide set of stairs 
  covered in a blanket of fresh fall leaves. The stairway 
  leads to the moss-covered sanctuary of Mystra, the 
  mistress of the Weave. Morning glory vines, dry with 
  autumn, cling to a lichen-draped statue of Mystra. A 
  large stone offering bowl has been placed on the altar 
  before the goddess. Anyone who places an item they 
  value in the bowl receives a one-time blessing and 
  regains 8 (2d4+4) hit points. 
   
  Statue  A DC 14 Intelligence (Religion) check 
  reveals that this is a statue of the goddess Mystra, 
  deity of magic and the Weave.
   
  Lever  There is a lever at the back of the 
  sanctuary chamber. Pulling the lever opens a secret 
  door that leads to the Hidden Cavern (Area 7).
   
  Locked Chest  A chest is tucked away in a corner 
  full of dead leaves. Picking the lock on this chest 
  requires a successful DC 15 Dexterity check made 
  with thieves’ tools. The chest holds a pewter locket 
  worth 10 gp, a gold bracelet worth 50 gp, a topaz 
  worth 10 gp, and a piece of amber with a dragonfly 
  trapped inside worth 100 gp. 
  
  10
  7  Hidden Cavern
  Cobwebs hang from the cavern ceiling, and 
  the air is thick with moisture  Furniture 
  and bookshelves crowd the room like an 
  old attic  Moldy books crumble on rows 
  of bookshelves  Against the west wall sits 
  a desk covered in deteriorating tomes, 
  schematics, and clay tablets  Small beetles 
  scurry across the floor 
  This cave is uncomfortably packed with furniture. It 
  appears to be an office turned into a storage facility. 
   
  Rotting Bookshelf  A successful DC 14 
  Intelligence (Investigation) check reveals a spell scroll 
  of ice knife and a periapt of health (DMG 184).
   
  Desk  The desk has two drawers. The drawers 
  are full of crumbling parchment and a clay tablet with 
  the frostbite spell carved into it. The desk contains a 
  journal and yellowed letters.
   
  Journal  The journal contains sketches and 
  descriptions of flora and fauna of the Emerald Forest. 
  The journal suggests that this space used to belong 
  to a spellcaster and natural scientist. 
   
  Letters  Some of the letters go into detail about 
  new forest plants and animals discovered alongside 
  other natural scientists in the Feywild. One letter 
  expresses condolences to a natural scientist who had 
  to pack up their home and leave the Feywild. They 
  used this area to store their house furnishings, but 
  never returned. 
   
  Lever  Beside one of the bookshelves is a rusted 
  lever. Pulling this lever requires a successful DC 16 
  Strength check. On a success, this lever closes the 
  previous door the adventurers entered through, and 
  opens a hidden door in the cavern wall leading to 
  The Tomb (Area 8).
  8  The Tomb
  Glowing veins of purple and blue stone 
  spider their way across the granite cavern 
  walls  In the center of the room lies a tomb  
  A statue of a female paladin forms part of 
  the lid of the sarcophagus, which is gilded 
  in silver  A dusty placard with an inscription 
  sits at the foot of the tomb  
  Placard  The placard has the following inscription: 
  “Those who desecrate this place will face the wrath 
  of the gods. Those who leave tribute will be granted 
  the favor of the gods.”
   
  Opening, looting, or disturbing the tomb causes a 
  ghast and a ghoul (MM 148) to appear.
   
  Gwenllian’s Sarcophagus  An adventurer who 
  disturbs the tomb must make a successful DC 15 
  Wisdom saving throw or be inflicted with bestow 
  curse. A fallen warrior who led an army to protect 
  Mystra and her followers is buried in this tomb 
  according to its engravings.
  9  Northern Region of the Emerald 
  Forest
  Ash and smoke fill the air as blackened 
  branches crackle with embers  The fire 
  roars loudly in the distance, sending thick 
  smoke into the sky  The charred ground 
  crunches beneath each footstep 
  The fire has partially burnt this forested area. The 
  path ahead leads to Vittoria’s cottage, and a small, 
  cliffside cave.
   
  Buried Loot  A successful DC 14 Intelligence 
  (Investigation) check reveals a pile of dirt next to a 
  tree stump that appears to have been disturbed. If 
  anyone digs, they find a sack with a mage’s spellbook, 
  a necklace worth 100 gp, and the following 
  alchemist’s ingredients: sapphire powder, blue dragon 
  scales, and a tourmaline stone worth 50 gp. If the 
  party shows these items to Pythia, she confirms that 
  they were stolen from the cottage.
  10  Cliffside Cave 
  The stone cliff face is scarred with blackened 
  soot  The burnt vines and foliage curl and 
  recede to reveal a cave opening  Inside, the 
  stale smell of smoke fills a dark cavern 
  The fire has burned away thick brush and vines that 
  were hiding a small, 4-foot high cavern opening. 
  Upon stepping in, the ceiling rises to 10 feet. Shelves 
  and furniture line the walls and a large mural spans 
  the eastern cave wall.
  
  11
   
  Crates  A stack of crates covered in a net lies 
  against the western cave wall. Inside is an amethyst 
  sphere worth 100 gp, woodworking tools, oranges, 
  and 1d100 gp.
   
  Clay Pots  A collection of clay jars is tucked in a 
  corner. Inside is a hematite sphere worth 75 gp, wine, 
  and dried deer jerky.
   
  Tool Shelf  A tool shelf sits beside a wooden 
  workbench. On the shelf is a locked metal box. 
  The box can be opened with the key found in the 
  bedroll in the Bandit Hideaway (Area 2) or with a 
  successful DC 17 Dexterity check made with thieves’ 
  tools. It contains a howlite sphere worth 100 gp, a 
  mechanical drill, and a whistle.
   
  Work Bench  The bench holds ball bearings, 
  caltrops, rope, a whistle, a pickaxe, a hatchet, a rusty 
  and brittle sword, and a mirror.
   
  Great Wheel Mural  The mural along the eastern 
  wall depicts the Great Wheel of cosmology. Each 
  plane has a semiprecious stone placed in it. Three 
  stones are missing. Placing the three spherical 
  stones found in this room into the mural in any 
  order creates an opening to the Secret 
  Cavern (Area 11).
  11  Secret Cavern 
  Thick tree vines cling to the damp cavern 
  walls  In the center is a large pile of stolen 
  goods packed into burlap sacks  Two 
  occupied bed rolls line the wall 
  Bedrolls  The sound of the cavern entrance opening 
  wakes up 2 ogres (MM 237) sleeping in the bedrolls. 
  One of the ogres has hidden a metal tin in its bedroll. 
  There is a piece of cherry cake inside of it.
   
  Loot Pile  The loot looks like stolen goods from 
  a nearby town. Disturbing the loot pile causes an 
  invisible stalker (MM 192) to appear. A successful 
  DC 13 Intelligence (Investigation) check reveals 
  a large bag containing 50 gp and five emeralds 
  worth 10 gp. If the check succeeds by 5 or more, the 
  adventurers also find a diamond worth 500 gp.
  
  12
  12  The Cottage
  Over the years, the old cottage has sunk 
  into the mud  Patches of fresh shingles 
  cover old leaks in the fading roof  A young 
  elven woman with a worried look on her 
  face and carrying a bag steps out of the 
  cottage 
  This is one of the few areas that was not touched by 
  the forest fire. The worried woman is Pythia (druid 
  MM 346), Vittoria’s apprentice. She tells the party that 
  the cottage was ransacked and robbed while she was 
  fishing in the nearby river. She came back to find her 
  mentor, Vittoria, was also missing. She is extremely 
  worried about her because of the forest fire.
   
  Cottage  The cottage has three bedrooms. Each 
  bedroom has one bed, and trunks opened with 
  clothing strewn about. The main area has a table and 
  a small fireplace with a cooking pot. The food has 
  been eaten, wooden water pitchers have been spilled 
  over, and wooden plates are scattered across the 
  floor. The few valuables in the home are missing.
  13  River of Fire
  The sky darkens and the sun sets  Oranges 
  and reds of the wispy sky silhouette the 
  skeletal remains of scorched trees still 
  glowing with embers  Two boats gently dip 
  and bump against the untouched dock  
  Vittoria points to the larger boat, explaining 
  that this boat is for her young student and 
  the party  She says the small boat is for her 
  as she asks for help getting into it 
  Vittoria insists she be placed in the smaller boat 
  with the shallow bottom. Once in the boat, she lays 
  back and asks for a push. A great portal opens on 
  the water revealing a peaceful nebula of stars amidst 
  a soft mix of blues and purples. She grabs Pythia’s 
  hand and gives her a spellbook and arcane focus, a 
  swirling crystal orb. “Now is my time,” she says to her 
  apprentice. “You are smart and capable, and never let 
  anyone say you cannot achieve your dreams.” 
   
  Tears stream down Pythia’s face. Her hand 
  shakes as she holds her mentor’s hands in her own. 
  “This old soul is tired. I have climbed mountains, 
  felt the power of the outer reaches of the Weave flow 
  through me, and have passed my art of the arcane 
  to others.” Vittoria looks at everyone. “Now, it is your 
  time to go out into the world. See everything there 
  is to see and help others along the way. Live every 
  day as if it were your last so you have a sense of 
  fulfillment when your time comes. Now I feel it is my 
  time. I feel I have accomplished and seen everything 
  I set out to see in life. I will always be watching down 
  over all of you.” 
   
  A great light begins to emanate from Vittoria as 
  she lays down in the boat with relief. Everyone within 
  5 feet of her regains 14 (4d4+4) hit points. She seems 
  at complete peace as the boat glides across the lake 
  toward the portal. The boat floats gently through 
  the nebula to the other side and then the portal 
  closes, leaving everyone with the sounds of crackling 
  embers and the thick smell of burning wood.
  
  13
  Lallwyn’s Lament is a 2-3 hour adventure for four to 
  six 3rd-5th level characters. The adventure is linear 
  and the order of events is controlled by the magic 
  of the Unseelie fey. The adventure features the 
  famous song, “Lallwyn’s Lament,” originally written 
  by the renowned elven bard Ellowen Jhaellaon-
  Colleith, and reproduced with her permission in the 
  Appendix: Lallwyn’s Lament. The encounters can 
  be deadly if resolved with direct combat. The task is 
  to overcome each encounter using the relevant song 
  lyrics, in the manner of a classic fairy tale. For this 
  reason, the adventure can be scaled for higher or 
  lower level parties.
  Adventure 
  Background
  In taverns and roadsides up and down the Sword 
  Coast, travelers won’t go far before hearing 
  “Lallwyn’s Lament.” The song details the crime of 
  a father’s jealous rage and the tragic death of his 
  daughter, Princess Lallwyn. It is famously sung 
  in two parts; the father’s part in a rich tenor and 
  Lallwyn’s response in a mournful soprano, capturing 
  her words from beyond the grave and keeping the 
  memory of her innocence alive.
   
  It is widely believed that the song describes true 
  events. Years ago, the high elf Laeillon of Faerhullach 
  traveled through the human realm to attend the 
  wedding of an eladrin noble. His traveling retinue, 
  dubbed the Golden Palisade for its extravagance, 
  carried such finery that it is spoken about to this 
  day. It was when they stopped in the heavily forested 
  hills above the hamlet now called Oak Ridge that the 
  tragic events unfolded.
   
  Deep within the forest, a wood elf named Nemeth 
  spied the approach of the wondrous caravan. When 
  he saw Laeillon’s daughter, the beautiful Lallwyn, it 
  was love at first sight. Their eyes met at twilight and 
  Lallwyn pursued her fascinating admirer through 
  the forest. Night after night, she crept outside to meet 
  him. One night, her father found her tent abandoned. 
  Against the pleas of the company, he ordered his 
  guards to find her and to kill whoever had stolen her 
  away. When they failed to return, he set his dogs to 
  follow the scent, chasing them through the forest 
  himself with blade in hand.
   
  Laeillon caught his daughter standing on 
  the edge of a ridge, beneath a waterfall. As he 
  commanded her to turn around, a hound jumped to 
  his master’s bidding. In fright, Lallwyn slipped and 
  fell to the rocky ground below, splitting her skull 
  open as she landed. Her life blood leaked into the 
  stream that flowed from the waterfall, along the 
  forest floor and through the hamlet of Oak Ridge, 
  where they call the water the Red Ribbon.
   
  Laeillon was apprehended by his family and taken 
  home under guard. He was tried for the crime of 
  unwarranted personal possession and exiled from 
  the lands of the elves for eternity. Nemeth swore 
  revenge on all those who seek to coerce and control, 
  Lallwyn’s 
  Lament
  Written by Ciaran O’Halloran
  The party is led through the Feywild by the verses of “Lallwyn’s Lament,” and try to bring 
  resolution to the tale of heartbreak and loss 
  
  14
  and took the paladin’s Oath of Vengeance. Centuries 
  later, he can still be seen wandering the highways, 
  an ancient knight errant whose long, white hair 
  cascades down over blackened armor.
   
  When asked about the strange ribbons of red that 
  streak through the Red Ribbon, the villagers refer to 
  this story. They are proud of their connection to the 
  famous tale and the interest it brings to their home.
  Adventure 
  Summary
  The site of Lallwyn’s death is a grotto a day’s travel from 
  Oak Ridge through thickly forested hills. Over the years, 
  sorrow has warped the environment and attracted the 
  attention of a green hag named Alice Malice. Weaving 
  her fey magic, she has created a twisted realm where 
  nature itself leeches emotion from travelers passing 
  through. She lures travelers to the grotto to prey on 
  their sorrow for Lallwyn, hoping to eventually lead 
  them to their deaths. The hag enlisted the help of a 
  satyr named Pantilimion, who has become addicted 
  to the gnothic wine (Appendix: Items) she brews from 
  fermented moss. She gives him the wine in exchange 
  for luring travelers to follow in Lallwyn’s footsteps. He 
  loathes what he has become and longs to be free of both 
  Alice Malice and his addiction.
   
  The party can investigate the tale behind the 
  song. The hike upstream leads them to meet the 
  satyr Pantilimion, who is singing “Lallwyn’s Lament” 
  when they arrive. He hints at great treasure to be 
  found near Lallwyn’s bones, which lie still at the 
  site of her death. The party find the remains of the 
  Golden Palisade and enter the twilight realm Alice 
  Malice has weaved from the sorrow bred by the tale. 
  Eventually, they confront Alice herself and if they 
  defeat her, have the chance to lay Lallwyn to rest.
  Running the Adventure
  The encounters in this adventure are deadly if faced 
  directly; the party’s objective should be to overcome, 
  rather than eliminate, the opponents. Each encounter 
  can be navigated using clues from the song. As the 
  party realizes they are reliving the last moments of 
  Lallwyn’s life, they suffer magical exhaustion from 
  the profound sorrow that Alice’s fey power has woven 
  into the environment.
   
  Lallwyn’s Sorrow  Whenever you hear a player 
  make a connection between the events they witness 
  and the song, they must make a DC 12 Wisdom 
  (Insight) check. On a success, their insight evokes 
  feelings of sorrow and they must succeed on a DC 
  12 Constitution saving throw or their character gains 
  a level of exhaustion. Use this mechanic flexibly; as 
  the players figure out their talk is being monitored, 
  you will have to be more perceptive for the signs they 
  have made connections with the song!
   
  The lyrics to Lallwyn’s song are a key to the 
  adventure. Often they contain a prompt that helps 
  the characters move from one area to another. Any 
  character who succeeds on a DC 12 Charisma 
  (Performance) check can recall the words themselves 
  and write them down. Throughout the adventure, 
  the satyr Pantilimion stays close to the party. He 
  appears without warning and sings relevant verses 
  of the famous song. He tries to get the heroes to sing 
  the response in preparation for the final encounter. 
  You can print the lyrics and give them to the players. 
  You can put the song to music, perhaps playing the 
  melody throughout the adventure. Although they 
  are not exact matches, the melody from “She Moves 
  Through the Fair” or “Sonny’s Dream” create the 
  desired atmosphere. These are both well-known folk 
  songs with many recordings available. Brave DMs 
  may even sing the song themselves!
  Adventure Hooks 
   
  A Children’s Song  The characters hear a young 
  lady singing to a group of children. She sings two 
  verses and then they sing two lines back to her. The 
  characters are caught up in the haunting melody, and 
  recognize it from the fields and farms of this area. 
  As they ask her about it, she tells them the story and 
  mentions that the site where Lallwyn met her death 
  is near. She gives them directions to Oak Ridge and 
  wishes them luck.
   
  Lallwyn’s Treasure  Late at night in a tavern, 
  a bard begins to sing. A hooded woman joins in to 
  sing the response. She has an astonishing voice, 
  and at the end of the song she leaves in a hurry. The 
  customers are full of excitement about the incident, 
  and one of them regales the audience with the story. 
  
  15
  He mentions a local satyr who guards Lallwyn’s 
  treasure. The last part, of course, is only partly true.
   
  Ribbons in the Stream  While traveling, the 
  party stops to rest beside a stream and notices 
  ribbons of red streaked through the water. The 
  stream runs through a hamlet called Oak Ridge. 
  When they inqure, locals tell them the story and 
  sing the famous song, if asked.
   
  A Singing Satyr  Walking through a forested 
  hillside, the party hears a deep voice singing through 
  the trees. They follow the sound until they meet a 
  handsome satyr leaning against a tree. “Have you 
  heard the story of ‘Lallwyn’s Lament?’ Well, let me 
  tell it to you.” As he sings, the party is filled with 
  great sadness. The satyr tells them that the site of the 
  princess’s death is near, and he will lead them to it, if 
  they wish.
  Part 1: Chasing the 
  Melody
  Regardless of hook, the party finds themselves 
  following the Red Ribbon stream. There is no path 
  alongside the stream, which often runs through rocky 
  terrain, forming pools and cascades along the way. 
  The party must hike through the heavily wooded 
  slopes alongside the stream. The area by the stream 
  is considered difficult terrain. In parts, the party 
  must climb steep slopes. They will all suffer minor 
  scratches from slips and falls, but not enough to 
  cause serious damage. If in the stream or climbing 
  the rocks around it, a character must succeed on a 
  DC 10 Strength (Athletics) or Dexterity (Acrobatics) 
  check to keep their footing.
  Pantilimion
  After a morning of hard travel, you come 
  to a series of pools formed by a small 
  waterfall  The stream tumbles down the 
  rock face ahead, flashes of red passing 
  visibly in the water  The rock face is about 
  15 feet high, but the rocks give plenty of 
  hand and foot holds  Over and under the 
  sound of rushing water skips a familiar 
  melody in a deep and husky voice  
  About halfway up the rock face to the side of the 
  waterfall is Pantilimion. He is repeatedly singing 
  the first two verses of the song. He ignores the party 
  unless someone sings the response. After they have 
  done so, he looks down towards them.
  Smiling down is a heavily tanned and 
  unkempt satyr, twigs and leaves intertwined 
  through his beard and hair  His wrinkled 
  face broadens to a smile and the dark bags 
  under his sunken eyes deepen  The satyr 
  jumps to a crouch, hooves striking rock, 
  patches of mud-matted fur visible on his 
  goat hind legs  He leaps from the rock and 
  splashes the pool in front of you 
  Features:
  Pantilimion wants to know if the party is on 
  Lallwyn’s trail. He tells them if they follow the 
  
  16
  
  17
  stream, they will enter Lallwyn’s land, warning that 
  the memory of her death haunts the surroundings. 
  As they talk, Pantilimion produces a leather-bound 
  drinking vessel and greedily swallows, bracing 
  himself after each gulp. It is clear he is drinking 
  something strong. A successful DC 12 Insight 
  (Wisdom) check reveals he is telling the truth and is 
  preoccupied by a compulsion to drink.
   
  Success on a DC 12 Strength (Athletics) check is 
  needed to climb the rock face without assistance. If a 
  rope or other method of assistance is used, no check 
  is needed.
   
  Pantilimion follows the party at a distance, 
  emerging from the environment when needed. You 
  can use his appearance to prompt the players to 
  think about the song lyrics.
  The Golden Palisade
  Ahead of you, the stream becomes wider 
  and shallower  The trees hang over steep 
  mud banks that rise from the water on each 
  side  Wading to your ankles, you follow the 
  stream around a bend  By the water’s edge, 
  the trees part to form a clearing and within 
  it are the remains of a large campsite  As 
  you approach, you see the wooden ribs of 
  tents exposed under decayed canvas, in 
  places heavy with mold  Rotten lengths of 
  string that might once have held bunting 
  hang between the remains of four large 
  square tents 
  Features:
  The party has found the site of the Golden Palisade. 
  This area has been preserved in an advanced state 
  of decay by fey magic, which can be identified with 
  detect magic. As the party looks into the four tents, they 
  find bedrolls stained with mold, thick damp blankets 
  infested with woodlice, and cracked plates and bowls of 
  fine elven design that now house caterpillars, spiders, 
  and other creepy crawlies. If the party begins to search 
  methodically, a giant centipede (MM 323) emerges.
   
  Lallwyn’s Tent  Furthest from the stream and 
  closest to the forest is a tent with three intact but heavily 
  molded canvas walls. A character who looks inside 
  should make a DC 10 Wisdom (Perception) check. If 
  they succeed, they catch a glimpse of white hair flash 
  behind a tree. Regardless, read the following:
  Searching through the rotten litter of 
  the campsite, you hear a whistle outside  
  Peering through the sunken canvas wall, you 
  see the thick trees of the forest behind  Just 
  when you decide to turn away, the breeze 
  seems to whisper the name, “Lallwyn ”
  As soon as a character steps into the forest, they 
  hear the name “Lallwyn” on the breeze. Characters 
  who succeed on a DC 12 Wisdom (Perception) 
  check notice through the trees a slight male form, 
  possibly an elf, dressed in black, as well as a white 
  head of hair. This is a programmed illusion created 
  by Alice Malice.
   
  Once any character mentions the name “Nemeth,” 
  read the following. If they do not, Pantilimion appears 
  from behind a tree and leads them to say the name.
  
  18
  The breeze increases and a gust of wind 
  circles through the deserted camp  It picks 
  up leaves and debris from the floor, and you 
  watch them start to swirl as the gust seems 
  to circle back on itself  The force of the 
  wind increases, and the old tent walls start 
  to flutter freely, the poles strengthening as 
  they rise and straighten  As they stiffen, 
  each canvas becomes a golden square, the 
  dirt of ages falling as they form their old 
  shapes  Triangular flags unfurl in an array 
  of bright colors as the bunting stretches 
  taut between the tents  Before long, the 
  entire site is restored to its old glory as 
  Laeillon’s Golden Palisade 
  As they realize what’s happening, each character must 
  make a DC 12 Wisdom (Insight) check, as detailed 
  in “Lallwyn’s Sorrow” (Running the Adventure) 
  above. On a success, they connect the events with 
  the emotion in the song and must make a DC 12 
  Constitution saving throw or gain a level of exhaustion. 
  Entering the Feywild
  The characters are now in Lallwyn’s Grotto, a realm 
  that exists partly in the Feywild. The environment is 
  controlled by Alice Malice. If they explore the tents 
  again, they find them full of the finest crockery, satin 
  sheets and bedclothes, and beautiful chests and 
  traveling cases. All of these are empty; there are no 
  clothes, equipment, or any sign of inhabitants. In one 
  of the tents, they find an unmade bed and an open 
  square window. As they explore this tent, they hear a 
  voice singing the third verse of the song, carried from 
  deep in the forest on a gentle breeze.
  Part 2: Lallwyn’s 
  Demesne
  Following Nemeth
  The party must retrace Lallwyn’s footsteps through 
  the forest. Use sightings of Nemeth to lure them 
  in. They are now partly in the Feywild and their 
  environment is only partially real. They can use their 
  knowledge of the song to resolve the encounters that 
  follow. Any attempts to retrace their steps back or to 
  find alternate routes through the forest end in failure. 
  The DM should describe how they become disoriented 
  as they seem to come upon the same trees and 
  clearings where they shouldn’t. Once the party is on 
  the right track, move quickly to the next description. 
  Progress should feel disjointed. As the party makes 
  their way through the trees, read the following:
  Between the highest branches, you see the 
  sky suddenly darken  Through the dark 
  greens, you see the blue of twilight fading 
  in  Surely you have only been traveling for 
  a few hours? Scanning the trees, you can’t 
  remember the way back to the camp  From 
  somewhere deep in the forest, you hear the 
  famous melody  The singing seems to come 
  from behind a tree, only to echo again from 
  the other side 
  Features:
   
  Disorienting Woods  In this area, successful 
  navigation is impossible. If the party performs 
  relevant skill checks in this part of the forest, consult 
  the list below. All results are cumulative:
  Wisdom (Survival)
  • DC 8: The forest floor is covered with tracks made 
  by heavy boots.
  • DC 10: The forest floor looks as though troops have 
  been rushing forward and backward repeatedly.
  Wisdom (Perception)
  • DC 10: The breeze seems to have been changing 
  direction without you noticing.
  Wisdom (Perception based on hearing)
  • DC 8: The sound of the name “Nemeth” can be 
  heard, coming from a location seemingly just out 
  of sight.
  • DC 10: Another male voice also shouts the name 
  from the distance.
  • DC 12: A third, female voice joins in.
  
  19
  Wisdom (Nature or Survival) or Intelligence 
  (Arcana)
  • DC 18: The presence of powerful fey magic can 
  be felt.
  • DC 20: The sounds and sights seem partly illusory.
  As twilight settles, the shadows visibly lengthen 
  underneath the broad tree branches, in some cases 
  casting knots and twists in the bark into darkness. If a 
  character succeeds on a DC 12 Wisdom (Perception) 
  check or actively looks at the shadows, they notice that 
  the shadows thicken and swirl, as though dark forms 
  are hiding within. Whether they pass or not, as they 
  approach, they notice a shadow that seems to hang 
  between two branches like a covering, all the way to 
  the ground beneath. A character who passes an arm 
  or leg through meets no resistance. Walking between 
  the branches leads to the next encounter. If the party 
  connects this with verse five of the song, refer to 
  “Lallwyn’s Sorrow” (Running the Adventure).
  The Guards’ Redoubt
  A well worn path emerges from between the 
  branches. As the party advances, read the following:
  Following the path, you notice the ground 
  on both sides becoming much more wet  
  Two earthen banks, thickly spread with 
  trees, rise up from either side, forming 
  a narrow valley  Water from the stream 
  has soaked through the ground, making a 
  muddy bog  Planks laid along the left side 
  make your passage easier 
  As the party proceeds, read the following:
  The path has a wooden handrail along 
  the side and stretches along the inside of 
  a steep crevice then stops abruptly  The 
  stream seems to have disappeared into 
  heavily boggy ground under the path  
  About eighty feet ahead, you see a narrow 
  waterfall pouring into a muddy pool  
  Standing at points around the bog are six 
  finely-armored humanoid forms, as still and 
  
  20
  silent as statues  Their armor is rusted and 
  decayed in places, their faces hollow and 
  gaunt  The wooden path forms a balcony 
  over the side of the bog 
  Features:
   
  Mud  The party must find a route through the 
  boggy ground to the waterfall. The most direct path 
  spans 80 feet. The boggy ground is considered difficult 
  terrain. In addition, creatures stuck in the mud are 
  slowed even more. On each turn that a creature ends 
  their movement in the bog, they must succeed on a 
  DC 12 Strength (Athletics) check or their movement 
  is halved the following round. Movement cannot be 
  reduced below 5 feet in this way.
   
  Nightgown  On a successful DC 10 Wisdom 
  (Perception) check, a character notices a white 
  silken length of material caught on a branch about 
  three quarters of the way up the waterfall. On a 
  15 or higher, they identify it as a fine nightgown. If 
  the characters are next to the waterfall, no check is 
  needed to see the gown.
  Creatures:
  The 6 humanoids are wights (MM 300) armed 
  with shortswords. They are the undead remains of 
  Laeillon’s guards, necrotic manifestations of sorrow 
  and grief. Their movement is reduced to 5 feet. Party 
  members can try to distract them while others pass. If 
  they help their slowed comrades, allow them to make 
  another DC 12 Strength check. On a success, they 
  can move at half their normal speed again. 
   
  Tactics  The wights move toward any creature 
  they notice and attack with their shortswords. 
  Development: 
  The party must cross the bog and climb the 
  waterfall’s rock face. If they don’t become stuck, 
  they can bypass the wights. As the heroes climb, the 
  wights congregate at the foot, waiting for them to 
  fall. Climbing without assistance requires success on 
  a DC 15 Strength (Athletics) check. A failed check 
  means a character falls to the bottom. If climbing 
  with a rope, the DC is reduced to 10. Assistance from 
  another character gives advantage on this check. 
  With a secure rope, failed checks may not mean 
  falling, but a failure to progress. Characters must 
  pass this check every time they take the climb action, 
  and most will need two successful checks to ascend 
  the full height of 25 feet.
   
  Treasure  Each wight carries a thin, single-edged 
  shortsword of ancient elven design with an emerald 
  inlaid in the hilt. One of them is a +1 magic weapon 
  worth 120 gp. The mundane shortswords are worth 
  75 gp to a collector.
  DM's Note: Adjusting the Difficulty
  Alter the placement of the wights in order to 
  decrease or increase the difficulty of this encounter. 
  If the party is strong, at least 1 wight blocks the path 
  to the waterfall.
  Laeillon’s Hounds
  The waterfall is preceded by small sections of rapids. 
  The ground slopes steeply on both sides. The party 
  can walk up the slope on either side of the stream, 
  which collects in alternating long drops and pools.
  
  21
  Hand and foot, you pull yourself up the 
  slope  In the distance, you hear a voice  It 
  seems to be shouting the name “Lallwyn ” 
  The call is echoed by sharp barks  As you 
  climb, the barking seems to get louder  
  Suddenly, in front of you growls a heavily-
  built hound  As you back away, another 
  closes in behind  Barks give warning, 
  and through the trees appear two more, 
  flanking you on either side 
  Features:
  Slope  The slope can be climbed at half speed. The 
  area is thickly grown with trees, which could stop the 
  movement of any character who falls. Characters who 
  fall on the slope are prone and must succeed on a DC 
  12 Dexterity (Athletics) check or roll 5 x (1d4 - 1) feet 
  down the slope.
  Creatures:
  5 mastiffs (MM 332) surround the party.
   
  Tactics  The mastiffs attempt to knock the 
  characters prone, and two then attack a character on 
  the ground. They try to drag opponents away from 
  the group, take them back to the waterfall, and knock 
  them to the wights below.
  Lallwyn’s Ridge
  The characters make their way up a steep slope, 
  climbing hand over foot. Before long, it levels off and 
  they find themselves high above a large creek at the 
  bottom of another section of waterfall. The waterfall 
  itself is on the other side of this crevice, about 30 feet 
  along a narrow ridge. 
  
  22
  Her long black hair slick with water, a 
  female figure stands under the torrent of 
  water  The rapids pour over her body and 
  obscure her face from view  The knuckles 
  of her white hands are visible by her 
  side  The water falls into a pool 20 feet 
  below that spreads over a wide rock shelf 
  before tumbling over the far edge  Partly 
  submerged within is an ornate wrought iron 
  summer house, green and slick with moss, 
  its roof pounded by spray from the water 
  Features:
  The lower shelf forms a rough circle 20 feet in 
  diameter. The old summer house is near its far edge. 
  From there, the party can look over the course of the 
  stream below, back to the Golden Palisade. 
  Creatures:
  The female figure is Alice Malice, a green hag (MM 
  177). She waits for the characters to approach and 
  then turns to reveal her true appearance.
   
  Tactics  Alice Malice attempts to grapple 
  her opponents and throw them to the rocks, 20 
  feet below. Falling onto the rock shelf deals 2d6 
  bludgeoning damage. Alice jumps down with the 
  thrown character to engage in combat.
   
  Banshee Arrival  The summer house contains 
  the bones of Lallwyn. If the final response to her song 
  is sung over the noise of the waterfall, the bones stir 
  and a banshee (MM 23) flies from the summer house, 
  spiraling through the crevice to join the combat.
   
  The banshee’s main target is Alice Malice. In the 
  first round, she reveals her Horrifying Visage. In the 
  second round, she returns to the site of her bones 
  and lets out her Wail. Party members still on the 
  upper ledge will be farther than 30 feet away. Any 
  party member that has sung the lament is spared.
  Development: 
  After the first round of combat, Pantilimion appears 
  over the head of the stream. He sings the last two 
  verses of the song to prompt party members to sing the 
  response. If Alice Malice is killed, he thanks the party 
  and explains that she forced him to lure people to her. 
   
  Treasure  In the pool lie the remains of travelers 
  lured to their deaths, standard weapons, and armor. 
  There are also potions of spider climb, giant strength, 
  and restoration. One of the bodies has a gold 
  necklace worth 80 gp. Another has a signet ring with 
  a sapphire worth 40 gp. Scattered around are 132 
  gp, 178 sp, and 208 cp. There are 5 bottles of gnothic 
  wine (Appendix: Items) stashed behind a rock.
   
  Around the neck of the bones laid in the summer 
  house is Lallwyn’s brooch (Appendix: Items).
  Concluding the 
  Adventure
  The party can find out the information in the 
  Adventure Summary by interviewing Pantilimion. 
  If the characters have defeated Alice Malice, they 
  can trace their way back to the ruins of the Golden 
  Palisade with little trouble. 
  Continuing the 
  Adventure
  The party has a story to tell all those who know 
  the song. Over the coming season, when they hear 
  it sung they find that two verses have been added, 
  detailing their exploits. This new version is rumored 
  to have been composed by a well-known satyr bard, 
  and proves very popular.
   
  The party could try to track down Nemeth and 
  give him the brooch. He could make a powerful and 
  well-connected ally in the future.
  
  23
  Appendix: Items
  Gnothic Wine
  Potion, common
  Brewed from moss and lichen, gnothic wine is a black, 
  foul-smelling liquid and a highly addictive poison. A 
  bottle contains three standard servings of wine.
   
  After consuming the wine, a creature must 
  succeed on a DC 10 Constitution saving throw or 
  spend an action nursing stomach cramps. They 
  must also make a DC 12 Wisdom saving throw. On 
  a failure, the creature becomes addicted to the wine 
  and all of their attack rolls and ability checks are 
  made with disadvantage. Consuming another serving 
  of wine temporarily removes these effects until the 
  creature completes a short or long rest. The addiction 
  can be removed with a lesser restoration spell or 
  after passing a number of days without consumption 
  equal to the number of servings they consumed. 
  The creature can repeat the saving throw after 
  completing a short or long rest.
  Lallwyn’s Brooch
  Wondrous item, very rare
  This silver brooch takes the form of three blades of 
  grass laid over each other. The pin on the back is still 
  intact and can be fastened onto any material. 
   
  When you use an action to rub the brooch, it 
  emits a mournful wail. All creatures within 30 
  feet of you that can hear the wail must make a DC 
  13 Constitution saving throw. On a failure, the 
  creatures drop to 0 hit points. On a success, they 
  take 3d6 psychic damage. The brooch has no effect 
  on constructs or undead. Once used in this way, the 
  brooch cannot be used again until the next dawn.
  Appendix: Lallwyn’s 
  Lament
  Oh, you want me to sing one of my own? Lallwyn’s 
  Lament, you say? Such a sad story, a real tragedy. 
  Fortunately for us, like all tragedies, it makes for a 
  great song. Well, let me start. You will have to sing 
  the response—it’s bad luck to sing both parts yourself. 
  Here we are now—you’ll have to forgive me, it’s 
  translated from Elvish—it’s lost some of its poetry, but 
  you get the idea…. 
  Oh, let me free to come to you
  Come to you my daughter
  Like a dream I see you
  Our lives entwined in death 
   
  Why couldn’t I see your heart was full
  Why didn’t I see your longing
  I was blinded by my fear
  I was guided by my anger
   
  Response: My father, years have passed now
  And we all are wisps of dust
   
  Like a curse I remember that boy
  Nemeth appeared through the trees
  Where our caravan camped
  Not worthy of the house of Laeillon
   
  I recall the rage at my throat
  As I tore at the walls of your heart
  Your bed empty, your window open
  In my rage, I was ready to kill
   
  Response: My father, years have passed now
  My blood washed through the stream
   
  He hid among the trees that night
  And helped you find the shadows
  Rage burst through my heart 
  I screamed at your gentle face
   
  A mask to hide your defiance
  To defend what I thought was mine
  Stay a step before my guards
  Disappear between the branches
  
  24
  Response: My father, years have passed now
  And my love still blooms from beyond
   
  I remember the sight of your hair
  As I unleashed my guards in the glade
  Fear rooted them to the ground
  White robe blowing as you ran
   
  Fleeing my rage for your love
  Your precious ankle slipped away
  Oh, if I could just take it back
  I, your father, twisted by my hate
   
  Response: My father, years have passed now
  And I fall forever in your dream
   
  Hounds teeth caught your flesh
  You stumbled on the wet rock
  Froth flashes white when water falls
  Over stone I saw my daughter slip
   
  I rushed to the edge of the ridge
  Watched the water tumble over
  Your skull broken bleeding
  Ribbons of your blooming blood
   
  Response: My father, years have passed now
  And I am lost for ever to my only love
  
  25
  This adventure is optimized for a party of four 4th 
  level characters.
  Adventure 
  Background
  The Night Huntsman is a cruel fey lord who renews 
  his power every hundred years through the ritualistic 
  Wild Hunt. Centuries ago, the Night Huntsman 
  made a bargain with a fey noble named Mabilly. This 
  bargain gave Mabilly incredible power, but the Night 
  Huntsman tricked her into agreeing to give up a 
  member of her court every century to the Wild Hunt. 
  If Mabilly does not offer up a sacrifice, she will lose 
  not only the power she gained from the bargain but 
  also the power she had before that.
   
  The time of the Wild Hunt approaches, when a 
  shade of the Night Huntsman will ride across the 
  Feywild with his hounds to the outskirts of Mabilly’s 
  domain and claim his victim. The fey knight Tamlin 
  was willing to sacrifice himself for Mabilly until 
  recently, when he met and fell in love with a human 
  woman named Janae. To force Tamlin to do his duty, 
  Mabilly turned Janae’s heart to stone and cursed 
  Tamlin with crystalline eyes that would transform 
  Janae into a statue if he ever saw her again. Now, 
  Tamlin patrols his lady’s lands, broken-hearted and 
  resigned to his fate.
   
  The village of Mantlegreen, Janae’s home, lies 
  on the border of the Feywild. Mantlegreen has been 
  protected from fey influence for centuries by a carved 
  stone that sits at its center. Time and weather have 
  eroded the stone’s power and a group of mischievous 
  boggles have kidnapped the only person who can fix 
  it, Gilbert Carver. The boggles spirited him away to 
  Mabilly’s domain, allowing them to interfere more 
  freely with the lives of the villagers.
  Adventure 
  Summary
  The adventurers begin in the village of Mantlegreen, 
  on the edge of the forest of Carterhaugh. They meet 
  Janae, the village leader, and her brother Sean, who 
  asks for their help in tracking down a local man 
  named Gilbert Carver. Gilbert’s family passed down 
  the knowledge of how to repair the failing Feystone, 
  an ancient ward of protection against the local fey. 
  The characters learn that Janae fell in love with a fey 
  knight named Tamlin and her heart was turned to 
  stone by a powerful curse.
   
  Journeying into the forest, the party encounters 
  Tamlin engaged in a fight with bandits. He reveals 
  that his liege Mabilly gave him eyes of crystal that 
  will turn Janae into a statue if he ever looks upon her. 
  To break the curse, the characters must travel into 
  Mabilly’s Stone Maze.
  Eyes of 
  Stone
  Written by Eleanor Hingley
  A lover with a stone heart and a faerie queen ruling a maze of wondrous horrors  In Eyes of 
  Stone, a group of adventurers endure trials to break a terrible curse and save a fey knight from 
  the clutches of the Wild Hunt 
  
  26
    The characters encounter three dryad guardians 
  with the power to open a portal into the Stone Maze. 
  They face a series of trials with the help of Bardo, a 
  member of Mabilly’s court. As they journey through 
  the maze, they learn that saving Tamlin from the 
  Wild Hunt means that Mabilly will be stripped of her 
  power and the Night Huntsman will gain it instead. 
  The characters may each choose to take on a part 
  of Mabilly’s curse while they are in the Feywild to 
  prevent the Huntsman from growing more powerful.
   
  The characters and Tamlin are pursued across a 
  moonlit moor during the Wild Hunt, culminating in 
  a confrontation with the Night Huntsman before they 
  can escape the Feywild.
  Adventure Hooks
   
  A Friend in Need  One of the party members 
  knows Sean, who wrote a letter expressing concerns 
  about changes in his sister Janae’s personality, the 
  failing of the anti-fey protections on the village, and 
  the disappearance of one of the villagers.
   
  Hunt the Huntsman  The party has encountered 
  the Night Huntsman before and want to frustrate 
  his efforts. He gains power from the Wild Hunt, so 
  interrupting it serves their interests.
   
  The Bard’s Song  The party once met the 
  renowned bard Aelfstan, who told them of the Stone 
  Maze in the forest of Carterhaugh. He spoke of 
  wonders and treasures, including the discovery of 
  his most famous song.
   
  Family Heirloom  An ancestor of a party 
  member sought out Mabilly but never returned. Lost 
  with them were the pipes of haunting, a magic item 
  passed down through generations.
  Part 1: Mantlegreen
  Mantlegreen is a small village on the edge of 
  the forest of Carterhaugh  A dozen houses 
  surround a stone with runes carved into 
  it, creating a labyrinthine design in the 
  center  Your presence attracts a great deal of 
  interest and a small group of villagers gather 
  outside a house, murmuring  Moments later, 
  a young man and woman with a familial 
  resemblance emerge from the house and the 
  villagers point toward you 
  The woman is Janae (commoner, MM 345), 
  the village leader. She tells the characters in no 
  uncertain terms that they need to leave, as they don’t 
  want trouble in Mantlegreen. However, her brother 
  Sean (commoner, MM 345) quickly intervenes and 
  takes the characters to a private back room in the 
  small tavern he runs, where he asks them for help.
   
  Sean explains that things have been most strange 
  lately in Mantlegreen. Because the village is close to 
  a portal to the Feywild, the Feystone was erected in 
  the village center to protect the villagers against fey 
  intrusions. Unfortunately, the stone is old and in need 
  of repair and the only person who knows how to fix 
  it, Gilbert Carver, has disappeared. Sean explains 
  that Gilbert mentioned going to study a grove where 
  a set of carved stones may hold more insight into 
  repairing the Feystone, but he never returned.
   
  Furthermore, something has happened to Janae: 
  her personality has changed, her skin has a gray 
  pallor, and her heart has stopped beating, though 
  she is miraculously still alive. Janae has always been 
  compassionate and fair, but recently she’s become 
  cold and domineering. Sean is afraid that Janae will 
  die if this malady is not removed. He believes that 
  Tamlin, a fey knight Janae met in the forest, may 
  know what to do. Sean asks the characters to help 
  his sister and find Gilbert Carver so he can fix the 
  Feystone. He can only offer 60 gp in goods and crafts 
  as a reward, but he promises that the characters will 
  always have free food and lodging whenever they 
  pass through Mantlegreen.
  
  27
   
  Sean can direct the characters to the forest grove 
  where Gilbert was said to be headed. The grove 
  is located near the edge of the Feywild, where the 
  forest paths tend to shift without warning.
  Questioning Janae
  Sean persuades his sister to submit to an 
  examination and answer any questions the 
  characters might have. Janae explains that she went 
  into the forest looking for Gilbert nearly 30 days ago, 
  right after he disappeared. There she encountered 
  a fey knight called Tamlin. They spoke and laughed 
  for hours, until he gave her a rose with twin blooms 
  growing from a single stem, illuminated with a 
  strange glow.
   
  Janae returned to the village alone and she put the 
  rose in a vase on her bedside table. That night, she 
  experienced terrible dreams in which the sun, the 
  moon, and the stars were in the sky together, and the 
  stars winked out one by one. When Janae awoke, she 
  found the rose had disappeared. She soon noticed her 
  skin had taken on a grayish tone, though she felt fine. 
  Sean insists this is when her personality changed, 
  though Janae maintains she is just the same.
   
  A successful DC 14 Wisdom (Insight) check reveals 
  Janae fell in love with Tamlin but has since convinced 
  herself that her feelings were just a passing fancy. A 
  successful DC 14 Intelligence (Arcana) check reveals 
  she is under a powerful curse that cannot be dispelled 
  with remove curse: Janae’s heart, normally loving and 
  kind, has been turned to stone. Her skin has a gray 
  pallor and a successful DC 14 Intelligence (Medicine) 
  check reveals that her heart is not beating anymore. It 
  has undergone a physical transformation to stone, kept 
  alive by fey magic. If presented with this information, 
  Janae refuses to believe it. However, without the 
  protection of the fey magic, she will either die or 
  become a statue.
  Janae’s House
  If the characters investigate Janae’s house, a lingering 
  sensation of magic hangs in the air from the curse that 
  was laid upon Janae. A successful DC 14 Intelligence 
  (Investigation) check reveals tiny scratches around 
  the windows of Janae’s bedroom, suggesting that 
  tiny creatures may have stolen the rose. A successful 
  DC 16 Intelligence (Arcana) or Wisdom (Survival) 
  check suggests the marks were left by pixies, given 
  Mantlegreen’s proximity to the Feywild.
   
  The pixies who broke into Janae’s bedroom not only 
  stole the rose, but they also conveyed Mabilly’s curse 
  to Janae, which manifested as her nightmare. The 
  nightmare represents the Wild Hunt, during which the 
  moon (the Night Huntsman) comes to the domain of 
  the sun (Mabilly) and destroys the stars (Tamlin).
  The Feystone
  This carved stone in the center of Mantlegreen 
  once protected the village against fey influence, for 
  everyone here is aware of how close the Feywild 
  is. But the stone is old and weathered, and most of 
  its protection is gone. While only the Carver family 
  knows the secrets of repairing the Feystone, the 
  party can temporarily bolster it with a successful DC 
  15 Intelligence (Arcana) or (Religion) check.
   
  Gilbert Carver was trying to find the grove with 
  the Feywild portal in the forest, as it contains a carved 
  stone that he believed might give him information 
  about fixing the Feystone. A group of boggles and 
  satyrs recognized Gilbert as the descendent of the 
  family that created the Feystone. They dragged him 
  into the Stone Maze, where they are keeping him 
  captive until the Feystone fails permanently.
  Hunter’s End Tavern
  Hunter’s End Tavern is the cozy center 
  of the community, currently filled with 
  farmers and traders swapping stories over 
  tankards of rich beer  Beside the roaring 
  fire, a minstrel with travel-worn clothes 
  strums an irresistibly catchy tune on a lute 
  The patrons are wary of strangers but can be persuaded 
  to talk with a round of drinks. A barrel-chested 
  blacksmith tells the story of the Night Huntsman for 
  whom the inn is named: a powerful fey lord who stands 
  taller than a human with bright white hair and pale skin 
  tinged with blue. His eyes are solid black and his leather 
  hunting armor, stained with blood, is the only part of his 
  appearance that is less than perfect. When he smiles, 
  his teeth are white, sharp, and bloodstained. He rides 
  
  28
  a steed that appears to be made of moonlight, and he 
  calls it his “lunargent charger.”
   
  If the characters have encountered Aelfstan, 
  the bard mentioned in the Adventure Hooks, they 
  will recognize his signature tune from the minstrel 
  beside the fire. The minstrel is more than happy to 
  talk about it to someone of a similar musical ear (see 
  “Performance” on the table below).
   
  The characters may also listen for rumors if they 
  have proficiency in the appropriate skill and make a 
  successful ability check:
  Part 2: The Forest 
  of Carterhaugh
  Carterhaugh is a thick forest filled with 
  ancient trees  There is an odd hush to the 
  air, and at times you believe you hear the 
  sound of distant bells and laughter  More 
  definite are the smell of smoke and the 
  sounds of fighting from a clearing ahead 
  The Bandit Camp
  The characters find a clearing deep in the forest with 
  a makeshift camp and discover Tamlin (Appendix: 
  Stat Blocks) fighting a group of bandits (MM 343) 
  who have strayed too close to Queen Mabilly’s 
  domain. Tamlin, who patrols the forest near the 
  portal, plans to kill them or drive them away.
  Skill (DC 14)
  Rumor
  Arcana
  The guardians of the gate to the Feywild 
  love music and find it soothing.
  History
  Somewhere in the nearby Feywild is 
  a maze made of stone filled with lost 
  treasures.
  Nature
  The blood-chilling howls heard recently 
  in the forest of Carterhaugh cannot be 
  explained by the local wildlife.
  Performance
  The famous bard Aelfstan wrote his 
  greatest song while inspired by the 
  forest of Carterhaugh.
  
  29
  Features:
   
  Obstacles  Felled trunks are arranged around a 
  central firepit with glowing embers, which all count 
  as difficult terrain.
   
  Undergrowth  A few patches of undergrowth and 
  brambles litter the clearing, which count as difficult 
  terrain and provide half cover.
  Creatures:
  1 bandit captain (MM 344) and 5 bandits (MM 
  343) are engaging Tamlin.
  DM's Note: Adjusting the Difficulty
  If the party is strong, add an archer (VGtM 210).
   
  Tactics  Three bandits surround Tamlin in 
  the firepit area at the start of the encounter. The 
  bandit captain and two bandits are spread around 
  the clearing and use their ranged weapons. The 
  bandits flee with a successful DC 16 Charisma 
  (Intimidation) check or if half the group is reduced 
  to less than half their hit points.
   
  Tamlin attempts to kill any bandits within reach, but 
  he can be persuaded to let them go with a successful 
  DC 15 Charisma (Persuasion) check. He uses his 
  first action to attempt to turn a bandit to stone with his 
  Petrification Ray. If the effect fails, the bandit’s legs 
  briefly turn to stone before returning to normal. If the 
  bandits kill Tamlin during the fight, his body turns to 
  motes of sunlight. Thanks to a powerful blessing, he 
  reforms into a solid person after several minutes.
  Development:
  Tamlin is a courtier of the fey noble Mabilly. He is 
  stunningly handsome and clad in gleaming armor 
  decorated with a distinctive star motif. On his head 
  rests a slim band engraved with stars, which appears 
  to be decorative rather than magical. His eyes look 
  as if they are made of pale blue crystal, which is 
  unusual, even for an eladrin. His skin and eyes glow 
  slightly in the gloom of the forest.
   
  If Tamlin is killed, either during or after the 
  fight with the bandits, his body turns to motes of 
  sunlight. He reforms into a solid person after a few 
  minutes. This is a powerful blessing from his service 
  to Mabilly: he cannot be killed while patrolling his 
  Lady’s lands, but this blessing can be revoked if he 
  disobeys her.
   
  Tamlin thanks the party for their assistance but 
  tells them not to stray further into the forest. They are 
  nearing the domain of Mabilly, Queen of the Stone 
  Maze, and he will be forced to stop them.
   
  If the characters try to persuade Tamlin to 
  let them pass without mentioning Janae or the 
  curse, they must succeed on a DC 20 Charisma 
  (Persuasion) check.
  Tamlin and Janae
  If the characters mention Janae, Tamlin tells the 
  story of their meeting. Tamlin regularly patrols the 
  woods near the portal to Mabilly’s domain to protect 
  it from bandits seeking to steal the treasures within. 
  Recently, he met Janae in the woods and fell in love 
  with her. As a token of his love, Tamlin gave Janae 
  a flower that is only found in the Feywild: a glowing 
  rose with twin blooms growing from the same stem.
   
  Tamlin explains that Mabilly must sacrifice a 
  member of her court to another fey noble, the Night 
  Huntsman, every one hundred years. That sacrifice 
  is pursued in the Wild Hunt by a company of hounds 
  and a shade of the Huntsman himself. At the end of 
  the Wild Hunt, the courtier is torn to pieces and the 
  agreement between Mabilly and the Night Huntsman 
  is renewed for another century. The Wild Hunt 
  is imminent and Tamlin was to be this sacrifice. 
  However, having fallen in love with a human, he 
  refused to go willingly to his death.
  
  30
   
  In response, Mabilly cursed the lovers. She turned 
  Janae’s heart to stone and gave Tamlin eyes of crystal. 
  Janae is doomed to become as cold and lifeless as 
  her stone heart, and Tamlin cannot look upon his 
  beloved or she will become a statue. Tamlin knows the 
  only person capable of breaking the curse is Mabilly 
  herself, and that the characters could earn a boon 
  from her if they journey to the center of Mabilly’s Stone 
  Maze. The rules of Mabilly’s existence require her to 
  grant one request to any group that endures her trials 
  and reaches her tower. With the curse broken, Tamlin 
  must still endure the Wild Hunt, but he can do so with 
  something to fight for.
   
  If the characters agree to help Tamlin and Janae, 
  or if they convince him to let them pass through the 
  portal, he takes them to the Grove Gate. On the way, 
  he explains that the portal is the only way into the 
  Stone Maze. However, he is bound by the rules of 
  Mabilly’s court and cannot tell them how to open it.
   
  Treasure  The bandits have 60 gp worth of coins 
  and stolen goods in their camp.
  The Grove Gate
  Three ancient-looking trees surround a clearing with 
  a large, carved stone disc in the center. The bark 
  of each tree forms a symbol. One of the trees has 
  gold leaves, one silver, and one copper. As soon as 
  the characters enter the grove, 3 dryads (MM 121)
  emerge from the trees.
   
  The dryads can sense all life within their grove, 
  and Dexterity (Stealth) checks in this area are made 
  with disadvantage. The dryads cannot be negotiated 
  with, for they are driven by the single-minded desire 
  to protect this grove. When the dryads step out of 
  their trees, they tell the characters to leave. If the 
  characters stay, the dryads attempt to use Fey Charm 
  on them. If this fails, they engage the party in combat.
   
  A successful DC 14 Intelligence (Arcana) check can 
  connect the symbols on each tree with a corresponding 
  metal, celestial body, and elemental type:
  • The symbol on the tree with gold leaves 
  represents: Gold, Sun, and Fire 
  
  31
  • The symbol on the tree with silver leaves 
  represents: Silver, Moon, and Cold
  • The symbol on the tree with copper leaves 
  represents: Copper, Stars, and Radiant
   
  A successful DC 14 Intelligence (Investigation) 
  check on the stone disc shows musical notes carved 
  into the pattern along with the symbols from the 
  trees. If a character plays or sings the tune, which 
  does not require a check, the dryads disappear into 
  their trees, and the portal opens.
  Creatures:
  3 dryads (MM 121)
   
  Tactics  In the first round of combat, the dryads 
  cast barkskin on themselves and fight defensively. 
  If any characters have been affected by Fey 
  Charm, roleplay or creative thinking could provide 
  opportunities for them to repeat the saving throw 
  against the effect, at the DM’s discretion. The dryads 
  have the following energy types corresponding to the 
  tree from which they emerged: fire from gold, cold 
  from silver, and radiant from copper. The dryads are 
  immune to this type of damage and resistant to all 
  magical damage. The dryads’ attacks deal an extra 3 
  (1d4 + 1) damage of their energy type.
  DM’s Note: Adjusting the Difficulty
  If the party is strong, add 3 sprites (MM 283) or have 
  the dryads emerge from their trees with barkskin 
  already cast. If the sprites are present when a 
  character performs the music carved into the disc, 
  they retreat and disappear.
  Development:
  When reduced to 0 hit points, the dryads vanish in 
  a burst of energy and return to their corresponding 
  tree. Their faces can be seen in the patterns of the 
  bark. Like Tamlin, they cannot be killed. Instead, 
  they return to their trees when destroyed. If, at 
  any point, the tune from the stone disc is played or 
  sung, a portal opens above the disc and reveals the 
  stone walls of Mabilly’s maze realm. Unnaturally 
  bright sunlight pours out from the portal. Once the 
  characters are inside, the portal closes behind them.
  Part 3: The Stone 
  Maze
  The Stone Maze is a fey realm and a manifestation of 
  Mabilly’s power and personality. It shifts according to her 
  whims and the fey magic that built it cannot be dispelled. 
  It is not bound by the laws of physics or nature. It appears 
  as an ornamental maze garden, burgeoning with plantlife 
  yet strangely devoid of animals.
  Stone walls creeping with vines and flowers 
  stretch in all directions  Huge stone faces 
  with closed eyes and fine features have 
  been carved in relief all along the walls  The 
  sun seems to shift randomly to a different 
  position every time you look up  In the 
  distance, you can see an elegant tower 
  standing proud at the heart of the maze 
   
  At a dramatically appropriate moment, Mabilly 
  speaks directly to the characters through one of the 
  stone faces. She will not release Tamlin because she 
  will lose her power if the Night Huntsman does not 
  have his prey. She tells the characters they are wasting 
  their time, as they will never be able to complete her 
  three trials and navigate the maze. Mabilly claims to 
  feel sorrow for the cruelty of what she did to Tamlin 
  and Janae, but a successful DC 15 Wisdom (Insight) 
  check reveals that she does not truly care.
  Understanding the Maze
  Success on one or more of the following (DC 14) ability 
  checks allows the characters to navigate the maze:
  Wisdom (Insight): This maze is a personality, and 
  the characters gain a sense of direction as if sensing 
  social cues in a conversation.
  Wisdom (Perception): The sun has stopped 
  moving around randomly and acts more like a 
  compass point leading the characters through the 
  maze toward their trials.
  Intelligence (Arcana): This place is under Mabilly’s 
  control and is a magical projection of her will. 
  Damaging it does not hurt her because this is where 
  she is most powerful.
  
  32
   
  If the characters attempt to use brute force to get 
  through the maze, they quickly discover that it does not 
  obey the rules of space or time, and they always end up 
  back on the path where they started. Unconventional 
  movement, such as flight toward the tower, leads to an 
  immediate teleport back to the ground.
   
  Unless otherwise stated, once the characters have 
  entered a trial, the maze shifts to prevent them from 
  leaving and the exit from a trial area is either closed 
  or invisible until the trial has been completed. The 
  realm is highly magical, which makes using magical 
  senses extremely difficult. Traveling through the 
  maze is a strange experience, as the usual markers 
  of space and time can be altered at Mabilly’s whims. 
  Short and long rests, however, can be completed as 
  normal within the Stone Maze.
  Bardo
  The characters soon encounter a darkling elder 
  (VGtM 134) sitting on a statue, merrily twirling a 
  dark parasol and waiting for them. This is Bardo, a 
  member of Mabilly’s court who has lived in the Stone 
  Maze for centuries and has started to get restless. 
   
  Bardo relates the story of a bard named Aelfstan 
  who came to the maze many years ago seeking 
  a boon from Mabilly, a piece of music that would 
  make him famous. Aelfstan was kind to Bardo and 
  wrote him a song, but then he succeeded at the trials 
  and left the Feywild. Bardo wants to get out of the 
  Feywild to find Aelfstan again, but he is bound to 
  Mabilly’s service. He offers his pipes of haunting in 
  exchange for help leaving the maze. Bardo teaches 
  the party the song Aelfstan wrote for him. If the 
  characters sing a line from the song when they reach 
  the portal out of the Feywild, Bardo can go with them 
  to the Material Plane.
   
  Bardo tells the party about Mabilly’s deal with 
  the Night Huntsman. He explains that if they pass 
  Mabilly’s three trials, they will reach the tower in 
  the center of the maze and can request one favor 
  (as a group) from Mabilly and break the curse upon 
  Tamlin. They can then choose to let Mabilly’s deal 
  with the Night Huntsman dissolve entirely, giving the 
  Night Huntsman all of her power, or each take on a 
  part of the curse themselves. They would each take 
  on only one aspect of the curse, which would break 
  when they leave the Feywild.
   
  If the characters refuse to help Bardo or become 
  rude or aggressive, he teleports to another part of 
  the maze. If the characters choose to fight or restrain 
  Bardo, he attempts to escape but fights if forced. If 
  the characters agree to help, Bardo says that the rules 
  of the trials allow him to grant them a single piece 
  of information if they become stuck. One time while 
  within the maze, the party may speak Bardo’s name 
  and he will teleport to their location to answer their 
  question. He is direct and honest about a solution if 
  summoned, but he can only convey one simple piece of 
  information, rather than anything complex. If they ask 
  him for information multiple times, he regretfully and 
  truthfully informs them that he cannot assist.
  1st Trial: The Sickly Orchard
  The characters emerge into an orchard that seeps 
  poison and slowly paralyses them.
  
  33
  The way widens out into an orchard 
  where strange fruit trees provide welcome 
  shade from the bright sunlight  There is a 
  heavy feeling to the air, which is saturated 
  with the heady scent of fruit and warm 
  earth  Each tree bears a different kind of 
  unfamiliar fruit  Occasionally, you hear 
  the sound of buzzing wings and catch 
  a glimpse of something small and fast 
  fluttering out of your vision  The orchard 
  extends off into the distance 
  Features:
   
  Entrance  A placard growing out of a tree trunk 
  near the entrance says “The Fey Knight’s guiding 
  light will win the day.” The exit from the orchard 
  remains hidden under the branches of a weeping 
  willow tree until the characters find the correct fruit.
   
  Sweet Sleep Poison  The orchard is suffused 
  with sweet sleep poison, an inhaled poison exuded by 
  the trees which induces paralysis. As the characters 
  enter the orchard, they must succeed on a DC 13 
  Constitution saving throw to avoid the poison’s effects. 
  The party continues to make this saving throw at 
  regular intervals as they progress through the orchard. 
  Once a character has been affected by the poison, they 
  proceed to the first stage of the poison’s effects and 
  their save DC increases to 15. On subsequent failures, 
  a character progresses to the second and third stages 
  of exposure. Poison removal spells temporarily remove 
  the condition, but ongoing exposure requires saving 
  throws as though the character was exposed for the 
  first time. Protection from poison or similar spells 
  ward against this poison.
   
  In Stage One of exposure to the poison, a character 
  has a -1 penalty to all attack rolls and ability checks. 
  In Stage Two, the character is poisoned. In Stage 
  Three, the character is paralyzed. If all the characters 
  become paralyzed, they may temporarily fight off the 
  paralysis with a successful DC 16 Constitution saving 
  throw. The effect ends long enough to cast a spell to 
  remove the poison or to locate and apply one of the 
  many fruits growing on the orchard trees. Doing so 
  requires relevant skill checks. The players can repeat 
  this process until one of them successfully applies the 
  antidote without the condition growing worse. The 
  players may still make checks to examine the fruit 
  while paralyzed. The sweet sleep poison wears off a 
  few minutes after the characters leave the grove.
      The table below displays a list of fruits the party 
  can find in the orchard. If the characters eat any 
  of the fruits, they must succeed on a DC 14 saving 
  throw or fall under the fruit’s effects. A cursory 
  examination of the plants reveals these are not 
  ordinary fruit trees. A successful DC 14 Intelligence 
  (Investigation) check or DC 19 Intelligence (Nature) 
  check reveals that the tree with the antidote, the 
  glowing, star-shaped fruit, also bears a single twin-
  blooming rose between its branches.
  1d8
  Fruit’s Description
  Effect
  Saving Throw  
  (DC 14)
  1
  Rich purple with a light 
  dusting of gold
  You think you are the most important person in the world
  Wisdom
  2
  Pale green and slick
  Your skin oozes slime and you find it a challenge to hold 
  anything
  Constitution
  3
  Bright red and prickly
  You become very itchy
  Intelligence
  4
  Long, blue, and thin
  Your limbs seize up as though bound by invisible ropes
  Strength
  5
  A pulsing pale thing
  You become transparent but not insubstantial
  Charisma
  6
  Dark pink with yellow veins 
  and a hard rind
  Your hair (or scales, feathers, etc.) changes to a random, 
  bright hue that fades over the next few days
  Constitution
  7
  Yellow and plump
  There is no effect, for this fruit is safe (and delicious)
  No saving throw
  8
  Star-shaped and glowing 
  with a soft light (antidote)
  This antidote removes all effects of the sweet sleep poison 
  and you are now immune to the poison
  No saving throw
  siCkly OrChard FruiTs
  
  34
  If the characters are having trouble determining 
  which fruit to eat, the DM may provide the following 
  information in response to skill checks:
  • Tamlin’s armor bore a star motif
  • Tamlin gave Janae a glowing rose with twin 
  blooms
  • The three celestial bodies in Janae’s dream were 
  the sun (Mabilly), the moon (the Night Huntsman) 
  and the stars (Tamlin)
  Creatures:
  2 quicklings (VGtM 187) and 4 pixies (MM 253) 
  inhabit the Sickly Orchard.
   
  Tactics  The quicklings and pixies can be 
  persuaded or forced to tell the characters which fruit 
  is the correct one with a successful DC 15 Charisma 
  (Persuasion) or (Intimidation) check. If attacked or 
  provoked, they fight back but attempt to flee when 
  more than half of them are defeated.
  Development:
  When the characters consume the star-shaped fruit, 
  the branches of a weeping willow roll back to reveal the 
  path out of the orchard. Any fruit the characters try to 
  take with them disappears once they leave the Feywild, 
  but the fruit’s effects remain until removed with a lesser 
  restoration spell or similar magic.
  2nd Trial: Boggles in the 
  Machine
  The characters emerge onto the bright, sunlit path of 
  an ornamental garden maze and hear the sounds of 
  some kind of ruckus up ahead.
   In a long, paved area surrounded by high 
  hedges and a thick canopy of trees, a group 
  of waist-high creatures and goat-legged 
  people are arguing in Sylvan  Strewn 
  in all directions are parts of some kind 
  of machine, which seem designed to fit 
  into a section of ground in the maze  At 
  the far end, you can see an exit, as well 
  as a human trying to fit the pieces of the 
  machine together 
  Features:
   
  Gilbert Carver  The man currently trying to fit 
  pieces of machinery together without much success. 
  He understands Sylvan and will translate for the 
  characters if asked.
   
  Machinery  Large parts of machinery lie all over 
  the ground, creating treacherous areas covered in 
  screws and bolts that act as difficult terrain.
  Creatures:
  6 boggles (VGtM 128) and 3 satyrs (MM 267) are 
  supposed to be building the machine for the second 
  trial, but they have fallen into arguments about how 
  best to proceed.
  DM’s Note: Adjusting the Difficulty
  If the party is strong, add 2 darklings (VGtM 134)
  Tactics  If the characters fix the machine, are able 
  to translate what the boggles and satyrs are saying, 
  or study the parts for any length of time, they can tell 
  that the machine is a mechanized obstacle course 
  designed to test the characters’ agility and physical 
  prowess. The boggles and satyrs will not pursue the 
  characters beyond the ornamental garden maze.
   
  The characters can take different approaches here:
   
  Fight  The boggles and satyrs put up a brief fight 
  and run away when all remaining creatures are 
  reduced to half or fewer hit points.
   
  Negotiate  A successful DC 16 Charisma 
  (Deception) or (Persuasion) check calms the creatures 
  enough to pass or incites further squabbling and 
  makes the fey creatures attack one another.
   
  Help  The characters can help fix the machine 
  with a successful DC 14 Intelligence (Investigation) or 
  (Arcana) check. Time does not pass as normal here 
  and it is still bright daylight when they have finished. 
  The boggles and satyrs thank the characters for 
  helping out and wave them on their way, seemingly 
  unaware that they have skipped the trial entirely.
   
  Destroy  The characters can smash the 
  machinery, which will provoke a fight.
   
  Run the Gauntlet  If the characters help or wait 
  for the machine to be built, they can choose to run 
  through the obstacle course. Each character must 
  succeed on a DC 15 Dexterity saving throw or take 
  2d8 piercing damage.
  
  35
  throughout, if the characters can discover it. If 
  Gilbert is with the characters, he disappears as they 
  enter the Mirror Maze and reappears safely at the 
  exit to the maze.
   A narrow path leads down into a dell, where 
  stepping stones mark a path across a shady 
  pond  Ahead, you can see the pillared front 
  of a building, the surface of which is set with 
  tiny mirrors  Two heavy doors stand open at 
  the end of a short corridor  Beyond, you can 
  see walls covered in fractured mirrors 
  Features:
   
  Teleportation  This maze contains teleportation 
  squares (teleportation squares are marked on the 
  map with a ‘T’ and transport characters to the 
  starting points labeled 1-4). Their location should be 
  hidden from the players. As soon as the characters 
  pass the threshold of the room, they each teleport to a 
  different teleportation square, determined at random 
  by rolling a d4. To pass this trial, the party must 
  navigate the maze and make it to the exit. Anytime 
  Development:
  Once the characters are on the opposite side of the 
  machine, they can escort Gilbert out. He is relieved to 
  be rescued and explains that he has been kept in the 
  maze as entertainment for the fey creatures. He has 
  not been hurt but he has been overworked. Gilbert 
  informs them that the creatures let slip their real 
  purpose, which was to prevent him from returning 
  to Mantlegreen and fixing the Feystone. He has seen 
  Bardo in the distance but has not spoken to him. 
  Since he was kidnapped rather than coming willingly, 
  Gilbert is not allowed to undergo Mabilly’s trials.
   
  Treasure  Inside the fey creatures’ work tents are 
  60 gp, a potion of healing, and a potion of growth. 
  The party discovers these after killing the creatures 
  or when Gilbert points them out.
  3rd Trial: The Mirror Maze
  As the characters enter the next part of the maze, 
  the wall seals over behind them as magic changes 
  the environment. This maze is designed to confuse, 
  deceive, separate, and impersonate the characters. 
  The entrance to the Mirror Maze disappears as soon 
  as the characters enter, and the exit is accessible 
  
  36
  they move onto one of the teleportation squares, they 
  are teleported back to one of the starting points, 
  determined by rolling a d4.
   
  Doubles  The maze also produces doubles that 
  impersonate the characters. Whenever the characters 
  are teleported, a double appears in the spot where 
  they were previously located. The maze uses magic 
  to block sound and misdirect the characters about 
  which is the real character and which is the double. 
  It cannot block sight lines, so take care when moving 
  the characters’ doubles around.
  Creatures:
  The doubles use the stats of animated armor (MM 
  19). A mimic (MM 220) is pretending to be one of 
  the floor tiles in the maze. It does not attack unless 
  stepped on or otherwise disturbed.
   
  Tactics  The doubles impersonate the characters. 
  If challenged, they argue that they are the real 
  person. If their true nature is revealed, they move 
  toward the nearest teleportation square and try to 
  fool someone else in the maze. A successful DC 18 
  Wisdom (Perception) check allows a character to 
  notice that the doubles are mirrored reflections of the 
  original characters. Any visible symbol or words on 
  the characters are backwards, objects are located on 
  the opposite side, and right handed characters are 
  left handed. A successful DC 16 Intelligence (Arcana) 
  check reveals that speaking or spelling the name of 
  the impersonated individual backwards causes the 
  double to disappear into the nearest mirror.
   
  Treasure  The mimic contains a bag of holding.
  Development:
  The exit is available to the players throughout this 
  encounter. As soon as the characters have left the 
  maze, the mimic and any remaining doubles stop 
  following them, and Gilbert reappears. The exit from 
  the maze is an archway that leads to a set of stairs.
  Mabilly’s Tower
  The staircase leads up to Mabilly’s tower.
  The spiral staircase ascends to a high, bright 
  room filled with sunlight  The walls hold 
  three impressive stained glass windows  The 
  first depicts a regal woman decked in gold 
  with the sun in the sky above her  The second 
  is of an intimidating man dressed in silver 
  with the moon above him  The third window 
  depicts Tamlin and Janae  Tamlin’s eyes are 
  made of crystal, as are the stars above him, 
  and a patch of dark glass rests where Janae’s 
  heart should be  Outside, the sun shines 
  impossibly bright from all angles at once and 
  the moon and the stars are rising 
  Features:
   
  Balconies  The tower has wide arches in the 
  walls leading out to balconies that give a fine view 
  across the maze, which stretches out to the horizon. 
  The tower is near the edge of the maze, beyond 
  which is a mist-covered moor.
   
  Windows  If the characters break the windows, 
  the fragments lie on the ground for a moment before 
  shivering and reforming.
   
  Mabilly’s Projection  The stained glass windows 
  shiver and an illusory projection of Mabilly steps out 
  from the image of the regal woman dressed in gold. 
  She begrudgingly congratulates the characters on 
  passing the trials and grants the group a single boon. 
  Mabilly can only grant boons within her influence, 
  such as things that affect the Stone Maze, her court, 
  or the Material Realm near the entrance to the maze.
   
  The boon can be used to release Tamlin and 
  Janae from their linked curse. If the characters 
  choose to do this, Mabilly hands them the glowing 
  twin rose Tamlin gave Janae and instructs them to 
  place the rose against the glass where Janae’s heart 
  should be. If the characters do this, the windows 
  visibly shift so Janae and Tamlin’s hands are linked, 
  and Janae holds a stained glass version of the rose 
  over her heart.
   
  Mabilly begs the characters not to leave her 
  powerless. If she breaks her bargain with the Night 
  Huntsman, he gains her power and will become the 
  
  37
  dominant power in this part of the Feywild. Mabilly 
  assures the characters that the Night Huntsman is 
  a crueller fey than she. A successful DC 15 Wisdom 
  (Insight) check reveals that Mabilly is not lying but 
  she is still trying to manipulate the characters into 
  helping her.
   
  She offers to bargain with the characters in 
  exchange for their help, suggesting a piece of 
  knowledge of interest to the characters, as deemed 
  appropriate by the DM. Mabilly has existed for 
  centuries and has learned many things about the 
  wider world. In exchange for the information, Mabilly 
  requires the characters each to take on an aspect 
  of her curse. Doing so allows Mabilly to retain her 
  original powers.
   
  Curse  If the characters agree to take on aspects 
  of the fey curse, the DM should apply one curse 
  aspect to each character or roll randomly on the 
  table below a number of times equal to the number 
  of characters. If each character takes on an aspect 
  of the curse, Mabilly’s deal will be resolved. These 
  aspects cannot be removed with a remove curse 
  spell, but they disappear when the characters leave 
  the Feywild. Each character can only be affected by 
  one aspect of the curse, and the same aspect cannot 
  affect more than one character.
  Development:
  If the characters took on the curse, they feel it settle 
  upon them as the sound of baying hounds fills the air 
  and the windows of the tower room shatter outward. 
  Tamlin steps out from the shards of his window and 
  points to where the moon and stars are rising to meet 
  the sun in the sky. An elegant staircase appears, 
  leading down and outside the maze to a wide moor 
  filled with mist, briars, and the ruins of stone walls. 
  The bright sunlight cuts off at the edge of the moor, 
  replaced by the unnatural shadow of a Feywild night.
  The Wild Hunt
  The path back to the Material Plane is beyond the 
  moor, but the Wild Hunt has begun. 
  Things move in the mist rolling across the 
  moor: glowing eyes, sharp teeth  The moor is 
  dotted with hedges and brambles, the ruins 
  of old fey architecture, and a mass of briars  
  Past the briars, you see an ancient, elegant 
  archway and a moonlit forest beyond 
   
  The Wild Hunt is the name of the ritual performed 
  by a shade of the Night Huntsman and his hounds. 
  They hunt their target across the moor and tear them 
  to pieces, renewing the Huntsman’s powers.
   
  The portal out of the Feywild is on the opposite 
  side of the misty moor. The characters must get 
  across the moor and through the portal before the 
  Night Huntsman and his hounds can kill them.
  Features:
   
  Mist  The hounds lurk in the thick mist, which 
  obscures them until they are within 15 feet of the 
  characters.
   
  Bushes  Shrubs scatter the moor and count as 
  difficult terrain.
   
  Ruins  The old stone ruins are impassable unless 
  a character makes a successful DC 16 Strength 
  (Athletics) or Dexterity (Acrobatics) check to scramble 
  over them. The crumbling stone walls are 10 feet high.
   
  Briars  A wide patch of briars grasps at the 
  characters, slowing them down. The briars count 
  as difficult terrain and ability checks affected by the 
  environment are made at disadvantage.
  1d6
  Curse 
  Aspect
  Effect
  1
  Sun
  When you miss with a spell attack, it hits 
  a random creature.
  2
  Moon
  You have disadvantage on all ranged 
  attacks unless the target is surrounded 
  by light.
  3
  Stars
  You have disadvantage on all ability 
  checks.
  4
  Rose
  When you roll a natural 1 in combat, 
  you are charmed by a random enemy, 
  as with a dryad’s Fey Charm.
  5
  Thorn
  Whenever you take damage, you take 
  an additional 1d4 piercing damage.
  6
  Stone
  Your speed is halved and any ability 
  checks related to movement are made 
  with disadvantage.
  Mabilly’s Curse
  
  38
  
  39
  Creatures:
  3 blink dogs (MM 318) and 1 shadow mastiff 
  alpha (VGtM 190) lead the hunt. They attempt to get 
  ahead of the party and slow them down.
  DM's Note: Adjusting the Difficulty
  If the party is strong, replace the shadow mastiff alpha 
  with a yeth hound (VGtM 201).
  Once the hounds are defeated, a shade of The Night 
  Huntsman (Appendix: Stat Blocks) appears. It 
  rides a lunargent charger which has the statistics of 
  a nightmare (MM 235) with several changes: it is 
  immune to cold and radiant damage and its melee 
  attacks deal an additional 2d6 cold (not fire) damage. 
  The Night Huntsman attempts to slay the characters 
  before they escape the Feywild.
   
  Tactics  Tamlin attempts to escape with Gilbert 
  to the portal. He follows the characters’ suggestions, 
  as long as they are reasonable.
   
  The blink dogs attempt to slow the characters 
  down by using their Teleport ability to get ahead 
  of them. The shadow mastiff attempts to knock 
  characters prone and uses its Terrifying Howl to slow 
  their escape.
   
  The Night Huntsman ignores difficult terrain 
  while on the moor and attempts to ride down 
  characters with his Charge ability. If a character 
  would otherwise die or be left behind, Tamlin 
  goes back to defend them. If the shade of the Night 
  Huntsman is defeated in combat, it disappears. The 
  true Night Huntsman, however, remains a powerful 
  force in the Feywild. 
  Development:
  When the characters reach the ancient archway, 
  they can choose to sing the line of Bardo’s song 
  and summon him to leave with them. If they don’t, 
  there are no consequences for the party, but Bardo 
  remains trapped in Mabilly’s domain.
  
  40
  Concluding the 
  Adventure
  You arrive back in the moonlit forest of 
  Carterhaugh, which feels eerily peaceful after 
  your race across the moor  The gate closes 
  and your pursuers do not seem to follow 
   
  The party can find their way back to the road and 
  onward to Mantlegreen.
   
  If the characters have broken the curse, Tamlin 
  is reunited with Janae, whose heart is no longer 
  stone. Janae thanks them warmly for their help and 
  apologizes for her rudeness before.
   
  If Gilbert has been rescued, he immediately sets 
  to work repairing the Feystone. He learned a great 
  deal from his time in the Stone Maze and ensures 
  that the stone’s magic does not affect Tamlin.
   
  If the characters summoned Bardo at the portal, 
  he vanishes as soon as they reach the edge of the 
  village. He reappears when they leave and asks their 
  advice on how to find Aelfstan.
   
  The party may stay in Mantlegreen to rest and 
  recover. The tavern is full of locals eager to buy them 
  drinks and hear the stories of their adventures in the 
  Feywild.
   
  Rewards  If the characters bring Bardo out of 
  the Feywild with them, he gives them his pipes of 
  haunting (DMG 185).
   
  If successfully rescued from the Wild Hunt, 
  Tamlin gives the characters the following rewards: 
  a deck of illusions (DMG 161), a potion of animal 
  friendship (DMG 187), and 175 gp in gems.
   
  If Janae’s curse is removed and/or Gilbert is 
  returned, Sean gives the characters 60 gp worth 
  of goods and craft out of gratitude, as well as free 
  lodging and food whenever they are in Mantlegreen.
  Continuing the 
  Adventure
  There are a number of ways one can continue this 
  adventure. Below are a few options:
   
  The Hunt Continues  The characters have made 
  a powerful enemy in the Night Huntsman. They 
  could decide to track the Night Huntsman to his own 
  realm within the Feywild and put an end to him, 
  or the Night Huntsman could send agents to steal 
  something valuable from the characters.
   
  A Musical Reunion  Bardo wants to track down 
  the bard Aelfstan to hear him play again. Aelfstan is 
  set to perform a brand new piece for a monarch in a 
  major city. If the characters go there, they find that he 
  is terrified that he can never match the beauty of the 
  fey music he learned in the Stone Maze.
   
  Hidden Heart  Tamlin recalls that a fey courtier 
  escaped Mabilly’s domain decades ago. She took a 
  powerful artifact with her and hid it somewhere on 
  the Material Plane. Supposedly, it holds the heart of 
  a fey lord who collected secrets and knowledge.
   
  A Patron’s Quest  A mysterious robed figure 
  approaches the party after hearing of their victory 
  over two fey nobles. The figure asks them to bring 
  down a powerful enemy, such as a lich, a dragon, 
  or an archfiend who rules a shadowy cult. Are the 
  robed figure’s motives selfless, or do they have 
  another agenda?
  
  41
  Tamlin
  Medium humanoid (eladrin), neutral good
  Armor Class 11
  Hit Points 71 (11d8 + 22)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  16 (+3) 
  13 (+1) 
  14 (+2) 
  11 (+0) 
  12 (+1) 
  18 (+4)
  Saving Throws Wis +3, Cha +6
  Skills Arcana +2, Perception +3, Persuasion +6, Nature +2
  Condition Immunities charmed
  Senses passive Perception 13
  Languages Common, Sylvan
  Challenge 3 (700 XP)
  Petrifying Eyes (at will). Tamlin can choose one to three targets 
  he can see within 120 feet and target them with a petrification 
  ray. The targeted creatures must make a DC 16 Dexterity saving 
  throw. On a failed save, a creature begins to turn to stone and is 
  restrained. It must repeat the saving throw at the end of its next 
  turn. On a success, the effect ends. On a failure, the creature is 
  petrified until freed by the greater restoration spell or other magic.
  Blessed Immortality. While blessed by Mabilly, Tamlin does not 
  age and cannot be slain by mortal hands while he still patrols her 
  lands. If he dies by any means except the Wild Hunt, he turns to 
  motes of sunlight and recorporealizes after several minutes.
  Actions
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  ReActions
  Misty Escape (Recharges after a Short or Long Rest). In 
  response to taking damage, Tamlin turns invisible and teleports 
  up to 60 feet to an unoccupied space he can see. He remains 
  invisible until the start of his next turn or until he attacks, makes 
  a damage roll, or casts a spell.
  Appendix: Stat Blocks
  Tamlin
  Tamlin’s eyes have been turned to crystal through 
  Mabilly’s curses. He can see as normal, but can turn 
  creatures to stone with his gaze if he chooses. When 
  Mabilly’s curse is broken, his eyes return to their usual 
  silver color and he loses the Petrifying Eyes ability. 
  Breaking the curse also removes Tamlin’s immortality.
  The Night Huntsman
  The Night Huntsman and his lunargent charger 
  can pass through all obstacles on the battlefield 
  unimpeded. They are separate creatures but act on 
  the same initiative. While riding, the Night Huntsman 
  uses Charge along with lance attacks against his 
  targets. If unhorsed, he attacks with his longsword.
  The Night Huntsman
  Medium fey, lawful evil
  Armor Class 12 (leather armor)
  Hit Points 67 (9d10 + 18)
  Speed 40 ft., 60 ft. (riding)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  18 (+4) 
  12 (+1) 
  15 (+2) 
  10 (+0) 
  8 (–1) 
  16 (+3)
  Damage Vulnerabilities fire
  Damage Immunities cold, radiant
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Sylvan
  Challenge 4 (1,100 XP)
  Charge. If the Night Huntsman moves at least 10 feet straight 
  toward a target on his horse and then hits it with a lance attack 
  on the same turn, the target takes an extra 9 (2d8) piercing 
  damage. If the target is a creature, it must succeed on a DC 14 
  Strength saving throw or be pushed up to 10 feet away and 
  knocked prone.
  Actions
  Lance. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  10 (1d12 + 4) piercing damage.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage.
  
  42
  
  43
  This adventure is optimized for three to four 1st-4th 
  level characters.
  Adventure 
  Background
  Arowin and Lorin are sister villages connected 
  through a planar portal. Nobleman Curtis Galloway 
  runs both towns and breeds exotic plants on the side. 
  Lorin exists on the Material Plane, while Arowin 
  is in the Feywild. Curtis’s only success has been a 
  flower called the “iron lady” that has silver patterns 
  cascading across its white petals which repels 
  creatures of fey heritage.
  Adventure 
  Summary 
  Fourteen days ago, a nearby coven of hags sent boggles 
  and blink dogs to overrun Arowin in the Feywild and 
  distract the villagers. Afterward, creatures began to 
  pass through the portal to the village of Lorin on the 
  Material Plane, causing multiple casualties. Curtis has 
  made a distress call to nearby villages.
  Part 1: Trickster Sisters
  When the boggles recently poured through the portal 
  into Lorin, the villagers fought back. However, they 
  were forced to flee when they failed to capture any 
  creatures. Curtis arrived at the village and trapped 
  the boggles in the general store. He requests that the 
  adventurers get rid of the boggles and travel to the 
  Feywild to help Arowin.
  Part 2: Into the Wilds
  After being trapped in the Feywild, the party is 
  asked to find the hag cave in the forest and take care 
  of some blink dogs in Arowin. Inside the cave, the 
  party discovers what the hags have been up to. After 
  the adventurers return from the forest, a human 
  noblewoman named Amelia speaks to them about a 
  celebration.
  Part 3: Fleeting Fun
  The next day, the town holds a full-day celebration for 
  the heroes. A hag pretending to be an injured villager 
  stumbles into the party, convincing the partygoers 
  that several boggles and a hag have been hiding in 
  the Bird Rat Inn. Amelia asks the party to investigate.
  Part 4: A New Frontier
  While the adventurers are away, two of the hags 
  take the form of Amelia and another villager and try 
  to convince the remaining villagers to get rid of the 
  iron lady flowers and the adventurers. They claim 
  the iron ladies are attracting the creatures and 
  that the adventurers are pawns of the hags. They 
  recommend seeking help from the fey in the forest 
  to fix the portal. 
  Aos 
  Si
  Written by Chris Love
  In this adventure, the characters save a doomed village from a coven of hags  Through their 
  endeavors, the party experiences the whimsical and deadly nature of the Feywild 
  
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  Adventure Hooks
   
  Request  Curtis Galloway approaches the 
  adventurers to rid Lorin of boggles and free Arowin.
   
  Travelers  The adventurers pass a large caravan 
  of evacuees from Lorin asking for help capturing the 
  boggles.
   
  Exploration  Curtis is offering free travel to 
  the Feywild if the party can capture the boggles in 
  Arowin. 
  Part 1: Trickster 
  Sisters
  The Village of Lorin 
  (Material Plane)
  Lorin is nestled in a valley with sparse trees. The 
  village is surrounded by a large wall dotted with 
  silver bell flowers. The buildings are basic and bare; 
  however, in the center of the village sits a large stone 
  platform which gives off a strange, blue-green light. 
  The area around the village smells of cut grass and 
  freshly turned soil. Birds call to each other across the 
  valley, filling the air with their song.
  1  Village Entrance
  A wooden five-foot-high wall, lined with iron ladies, 
  surrounds the village and a wooden archway on the 
  east side marks the entrance. A disjointed building 
  stands just inside the walls on the west side of the 
  entrance with a sign that reads The Iron Lady Inn.
  2  Portal
  In the center of the village, a bright, blue-green light 
  flickers on a stone platform with runes inscribed in its 
  base. A successful DC 16 Intelligence (Arcana) check 
  allows the adventurers to identify the runes as a glyph 
  of warding with a modified version of plant growth.
  3  Villagers’ Houses
  To the west are twelve log houses no bigger than sheds, 
  poorly made and empty since the villagers evacuated.
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  5
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  4  General Store
  The general store is to the right of the entrance and 
  is where the boggles have been for the past several 
  days. It is used for baking bread and pastries, but 
  other items are sold as well.
  5  Guardhouse
  The largest building in the village is the guardhouse 
  on the north wall which can hold 12 people. It’s the 
  only building still being used when the adventurers 
  arrive at the village.
   
  When the boggles poured through the portal, the 
  villagers of Lorin fought some off, but the remainder 
  have holed up in the general store. Curtis Galloway 
  is unwilling to lose any more villagers and has 
  evacuated Lorin. The townsfolk used iron ladies to 
  trap the boggles in the store before they left. The 
  adventurers must defeat the boggles and find out 
  what happened to Arowin in the Feywild.
   
  Curtis Galloway (LN male human noble MM 
  348) is accompanied by 2 guards (MM 347). Curtis 
  is willing to reward the party with 20 gp each if they 
  get rid of the boggles in the store and help Arowin on 
  the other side of the portal. 
  General Store
  The general store is a simple building with only three 
  rooms. It is constructed of wood with a clay tile roof. 
  1  Entrance
  The only entrance is a large red door at the front of 
  the building. The boggles have placed several traps in 
  the building to notify them when someone is around 
  to “play” with.
  Features:
   
  Front Door (trapped)  A successful DC 15 
  Intelligence (Investigation) check reveals tension on 
  the handle, indicating that it is trapped. The handle is 
  tied with string to two buckets, one filled with boggle 
  oil and the other with feathers. The buckets rest 
  above the inside of the door so that when it opens 
  the buckets tip, splashing the doorway and anyone 
  in it with the contents. A successful DC 15 Dexterity 
  check using thieves’ tools disables the trap.
   
  Buckets  The buckets contain boggle oil (sticky) 
  and feathers. If these fall on an adventurer, the 
  mixture is so sticky that, for 1 hour, they must succeed 
  on a DC 15 Strength check to draw weapons, and all 
  surfaces are considered difficult terrain for them. The 
  noise of the buckets falling not only alerts the boggles 
  that someone has entered the building, but also gives 
  the boggles a laugh at the adventurer’s new outfit.
  2  Front Room
  The floor consists of gray wooden boards strewn 
  with straw. The scent of bread still fills the air. In the 
  front room, two wooden tables are positioned against 
  the walls on the left and right. There are benches 
  made from weathered raw timber. A wooden counter 
  stretches the entire of the width of the room with 
  cabinets underneath. A pair of swinging doors allows 
  access behind the counter. Behind the counter is a 
  large open window with a rack holding some bread. 
  A wooden door to the right of the window leads to the 
  back of the building. Stairs on the right side lead up 
  to a small landing with a closed wooden door. 
  Features:
   
  Straw  The straw on the floor helps adventurers 
  track the boggles, but it also gives disadvantage on 
  Wisdom (Perception) rolls.
   
  Floor  In addition to the straw, the boggles have 
  placed several traps. The main traps in the floor are 
  pressure plates made from wooden boards. When 
  these plates are depressed, they make a loud click, 
  which alerts the boggles.
   
  Pressure Plates  There are four pressure plates 
  in total: one at the main entrance, one at the base 
  of the stairs, one at the counter doors, and one 
  at the back door. To spot the pressure plates, the 
  adventurers must make a successful DC 16 Wisdom 
  (Perception) check, with disadvantage due to the 
  straw. The pressure plates can be avoided with a 
  successful DC 14 Dexterity (Acrobatics) check.
   
  Stairs  Since the boggles don’t need to use the 
  stairs to enter the office, they have trapped the stairs 
  to keep the party on the ground floor. About a third of 
  the way up, a trip rope is strung across the stairs. It 
  can be spotted with a successful DC 15 Intelligence 
  (Investigation) check. Characters with a passive 
  Perception of 13 or higher notice a puddle of slick 
  
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  oil at the top of the stairs. Anyone moving through 
  the oil must make a DC 15 Dexterity (Acrobatics) 
  check, or fall back down the stairs. Anyone behind 
  the falling adventurer must succeed on a DC 14 
  Dexterity saving throw to get out of the way.
   
  Door to Second Floor  This door is locked. A 
  successful DC 15 Dexterity check using thieves’ tools 
  unlocks the door.
   
  Floor Cabinets (trapped)  The boggles have 
  rigged these cabinets into a shooting gallery trap. A 
  DC 15 Intelligence (Investigation) check reveals that 
  if any of the cabinet doors are opened, a trap will be 
  triggered. If the trap is engaged, several sharpened, 
  wooden utensils spring out of the cabinets. Any 
  adventurers behind the trapped cabinets must make 
  a DC 14 Dexterity saving throw. On a failed save, 
  they take 1d8 damage and only take half damage 
  on a success. The cabinets contain 10 gp, 6 sp, and 
  some moldy bread. 
   
  Backroom Door  If the party has not set off any 
  traps, then this door is not trapped. If the party has 
  set off traps, the boggles heard them. They gather 
  coal from the ovens and put it in a bucket, propping 
  it against the door handle. A successful DC 15 
  Wisdom (Perception) check allows the adventurers 
  to hear the boggles in the backroom. If alerted, the 
  boggles hide in the spice barrels. The backroom 
  door opens outward. A successful DC 15 Intelligence 
  (Investigation) check reveals fresh burn marks 
  around the handle indicating the handle is very hot 
  and could burn the person opening the door. On the 
  back side of the door is a stool with the coal-filled 
  bucket leaning on the door handle. If opened, the 
  bucket falls forward toward the adventurers. The 
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  General Store
  
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  target must succeed on a DC 11 Dexterity saving 
  throw or take 1d4 bludgeoning damage from the 
  falling bucket. 
   
  Rewards  10 gp, 6 sp, 5 kitchen knives, 10 feet of 
  rope, 20 feet of wire, and a 20-foot springboard.
  Development:
  For every trap set off or triggered, the boggles 
  make a DC 10 Wisdom (Perception) check. If they 
  succeed on any check, they set up the trap on the 
  backroom door.
  3  Backroom 
  The smell of bread grows stronger here and the 
  sweet scent of honey lightly fills the room. There 
  are tables on the left side of the room with two large 
  mixing bowls and fresh pies on them. Three ovens 
  are placed against the back wall and are still lit. 
  Straw is strewn across the floor in this room as well. 
  On one of the tables is the body of a person wearing 
  an apron and covered in flour. The figure seems to 
  missing his right leg, and a note written in blood sits 
  near the body, stating the following:
   
  “Run, gingerbread man, run.”
  Features:
   
  Spice Barrels  Four barrels are placed around 
  the room with their tops off and filled with spice. 
  Hidden in the barrels are 2 boggles (VGtM 128) 
  waiting to ambush the adventurers. Adventurers 
  with a passive Perception of 13 or higher notice the 
  boggles hiding in the barrels and are not surprised 
  when they attack.
   
  Floors  Straw is strewn across the room and 
  blood stains the floors and tables.
   
  Ovens  The floorboards directly in front of the 
  ovens have been replaced with pressure plates. If an 
  adventurer stands in front of an oven, a smoke bomb 
  goes off and temporarily blinds them. The pressure 
  plate can be spotted with a successful DC 16 Wisdom 
  (Perception) check and can be disabled with a 
  successful DC 14 Dexterity check made with thieves’ 
  tools. Next to each oven is a small sack filled with 
  powder. If dropped down into the coals, the powder 
  produces enough smoke to blind anyone within 10 feet 
  of the oven. The effect lasts for 1d4 minutes.
   
  Tables  On the tables are various baking tools 
  and pies that smell like gingerbread. The adventurers 
  must succeed on a DC 13 Wisdom saving throw to 
  resist eating a pie.
   
  Body  The body of the baker on the table is 
  missing a leg. In his pockets are 10 gp, 6 cp, a mood 
  ring, and a key to the office upstairs. 
  Creatures: 
  Two boggles lay hidden in the spice barrels. 
   
  Tactics  The boggles wait until the adventurers 
  set off one of the traps, then try to surprise and attack 
  them. If the boggles realize they’ve been detected, one 
  tries to distract the party with attacks while the other 
  retreats. The boggle leaves the back room and moves 
  to the office using its Dimensional Rift ability.
  Development:
  If any boggles escape the backroom and make it to 
  the office, they drink the potions stored there to heal 
  any wounds. 
   
  Rewards  Mood ring (Appendix: Items), key to the 
  office, 3 smoke bombs, 4 meat pies, 10 gp, and 6 sp.
  4  Office
  Four boggles are waiting for the adventurers in this 
  area, as are any that escaped from the backroom. When 
  the adventurers try to open the door, the boggles push 
  the office desk out the door and down the stairs. The 
  boggles try to run if the desk pushes the adventurers 
  down the stairs. If some of the adventurers avoid the 
  desk, then the boggles remain, ready to fight. The office 
  contains a few cabinets, a desk, and a severed leg, 
  
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  which lies discarded on the floor.
   
  Office Door  The office door is locked. A successful 
  DC 15 Dexterity check using thieves’ tools unlocks the 
  door, as does using the key obtained from the baker’s 
  corpse. The door opens toward the stairs.
   
  Desk  The boggles wait for the door to be 
  unlocked and then start to open it before shoving 
  the desk down the stairs. Anyone on the stairs must 
  make a DC 15 Dexterity saving throw to dodge the 
  desk. The adventurer closest to the door makes the 
  roll with disadvantage. Inside the desk are 50 gp and 
  a book entitled The Feywild and You.
   
  Cabinets  The cabinets contain 3 spell scrolls, 
  2 potions of healing, a set of knives, and notes 
  indicating that the baker was conducting nefarious 
  experiments on his employees to see if he could 
  make them work nonstop on the production of items.
  Creatures: 
  4 boggles, plus any that escaped from the backroom. 
   
  Tactics  The boggles don’t want to fight, but have 
  been trapped in this bakery with no one to torment, 
  so they are willing to fight the adventurers. They use 
  their Dimensional Rift ability to move around the 
  adventurers and attack from behind. 
  DM’s Note: Adjusting the Difficulty
  If the party is strong, double the boggles’ hit points. If the party 
  is very strong, each boggle also wields a dagger of venom.
  Development:
  If the party captures any boggles alive, Curtis gives 
  them a large floral wreath made of iron ladies to 
  temporarily restrain the creatures. He then asks the 
  party to take the boggles back to the Feywild and 
  help save Arowin. If the party asks for a reward, 
  Curtis gives them 10 gp each as they have only 
  caught and not yet returned the boggles. If the party 
  takes the boggles through the portal, Curtis then 
  orders his guards to break the portal, claiming it is 
  too dangerous and expensive to keep open. 
   
  Rewards  6 knives, a scroll of goodberry, a scroll 
  of suggestion, a scroll of calm emotions, 2 potions of 
  healing (unless the boggles that escaped the kitchen 
  drank them), The Feywild and You (Appendix: Items), 
  and 50 gp.
  Part 2: Into The Wilds
  Arowin (Feywild)
  Passing through the portal, the adventurers look out 
  upon Arowin, a dark, war-torn village that appears 
  to have suffered an attack. A short, round woman 
  stands in front of the portal. She gives a look of 
  relief, then fear, as a bright light begins to shine from 
  behind the portal and then vanishes.
  1  Village Entrance
  A 5-foot wooden wall surrounds the village and 
  has been reinforced with several tables. A small 
  wooden archway on the east side of the wall marks 
  the entrance, which has been blocked off by wagons. 
  Smashed iron ladies litter the wall. To the right of 
  the entrance is the Golden Saddle Inn, where all the 
  surviving villagers have gathered. To the left of the 
  entrance is the general store, which is currently being 
  used as a shelter for the villagers.
  2  Portal
  The portal is in the center of Arowin, on a stone 
  platform with runes inscribed in its base. Once the 
  adventurers arrive in Arowin, they notice that the light 
  coming from the portal fades and then dissipates (DM’s 
  Note: this is a sign that the portal is no longer active).
  3  Houses
  To the west are five dismantled homes, the parts of 
  which are being used for barricades. Three plots 
  have homes that have been burnt down. The four 
  remaining log houses are empty, as the villagers have 
  gathered at the Golden Saddle Inn.
  4  Golden Saddle Inn
  A robust building made of wood and clay tile sits 
  west of the village entrance. A sign with the image of 
  a saddle indicates that this is an inn.
  5  Guardhouse
  The largest building by far is the guardhouse on the 
  north wall. It can hold up to twelve people comfortably.
  
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  6  Bird Rat Inn
  The Bird Rat Inn is on the south side of the village. 
  It is an old tavern that was built when Arowin was 
  established. A storm ravaged it shortly after its 
  completion and it was never rebuilt. 
  Into the Wilds
  After the party is trapped in the Feywild, the 
  short round woman introduces herself as Amelia 
  Quarterfang  (NG female human noble MM 
  348). She explains she can’t believe Curtis decided 
  to use the contingency plan of closing the portal 
  after requesting help. Amelia takes the party to the 
  Golden Saddle Inn, where most of the remaining 
  villagers have gathered. She provides the information 
  described in the Adventure Summary and explains 
  her plan to lure the hags and boggles to the west 
  side of the village. Thanks to Zenon (CN male dwarf 
  bandit captain MM 343), they have found the hags’ 
  cave, which lies to the east of Arowin.
   
  Amelia asks the party to go to the hags’ cave and kill 
  or drive off the blink dogs that are there. If necessary, 
  the party can try to convince Zenon to lead the way. 
  Amelia Quarterfang is the head of the village of 
  Arowin. She is outgoing and full of wonder of 
  the outside. She likes most people and puts up 
  with Zenon because he brings back new plants 
  and information on the village surroundings.
  Zenon Tenvor works in a small shack next 
  to the Golden Saddle Inn. It is only open at 
  night, as he travels during the day. He respects 
  Amelia, but thinks she is too naive. He has a 
  bad relationship with a local dryad because he 
  stole several plants from her part of the forest 
  and has been warned not to return.
  1  Forest 
  Thick, green underbrush covers the forest floor and 
  thick tree branches block the sky overhead. The scent 
  of decaying leaves and damp earth fills the air. As the 
  sun begins to set, light shines from below, coming 
  from the mushrooms and moss that cling to the trees.
  Features:
   
  Thick Underbrush  The underbrush is full of 
  raspberries, blueberries, and other edible plants. This 
  area is considered difficult terrain, but all Wisdom 
  (Perception) and (Survival) checks here are made 
  with advantage.
   
  Forest Floor  A successful DC 10 Wisdom 
  (Perception) or (Survival) check reveals the blink dog 
  tracks. Due to the difficult terrain, it takes a full day 
  to find the cave where the creatures lair.
   
  If the adventurers are accompanied by Zenon, 
  a dryad appears in a nearby tree and uses her Fey 
  Charm on the party. Whether she succeeds or fails, 
  she begins shouting at Zenon that he was warned 
  never to return.
  Creatures: 
  Dryad (MM 121), and 2 black bears (MM 318)
   
  Tactics  The dryad can be talked out of fighting 
  with a successful DC 16 Charisma (Persuasion) 
  check. She begins the battle by sending in her bears, 
  then casts shillelagh on herself before entering 
  combat. If combat is going poorly for her, she 
  attempts to escape using Tree Stride. 
   
  Rewards  Two bear corpses and, if the dryad 
  is defeated, 1 club and 1 gold ring. If the party 
  convinces the dryad to calm down, she prepares 
  them a hearty meal which grants them 10 temporary 
  hit points and advantage on all Strength saving 
  throws for the next 24 hours.
  Development:
  If the party fights the dryad and is likely to defeat 
  her, she attempts to disengage and flee and will not 
  return. If the adventurers convince her to stand down 
  and eat with them, she may come to the party later to 
  make another meal for the town.
  2  Hag Cave Entrance
  The cave entrance is covered in runes. Two identical 
  totems stand on either side of the entrance; they are 
  made with sticks and covered with feathers, small 
  animal bones, and a dog skull. A number of blink dog 
  and hag tracks lead into the cave.
  Features:
   
  Totems  Both totems are actually staves inscribed 
  with runes. The staff to the left of the entrance is 
  a staff of the python (DMG 204) and the staff to 
  
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  the right is a staff of blindness/deafness (cursed) 
  (Appendix: Items). A successful DC 17 Intelligence 
  (Arcana) check reveals the runes on the staves.
   
  Runes  The runes leading into the cave are notes 
  on experiments. A successful DC 12 Intelligence 
  (Investigation) check reveals several failed attempts 
  to create a creature. The notes state that the 
  creatures expired; however, one note describes a 
  new idea for a creature to “devour all.” 
  Development:
  If the party takes the staves and the hags return to 
  the cave, they refuse to enter, believing that it may be 
  rigged with traps.
   
  Tracks  A successful DC 13 Wisdom (Survival) 
  check reveals that the tracks continue into the cave. 
  The tunnel is 10 feet wide and it is apparent that 
  large creatures have often passed through. The 
  smooth cave floor slowly descends into the earth. 
  There is no natural light as the passage twists to the 
  left and right before splitting. The passage forks with 
  the tracks continuing to the left. If the party goes left 
  at the fork, the passage ends after 20 feet at a crude 
  door leading to the Hags’ Room. If they go right, they 
  arrive at the Cage (Area 4).
  3  Hags’ Room
  The entrance to this room is 5 feet wide and is 
  blocked with a crude, locked wooden door. The lock 
  can be picked with a successful DC 12 Dexterity 
  check using thieves’ tools. The interior is pitch black 
  unless the adventurers brought a light or possess 
  darkvision. The door leads into a large room, 30 feet 
  in each dimension and furnished like a hut. The room 
  contains a small table with alchemical equipment, 
  several clay jars that line the walls, and three hay 
  beds. Atop the beds are 3 blink dogs (MM 318). One 
  is dead, with a wand sticking out of its back. If the 
  party flees, the 2 living blink dogs follow.
  
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  Features:
   
  Jars  The clay jars are filled with a milky 
  substance. A successful DC 15 Intelligence (Nature) 
  or Wisdom (Perception) check reveals it to be tiny 
  oozes. They are contained in the jars and can only 
  dissolve tiny bits of cloth or fat. A successful DC 17 
  Wisdom (Perception) check reveals that two of the 
  jars have diamonds embedded in the oozes. 
   
  Blink Dog Corpse  The blink dog died a few 
  hours ago from a wound on its back.
   
  Alchemical Supplies  The table is littered with 
  alchemical supplies used by the hags.
   
  Journal  Inside one of the hay beds is a journal. 
  On the cover, “Ooze” is written in Draconic. The 
  journal contains instructions for creating a gelatinous 
  ooze. A character who possesses and is proficient 
  with alchemist’s supplies can follow the instructions 
  to create one. This process requires two months and 
  a cool, dark place.
  Creatures:
  2 blink dogs (MM 318). The third blink dog is dead.
   
  Tactics  The blink dogs have been resting in the 
  room and attack the adventurers when they enter. 
  If the party stays at the door, the blink dogs use 
  Teleport to blink behind them.
  DM’s Note: Adjusting the Difficulty
  If the party is weak, the blink dogs are injured and 
  have lost half of their hit points. 
  If the party is strong, add 2 two blink dogs or increase 
  the blink dogs’ AC to 14.
   
  Rewards  2 diamonds worth 100 gp, a wand of 
  cure wounds (Appendix: Items) from the dead blink 
  dog, a journal, 3 blink dog corpses, 3 collars of 
  suggestion (Appendix: Items), and alchemist’s tools.
  Development:
  After the party defeats the blink dogs, the gelatinous 
  cube in Area 4 begins searching for them.
  4  Cage
  If the party goes right down the corridor and rounds 
  a curve, they see a pile of bones and a cage built into 
  the cave. Inside the cage, they can see armor and 
  weapons. They must succeed on a DC 15 Wisdom 
  (Perception) check to see the gelatinous cube (MM 
  242) in front of the bones and the cage. 
  Features: 
   
  Cage  An absent hag has the key to this medium 
  sized cage. The lock is corroded and can be opened 
  with a successful DC 15 Dexterity check using 
  thieves’ tools or broken with a successful DC 12 
  Strength check.
   
  Skeletons  There are three skeletons outside of the 
  cage. With a successful DC 12 Intelligence (Nature) 
  check, the party can identify them as blink dog 
  skeletons. Two human skeletons are inside the cage 
  along with two sets of leather armor and equipment.
  Creatures:
  1 gelatinous cube (MM 242) 
   
  Tactics  The gelatinous cube pursues the 
  adventurers until they are defeated. 
  DM’s Note: Adjusting the Difficulty
  If the party is weak, the gelatinous cube is injured and 
  has lost half of its hit points. 
  If the party is strong, increase its AC.
   
  Rewards  2 sets of leather armor (one is mundane 
  and the other is a set of armor of betting (Appendix: 
  Items)), 2 longswords, 2 utility belts containing 1 vial of 
  acid each, 1 vial of antitoxin, 2 healing potions, and a 
  bone flute (Appendix: Items). 
   
  Returning to Town  When the adventurers 
  return to town, Amelia demands a feast and wants to 
  know everything that happened. She throws a party 
  in their honor.
  Part 3: Fleeting Joy
  The celebration party lasts all day and into the 
  night. Once the party is in full swing, Amelia 
  tells the adventurers that an injured woman just 
  reported that the old Bird Rat Inn is teeming with 
  boggles. To make matters worse, someone is 
  trapped in there! 
   
  Festival  As the sun begins to rise, the scent of 
  baked goods fills the air. Cheers and laughter can be 
  heard throughout Arowin, as though all their problems 
  have been solved. The adventurers can enjoy several 
  
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  food stalls around the portal. There are free games 
  such as arm wrestling, a ring toss, and a dance contest.
  1  Bird Rat inn
  The roof of the Bird Rat Inn has fallen in and 
  exposed the interior to the elements. Bird nests 
  and mud make it easy for rats to hide inside. The 
  door of the inn is broken, jutting out from the inside 
  where a hag broke through. On the far side of the 
  inn are a bar counter and a set of stairs leading up 
  to a balcony, but the roof has collapsed in this area. 
  An open door juts out from under the stairs. It leads 
  down to a basement where cries can be heard. 
  Features:
   
  Bar Area  This area is well scavenged. A successful 
  DC 15 Wisdom (Perception) check spots a lever under 
  the counter which blends into the wall. The lever opens 
  and closes the basement door under the stairs.
   
  Balcony  A successful DC 14 Strength (Athletics) 
  or Dexterity (Acrobatics) check allows a character to 
  climb up the debris and get to the roof of the building. 
  Once on the roof, the character must succeed on 
  a DC 14 Intelligence (Investigation) or Wisdom 
  (Perception) check to discover tracks of a creature. A 
  successful DC 15 Intelligence (Nature) check reveals 
  that these match the hag tracks at the cave. 
   
  Secret Door  A worn door that was once hidden 
  is now exposed. Claw marks run along the side of 
  the door. The adventurers can hear a man crying and 
  begging for help inside. A green hag hides in the 
  basement and creates the sounds using Mimicry. The 
  party must succeed on a DC 14 Wisdom (Insight) 
  check to tell that the cries are imitations.
   
  Basement Stairs  The stairs leading down to the 
  basement turn slightly, making it impossible to see 
  the basement from the top of the stairs. However, lit 
  torches can be seen at the bend. A successful DC 15 
  Intelligence (Investigation) or Wisdom (Perception) 
  check reveals that the stairs are covered in slippery oil. 
  2  Basement
  Torches on the wall provide this area with dim light. 
  As the adventurers descend the stairs, they see 
  several cabinets and a desk. On top of the desk is the 
  upper half of a body. 
  Features:
   
  Stairs  Both the top and bottom steps of the 
  staircase are coated in oil. A successful DC 14 
  Dexterity (Acrobatics) check is needed to maintain 
  balance on the steps. If a character loses balance, 
  they fall to the bottom of the steps and land prone. 
   
  Cabinets  The boggles use these to teleport in 
  and out of combat.
   
  Desk  Hidden under the desk is a tunnel that 
  leads outside of town. This is how the hags and 
  boggles have been entering. 
   
  Body  The upper half of a large human body lies 
  on the desk. See the Development section below.
  Creatures:
  2 boggles (VGTM 128) and 1 green hag (MM 177)
   
  Tactics  The boggles keep a watch on the main 
  floor when the adventurers arrive. They use their 
  Dimensional Rift to retreat to the basement stairs and 
  alert the hag. The hag hides behind the desk, then 
  calls out to the party using her Mimicry (a successful 
  DC 14 Wisdom (Insight) check reveals it as mimicry).
   
  When the party arrives at the bottom of the stairs, 
  the boggles use Dimensional Rift and attack them 
  with daggers or grapple them, then retreat into the 
  cabinets. The hag then casts vicious mockery on the 
  party, staying away as best she can until the boggles 
  are defeated. If the hag drops below 15 hit points, she 
  casts invisibility on herself and attempts to flee. The hag 
  proceeds through the tunnel under the desk and returns 
  to the cave, which has already been cleared by the party. 
  Development:
  After the adventurers defeat the boggles and the hag 
  is either defeated or retreats, the party encounters the 
  upper half of a large male on the desk. The lower half 
  lies on the floor behind the desk. The arms have been 
  chewed on but the face remains intact. The man has 
  dark brown hair and a large scar over his right eye. If 
  the adventurers search the body, they find the name 
  Walter Twinges stitched on his money pouch. 
   
  Rewards  1 copper bracelet (Appendix: Items), 30 
  gp, 1 potion belt containing 3 potions of speed (DMG 
  188), a cloak of protection (DMG 159), a money pouch, 
  and a pair of boots. One boot conceals a dagger and a 
  large ruby worth 150 gp is set into its hollow heel.
   
  If the hag escapes, she may return to attack the 
  
  53
  party when they confront the other two hags. 
   
  Rewards  2 daggers. If they defeat the hag, the 
  party gains a copper bracelet (Appendix: Items) and 
  a key.
  DM’s Note: Adjusting the Difficulty
  If the party is weak, remove the boggles.
  If the party is strong, increase the hag’s hit points by 30.
  If the party is very strong, increase the hag’s hit points 
  by 30 and each boggle wields a dagger of venom.
  3  Tunnel 
  Roots poke out of the sides of the tunnel under the 
  desk, which extends for 200 feet and opens into the 
  forest. This area is just far enough to see the village 
  while avoiding detection. 
  Part 4: Homecoming
  When the party returns to town, many people are 
  milling around outside the Golden Saddle Inn. As 
  they enter, Amelia (a hag in disguise) is instructing the 
  villagers to dispose of the iron ladies. She states that 
  it’s clear the flowers aren’t working, given the constant 
  attacks over the past days. When the hag notices 
  the adventurers, she is quick to blame them for the 
  destruction of the portal. If the party tries to reason with 
  the crowd, Walter Twinges (also a hag in disguise) rises 
  and claims he saw the party enter the Bird Rat Inn as 
  he escaped, so they must be working with the hag. 
   
  If the adventurers checked the body in the basement, 
  they recall it was Walter Twinges, alerting them to 
  the hags’ deception. At this point, the party has some 
  choices: attempt to fight, expose the hags, or flee.
  Encounter:
  If the adventurers enter combat without exposing the 
  hags, they will have to fight the villagers first. If they 
  successfully expose the hags, the villagers flee. 
  Creatures:
  2 green hags (MM 177) disguised as Amelia and 
  Walter and 12 villagers who have the statistics of 
  commoners (MM 343) 
   
  Tactics  The villagers attempt to surround and 
  overpower the party. Once 6 or fewer remain, they 
  attempt to flee. The hags use vicious mockery to 
  weaken the party before fighting. If the hags drop 
  below 25 hit points, they attempt to flee. If the hags 
  are exposed, one attacks while the other casts vicious 
  mockery on the party. If the party flees the village, 
  they do not advance to the next level. 
   
  Rewards  If the party kills the villagers, they gain 
  52 sp and 10 clubs. If the party kills the hags, they 
  gain 2 copper bracelets. 
  Development: 
  Amelia is in the backroom of the Golden Saddle Inn. 
  She and any other survivors try to find a way back to 
  the Material Plane and hope they can someday. For 
  now, the survivors must take care of the dead and it 
  will be a while before they consider leaving the village. 
  DM’s Note: Adjusting the Difficulty
  If the party is weak, Zenon appears and fights 
  alongside the adventurers.
  If the party is strong, several villagers enter combat 
  and fight against them.
  If the party is very strong, add 1 green hag, who 
  attacks from behind. This forms a coven and grants 
  the hags access to Shared Spellcasting and a Hag Eye.
  Concluding the 
  Adventure
  The survivors are now terrified of the Feywild and 
  Amelia’s curiosity about the plane has turned into 
  fear. She gives the party a bone hand axe and 200 
  gp. She advises them to keep a journal of everything 
  that happens to them in the Feywild so they can 
  make a book of all the dangers they encounter.
  Continuing the 
  Adventure
  The party’s adventures can continue in the Feywild 
  if Amelia asks them to explore this new world or 
  to find a portal that can take them back home. 
  Alternatively, Zenon or Amelia may have heard of 
  other events nearby in the Feywild or they may ask 
  the adventurers to seek out help for the village. 
  
  54
  Appendix: Items
  Armor of Betting
  Armor (leather), uncommon
  This leather armor is inscribed with runes and has 
  3 charges. Any spent charges are regained at dawn 
  each day. While wearing the armor, you can speak 
  the command word and spend a charge to cast 
  enhance ability. The ability is random and determined 
  by rolling on the following table:
  related to the Feywild are made with advantage.
  Flute of Silence
  Wondrous item, uncommon
  This flute is made of bone. Once per day, you can 
  blow into the flute and cast silence. The flute makes 
  no sound when the spell is cast. The effect lasts for 
  1d4 minutes and is centered on the flute.
  Mood Ring
  Ring, uncommon
  This ring is made of bone and has the power to 
  influence the mood of its wearer. Each time you 
  complete a long rest while wearing the ring, roll a d6 
  to determine your mood and the ring’s related effects. 
  The mood and its effect last until you complete your 
  next long rest, even if you remove the ring.
  d6
  Mood
  Effect
  1
  Amorous
  +1 bonus to all Charisma checks
  2
  Angry
  +1 bonus to all Strength checks
  3
  Apathetic
  -1 penalty to all ability checks and 
  saving throws
  4
  Happy
  +1 bonus to all ability checks and 
  saving throws
  5
  Jealous
  -1 penalty to all Wisdom checks
  6
  Sad
  -1 penalty to all Dexterity checks
  d6
  Ability
  1
  Bear’s Endurance
  2
  Bull’s Strength
  3
  Cat’s Grace
  4
  Eagle’s Splendor
  5
  Fox’s Cunning
  6
  Owl’s Wisdom
  Bone Handaxe
  Weapon (axe), uncommon
  This axe is made from the horn of a blue dragon 
  and its handle is wrapped in leather. When you hit a 
  creature with this magical axe, you cause the target 
  to take an extra 1d6 lighting damage.
  Collar of Suggestion
  Wondrous item, uncommon
  When you use an action to place this iron collar around 
  a Medium or Small creature’s neck, they must make 
  a DC 12 Wisdom saving throw or they are compelled 
  to follow the first order given to them as though under 
  the suggestion spell. Once used in this way, the collar 
  cannot be used again until the next dawn.
  Copper Bracelet
  Wondrous item, common
  While wearing this copper bracelet, you can cast 
  message at will, targeting a creature who is wearing 
  a matching bracelet.
  The Feywild and You
  Wondrous item, uncommon
  This book contains a variety of information about the 
  Feywild and its inhabitants. After reading the book 
  for 1 hour, all Intelligence checks to find information 
  Staff of Blindness/Deafness
  Staff, uncommon
  While holding this staff, you can cast blindness/
  deafness on a creature you can see within range. 
  However, the spell also targets you with the remaining 
  effect. Both you and the target must succeed on a 
  DC 12 Constitution saving throw or be blinded or 
  deafened for the duration. Once used in this way, the 
  staff cannot be used again until the next dawn.
  Wand of Cure Wounds
  Wand, uncommon
  This wand has 3 charges. While holding the wand, 
  you can use an action to spend a charge and cast cure 
  wounds. The wand regains all spent charges at dawn.
  
  55
  Corruption of the Mother Dryad is designed for three 
  to five 5th-8th level characters and is optimized for 
  four characters with an average party level (APL) of 6.
   
  This adventure is set in the Feywild, but the 
  Mother Dryad could be placed in any large, dense 
  forest that a party is traveling through. Combat is 
  intended to be tough, but rewards quick thinking and 
  good strategies.
  Adventure 
  Background
  The lonely ruler of the Unseelie Court, the Queen of 
  Air and Darkness, has no heir; this was not always 
  so. In ages past, she consorted with Oran the Green 
  Lord and gave birth to a half-dryad, Valeera. The 
  servants of the court took care of Valeera, but the 
  queen had no love for her child and did not intend to 
  bequeath the Unseelie throne to her. As Valeera grew, 
  a vicious hatred of her mother festered inside her, 
  corrupting her heart. Wherever Valeera stepped, the 
  plants and animals around her died, and a foul rot 
  followed soon after. Fearing her daughter’s betrayal, 
  the queen of darkness ordered Valeera to be taken 
  deep into the forests and abandoned, far away from 
  the land of the Unseelie. Valeera awoke from a 
  magical sleep alone. She cried out into the wild, and 
  in her fear and rage, she let herself be consumed by 
  the darkness and hatred within her. Glowing blue 
  tendrils sprouted from her chest, wrapping around 
  her, and lashing out, attaching to the trees. Soon the 
  tendrils had covered her completely, like a writhing 
  blue cocoon. 
   
  As the years passed, Valeera transformed, losing 
  her humanoid figure and becoming a shambling, 
  oozing mass of corrupting vines and tendrils: a blight 
  on the land. Somewhere inside she heard a warm 
  voice that beckoned her closer. It was the giant tree 
  known as Mother Dryad reaching out to her children, 
  touching Valeera’s dryad half. Valeera arrived at 
  the great tree and attached herself to the heart of 
  Mother Dryad. Since then, the dark sickness has 
  been spreading through the forests through the roots 
  of the Mother Dryad. The animals afflicted by the 
  sickness become aggressive, and the plants become 
  animated with evil intent. Most of the dryads living 
  within the temple beneath the great tree have been 
  corrupted by the creeping sickness, and now serve as 
  protectors of both the Mother Dryad and Valeera. 
  Adventure 
  Summary
  In Part 1 of the adventure, the characters encounter 
  a strange sickness upon the trees and animals. They 
  are covered in vines and surrounded by foul smelling 
  ooze. After encountering a dryad and an alchemist 
  being attacked by wolves, the characters locate 
  Corruption of the  
  Mother Dryad
  Written by Clan Crafter Hralding
  A glowing, oozing blight upon the ancient trees of the Feywild is spreading  As it grows, it warps and twists 
  the form of the plants and creatures under its touch  The adventurers must venture deep into the corrupted 
  wilds and put an end to the foul plague at its heart, within the giant tree known as the Mother Dryad  
  
  56
  the source as the great tree Mother Dryad. The 
  characters talk to Mother Dryad and the personality 
  that is parasitically inhabiting her before entering the 
  dryad’s temple.
   
  In Part 2, the characters enter the dryad’s temple. 
  They navigate its hidden passage to find the dryad’s 
  staff and use it to open the door to the Mother 
  Dryad’s heart. Once inside the great tree’s chest, 
  they must fight the mass of tendrils that is corrupting 
  the wilds and have the chance to save the half-dryad 
  princess that is trapped within it. 
  Adventure Hooks
  A Spreading Darkness  A blight upon the land is 
  spreading quickly, catching the attention of the eladrin 
  druid Tirsi. Tirsi is busy preventing the sickness 
  from spreading any farther, and tasks the characters 
  with locating the source and curing or destroying it. 
  If the characters will do this, Tirsi promises them a 
  sizable reward (up to 100 gp per party member) or 
  a favor in kind. Tirsi says that she knows a talented 
  alchemist named Ceril who lives nearby and sends the 
  characters to meet him (this alchemist is the wood elf 
  who dies during Attack of the Blight Wolf). 
  A Village in Danger  The wood elf village of 
  Toravale has been suffering from a strange blight. 
  Their crops have become poisonous, and their 
  livestock have begun to attack each other. One 
  villager near the forest’s edge has said there is a pack 
  of wolves that stare at him each night with glowing 
  blue eyes. The elves’ leader asks the party to find 
  the source of the sickness and cure it. He offers the 
  party 350 gp if they will do this. If the party finds 
  the villager who mentioned the wolves, he complains 
  about the foul smell coming from within the forest. 
  An Afflicted Priestess  While traveling through the 
  forest, the characters meet a dryad named Sylia, who 
  is in the first stages of being corrupted. She coughs 
  out blue ooze occasionally. Sylia says that when her 
  spirit tree, the Mother Dryad, became sick, so too did 
  all her sisters. She also knows that one of her sisters, 
  Eralei, was trying to find a cure with an alchemist. 
  She sends the party to find Eralei and informs the 
  characters that within the temple, beneath a fountain, 
  is a chunk of gold that Sylia hid long ago. Based on 
  her description of its size and shape, the party figures 
  the chunk is worth at least 200 gp.
  Part 1: Blight on 
  the Feywild
  The Blighted Wilderness
  When the characters first come upon the strange 
  sickness in the forest, allow them some time to 
  experiment before the combat sequence begins.
  As you move through the underbrush, you 
  smell a foul rot on the wind  Following your 
  nose toward the stench, you come upon an 
  area of trees and bushes covered in glowing 
  blue vines  The ground around the roots of 
  the plants is also coated in a foul-smelling 
  blue ooze which seeps out of the vines  
  Features:
   
  Ooze  A character that succeeds on a DC 10 
  Intelligence (Investigation) or Wisdom (Nature) check 
  to inspect the foul-smelling ooze notices dozens of 
  miniscule dead bugs with their legs stuck in the ooze.
   
  Vines  A character that succeeds on a DC 12 
  Intelligence (Investigation) or Wisdom (Nature) check 
  to inspect the vines notices that they continue into 
  the ground, and glow slightly beneath the surface. By 
  following the underground glow, the characters can 
  discover that the afflicted plants are connected by an 
  underground network of vines. 
   
  Wildlife  A character that succeeds on a DC 13 
  Intelligence (Investigation) or Wisdom (Nature) check 
  to inspect the wildlife notices a few tiny creatures 
  also afflicted by this sickness in the area. A result of 
  16 or higher also reveals that the afflicted animals 
  are attacking the healthy animals.
  
  57
  Creatures:
  The blight has the following properties:
   
  Bursting Vines  If a creature attacks the afflicted 
  plant with slashing, piercing, or fire damage, the 
  vines burst, sending out a wave of sticky blue ooze in 
  a 5-foot circle. Any creature within the circle when 
  the vines burst must succeed on a DC 13 Dexterity 
  saving throw or take 5 (1d6 + 2) necrotic damage as 
  the ooze rots away a layer of flesh. The ground within 
  the circle also becomes coated in sticky blue ooze.
   
  Sticky Ooze  Walking across ground coated in 
  blue ooze coats a creature’s feet in sticky goo. The 
  affected creature’s movement speed is reduced by 15 
  feet until someone uses an action to remove the goo. 
   
  Magic Source  The blight gives off a faint aura of 
  transmutation magic and comes from a fey magic source. 
  Attack of the Blight Wolf
  If the characters follow the underground vines deeper 
  into the forest, or if they have spent a significant 
  amount of time learning about the disease, read or 
  paraphrase the following to initiate combat:
  While moving through the afflicted 
  trees, you hear a woman’s scream and 
  the snarling of beasts getting louder and 
  closer  As you look up toward the source 
  of the commotion, you see two humanoid 
  figures: a scrawny, badly-wounded elf and 
  a beautiful woman with wooden skin  
  Pursuing them is a single large wolf  As the 
  figures run toward you, their path is cut off 
  by a group of wolves that dashes out from 
  the trees  The two humanoids appear to be 
  trapped between the wolves  They cry out 
  the elven word for “help ”
  Creatures:
   
  A blight wolf leading a pack of four corrupted 
  wolves in the process of attacking a dryad (MM 121) 
  and a wood elf commoner (MM 345)
   
  The blight wolf uses the statistics of a winter wolf 
  (MM 340) with the following amendments: it can use 
  Corrupted Animals and Plants
  The plants and animals that are 
  corrupted are covered in lattice-
  like webs of blue vines. The 
  vines glow, making them easy 
  to spot, and tracking creatures 
  affected by the sickness is easy 
  because of the ooze they leave 
  behind. The smell of the ooze 
  is also easily identifiable, putrid 
  and somewhat sour.
  
  58
  its camouflage to gain advantage on Dexterity (Stealth) 
  checks made in forested (not snowy) terrain and its 
  Cold Breath is replaced with Necrotic Breath, which 
  functions the same way but deals necrotic damage.
   
  The corrupted wolves use the statistics of a dire 
  wolf (MM 321) with the following addition: Grappling 
  Bite. If a creature fails its saving throw against being 
  knocked prone by the corrupted wolf’s bite attack, the 
  wolf can use a bonus action to attempt to grapple the 
  creature in its jaws. It cannot use its bite attack again 
  while grappling a creature in this manner.
  DM’s Note: Adjusting the Difficulty 
  If the party is weak, replace the corrupted wolf 
  statistics with those of a wolf (PHB 311).
  If the party is strong, add a blight wolf and a 
  corrupted wolf. 
   
  Tactics  The dryad and the wood elf (commoner) 
  begin combat 60 feet away from the characters, stuck 
  between the pack of corrupted wolves and the blight 
  wolf, at 10 feet each. The dryad is concentrating on 
  the barkskin spell when combat begins and defends 
  herself with a club. The blight wolf initiates combat 
  by killing the wood elf with its bite. The pack of 
  corrupted wolves have already used their action to 
  Dash ahead of the dryad and cannot attack during 
  the first round of combat. If the characters attack the 
  wolves, or otherwise get their attention, the blight 
  wolf and wolf pack choose to attack the characters 
  instead of the dryad. 
   
  Read or paraphrase the following after the blight 
  wolf’s attack on the wood elf:
  As the pack leader drops the lifeless body 
  of the elf, you can see that these wolves’ 
  eyes are glowing a dim blue, and their fur 
  is covered by the same kind of vines as the 
  bushes and trees around you  The pack 
  leader growls and bares its teeth at you, its 
  mouth dripping with blue ooze  
   
  Additionally, read the following if the blight wolf 
  uses its Necrotic Breath ability:
  The largest wolf opens its mouth as if to 
  howl, but produces a low gurgling in its 
  throat as it spews out a wave of sticky blue 
  ooze in your direction 
  Features:
  Saving the Dryad  If the party gets the attention of 
  the wolf pack, it should be possible to prevent the 
  dryad from being reduced to 0 hit points, which earns 
  them a minor ally. If she takes too much damage, she 
  speaks the following before dying and transforming 
  into a corrupted dryad (Appendix: Stat Blocks), 
  which attacks the characters. Either way, paraphrase 
  the following:
  “My name is Eralei ”
  “I come from the great tree Mother Dryad ”
  “Go to where the forest has died, and you 
  will find her ”
  “A sickness has invaded the heart of Mother 
  Dryad ”
  “My friend was an alchemist devising a cure ”
  “Take his potions, cure the Mother’s heart ”
  
  59
   
  If Eralei was suitably protected, she offers to 
  escort the characters to the Mother Dryad using a 
  pass without trace spell. Because of the risk, she will 
  only take the characters to the edge of the great tree 
  and will not join the party inside the temple.
   
  Resurrecting the Alchemist  If the party has a 
  spell that can revive the dead and are willing to use 
  it on the wood elf’s corpse, he can be revived. He 
  introduces himself as Ceril and thanks the party, 
  then gifts them all his potions after explaining how 
  to use them. Paraphrase the effect of the potion of 
  nature’s restoration (Appendix: Items). 
   
  At the DM’s discretion, 1 minute after being 
  revived, Ceril begins to cough up blue ooze. After 10 
  minutes, he transforms into a zombie (MM 316) with 
  glowing eyes. 
   
  Treasure  The wood elf was an alchemist, whose 
  corpse lies on the ground where he was attacked. 
  The corpse has the following in a backpack: 65 gp 
  worth of mixed gems, alchemist’s tools, 3 potions of 
  nature’s restoration (see Appendix: Items), 2 vials of 
  acid, and 1 potion of healing.
  Outside the Mother Dryad
  Following the dryad’s directions deeper into 
  the forest, you notice the trees affected by 
  this sickness have lost their leaves, leaving 
  their skeleton-like branches reaching 
  toward the sky  Through the empty canopy 
  you see a giant tree with the shape and face 
  of a woman  Within its sturdy roots sits an 
  ancient stone temple  The blue vines in the 
  ground run towards this massive tree from 
  all directions, and the tree itself has many 
  large areas of oozing blight upon its bark 
  and running up its branches 
  Features:
  Mother Dryad’s Plea  The temple and the Mother 
  Dryad both appear undefended. When a creature 
  comes within 100 feet of the Mother Dryad, she 
  reaches out with her mind to each creature she can 
  see. Allow the characters to roleplay with the great 
  tree during the conversation. Her voice is warm and 
  kind. Paraphrase the following:
  “I am dying, and the forest dies with me ”
  “My heart is being consumed by darkness, I 
  can feel it ”
  “You must help us, come inside the temple ”
  “Find the staff and open the passageway 
  that leads to my heart ” 
   
  After a few moments, the voice of the great 
  tree changes. This second voice is harsh but quiet. 
  Paraphrase the following:
  “This is my home now ”
  “You should leave ”
  “You’re going to hurt me ”
  “This is my mother now ”
  
  60
  Features:
  Afflicted Trees  As the second voice speaks in the 
  minds of the party, the forest begins to move and 
  shift, as trees bend unnaturally and reach their 
  branches toward the characters. Some of the afflicted 
  trees uproot themselves and attack, but they are far 
  too large to fit into the temple and can be avoided by 
  entering the Overgrown Entryway (Area 1).
  Creatures: 
  1d4 + 2 awakened trees (MM 317) covered in 
  glowing vines. They grow 30-60 feet away from the 
  temple. 
  DM’s Note: Adjusting the Difficulty
  If the party is weak, there are only 3 awakened trees. 
  The trees begin combat farther away from the temple 
  entrance, making them easier to bypass.
  If the party is strong, there are 5 awakened trees. 
  The trees possess the blight’s Bursting Vines trait 
  and their movement speed is not reduced by the 
  sticky ooze.
   
  Tactics  The awakened trees are too simple to 
  use tactics and single-mindedly chase any character 
  within 60 feet of them unless that character is safely 
  within the temple.
   
  If the trees are defeated, or the characters begin 
  to run away from the temple, the Mother Dryad’s 
  first voice returns, and she continues asking for 
  the characters to enter the temple and remove the 
  sickness in her heart. 
  Part 2: Temple of 
  the Great Tree
  1  Overgrown Entryway
  As you step through the open entrance of 
  the temple, you notice that the stone walls 
  and ceilings are overgrown with roots of 
  the Mother Dryad  Many areas are covered 
  with glowing blue vines, illuminating the 
  interior  On the ground is a large, odorous 
  patch of blue ooze which surrounds a small 
  tree covered in fruit  An open passage leads 
  to the west, and a large stone door with the 
  emblem of a tree stands on the north wall  
  Next to the door is a stone pedestal with a 
  small depression in the top 
  Features:
  Poisonous Fruits  The tree has been absorbing 
  ooze, and the fruits are now poisonous. Any creature 
  that eats one of the fruits is unaffected for 1 minute. 
  However, after that minute has passed, they must 
  succeed on a DC 16 Constitution saving throw or be 
  poisoned for 10 minutes.
   
  Pedestal  The rune-inscribed pedestal functions 
  as a magical lock for the door. If a character has the 
  staff of the dryad (Appendix: Items), they can place 
  one end of the staff into the slot in the pedestal, and 
  the door will open. The door closes immediately if 
  the staff is removed from the slot.
   
  Stone Door  The stone door has 17 AC, 45 hit 
  points, and is protected by a magic ward that mends 
  the stone rapidly when it is damaged. The door 
  regains 15 hit points on initiative count 20, 15, 10, 
  and 5. If the door is reduced to 0 hit points, it is 
  destroyed, and the magic temporarily ceases for 1 
  minute, after which the door regenerates with 15 hit 
  points. The ward can be removed with dispel magic. 
  2  Dryad’s Spring
  Walking through the open passage, the 
  air clears as you enter a small room with 
  a fountain in the shape of a dryad at its 
  center  The fountain is overflowing slightly 
  and is overgrown with foliage, but the water 
  looks perfectly clear  The overflow makes 
  a small stream on the floor which abruptly 
  ends beneath a patch of afflicted roots on 
  the northern wall 
  Features:
  Enchanted Fountain  The fountain’s water is 
  enchanted and gives off a faint aura of restoration 
  
  61
  1
  2
  3
  4
  
  62
  and transmutation magic. Any creature who drinks 
  a gulp of water from the fountain regains 1 hit point. 
  There is enough water for 15 gulps, and the fountain 
  produces enough water to refill 1 gulp every 30 
  minutes. A creature can take a number of gulps of 
  water equal to its Constitution modifier without any 
  ill effects. Beyond that, it must begin making saving 
  throws or suffer the following side effects for 1d12 + 
  8 days:
  • If a creature takes 1 additional gulp, it must 
  succeed on a DC 13 Constitution saving throw. On 
  a failure, its eyes and hair turn green. 
  • If a creature takes 2 additional gulps, it must 
  succeed on a DC 15 Constitution saving throw. 
  On a failure, its hair turns into leaves and its body 
  sprouts 2d8 flowers each dawn. 
  • If a creature takes 3 or more additional gulps, 
  it must succeed on a DC 17 Constitution saving 
  throw for each additional gulp. On a failure, its 
  skin turns hard and bark-like, granting it a natural 
  armor of 13 + its Dexterity modifier but reducing 
  its movement speed by 5 feet.
  A character that succeeds on a DC 15 Intelligence 
  (Arcana) or (Investigation) check to inspect the 
  fountain finds that the water emerges from a green 
  gemstone at the top of the fountain.
   
  When the stream of water on the floor is inspected, 
  the characters discover that it flows underneath 
  a thick covering of afflicted roots that conceal the 
  passageway leading to the Oozing Chamber (Area 3). 
  The root-covered passageway is difficult terrain and 
  requires success on a DC 13 Dexterity (Acrobatics) 
  check to slip through. On a failed attempt, the creature 
  is trapped between the roots, reducing its movement 
  speed to 0 until it successfully completes the check. 
  A stuck creature can also free itself with a successful 
  DC 13 Strength check. Because the roots are afflicted 
  and covered in vines, they burst if cut or burnt, 
  becoming Bursting Vines.
   
  A character trapped between the afflicted roots 
  draws the attention of the ochre jellies in Area 3, 
  which begin to stealthily move across the walls 
  toward the trapped character. 
   
  Treasure  The magical source of the fountain’s 
  water is an emerald elemental gem (DMG 167). If the 
  gem is removed from the fountain’s topmost tier with a 
  successful DC 12 Dexterity check made with thieves’ 
  tools or jeweler’s tools, the water stops flowing and the 
  fountain’s magic fades. The gemstone, if not identified 
  as a magic item, is worth 75 gp.
   
  If the plot hook An Afflicted Priestess was used, 
  the characters also know of a chunk of gold beneath 
  the fountain worth 200 gp if sold in raw form (or 
  worth 250 + 1d100 gp when minted into coin).
  3  Oozing Chamber
  Slipping through the roots which cover the 
  passage, you step into a large, damp room, 
  dimly lit by a glowing puddle of water on 
  the south wall  The stream collects here, 
  mixing with patches of ooze which give it 
  a hazy blue glow  From the puddle grows 
  strange and colorful fungi  Around the 
  fungi, a slimy, yellow mold glistens on the 
  wooden roots and stone walls  A small 
  yellowish cloud of haze moves about the 
  ceiling on the opposite end of the room  
  Features:
  Mysterious Haze  A character with a passive 
  Perception of 14 or higher notices that the cloud of 
  haze moves around the room as if blown on a breeze 
  despite the stillness of the air. 
   
  Deadly Spores  A character that succeeds on a 
  DC 12 Wisdom (Nature) check to inspect the fungi 
  notices that among them are two gas spores (MM 
  138), which are known to burst in a huge circle and 
  inflict a deadly disease upon their victims. 
   
  Living Ooze  A character that succeeds on a DC 15 
  Intelligence (Investigation) or Wisdom (Nature) check 
  to inspect the slime mold notices that the molds move 
  slightly when approached and drip like a living ooze, 
  slime, or jelly.
  Creatures: 
  Among the patches of fungi are 3 ochre jellies (MM 
  243) and 2 gas spores (MM 138). The cloud of haze 
  is a corrupted dryad (Appendix: Stat Blocks) using 
  the gaseous form spell. 
   
  Tactics  When the characters enter the room, 
  everything appears inert. The ochre jellies and the 
  gas spores are motionless and attached to the walls 
  on opposite sides. The corrupted dryad waits in 
  
  63
  gaseous form until the characters are in a vulnerable 
  position near the ochre jellies. Then, it initiates 
  combat by shifting out of its gaseous form and using 
  the entangle spell, attempting to force the characters 
  to remain within reach of the jellies’ attacks. When 
  the dryad moves past the gas spores while in its 
  gaseous form, the movement detaches the gas spores 
  from the walls.
  DM’s Note: Adjusting the Difficulty
  If the party is weak, reduce the gas spores to 1, and 
  reduce the ochre jellies to 2.
  If the party is strong, add an additional corrupted 
  dryad.
   
  Curing the Dryad  A character with a potion of 
  nature’s restoration (Appendix: Items) can remove 
  the affliction upon the corrupted dryad, ending the 
  dryad’s role in the combat without killing it. If the 
  characters do so, the dryad willingly gifts her staff 
  of the dryad (Appendix: Items) to the character who 
  cured her affliction.
   
  Gas Spore Memories  A character who fails their 
  saving throw against a gas spore’s Death Burst is 
  subjected to the following memory:
  Suddenly, you find yourself in the forest, 
  but everything around you is tinted blue 
  and blurry  You hear a young girl crying all 
  around you  As you look down, blue tendrils 
  sprout from your chest, and begin to wrap 
  around your legs, your waist, and your torso  
  They twist as they engulf you and soon, all is 
  dark as the tendrils cover your eyes  In the 
  darkness, you hear the crying again 
   
  The memory is Valeera’s transformation into the 
  shambling corruptor (as described in the Adventure 
  Background), from her perspective.
   
  Treasure  The corrupted dryad is wielding a 
  staff of the dryad (Appendix: Items). The characters 
  require the staff to unlock the great stone door in 
  Area 1.
  4  The Heart of Corruption
  With a rumble, the stone door swings open, 
  revealing a tall staircase leading up to a 
  huge wooden chamber lit by ebbing blue 
  light  A slow, rhythmic, beating sound 
  echoes through the chamber as you ascend 
  the stairs  As you look into the chamber, 
  you see hundreds of glowing vines lining 
  the walls and ceiling, and patches of blue 
  ooze covering large areas of the ground  
  Several tall trees afflicted by the sickness 
  stand around the interior 
    
  As you step through the trees, the 
  thumping grows louder  You see a huge 
  ball of roots in the shape of a heart hanging 
  in the middle of the chamber, beating 
  rhythmically  The glowing vines all connect 
  to a large blue mass of oozing tendrils 
  attached to the side of the heart  
  
  64
  Features:
  Dryad’s Chamber  The chamber is the interior of 
  the Mother Dryad’s chest. The source of this magical 
  sickness is the mass of tendrils attached to the heart. 
  Valeera, the half-dryad child, is alive but unconscious 
  inside the blue mass of vines and ooze.
  Creatures: 
  This encounter includes 2 corrupted dryads 
  (Appendix: Stat Blocks), one awakened tree (MM 317), 
  and the shambling corruptor (Appendix: Stat Blocks).
   
  DM’s Note: Adjusting the Difficulty
  If the party is weak, remove the shambling 
  corruptor’s Hit Point Regeneration trait.
  If the party is strong, add 1-2 awakened trees that 
  begin combat next to the heart.
   
  Tactics  When the characters enter the chamber, 
  the awakened tree stands motionless, and the 
  corrupted dryads are camouflaged by the other 
  trees. Characters with a passive Perception of 15 or 
  higher notice the dryads. The shambling corruptor 
  is attached to the side of the Mother Dryad’s heart. 
  If the party acts aggressively or approaches within 
  15 feet of the shambling corruptor, it initiates combat 
  using its Slam Attack. 
   
  Once combat begins, the awakened tree moves 
  and attacks the creature closest to the heart. At 
  first, the corrupted dryads cast ray of sickness and 
  entangle from a distance. However, if the shambling 
  corruptor is reduced below half its maximum 
  hit points, the dryads cast shillelagh on their 
  quarterstaffs and engage in melee attacks. 
   
  If the shambling corruptor is reduced below half 
  its hit points, it detaches from the heart of the Mother 
  Dryad and begins moving around and attacking wildly. 
   
  If a character attempts to grapple the shambling 
  mound to aid Valeera (described below in Saving 
  Valeera), all creatures under the corruptor’s control 
  attack the character attempting the grapple. If Valeera 
  has been removed from the shambling corruptor, 
  it attempts to move toward her and attacks anyone 
  between itself and her body. If Valeera is not held 
  or protected, the shambling corruptor attempts to 
  grapple and engulf her on its turn. 
   
  If a character is engulfed by the shambling 
  corruptor, paraphrase the following:
   As you are engulfed by the oozing mass, 
  you see a young girl inside the ooze with 
  you  She appears to be 11 or 12 years old, 
  with dark hair and wooden skin  Her body 
  is covered in blue vines and her eyes are 
  closed  As her eyes open, glowing with 
  blue light, she reaches out her hand, and 
  you hear a voice in your mind, like a harsh 
  whisper: “Please let me out  I don’t want to 
  hurt you  It’s so cold ”
   
  Saving Valeera  Any character who knows there 
  is a person inside the shambling corruptor can 
  attempt to grapple it in order to free her. A creature 
  that starts its turn while engulfed can attempt to 
  escape with Valeera, dryad (MM 121), by making a 
  DC 20 Strength (Athletics) or Dexterity (Acrobatics) 
  check. If any character (or combination of characters) 
  successfully wins 3 grapple contests against the 
  shambling corruptor, they free Valeera, and the vines 
  are pulled away from her. When Valeera is freed from 
  the vines in this way, she falls unconscious and the 
  shambling corruptor is immediately reduced to half 
  its current hit points, detaching from the heart of 
  Mother Dryad. However, if the shambling corruptor 
  successfully engulfs Valeera again, its current hit 
  points are doubled, up to its maximum hit points.
   
  If the shambling corruptor is reduced below half 
  of its maximum hit points and detaches itself while 
  Valeera is still trapped inside, small portions of her 
  figure are revealed each time the creature takes 
  
  65
  damage. When it is reduced below one-fourth of its hit 
  points, the party becomes aware that their attacks are 
  also harming the girl trapped inside. If the shambling 
  corruptor is reduced to 0 hit points and Valeera has 
  not been removed from its center, she dies.
   
  The Alchemist’s Potions  If a character splashes 
  the shambling corruptor with a potion of nature’s 
  restoration (Appendix: Items), the potion deals 2d8 
  + 4 radiant damage in place of its normal effects 
  and some of the creature’s vines begin to burn 
  away. In addition, the shambling corruptor does not 
  regenerate hit points on its next turn.
   
  If a character uses two or more potions to 
  burn away the vines in this manner, they begin to 
  see portions of a humanoid figure with wooden 
  skin attached to the vines and trapped inside. If 
  a character attempts to rescue Valeera from the 
  shambling corruptor, they gain advantage on their 
  Strength (Athletics) or Dexterity (Acrobatics) checks 
  if any portion of her is revealed in this way.
  Concluding the 
  Adventure 
  Purification of the Mother 
  Dryad
  As the deathblow is struck to the oozing mass, it 
  writhes and shakes before going limp and rapidly 
  withering away. A shock goes through the vines, as 
  the glow that pervaded them becomes dimmer and 
  dimmer. Over the next few minutes, the blue vines 
  turn brown and begin to crumble into dust and dirt 
  as the magic within them fades. 
   
  If the corrupted dryads are still alive, their 
  sickness is cured as the vines wither and turn to 
  dust. Many more dryads reveal themselves and enter 
  the chamber to thank the characters. 
   
  If the characters prevented Valeera from dying 
  and removed her from the shambling corruptor, she 
  awakens 1 minute after combat ends. She has few 
  memories, but knows the voice of the Mother Dryad, 
  and recognizes it when the great tree begins to 
  speak in the minds of the party. The Mother Dryad 
  thanks the characters for their help, and says that 
  she knows Valeera was afraid and did not mean 
  her harm. She offers to allow Valeera to stay with 
  her and the dryad children. Valeera seems happy 
  to agree, and the characters notice that the plants 
  seem to grow more vibrant around her. Wherever 
  she walks, flowers sprout.
   
  If Valeera perished, the Mother Dryad simply 
  thanks the party for their help, and says that she 
  thinks the young girl didn’t mean any harm by what 
  she did. 
   
  After 8 hours, the sickness disappears completely 
  from the surrounding forest.
  Appendix: Items
  Potion of Nature’s Restoration
  Potion, uncommon
  This swirling green potion glows with a faint light 
  when shaken. As an action, you can pour the contents 
  of the potion on a 5-foot square of plants or natural 
  material affected by a magical sickness to cure the 
  sickness in that square.
   
  Alternatively, as an action, you can splash the 
  contents of this potion onto a fey creature or plant 
  creature affected by a magical sickness within 5 
  feet of you. If the afflicted creature is below half its 
  maximum hit points, it must succeed on a DC 13 
  Constitution saving throw or be restored, removing 
  the sickness and corruption from the creature.
  Staff of the Dryad
  Weapon (quarterstaff), rare (requires attunement)
  While attuned to this staff, you can cast the 
  druidcraft and shillelagh cantrips at will.
   
  This staff is covered in small flowers and foliage 
  that sprouts up to four berries, which can be used in 
  several ways. The staff regrows 1d4 picked berries 
  daily at dawn. You can pick a berry and use an action 
  to perform one of the following:
   
  Eat the Berry  Eating a berry restores 2d4 + 1 hit 
  points and the berry provides enough nourishment to 
  sustain a creature for one day. If a creature eats more 
  than one berry each day, it must succeed on a DC 
  13 Constitution saving throw or be poisoned until it 
  finishes a short or long rest.
   
  Plant the Berry  Planting a berry in fertile earth 
  rapidly grows an ordinary, small tree, which reaches 
  
  66
  its full size after 1 minute. The tree is 10 feet tall, has 
  a 10-inch-diameter trunk, and its branches at the top 
  spread out in a 10-foot radius. 
   
  Toss the Berry  You can toss a berry into an open 
  space within 30 feet of you. Roots spread out from 
  the berry, creating the effect of an entangle spell 
  centered on the berry. The effect ends at the end of 
  your next turn. The spell save DC for this effect is 12.
  Appendix: Player 
  Options
  Race: Hamadryad
  Hamadryad Traits
   
  Ability Score Increase. Your Wisdom score 
  increases by 2, and your Intelligence or Charisma 
  score increases by 1.
   
  Age. As the spirits of the autumn oak, most 
  hamadryads live as long as the trees to which they 
  are bound. Some live short lives, one to several 
  hundred years. Others have been known to live for 
  millennia.
   
  Alignment. At one with nature, hamadryads can 
  be as calm as the autumn sunset one moment and as 
  violent as a thunderstorm the next. As such, they tend 
  toward chaotic alignments.
   
  Size. Hamadryads stand between 5 and 6 feet 
  tall. Your size is Medium.
   
  Speed. Your base walking speed is 30 feet.
   
  Forest Walk. You can move across difficult 
  terrain made of part of a tree, underbrush, or 
  some other forest growth without expending extra 
  movement.
   
  Oaken Rest. Hamadryads don’t need to 
  sleep. Instead, they meditate deeply, remaining 
  semiconscious for 4 hours a day. While meditating, 
  you are fully aware of your surroundings and notice 
  approaching enemies and other events as normal. 
  To meditate in this way, you must be in bright light 
  or touching at least six gallons of clean water. After 
  resting in this way, you gain the same benefit that a 
  human does from 8 hours of sleep.
   
  Twin Aspects. You know the druidcraft cantrip. 
  The other spells you can cast depend upon your form. 
  Wisdom is your spellcasting ability for these spells. 
  While meditating with Oaken Rest, you can shift 
  between your two forms—nymph and dryad.
      Nymph. Once you reach 3rd level, you can cast the 
  charm person spell once per day. Once you reach 5th 
  level, you can also cast the calm emotions spell once 
  per day.
      Dryad. Once you reach 3rd level, you can cast 
  the entangle spell once per day. Once you reach 5th 
  level, you can also cast the barkskin spell targeting 
  yourself at will.
   
  Languages. You can speak, read, and write 
  Common and Sylvan.
  
  67
  Shambling Corruptor
  Large plant, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 170 (20d10 + 60)
  Speed 45 ft., climb 20 ft. (reduced to 0 while attached to the living 
  heart of Mother Dryad)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  18 (+4) 
  8 (-1) 
  16 (+3) 
  5 (-3) 
  10 (+0) 
  5 (-3)
  Skills Stealth +2
  Damage Resistances cold, fire
  Damage Immunities lightning, necrotic
  Condition Immunities blinded, deafened, exhaustion
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 10
  Languages —
  Challenge 7 (2,900 XP)
  Lighting and Necrotic Absorption. Whenever the shambling 
  corruptor is subjected to lightning or necrotic damage, it takes no 
  damage and regains a number of hit points equal to the damage 
  dealt.
  Parasitic Vines. While attached to the living heart of Mother Dryad, 
  the shambling corruptor regains up to 15 missing hit points at the 
  start of each of its turns.
  Extended Reach. While attached to the living heart of Mother Dryad, 
  the shambling corruptor’s Slam attack gains a reach of 30 feet. This 
  means it can grapple or engulf a creature from up to 30 feet away. 
  If it does so, the grappled creature is moved to a square adjacent to 
  the shambling corruptor immediately before it is engulfed.
  Actions
  Multiattack. The shambling corruptor makes two slam attacks. If 
  both attacks hit a Medium or smaller target, the target is grappled 
  (escape DC 14), and the shambling mound uses its Engulf on it. 
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 
  (2d8 + 4) necrotic damage.
  Engulf. The shambling corruptor engulfs a Medium or smaller 
  creature grappled by it. The engulfed target is blinded, restrained, 
  and unable to breathe, and it must succeed on a DC 14 Constitution 
  saving throw at the start of each of the corruptor’s turns or take 
  13 (2d8 + 4) necrotic damage. If the corruptor moves, the engulfed 
  target moves with it. The corruptor can have only one creature 
  engulfed at a time.
  LAiR Actions
  On initiative count 20 (losing initiative ties), the shambling corruptor 
  takes a lair action to cause one of the following magical effects:
  Burst Vines. The corruptor selects one tree within 60 feet and bursts 
  its vines (see The Blight’s Bursting Vines feature).
  Vine Lash. A thick vine sprouts from a point on the ground within 
  40 feet of the corruptor and lashes out at a creature within 20 feet of 
  that point. The creature must succeed on a DC 14 Dexterity saving 
  throw or be dragged up to 20 feet toward the vine.
  Appendix: Stat Blocks
  Corrupted Dryad
  Large monstrosity, neutral
  Armor Class 11 (16 with barkskin) 
  Hit Points 45 (10d8) 
  Speed 35 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  10 (+0) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  15 (+2) 
  18 (+4)
  Skills Perception +4, Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages Elvish, Sylvan
  Challenge 2 (450 XP)
  Innate Spellcasting. The corrupted dryad’s innate spellcasting ability 
  is Charisma (spell save DC 14). The corrupted dryad can innately cast 
  the following spells, requiring no material components:
  At will: druidcraft, shillelagh
  3/day each: entangle, ray of sickness
  1/day each: barkskin, gaseous form
  Magic Resistance. The corrupted dryad has advantage on saving 
  throws against spells and other magical effects.
  Speak with Beasts and Plants. The corrupted dryad can 
  communicate with beasts and plants as if they shared a language.
  Blight Stride. Once on her turn, the dryad can use 10 feet of her 
  movement to magically step into one area covered in ooze within 
  her reach and emerge from a second area covered in ooze within 60 
  feet of the first area. She emerges in an unoccupied space within 5 
  feet of the second area. Both areas of ooze must at least be Large.
  Actions
  Multiattack. The corrupted dryad makes two attacks with her 
  quarterstaff.
  Quarterstaff. Melee Weapon Attack: +2 to hit (+6 to hit with 
  shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 
  or 8 (1d8 + 4) bludgeoning damage with shillelagh.
  
  68
  
  69
  The Fomorian Who Would Be King is designed for a 
  party of four to six 5th-8th level characters.
   
  The conflicts and challenges within this adventure 
  are not intended to be solved by sheer force of arms 
  or overwhelming magic, though that may be possible. 
  Rather, the monsters and environments are meant to 
  encourage problem-solving through investigation and 
  social interaction, and thus no encounter adjustments 
  are included. If the heroes convince monsters to join 
  them or find creative ways to avoid them, the DM is 
  encouraged to award experience points (XP) as if they 
  had defeated them in combat.
  Adventure  
  Background
  The fomorians once had beauty and magic to rival 
  the elves, but in their lust for power, they sought 
  to conquer the Feywild. Their failure incurred a 
  dreadful curse. Stripped of their magic and twisted 
  into hideous monstrosities, they fled into the Feydark 
  where their anger and hatred for the fey of the 
  surface world simmered and seethed. 
   
  But greed and evil do not breed contentment, and 
  so a fomorian by the name of Maergun found his way 
  close to the surface to establish a domain of his own. 
  He struck a bargain with a group of seven duergar 
  to mine his halls, and together they enslaved a tribe 
  of goblins to use as laborers. Maergun has found 
  pleasure in the arrangement, as he can hunt on the 
  surface at night and return to the safety of his hall 
  before the sun rises. Maergun imagines he is bringing 
  emissaries from the fey courts to his hall for royal 
  audiences. In reality, he captures fey creatures and 
  tortures them to death to serve his cruel delusions 
  of grandeur. He believes he is a grand king of the 
  Feywild, but he is only the petty tyrant of a cave.
   
  The duergar are treacherous in their own right. 
  As they craft the halls and vaults of Maergun, they 
  also plot to murder him, steal his treasure, and take 
  his halls for their own. They have been amassing a 
  stockpile of explosive crystals from the caverns below 
  Maergun’s halls with which they intend to overpower 
  him. Their plan would have surely borne fruit already, 
  except in their tunneling they found a vault with a 
  mysterious statue of a sleeping elven woman made 
  of white stone. Enchanted by its beauty, they now plot 
  and scheme to free her from her sleep.
   
  The white stone statue is the magical prison of a 
  vampire named Aeglossil. Aeglossil’s sister, Oliviana, 
  was a righteous paladin, and when she discovered 
  Aeglossil had been stricken with vampirism, she 
  tracked Aeglossil down and defeated her. However, 
  Oliviana found herself unable to deliver the final blow. 
  Instead, she bound Aeglossil inside the statue and 
  sealed it in a vault deep underground. Aeglossil can 
  be freed only by a kiss from one good of heart.
  The Fomorian Who  
  Would Be King
  Written by Andy Dempz
  A dangerous enemy is kidnapping and murdering the good fey of the forest  Can the adventurers 
  end this threat despite the overwhelming danger? 
  
  70
  Adventure 
  Summary
  This adventure takes place in a small sandbox 
  of sorts. There is no predetermined path to the 
  resolution or even an expectation of what that 
  resolution will look like. The factions in Maergun’s 
  domain exist in a social homeostasis and the party’s 
  intrusion will likely tip this delicate balance. The 
  adventure is defined by the characters’ exploration 
  of Maergun’s domain, their interactions with the 
  creatures they meet there, and the events that follow. 
  Familiarity with the different groups is important to 
  effectively running the adventure.
   
  Maergun claims domain over the entire cave 
  and hall complex, but his reach exceeds his grasp. 
  Many of his servants either resent him (the goblins) 
  or directly plot against him (the duergar). His most 
  reliable allies are three dim-witted cyclopes who 
  shepherd rothé and giant goats and guard the main 
  entrance, and his pet displacer beast, Haerbega. 
  Maergun’s goals are to capture, torture, and kill fey, 
  accumulate treasure, and establish himself as the 
  king of this region to live out his fantasy.
   
  The goblins do the duergar’s dirty work, mostly 
  rough tunneling, disposing of the mining refuse, and 
  some hunting and gathering to feed the dwarves and 
  giants. They hate Maergun and the duergar. They 
  are ambivalent towards the cyclopes, who have never 
  harmed them. The goblins have a network of secret 
  passages through which they can move between the 
  parts of Maergun’s lair unseen. Someday they may 
  use the tunnels in the course of a rebellion, but at the 
  present their fear keeps them pacified.
   
  The duergar direct the transformation of the 
  caves into proper halls for Maergun in exchange 
  for whatever gems and mineral deposits they may 
  find along the way. They bear no greater loyalty to 
  him. In fact, they built a secret door into Maergun’s 
  treasure vault, and they intend to kill and rob him 
  once he has accumulated enough riches. During their 
  excavations, they found a cavern full of explosive 
  crystals and they have been harvesting these for use 
  in their murder plot. 
   
  The duergar also found a vault that holds what 
  appears to be a statue of a sleeping woman made of 
  white stone. The duergar have been charmed by its 
  magic and wish to find someone good of heart to kiss 
  the statue and awaken the woman. They are unaware 
  that the statue of the woman is actually the petrified 
  vampire Aeglossil, but they do know that a kiss from 
  a good-aligned character will break the imprisonment 
  magic and set her free.
  Adventure Hooks
  By Request  The adventurers are contacted by a 
  familiar patron who asks them to investigate a series 
  of suspicious disappearances and killings by exploring 
  the forest where the bodies have been found. Some of 
  the dead show bite and claw marks, while others were 
  bludgeoned by giant-sized implements. A few corpses 
  even bear hideous deformities. These signs suggest 
  the presence of a fomorian, and the adventurers’ 
  patron requests their aid in finding it, and if it is within 
  their means, killing it. The adventure can then proceed 
  to another adventure hook (Rescue, Goblin Attacks, 
  or Exploration) to provide the clues the party needs to 
  locate the fomorian’s domain.
  Rescue! The characters are approached in the 
  woods by a friendly hunter named Drauchanar (CG 
  high elf scout MM 349). He does not hunt ordinary 
  game (as if there was such a thing in the Feywild), 
  but instead suspects that a formorian has made 
  its way to the surface, and he intends to bring its 
  head back for the glory of his people. Drauchanar 
  is cheerful and foolhardy and doesn’t grasp the 
  immensity of the task. 
   
  If the adventurers seem friendly and reasonably 
  competent, Drauchanar suggests they accompany 
  him. If they do so, they travel deeper into a thick, hilly 
  forest littered with silver, moss-covered boulders and 
  crossed by singing brooks and streams. Characters 
  with a high passive Perception score may feel 
  at times like they are being watched, though no 
  specific creature can be found. After a day or two, 
  Drauchanar volunteers to take the last watch before 
  dawn, and while the rest of the group is asleep, he 
  is quietly attacked and dragged off by Maergun’s pet 
  displacer beast, Haerbega. The party awakens to 
  find the signs of a struggle, Drauchanar gone, and a 
  trail that looks to have been made by a large beast 
  dragging a medium creature. The trail leads to the 
  
  71
  cyclopes’ entrance to Maergun’s lair. 
   
  If the party turns down Drauchanar’s suggestion 
  to accompany him, he takes his leave of them. Later 
  in the day, they find signs of a struggle and a trail that 
  seems to have been made by a large beast dragging 
  a medium creature. The trail leads to the cyclopes’ 
  entrance to Maergun’s lair. 
   
  If the party takes exceptional precautions at night, 
  the displacer beast captures Drauchanar when he 
  wanders off from the rest of the group while traveling 
  or foraging. Again, they find signs of a struggle 
  and the trail that leads to the cyclopes’ entrance to 
  Maergun’s lair.
  Goblin Attacks  The goblins have been stealing 
  food and trinkets from a nearby settlement, or they 
  steal from the party’s camp while they sleep. The 
  characters can follow the goblins’ tracks to the 
  waterfall entrance.
  Exploration  While exploring or traveling through 
  the forest, the adventurers discover either the 
  cyclopes’ entrance or the waterfall that hides the 
  goblins’ entrance into Maergun’s halls. They either 
  find the entrance itself or observe Maergun’s servants 
  coming and going.
  Exploring 
  Maergun’s Domain
  Features:
  Lighting  The entire cave system has a minor 
  infestation of glow pixies, mosquito-sized, 
  unintelligent fey creatures that shed dim light in a 
  one foot radius. They cling to the cave surfaces and 
  slowly flutter about, providing dim light in all areas.
   
  Sounds  Maergun tends to talk to himself and his 
  prisoners, making absurd royal proclamations and 
  horrible threats. His voice echoes through the tunnels 
  whenever he is present and awake, and can be heard 
  more and more clearly as the characters approach 
  Area 7. If Maergun holds Drauchanar prisoner in his 
  hall, then Drauchanar’s screams and whimpers can 
  also be heard whether Maergun is there or not.
   
  Other sounds are limited to specific areas as 
  described.
   
  Atmosphere  The upper level of the cave system 
  is cool and slightly humid. The lower level is colder 
  but dry.
  1
  2
  3
  4
  5
  6
  7
  
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  1  Cyclopes’ Entrance
  The main entrance into Maergun’s domain is a 
  cave opening, roughly 20 feet in diameter, set into 
  a cliff wall that rises out of the forest. Unless the 
  cyclopes have taken their livestock out, the entrance 
  is blocked with boulders, leaving only enough room 
  for Medium creatures to squeeze through one at a 
  time. One cyclops (MM 45) stands guard inside at 
  all times. If the entrance is blocked or the sun has 
  set, the cyclopes keep a campfire burning inside 
  the entrance, providing dim light. There are loose 
  boulders and mining refuse piled near the entrance 
  that the cyclopes can throw.
  2  Entrance Tunnel
  This tunnel is well traveled by the cyclopes and their 
  livestock. Their tracks obscure those from other 
  creatures, but a successful DC 15 Wisdom (Survival) 
  check reveals tracks from small humanoids, a 
  large feline, and a different giant than the cyclopes. 
  Succeeding on the check by 5 or more identifies the 
  small humanoid tracks as goblin and dwarven. 
   
  The tunnel has many natural nooks and crannies 
  big enough for Medium creatures to hide in. If 
  the cyclopes are actively looking for intruders, the 
  characters’ Dexterity (Stealth) checks are made 
  against the cyclopes’ active Wisdom (Perception) 
  checks. Otherwise, they are made against the 
  cyclopes’ passive Wisdom (Perception).
  3  Cyclopes’ Cavern
  This cavern is the cyclopes’ residence. One cyclops 
  can be found here during the day unless they have 
  taken their herd out to graze. The cyclopes sleep 
  here two at a time during the night while the third 
  maintains the watch at the entrance. There are three 
  crude beds made of animal skins over piled straw. 
  A large nook with a simple wooden gate serves as a 
  pen for 3 rothé (VGtM 207) and 5 giant goats (MM 
  326). Two large jugs full of goat milk and the rest of 
  the cyclopes’ belongings sit near their beds, but there 
  is little else of use or value.
  4  Waterfall Entrance
  This entrance to the cave system is used primarily 
  by the goblins and occasionally by Haerbega. The 
  entrance is hidden unless a character specifically 
  searches behind the waterfall or succeeds on a DC 
  15 Wisdom (Perception) check during a general 
  search of the area. Anyone observing the waterfall 
  for an hour or two is likely to see goblins using the 
  entrance. Tracks near the waterfall are difficult to 
  discern due to the water and stone surfaces, so they 
  are only spotted on a successful DC 20 Wisdom 
  (Survival) check.
   
  A 3-foot-wide path leads behind the 30-foot-high 
  waterfall and into the Goblin Tunnels (Area 6). The 
  path is narrow and slick from the water spray, and it 
  is difficult terrain for Medium or larger creatures. 
   
  The goblins use this entrance to leave the caves 
  to fish, gather wild plants, and hunt. Although they 
  resent their present conditions, they do not leave to 
  find a new home because they know they would likely 
  not last long at all in the Feywild forest. 
  5  Goblin Caves
  These caves are home to 20 goblins (MM 166) and 
  2 goblin bosses (MM 166) named Mirk and Tleega. 
  Mirk is shifty and subtly exploits the other goblins to 
  
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  protect himself while Tleega is honest (for a goblin) 
  and concerned with the tribe’s well-being. Mirk is 
  inclined to break his word and flee if the goblins are 
  threatened by Maergun or Haerbega, while Tleega is 
  likely to hold true and assist the party if persuaded to.
   
  All of the tribe’s noncombatants, namely children 
  and seniors, have been eaten by Maergun and 
  Haerbega, and this is straining the goblin’s normal 
  cultural acceptance of the bully/bullied relationship. 
  It is rare that all the goblins are present at the same 
  time as 7 (1d4+4) are usually mining in Area 9, 4 
  (1d4+1) are tending the mushroom garden in Area 9b, 
  and 3 (1d4) are out hunting or gathering. 
   
  The caves have rough stone surfaces and contain 
  all of the goblins’ sundry belongings. There is also 
  a considerable amount of refuse, but nothing useful 
  beyond personal weapons and some trinkets (at the 
  DM’s discretion). The smell is quite foul and offensive 
  to most humanoids other than goblinoids. 
   
  The goblins hate Maergun and the duergar, but 
  their hatred is balanced by fear. Convincing them to 
  engage in an outright rebellion requires a successful 
  DC 20 Charisma (Persuasion) or (Intimidation) check. 
  They can be convinced to allow the party safe passage 
  through their caves and tunnels with a successful DC 
  15 Charisma (Persuasion) or (Intimidation) check. 
  This check is made with advantage if the characters 
  retrieve a jug of goat milk from Area 3 for them. 
  6  Goblin Tunnels
  The goblins have dug a network of low, narrow 
  tunnels between the other areas. If pressed, they say 
  the tunnels are just for moving from place to place 
  quickly, but they also serve to keep them safe from 
  larger creatures when necessary. They also enable 
  covert observation of other areas. 
   
  Small or Tiny creatures can move through the 
  tunnels uninhibited while Medium creatures must 
  drop prone and crawl. Creatures larger than Medium 
  size cannot fit inside. 
   
  Where the tunnels intersect other areas, they 
  provide three-quarters cover and are heavily obscured 
  for observers in the adjoining area unless the 
  creatures in the tunnels are carrying a light source. 
  In that case, their presence is obvious to anyone in 
  the adjoining area, but they still receive the benefits of 
  three-quarters cover.
  7  Maergun’s Hall
  Maergun the fomorian (MM 136) spends most of his 
  days here, either brooding, sleeping on his throne, 
  or tormenting captives. Haerbega, Maergun’s pet 
  displacer beast (MM 81), is also often found here 
  unless she is out hunting, intimidating the goblins, 
  or watching the duergar from the top of the stairs 
  between Areas 2 and 7. One cyclops stands guard 
  during the day and sleeps in Area 3 at night. 
   
  This newly finished room has smooth stone walls 
  and sconces with torches that provide dim light. It 
  is otherwise virtually empty save for an enormous 
  throne upon a dais and six chains hanging from iron 
  loops set into the ceiling. 
   
  Maergun binds his captives in the chains, speaks 
  to them in a caricature of a royal audience, and 
  intermittently tortures them until they die. He tends 
  to keep their corpses hanging about for a tenday or 
  two before feeding them to the goblins or disposing 
  of them in the waterfall pool in Area 4. 
   
  The chains act as an antimagic field focused 
  entirely on the creature bound by them. Maergun 
  keeps one of the chains loosely secured so he can use 
  it as a weapon if needed. The other chains are firmly 
  secured to the ceiling but each one can be pulled free 
  with a successful DC 20 Strength (Athletics) check.
   
  Unless the adventurers took measures to ensure 
  his safety in the forest, Drauchanar is bound by one 
  of the chains and suspended 5 feet above the ground. 
  He has 2 levels of exhaustion due to a lack of food 
  and water since his capture. There are two other 
  corpses bound by ceiling chains: a goblin and a satyr.
   
  Maergun carries a foot-long iron key that fits into the 
  back of his throne. When it is inserted into the throne 
  and turned, the throne swivels to the side to reveal the 
  stairs that lead down to the Treasure Vault (Area 8). 
  
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  The lock can be picked with a successful DC 
  15 Dexterity check using thieves’ tools. Failing the 
  check by 5 or more triggers a poison needle trap. 
  The needle extends 3 inches out from the lock and 
  is coated in carrion crawler mucus. The creature 
  takes 1 piercing damage and must succeed on a DC 
  13 Constitution saving throw or be poisoned for 1 
  minute. While poisoned this way, the creature is also 
  paralyzed. The creature can repeat the saving throw 
  at the end of each of its turns, ending the effect on 
  itself on a success. 
   
  The throne can be pushed aside with a successful 
  DC 25 Strength (Athletics) check, but this will also 
  break the opening mechanism permanently.
  8  Treasure Vault
  This room contains Maergun’s treasure hoard. It 
  can be accessed by moving the throne in Area 7 or 
  through a secret door at the end of a tunnel from Area 
  11. It has plain, smooth stone walls and is free of dust 
  
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  and mining debris. The treasure is piled in a heap with 
  a few small chests and some sacks holding roughly 
  one fifth of the coins. The secret door can be found 
  with a successful DC 18 Wisdom (Perception) check.
   
  The treasure hoard consists of four art objects 
  worth 250 gp each: a box of turquoise figurines 
  (a badger, a fox, and a hedgehog), a brass crown, 
  a carved ivory statuette that matches Aeglossil’s 
  petrified form, and a large tapestry depicting a scene 
  of elves feasting. There is also 1,000 cp, 5,000 sp, 
  2,000 gp, 70 pp, a potion of greater healing, and a 
  potion of water breathing. The tapestry lies unfurled 
  beneath all the other items. 
   
  Maergun sometimes comes to the vault to spend 
  time among his loot, but he prefers cruelty to riches 
  and is more often found in Area 7. If he catches 
  anyone stealing from him, he pursues them either 
  until they’re dead or he is reduced to less than one-
  fourth his hit points.
  9  New Construction
  The duergar and their goblin slaves are working on 
  an expansion to Maergun’s halls in this area. The 
  surfaces are a mixture of natural cave surfaces, 
  newly-mined rock, and partially-finished stone. At 
  least 2 duergar (MM 122) can be found here with 
  7 (1d4+4) goblins (from Area 5) at any given time, 
  as mining goes on at all hours. There is mining 
  equipment in the area, including picks, shovels, and 
  wheelbarrows, and 5 (1d4+2) explosive crystals 
  (Appendix: Items), which the duergar harvested 
  from Area 11 to use for limited demolitions. 
   
  Area 9a contains a pool that drains from the 
  waterfall above and is stocked with blind fish 
  consumed by the denizens of the cave system. 
   
  Area 9b contains a mushroom garden tended by 
  3 (1d4+1) goblins from Area 5.
  8
  9
  9a
  9b
  6
  10
  11
  12
  
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  10  Duergar Cavern
  The duergar (MM 122) have made their living area 
  in this cavern. The stone was worked to make hard 
  beds set into the walls and various shelves and 
  nooks for the duergar’s belongings. Among their 
  possessions are their weapons, bedrolls, personal 
  effects, food stores (including a small cask of 
  liquor distilled from cave fisher blood), and mining 
  equipment. Also among the duergar’s belongings are 
  9 (1d8+4) explosive crystals, concealed and kept safe 
  in a rolled blanket.
   
  Seven male duergar live here. At any given time, 
  two are mining with the goblins in Area 9, some are 
  in Area 11 harvesting explosive crystals, and others 
  are in Area 12 studying Aeglossil’s petrified form.
   
  The duergar are named Grumpir, Halpa, Sleipii, 
  Bashfall, Snizzir, Doepir, and Dark. They are initially 
  curious but cautious about intruders, as long as 
  their belongings haven’t been disturbed. They may 
  be open to striking an alliance with the characters, 
  but they are likely to betray them if it will give them 
  an advantage against Maergun. The duergar are all 
  charmed by Aeglossil and enthralled by a platonic 
  love for her. They know she is trapped in her statue-
  like form and that she can only be freed by a kiss 
  from someone good of heart. If they suspect any 
  party members are of an appropriate alignment, they 
  attempt to manipulate them into freeing Aeglossil.
  11  Crystal Cavern
  Explosive crystals (Appendix: Items) grow naturally 
  in this cavern. The duergar discovered them and have 
  been using them for limited mining demolitions. They 
  have stockpiled 19 (1d12+12) crystals in an alcove off 
  the main cavern (Area 11a) and intend to use them to 
  kill Maergun when the time is right. 
   
  The cavern is lit with dim blue light from the 
  crystals growing on the surface of the rough, natural 
  stone walls and floor. The crystals give off a faint 
  aroma of heated sugar. Eighteen (4d8) crystals 
  grow throughout the cavern, 10-15 feet apart. Five 
  more grow together within a 5 foot diameter space 
  (Area 11b) in the southwest corner. Crystals can be 
  harvested with a successful DC 15 Dexterity (Sleight 
  of Hand) check or a DC 10 Dexterity check using 
  jeweler’s tools. Failing either check by 5 or more 
  causes the crystal to explode, dealing 4 (1d6) force 
  damage to any creature within 5 feet. Any explosive 
  crystals within that radius also explode.
  12  Aeglossil’s Vault
  The duergar tunneled into this chamber during their 
  explorations. The tunnel is too small for Maergun to fit 
  through and Haerbega avoids the lower level, so they 
  are unaware of it. The room is decorated with delicate-
  looking bas-reliefs of elven nature designs. It has an 
  austere beauty, and a successful DC 10 Intelligence 
  (Investigation) check identifies it as a tomb.
   
  In the center of the room is a raised platform upon 
  which lies what appears to be a white stone statue 
  of a sleeping elven woman. The statue is actually the 
  petrified vampire (MM 295), Aeglossil. A successful 
  DC 15 Intelligence (History) check recalls the tale of 
  Aeglossil and Oliviana and recognizes the statue for 
  what it is.
   
  When Aeglossil was discovered to be a vampire, 
  she was petrified by her sister and left within this 
  sealed vault. A kiss from a good-aligned humanoid 
  ends her petrified condition and returns her to her 
  normal state, a magical precaution taken to ensure 
  she could be dealt with properly and not freed by 
  evil creatures. 
   
  Imprisoned in her petrified form, Aeglossil’s 
  desperation has amplified her Charm trait. It can be 
  used on up to ten creatures at a time, lasts for 48 
  hours, and works within a 20 foot radius rather than 
  being limited to creatures that she can see. These 
  enhancements and any ongoing Charm effects end if 
  Aeglossil is freed from her petrified form.
   
  Once freed, Aeglossil must feed upon at least 
  one humanoid to restore her strength, and she has 
  
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  2 levels of exhaustion until she is able to do so. She 
  is disoriented at first and completely unfamiliar 
  with this cave complex. It may be possible for the 
  characters to convince her to prey on the other 
  denizens of Maergun’s caverns and halls, but she is 
  utterly selfish and deceitful. However, Aeglossil can 
  be held to her word if she has no way to wiggle out of 
  it. Once she regains her faculties, her single-minded 
  goal is to find and confront her sister.
  Concluding the 
  Adventure
  Ideally, the characters can rescue Drauchanar 
  without being captured or killed. If Maergun is 
  left alive, they have earned a powerful enemy. The 
  goblins remember any kindnesses offered them, 
  but are generally unreliable allies. The duergar 
  may hold a grudge but are unlikely to pursue it, 
  returning to their greedy ways. Aeglossil makes 
  a dangerous ally or a very dangerous enemy. She 
  wishes to find her sister, for good or ill, and to 
  reestablish her place in the world. If Maergun is 
  dead, his hall is an appealing lair for her, as long 
  as the waterfall can be taken care of.
  Appendix: Items
  Explosive Crystal
  Wondrous item, uncommon
  This crystal is 4-6 inches long and two inches wide 
  at its thickest point. It is yellow with a pale blue 
  interior glow. The crystal can shed dim light in a 5 
  foot radius and can be used as an improvised melee 
  weapon or thrown as a simple ranged weapon (range 
  20/60). On a hit, the crystal explodes and causes 1d4 
  bludgeoning damage plus 1d6 force damage to any 
  creature within a 5 foot radius. If another explosive 
  crystal is within the blast radius, it also explodes, 
  causing 1d6 force damage. If a creature carrying any 
  of these crystals fails a Dexterity saving throw or 
  falls 10 feet or more, the crystals explode.
  Maergun’s Antimagic Chain
  Weapon, very rare
  This chain is 20 feet long and forged out of a dull gray 
  metal streaked with bright blue. Due to its size, Medium 
  creatures have disadvantage on attack rolls made with 
  it and Small creatures cannot wield it as a weapon 
  at all. When used as a weapon, the chain deals 3d8 
  bludgeoning damage and has a reach of 15 feet.
   
  When you hit a Large or smaller creature with 
  the chain, the creature is restrained and falls under 
  the effects of an antimagic field. You can use a bonus 
  action to speak the command word and release the 
  restrained creature.
   
  A creature, including one restrained by the chain, 
  can use an action to make a DC 25 Strength check 
  to attempt to break the chain. On a success, the 
  chain is destroyed and the restrained creature is 
  released. On a failure, the chain is not destroyed 
  and further attempts by that creature to break the 
  chain automatically fail until 24 hours have passed. 
  Dealing 25 slashing or bludgeoning damage to the 
  chain frees the creature without harming it, ending 
  the antimagic field and destroying the chain.
   
  The chain has an AC of 20 and is immune to 
  attacks from nonmagical weapons.
  DM’s Note: Maergun is +9 to hit and deals 19 (3d8+6) 
  damage with the chain. He can attack twice with the 
  chain or make one chain attack and use Evil Eye once.
  
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  This adventure is optimized for four to six 10th-level 
  characters. The full adventure is 6+ hours which can 
  be split between two sessions. Remove the Dungeon 
  Hideaway (Area 14) for a shorter game. 
  Adventure 
  Background
  Long ago, the young Prince Verus, son of the Prince 
  of Frost of the Winter Court, fell in love with the 
  Princess of the Summer Court, Aurellia. The two 
  courts had a long history of tension, so the couple 
  kept their love a secret until a family alliance could 
  be forged. At some point, Verus broke Aurellia’s 
  heart, and she rejected him. The young Frost Prince 
  returned to his home in the Winter Court. As he 
  spiralled down into sorrow, the cold deepened and 
  the once glimmering, glittering winter wonderland 
  grew barren. The sun stopped rising, and the 
  chill of the night sky pierced through anyone who 
  traveled to the court. 
   
  The Summer Court persisted in its golden beauty 
  and perfect sunsets. Soon after Verus left, the court 
  moved to an updated palace. The Summer Princess 
  moved past her grieving as the Frost Prince fell 
  deeper into the void of his loneliness.
  Adventure 
  Summary
  Over time, Verus shook off his sorrow with hope 
  of making things right with Aurellia. Many years 
  had passed, and the Summer Court had long been 
  abandoned and rebuilt elsewhere in the realm. The 
  Frost Prince entered the abandoned court frantically 
  searching for his love. Finding the place desolate 
  and empty, he knelt down in the depths of a forgotten 
  sanctuary deep within the palace. There, he fell 
  asleep, overcome with emotion, and the room froze 
  over. He has remained in this sanctuary, undisturbed 
  for hundreds of years.
   
  The Prince of Frost is a powerful archmage, and his 
  magic seeps out from his frozen resting place, causing 
  his dreams and nightmares to take form within the old 
  Summer Court palace. These manifestations hide most 
  of the disrepair and emptiness of the palace. Like most 
  dreams, some things do not align perfectly with reality.
  DM’s Note: Verus himself emanates powerful magic, 
  but the apparitions created by his dreams do not. 
  They are hallucinations of the mind rather than of 
  magic. All creatures in the palace are illusory except 
  for the gelatinous cube, the couatl (Luna), and Verus 
  himself. Spells such as detect evil and good do not 
  register the dream creatures in the palace. Like all 
  nightmares, however, these creatures are very real and 
  deal damage as normal for creatures of their types.
  Frost Prince 
  in Summer
  Written by Elise Cretel
  The Frost Prince fell into a sorrowful, icy slumber after being unable to find his love, the 
  Summer Court Princess Aurellia  While in an eternal slumber, the archfey’s powerful magic has 
  caused his dreams to materialize in the abandoned Summer Court palace 
  
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  Adventure Hooks
  Loot and Treasure  A shady merchant in town 
  tells the party of an empty palace full of loot and 
  treasures. He says he will give directions to the 
  castle as long as the party promises to give him a cut 
  of the profit.
   
  Mysterious Map  In a nearby town, the party 
  is given a strange map which leads to the fabled 
  Summer Court. The person who gives the map to 
  the party (possibly a merchant, traveler, or fellow 
  adventurer) says the Summer Court palace is a place 
  of splendor said to be haunted but which may hold 
  great treasures. They say the court isn’t far from the 
  town and the party proceeds at their own risk.
   
  Fallen Prince  Farmers rush into a nearby village 
  stating a wealthy, wounded man has fallen on the 
  steps of the old Summer Court palace. They claim a 
  pack of fearsome blink dogs surrounded the area and 
  they could not get through to help. 
  Dramatis Personae
  Aurellia  Daughter of the Summer Queen, known for 
  her intelligence, wit, and blonde hair that glistens like 
  the afternoon sun. 
   
  Verus  Son of the notorious Frost Prince, served 
  with his father’s diplomats to forge alliances with the 
  Summer Court. He is emotional and brooding, but 
  also compassionate and caring toward others, unlike 
  his father. 
   
  He is now in a deep slumber in the palace 
  sanctuary. His sorrow has caused the sanctuary 
  to freeze over, and his dreams have permeated the 
  entire building. He often has nightmares of fighting 
  creatures attempting to overtake the castle. These 
  nightmares are the source of the dangers the 
  party faces as they explore the area. Verus has the 
  statistics of an archdruid (VGtM 210).
   
  Luna  A seasoned couatl (MM 43) adventurer, 
  currently using her Change Shape trait to take the 
  form of an elven druid (MM 346). She hunts in 
  the forest nearby and has a habit of helping fellow 
  adventurers in need. She fell through the kitchen 
  floor of the Summer Court palace trying to aid the 
  Frost Prince. If she dies, she assumes her true form.
  Frost Prince in 
  Summer
  1  Palace Door
  A huge crash echoes from giant elven doors 
  scrolling with gold leaf  The vaulted door 
  is suddenly forced open as an elf dressed 
  in fine Winter Court attire stumbles out  
  He is bruised from battle and seeks refuge 
  behind a pillar  His hands on his knees, he 
  tries to catch his breath 
    
  The elf’s unearthly blue eyes scrutinize 
  the party  His fine attire and boots are 
  stained from a fight  He carries two swords 
  which exude frost magic and carries a bow 
  on his back  His long black hair is tied back 
  and in disarray  He catches his breath and 
  tells you he needs your help  He points to 
  the doors and says he is trying to rescue his 
  love from monsters which have taken over 
  her palace  
  This image of Verus is one of the many dream 
  manifestations the party encounters throughout 
  the castle. He is corporeal and able to interact with 
  the party, to a limited extent. If the party tries to 
  ask questions or otherwise delay him, he tells them 
  there is no time and rushes back inside the palace. 
  He vanishes as soon as he crosses the threshold 
  into the palace.
  2  Palace Entrance
  A giant crystal chandelier glistens in the 
  sun light pouring in from carved glass 
  openings in the roof  It is inlaid with 
  sparkling gemstones and gold leaf  The 
  floors are made of fine tile with images 
  of leaves and flowers along the perimeter 
  of the room  Ahead, the bodies of several 
  slaughtered blink dogs lie on the ground 
  The grand entrance is an enormous room with 
  golden oil lamps and massive paintings displaying 
  
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  the wondrous wildlife of the Plane of Faerie hanging 
  from the walls. A large harp and a piano stand at one 
  side of the room along with elegant couches and a 
  wine cart. Some of the Summer Court’s finest wines 
  fill the decorative crystal decanters. A fireplace is set 
  into one wall.
  Features:
  Hidden Key  A character who examines the area 
  above the fireplace mantel and succeeds on a DC 13 
  Intelligence (Investigation) check finds a key bearing 
  the symbol of Mystra tucked behind some books.
   
  Lamps  A character who inspects the oil lamps 
  and succeeds on a DC 15 Intelligence (Investigation) 
  check notices they do not exude heat.
   
  Blink Dog Corpses  The bodies of several freshly 
  killed blink dogs lie in the grand doorway, their 
  wounds crystallizing with icy magic.
   
  Lighting  The lighting inside the palace may not 
  match the lighting or time of day outside.
  3  Tapestry Room
  This large, spacious room contains six 
  massive marble pillars  Two large statues 
  of female elven warriors sit on short stone 
  pillars marking the entrance  The sun shines 
  brightly from windows high up toward the 
  vaulted ceiling  Tapestries depicting the 
  royal family of the Summer Court in famous 
  mythological scenes cover the walls 
    
  Centaurs and chimeras stalk past the 
  grand pillars of the room  The male elf 
  the party encountered outside the palace 
  door runs in from another door yelling, 
  “Where is she? What have you done with 
  her?” as he drives his sword into the side of 
  a centaur  The creature’s hooves struggle 
  to maintain footing on the marble floor, 
  now pooling with blood  The elf sprints 
  toward a chimera, and the centaurs begin to 
  surround them 
  Creatures:
  Several centaurs (MM 38), chimeras (MM 39), and 
  Verus (archdruid VGtM 210)
  Development:
  When a chimera is reduced to half its hit points, one 
  of its heads forcefully bites into Verus’s middle and 
  carries him into the next room. If the characters 
  follow, they find the room empty, as the elf and the 
  chimera have both vanished into thin air once out 
  of the characters’ sight. All other creatures, dead or 
  alive, remain visible. 
  4  Winding Halls
  The prince’s blood lightly speckles the 
  marble floors for a few feet before the trail 
  comes to a stop  The hallway turns to reveal 
  elegant doors lining the hall  Some stand 
  open with outdoor lighting pouring onto 
  the hallway floor and flickering with the 
  movement of trees 
  Oil lamps and paintings of the Feywild woodlands 
  line the hall. The study and bedroom doors are all 
  open while the gallery and closet doors are closed. 
  5  Study
  The setting sun glows warmly across 
  the desk  Oil lamps flicker and reflect off 
  leather bound books and ledgers  A quill 
  rests in a pot of fresh ink as tree branches 
  sway in the breeze outside the window 
    
  This room has two bookshelves and a 
  large desk full of drawers  A large window 
  overlooks a blooming garden  
  Features:
  Window  If a character looks out the window, they 
  see two figures in the distant garden. They also 
  notice the trees seem to be affected by different 
  seasons. A character succeeding on a DC 13 
  Wisdom (Perception) check recognizes the male 
  elf the party encountered at the Palace Door (Area 
  1) and in the Tapestry Room (Area 3) sitting on a 
  bench in the garden. Next to him is a female elf, 
  Aurellia, who is pictured in the Gallery (Area 6). 
  They are holding hands and talking, but cannot be 
  heard at this distance. A character succeeding on a 
  
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  DC 19 Wisdom (Insight) check notices the male elf 
  looks a little younger than he did when he was at 
  the palace entrance. He wears the formal attire of 
  the Winter Court. 
   
  Desk  If a character explores the desk, a 
  successful DC 12 Intelligence (Investigation) check 
  reveals the ledgers are full of trade accounts. There 
  is also evidence of a trade agreement struck between 
  the Summer and Winter Courts. A character 
  succeeding on a DC 17 Intelligence (Investigation) 
  check finds these ledgers are dated thousands of 
  years ago, but the books appear only decades old. 
   
  Bookshelves  Any character searching the 
  bookshelves can find a Feywild classic, its pages 
  full of unintelligible writing. A successful DC 17 
  Intelligence (Investigation) check reveals a scroll of 
  chromatic orb and a scroll of fireball hidden among 
  the books.
  6  Gallery
  Elegant floor to ceiling windows let in the 
  evening light  Portraits of the royal family 
  of the Summer Court cover the walls  There 
  are also statues of some members of the 
  royal family modeled after elven deities 
  such as Aerdrie Faenya 
  
  84
  Features:
  Portraits  Paintings of generations of the royal 
  family fill the walls. There are many pictures of 
  the young Summer Court princess, Aurellia. One 
  painting shows both the Summer Court and Winter 
  Court families. A character succeeding on a DC 
  17 Intelligence (History) check recalls an alliance 
  was struck between the two families millennia ago 
  despite a history of tension between the courts. 
   
  Shadows  Any character succeeding on a DC 15 
  Wisdom (Insight) check notices the shadows cast by 
  the light from outdoors are in the wrong place.
   
  Secret Cabinet  A character examining the 
  paintings and succeeding on a DC 15 Investigation 
  (Intelligence) check notices one of the paintings can 
  be pushed inward, revealing a hidden cabinet. The 
  cabinet contains a decanter of fine wine, a crystal 
  glass, tobacco, and a finely carved elven pipe.
  7  Master Bedroom
  A magnificent four-poster bed carved from 
  the finest elven wood looks freshly made  
  Oil lamps burn on nightstands next to 
  vases of fresh cut flowers  The walls are 
  covered in murals of elven deities and their 
  triumphs  Large chests and wardrobes 
  gleam in the setting sun and the smells of 
  cedar and pine permeate the room 
  This massive room has wood flooring and tall 
  windows covered in carvings of vines and flowers. 
  Any character entering the rooms gets a strong sense 
  something is standing behind them, staring at them. 
  The first character who turns around and attempts 
  to leave the room sees a slender humanoid shadow 
  staring down at them in an unsettling manner. 
  The illusion vanishes quickly, leaving the character 
  unsure of what they saw.
  8  Aurellia’s Room
  Murals of fey creatures, flowers, and the 
  goddess Mystra fill the walls of the large 
  bedroom  In one corner is a vanity with 
  a vase of fragrant lilies and a jewelry box 
  sitting on its surface 
  Features:
  Vanity  A character who succeeds on a DC 12 
  Intelligence (Investigation) check finds love letters from 
  the Frost Prince Verus written to the Summer Court 
  Princess inside Aurellia’s vanity. The letters include 
  several notes asking her to meet him in the garden. 
   
  Hidden Cabinet  A successful DC 18 Intelligence 
  (Investigation) check reveals a small cabinet on the 
  wall by the entrance of the room hidden behind a 
  curtain. Inside the cabinet is a locked box which can 
  be safely opened with the key found on the mantle 
  in Area 2 or with a successful DC 30 Dexterity 
  check made with thieves’ tools. The box has an AC 
  of 15. Damaging the box or otherwise attempting to 
  force it open causes a vial of alchemist’s fire inside 
  to break, setting the box and all its contents on fire. 
  If a character is able to safely open the box, they 
  find a letter to Aurellia from Verus and the flask of 
  alchemist’s fire. A character succeeding on a DC 13 
  Wisdom (Insight) check understands this to be the 
  lovers’ method of secretly passing notes. 
   
  Jewelry Box  Inside is a love note from Verus and 
  a dried up rose.
  9  Closet
  A cold gust of wind surges through the 
  room as the closet door is opened  The 
  closet is empty and the floor is missing  A 
  bottomless pit disappears into darkness as 
  the cold air whistles up from below 
  This closet has an empty shelf and a bottomless shaft 
  instead of a floor. If anyone drops anything down the 
  shaft, they do not hear it hit bottom. If anyone drops 
  a mundane light source down the shaft, it eventually 
  disappears. Those with any range of darkvision 
  also see an endless chute. The shaft contains an 
  anti-magic field beginning five feet from the top. Any 
  
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  magical light passing this threshold flickers out. 
  Anyone using magical means to descend into the 
  shaft plummets down as the magical effect ends and 
  lands in the gelatinous pit below the kitchen. 
   
  Characters who fall or jump down feel like they are 
  falling forever. Eventually, they land on the gelatinous 
  cube (MM 242) hundreds of feet below. Each 
  character who fell or jumped down the shaft must roll 
  on the Gelatinous Landing table (see Area 12). 
  10  Grand Hall
  The warm sun slowly shifts across the sky, 
  and its heavenly light pours into the grand 
  vaulted hallway  The afternoon sun reflects 
  across the crystals of spiraling chandeliers 
  and the gold leaf of the intricate engravings 
  along the walls  Everything glows in the 
  reflection of large mirrors and glistening 
  marble tile 
    
  Perfect white marble tile spans the 
  50-foot-long, 30-foot-high hallway  Stone 
  statues of elven deities tower above you, 
  their gaze on something unseen  Brightly 
  painted frescoes depicting elven history 
  cover the massive ceiling  Birds chirp 
  outside, but inside it is silent except for the 
  sound of your footsteps  
  As soon as a character reaches the halfway point of 
  the corridor, the sky goes dark, heavy rain hits the 
  windows, and lightning strikes. The floor undulates 
  in waves as if it were water. Characters begin to sink 
  into the floor. All creatures in the Grand Hall must 
  make a one time DC 15 Strength (Athletics) check. 
  On a failure, the creature rolls on the Sinking Sands 
  of Tile table below. Characters must swim across 
  the churning floor; normal rules for swimming apply. 
  The floor in the doorway leading to the next room is 
  solid. Once all of the characters have entered the next 
  room, the gilded stone doors to the grand hall slam 
  shut and cannot be opened.
  Development:
  If the characters free Verus and end his dreams, the 
  door to the hall unlocks and all of their lost gear can 
  be found lying on the ground unharmed.
  11  Hidden Passage
  A narrow hallway travels deep into the 
  palace  This section has carved wooden 
  paneling, with light shining through the 
  intricately carved vines and leaves  To one 
  side is a room lit with candles in which a 
  couple sits at an expansive dining table  
  If the characters stop to listen, they hear the couple 
  having a disagreement. A female elf with golden hair 
  and a fine dress stands up, throws her napkin on the 
  table, and walks out. Characters who succeed on a 
  DC 15 Wisdom (Perception) check notice the male 
  elf is an older version of the elf they met at the palace 
  entrance. If the players try to interact with the couple, 
  they walk out as though they did not hear anything.
  12  Kitchen
  The smell of recently cooked stew fills 
  the air  A freshly cleaned butcher block 
  sits in the middle of the room lined with 
  cupboards and counters  The staff has 
  recently cleared out the kitchen and thrown 
  vegetable scraps into a wicker basket  The 
  cook fire has died down and crackles gently 
  sinking sands OF Tile
  1d8
  Encounter
  1
  Character loses one piece of footwear.
  2
  Character loses mundane weapon with the 
  highest hit bonus.
  3
  Character loses mundane weapon with the lowest 
  hit bonus.
  4
  Character loses an item of their choice.
  5
  Character loses coin bag.
  6
  Character loses a potion bottle.
  7
  Character loses their backpack.
  8
  A current pushes the character to the doorway, 
  which is solid ground.
  
  86
  When the party members enter the room, the floor 
  gives way under them. All creatures standing on the 
  floor when it collapses must succeed on a DC 18 
  Dexterity saving throw or fall into the pit (Area 13) 
  below. Characters who fall through the floor or jump 
  down after it collapses must roll on the Gelatinous 
  Landing table below.
   
  Trap door  A character succeeding on a DC 12 
  Intelligence (Investigation) check notices a trap door 
  under one of the kitchen work tables. Opening this 
  trap door reveals a metal ladder which descends to 
  Area 13.
  metal ladder leading up to a trap door above. The trap 
  door opens under a table in the kitchen.
   
  If the characters help Luna out of the room, she 
  aids them on their quest if asked. If the characters 
  question her presence in the castle, she explains 
  that she heard someone crying for help and came 
  to investigate. She tells of trying to help an elven 
  man fight off chimeras and centaurs and says she 
  watched him get ripped to shreds by the beasts. The 
  elf mentioned he was trying to save someone, so she 
  continued to explore the castle and ended up falling 
  through the kitchen floor. When she woke up, the 
  floor was back to normal as if it had not collapsed. If 
  Luna dies, she reverts to her true form as a couatl.
   
  Lost Property  Any items dropped down the shaft 
  in the closet are absorbed into the gelatinous cube. 
  Development:
  Characters who land in the dormant gelatinous cube 
  are stuck, but not engulfed. If the gelatinous cube 
  is defeated, it liquifies and oozes down the drain. 
  Its weight held down a switch. When the cube dies, 
  the switch is released and a stone door slides open, 
  revealing the Dungeon Hideaway (Area 14).
  14  Dungeon Hideaway
  This room has dirt floors with a large puddle of water 
  in the middle. The walls are made of crudely cut 
  stone. When the entrance to this room opens, a dao 
  (MM 143) immediately targets the nearest character 
  with a wand of wonder (DMG 22). In addition, 1d8 
  dark mantels (MM 46) cling to the ceiling and 
  swarm any characters stepping into the room. If a 
  character steps into the puddle, it forms into a water 
  elemental (MM 125), rising up and leaving a deep 
  hole in the ground.
   
  If the adventurers investigate the puddle and 
  succeed on a DC 15 (Wisdom) Perception check, 
  they find a small locked box. A successful DC 10 
  Dexterity check made with thieves’ tools unlocks it. 
   
  Treasure  The box contains the following items:
  • A diamond etched with the symbol of the elven 
  goddess Aerdrie Faenya worth 100 gp 
  • A pearl necklace worth 300 gp 
  • A love note to Aurellia from Verus. The note 
  discusses them meeting in secret during a 
  diplomatic visit. 
  gelaTinOus landing
  1d6
  Encounter
  1
  Character belly flops on the cube with a loud 
  smack and takes 2d10 bludgeoning damage.
  2
  Character falls like a pencil. They are shoulder 
  deep into the cube, but take no damage.
  3
  Character falls flailing and lands on their side. Their 
  leg and arm are submerged into the cube and 
  they take 1d10 bludgeoning damage.
  4
  Character dives in head first, sinking waist deep 
  into the cube. They take no damage, but cannot 
  breathe.
  5
  Character lands with a bounce preventing them 
  from immediately getting stuck. They take no 
  damage.
  6
  Character lands wedged between the wall and the 
  cube, trapped waist deep into the cube. They take 
  1d12 bludgeoning damage.
  13  Pit
  A stagnant odor fills the air, making it hard 
  to breathe  Moisture clings to the slimy, 
  damp walls of the pit  A massive gelatinous 
  cube fills the entire room 
  Features:
  Trapped Elf  This room is a dark, stone, dungeon-like 
  basement. The entire floor is filled with a gelatinous 
  cube (MM 242). An adventurer named Luna, a couatl 
  (MM 43) who is currently using her Change Shape 
  trait to take humanoid form (LG female elf druid MM 
  346), is waist deep in the cube. The north wall has a 
  
  87
  15  Aviary
  Brightly colored birds glide and spiral 
  into the moonlight pouring in from a great 
  round opening in the roof stories above  
  Summer insects hum in the tall trees as 
  bioluminescent vines spiral up lavish 
  pillars shedding light in blues and greens  
  Peering through the flowers, you catch a 
  glimpse of what looks like a small fairy 
  gliding through the air 
  Features:
  Dream Effect  This enormous circular room has 
  tall pillars around its perimeter. The middle is full 
  of soil and a garden with the most exotic of Feywild 
  plants. A sparkling blue pond reflects the moonlight 
  in the center, and chirping frogs occasionally send 
  ripples across the water. As soon as a character steps 
  into this room, they must roll on the Fey Dreams 
  table. The DM should then privately describe to each 
  character what they perceive. When a character 
  leaves the Aviary, the dream effect ends. 
   
  Garden  When a character approaches the 
  garden in the center of the room, leaves rustle and 30 
  sprites (MM 283) and pixies (MM 253) fly out of the 
  opening in the roof into the night sky, followed by a 
  few slow-moving flumphs (MM 135). Moments later, 
  3d10+5 giant fire beetles (MM 325) crawl out of the 
  foliage and swarm the party, followed by 5 carrion 
  crawlers (MM 37) and 3 young remorhaz (MM 
  258). After 5 rounds, a behir (MM 25) crawls out of 
  the foliage.
  16  Small Hallway
  The temperature drops dramatically in 
  this hallway, which is decorated with 
  small, simple frescoes of the elven 
  pantheon  Ahead is an archway leading to 
  a candlelit chapel 
  Fey dreaMs
  1d6
  Dream State
  1
  The character shrinks to the size of a cat. They see small fey folk jumping into a nearby pond, turning into tiny whales 
  and dolphins as they hit the water. Their movement speed is halved in this room. The character’s weapon attacks deal 
  1d4 less damage (this can’t reduce the damage below 1), and the range and area of effect of any spells they cast is 
  halved. The character can Dash or Hide as a bonus action while in this room. Everyone sees the character shrink.
  2
  The character floats off the ground and gains a flying speed of 30 feet. Any time the character attempts to move, they 
  must roll a d20 and consult the table below to determine the level of control they have:
  1-7: The character has no control over their movement and drifts 30 feet in a random direction. 
  The DM rolls a d8 each round to determine which direction the character drifts in during uncontrolled flight. Characters 
  can still attack and cast spells as normal during controlled and uncontrolled flight.
  8-14: The character has partial control over their movement. They can move 15 feet in any direction they choose, but 
  drift in a random direction for another 15 feet. 
  15-20: The character has full control over their movement direction and speed.
  3
  The character starts moving in slow motion. Their movement speed is halved and all attack rolls are made with 
  disadvantage. The character receives a +5 bonus to Dexterity.
  4
  Secretly inform the player they see a peaceful aboleth (MM 14) and a giant faerie dragon (MM 133) lying on its back in 
  midair gliding about the room. The character can convince these creatures to fight on their side with a successful DC 15 
  Persuasion (Charisma) check. Other party members are unable to see or hear these creatures.
  5
  When the character speaks or screams, they make no sound. 
  6
  The character can jump extraordinarily high. They can jump 20 feet upwards from a standing start and gracefully 
  land on their feet as if affected by the feather fall spell. They can jump 10 feet or 20 feet - no lower, no higher, and no 
  distances in between.
  
  88
  17  Chapel
  An altar curves around a tall statue of the 
  unicorn deity Lurue  The statue’s eyes 
  seem to look directly at you as you enter 
  the chapel  A small ledge is built into the 
  walls of the room  Candles line the altar 
  and the ledge 
  Features:
  Blessed Bowl  A small offering bowl sits before the 
  statue on the altar. Anyone who puts an item they 
  value deeply into the bowl receives an item from the 
  Lurue’s Blessing table below. Each character may 
  only receive one blessing.
   
  Frosted Stairwell  A frost-covered archway 
  leads to a set of spiral stairs going down. As players 
  descend the stairs, the temperature continues to 
  drop, and more frost appears with each step.
  
  89
  Note: This blessing can only restore lost hit points up 
  to a character’s hit point maximum.
  18  Sanctuary
  A blue glow radiates from the ceiling, 
  casting soft shadows on grand statues of 
  elven deities  The floor is covered in ice 
  which creeps up the walls and statues  In 
  the center of the room kneels a tall elven 
  man  His face is buried in one hand and the 
  other braces him, keeping him from hitting 
  the floor  His entire body is encased in thick 
  ice  Snow begins to gently fall 
  This large, round room has statues of deities on short 
  pedestals along the walls. The frozen elf is facing 
  the north, and ahead of him stands an altar. On the 
  altar sit smooth, carved marble symbols of a crescent 
  moon, an oak leaf, and an arrow.
  Features:
  Statue of Rillifane Rallathil  This statue depicts 
  an elderly, elven man wearing a tunic decorated in 
  swirling leaves along its edges. He bears a staff with 
  vines and leaves delicately tangled around it. He 
  holds out an empty hand. Characters succeeding on a 
  DC 16 Intelligence (Religion) check know Rillifane is 
  the god of the woodlands and protector of nature also 
  known as the Leaf Lord. The oak leaf is his symbol.
   
  Statue of Corellon Larethian  A tall, male sun 
  elf with long hair gazes down at the party from the 
  center of the room. His pedestal reads “Protectors of 
  Elvenkind.” He holds out an empty hand. Characters 
  succeeding on a DC 13 Intelligence (Religion) check 
  know Corellon is the elven god of art, music, and 
  magic and brought life to elvenkind. The crescent 
  moon is his symbol.
   
  Statue of Hanali Celanil  A tall woman with 
  flowing hair, holding a rose over her heart, stands 
  tall on a pedestal. She holds out a hand containing a 
  dolphin symbol. Characters succeeding on a DC 18 
  Intelligence (Religion) check know she is the elven 
  goddess of love, beauty, and joy. The heart is her 
  symbol.
   
  Statue of Solonor Thelandira  A male elf 
  dressed as a ranger wearing a cloak of leaves rests 
  one hand on a tall bow before him. His other hand is 
  outstretched and empty. Characters succeeding on 
  a DC 17 Intelligence (Religion) check know Solonor 
  is the elven god of hunting, survival, and archery. He 
  is known for being able to shoot an arrow to the far 
  reaches of the realm. The arrow is his symbol.
   
  Statue of Deep Sashelas  A sea elf with hair 
  which floats as if he were underwater, his pedestal 
  is decorated with shells, fish, and creatures of the 
  ocean. He holds out a hand containing a heart. 
  Characters succeeding on a DC 16 Intelligence 
  (Religion) check recognize Sashelas as the Dolphin 
  Prince and the Lord of the Undersea. He is the 
  protector of underwater elves and dolphins. The 
  dolphin is his symbol.
   
  Symbols  Once each symbol is placed in the hand 
  of the appropriate statue, the symbols glow brightly 
  and emit a beam of light which stretches to the center 
  of the vaulted ceiling. The voices of the gods whisper 
  softly as the ice encasing Verus steams and melts. 
  Development:
  Verus falls to his hands and wipes water 
  from his face  He hurries to his feet and 
  brushes off his tunic as he looks at you, 
  surprised to see anyone in the room  He has 
  awoken from his slumber, and the illusion 
  of his dream state begins to fade  Cracks 
  begin to spider across the statues and 
  walls as the true appearance of the ruins 
  is revealed, and the ever-present chill gives 
  way to the heat of summer 
  Verus introduces himself as a royal of the Winter 
  Court. Furrowing one brow in disbelief, he says he 
  saw the adventurers in his dream. He fell asleep 
  lurue’s blessing
  1d6
  Encounter
  1
  Character regains 10 hit points.
  2
  Character regains 25 hit points.
  3
  Character regains all lost hit points.
  4
  Character regains 1d4 spell slots.
  5
  Character gains a permanent +1 bonus to any skill.
  6
  Character learns 1 cantrip of their choice from any 
  spell list to which they have access.
  
  90
  in the chapel and had bad dreams of chimeras 
  attacking and the floors turning into oceans as he 
  tried to save Aurellia. 
   
  If asked, he tells the party that though hundreds 
  of years had passed since his falling out with her, he 
  decided to come and apologize to Aurellia. He was 
  too late. He searched for any sign of Aurellia, but 
  the palace was deserted. He came to the sanctuary 
  distraught and fell into a magical slumber.
   
  He thanks the party for waking him, and tells 
  them it may have been centuries until he was found 
  deep in slumber.
  Concluding the 
  Adventure
  After thanking the party for pulling him out 
  of his deep sleep and venturing to the castle 
  entrance, Verus pushes the air as if opening 
  a door, and a portal opens  Snow swirls 
  into the hot summer air as a gateway to the 
  Winter Court opens  He gives the party a 
  thankful nod and steps through the portal  
  Verus and the portal both disappear in a 
  breeze of cold air and flurries 
   
  When the party exits the castle, the place is in 
  ruins. Cracks and dust cover the tiles and statues, 
  and the walls bear the scars of centuries. All 
  creatures are gone except the gelatinous cube (if it 
  has not already been defeated) and Luna.
   
  Treasure  The DM is encouraged to reward the 
  party with a magic item or two by selecting items the 
  party has asked for or rolling once on Magic Item 
  Table D and F (DMG). The items appear in or near 
  the adventurers’ packs after a long or short rest.
   
  Note: If the party returns to the Grand Hall after 
  waking up Verus, they find any lost gear on the floor 
  in this area.
  
  91
  This adventure is designed for five to seven 11th-16th 
  level characters and is optimized for five characters 
  with an average party level (APL) of 13. 
  Adventure  
  Background
  The Feywild is a place of equal parts mystery, 
  wonder, great wealth, and great danger. It is this 
  unique combination that draws adventurers from 
  near and far to see just what they can gain from 
  its lands. Some return empty handed; some return 
  with items of renown or curses of equal fame. And 
  some don’t return at all. Tales of extraordinary 
  magic and items of legendary power have originated 
  from the realm of the fey.
   
  In this adventure, the party accompanies an 
  ambassador from Calimshan on his way to deliver 
  a gift to Titania of the Seelie Court in hopes of 
  negotiating an alliance under the looming threat of 
  war. They stumble across a wounded young Seelie 
  woman who claims to have discovered a plot against 
  not only the fey, but the lands of Toril as well. 
   
  The girl urges the characters to recover evidence 
  stolen from the Seelie and secreted into the nearby 
  wood. But, adventurers beware! The Feywild is 
  not an easy place for outsiders to navigate and a 
  dangerous foe wants to make sure this plot doesn’t 
  come to light.
  Adventure 
  Summary
  Part 1: The Fey with the Faerie Dragon Tattoo
  The adventurers stumble upon a young, horribly 
  wounded eladrin soldier, a member of the Seelie 
  Court, who asks them for help.
  Part 2: The Fey Who Played with Faerie Fire
  The party journeys beneath an abandoned 
  mausoleum in an attempt to rescue survivors of 
  a roadside attack. They aim to recover important 
  documents that reveal a fomorian warlord’s plot 
  to attack the Seelie Court during the upcoming 
  Summer Solstice.
  Part 3: The Fey Who Kicked the Quickling’s Nest 
  The party is sent through a portal in the Seelie Court 
  to eliminate the fomorian threat once and for all and, 
  perhaps, find out who orchestrated the attack. 
  Adventure Hooks
  The Ambassador of Calimshan  The pashas of 
  Calimport have hired Khemed Al-Jassan (Appendix: 
  Stat Blocks), a charismatic young man, to act as an 
  ambassador to the Seelie Court. They hope to establish 
  an alliance under the looming shadow of an upcoming
  A Problem with 
  Fomorians
  Written by Aaron M Lopez
  A dying fey creature by the side of the road to the Seelie Court uncovers a plot against the more 
  welcoming of the fey  But just how deep does this plot go?
  
  92
  war with the fomorian army. Khemed Al-Jassan 
  has asked the adventurers to accompany him to the 
  Feywild, protecting him and the items he carries. In 
  addition to the party members, the ambassador is 
  accompanied by a rider (commoner MM 345) and 6 
  guards (MM 347) for added security. There are two 
  additional wagons, each with a driver and rider who 
  have the statistics of commoners.
   
  A Visit at Night  While camping at night, the 
  adventurers are awakened by a crackling of magical 
  energy as a portal opens just outside their campsite. 
  A young Seelie woman, bleeding from several 
  wounds and near death, exits the portal, stumbles 
  into the camp, and collapses to the ground as the 
  arcane opening flashes brightly. She manages to say 
  “Please, help! They won't stop until we’re all gone!” 
  and points back to the portal before she dies. The 
  woman’s clothing is torn and dirty. A successful DC 
  15 Wisdom (Medicine) check will reveal that she 
  has been tortured. She has no distinguishing marks 
  other than a tattoo of a faerie dragon on her left wrist. 
  The portal will take adventurers to the location of the 
  scene in Jade Forest, described below. 
  Part 1: The Fey with 
  the Faerie Dragon 
  Tattoo 
  After arriving in the Feywild, the party comes upon 
  what looks like the scene of an ambush. 
  Jade Forest
  It is early morning and the forest is still 
  shaking off the last vestiges of night  Mist, 
  like the fingers of a ghostly hand, rakes 
  through the trees on its retreat back to the 
  mountain-tops  The forest of the Feywild is 
  strange to outsiders  Its flora brings the fear 
  of the unknown and the mystery of what 
  lies just out of view  In spite of this, the cool 
  air, filled with the sounds of countless birds 
  chirping in the early hour, shows promise of 
  a pleasant journey ahead 
  If the party is accompanying the ambassador, read or 
  paraphrase the following:
  The journey with Khemed Al-Jassan has 
  been uneventful but pleasant  Stories 
  of the Feywild circulate among caravan 
  members as each rider regales the others 
  with tales of mystery, danger, and wonder 
  to be found in the realm  The caravan stops 
  frequently enough to make sure the group 
  is well-rested while still making good time  
  A number of days after crossing the border 
  into the Feywild, the caravan spots what 
  looks like a single wagon turned on its 
  side  A downed tree in front of the wagon, 
  a series of tracks, and what appear to be 
  marks made by bladed weapons suggest 
  that the wagon was ambushed here  
  Khemed brings the caravan to a halt and 
  asks you to investigate 
  If the party arrived here through the campsite portal, 
  read or paraphrase the following:
  
  93
  You exit the portal into a forest unlike 
  any you have seen before  The trees and 
  other plant life seem to have a strangeness 
  to them that you cannot put your finger 
  on  Ahead of you is a well-traveled road 
  that extends into the distance and winds 
  through the trees  Next to the road lies a 
  single wagon, lying on its side  A downed 
  tree in front of the wagon, a series of tracks, 
  and what appear to be marks made by 
  bladed weapons suggest that the wagon was 
  ambushed here 
  Ambushed Eladrin  A successful DC 10 Intelligence 
  (Investigation) or Wisdom (Survival) check reveals 
  that the lone wagon was attacked at range from all 
  sides. Logs were cut from a nearby tree and placed 
  on the road to force the wagon to stop, requiring 
  removal of the debris before moving on. There are 
  several bloodstains on the road and around the scene, 
  indicating there was more than one person in the 
  wagon. Underneath the upturned wagon lies a female 
  winter eladrin (MToF 197), barely conscious.
   
  The eladrin wears leather armor and a long, dark 
  blue cloak, both riddled with arrows and cuts from a 
  bladed weapon. Blood pours freely from her wounds. 
  She is easily found, as she calls out weakly to the 
  characters and taps on the upturned wagon with 
  her ringed hand. Successfully freeing her from the 
  wagon requires a successful DC 20 Strength check. 
  Any character investigating the surrounding wood 
  who makes a successful DC 15 Intelligence (Nature) 
  check discovers several sets of strange humanoid 
  footprints and what appear to be drag marks leading 
  west into the woods. 
   
  The eladrin, whose name is Ceana, is obviously 
  a soldier of some type and is near death, bleeding 
  profusely from several wounds. A cursory look over 
  her wounds reveals that she should not be moved 
  without some type of medical treatment first. In 
  a weak whisper, she manages a desperate plea to 
  whomever approaches her first: 
  “Please! The documents! They took them! 
  They must be taken to the Seelie Court!” 
  Her plea delivered, the eladrin passes out 
  from pain and blood loss  
  Should anyone heal her, Ceana remains unconscious 
  for several hours before rousing.
   
  Caravan  If the party is not already accompanying 
  Khemed Al-Jassan’s caravan, they arrive at the 
  scene during this time. Upon hearing Ceana’s 
  plight, Khemed offers to care for her and take her to 
  the Seelie Court. If the party does not reveal what 
  happened, Khemed is able to deduce the attack and 
  offers to assist by caring for the eladrin. In either 
  case, he urges the party to discover what happened 
  and to see if there are any more survivors. He 
  offers the party 1000 gp for their assistance. He 
  recognizes that aiding the Seelie Court member will 
  undoubtedly bolster his pleas to the court.
  Development:
  If the characters agree to investigate further, continue 
  to Part 2: The Fey Who Played with Faerie Fire. 
  However, if they choose not to follow the attackers’ 
  trail, a dire troll (MToF 243) and 2 rot trolls (MToF 
  244) emerge into the clearing from the forest nearby. 
  These creatures have been sent as reinforcements 
  to recover the remaining Seelie fey. The dire troll 
  does not attack and remains hidden, sending its 
  companions to fight the party while it escapes 
  back into the forest and returns to the Mausoleum, 
  described below. 
  DM’s Note: Adjusting the Difficulty 
  If the party is strong, add 2 rot trolls (MToF 244).
  
  94
  
  95
  Part 2: The Fey who 
  Played with Faerie 
  Fire 
  Read or paraphrase the following:
  The trail of the attackers leads east, deeper 
  and deeper into the woods  The dry land 
  beneath your feet slowly turns to a boggy 
  mire  Locating land solid enough to keep 
  the party relatively dry makes the going 
  slow  However, even at a crawl, the trail 
  remains easy to follow 
  The trolls who attacked the wagon didn’t attempt to 
  cover their tracks or prevent being followed. The trail 
  is therefore easy to track. A character who makes a 
  successful DC 10 Wisdom (Survival) or Intelligence 
  (Nature) check on the trail identifies the presence 
  of 20-30 trolls and three humanoid creatures, who 
  appeared to drag something between them. 
   
  As they follow the trail, the party notices a change 
  in the tracks: the number of troll tracks dwindles to 
  just five or six. The three humanoid tracks remain.
  After several hours of travel across murky 
  land, you arrive at a wall made of thick cut 
  timbers, overgrown with moss and vines  It 
  rises 30 feet into the air and into the swamp 
  on either side, as far as the eye can see  
  There is a single archway in the center of 
  the wall, beyond which a mire of swampy 
  water can be seen  The stench of rotting 
  vegetable matter and stagnant water hangs 
  in the air and a dense fog covers the ground 
  before you  A dry path, well-worn and clear, 
  leads to what appears to be an island in the 
  middle of the bog  The island is surrounded 
  by an iron fence with a rusted gate hanging 
  on its hinges  In the center of the island 
  stands a dilapidated mausoleum, ancient 
  and crumbling, made of white marble  
  Nothing stirs outside 
  The door to the building lies on the ground in 
  pieces, having been destroyed many years ago. The 
  trail becomes a mix of blood and slime which leads 
  into the structure. 
   
  The mausoleum entrance is empty. The crypts 
  were broken open and looted years ago. In the center 
  of the room, a 10-foot-wide carved stone staircase 
  leads into the darkness below. The stairs descend for 
  40 feet before opening into another, 30-foot-square 
  room. The room appears to have once been another 
  crypt, as several niches in the walls reveal open 
  and looted coffins while others stand empty. On the 
  opposite side of the room is a wooden door, which is 
  old and obviously damaged, but otherwise functioning. 
  The door is shut, and a wooden bar that once 
  prevented it from opening lies broken on the floor.
  Beneath the Mausoleum
  1  First Landing 
  Beyond the door is a partially constructed room 
  approximately 20 feet wide and 15 feet long. The 
  walls are smooth cut stone. There are claw-marks 
  and scuffs along the walls and floor. The trail of 
  blood and slime leads onto the bridge. This area is 
  considerably cooler than the upper rooms, contains 
  no light source, and opens into a chasm that 
  descends into total darkness below. The following 
  sections describe what characters with darkvision or 
  a light source can see. 
  
  96
  
  97
  2  Bridge 
  Spanning the chasm is an ancient stonework bridge. 
  It is 10 feet wide, and though obviously old, it still 
  appears sturdy. The bridge is 60 feet long and is of 
  unknown construction. The chasm drops 500 feet 
  into darkness below the bridge.
  Creatures:
  At the bottom of the chasm are 2 behirs (MM 25) 
  which immediately attack and eat anything that lands 
  in their midst. 
  3  Far Landing 
  The far end of the bridge ends on a landing that 
  mirrors the side the characters are on. A rough 
  carved tunnel leads further into the darkness beyond. 
  Creatures:
  Seated on the other side of the bridge is a dire troll 
  (MToF 243) accompanied by a troll (MM 291). The 
  dire troll is actively watching the bridge. That being 
  said, it is possible for the party to sneak past the troll 
  with a successful group DC 15 Dexterity (Stealth) 
  check against the troll’s Wisdom (Perception) check. 
  DM’s Note: Adjusting the Difficulty 
  If the party is weak, the dire troll attacks them when 
  they are halfway across the bridge.
  If the party is strong, add 2 rot trolls (MToF 244) 
  which attack while the dire troll makes its way to the 
  Troll Nest (Area 4). 
  4  Troll Nest
  This room contains several piles of rotting vegetation 
  fashioned into makeshift beds. In addition, there 
  are several barrels containing various breads and 
  cheeses and both animal and humanoid body parts, 
  all in various states of decay. An assortment of 
  random goods is strewn throughout the heaps of 
  clutter and garbage in this room. Searching the area 
  for 1 hour uncovers the following: 1821 gp, 237 pp, 
  a brass cloth gown (250 gp), a pair of amber dice 
  set with chalcedony (250 gp), leopard fur bracers 
  (250 gp), a scroll of thaumaturgy, 2 potions of 
  healing, 2 potions of greater healing, dust of sneezing 
  and choking (DMG 166), a potion of fire breath 
  (DMG 187), and several mundane weapons and 
  armor pieces. These include two longswords, four 
  shortswords, two light crossbows, a shortbow, eight 
  arrows, twelve bolts, two spears, a wooden shield, 
  two bucklers, and a halfling-sized suit of chainmail.
  Creatures:
  Inside this room is a pair of dire trolls (MToF 243). 
  If the party did not sneak past the troll outside, these 
  trolls have been alerted to the party’s presence and 
  are waiting to attack. Otherwise, they are occupied 
  with picking through a pile of decayed cloth.
  5  Larder
  Nauseating Air  This room is overwhelming, 
  assailing the characters’ nostrils with the smell of 
  rotting flesh and detritus. Several corpses hang from 
  chains mounted to the ceiling and many more are 
  piled up on the floor. Any character who enters this 
  room must succeed on a DC 10 Constitution saving 
  throw or become nauseous. A nauseated character 
  must leave the room immediately or become poisoned 
  for 1 hour. This saving throw must be repeated each 
  round a character remains in the room. 
   
  Treasure  A character who searches the larder 
  for at least 6 consecutive rounds discovers a ring of 
  regeneration (DMG 191) and 18 gp buried inside the 
  filth.
  
  98
  6  Main Camp 
  This room is approximately 40 feet long and 60 feet 
  wide. On the right hand side of the room is a cooking 
  fire along with a cauldron and several sleeping mats. 
  Creatures:
  The main camp is home to a coven of 3 night hags 
  (MM 178) and their rot troll (MToF 244) guard. 
   
  Tactics  The rot troll immediately attacks any 
  intruders who enter the room. The hags remain out 
  of melee range and use their Shared Spellcasting 
  to target the party while the troll attacks the most 
  heavily armored character. 
  7  The Lair 
  The lair is approximately 60 square feet. There are 
  several tables around the edges of the room cluttered 
  with an assortment of papers, animal parts, jars of 
  unknown substances, and more. Three humanoid 
  corpses lie on the ground against the wall opposite 
  of the entrance. At the southern end of this room, a 
  coven of hags is performing a magic ritual around a 
  large cauldron.
  Features:
  Portal Stones  Olga Mirecough (Appendix: Stat 
  Blocks) and two other green hags (MM 177) are 
  using magic to infuse a glass stone, roughly the 
  size and shape of an egg, with magic. Once infused, 
  these portal stones (Appendix: Items) glow a faint 
  purple. The stone the coven is currently infusing has 
  not been completed yet. Twenty additional stones 
  can be found on one of the nearby tables. Without 
  being imbued with magic, the items are not worth 
  much. A successful DC 20 Intelligence (Arcana) 
  check or a detect magic or identify spell reveal that 
  the hags were creating something using conjuration 
  magic tied to the glass eggs and that shattering an 
  egg will end the spell tied to it.
   
  Stolen Documents  Searching the tables, the 
  adventurers find a stack of official documents sealed 
  with an unknown stamp. These are the documents 
  stolen from Ceana, the eladrin soldier the party 
  encountered on the road. The documents include 
  a message handwritten in Undercommon to a 
  mysterious person named “Khadhakr.” It contains 
  information about the Seelie city and Titania, the 
  Queen of Light. The messages instruct Khadhakr 
  to gather an army and strike the city, utilizing magic 
  portals provided by the hag, Olga Mirecough. One 
  letter mentions that several materials were provided 
  to the hag in order to imbue a set of stones with the 
  portal magic.
   
  The documents reveal that upon Khadhakr’s 
  success, further strikes against other cities, such 
  as Calimshan, Neverwinter, and Waterdeep, will 
  follow. Khadhakr has been advised to strike on the 
  night of the summer solstice, when their target’s 
  guard will be down and the attack will run the least 
  amount of risk. Any character who succeeds on a 
  DC 10 Intelligence (History) or (Nature) or Wisdom 
  (Survival) check recalls that the upcoming summer 
  solstice will take place in the next day or two.
   
  Corpses  The three humanoid corpses consist of 
  a winter, summer, and autumn eladrin. Each corpse 
  has a tattoo of a faerie dragon on their left arm.
  Creatures:
  The coven includes Olga Mirecough (Appendix: Stat 
  Blocks) and 2 green hags (MM 177).
  Development:
  At this point, the party may want to rush to the Seelie 
  Court to deliver the recovered documents to Titania. 
  If they follow this course of action, they arrive in the 
  city safely. If they choose a different course, the party 
  is met by an armed force of thirty to forty eladrin 
  riders, who use the varied statistics of autumn, 
  summer, winter, and spring eladrin (MToF 195-
  197). The riders are led by a commander sent by 
  Khemed Al-Jassan to aid the group.
  DM’s Note:
  Unbeknownst to the party at this time, Ceana is a high 
  ranking spy in Titania’s employ. After arriving in the 
  city and recovering from her injuries, she urged the 
  queen to send aid to the party with all haste.
  
  99
  Part 3: The Fey 
  Who Kicked the 
  Quickling’s Nest
  The Seelie Court is a wonder to behold, one 
  which few non-fey are privileged enough 
  to see  The court is a living structure 
  which gains its shape from the graceful 
  white ash trees which surround it and 
  whose branches intertwine above  Delicate 
  streamers of blue, pink, and purple adorn 
  the living ceiling and sway with the gentle 
  breezes that move through the boughs 
  above  Along the edges of the court stand 
  statues of various fey creatures, each 
  carved from gold and adorned with many 
  jewels demonstrating the great wealth of 
  the Seelie Queen  Two small rivers gently 
  flow along the central path leading directly 
  to the center of the room; atop the streams 
  float gem-encrusted flowers  At the end of 
  the path sits a large throne in the shape 
  of an ice dragon, and upon the throne sits 
  Titania, the Queen of Light  
  When the party arrives at the Seelie Court, Titania 
  asks them to enter one of several portals that have 
  appeared in her city and end the threat to the Seelie 
  people and the lands of Toril. The tunnel leads to a 
  Feydark fortress constructed in a style similar to Toril 
  military forward encampments, in preparation for war. 
  The portal is being used by a fomorian warlord to send 
  redcaps, trolls, and other fey creatures to the Seelie 
  Court in an attempt to destroy Titania and enslave 
  or kill the remaining Seelie people. Titania has the 
  statistics of an empyrean (MM 130).
  Features:
  Titania’s Court  At the Seelie Court, the party is 
  greeted by Khemed Al-Jassan, who urges them to 
  have an audience with Titania and asks for the stolen 
  documents; he also asks if there were any other 
  survivors. If the party produces the documents, Al-
  Jassan gives them to a soldier riding a giant dragonfly 
  who immediately speeds off toward Titania’s throne. 
  Al-Jassan and a group of eladrin (MToF 195) soldiers 
  then escort the party to a position in front of the queen. 
  If the party refuses to produce the documents, they 
  are still escorted hastily to stand before Queen Titania, 
  who asks for them herself.
  Once presented to the Queen of Light, 
  Titania says, “My spy has informed me of 
  the task she asked of you  Seeing you here 
  must indicate that you have been successful 
  to some degree  My advisors have also 
  informed me of your role in Ceana’s rescue 
  and of her value to the realm  In case 
  you did not read the documents you have 
  reclaimed from the trolls, they reveal a plot 
  to attack this fair court and overthrow the 
  Seelie people tomorrow night  My army is 
  already preparing to defeat this threat  For 
  now, rest in the comfort of the Seelie Court  
  I fear you will be needed again tomorrow 
   
  A Night’s Rest  The party is given quarters 
  and meals of significant quality. All of their needs 
  are tended to and should they ask for anything, the 
  attendants assigned to them do their best to provide. 
   
  Royal Request  After a long rest, the party 
  is once again summoned to the Seelie Court, 
  where they are greeted by Khemed Al-Jassan and 
  a summer eladrin soldier (MToF 196). In the 
  distance, the sounds of fighting ring through the 
  court. Faint screams can be heard from over the din 
  of the clash of steel and the occasional explosion can 
  be felt as much as heard.
   
  Al-Jassan proclaims the following to the party:
  “Greetings, friends! Titania wishes to 
  express her gratitude for the rescue of her 
  servant and for bringing us the documents 
  you obtained from the hags of Jade Swamp  
  We have taken the information in the 
  documents and have thwarted the bulk of 
  the attack  Our army is busy pursuing the 
  last of the attackers but there remains one 
  portal open still 
    
  “Queen Titania and King Oberon have 
  informed me that you will be greatly 
  honored and rewarded (something that is 
  
  100
  almost unheard of in our world!) for your 
  assistance in thwarting the attack  Our 
  queen and king would like to ask one more 
  task of you: investigate and eliminate the 
  last remaining portal, and learn how this 
  attack was accomplished  
  Al-Jassan gives the party time to make a decision. 
  If the party agrees to perform the task, proceed to 
  The Fortress. If the party declines, proceed to The 
  Aftermath. 
  The Fortress
  You are escorted to the familiar site of a 
  large glowing ring of swirling purple light  
  The center of the glowing circle is black 
    
  “The center is dark because there is no 
  light on the other side,” mentions a nearby 
  soldier  “We do not know what else awaits 
  you  Be wary!”
  Features:
  Portal to the Feydark  The remaining portal leads 
  to the Feydark, a subterranean realm devoid of light. 
  Characters without darkvision must produce or carry 
  light in order to see. Apart from the sounds of small 
  stones falling somewhere in the distance, there is no 
  sound throughout the cavern at the portal’s entrance. 
  
  101
  The air is musty and smells of burnt stone.
   
  Quickling Nest  This cavern was once a 
  quickling’s nest with a single tunnel leading out into 
  the darkness beyond. The nest, a honeycomb of small 
  caverns, looks to be completely burnt. Several small 
  bodies, each destroyed by fire, lie strewn about the 
  cavern. A DC 10 Intelligence (Arcana) check reveals 
  that the nest looks as if it was totally destroyed by 
  magical means. The bodies are those of quicklings. 
  Apart from the bodies, there is nothing of value here. 
   
  Tunnel  The tunnel leading out of the cavern is 
  10 feet wide and extends for roughly 50 feet before 
  opening up into a large cavern. The cavern is mostly 
  natural with some rough hewn spots around the 
  edges. It is 200 feet wide and 275 feet deep with a 
  ceiling 50 feet overhead. The ground is uneven but 
  easy to navigate. There are several piles of stone 
  scattered throughout the cavern. Some are natural 
  and some were recently created.
   
  Fortress Walls  In the middle of the cavern 
  stands a fortress surrounded by 20-foot tall stone 
  walls. There are no gates to the fortress, but instead 
  just openings in the walls. There is one such opening 
  on the west side nearest the portal and one on the 
  south side. 
   
  Buildings  Inside the fortress walls are three 
  hurriedly erected buildings, each very basic with no 
  windows and only a single door. These buildings 
  consist of a barracks, a storehouse, and a two-story 
  headquarters. A pit that looks like it was used as an 
  arena has been hastily carved into the ground near 
  the southern side of the fortress.
  Creatures:
  A group of 8 redcaps (VGtM 188) patrols the outside 
  of the fortress wall. They immediately attack any 
  creature that is not accompanied by a fomorian or 
  troll. A fomorian (MM 136) warrior, accompanied by 
  4 redcaps patrols inside the fortress. Due to a recent 
  collapse of a tunnel on the southern cavern wall, they 
  are on high alert and may be encountered at any time 
  while the party is in the cave.
  Barracks
  This large building is 100 feet long and 40 feet wide. 
  It looks like it could hold a host of soldiers, as there 
  are several makeshift bunks in each of its two largest 
  rooms. Two smaller rooms with empty racks on the 
  walls look as if they could be used for weapon storage. 
  Creatures:
  Inside the barracks, the party members encounter 
  a dire troll (MToF 243) and a troll (MM 291) 
  rummaging through the crates and barrels in hopes of 
  finding something valuable. However, there is nothing 
  of value in the barracks.
  Storehouse
  This single room building is 60 feet wide and 25 
  feet long. It is packed nearly full with foodstuffs and 
  supplies such as ropes, bottles, oil, and waterskins. 
   
  Treasure  Characters can replenish basic 
  supplies and find any items listed in the Adventuring 
  Gear Table (PHB 148) here.
  Arena
  This pit is 5 feet deep and 80 feet in diameter. The 
  fomorians, a race of creatures for whom strength is an 
  indication of rank, used this arena to test each other’s 
  worthiness to participate in the upcoming battle. Only 
  those who proved unfit remain, and the arena floor is 
  littered with the bodies of dead trolls, fomorians, and 
  redcaps who fell in one-on-one combat. 
   
  Treasure  If the party spends at least 1 hour 
  searching among the corpses, they find a +1 ring of 
  
  102
  protection, a +1 longsword, and 15 gp worth of various 
  trinkets scattered among the remains of the dead. 
  Headquarters
  This two-story building is 200 feet wide, 275 feet 
  long, and 30 feet tall with a flat roof. Like the other 
  buildings, it has a single door on the front and no 
  exterior windows.
  Creatures: 
  Inside are Khadhakr (Appendix: Stat Blocks) and 3 
  annis hags (VGtM 159), who are planning to escape 
  using one last portal stone. The hags complete the 
  ritual to imbue the portal stone with magic several 
  seconds before the party enters the room. They have 
  yet to draw the necessary runes in order to teleport. 
   
  Tactics  In an effort to maintain his appearance as a 
  strong leader, Khadhakr commands the hags to attack 
  immediately while he keeps a distance, attacking only 
  those who are already engaged with one of the hags. 
  Khadhakr and the hags fight to the death.
  Development:
  Once the party defeats Khadhakr and the hags, 
  they may search the rest of the building. If so, they 
  discover an unused portal stone (Appendix: Items), as 
  well as several maps of the Seelie Court with many 
  strategic locations marked. The party recognizes 
  these markings as portal locations which an untold 
  number of enemies could use to enter the city quickly 
  and quietly. In another room, the party finds a much 
  larger map of the Seelie Court, also marked in 
  several locations. Accompanying the maps are a set 
  of detailed instructions written in Undercommon. 
  The instructions are addressed to Khadhakr and 
  explain how to use the portal stones, as well as when 
  and how to attack. 
   
  Treasure  In one of the rooms, the party 
  discovers a locked chest, which can be unlocked 
  with a successful DC 15 Dexterity check made with 
  thieves’ tools. The chest contains 523 gp and 62 pp.
  Aftermath
  Once the party leaves the fortress and the cavern, 
  they are once again greeted by Khemed Al-Jassan 
  and a contingent of eladrin soldiers. They all look 
  as if they have been in combat recently, wounds and 
  scrapes clearly visible on their once pristine uniforms 
  and armor. The soldiers escort the adventurers to the 
  Seelie Court, where Queen Titania and King Oberon 
  stand smiling down at them. A spokesperson for the 
  queen and king steps forward and proclaims:
  “Queen Titania and King Oberon wish to 
  thank you for your assistance in this most 
  recent attack upon our fair city  As a token 
  of our thanks, our Queen has bestowed 
  upon you the title ‘Friend of the Fey ’” 
   
  Friend of the Fey  You have helped overthrow a 
  plot against the Seelie Court and the fey people. Your 
  name has become well-known in the Feywild and 
  you find that the creatures of the Feywild no longer 
  consider you an outsider. You are able to stay in the 
  Feywild without incurring any lifestyle expenses. 
  Additionally, you have advantage on all Charisma 
  (Persuasion) checks while dealing with residents of 
  the Seelie Court. 
   
  If the party closed the final portal, read or 
  paraphrase the following:
  “As you are also peoples of Toril, you are 
  each further awarded one thousand pieces 
  of your country’s gold  Finally, the queen 
  and king have granted you each an item 
  of magical power  Inside this chest, you 
  will each find one item  You may take it or 
  not, but after the chest is closed, it will not 
  appear again ”
   
  Rewards  At this time, two eladrin bring forth 
  a chest and each player is asked to approach 
  individually. Each player should roll for the item once 
  on Magic Item Table G (DMG 147). The character 
  may accept the gift by taking it out of the chest, or 
  they may reject it, in which case, the lid closes and 
  the item disappears. 
   
  The court cheers and applauds each adventurer 
  as they approach the chest. After all party members 
  have been offered an item, the assembly is dismissed.
  
  103
  Concluding the 
  Adventure
  Khemed Al-Jassan has learned the following 
  information, which he divulges to the party: 
  • Ceana, the eladrin soldier the party rescued, is a 
  personal friend of Queen Titania. 
  • Forty portals opened in the city at the time of the 
  attack. The information in the recovered documents 
  was instrumental in identifying both the number 
  and locations of the portals. The Seelie army was 
  able to defeat their enemies, though the cost was 
  higher than expected. None of the intruders were 
  able to breach the Seelie Court. 
  • The attack was orchestrated by someone who, 
  at this time, remains a mystery. Queen Titania is 
  investigating further. 
  • The nature of the magic used to create the portal 
  stones remains a mystery, too.
  Appendix: Random 
  Encounters
  dayTiMe enCOunTers
  d4 
  Encounter
  1 
  8 redcaps (VGtM 188)
  2 
  1 dryad (MM 121) who is searching for her missing 
  tree
  3 
  3 annis hags (VGtM 159)
  4 
  1 dire troll (MToF 243) and 1 troll (MM 291)
  nighTTiMe enCOunTers
  d4 
  Encounter
  1 
  3 bheur hags (VGtM 160)
  2 
  1 blue faerie dragon (MM 133) that causes a bit of 
  mischief
  3 
  3 korred (VGtM 168) forming a hunting party
  4 
  6 yeth hounds (VGtM 201)
  Appendix: Items
  Portal Stone
  Wondrous item, very rare
  This small glass stone is the approximate size and 
  shape of a chicken’s egg. It glows a purple hue 
  when active. The stone opens a portal, as with the 
  teleportation circle spell, to a designated location that 
  remains for an amount of time specified by the caster, 
  up to 24 hours.
   
  Any creatures of Huge size or smaller can enter 
  or exit the portal at will until the portal is closed 
  or the stone is destroyed. A creature can activate a 
  portal between two locations on the same plane of 
  existence. At both locations, a rune must be drawn 
  on the floor in a space capable of supporting the 
  portal (at least ten feet in all dimensions). The portal 
  can be opened by touching the stone to both runes 
  within the span of one tenday. 
   
  Once both points are touched, the portal 
  immediately opens and remains open for up to 24 
  hours or until the portal stone is destroyed or taken 
  to another plane of existence. Once the portal is 
  closed, the stone turns to dust and cannot be restored 
  or repaired. 
   
  The portal stone has an AC of 13 and 5 hit points. 
  It is resistant to all damage.
  
  104
  Khadhakr
  Huge giant (fomorian), chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 195 (17d12+85)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  23 (+6) 
  10 (+0) 
  20 (+5) 
  10 (+0) 
  14 (+2) 
  8 (-1)
  Skills Perception +8, Stealth +3
  Senses passive Perception 12
  Languages Giant, Undercommon
  Challenge 8 (11,500 XP)
  Actions
  Multiattack. Khadhakr makes two attacks with his warhammer 
  or makes one warhammer attack and uses his Evil Eye once.
  Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d12 + 6) slashing damage.
  Evil Eye. Khadhakr magically forces a creature he can see within 
  60 feet of him to make a DC 14 Charisma saving throw. The 
  creature takes 27 (6d8) psychic damage on a failed save, or half 
  as much on a successful one. 
  Curse of the Evil Eye (Recharges after a Short or Long Rest). 
  With a stare, Khadhakr uses his  Evil Eye, but on a failed save, the 
  creature is also cursed with magical deformities. While deformed, 
  the creature has its speed halved and has disadvantage on 
  ability checks, saving throws, and attacks based on Strength or 
  Dexterity.  The transformed creature can repeat the saving throw 
  whenever it finishes a long rest, ending the effect on a success.
  Appendix: Stat Blocks
  Muddle
  Medium elemental, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 126 (12d10 + 60)
  Speed 30 ft., burrow 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  20 (+5) 
  8 (-1) 
  20 (+5) 
  5 (-3) 
  10 (+0) 
  5 (-3)
  Damage Vulnerabilities thunder
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned, unconscious
  Senses darkvision 60 ft., tremorsense 60 ft., truesight 120 ft., 
  passive Perception 10
  Languages telepathy 120 ft.
  Challenge 6 (2,300 XP)
  Mud Glide. The muddle can burrow through nonmagical, 
  unworked mud or soft earth. While doing so, the muddle doesn’t 
  disturb the material it moves through.
  Damage Transfer. Each time the muddle is hit with an attack 
  while grappling a creature, the muddle takes only half the 
  damage dealt and transfers the remaining damage to the 
  creature it is grappling.
  False Appearance. While the muddle remains motionless, it is 
  indistinguishable from mud.
  Actions
  Multiattack. The muddle makes two slam attacks, or one slam 
  attack and     one smother attack.
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 
  14 (2d8 + 5) bludgeoning damage.
  Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 12 (2d6 + 5) bludgeoning damage. When the muddle hits a 
  Medium or smaller creature with its smother attack, the creature 
  is grappled (escape DC 15). Until this grapple ends, the target is 
  restrained, blinded, and at risk of suffocating. In addition, at the 
  start of each of the target’s turns, the target takes an additional 
  12 (2d6 + 5) bludgeoning damage. The muddle cannot grapple 
  more than one target at a time.
  
  105
  Olga Mirecough
  Medium fey, neutral evil
  Armor Class 18 (natural armor)
  Hit Points 180 (20d8 + 80)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  18 (+4) 
  14 (+2) 
  19 (+4) 
  14 (+2) 
  16 (+3) 
  22 (+6)
  Skills Arcana +6, Deception +10, Perception +7
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Damage Immunities lightning
  Condition Immunities charmed
  Senses darkvision 60 ft., passive Perception 17
  Languages Common, Draconic, Sylvan
  Challenge 11 (7,200 XP)
  Innate Spellcasting. Olga’s innate spellcasting ability is Charisma. 
  She can innately cast the following spells (spell save DC 18), 
  requiring no material components: 
  At will: detect magic, druidcraft, silent image
  3/day each: hypnotic pattern, invisibility, phantasmal force
  1/day each: creation, mislead, phantasmal killer
  Magic Resistance. Olga has advantage on saving throws against 
  spells and other magical effects.
  Legendary Resistance (3/Day). If Olga fails a saving throw, she can 
  choose to succeed instead.
  Actions
  Multiattack. Olga makes two attacks with her claws.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 
  (3d8 + 4) slashing damage plus 9 (2d8) poison damage.
  Illusory Appearance. Olga covers herself and anything she is 
  wearing or carrying with a magical illusion that makes her look 
  like another creature of her general size and humanoid shape. The 
  illusion ends if she takes a bonus action to end it or if she dies. The 
  changes wrought by this effect fail to hold up to physical inspection. 
  For example, Olga could appear to have smooth skin, but someone 
  touching her would feel her rough flesh. Otherwise, a creature must 
  take an action to visually inspect the illusion and succeed on a DC 
  20 Intelligence (Investigation) check to discern that Olga is disguised.
  Illusory Reality. When Olga casts an illusion spell of 1st level or 
  higher, she can choose one inanimate, nonmagical object that is 
  part of the illusion and make that object real. Olga can do this as a 
  bonus action while the spell is ongoing. The object remains real for 
  1 minute.
  ReActions
  Mud Form (1/Day). When Olga takes damage, she can take on a mud 
  form. While in this form, she has Resistance to nonmagical damage 
  (including the triggering damage), and advantage on Strength, 
  Dexterity, and Constitution saving throws. Olga can pass through 
  small holes, narrow openings, and even mere cracks. While in this 
  form, she cannot talk, manipulate objects, attack or cast spells. This 
  form lasts for 1 minute, or until she dismisses it as a bonus action. If 
  Olga is in a muddy terrain, she becomes hidden and requires a DC 20 
  Wisdom (Perception) check to spot her.
  LegendARy Actions
  Olga Mirecough can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at 
  a time and only at the end of another creature’s turn. Olga regains 
  spent legendary actions at the start of her turn.
  Claw Attack. Olga makes one claw attack.
  Summon Muddle (Costs 2 Actions). Olga reaches into the swampy 
  muck and pulls forth an oozing puddle of mud. The muddle appears 
  in an unoccupied space within 5 feet of Olga and acts as her ally. It 
  remains for 1 minute, until it or Olga dies, or until Olga dismisses it as 
  an action.
  Cast a Spell (Costs 3 Actions). Olga Mirecough uses her innate 
  spellcasting as normal.
  
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  This adventure is optimized for four to six 13th-level 
  characters. 
  Adventure 
  Background
  An ancient archfey named Lovenia created an 
  enchanted forest to protect her small domain. Her 
  enchantment allows creatures to enter, but they have 
  great difficulty getting out. Most end up trapped in 
  the dual planes of Lovenia’s domain: one realm of 
  spring and a mirrored realm of frost. Deep within the 
  frosty realm, Lovenia slumbers in transcendence.
   
  The Frost Realm is a wintery, mirror image of 
  the Gypsum Forest’s Spring Realm. Adventurers 
  can reach the Frost Realm after passing through 
  the Gypsum Archway. Lovenia created an alternate 
  realm to stave off intruders and protect her eternal 
  resting place.
  DM’s Note: The locations are numbered by the 
  locations on the map and in the order they appear 
  in the adventure. The frost realms of each spring 
  realm were kept near their mirrored realm to easily 
  compare the two.
  The Gypsum Forest is a demiplane created by a 
  powerful archefey named Lovenia. Entering this plane 
  is subtle and most do not realize they have entered 
  the realm until they look back and realize there is 
  nothing but trees behind them. Entering the Gypsum 
  Forest can be as simple as stepping off the fey forest 
  path. Once in the Gypsum Forest, the adventurers find 
  themselves in the Spring Realm. They must explore 
  the spring and frost realms and seek out the resting 
  place of Lovenia to find a way out.
  Dramatis Personae
  Lovenia  Lovenia is an ancient nature archfey 
  whose name has been lost in modern historical 
  texts. Only rare texts hidden in the Feywild bear 
  her name and mythology. She represents self 
  improvement, growth, and transcendence during 
  life. She is also the deity of eternal spring and 
  life. Lovenia’s symbol is the butterfly and its 
  metamorphosis represents personal growth.
   
  Drake the Dragon  Drake is an overweight adult 
  blue dragon who has been trapped in Lovenia’s 
  Spring Realm for centuries. The magic of the 
  Gypsum Forest has permanently mellowed him. He 
  is friendly and appreciates a wide variety of foods. 
  He is lazy and unlikely to aid the party without clever 
  persuasion, but he is willing to attempt to escape the 
  forest. If the party helps Drake escape, he will gift 
  each party member with a high five, 1d12 gp, and a 
  ring of cold resistance (DMG 192).
   
  Ajattara the Dragon  Ajattara is a disgruntled 
  adult white dragon trapped in the forest’s Frost 
  Realm. She prowls the Ice Wolf Forest and is 
  unaffected by the cold, wintery weather. She is very 
  territorial and attacks anything that enters her forest.
  The Gypsum 
  Forest
  Written by Elise Cretel
  Stories tell of an ancient slumbering creature and groves that bloom forever in spring  Treasure 
  seekers may find themselves lost in the labyrinth of the Feywild, never to return  Can the party 
  escape the Gypsum Forest?
  
  108
  Adventure Hooks
  Lost  The adventurers are headed to a destination 
  in the Feywild and accidentally stumble into the 
  unmarked Gypsum Forest. They realize they are 
  trapped when they begin to encounter familiar 
  landmarks over and over again.
  Map  The adventurers come upon a strange map in 
  a fey curiosity shop. The mapmaker mischievously 
  sends unwitting travelers to a small temple in the 
  Gypsum Forest.
  Fey Quest  A local fey sends the adventurers to a 
  prominent location in the Gypsum Forest to get rid 
  of them. 
  Lovenia’s Domain
  1  Sacred Grove of Lovenia
  The trees are heavy with brightly covered 
  blossoms and warm spring breezes  Fruit 
  dips from the branches and small animals 
  hop from the benches tucked beneath the 
  cascade of flowers  In the center of the 
  garden stands a statue of an elven woman 
  accented with vines and flowers  Branches 
  open up ahead to another forest grove 
  Fresh flowers and fruit trees have overgrown a once 
  well-kept garden. A successful DC 17 Intelligence 
  (Investigation) check reveals old foundations of a 
  temple now surrounding the sunken statue. There 
  is a dip in the earth toward the north end of the 
  foundation. Digging in the foundation area reveals 
  mosaic tile flooring, 50 gp worth of ancient coins, an 
  amethyst worth 50 gp, and a jade statue of Lovenia. 
   
  Hidden Chapel  If the adventurers dig two feet 
  down where the dip in the earth is, they uncover 
  stairs leading to a small temple basement with three 
  stone benches. The tops of the benches contain the 
  following spell scrolls: entangle, healing word, and 
  animal messenger. There is a small stone box on a 
  modest pedestal containing a potion of growth and a 
  pearl of power.
   
  Statue  Vines reach from the earth and wrap 
  around the statue as birds land on it. This is the 
  statue of Lovenia, a nature archfey whose name has 
  been lost with time. A successful DC 13 Intelligence 
  (Investigation) check reveals a star-shaped gem 
  hidden in the grass.
  12  Sacred Frost Grove of Lovenia 
  (Frost Realm)
  This familiar grove has been struck by 
  the heavy hand of winter  Magic is thick in 
  the air and its electricity seems to engulf 
  your being  A new passage lies ahead and 
  you feel as though something unseen is 
  beckoning you to come closer 
  The same sacred grove is now encased with thick 
  ice as snow gently falls. It is cold and cloudy. The 
  trees and shrubs are barren with a thick layer 
  of glimmering frost. Ahead lies a pathway to the 
  Gypsum Glade.
   
  Sheet of Ice  There is a thick sheet of ice 
  encircling the base of the statue. Breaking the 
  ice reveals a staff of frost (DMG 202) lying in the 
  yellowed grass below.
  2  Dragon in the Meadow
  The birds flutter through the fruit trees as 
  an overweight adult blue dragon lies on its 
  back fanning itself with its wing, its large 
  belly rising and falling as it breathes in the 
  fresh spring air  The dragon lazily turns 
  its head toward the party, sniffing the air  
  Its scales sparkle in the light with every 
  movement 
  The dragon’s name is Drake and he is an adult blue 
  dragon (MM 91). If anyone has food on their person, 
  Drake is able to identify it by smell and asks for 
  some. The dragon is peaceful, likely an effect of being 
  banished to this enchanted realm. Drake talks to the 
  party but he tires easily and is too tired to get up. He 
  might roll over to converse or swat at giant fey insects 
  with his tail.
   
  Drake the dragon has a fairly large hoard of fruit 
  
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  110
  
  111
  and nuts he has convinced small creatures 
  to collect for him. He is happy to share a 
  few pieces. Party members can roll a d10 
  to determine how many days of rations 
  composed of fruit and nuts they find in the 
  pile; the number rolled equals the number 
  of rations they find. Drake mentions he has 
  been stuck here in the meadow for centuries. 
  He seems to have been permanently affected 
  by the fey magic of this area.
  11  Dragon in the Snow (Frost 
  Realm)
  The cold air penetrates to the bone  A 
  gentle stone dragon sits silently in a 
  snowbank among a pile of fruit made 
  of pure ice 
  The fruit that once hung from the trees now rests on 
  the ground as perfectly polished, fruit-shaped ice that 
  glimmers in the cloud-covered light. A large stone 
  statue of a dragon sits at the center of the grove. A 
  successful  DC 15 Intelligence (Investigation) check 
  reveals a star-shaped sapphire tucked in its coiled 
  tail. Large gypsum stones jut out of the ground 
  around the area.
  3  Stone Chest
  Bird song echoes through the dark green 
  forest  In the center of the grove is a round 
  stone platform  A large stone chest with 
  ancient runic carvings sits in the center of 
  the platform, covered in moss 
  Anyone fluent in Sylvan or Elven recognizes the runic 
  language as Eladrin. Otherwise, a successful DC 17 
  Intelligence check deduces the origin.
   
  This is a calm, safe area in the forest. A large 
  stone platform sits in the grass. The platform has 
  arcane carvings that depict the cosmos. A successful 
  DC 14 Intelligence (Investigation) check reveals a 
  peridot star in the grass near the platform.
   
  Stone Chest  In the clearing is a stone platform 
  upon which sits a large chest. This chest is made of 
  solid stone and has no contents.
   
  Stone Pillars  Five stone pillars built of finely 
  crafted masonry surround the platform. Each 
  has a butterfly carved into it. A successful DC 18 
  Intelligence (Investigation) check reveals that one of 
  the stones with a butterfly comes loose. Behind the 
  stone is a ring of cold resistance (DMG 192) and 33 
  pearls worth 7 gp each.
  10  Crystal Chest (Frost Realm)
  Large snowflakes begin to fall and a quartz 
  treasure chest glistens on a platform  The 
  wind whistles past the heavy stone 
  Banks of snow slowly blow across the stone platform. 
  The platform has four star-shaped indentations carved 
  into its circumference. Brushing the snow away reveals 
  them. The gemstone stars fit perfectly into these 
  indentions. Each time a stone is placed, runes of blue 
  magic glow on the platform. The trees gently creak in 
  the winter winds. The stone chest in this realm glows 
  with the blue magic of the moon goddess, Selûne. 
   
  Frost Chest  This chest is made of solid 
  clear quartz and has no contents. If the peridot, 
  aquamarine, sapphire, and emerald star gems are 
  placed in the star-shaped sockets in the platform, the 
  quartz chest magically hollows out and the following 
  items appear within: a frost brand longsword (DMG 
  171), 3 spell scrolls of chromatic orb, and an amethyst 
  stone carved into a butterfly worth 50 gp.
  
  112
  4  Winter Wolf Forest
  The Winter Wolf Forest is heavy with 
  brush and foliage  A path of chipped wood 
  meanders through the trees  This part of 
  the wood is silent and still outside of the 
  rustle of leaves towering above 
  Wolf Attack  If the party does not attempt to move 
  stealthily through this area or if they attempt but 
  don’t succeed on a DC 15 Dexterity (Stealth) check, 
  4 werewolves (MM 211) and 1d10 + 1 wolves (MM 
  341) come out of the woods and attack. 
   
  Tactics  During the encounter, the werewolves 
  can use an action to howl and summon 1d6 wolves 
  from the woods. They do so until they have been 
  defeated. Once the werewolves are defeated, the 
  wolves stop appearing from the woods and any 
  remaining summoned wolves flee. The werewolves 
  speak Common and Sylvan.
  9  Ice Wolf Forest (Frost Realm)
  The towering trees loudly creek in the wind 
  and the frost is thick  The howl of large 
  wolves can be heard in the distance as you 
  feel the snow crunch beneath your feet 
  The Winter Wolf Forest is heavy with snow. The 
  deep banks off the path are considered difficult 
  terrain. When entering this forest, the party 
  immediately encounters 6 winter wolves (MM 
  340). During each round of the encounter, 1d8 dire 
  wolves (MM 321) appear.
   
  To the north is a stone wall with an archway 
  leading to the Gypsum Glade. If the adventurers 
  approach the archway after the encounter with the 
  wolves, read the following:
  The snow crunches loudly beneath your 
  feet  The sound of heavy, beastly breathing 
  can be heard among the trees  Ahead two 
  cold, sharp eyes pierce into your being as 
  the dragon’s steaming breath puffs into the 
  winter air 
  When the party travels back to this area after visiting 
  the Gypsum Glade, Ajattara, an adult white dragon 
  appears, waiting for the adventurers in the forest. 
   
  Ajattara  An adult white dragon (MM 101) 
  patrols the center of the forest. Her name is Ajattara 
  and she is a territorial dragon of this icy forest. She 
  attacks any creature that enters her forest on sight. 
   
  Icy Orb  An orb made of ice hovers 20 feet in 
  the air at the center of the forest and 1d10 + 2 ice 
  mephits (MM 215) emerge from the orb each round 
  of the encounter. The orb must be destroyed in order 
  to stop the mephits from appearing.
   
  Skeleton  A successful DC 13 Intelligence 
  (Investigation) check in the woods reveals the skeleton 
  of an adventurer. It appears the explorer died of old 
  age near makeshift graves of fellow party members. 
  The rusted head of a mace and a hatchet rest next to 
  the skeleton, which has sunken into the frozen earth. 
  The wooden handle disintegrated long ago.
  5  Gypsum Lake
  The forest becomes less dense and a large 
  lake rippling with fallen leaves lies ahead  
  The sun sends a kaleidoscope of beams 
  across the forest floor in the breeze  An old 
  oak fishing boat is tied to a small, moss-
  covered dock built into the lake  Small 
  birds flutter amongst the trees as butterflies 
  gently land on exotic woodland flowers 
  This part of the forest has less dense tree cover and 
  a grassy forest floor dotted with leaves and flowers. 
  The sun glitters over the rippling water and the wind 
  gently rocks the boat, which is full of fishing gear. 
  The wood chip path leads to the dock and wraps 
  around the lake.
   
  Boat  The Gypsum Lake has a small moss-
  covered dock with a small fishing boat tied to it. The 
  boat can hold six people and contains six life vests, a 
  fishing pole, fishing nets, bait, a star-shaped emerald, 
  and two oars.
   
  Fishing  If anyone attempts to fish, roll on the 
  following table. 
  
  113
  Fishing
  1d10    Fishing Outcome
    1 
  Catch a snag!
    2 
  Catch a 5-pound fish worth a day’s ration!
    3 
  Catch an old boot!
    4 
  Catch a branch covered in algae!
    5 
  Catch a snapping turtle who tries to bite! Snapper 
  deals 1d6 damage. Ouch!
    6 
  Catch a 10-pound fish worth 2 rations!
    7 
  Line hits the bottom!
    8 
  Catch a soggy bag with 10 gp and an expired potion 
  of healing (restores half as many hit points)!
    9 
  Catch a slimy blob of algae!
   10 
  Catch a 20-pound fish worth 4 rations!
   
  Hidden Chest  If the adventurers travel to the 
  center of the lake, they notice small ripples emanating 
  from the water. If they dive down to the center of the 
  lake, they find thick mud, pebbles, branches, and slick 
  algae. A pile of brush covers something below. If they 
  swim to the bottom and pull away the algae-covered 
  branches, they recover a chest. The stone chest has 
  sunk about halfway into the mud and requires a 
  successful DC 18 Strength (Athletics) check to pull 
  it to the surface. The chest is made of solid stone and 
  has no contents. The chest, however, has an arcane 
  key hole. The silver key adorned with the oak leaf 
  from the Frost Realm transforms the chest into wood 
  and opens it, revealing a feather token (DMG 188), a 
  potion of water breathing (DMG 188), and 3 potions of 
  healing (DMG 187).
  8  Icy Gypsum Lake (Frost Realm)
  The wind grows stronger as the forest 
  opens up onto a frozen lake  An old boat is 
  stranded at the center of the lake, caught in 
  cracked ice  It slowly creaks back and forth 
  in the wind as the wood knocks and scrapes 
  the ice  Large flurries of snow quickly swirl 
  across the solid ice 
  Frozen Lake  In the Frost Realm, the lake is 
  completely frozen. The fishing boat is trapped in 
  the middle of the lake, gently rocking in broken ice. 
  There is a small gap of water between the ice and the 
  boat. Snow drifts litter the ice and the banks, but the 
  center of the lake is cracked and clear of snow. Below 
  
  114
  the boat, under the ice, is a translucent, glowing orb 
  30 feet down with a key inside. 
   
  A creature entering the freezing water must 
  succeed on a DC 10 Constitution saving throw at 
  the end of each round or gain 1 level of exhaustion. 
  Creatures resistant or immune to cold damage 
  automatically succeed on this save (Extreme Cold, 
  DMG 110). Creatures suffering cold-based exhaustion 
  can remove a level of exhaustion for each hour they 
  are warmed, such as standing near a large fire. A 
  successful DC 12 Wisdom (Medicine) check reveals 
  how to aid someone suffering from such exhaustion. 
   
  Boat  This boat is made of gray, rotting wood 
  and contains a rusting, ice-covered fishing pole and 
  fishing net.
   
  Orb  The orb glows blue with frost magic and lies 
  in a depression 30 feet below the fishing boat. A silver 
  key floats inside. A successful DC 15 Intelligence 
  (Investigation) check reveals the depression was 
  formed by some kind of heavy box or chest. 
   
  A successful DC 20 Intelligence or DC 14 
  Intelligence (Arcana) check deduces that breaking 
  the orb will release beneficial magic. If the orb is 
  broken, everyone in a 5-foot radius gains resistance 
  to cold damage for 1 day. Inside is a silver key with 
  an oak leaf engraved on it.
  6  Gypsum Archway 
  A large gypsum archway glows blue  The 
  fibrous stone is held together by the Weave 
  and emanates powerful magic that can be 
  felt in the air  Its presence grows stronger 
  as you approach the arch 
  Pedestal  In the center of the clearing is a stone 
  pedestal with a stone book lying open upon it. There 
  are Sylvan and Elven inscriptions on the book that 
  read: Only those with winter’s touch may pass. There 
  are pictograms that also convey the meaning, which 
  can be deduced with a successful DC 16 Intelligence 
  (History) or DC 12 Intelligence (Religion) check.
   
  Archway  Ahead is an archway that has been 
  formed by two trees that meet in the middle. If an 
  adventurer within 500 feet of the gypsum gateway 
  offers a prayer to a deity or patron of winter or casts a 
  spell or uses a magic item that deals cold damage or 
  protects from the cold, a portal in the archway opens. 
  This portal leads to the same location in the Frost 
  Realm, the Frozen Gypsum Archway, which is used 
  to get back to the Spring Realm.
  7  Frozen Gypsum Archway (Frost 
  Realm)
  Snow heavily falls and the crisp winter air 
  stings uncovered skin  Snowbanks pile 
  against the leafless trees, and a familiar 
  lake lies frozen ahead 
  Quartz Pedestal  The book on the pedestal now 
  reads in Sylvan: Those who hold the warmth of 
  spring shall pass. If an adventurer within 500 feet 
  of the gypsum gateway offers a prayer to a deity or 
  patron of spring, or casts a spell or uses a magic item 
  that deals fire damage or protects from the fire, the 
  gate opens to the Spring Realm, which can be seen 
  on the other side. 
  13  Gypsum Glade
  Snow crunches beneath your feet as the 
  cold wind sinks into your bones  Snow 
  flurries swirl through the air as a stone 
  sanctuary becomes visible  Tall pillars 
  wrapped with carved leaves, vines, and 
  flowers are caked with frost and snow 
  partially covers a stairway  In the center 
  stands a large statue made of rose quartz 
  resembling an elven woman wearing 
  elegant robes draped in petals and ivy 
  If a creature enters the sanctuary, magic fire lights 
  the torches mounted on the inner pillars. The wind 
  begins to swirl with magical frost-shaped leaves and 
  flowers. A woman’s voice is heard from all around, 
  but it is hard to determine the source. The voice asks: 
  “Who enters my place of eternal rest?”
   
  If asked about this location, the voice reveals 
  that she is an archfey who turned to stone and 
  transcended material existence. She now exists as 
  the pure energy that brings life to the flora and fauna 
  of the Feywild forests. Here she is a dormant seed in 
  the winter months of her existence, and at the same 
  
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  time, she is a druidic source of life energy. She has 
  become a part of the Weave.
   
  If the adventurers ask how to leave the forest, a 
  swirl of frost reveals a glowing acorn in front of her 
  statue. She says, “Plant this seed in spring, and a 
  door shall open.” She then tells the party to place 
  their hands on the hand of the statue to receive 
  a blessing. Druids receive a pair of boots of the 
  winterlands (DMG 156) as well as a blessing from 
  the table below.
  lOvenia’s blessings 
  d12 
  Offering
  1 
  elven chain
  2 
  cloak of elvenkind
  3 
  frost brand
  4 
  crystal ball
  5 
  gem of brightness
  6 
  medallion of thoughts
  7 
  oathbow
  8 
  periapt of wound closure
  9 
  potion of clairvoyance
  10 
  ring of regeneration
  11 
  robe of stars
  12 
  tomb of clear thought
  Acorn of Spring  Planting this glowing seed 
  anywhere in the Spring Realm causes multiple 
  slender trees to grow and form an arch revealing 
  a portal. The portal leads to the last place the 
  adventurers were before entering the Gypsum 
  Forest, or anywhere the DM chooses. If the seed 
  is planted in the Frost Realm, nothing happens but 
  the seed continues to glow with magic, waiting to 
  be planted in the Spring Realm.
  Rewards
  • Finding the Key with the Oak Leaf: 1,000 XP
  • Solving the Quartz Chest Platform Puzzle: 
  3,000 XP
  • Activating the Gypsum Gate: 300 XP
  • Catching a Fish: 50 XP per fish
  • Planting the Acorn and Escaping the Gypsum 
  Forest: 700 XP
  • Helping Drake the Dragon Escape the Gypsum 
  Forest: 1,000 XP
  
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  117
  This adventure is designed for four to six 16th-20th 
  characters and is optimized for four characters with 
  an average party level (APL) of 20. 
  Adventure 
  Background
  The Prince of Hearts, an archfey dedicated to the 
  principles of beauty, gallantry, and love, has been 
  fooled. Some years ago, he took a girl under his wing: 
  Alice Sunmeadowquick, a quiet, studious eladrin 
  orphan whose parents had been killed by fomorians. 
  The Prince brought her into his home and determined 
  to raise her himself, but Alice was not at all what she 
  seemed. Though Alice appeared to be a young elf, she 
  was, in fact, a powerful bheur hag disguised under 
  a spell of extraordinary power. Having gained the 
  prince’s trust over the years, Alice was able to steal 
  his heart—literally, his heart. The Prince’s Heart is a 
  magical jewel, roughly the size of an orc’s fist, made 
  of the raw stuff of love itself. Without it, the Prince 
  of Hearts fell first into a deep despair, and then into 
  frozen unconsciousness. For the first time, snow 
  began to fall throughout his lands.
   
  Grandmother Alice took the jewel to her lair, deep 
  within a glacier on the island of Moone’s Warden, off 
  the coast of the prince’s realm. There, she formed a 
  coven with her fellow bheur hags, Auntie Frantratha 
  Moontoe and Auntie Wolfblossom Elderberry. The 
  coven plots dastardly mischief against Seelie and 
  Unseelie alike for their affronts against hagkind. With 
  the power of the Prince’s Heart now at their disposal, 
  they believe themselves to be unstoppable and are 
  merely biding their time until the prince freezes over 
  entirely and they can bring all of the Feywild into an 
  eternal winter.
   
  However, the theft has not gone unnoticed. While 
  the identity of the thieves remains a mystery to all 
  but the hags themselves, the jewel’s new location is 
  evident for a glacier forms the epicenter of the great 
  blizzard that sprung up when it was taken. Of course, 
  once within the glacier, the location of the Prince’s 
  Heart is utterly mysterious. The longer the prince goes 
  without his heart, the colder he and his lands become. 
  The Seelie Court is desperate to retrieve the heart as 
  soon as possible.
   
  No fewer than four powers have sent teams to the 
  glacier to track down and acquire the Prince’s Heart. 
  These include:
  • A group of eladrin, sent by the Unseelie Court, 
  who wish to use the heart to force the Prince of 
  Hearts to join them
  • A group of drow renegades, who want the heart to 
  protect themselves from Lolth assassins
  • A group of fomorians, who aim to destroy the 
  heart to hurt the fey as part of their ambitions to 
  retake the surface realm
  • A group of yuan-ti, who will use the heart to 
  rebuild their empire
   
  A fifth group has also entered the glacier. They do 
  not aim to recover the heart, but to cause mischief. A 
  group of nilbogs and quicklings, finding the cataclysmic 
  and chaotic effects of the jewel’s theft hilarious, are 
  Winter 
  Wonderland
  Written by Kian Bergstrom
  A magic jewel has been stolen from the Prince of Hearts, throwing him into a terrible, frozen 
  sleep and threatening the balance of power throughout the Feywild  Our heroes enter on a 
  desperate quest to retrieve the jewel—but they’re not the only ones after it!
  
  118
  determined to bedevil, annoy, prank, and frustrate 
  anyone attempting to recover it.
   
  Finally, the chaotic magic has drawn a hideous 
  fey dragon called a jabberwock into the glacier. It 
  has no interest in the heart whatsoever. It has but an 
  animal intelligence and senses that powerful, and 
  thus delicious, creatures are within the glacier and 
  it wants to eat them. The nilbogs and quicklings are 
  aware of the jabberwock and avoid it assiduously.
   
  While the Seelie Court is aware that others seek 
  the heart, they only know the identity of one of the 
  teams described above, chosen at random by the DM. 
  They do not know about the nilbogs and quicklings 
  or the jabberwock.
   
  The party’s mission, should they choose to accept 
  it, is to enter the glacier, acquire the Prince’s Heart, 
  and return it to the Prince of Hearts before he 
  entirely freezes through. The clock is ticking.
  Adventure 
  Summary
  The party is called upon to retrieve the Prince’s 
  Heart, a powerful fey artifact stolen by a coven of 
  bheur hags. Without it, the Prince of Hearts is dying 
  and turning into ice and the fey realm is freezing 
  over with him. If the party cannot bring the artifact 
  back before the Prince of Hearts transforms entirely, 
  he will be lost forever, and the Feywild will enter a 
  permanent arctic winter. Unfortunately, the heart’s 
  theft has not gone unnoticed, and adventurers are not 
  the only ones seeking it.
   
  The heroes locate the heart within a massive 
  glacier on the island of Moone’s Warden in the 
  Feywild. They arrive on the island during a terrible 
  blizzard and see evidence that at least one group has 
  already entered the glacier. After they make their way 
  in, they must navigate a confusing fey maze formed in 
  the glacier’s cracks in order to reach the center, where 
  the hag coven has made its lair.
   
  Along the way, they encounter several obstacles, 
  including up to four of the opposing groups also 
  seeking the heart, the mischievous band of nilbogs 
  and quicklings, and the dreadful fey dragon. 
  Eventually, the heroes confront the hags and, if they’re 
  lucky and strong enough, retrieve the Prince’s Heart. 
  After that, they must make it out of the maze and 
  return the heart to the Prince.
  Adventure Hooks
  Planar Troubles  Since this is a 4th tier adventure, 
  the heroes may already have a connection to the 
  Feywild. Fey creatures can feel that something is 
  terribly wrong, though they have little knowledge of 
  the theft of the Prince’s Heart. Party members with 
  fey ancestry are sickened as a result of the theft 
  or otherwise drawn to the Feywild by an urgent 
  need to correct an imbalance there. Conjuration 
  spells that summon fey creatures begin to fail or 
  produce strange results across the planes, leading 
  spellcasters who use such magic to realize that 
  something is very, very wrong in the Feywild.
   
  Cry for Help  The theft and ensuing crisis 
  have caused a mass exodus of fey creatures from 
  the Feywild. The party hears what has happened 
  through a chance encounter with a satyr or eladrin. If 
  any party member has a pixie familiar, they learn of 
  the Prince’s Heart from the creature.
   
  Power  A party of evil characters may be hooked 
  by hearing of the theft and wanting to claim the 
  artifact for themselves.
  Running the 
  Adventure
  What the Seelie Court Knows:
  Once the party arrives in the Feywild, the urgency 
  of the crisis is obvious. The Prince of Hearts is at 
  the Seelie Court, attended by a host of archfey, all 
  doing their best to sustain his life until his heart is 
  returned. They recognize how powerful the heroes 
  are and beseech them to recover it. The archfey know 
  and freely share the following: 
  • The thief is Alice Sunmeadowquick and she took 
  the artifact to her glacier on the island of Moone’s 
  Warden. The Seelie Court is unaware that she is 
  a hag.
  • The Prince’s Heart is a deep red jewel made of 
  pure love itself, about the size of an orc’s fist, cut 
  
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  into a heart shape. It is always warm to the touch 
  and very faintly glows in a swirling, pulsing light. 
  Without his heart, the Prince of Hearts will turn to 
  solid ice. 
  • The theft of the heart has been noticed throughout 
  the planes and several powerful factions are vying 
  for it. The Seelie Court knows the identity of one 
  of the four factions, chosen at random.
  • The heart must be returned within one to four 
  days, depending on the strength of the party.
  If pressed, the members of the Seelie Court 
  reluctantly reveal the following as well:
  • Unless his heart is returned, the Prince of Hearts 
  will not only freeze but actually die. 
  • The Prince’s Heart is one of seven fey artifacts 
  that hold the Feywild together. Each of these 
  artifacts has an appointed guardian who uses it to 
  tend to the delicate balancing act that is fairyland. 
  The loss of one artifact can be withstood, but 
  two have already been taken from their Archfey. 
  Therefore, the theft of the Prince’s Heart is 
  disastrous to the plane.
  Fey Artifacts:
  The identities of the other six artifacts are secrets 
  that the Seelie Court is very reluctant to share 
  without good reason. However, it is distantly possible 
  that the heroes learn what they are. The keepers of 
  the first five artifacts will not endanger them under 
  any circumstances. What Baba Yaga chooses to do is 
  her own unpredictable business. The artifacts are:
  • The Fool’s Lute (held by Hyrsam, Prince of 
  Satyrs) 
  • The Moon’s Silver (stolen from the Maiden of the 
  Moon and rumored to be in the possession of 
  Lolth in the Demonweb Pits) 
  • The Lord’s Flower (held by Oran, the Green Lord)
  • The Prince’s Tear (stolen from the Prince of Frost 
  and rumored to be in the possession of the Raven 
  Queen) 
  • The Queen’s Eye (held by Tiandra, the Summer 
  Queen) 
  • Baba Yaga herself
  The holders of the first five of these artifacts will 
  not endanger them under any circumstances. What 
  Baba Yaga chooses to do is her own unpredictable 
  business.
  What the Fey Know:
  If the heroes travel to the Feywild and don’t seek out 
  the Seelie Court, any fey creatures they encounter 
  know broad details of what has happened, though far 
  less than the Archfey do. These details include:
  • The Prince of Hearts has collapsed.
  • The whole of the Feywild is freezing over and 
  whatever’s causing this seems to be located in the 
  glacier on the island of Moone’s Warden.
  • The prince’s ward, Alice Sunmeadowquick, 
  disappeared at the same time the crisis began. 
  Perhaps she was kidnapped?
  • The heart must be returned within days. Non-noble 
  fey creatures don’t know the precise deadline.
  Using Baba Yaga
  There is one archfey who certainly knows who Alice 
  Sunmeadowquick is, that she stole the Prince’s 
  Heart, and that she is a hag: Baba Yaga. After all, 
  Baba Yaga is not only one of the fey artifacts, and 
  therefore especially sensitive to the other six and 
  what happens to them, but she is also Queen of the 
  Hags. She knows she is a living artifact, but it is 
  dubious she would reveal that to mere adventurers or 
  bheur hags. 
   
  Introducing Baba Yaga to your campaign 
  is a risky move, since she may overwhelm the 
  adventure. Baba Yaga is unpredictable and keeps 
  her motives to herself. She may assist the heroes in 
  retrieving the heart, for a price. On the other hand, 
  she may decide that she wants the heart for herself, 
  for she has a love of curious and rare things. On the 
  third hand, and with Baba Yaga, one never runs out 
  of hands, she may decide to reward Alice and her 
  coven for their exceptional bravado in successfully 
  stealing the heart. Finally, Baba Yaga may choose 
  to neither help nor hinder the heroes in their quest, 
  but rather to ominously observe, viewing the whole 
  adventure as foretold and predetermined. Indeed, for 
  her, a being residing outside of regular time, it may 
  very well be foretold.
   
  Baba Yaga knows everything in the adventure, 
  including all its secrets and surprises. Whether she 
  chooses to share some or any of that information 
  depends on her whims and how the heroes treat her. 
  Keep in mind that she respects honesty and seeking 
  
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  after the secrets for their own sake. She reacts very 
  negatively to people trying to trick her or weasel out 
  of deals.
   
  Baba Yaga’s hut is a mobile demiplane of the 
  Feywild, and it is up to the DM whether or not Alice’s 
  actions have affected it.
  Winter 
  Wonderland
  Setting the Scene:
  Time Limit  This adventure requires a time limit. A 
  very powerful party should have a very short deadline, 
  even to the extent of preventing long rests. A weaker 
  party may need three or four in-game days to make it 
  through the maze. Without magical assistance, long 
  rests are impossible inside the glacier.
   
  Rowboat  No matter how the heroes get involved, 
  the glacier is on Moone’s Warden, an island. The 
  party will likely need a boat. Lucky for them, there’s a 
  rowboat ready for their use. 
   
  The rowboat has an AC of 15 and 200 hit points. 
  With a successful DC 15 Strength (Athletics) check, 
  it can be rowed 45 feet each round, or 30 feet each 
  round on a result of 10. Once the rowboat takes 50 
  points of damage, it begins to leak and its maximum 
  speed drops to 30 feet. If it takes 100 points of 
  damage, its maximum speed drops to 15 feet. The 
  rowboat is immune to cold, psychic, necrotic, radiant, 
  thunder, and poison damage and resistant to piercing, 
  slashing, and acid damage.
  Part 1: Frightful, 
  Delightful
  The island of Moone’s Warden lies approximately 
  one mile off the coast of the Prince of Hearts’ 
  domain. It is an ominous place, covered over almost 
  entirely by an enormous glacier big enough to fit ten 
  castles inside. The island is 20 square miles in size, 
  roughly 6.25 miles long and 4.5 miles wide. Imagine 
  Norway’s Bouvet Island.
  Features:
  Docks  There are three docks on the island: one to 
  the south, one to the west, and one to the north. At 
  the start of the adventure, a ship is already tied to the 
  southern dock. No one is aboard. In contrast to the 
  docks, which are in poor repair, the ship is practically 
  brand new. The faction seeking the heart arrived on 
  this ship and is already inside the glacier.
   
  Glacier Cracks  There are three huge open 
  cracks in the glacier, each one about 50 feet high. 
  From each crack, a path has been crudely cut to 
  the nearest dock. These are the entryways into the 
  glacier. Once the heroes enter the glacier, proceed to 
  Part 2: The Wonderland.
   
  Approaching Ships  In the distance, approaching 
  from the north, east, and south, are three more ships. 
  The remaining three factions are on these ships. 
  Their direction and order of arrival are at the DM’s 
  discretion. Importantly, though, if the heroes decide 
  to confront one of the factions outside the glacier, the 
  other two are able to enter without difficulty while the 
  heroes are busy in combat.
   
  Frost Giants  A small clan of frost giants decided 
  that the glacier would be a terrific place to make their 
  home, and they are awfully annoyed by the faction that 
  first arrived on Moone’s Warden and their blithe lack 
  of respect for the giants. The giants have determined 
  to kill any other people who attempt to land.
  Creatures:
  The frost giant clan consists of Snauck, a frost giant 
  everlasting one (VGtM 148) who wields a berserker 
  greataxe (DMG 155) and Jan and Bloodkith, 2 frost 
  giants (MM 155). They are on the glacier, have seen 
  the party’s ship approaching the island, and attack 
  immediately.
   
  Tactics  As soon as the boat is within range, the 
  giants begin flinging ice boulders at it. If one of their 
  ranged attacks hits the boat, there is a 50% chance it 
  hits a party member chosen at random instead for the 
  same damage. It takes the heroes six rounds to reach 
  the island after the giants start their attack.
   
  Once the heroes make it to land, the giants rush 
  them. Snauck enters Vaprak’s Rage and engages in 
  melee with the most obviously dangerous hero. Jan 
  and Bloodkith always attack the same person and in 
  the absence of specific instruction from Snauck, target 
  
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  122
  the first spellcaster they see. If Snauck is reduced 
  to one-fourth her hit points, she commands Jan and 
  Bloodkith to cover her retreat and flee up the glacier. 
  Once out of melee range, she begins pelting the 
  heroes with ice boulders again until her Regeneration 
  restores her to full health. If at least one of her lackeys 
  is still alive, she then re-enters the fray.
   
  The frost giants fight to the death. Since 
  Snauck’s berserker axe is cursed, it may interfere 
  with her tactics.
  What the Giants Know:
  It is unlikely that the heroes will manage to subdue 
  or capture the giants. However, if interrogated, Jan 
  and Bloodkith can tell the party nothing about the 
  interior of the glacier. They’ve only been on the island 
  for a few days and in all matters take their lead from 
  Snauck. They know the races of the faction already 
  in the glacier, but not why they went in.
   
  Snauck knows more than the others, but not 
  the whole story. Alice Sunmeadowquick gave her 
  the berserker greataxe. In return, she and her two 
  lackeys keep watch over the island. Snauck doesn’t 
  know anything about Alice other than that “she was 
  a lot tougher than she looked.” If pressed, Snauck 
  reluctantly reveals that she commanded three frost 
  giants until Alice single-handedly killed one of them 
  and feasted on its still-warm corpse to prove to 
  Snauck that she meant business.
  Alternative Approach:
  Part 1 assumes the heroes attempt a naval approach. 
  However, there are other ways on to the island. If the 
  heroes fly to Moone’s Warden, Snauck and the other 
  giants hide until they’ve landed and then attack. The 
  heroes don’t see the other factions arriving due to 
  cloud cover.
   
  Alice’s magic affects teleportation onto the island. 
  If the heroes teleport to Moone’s Warden, no matter 
  where they aim for, they arrive on the docks. Snauck 
  sees them immediately and attacks.
  DM’s Note: Adjusting the Difficulty
  If the party is strong, add additional frost giants, who 
  follow Snauck’s command.
  If the party is weak, remove one of the frost giants 
  and Snauck’s berserker greataxe.
  If the party is very weak, remove Snauck altogether. 
  Part 2: The 
  Wonderland
  Features:
  Cold  The inside of the glacier is incredibly cold. The 
  party must succeed on a DC 10 Constitution saving 
  throw at the end of each hour spent inside or gain 
  one level of exhaustion. Creatures with resistance 
  or immunity to cold damage automatically succeed 
  on the saving throw, as do creatures wearing cold 
  weather gear (thick coats, gloves, etc.) and creatures 
  naturally adapted to cold climates. The cold prevents 
  long rests. If the heroes leave the maze, they find 
  that the island is engulfed in a ferocious blizzard. 
  Everyone caught in the blizzard moves at half speed 
  and normal visibility is reduced to 30 feet. The 
  blizzard doesn’t end until at least one of the hags has 
  been killed or forced to flee.
   
  Landscape of Ice  A series of cracks inside the 
  glacier forms an icy maze. This makes the use of fire 
  and spells that deal radiant, thunder, or force damage 
  very dangerous. For every 20 points of fire, radiant, 
  thunder, or force damage in one area, there is a 5% 
  chance that the cavern or passageway collapses. 
  This seals the area off permanently and deals 10d6 
  bludgeoning damage and 10d6 cold damage to anyone 
  caught in the ice cave-in. This amount is halved on a 
  successful DC 20 Dexterity saving throw.
   
  Cartographer’s Nightmare  Within this Feywild 
  glacier, compasses and other means of determining 
  which way is north do nothing. North, south, east, 
  and west have no meaning within the maze. It is 
  impossible to draw the interior of the glacier in 
  accurate two or three dimensional form, but that 
  doesn’t mean the DM won’t have a blast watching 
  the party attempt to do so. Cave-ins can change the 
  shape of the map by removing connections between 
  areas. At the DM’s discretion, a cave-in may also 
  create new connections.
   
  Dim Light  The glacier is thick and the sunlight 
  that penetrates the maze is diffuse and weak. The 
  whole maze is an area of dim light. Therefore, 
  unless the heroes bring their own light sources, all 
  Wisdom (Perception) checks that rely on sight are 
  made with disadvantage.
  
  123
   
  Teleportation Disruption  Alice’s magic, 
  combined with the magic inherent to the Feywild 
  glacier, makes teleportation within the maze difficult. 
  Attempts to move short distances, such as with misty 
  step, are successful. However, if an adventurer uses 
  magic to move to a space they cannot see, there’s a 
  50% chance that they arrive in a random location 
  within the maze.
  The Factions
  Four groups other than the heroes seek the Prince’s 
  Heart, as described in the Adventure Background. 
  These are smart groups who are dedicated to their 
  mission but recognize if and when they’re beaten. 
  They’re experienced, elite commando units, and each 
  one has different combat tactics at their disposal. If 
  beaten, the eladrin surrender, the drow and fomorians 
  flee, and the yuan-ti fight to the death, for returning 
  without the heart would mean death for them anyway.
  • Eladrin  This faction consists of 4 winter eladrin 
  (MToF 197) on a secret mission from the Unseelie 
  Court. Each eladrin commando is armed with a 
  wand of magic missiles (DMG 211).
  • Drow  A drow shadowblade (MToF 187) leads 
  a party of 4 drow elite warriors (MM 128) and 
  2 drow mages (MM 129). They are renegades, 
  exiles from the Underdark, and want the heart 
  to help protect themselves from assassination by 
  Lolth loyalists. 
  • Fomorians  This faction consists of 5 fomorians 
  (MM 136) who hope to destroy the heart to hurt 
  the fey races.
  • Yuan-ti  This group of 4 yuan-ti pit masters 
  (VGtM 206), accompanied by 2 venom trolls 
  (MToF 245), plan to destroy the heart as part of a 
  ritual to fully awaken their deity Merrshaulk. These 
  yuan-ti have the Acid Slime and Shed Skin traits 
  and the Polymorph into Snake action (VGtM 98).
  Development:
  If the heroes have strong ties to the renowned Bregan 
  D’aerthe, the drow renegades are predisposed to join 
  them. It’s also possible that the eladrin faction will 
  align with the heroes. If such a partnership occurs, 
  the remaining enemy factions should be strengthened 
  and a new faction added. Adjust the remaining factions 
  (assuming they’re still opponents) as follows:
  • The eladrin are now 5 members strong and are 
  accompanied by 2 air elemental myrmidons 
  (MToF 202).
  • The drow have gained an additional shadowblade 
  and mage. For an especially powerful faction, 
  each shadowblade now wields a wand of viscid 
  globs (OotA 223). The mages have leveled up, 
  granting them the following benefits: their hit 
  point maximum increases by 5, they have one 
  6th-level spell slot, and they can cast globe of 
  invulnerability.
  • The fomorians are now 6 members strong and are 
  accompanied by a gray render (MToF 209).
  • The yuan-ti now consist of 5 pit masters and three 
  venom trolls. Each of the pit masters has leveled 
  up, granting them the following benefits: their hit 
  point maximum increases by 6, they have two 
  4th-level spell slots, and they can cast sickening 
  DM’s Note: Antagonists
  There are seven antagonists within the glacier 
  maze. Not all seven must be encountered, 
  and the DM should feel free to cut some if 
  the adventure needs to be scaled down or if 
  keeping this many moving parts in order is 
  interfering with fun. I’ll never find out. You can 
  even cut them during the game so long as the 
  players haven’t encountered them yet. This is 
  your game, and you know your players. I don’t. 
  You do you.
  
  124
  radiance (XGtE 164). Once on each turn, when 
  they hit a creature with eldritch blast, they reduce 
  that creature’s speed by 10 feet until the end of 
  their next turn.
   
  A new faction arrives comprised of a star spawn 
  larva mage (MToF 235), a star spawn seer (MToF 
  236), and 3 star spawn hulks (MToF 234). Their 
  goal is to use the heart to open a bridge between the 
  Material Plane and the Far Realm in hopes of freeing 
  Tharizdun, the Chained God.
  The Wildcards
  Two other groups are in the glacier as well, but they 
  don’t seek the Prince’s Heart. The nilbogs (VGtM 
  182) and quicklings (VGtM 187) don’t even want 
  to fight. All they care about is having fun at the 
  expense of the various factions (and the heroes, too, 
  of course). They find the whole situation hilarious. 
  The jabberwock (Appendix: Stat Blocks) just wants 
  to eat things.
  
  125
  Faction Tactics:
  Eladrin Tactics  The eladrin commandos attempt to 
  ambush the heroes, hiding out of sight and waiting 
  until the heroes are most vulnerable. They aim for an 
  overwhelming surprise attack that will kill the party’s 
  spellcasters and target melee fighters from range. 
  Though this faction has no real leader, one member 
  named Whurbin Kohnomus Tah takes the role of 
  representative, if necessary. The others are named 
  Lie Faenyaku Wee, Soukia Ngathal Ilsendal, and 
  Qiu Qualentinovich Lathrana.
  • In their first round, each eladrin targets the least 
  armored spellcaster they can see with their wand 
  of magic missiles, using 7 charges at once to 
  produce 9 darts (dealing a total of 9d4 + 9 force 
  damage). If focused on one adventurer, this deals 
  an average of 126 points, which they are confident 
  should kill a single spellcaster. The eladrin don’t 
  hesitate to spend the wands’ charges since they 
  plan to loot the bodies of their victims after they 
  kill them. After they use their wands, the eladrin 
  use their Fey Step to surround the heroes. They 
  each attempt to position themselves just within 60 
  feet of an opponent. This activates their Sorrowful 
  Presence, potentially ending combat entirely if all 
  the heroes fail their saving throws.
  • If some or all of the heroes are unaffected by the 
  charm effect, the eladrin cast cone of cold or ice 
  storm on the heroes on their next turn, depending 
  on the geography of the encounter area. They do 
  not hurt their own members if they can avoid it. 
  After that, they cast gust of wind or fog cloud in 
  an attempt to escape. The eladrin know they are 
  weak in melee range and are confident that if 
  they’ve done enough damage to the heroes, the 
  other hazards of the maze will finish them off.
  •  If the party makes it away from the fray, the 
  eladrin follow them from a distance, ready to step 
  in and assist anyone or anything that threatens the 
  remaining heroes.
  • Unlike the other factions, the eladrin are on the 
  same time clock as the heroes. They want to save 
  the Feywild and return the heart, just on their 
  own terms: their mission is to bring the heart 
  to the Unseelie Court and take the Prince of 
  Hearts under their thrall. While the eladrin are 
  fiercely loyal to the Unseelie Court, they recognize 
  that the heart must be retrieved soon. They can 
  therefore be persuaded to join forces with the 
  heroes, especially if the heroes have captured or 
  killed some of their party members. Naturally, the 
  eladrin are allies of dubious trustworthiness. They 
  won’t forget their mission and they look for any 
  opportunity to keep the heroes from keeping the 
  heart, though they accept this outcome if it means 
  the Prince will not freeze through entirely.
  Drow Tactics  The drow faction is led by Arigbigh 
  Sim, a drow shadowblade. He commands four elite 
  warriors named Yamonna, Ehrle, Jagneshki, and 
  Cloaksha, and two drow mages named Polgár 
  Hansen and Virág Thurii. All seven are long-time 
  veterans and their bodies show the healed wounds 
  of many past battles. They were each disgraced in 
  battle and assigned to be living sacrifices to Lolth, 
  but they recently escaped and have been on the run 
  ever since. In that time, they survived two attacks by 
  drow assassins sent to kill them; in fact, they escaped 
  as a group of nine, but two of their comrades fell to 
  the assassins.
  • This faction seeks the Prince’s Heart because it 
  can, as a powerful magic artifact and an object 
  abhorrent to Lolth, offer them protection against 
  further attempts on their lives. If the heroes offer 
  them protection and a safe place to live after 
  they leave the glacier, the drow can be convinced 
  to align with them. Their loyalty in that case is 
  proportional to how trustworthy they think the 
  heroes are. As renegades, their trust is difficult 
  to earn. If the heroes have at least 10 ranks of 
  renown with Bregan D’aerthe, the drow faction 
  requests to join them.
  • The drow are shoot-first-ask-questions-never 
  kind of people. Therefore, if the heroes make no 
  obvious overtures of friendship, they are treated as 
  hostile. The drow attack is vicious and fast. They 
  aim to win with a shock-and-awe strategy.
  • As soon as the drow locate the heroes, they begin 
  stalking them and attempt to remain hidden until 
  all the obvious spellcasters are within a 20-foot 
  radius. Polgár and Virág then cast cloudkill 
  and evard’s black tentacles at the center of the 
  spellcaster group, aiming to capture all of them 
  within the poisonous gas. On their next turn, 
  the mages use Summon Demon to summon a 
  shadow demon (MM 64) and command them 
  
  126
  to attack the spellcasters. Ignore the probability 
  associated with the success of this feature.
  • At the same time, Arigbigh sends his elite 
  warriors after the party’s melee fighters. They 
  attempt to team up, two against one, and attack 
  them mercilessly with their shortswords. 
  Whenever possible, they use their Parry reaction.
  • On each turn, Arigbigh uses Shadow Step to 
  move around the heroes and attack twice with 
  his shadow sword. The Shadow Step grants him 
  advantage on each of his first attack rolls.
  • Because the drow are renegades, they do 
  everything they can, even abandoning battle tactics, 
  to kill any other drow they see. The elite warriors 
  fight to the death unless ordered otherwise. 
  Arigbigh, Polgár, and Virág order the warriors to 
  cover their escape if they decide to flee, which they 
  do if two of the three are killed or both shadow 
  demons and at least two of the elite warriors have 
  been killed. The remaining drow do not remain 
  inside the glacier; they leave the island behind.
  • Unless, that is, they run into the eladrin faction. 
  In that case, the drow align with the eladrin 
  faction and become unambiguously loyal to their 
  cause. If they do so, Whurbin assumes command 
  of the new group, as the drow find explicit 
  hierarchies comforting.
  • If captured, the drow freely reveal their history 
  and motives unless there are any drow in the 
  party, in which case they say nothing.
  Fomorian Tactics  Each of the five fomorians is 
  equipped with a +1 greatclub given to them by their 
  king. They have no subtlety and attack instantly upon 
  discovering the heroes. Their names are Zeuxhippe 
  Mer, Fuad Akambheryliax, Hom Moopsity, 
  Nakshi Mellifane, and Laverick Jork.
  • The fomorians begin combat with Curse of the Evil 
  Eye, each targeting as many melee opponents as 
  they can. After that, they form two lines facing the 
  enemy, with three fomorians in front attacking the 
  strongest melee fighter in the party with their +1 
  greatclubs and two fomorians behind using their 
  Evil Eye against the same hero or heroes. If one of 
  the front line fomorians is reduced below half their 
  hit points, they attempt to retreat to the rear line 
  and one of the rear fomorians replaces them.
  • If more than three of the fomorians are killed, any 
  remaining flee the glacier. If any of the frost giants 
  outside are alive, they swiftly kill the fomorians.
  Yuan-ti Tactics  The yuan-ti pit masters are named 
  Kayssa Sima Dhylss, Aussa Thariss Bhussan, 
  Chossa Sennesst, and Ssumanjit Pressvar. They 
  are arrogant and disdainful of everyone who might 
  stand in their path. They do not attempt to avoid 
  combat but rather walk casually into it, confident that 
  the heroes are no match for them. Yuan-ti are, after 
  all, the superior race.
  • In battle, the pit masters send the two venom 
  trolls, Dirty and Hairy, after the heroes’ biggest 
  melee fighter. In the first round, Dirty and Hairy 
  use their Venom Spray action and proceed to bite 
  and claw until it recharges. Second verse, same as 
  the first.
  • On their first turn, the pit masters use Polymorph 
  into Snake on the party spellcasters. On their 
  second turn, they spend a bonus action to use their 
  Acid Slime and then use Merrshaulk’s Slumber on 
  the heroes. After that, they attack with their bites. 
  If one of the pit masters is grappled, they use Shed 
  Skin. As soon as their Polymorph into Snake 
  recharges, the pit masters target spellcasters who 
  have not yet been turned by this feature.
  • As soon as a pit master is reduced below half 
  their hit points, they cast vampiric touch. They 
  save their second spell slot in case they need to 
  cast counterspell in response to area of effect 
  spells like fireball, or misty step as a last resort if 
  surrounded. The yuan-ti fight to the death.
  • The yuan-ti violently resist being captured. 
  However, if subdued, they reveal only that 
  Merrshaulk demands the destruction of the 
  Prince’s Heart. They know how to destroy it and 
  how the heart’s destruction figures into the ritual, 
  but refuse to give any significant details about 
  their god or how they serve him. They definitely 
  don’t say anything about the secret temple in Chult 
  that is to be the center of the new yuan-ti empire.
  Nilbog Tactics  The nilbogs, named Larry, Moe, 
  and Curly, and their six quickling friends do not 
  have combat tactics, since their aim is not to fight 
  but to annoy. Once they locate the heroes, the group 
  follows them discreetly and begins a campaign of 
  harassment and practical jokery. Each of the nilbogs 
  wields a different magic item. Larry has a wand of 
  pyrotechnics, Moe has a wand of scowls, and Curly 
  has a wand of smiles (all XGtE 140). Together, they 
  
  127
  ride a broom of flying (DMG 156). Three of the 
  quicklings have decks of illusions. The other three 
  wear gloves of thievery (DMG 172). The quicklings 
  are named Mulryan, Maiya, Astah, Matreyam, 
  Chalbeadoly, and Lorusen.
  • The quicklings amuse themselves by tossing cards 
  from their decks of illusions in front of the heroes. 
  This serves as a distraction while the quicklings 
  wearing gloves of thievery steal from the heroes. 
  The quicklings don’t actually want anything the 
  heroes have. They either leave the stolen items on 
  the ground behind the heroes as though they’d 
  fallen out of a pack or sneak them into a different 
  party member’s pockets in the hopes of causing 
  intra-party arguments. If they see the heroes 
  attempting to take a short rest, they do “hilarious” 
  things like steal their boots or pee in their drinks 
  while no one’s looking. The quicklings do not 
  wish to be caught and they run and hide if they’re 
  worried they’ll be seen.
  • Meanwhile, the nilbogs periodically cast tasha’s 
  hideous laughter or use their wands to annoy the 
  heroes. They’re not as fast as the quicklings, so 
  if they need to get away from the heroes, they 
  use spells such as grease, fog cloud, confusion, 
  misty step, and spider climb. Because there are 
  three nilbogs, if one is injured, the others can heal 
  them by using their Reversal of Fortune reaction 
  to comically beat them. The quicklings assist in 
  Larry, Moe, and Curly’s flight by attacking the 
  heroes with their daggers and loudly condemning 
  the heroes for being “stodgy sticks-in-the-mud.”
  Running the Jabberwock:
  The jabberwock isn’t smart enough to use tactics. It 
  charges in, uses its Burbling Breath attack, then bites 
  and claws at the heroes. While it waits for its breath 
  attack to recharge, it uses its Eyes of Flame instead. 
  It fights without fear to the death.
  Populating the Maze
  Every time the heroes move to a new area in the 
  maze, roll on the Environmental Condition table. 
  Area S is always filled with strong winds that blow 
  the ice about in swirls, erasing any tracks and 
  stinging everyone’s eyes. Everyone must move at half 
  speed and all Wisdom (Perception) checks are with 
  disadvantage there. The remainder of the areas have 
  specific descriptions and encounters, detailed below, 
  that may supersede the overall environmental table.
   
  Unless the heroes encounter one of the 
  1d20
  Encounter
  1-2
  12 ice mephits (MM 215), hide on the walls. One of the mephits casts fog cloud while the other 11 use their Frost Breath 
  on the heroes. The mephits then flee to another room, where they wait for the party to encounter them again.
  3-4
  3 hungry frost salamanders (MToF 223) attack.
  5-6
  4 sorrowsworn lost (MToF 233) are the remnants of an adventuring party that entered the glacier and were driven 
  mad by the incoherence of its passageways.
  7-8
  2 remorhazes (MM 258) lie in wait under some loose snow. They have taken residence in the glacier to prey on 
  adventurers.
  9-10
  The ice here glows a strange, pale green, and fungi grow thickly everywhere. Arched over one of the entryways is an 
  alkilith (MToF 130). It does not attack but defends itself to the death.
  11-12
  Twelve well-crafted statues of noble (gnome/goblin/elven) warriors line the walls. They are actually stone cursed 
  (MToF 240), but won’t move unless one of them has an opportunity attack against a spellcaster. In that case, the stone 
  cursed all animate at once and target all spellcasters in range.
  13-14
  3 sorrowsworn hungry (MToF 232) lie in wait. They attempt to grapple the smallest party member and focus all their 
  attacks on them.
  15-16
  The chamber is warmer than its surroundings and a pool has formed in the middle. In the pool is a water elemental 
  (MM 125) that reacts very negatively to anyone disturbing it.
  17-19
  3 ice golems (Appendix A) have been sent on patrol by Alice. They attack without hesitation.
  20
  The party encounters the jabberwock (Appendix: Stat Blocks). If the jabberwock has been slain, roll again.
  randOM enCOunTers
  
  128
  antagonists, every room has a 25% chance of having 
  a random encounter in it. Roll on the Random 
  Encounters table to determine what it is.
   
  Every room that doesn’t have an encounter in 
  it has a 25% chance of being special. When the 
  heroes enter one of these rooms, roll on the Special 
  Descriptions table.
  Running the Maze
  The Maze  The iceberg has three entrances, which 
  are marked with red stars. Each area has numbered 
  exits which connect to other areas in the maze. 
  Despite the map’s strange appearance, anyone 
  inside the maze experiences it as a seamless whole. 
  Creatures leave one area and end up in another. The 
  1d20
  Description
  1
  The heroes encounter the frozen remains of a slaughtered adventuring party of duergar, killed by the jabberwock.
  2
  This room buzzes with weird psychic energies. Everyone who begins their turn in it must make a DC 15 Wisdom saving 
  throw or acquire a short-term madness effect (DMG 259).
  3
  Distant, polyphonic voices sing in Abyssal. They howl, screech, and buzz.
  4
  Strange, glittering figures can be seen in the distance. Anyone with darkvision can make out humanoid shapes. When 
  someone approaches, nothing is there.
  5
  There is a burned elm in the middle of the ice that has many small golden berries growing on it. Old, dried blood is 
  driven into the bark forming a message written in Celestial: “The burbling comes.”
  6
  There are teeth forming a pentagram, in the center of which is a glaive-wielding corpse, its eyes and mouth filled with 
  snow. The corpse has a birthmark in the shape of a heart on its face.
  7
  There is an oak tree here that has, somehow, grown round into a clockwise spiral. Old, dried ink is embedded in the 
  bark, forming a message written in Infernal: “Beware the jaws that bite.”
  8
  The chamber is warmer than its surroundings and a pool has formed in the middle.
  9
  There is a rich blue tree stump here that has glistening strings of spider silk with blown glass bells hung upon it. A holy 
  sign of Asmodeus has been inscribed on it.
  10
  There is an ancient elm tree here that has grown such that it seems to form a face towards its top and has branches 
  that resemble horns. Dozens of spear points are driven deep into the trunk.
  11
  Twelve well-crafted statues of noble gnome, goblin, and elven warriors line the walls.
  12
  A corpse stands in the snow with its eyes put out and grips an amulet, raving about saving a monarch from an endless 
  horde of undead enemies. It ignores the heroes.
  13
  There is a cobblestone clearing with a cyan picnic table here. Rancid meat has been portioned and set out on the the 
  table as for a feast on large, flat leaves.
  14
  A single (bat/dog/cat) skull hangs from the ceiling, covered in snow.
  15
  The party encounters the bodies of six recently slain (gnome/goblin/elven) warriors. They were killed by one of the 
  other faction groups in the glacier.
  16
  An altar to Oghma, long abandoned and thickly-covered in snow, sits in the center of this room beside a pink rapier. 
  Despite the snow, it is dry and warm to the touch, like a great fire had been lit next to it.
  17
  Suddenly, voices shout in Sylvan, reciting a strange poem. Consider reading a selection from Lewis Carroll’s 
  “Jabberwocky.”
  18
  A path has been lined with tiny stone lamps, upon which rests a phosphorescent greatsword. It is covered with ice and 
  there are the remnants of a feast scattered beneath it.
  19
  A long-dead distant companion from one of the characters' past leans on an ice boulder, from a crack in which quiet 
  screaming can be heard. If attacked or touched, they ignite like flash paper and burn away.
  20
  The ice here glows a strange, pale green, and fungi grow thickly everywhere.
  speCial desCripTiOns
  
  129
  
  130
  maze has been broken into 19 sections for the DM’s 
  convenience. When put together, the maze forms a 
  shape that has more than 3 dimensions, though this 
  is imperceptible to creatures inside the maze.
   
  Refer to the maze diagram to determine how 
  different parts of the maze connect. Creatures move 
  like board pieces through the maze. For the purposes 
  of counting “steps” into the maze, areas R, B, and L 
  are 0 steps in; areas N, F, J, G, and O are 1 step in; C, 
  M, A, and H are 2 steps in; D, Q, and I are 3 steps in; 
  E, K, and P are 4 steps in; and S is five steps in.
   
  Starting Locations  Of the eladrin, the drow, 
  the fomorians, and the yuan-ti, two groups begin 
  in the maze, as do the nilbogs and the jabberwock. 
  Place the two faction groups one step into the maze 
  and the nilbogs and the jabberwock two steps into 
  the maze. These are their starting positions. The 
  other two faction groups enter the maze at the same 
  time as the heroes.
   
  Movement  Every time the heroes move to a 
  new area in the maze, the other groups and the 
  jabberwock move as well, in the following manner:
  • No antagonist can move down one path and 
  then immediately move back along the same 
  path.
  • The eladrin move left; if that isn’t possible, they 
  move down and to the right.
  • The drow move right; if that isn’t possible, they 
  move down and to the left.
  • The fomorians move down, then left, then 
  down, then left. If they can’t move, they remain 
  in their area and then move randomly once 
  before returning to their pattern.
  • The yuan-ti always choose the shortest 
  connection open to them.
  • The nilbogs move in a sort of circle: C-D-M-
  I-P-H-A-Q-C. If the heroes are in an adjacent 
  area, though, they jump into it and begin to 
  harass them.
  • The star spawn enter the adventure only if the 
  heroes join forces with another faction. In that 
  case, they move in a direct line toward the 
  heroes.
  • The jabberwock moves randomly, and doesn’t 
  follow any paths, until it is adjacent to the 
  heroes. Once there, it jumps into their area.
  • Alice and her coven never leave Room F in 
  Area S.
  • If two antagonists end up in the same area, 
  nothing happens, except if the two antagonists 
  are the drow and the eladrin. In that case, they 
  join forces.
  • If the heroes are in the same area as an 
  antagonist, track each of their movements on 
  the map. All the antagonists move toward the 
  heroes by the shortest route. If the heroes move 
  to another area, all antagonists move as normal.
  DM’s Note: Adjusting the Difficulty
  If the party is strong, they encounter several faction 
  groups one after another.
  If the party is very strong, make the faction groups 
  bigger, following the suggestions above regarding 
  alliances. Additionally, introduce the star spawn faction.
  If the party is weak, remove the jabberwock.
  If the party is very weak, remove the jabberwock and 
  1-2 factions. 
  Part 3: Alice
  The Big Bads
  Room S-F is a large, seven-sided area shaped 
  roughly like an egg. It’s much larger than any other 
  room in the maze and very, very cold. Incongruously, 
  1d10
  Environmental Condition
  1-6
  Icy and cold.
  7
  Distractingly beset by strange, moving shadows 
  (everyone has disadvantage on Wisdom 
  (Perception) checks).
  8
  Filled with a thick fog hovering over the ground, 
  reaching up about two feet (everyone must 
  move at quarter speed). 10% chance that there 
  is a vampiric mist (MToF 246) in the fog. If so, no 
  additional random encounter occurs.
  9
  Lined with dangerously sharp ice (everyone must 
  move at half speed).
  10
  Filled with strong winds that blow the ice 
  about in swirls, erasing any tracks and stinging 
  everyone’s eyes (everyone must move at half 
  speed and all Wisdom (Perception) checks are 
  with disadvantage).
  
  131
  there are a great many potted plants lining the walls 
  and scattered around on the floor.
   
  When the heroes enter, they see three eladrin girls 
  tied up at the back of the room, each approximately 
  13 years old and clutching a small clay doll. 
  They introduce themselves as Dinah, Kitty, and 
  Snowdrop and report that they were kidnapped and 
  brought into the glacier a few days ago. They appear 
  to be held captive by a human abjurer (VGtM 209), 4 
  oni (MM 239) and 4 yeth hounds (VGtM 201). The 
  oni are named Digby, Draczynski, Larionov, and 
  Malina. Each is armed with a +1 glaive and carries 
  a bead of force (DMG 154). When the heroes arrive, 
  Draczynski and Larionov are disguised as goblins, 
  thanks to their Change Shape ability.
   
  Helin Kerrhylon, the abjurer, is the sole survivor 
  of another faction that was massacred three days ago 
  in the maze by the jabberwock. She was captured 
  and Alice has spent a considerable amount of time 
  using the Prince’s Heart to elaborately modify Helin’s 
  memory. Helin now believes herself to be Alice 
  Sunmeadowquick, the thief who stole the heart. She 
  believes she stole it because she’s on a holy mission, 
  sent by Bahomet himself to acquire the artifact and 
  keep it safe.
   
  Enemies of the heart are everywhere, Helin 
  believes, including among the Seelie Court. She will 
  hand the heart over only to Bahomet, in person; no 
  one else is to be trusted with it. How she manages 
  to reconcile this with her real past is, of course, up 
  to the DM. The amount of modification that Alice 
  inflicted upon her is so extreme that if she recovers 
  her memory, she must make a DC 15 Wisdom saving 
  throw or acquire a short-term madness effect.
   
  Helin has cast symbol on the floor in front of 
  the chamber entrance. Anyone who crosses the 
  threshold without saying the password “white rabbit” 
  triggers the glyph’s Death effect.
   
  When the girls see the heroes, they cry out with 
  happiness and beg the party to save them from 
  their captors. Alice uses the Prince’s Heart to cast 
  charm person as a 9th-level spell on as many of the 
  heroes as she can. She meekly asks all affected party 
  members to save her from Helin, whom she refers to 
  as Alice, of course.
   
  There are also 3 ice golems (Appendix: Stat 
  Blocks) hiding in the room.
   
  A successful DC 15 Intelligence (Investigation) 
  check reveals that the dolls look exactly like the 
  girls who are playing with them and that the girls 
  are not actually bound at all. The dolls are weird 
  magic charms (VGtM 55) that have transformed the 
  bodies of Alice, Frantratha, and Wolfblossom into 
  those of eladrin children. In actuality, the three are 
  a coven of bheur hags (VGtM 160): Grandmother 
  Alice Sunmeadowquick, Auntie Frantratha 
  Moontoe, and Auntie Wolfblossom Elderberry 
  (Appendix: Stat Blocks) If their ruse fails to 
  convince the heroes, the hags smash their dolls as 
  a bonus action and instantly change back into their 
  true forms. They also smash their dolls if Helin dies 
  or remembers her true identity.
   
  Helin’s Tactics  Helin, believing herself to be 
  Alice, is filled with self-confidence. She haughtily 
  commands the heroes to surrender and beg for their 
  lives. When that fails to work (as it doubtless will), 
  she orders Digby and Malina to join the yeth hounds 
  in attacking the heroes. Draczynski and Larionov 
  hold back, guarding the children.
   
  On their first turn, Digby and Malina each throw 
  a bead of force at the heroes, aiming for the most 
  dangerous melee opponents they can. On their 
  subsequent turns, they attack the party with their 
  glaives.
   
  Helin has already cast mage armor on herself by 
  the time the heroes arrive. At the start of combat, 
  she casts magic missile at 6th-level on an enemy 
  spellcaster and then casts globe of invulnerability. 
  After that, while maintaining concentration on her 
  globe spell, she casts fireball at 4th-level, targeted 
  to damage as many enemy spellcasters as she can. 
  Helin tries not to damage the oni or yeth hounds, 
  for she considers them allies. If she can’t safely 
  cast fireball, she casts cone of cold or magic missile 
  instead. On her third turn, she casts cone of cold, 
  which she repeats on her fourth turn. On her fifth 
  and sixth turns, if she’s still alive, she casts fireball or 
  magic missile at 4th-level. 
   
  Because of Alice’s memory meddling, Helin never 
  surrenders and she fights to the death.
   
  Meanwhile, the yeth hounds use their Baleful 
  Braying action. After that, they rush into melee, biting 
  furiously at any and every party member they can. 
  The hounds obey the oni and will not disengage 
  unless commanded to by their masters.
  
  132
   
  Draczynski and Larionov stay near Helin, 
  seemingly to protect her in case any of the heroes get 
  past the yeth hounds. In reality, they’re there to kill 
  Helin in case she recovers her memory. Of course, 
  they return to their true form and engage with any 
  enemies who approach.
   
  Helin Revealed  If the heroes don’t believe 
  that Helin is Alice, the abjurer’s tactics don’t 
  fundamentally change. Alice has made a plan in case 
  this happens, and while Helin is surprised by the 
  coven’s transformation from children into hags, she 
  recognizes Alice as her grandmother. If anything, this 
  makes Helin fight the heroes more vigorously, as she 
  is (she believes) protecting both the Prince’s Heart and 
  her family from agents of evil (i.e., the heroes).
   
  Alice doesn’t expect Helin to survive the 
  encounter. She’s being used to soften up the heroes, 
  not to do real damage to them. When Helin dies, or if 
  the heroes don’t believe Helin is Alice, the three hags 
  smash their dolls and return to their regular form.
   
  Hag Coven’s Tactics  Alice and her sisters focus 
  on keeping the heroes trapped so their allies can 
  whomp on them freely.
   
  The hags first use one of the coven’s Lair Actions 
  to create a blizzard centered around the maximum 
  number of heroes possible.
   
  The first hag casts spike growth, centered in the 
  same area as the blizzard. The second hag casts plant 
  growth, centered on the same area. If that hag is Alice, 
  she uses the Prince’s Heart to cast it. The third hag 
  then casts entangle in the blizzard. After one turn, the 
  area has turned into a hell of ice cold blindness.
   
  On round two, the first hag maintains 
  concentration on her spike growth spell and casts cone 
  of cold. The second hag casts call lightning centered 
  on the blizzard. The third hag maintains concentration 
  on her entangle spell and casts cone of cold.
   
  In the third round, one of the hags uses another Lair 
  Action to create a new blizzard, targeting the heroes. 
  The hags continue to attack and harass the party.
   
  Minion Tactics  The ice golems and the 
  remaining oni make sure any heroes who make it 
  out of the blizzard area are swiftly dealt with. The 
  ice golems aren’t clever. They use their Erupting 
  Ice feature and then make Slam attacks against the 
  heroes. The oni make use of any remaining beads of 
  force and then attack with their +1 glaives.
  Alice’s Contingency Plans
  Alice has three contingency plans in case the heroes 
  overcome her:
  •  Protect the Coven  If all members of the coven 
  are alive, Alice casts wall of thorns to create a 
  barrier between her and the heroes and then uses 
  her amulet of the planes (DMG 150) to transport 
  her and her coven sisters to another plane. In this 
  case, she leaves the Prince’s Heart behind, for it 
  has proven to be more trouble than it is worth.
  •  Flee  If at least one of the coven has been killed, 
  Alice uses a Lair Action to pass through the walls 
  of the chamber, fleeing with the Prince’s Heart 
  into the maze. If there are any faction groups still 
  roaming the maze, she gives them the artifact in 
  exchange for escorting her off the island in safety. 
  •  Family Affair  If Helin is still alive and still 
  believes herself to be Alice, she rushes to protect 
  “her grandmother” and casts teleport on herself 
  and all remaining hags, fleeing the island.
  DM’s Note: Adjusting the Difficulty
  If the party is strong, Helin is accompanied by a 
  war priest (VGtM 218), a companion who has been 
  similarly brainwashed. 
  If the party is very strong, add more yeth hounds and 
  another ice golem. 
  If the party is weak, remove Helin’s symbol glyph at 
  the cavern entrance. 
  If the party is very weak, replace the oni with 
  werewolves (MM 211).
  If the heroes have allied with the drow, add 1 oni, 1 
  yeth hound, and a boneclaw (MToF 121), which serves 
  as Alice’s personal bodyguard/slave.
  Surrender  If Alice is defeated and cannot flee, she 
  attempts to barter for her life. She is willing to part 
  with her ring of regeneration (DMG 191) and amulet 
  of the planes if it means her life is spared, but she 
  would much rather offer the heroes their pick of 
  whatever they want from the coven lair. The lair may 
  include some of the following items:
  • 3 jars of pickled ice mephits, each mutated in 
  some horrible way. They’re dead, but somehow, 
  no matter where any of them are placed, the body 
  inside it always faces in the direction of the last 
  person to hold the jar.
  
  133
  • A bag of devouring (DMG 153).
  • A broken heward’s handy spice pouch (XGtE 137). 
  There’s a 50% chance the pouch produces the 
  wrong kind of seasoning.
  • A cloak of the badger, which is like a cloak of the 
  bat (DMG 159) except it turns the wearer into an 
  especially irascible badger.
  • A bag of tricks (DMG 154). The bag is cursed, and 
  the only objects that can be removed from it are 
  invisible badgers, which aren’t friendly to anyone. 
  If questioned about the bag, Alice becomes 
  defensive and says she isn’t done with it yet.
  • A cloak of invisibility (DMG 158). The cloak 
  is cursed and doesn’t make things the user is 
  carrying or wearing invisible.
  • A hat of disguise. The hat is cursed so that no 
  matter what the wearer wants to look like, they 
  always look like a badger. However, unless they 
  succeed on a DC 13 Wisdom saving throw, they 
  believe that the hat worked as normal and cannot 
  be convinced otherwise by any means.
  • A cursed tankard of sobriety (XGtE 139). Instead 
  of making you not get drunk, the tankard doubles 
  the strength of any alcoholic drink in it.
  • A fully assembled frost salamander skeleton, the 
  bones all held together with wire. Each bone is 
  always painfully cold unless removed from the 
  others, in which case the whole skeleton begins 
  to warm up to room temperature. If the bone is 
  replaced, the skeleton becomes cold again.
  • A manual of ice golems (DMG 180).
  • A pair of yeti-hide boots, made to fit hag feet. They 
  function as boots of the winterlands (DMG 156) 
  but are cursed. In addition to their regular powers, 
  these boots also make the wearer grow facial hair 
  at an extraordinary rate. Within a day, the wearer 
  grows a full, bushy beard. The hair does not stop 
  growing until the boots are removed.
  • A talking doll (XGtE 139) that doesn’t repeat what 
  is said to it. Instead, it speaks only crude insults.
  • A wand of badger detection. This works exactly 
  like a wand of enemy detection (DMG 210) except 
  that it points toward the nearest badger.
   
  In addition to the special items, the hag lair includes 
  the following mundane treasures:
  • 11,000 gp
  • 28,000 pp
  • 3 yellow sapphires, 2 black opals, 1 emerald, 3 
  star rubies, and 4 blue sapphires (each worth 
  1,000 gp)
  • A gold jewelry box with platinum filigree (7,500 gp)
  • A jade game board with solid gold playing pieces 
  (7,500 gp)
  Concluding the 
  Adventure
  If the heroes acquire the Prince’s Heart, they find that 
  when they move from Area S to any other area, they 
  instead go to their original entry location. Unless they 
  left Snauck and the other giants alive, they have a 
  quick journey back to the mainland and to the Prince 
  of Hearts.
   
  If the heroes failed to acquire the Prince’s Heart, it 
  must still be retrieved. Who’s got it? Did Alice escape 
  with it? Does one of the other faction groups have 
  it? The heroes failed their mission, and what they do 
  next to redeem themselves is another story entirely.
  Continuing the 
  Adventure
  Retrieving the Prince’s Heart and using it to heal the 
  prince does not have to be the end of this adventure. 
  It can be a springboard into a large-scale campaign 
  for high-level characters in the Feywild in a number 
  of ways.
   
  The bheur hags may be agents of the Lord of the 
  Long Night, an archfey whose heart has been frozen 
  over by rejected love and who bears a permanent 
  hatred for the Prince of Hearts. The Lord of the 
  Long Night is detailed in Dragon™ 374 as the Prince 
  of Frost. This is a 4th edition source, but can be 
  adapted without much difficulty.
   
  If the heroes have proven themselves capable 
  by retrieving the Prince’s Heart, the Seelie Court 
  might ask them to recover the two other missing fey 
  artifacts, the Moon’s Silver (stolen from the Maiden 
  of the Moon and rumored to be in the possession of 
  Lolth in the Demonweb Pits), and the Prince’s Tear 
  (stolen from the Prince of Frost and rumored to be in 
  the possession of the Raven Queen). Either of those 
  
  134
  would be a grand adventure indeed. 
   
  Should the heroes fail to recover the Prince’s 
  Heart in time, the adventure can expand in a 
  different way. Whichever faction managed to retrieve 
  the jewel now possesses an item of extraordinary 
  power and will, no doubt, use it. The heroes can be 
  tasked with redeeming themselves by foiling the 
  ambitions of this group.
   
  Alternatively, a previously uninvolved party 
  decides to take advantage of the hags’ actions to 
  strike at the Feywild for their own purposes. Perhaps 
  the Raven Queen is interested in expanding the 
  Shadowfell. More cataclysmically, both sides of 
  the Blood War find occupying the Feywild of great 
  strategic importance.
   
  Finally, the Prince’s Heart, being made of pure 
  love itself, is an artifact that is, potentially, powerful 
  enough to break Strahd von Zarovich out of Barovia. 
  Should he learn of its theft, possibly through Baba 
  Lysaga, who without doubt senses the theft, or 
  the Vistani, who go everywhere and know much, 
  he would stop at nothing to acquire it through his 
  agents. Perhaps one of the factions seeking the 
  Prince’s Heart is in fact working on Strahd’s behalf. 
  A liberated Strahd mounting an offensive against the 
  Feywild would be quite a sight to behold. 
   
  Of course, none of these are at all incompatible 
  with one another, and several can be combined to 
  continue the adventure.
  Appendix: Items
  The Prince’s Heart
  Wondrous item, artifact (requires attunement)
  The Prince’s Heart is a deep-red jewel made of pure 
  love itself. It is approximately the size of an orc’s fist 
  and is cut into the shape of a heart. It is always warm 
  to the touch and very faintly glows in a swirling, 
  pulsing light. The Prince’s Heart is the actual heart of 
  the archfey known as the Prince of Hearts. Without 
  the artifact, the archfey will turn to solid ice and die 
  over the course of ten days. The heart is one of seven 
  fey artifacts that hold the Feywild together, and each 
  of these artifacts has an appointed guardian who 
  uses it to tend to the delicate balancing act of the fey 
  world. The loss of any one artifact could be withstood. 
  However, two have already been stolen, and the theft 
  of the Prince’s Heart spells disaster for the Feywild.
   
  The other six fey artifacts are the Fool’s Lute 
  (held by Hyrsam, Prince of Satyrs), the Moon’s Silver 
  (stolen from the Maiden of the Moon and rumored 
  to be in the possession of Lolth in the Demonweb 
  Pits), the Lord’s Flower (held by Oran, the Green 
  Lord), the Prince’s Tear (stolen from the Prince of 
  Frost and rumored to be in the possession of the 
  Raven Queen), the Queen’s Eye (held by Tiandra, the 
  Summer Queen), and Baba Yaga herself. The few 
  who know this tend to believe that the fact that Baba 
  Yaga is a living fey artifact is a major reason why her 
  actions and character are so cryptic.
   
  Only an archfey can command the full range of 
  powers the Prince’s Heart allows. Lesser creatures 
  can, however, use the artifact. For such creatures, the 
  artifact has the following features.
   
  Random Properties  The Prince’s Heart has the 
  following random properties:
  • 2 minor beneficial properties (DMG 219)
  • 1 minor detrimental property (DMG 220)
  • 1 major detrimental property (DMG 220)
   
  Spells  The heart has 12 charges and regains 2d6 
  expended charges daily at dawn. While attuned to 
  the heart, you can use an action and expend one or 
  more charges to cast one of the following spells (save 
  DC 18) from it: animal shapes (5 charges), antipathy/
  sympathy (limited to the Sympathy effect, 5 charges), 
  charm person (as a 9th-level spell, 6 charges), 
  commune with nature (2 charges), control weather 
  (5 charges), druid grove (3 charges), heroes’ feast 
  (3 charges), modify memory (as a 9th-level spell, 6 
  charges), plant growth (1 charge), transport via plants 
  (3 charges), tree stride (2 charges).
   
  Love Scry  You can use an action to concentrate 
  your attention through the Prince’s Heart on a 
  creature you can see within 60 feet of you. Doing 
  so reveals to you the identity of the individual who 
  loves that creature most. If they are on the same 
  plane, the heart also reveals the direction that 
  person lies from you.
   
  Destroying the Heart  Most would say that 
  the Prince’s Heart is indestructible, but this is not 
  the case. In order to destroy it, the heart must be 
  submerged in the blood of seven creatures who have 
  never known love for seven days. Then, two creatures 
  who love each other must be trapped within the heart 
  
  135
  with two simultaneous imprisonment spells. This 
  shatters the heart, killing the creatures inside and 
  destroying the artifact forever.
  Appendix: Stat Blocks
  Bheur Hag Coven
  Grandmother Alice Sunmeadowquick, Auntie 
  Frantratha Moontoe, and Auntie Wolfblossom 
  Elderberry are a coven of bheur hags (VGtM 160) 
  with the following amendments:
   
  Grandmother Alice wears a ring of regeneration 
  (DMG 191) and an amulet of the planes (DMG 150). 
  She is also attuned to the Prince’s Heart.  
   
  While in her lair, Grandmother Alice has 
  Legendary Resistance (3/day). If she fails a saving 
  throw, she can choose to succeed instead.
   
  Shared Spellcasting  While all three hags are 
  within 30 feet of one another, they can each cast the 
  following spells but must share the spell slots among 
  themselves:                       
  • 1st level (4 slots): entangle, speak with animals
  • 2nd level (3 slots): flaming sphere, moonbeam, 
  spike growth
  • 3rd level (3 slots): call lightning, plant growth
  • 4th level (3 slots): dominate beast, grasping vine
  • 5th level (2 slots): insect plague, tree stride
  • 6th level (1 slot): wall of thorns
   
  Lair Actions  On initiative count 20 (losing 
  initiative ties), one of the hags can take a lair action 
  to cause one of the following effects. The same effect 
  cannot be used two rounds in a row:
  •  Pass Wall  Until initiative count 20 on the next 
  round, she can pass through solid walls, doors, 
  ceilings, and floors as if the surfaces weren’t there.
  •  Thaumaturgy  She targets any number of 
  doors and windows that she can see, causing 
  each one to either open or close as she wishes. 
  Closed doors can be magically locked (requiring 
  a successful DC 20 Strength check to force open) 
  until she chooses to make them unlocked, or until 
  she uses this lair action again to open them.
  •  Blizzard  She creates a blizzard in a 40-foot-high, 
  20-foot radius cylinder centered on a point she can 
  see within 120 feet of her. The effect lasts until 
  initiative count 20 on the next round. The blizzard 
  lightly obscures every creature and object in the 
  area for the duration. A creature that enters the 
  blizzard for the first time on a turn or starts its 
  turn there is blinded until initiative count 20 on 
  the next round. 
  Nilbog Amusements
  Most adventurers have heard of the nilbog (VGtM 
  182), a trickster spirit that sometimes possesses 
  goblinoids, especially those who have been 
  mistreated by their fellows. These goblinoids become 
  anarchic, wild creatures whose sole aim seems 
  to be to confuse, bewilder, and annoy everyone 
  around them. A lesser known occurrence is that, 
  on occasion, a goblinoid community is so vicious 
  and hateful towards its own that the trickster spirit 
  responsible for the creation of nilbogs deems it 
  necessary to visit a greater force of madness and folly 
  on them: not just one nilbog, but a group of them.
   
  In a dark parody of hag society, a trio of nilbogs 
  can form a kind of coven called an amusement. 
  An amusement consists of three nilbogs who both 
  collaborate on elaborate pranks and vicious practical 
  jokes and compete to see who can sow the most 
  disorder. Nilbogs are loners by nature, and forming 
  an amusement is the closest they ever come to having 
  their own community. If more than three nilbogs ever 
  come together, as might happen if two amusements 
  come into conflict, the result is invariably violent, for 
  the nilbogs are so irritating that even they cannot 
  stand one another in groups larger than three.
   
  Shared Spellcasting  While all three members 
  of a nilbog amusement are within 30 feet of one 
  another, they can each cast the following spells from 
  the wizard’s spell list but must share the spell slots 
  among themselves:
  • 1st level (4 slots): expeditious retreat, fog cloud, 
  grease, jump
  • 2nd level (3 slots): mirror image, misty step, spider 
  climb
   
  Each nilbog is a 4th-level spellcaster that uses 
  Charisma as its spellcasting ability. Their spell save 
  DC is 14 and their spell attack bonus is +6.
  
  136
  Jabberwock
  Large fey dragon, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 287 (23d10 + 161)
  Speed 40 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  22 (+6) 
  19 (+4) 
  24 (+7) 
  6 (-2) 
  9 (-1) 
  8 (-1)
  Saving Throws Con +14
  Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities necrotic, poison
  Damage Vulnerabilities vorpal weapons
  Condition Immunities exhaustion, frightened, grappled, paralyzed, 
  petrified, poisoned, prone, restrained
  Senses darkvision 120 ft., passive Perception 10
  Languages —
  Challenge 22 (25,000 XP)
  Whiffling Aura. Any creature that starts its turn within 30 feet of the 
  jabberwock must succeed on a DC 21 Constitution saving throw. 
  On a failure, the creature takes 14 (4d6) psychic damage and the 
  jabberwock has advantage on attack rolls against it until the end of 
  the creature’s next turn. Dragons are immune to this aura.
  Manxome Foe. A creature reduced to 0 hit points from damage dealt 
  by the jabberwock dies and can’t be revived by any means short of a 
  wish spell.
  Legendary Resistance (3/day). If the jabberwock fails a saving throw, 
  it can choose to succeed instead.
  Actions
  Multiattack. The jabberwock uses its Eyes of Flame or Burbling 
  Breath (if available) and then makes three attacks: one with its bite 
  and two with its claws.
  Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.  Hit: 17 
  (2d10 +6) piercing damage plus 4 (1d8) psychic damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.  Hit: 13 
  (2d6 +6) slashing damage.
  Eyes of Flame. Melee Weapon Attack: +13 to hit, reach 15 ft., one 
  target.  Hit: 28 (5d8 +6) fire damage. On a hit, the target must succeed 
  on a DC 21 Constitution saving throw or its hit point maximum is 
  reduced by an amount equal to the fire damage taken. This reduction 
  lasts until the target finishes a long rest.
  Burbling Breath (Recharge 6). The jabberwock exhales a 60 foot 
  cone of confusing noise. Each creature in that area that can hear 
  the noise must make a DC 21 Wisdom saving throw. On a failure, the 
  creature takes 26 (4d12) psychic damage and can’t take reactions 
  until the start of its next turn. It rolls a d8 to determine what it does 
  during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the 
  creature takes no action or bonus action and uses all its movement 
  to move in a randomly determined direction. On a 7 or 8, the creature 
  makes a melee attack against a randomly determined creature 
  within its reach or does nothing if it can’t make such an attack. On a 
  success, the target is immune to the jabberwock’s Burbling Breath for 
  the next 24 hours.
  
  137
  Ice Golem
  Large construct, unaligned
  Armor Class 17
  Hit Points 178 (17d10 + 85)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  22 (+6) 
  9 (-1) 
  20 (+5) 
  3 (-4) 
  11 (+0) 
  1 (-5)
  Damage Immunities poison, psychic, cold; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine
  Damage Vulnerabilities fire
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator but can’t 
  speak
  Challenge 10 (5,900 XP)
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  Ice Walk. The golem can move across and climb icy surfaces 
  without needing to make an ability check. Additionally, difficult 
  terrain composed of ice or snow doesn’t cost it extra moment.
  Actions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 
  19 (3d8 + 6) bludgeoning damage.
  Erupting Ice (Recharge 5-6). The golem targets a point it can 
  see within 120 feet. A fountain of ice and snow erupts in a 
  20-foot cube centered on that point. Each creature in that area 
  must make a Dexterity saving throw. A creature takes 1d12 
  bludgeoning damage and 2d12 cold damage on a failed save, 
  or half as much damage on a successful one. Additionally, the 
  ground in that area becomes difficult terrain until cleared away. 
  Each 5-foot-square portion of the area requires at least 1 minute 
  to clear by hand.
  
  Through the Veil presents ten original Feywild-themed adventures designed for Dungeons & Dragons 5th 
  Edition. Adventures span tiers 1-4 and highlight the fey realm and its inhabitants from classic monsters like hags 
  and satyrs to new foes such as the Night Huntsman, the fabled jabberwock, and a corrupted mother dryad.
  Step into the plane of Faerie…
  A treasure-filled temple and a river streaked 
  with blood
  An abandoned palace populated by a 
  slumbering prince’s dreams
  A song of jealousy and loss and a lover 
  with a stone heart
  A personified stone maze bound by 
  neither physics or nature
  In Through the Veil, the heroes are called to break a 
  terrible curse and save a fey knight, rescue a village from 
  shapeshifting hags, and accompany an ambassador from 
  Calimshan to Queen Titania’s court to uncover a deadly 
  plot. They must use clues from an ancient song to lay 
  a sorrowful spirit to rest and traverse a sickly orchard 
  filled with strange fruit. Adventures include a timed race 
  through an icy fey glacier for an ancient artifact made of 
  pure love, a power-hungry fomorian and seven duergar 
  charmed by the statue of a sleeping elven woman, and an 
  elderly archmage in need of escort on her final journey.
  Featuring new magic items such as the Prince’s Heart, 
  Lallwyn’s Brooch, staff of the dryad, collar of suggestion, 
  potion of nature’s restoration, portal stones, and more!
  Tales of the Feywild
  Through The Veil
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Through the Veil - Tales of the Feywild.pdf