TEXT: the curse of
  the curse of
  lost memories
  lost memories
  a feywild adventure for  
  a feywild adventure for  
  10th level characters
  10th level characters
  
  2
  A fey being, cursed for a crime he doesn’t remember, seeks 
  to uncover his own past. A secret, hidden behind a bronze 
  door in a cursed city, may be the key to finding it. 
   
  This adventure is optimized for 4 10th-level characters 
  and is designed to be played in 1 or 2 sessions. It contains 
  notes on stretching the content to a longer adventure and 
  offers an opportunity to continue the story at the end. 
  Adventure Summary
  The adventure begins when the characters come into 
  contact with Ral, a talking weasel, who first tries to 
  persuade, then bribe, then blackmail the adventurers into 
  helping him regain his memories and eventually his true 
  form. Ral tells them he needs help opening a bronze door 
  that contains a powerful magic treasure that can restore his 
  memories. 
   
  Ral leads the adventurers to the ruined city of 
  Cendriane, where ghosts of the eladrin who once lived 
  there walk the streets. Below the city is a door to a prison 
  that contains the key to unlocking Ral’s lost memories. 
  In the outskirts of the city, the adventurers meet Ari, an 
  eladrin who keeps the old ways. Ari helps the adventurers 
  to progress further into the city and reach the Twisting Tree 
  at its centre. 
   
  The adventurers reach the Twisting Tree and 
  descend into the extradimensional caverns within its roots, 
  where they find a colony of vegepygmies at war with a 
  wood woad living in another section of the tunnels. The 
  vegepygmies worship a creature of rot and decay that they 
  call the Glax; the same creature sits atop the bronze door. 
   
  Having defeated or outwitted The Glax, the 
  adventurers open the door, revealing the treasure hidden 
  beyond: a hag, grown through with roots, who sees the 
  future with one eye and the past with the other. Ral strikes 
  a deal with the hag for the knowledge that he seeks. The 
  hag entreats him and the adventurers to free her from her 
  prison — something they are ultimately unable to do. Ral 
  gives the adventurers their reward for helping him and 
  goes to break his curse and reclaim his identity.   
  Adventure Hooks
  The adventure begins when the adventurers first encounter 
  Ral, a fey creature. Ral is under the effects of a powerful 
  curse, which has turned him into a weasel and robbed 
  him of his memories. He needs assistance to enter a vault 
  and discover his identity. He is willing to do anything to 
  convince, trick or coerce the adventurers into helping him.
   
  Ral can be encountered in any location, either in the 
  Feywild or on another plane. 
   
  Details regarding the adventurer’s first encounter 
  with Ral can be found in Chapter 1 of the adventure.
  Chapter 1:  
  The Weasel and  
  The Amulet 
  The adventure begins when one of the adventurers notices 
  something missing. The missing item is up to you. Ideally, 
  the item is extremely valuable, small enough for a small 
  animal to carry away, and extremely unlikely to be stolen 
  (including items that are being worn, such as a necklace or 
  ring, or something that should be inaccessible in a backpack 
  or bag of holding).  
  Note: The location in which this adventure begins is 
  unimportant. It can begin in any setting, from a forest 
  to plains to a bustling city to the Feywild itself. 
  When the adventurers notice the item is missing, they see 
  a white-furred weasel running away with the item clutched 
  in its teeth. The weasel turns to look at the adventurers 
  and begins to run as soon as they try to follow or make any 
  move to try and catch or attack it. 
  The Curse of Lost Memories
  By David Markiwsky
  An adventure for 4 10th-level characters set in the Feywild.
  
  3
  The Great Weasel Chase
  When the adventurers give chase, the weasel uses his 
  superior movement to stay just outside of their reach as he 
  leads them toward a temporary opening into the Feywild. 
  If caught, he uses Incorporeal Escape (see the sidebar 
  for information on Ral) to evade them and continue the 
  chase. You can use normal combat to simulate this chase 
  sequence, a succession of skill checks, or the chase rules 
  found on pg. 252 of the Dungeons Master’s Guide.
  Ral - Weasel Form
  Speed. Ral’s movement speed is 40 ft. 
  Incorporeal Escape. As a reaction, Ral and anything 
  he is holding becomes briefly incorporeal and he 
  immediately moves up to 30 feet, before regaining his 
  physical form. While incorporeal, Ral can pass through 
  solid objects, including living beings, is immune to 
  being grappled or restrained, but cannot end his 
  movement inside a solid object. 
  On the third round of combat, or when the adventurers are 
  about to catch the weasel, the adventurers pass through an 
  invisible gateway into the Feywild:
  Suddenly, the world around you shatters and the 
  ground drops out from beneath your feet. You’re 
  floating, then falling, wind blasting past your ears, 
  eyes unable to keep up as the terrain around you 
  rushes by. You hit the ground with a jolt, stomach 
  turning as a forest of massive, twisted oak trees looms 
  over you, their leafy canopy turning the forest floor to 
  shadowed gloom. 
  The adventurers stand in a shadowy clearing in a forest of 
  towering trees. The stolen item is lying in the middle of the 
  clearing. When one of the adventurers goes to retrieve the 
  item, Ral, the weasel, speaks from a nearby tree branch:
  “Hello, friends. For surely that is what we are, when 
  you stand here friendless and alone in the land of the 
  Fey, in desperate need of a friend, such as me. Lucky 
  for you that I happened upon you. Yes, lucky for you 
  indeed.”
  It should become clear to the adventurers that Ral stole 
  from them to lure them into the Feywild. If the adventurers 
  try to go back through the gateway, they find it’s gone. Ral 
  explains: 
  “That particular gate doesn’t like to stay in one place. 
  No. It likes to move around, you see. An hour here, a 
  day there, a year or more in the Murkmire. You can 
  wait for it to return of course, but a fickle gateway 
  such as that one might be back in a day or a decade. It 
  might stay open for a moment or a millennia.”
  Note: If the adventurers have access to magic or a 
  magic item that allows them to move between the 
  planes, it will be necessary to do something to stop 
  that from functioning. If an adventurer has access to 
  the plane shift spell, you can describe the magic of 
  the Feywild seeping into their mind and disrupting 
  their memory so they remember they know the spell, 
  but can’t remember how to cast it. If the adventurers 
  have a magic item allowing them to travel between 
  the planes, when the adventurers use it it only 
  teleports them a few feet.
  Ral’s “Offer”
  Ral lured the adventurers to the Feywild to force them to 
  help him with a task. He will do whatever is necessary to 
  secure their assistance, beginning by trying to make them 
  feel sorry for him, then trying to bribe them to help him, 
  and finally resorting to threats or magic to accomplish his 
  goal. Choose from the following list:
  FEEL SORRY FOR ME - I’VE BEEN CURSED!
  “I’m sorry for leading you here under false pretenses, 
  but I’ve lost something, you see. No. Not something. 
  Everything. I’ve lost myself. I wasn’t always a weasel, 
  you see. I was… I don’t know. Something else. 
  Someone else. But that’s the problem, you see. I 
  don’t remember what or who I was. This curse that 
  turned me into this form, it took my memories with it. 
  It took everything. And I can’t very well live without 
  everything, can I? Without knowing who I am. Who I 
  was. But I can’t do get back who I was alone.
  Ral’s Curse
  If any of the adventurers try to break Ral’s curse, their 
  spell fails and they take 14 (4d6) psychic damage. The 
  magic of the curse is too powerful for conventional 
  spellcasters to remove it. If the players have some 
  magical means of determining who placed the curse 
  on Ral (such as some sort of divination magic), they 
  can learn that it was placed by a Fey Elder, but not 
  which one. 
  
  4
  I’ll Reward You
  “Don’t think I’d ask you to do this for nothing. No. I 
  have this, you see, a trinket by outward appearances, 
  but far more to those who know how to use it. 
  Something to not only send you home, but send you 
  to anyone’s home. To any world, any plane.”
  Ral withdraws a silver amulet shaped like a ring and 
  engraved with black sigils from a pocket dimension. It 
  is an amulet of the planes, which he stole from another 
  adventurer he met travelling through the Feywild (leaving 
  them stranded). He is prepared to give the amulet to the 
  adventurers as payment if they help him find out who he 
  was. If the adventurers try to steal the amulet from Ral, he 
  slips it back into the extradimensional pocket and refuses 
  to retrieve it. 
  The Hard Way
  “You see, my friends, I don’t think you understand the 
  gravity of your situation. The danger to you here in the 
  Feywild. You can’t just go wandering around and live 
  to tell the tale. Not without a guide. Not without me. 
  And I’m offering you a way out, I am. A way to help 
  me and help yourselves to not die a gruesome death 
  or end up shrunk down in a jar as part of some wart-
  nosed hag’s collection. And you get something shiny 
  in the process.”
  If the adventurers still refuse Ral, he leaves them to wander 
  the forest, returning at night while they are sleeping, when 
  he casts a geas spell on one of the adventurers to force 
  them to comply. 
  Ral’s Plan
  Read or paraphrase the following:
  “I’ve tried breaking this curse before, you see. Traded 
  a hag something I would rather not have given up to 
  do it. A powerful hag, too. But it was no use. The curse 
  didn’t budge. That means that the person who laid it 
  on me must have been someone very powerful. The 
  problem is I don’t know who. So that’s what we’re 
  going to do. We’re going to find out who cursed me 
  and who I was. And then… who knows from there? 
  But I’ll have somewhere to start.”
  Ral is evasive about the exact details of his plan. If pressed 
  for information, he reveals that he is leading them to an old 
  city where no one lives anymore. Inside the city is a tree; 
  inside the tree is a bronze door; and behind the door are 
  the answers that he seeks. Ral doesn’t elaborate on any 
  further details of his plan (or the dangers that might come). 
  If the adventurers press him for details of what awaits 
  them, he replies:
  “Great danger awaits. Great and terrible danger. 
  Danger because every place in the Feywild, from 
  the darkest wood, to the sunniest meadow, to the 
  sweetest babbling stream, is dangerous. And even 
  the most dangerous Fey who inhabit those dangerous 
  places stay clear of this place. Does that answer your 
  question?”
  Chapter 2:  
  Cendriane
  Ral leads the adventurers on an eerily quiet journey through 
  the forest. Their path seems to snake, turn, circle and 
  double back on itself — facts noticed by any adventurer 
  proficient in the Survival skill.
  Note: For a longer adventure, you can flesh out this 
  travel through the forest with random encounters 
  and visitations from spectral elven figures while 
  the adventurers camp in the evening. These figures 
  watch, but never approach the adventurer’s camp, 
  bringing with them a palpable sense of sadness and 
  melancholy. A successful DC 13 Religion check reveals 
  them to be restless spirits, unable to move on.
  The crunching of feet on the forest floor grows 
  suddenly louder. No. Not louder. Everything else 
  has grown quieter. The scampering of creatures in 
  the undergrowth, the singing of birds in the trees, 
  has all gone silent. An uneasy feeling descends upon 
  you, sitting like a stone in your gut, growing heavier 
  with each step forward. Then you see it. A glimmer 
  of something, a flicker of reflected light shimmering 
  amidst the twisting trees. A few more steps and you 
  see a tower, constructed entirely of crystal, wreathed 
  in vines, cracked and weathered, but standing so tall 
  it pierces the canopy above. And behind it, an entire 
  city of crystalline structures, cut through by roadways 
  overgrown with foliage. 
  If the adventurers ask about the city, Ral describes it to 
  them as:
  “A dead city, built of dreams crushed beneath the 
  weight of ambition, greed, and hubris. Once it was 
  called Cendriane. Now it is only cursed.”
  
  5
  As Ral leads the adventurers into the city, the adventurers 
  begin to have the feeling that they’re being watched. 
  Adventurers who make a successful DC 15 Wisdom 
  (Perception) check notice ghostly figures of long-dead 
  eladrin standing amidst the crystalline ruins, watching them 
  as they pass. A successful DC 15 Wisdom (Insight) check 
  reveals that the spectral figures are watching with interest 
  — some are moving closer in an intimidating way. 
   
  Before the adventurers can properly react to the 
  ghosts, 2 displacer beasts (MM, pg. 81), stalking through 
  the second story ruins of a nearby tower attack. Roll a 
  Dexterity (Stealth) check with advantage for the displacer 
  beasts (the adventurers are distracted by the spectral 
  figures). If the result of the Stealth check is higher than the 
  adventurer’s passive Perception scores, the adventurers 
  are surprised during the first round of combat. 
   
  At the beginning of the third round of combat, the 
  spectral figures begin to trickle out of the ruins toward 
  the adventurers, their faces twisting into masks of rage. 
  The nearest 2 ghosts (MM 147) enter the fray, attempting 
  to possess the adventurers and turn them on their allies. 
  Emboldened by this, more ghosts begin to emerge from the 
  ruins.
   
  At the beginning of the fourth round of combat, an 
  additional 4 ghosts (MM 147) enter the fray, with more 
  coursing out of the ruins to surround the battlefield.
  At the beginning of the fifth round of combat, read or 
  paraphrase the following:
  In every direction, a wailing, clawing mass of spectral 
  figures surrounds you, tearing themselves loose 
  from the crystalline ruins of the city and turning their 
  baleful gazes on you. Hundreds of them, pressing 
  closer, tearing at you with withering claws. Then 
  suddenly a light streaks from the nearby trees, cutting 
  through the shadowy gloom that pervades the ruined 
  city. It flares, pure and white as new fallen snow, and 
  then explodes into dazzling radiance that fills the 
  ruined street. The agonized screaming of ghosts fills 
  the air as they flee the light, disappearing back into 
  the crystalline ruins.
  When the light fades away, the adventurers are left alone 
  in the middle of the ruined street (if the displacer beasts 
  are still alive, they limp away from the fight shortly after the 
  ghosts flee). An eladrin carrying a spear and shield comes 
  walking out of trees. They are tall, thin and androgynous, 
  with long, dark hair entwined into a mass of thin braids and 
  leather armor covered in white and black paint. Their face is 
  a mask of white and black paint resembling a skull. 
  Ari
  Ari, the eladrin, is a member of an ancient order that 
  has guarded the city of Cendriane from those who 
  would seek to pillage the treasures or disturb the 
  evil contained within it. Ari is gender neutral, proud 
  and dedicated to their duty to protect the city from 
  intruders. 
  Personality Trait. Unshakeable Vows. Once I have 
  given my word, I keep it, no matter the cost or the 
  consequences to myself. 
  Ideal. Traditions. The old ways must be kept. The old 
  practices must be remembered. 
  Bond. Cendriane. I am part of a small group of Eladrin 
  tasked not only with protecting Cendriane from the 
  world, but protecting the world from the things 
  hidden within Cendriane. I will never give up my duty. 
  Flaw. Pride. I am confident in my abilities and proud of 
  my accomplishments. I won’t let anyone outshine me. 
  
  6
  Ari is tasked with keeping outsiders from entering 
  Cendriane. They were alerted that the adventurers had 
  crossed into the city by an alarm spell.. Ari attempts to 
  convince the adventurers to abandon whatever plans they 
  have in Cendrianne and go back where they came from. Ari 
  isn’t hostile, but makes it clear to the adventurers that it is 
  their duty to stop intruders from entering the city and they 
  will try to stop the adventurers if they proceed further.
   
  Convincing Ari to allow the adventurers to continue 
  on into the forest is difficult because of their oath to 
  protect Cendrianne from intruders. However, if the 
  adventurers reference the deal that they agreed to with Ral 
  and their unwillingness to break their word, or renege on 
  a bargain (tenants valued by the Fey), Ari may relent and 
  escort the adventurers to the Twisting Tree and ensure that 
  they leave Cendrianne when their business  is complete. 
   
  If the adventurers engage Ari in conversation, Ari can offer 
  the following information about Cendriane:
  • 
  The Twisting Tree. The location that the adventurers 
  seek is called the Twisting Tree, so named for the 
  twisting Root Ways beneath the tree. The Twisting Tree 
  was once a healthy and vibrant tree before the fall of 
  Cendriane. Now it is diseased and corrupt because of 
  some creature that was sealed beneath it. Ari doesn’t 
  know what creature was sealed beneath the tree. The 
  tree lies at the end of the Avenue of the Gods, near the 
  centre of a great magic scarred crater. 
  • 
  Forgotten Prisons. Many creatures of great evil and 
  artifacts of great power have been sealed away in 
  Cendriane since it’s fall, trusting to the hordes of 
  ghosts, displacer beasts, owl bears and giant spiders to 
  keep prying eyes away from them. 
  • 
  Evil Denizens. Hags and necromancers make their 
  homes in Cendriane, creatures so terrifying even the 
  ghosts of Cendriane are too afraid to bother. The worst 
  of them is Kannoth a vampire lord in the catacombs 
  beneath the city.  He is a willing prisoner, bound here 
  by his own memories of the City that was.
   
  During the course of this conversation, the adventurers 
  should notice that Ral has gone missing. He scampered 
  away shortly after the ghosts disappeared and Ari emerged. 
  The adventurers have a number of options: convince Ari 
  to guide them through the City; evade Ari; or subdue Ari,if 
  they can.
  As the adventurers are conversing with Ari, Ral attempts 
  to catch the attention of one of the adventurers  from the 
  nearby bushes. He draws them away from Ari and says 
  that he scouted ahead and has found the location of the 
  twisting tree. Ral encourages the adventurers to give Ari 
  the slip and head towards the tree. 
   
  Adventurers with a passive Perception of 14 or higher 
  notice that a pair of ghosts have followed Ral’s progress 
  Ari
  Medium fey, lawful good
  Armor Class  16 (studded leather armor and shield) 
  Hit Points 77 (9d8 + 32) 
  Speed  30 ft.
  STR 
  18 (+4)
  DEX 
  14 (+2)
  CON 
  17 (+3)
  INT 
  10 (+0)
  WIS 
  19 (+4)
  CHA 
  8 (-1)
  Saving Throws Con +7, Wis +8
  Skills Athletics +8, Perception +8, Religion +4
  Senses passive Perception 18
  Languages Common, Sylvan
  Aura of Undeath. Ari exudes a magical aura of undeath, making undead 
  creatures believe she is undead. Ari can choose to extend this aura to 
  encompass creatures within 10 feet of her.
  Spellcasting. Ari is an 9th level spellcaster. Their spellcasting modifier 
  is wisdom (spell save DC 16, +8 to hit with spell attacks).  They have the 
  following cleric spells prepared:
  Cantrips (at will): guidance, sacred flame, toll the dead 
  1st level (4 slots): alarm, bane, command, cure wounds,  
  shield of faith
  2nd level (3 slots): hold person, lesser restoration, silence
  3rd level (3 slots): daylight, dispel magic, speak with dead,  
  spirit guardians
  4th level (2 slots): banishment, locate creature
  Actions
  Multiattack. Ari makes two spear attacks.
  Spear. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 
  (1d6 + 4) piercing damage and 1d8 necrotic damage. 
  Command Undead. Ari targets up to 6 undead creatures in a 30 foot 
  cube. Each of those creatures must make a wisdom saving throw. On a 
  failed save, the affected creatures obey Ari’s commands until the end of 
  their next turn.
  Greater Turn Undead. Ari presents their holy symbol. All undead within 
  100 feet are frightened and immediately use their reaction to move away 
  from Ari a distance equal to their movement speed. At the beginning of 
  their turn, they can make a wisdom saving throw to end the frightened 
  effect. 
  
  7
  and watch ominously from a nearby, empty window, 
  foreshadowing the attack that will come if the adventurers 
  leave the safety of Ari’s magic. 
  If the adventurers convince Ari to help them, Ari escorts 
  them through the City, playing guide as their magic keeps 
  the ghosts from attacking the adventurers. Proceed to 
  Chapter 3: The Twisting Tree.
  If the adventurers come into conflict with Ari, Ari does 
  what they can to dissuade the adventurers from venturing 
  further into the city, going so far as trying to intimidate the 
  adventurers with threats and magic. However, if it comes 
  to blows and Ari begins to lose the fight, they surrender, 
  cursing the adventurers as fools and leaving them to die in 
  the city. Proceed to “Flight to the Tree”
  If the adventurers escape from Ari, the ghosts converge on 
  them, pursuing them in their flight across the city towards 
  the Twisting Tree. Proceed to “Flight to the Tree”.
  Flight to the Tree
  To reach the tree, the adventurers must cross 200 feet 
  of open space down the Avenue of the Gods as the 
  ghosts swarm them from the ruins. On initiative count 1, 
  choose one of the following effects, affecting each of the 
  adventurers who have not yet crossed the 200 feet to the 
  Twisting Tree. If the adventurers find a way to avoid or stop 
  the ghosts, they can avoid the effect. 
  • 
  Ghostly hands claw upwards from the ground in a 30-
  foot cube. Creatures passing through the area must 
  succeed on a DC 16 Dexterity saving throw or take 4d6 
  necrotic damage.
  • 
  Two ghostly figures materialize in your path and rush 
  forward with a wail. Two of the adventurers (chosen 
  at random), must succeed on a DC 16 Charisma saving 
  throw or be stunned until the end of their next turn.
  • 
  Many ghosts begin to wail, one voice adding to another 
  until it becomes an unbearable discord. All creatures 
  within 60 foot radius from a point you choose must 
  succeed on a DC 16 Constitution saving throw or take 
  2d6 psychic damage and have their movement speed 
  reduced by half until the end of their next turn.
  At the end of the Avenue of the Gods is a crater 100 feet 
  across and 30 feet deep. At its center stands the Twisting 
  Tree. The tree is blackened and gnarled, covered in a 
  rainbow of fungus which emits a cloud of spores into the 
  air. Where the spores land on the ghosts, like cinders on 
  paper, their incorporeal bodies blacken and flake away 
  causing the ghosts to shrink back from the crater. 
  Chapter 3:  
  The Twisting Tree
  The ground inside the crater is blackened and charred 
  from whatever magic carved it out thousands 
  of years earlier. Traces of that magic still linger, 
  sparking beneath each foot fall. At the centre of the 
  crater stands the Twisting Tree, a massive, gnarled 
  monstrosity of wood, 200 feet tall, covered in a 
  rainbow of fungus and lichen in place of leaves. It’s 
  roots, as big around as a person, have shattered the 
  charred ground to find purchase. 
  A DC 13 Intelligence (Investigation) check reveals small 
  openings at the base of the tree, big enough to crawl 
  through on hands and knees. The dark tunnels angle 
  downward beneath the tree. Ari or Ral can identify these 
  tunnels as the entrance to the Root Ways. 
   
  If Ari is with the party, they stop short of going down 
  into the Root Ways. He says:
  “Many things have been purposefully hidden away in 
  Cendriane, things better left undisturbed. I can’t stop 
  you from going down there, but I’m not dim enough 
  to follow you into danger and die for no reason. Go 
  if you must. I’ll wait here for you as long as I can, to 
  ensure that you leave Cendrianne when you’re done.”
  
  8
  The Root Ways
  Features of the Area
  Tunnels. The tunnels of the Root Ways vary in size, 
  from being just barely wide enough to crawl through 
  on all fours, to being large enough for two giants 
  to walk abreast. The walls of the tunnels are made 
  of packed earth, and twisted roots, dotted with 
  fungus. The floors are covered in a 1 inch thick layer of 
  decayed plant matter.
  Extra-dimensional space. It becomes quickly clear to 
  the adventurers that the normal rules of space do not 
  apply within this place. The tunnels stretch endlessly 
  downward twisting in spirals and loops or opening 
  into vast chambers that couldn’t possibly exist 
  beneath the tree without strong magic.
  Light. The tunnels of the Root Ways are dimly lit by 
  phosphorescent spores that drift lazily through the 
  air. These spores change colour in different areas of 
  the Root Ways, shifting between yellow, blue, purple 
  and green.
  Spores. In addition to providing light, the adventurers 
  can feel the spores they are breathing in making their 
  breathing heavier. When the adventurers have been 
  within the Root Ways for 2 hours, the spores begin to 
  break down their bodies. Adventurers must make a 
  DC 12 Constitution saving throw or become poisoned. 
  If they fail by 5 or more, they are infected by the 
  contagion spell (disease chosen at random). Repeat 
  this saving throw every two hours the adventurers are 
  within the Root Ways. If an adventurer who is already 
  poisoned fails the saving throw, they gain 1 level of 
  exhaustion. If the adventurers take any measures 
  to limit their exposure to the spores, they have 
  advantage on this saving throw.
  When the adventurers begin navigating the Root Ways, 
  have them choose a navigator to make a DC 18 Wisdom 
  (Survival) check. On a failure, they spend a wasted hour 
  travelling through the tunnels, circling back into chambers 
  and tunnels through whcih they had already passed. On a 
  success, they find one of the following things (1d4, rerolling 
  duplicates):
  1 - The Lost Cartographer 
  The corridor feeds into a narrow, circular tunnel, shaped 
  like a donut. Against one wall, a wave of fungus has grown 
  over what was once a body, but is now little more than a 
  few half-digested bones and a decaying satchel. Searching 
  the bones disturbs the fungus, releasing a cloud of caustic 
  spores. Any creature within 10 feet of the skeleton when 
  the fungus is disturbed must succeed on a DC 14 Dexterity 
  saving throw. On a failure, caustic spores land on their skin, 
  dealing 2d6 acid damage and bonding to the creature’s 
  skin. The spores continue to burn, dealing an additional 2d6 
  acid damage to any creature who starts their turn covered 
  in the spores. A character can only remove the spores 
  by dousing themselves with liquid. Tied on an iron chain 
  around the skeletons neck is a ring of evasion (DMG, pg. 
  191). Searching the skeletons satchel reveals the remains 
  of a set of fine, elven mapping tools (any part of them 
  that wasn’t metal or glass has been eaten away) and a 
  scroll case that seems to have been warded with magic to 
  keep away moisture and rot. Inside the scroll case, there is 
  what looks like the beginnings of a map of the Root Ways, 
  showing hundreds upon hundreds of tunnels coiling and 
  spiraling together into intricate knots. At some point the 
  mapper grew frustrated and scribbled across the page in 
  anger. The map can provide a path to leave the tree but is 
  no use in getting further down into the Root Ways. 
  2 - The Shrieking Cavern
  The corridor feeds into a large open chamber, fifty feet 
  wide and fifty feet high. The walls, floor and ceiling are 
  crowded with round purple shriekers (MM, pg. 138), each 
  as big as a halfling. Touching a shrieker causes a chain 
  reaction, as all of them emit a piercing shriek. Creatures 
  within the chamber when the shriekers are triggered 
  must make a DC 15 Constitution saving throw or take 4d4 
  necrotic damage as they begin to bleed from their ears.
  3 - Minions of the Fungal God
  The corridor feeds into a massive chamber of 
  honeycombing tunnels, covered with a coating of 
  pale green moss and a forest of tall mushroom stalks. 
  A vegepygmy (VGtM, pg. 196) colony lives here and 
  vegepygmies confront the adventurers upon their arrival. 
  Their chief Xuetalla, has been at war with a wood woad 
  (VGtM, pg. 198) living nearby in the tunnels and is willing to 
  offer the adventurers a guide through the Root Ways if they 
  dispose of the wood woad. 
  The vegepygmies are at warbecause the wood woad goes 
  through the tunnels clearing out the mushrooms and 
  fungus, an act the vegepygmies believe to be sacrilege 
  against “The Glax” (Glax, the creature guarding the bronze 
  doorway). 
  4 - Unending Devotion
  The tunnels of the Root Way begin to narrow and the 
  ever-present spores fade away, leaving the tunnels dark. 
  Heavy footprints cover the tunnel floor and all traces of 
  fungus have been scraped away from the walls by rough 
  hands. This is the lair of a wood woad (VGtM, pg. 198). He 
  is friendly, but cautious and spends his time clearing fungus 
  from the tunnels, which offends the vegepygmy colony 
  living nearby. 
   
  The wood woad’s name is Hadren. He was once a 
  human druid who travelled into the Root Ways in search of 
  some great force of nature that was said to dwell within. 
  
  9
  Little did he know at the time, that this force of nature 
  was Glax, a great toad-shaped beast of rot and decay, 
  whose spores infected Hadren’s lover, an elven woman 
  named Allysena. Hadren tried to escape the Root Ways 
  with Allysena, but became lost and was attacked by the 
  colony of vegepygmies. During the battle, Allysena died 
  of the disease she contracted from the spores. Hadren, 
  suffering from the same disease and not willing to let the 
  vegepygmies destroy Allysena’s body, underwent the ritual 
  to turn himself into a wood woad. Now he patrols the 
  tunnels, destroying the fungus to prevent it from reaching 
  the body of his love, which is still preserved by magic 
  further into the tunnels. 
   
  Hadren is unable to leave the Root Ways, where his 
  ritual bound him. If the adventurers agree to take Allysena’s 
  body with them and bury her on a sunny hill somewhere 
  far from the Twisting Tree, Hadren agrees to act as a guide 
  through the Root Ways. He will take them to Glax and the 
  bronze door Ral seeks.
  Note: If the adventurers encounter both the 
  vegepygmies and the wood woad, but don’t secure 
  the assistance of either of them to help navigate their 
  way to Glax’s lair, the adventurers can find their own 
  way there with a successful DC 18 Wisdom (Survival) 
  check.
  Glax and the Bronze Door
  The hallway opens to a large chamber with a high 
  domed ceiling. Mounds of fungus carpet the floor, 
  growing, dying and regrowing in an endless cycle of 
  life and death. Clouds of spores drift lazily through the 
  air on unseen currents, shimmering in waves of gold, 
  purple and blue phosphorescence. In the center of the 
  room, sitting amidst the fungus is a round doorway 
  of heavy bronze, engraved with sylvan runes, set into 
  the floor and half covered by an enormous mound of 
  fungus that shifts and opens one golden eye to stare 
  at you as it lays a heavy, three-toed foot atop the 
  door. 
  
  10
  Glax
  Huge monstrosity, neutral evil
  Armor Class  12 (15 with mage armor) 
  Hit Points 324 (18d20 + 98) 
  Speed  15ft., standing leap 30 ft. 
  STR 
  24 (+7)
  DEX 
  8 (-1)
  CON 
  24 (+7)
  INT 
  14 (+2)
  WIS 
  10 (+0)
  CHA 
  17 (+3)
  Saving Throws Str +12, Con +12, Cha +8
  Skills Athletics +12, Insight +5, Persuasion +8
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft.
  Languages Common, Sylvan, Abyssal
  Challenge Rating 16 (16,000 XP)
  Legendary Resistance (3/day). If Glax fails a saving throw, he can choose 
  to succeed instead.
  Spores. At the beginning of his turn, Glax spreads spores around him. 
  All creatures who start their turn within 15 ft. of Glax must make a DC 17 
  Constitution saving throw or be subjected to the effects of the spores. 
  Roll randomly to determine which spore effect is active.
  1.  Sleep Spores. Creatures who fail their saving throw fall asleep. They 
  wake up if they take damage or if another character uses an action to 
  wake them from their sleep. 
  2.  Paralytic Spores. Creatures who fail their saving throw are afflicted 
  by rigamortis. Until the end of the creature’s turn, all ability checks 
  and saving throws using strength or dexterity and all attack rolls 
  (including spell attack rolls) have disadvantage.
  3.  Hallucinogenic Spores. Creatures who fail their saving throw view 
  Glax as a trusted ally and his garden as a wonder to be protected. The 
  creature spends it’s turn attacking any creature Glax considers a 
  threat.
  4.  Caustic Spores. Creatures who fail their save take 21 (6d6) acid 
  damage.
  5.  Corrupting Spores. Creatures are infected by a fungus that begins 
  to rot their body. The creature takes 9 (2d8) necrotic damage at 
  the beginning of their turn. At the end of their turn they can make a 
  Constitution saving throw to end the effect. 
  Spellcasting. Glax is a 14th level spellcaster. Its spellcasting ability is 
  Charisma (spell save DC 16, +8 to hit with spell attacks. Glax can cast the 
  following spells innately, with no material components:
  At will: mage hand, poison spray (3d12), 
  3/day: confusion, contagion, dispel magic, stinking cloud
  Actions
  Multiattack. Glax makes two attacks on his turn. 
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 
  11 (3d8 + 7) bludgeoning damage plus 10 (2d6) poison damage. If it is 
  a medium or smaller creature, the target is swallowed. A swallowed 
  creature is trapped within Glax’s fungal interior cavity, is blinded, 
  restrained, has total cover against attacks and other effects outside 
  Glax. At the beginning of Glax’s turn, any swallowed creatures take 23 
  (5d8) necrotic damage from the devouring fungus inside Glax.  
   
  Glax can hold up to two creatures at a time inside him. If Glax takes 
  30 or more damage on a single turn, from a creature inside him, he must 
  succeed on a DC 17 Constitution saving throw at the end of that turn or 
  regurgitate all swallowed creatures, which fall prone in a space within 
  10 feet of Glax. If a creature dies while swallowed by Glax, their body 
  is dissolved by Glax’s fungus. If Glax dies, swallowed creatures are no 
  longer restrained by it and can escape using 10 ft of movement, exiting 
  prone.
  Tongue. Melee Weapon Attack: +12 to hit, reach 30 ft., one creature. 
  Hit: 10 (2d6) poison damage. If the creature is large or smaller, the 
  target must make a DC 17 Strength saving throw or be pulled into an 
  unoccupied space within 5 feet of Glax.
  Legendary Actions
  Glax 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. Glax regains spent legendary actions at 
  the start of his turn.
  Poison Spray. Glax casts poison spray (3d12). 
  Tongue. Glax makes a tongue attack. 
  Spore Ejection (2 actions). Glax spits a ball of spores at a point within 60 
  feet. The area within a 10 ft. radius, centred on the chosen point fills with 
  the Glax’s spores. Choose one spore randomly from the Spores list. All 
  creatures who are in the area of effect immediately make a save against 
  the spore effects.
  Lair Actions
  On initiative count 20 (losing initiative ties), Glax takes a lair action to 
  cause one of the following effects; Glax can’t use the same effect two 
  rounds in a row:
  Fungal Pod. A large fungal pod grows from the floor and bursts open, 
  disgorging 2d4 vegepygmy minions. Each one has 1 hit point, an armor 
  class of 12, movement speed  of 30 feet and can make one poison claw 
  attack on their turn.
  Poison Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d4+2) slashing damage plus 4 (1d6 poison damage).
  Blinding Spores. A fungus emits a puff of brilliant golden spores, filling a 
  10 foot radius sphere, centered around a point. Any creature in the area 
  when the spores appear must make a DC 19 Constitution saving throw 
  or take 10 (4d6) poison damage and be blinded until the end of their next 
  turn.
  Fungal Pods. A group of fungal pods explode, covering a 10-foot square 
  in a sticky sap, turning it into difficult terrain. Any creature in the area 
  when the fungal pod explodes must succeed on a DC 19 Dexterity 
  saving throw or become covered in sap and have their movement speed 
  reduced to 0 until the end of their next turn.
  
  11
  Features of the Area
  The Chamber. Glax’s lair is a 90 by 90 foot room, with two tunnel entrances on one side. The bronze doorway in the center 
  of the chamber. The ceilings is domed and 40 feet high. 
  Light. Phosphorescent light shimmers from the fungus and floating spores, providing bright light. 
  Glax. Glax is a huge creature, 15 feet across shaped roughly like an enormous toad made of fungus. He spends most of his 
  time in his lair slumbering and is currently sitting on top of the bronze door. Glax is the source of the fungus that grows 
  throughout the Root ways. He was trapped down here as an unwilling guardian when the bronze door was sealed, though 
  in his arrogance he believes he was trapped down here to stop him from devouring the entire world. He is unaware of 
  what lies beyond the door and doesn’t care. He can be reasoned with, but has a relentless desire to spread his fungus and 
  consume living things.
  The Bronze Door. The bronze door was constructed to ward off both physical and magical attempts to open it. Opening it 
  requires 3 skill checks:
  • Clockwork Locks. A DC 18 Dexterity check with thieve’s tools to open the clockwork locks embedded in the door. A 
  needle trap is hidden within the lock. When the trap is triggered, the needle extends 3 inches straight out from the 
  lock. A creature within range takes 1 piercing damage and 22 (4d10) poison damage, and must succeed on a DC 20 
  Constitution saving throw or be poisoned for 1 hour. A successful DC 20 Intelligence (Investigation) check allows a 
  character to deduce the trap’s presence from alterations made to the lock to accommodate the needle. A successful DC 
  18 Dexterity check using thieves’ tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting 
  to pick the lock triggers the trap
  • Magical Protections. The door is magically warded. A creature which touches the door while the wards are active must 
  make a DC 16 Constitution saving throw. On a failure, a creature takes 22 (4d10) force damage and is stunned for 1 
  minute. On a success, a creature takes half as much damage and isn’t stunned. A successful DC 18 Wisdom (Perception) 
  check notices the wards. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an 
  aura of abjuration magic around the door.  A successful DC 18 Intelligence (Arcana) check or a successful dispel magic 
  (DC 18) disables the magical protections on the door. A failed attempt to disable the wards triggers a magical backlash. 
  Any creature that fails to disable the magical protections must make a DC 18  Intelligence saving throw or take 4d6 force 
  damage and be unable to speak for 1 minute.
  • Lifting the Door. A successful DC 18 Strength (Athletics) check to lift the door once the clockwork and magical locks have 
  been opened. 
  Note: If the adventurers do not have thieves’ tools, Ral produces a set of magical thieves’ tools from his pocket dimension 
  and gives them to the adventurers. A creature that uses the tools can make a Dexterity check with them as though they 
  are proficient with them.
   
  Similarly, If the adventurers do not have someone who is proficient in Arcana, Ral produces a wand from his 
  extradimensional space and gives it to the adventurers. A creature holding the wand can add their proficiency bonus to 
  Intelligence (Arcana) checks.
  If the adventurers convince Glax to let them pass, he 
  watches them carefully as they open the door, snapping at 
  anyone who gets too close. It is obvious to the adventurers 
  that Glax is using all of his self control to keep from eating 
  the adventurers. The fungi in the chamber repeatedly 
  attempt to grow over the adventurers feet if they stand in 
  one place for more than a few seconds,as though it too is 
  trying to consume them.
  If the adventurers enter into combat with Glax and 
  defeat it, they see its body be swallowed up by the fungus 
  coating the floor. A few seconds later, a new body begins 
  to form out of the floor-fungus a short distance away. 
  Glax is reincarnated in this way after 1 hour, leaving the 
  adventurers with little time to open the doorway.
  Development
  When the bronze door is opened, continue to the next 
  section. 
  
  12
  That Which is too Dangerous
  The bronze door opens to a straight drop into darkness. 
  A dirt floor is barely visible 30 feet below as spores begin 
  to drift downwards. When the adventurers light up the 
  darkness, read the following:
  Thin, brittle roots, silver as the moon grow down from 
  the ceiling above. The roots twist and wind their way 
  around the walls of the dark chamber to wave a mesh. 
  Amidst the roots, suspended a few feet off the ground 
  and pierced by the roots in a hundred places hangs a 
  woman. Her skin is grey and sallow, and her silver hair 
  trails down to pool on the dirty ground. She raises her 
  head to stare blindly at you and you see she isn’t a 
  woman at all, but a hag. Her left eye made of smooth, 
  black obsidian and her right of shimmering diamond. 
  The bheur hag’s (VGtM, pg. 160) name is Graita Twosight. 
  She was imprisoned here a thousand and more years ago by 
  the Maiden of the Moon, who deemed her too dangerous 
  to walk freely, but too useful to die. Graita has the unique 
  ability to look into the past with her obsidian eye and into 
  the future with her diamond eye. She willingly performs this 
  service for anyone who offers her a happy memory she can 
  devour. The devoured memory is gone from the donor’s 
  mind as though the event never happened.
  Ral approaches the Hag, demanding that she tell him who 
  he was and who cursed him. When the hag tells him that 
  the cost is a happy memory he tells her to take what she 
  wishes from him, since he has no memories.
  Graita responds in a crackling voice like breaking tree 
  branches: “Your name I see, and return to thee, from 
  past it comes, Oronothorn! And this curse of lost 
  memories that brings you low, it was laid and may 
  be broken only by that darkest of darks, upon her 
  shadowy throne, the Queen of Air and Darkness.”
  
  13
  After the hag has given Ral (Oronothorn) the information 
  he was seeking, she turns to the adventurers, offering 
  them glimpses into the future and the past for the price of 
  their happiest memories. She alternates between this and 
  pleading with them to free her from her prison. If any of the 
  adventurers try to free her, the brittle looking roots holding 
  the hag prove to be indestructible. 
  Concluding the Adventure
  Oronothorn, having gained the information he sought, 
  thanks the adventurers for their help and offers them the 
  amulet of the planes in payment. He still doesn’t know why 
  the Queen of Air and Darkness laid this curse on him, but he 
  now knows where to go next. 
   
  The adventurers can follow Oronothorn out of the 
  Root Ways or use the amulet of the planes to return home 
  directly. 
  Continuing the Adventure
  If the adventurers wish to help Oronothorn break his curse, 
  the adventure continues as Oronothorn leads them to the 
  Unseelie Court to confront the Queen of Air and Darkness.
  Glax Remembers
  It is unlikely that Glax will forget the adventurers after he 
  has seen them once and is likely to spy on them and harass 
  them in the future, either attempting to convince the 
  adventurers to take him as a patron or  if unsuccessful, to 
  send his own off kilter warlocks to make things difficult for 
  them.  
   
  For more information about Glax, his warlocks and his 
  abilities to spy at distance, see the Warlock Patron option 
  that follows on the next page.
  
  14
  Warlock Patron:  
  The Fungal Devourer
  He is the Fungal Devourer; the embodiment of rot and 
  decay in the Feywild; the force that will devour the entire 
  multiverse (if you ask him), more commonly known as Glax. 
  He is a monstrous toad composed of fungus with a constant, 
  insatiable desire to consume everything around him and an 
  ego as large as his appetite. He uses his fungal powers to spy 
  on those who tread in the places of rot and decay across the 
  planes of the multiverse, offering deals and bargains to those 
  who recognize his “great and limitless power”.
  Glax is imprisoned within the Feywild, but for all his 
  bluster, he does not attempt to escape his prison. He 
  believes that it is because of his “great power” that 
  he was tricked into his current imprisonment and 
  that were he not imprisoned, he would consume the 
  entire multiverse, including those he has coerced into 
  his service. So for now, he bides his time in his cage, 
  revelling in his inflated ego and sense of importance.
  Making Contact with the 
  Devourer
  Have you ever been walking through the forest and seen an 
  old log, filled with rot and covered with moss and thought 
  you saw the shape of an eye in the rotting wood? Have 
  you ever seen a hill of moss and fungus raised up from the 
  ground like a creature, surfacing out of the dirt? 
   
  The devourer is locked away within a prison within 
  the Feywild, where he can not directly interact with those 
  who would seek him out to be a patron. However, that 
  does not mean that he is cut off from the outside world. 
  Wherever there is rot and decay, Glax can cast his gaze, 
  manifesting an eye to watch for those who wander the 
  woods alone and a mouth to speak to them and sway them 
  to his service. Those who have heard of the devourer need 
  only seek out a place where rot, fungus and decay rule and 
  call out the devourer’s true name and he will hear. 
  
  15
  Marks of the Devourer
  One who has entered into a pact with the Fungal Devourer 
  will often manifest some of the following signs of their 
  patron:
  1. 
  Your eyes turn the gold and black colours of a toads, 
  with an hourglass shaped pupil
  2. 
  You emit a trail of nearly imperceptible spores that 
  cause fungus to grow in your wake (over the course of 
  days) and rot organic materials. (This may result in you 
  constantly needing to purchase new clothes, bags, and 
  furniture as they decompose.)
  3. 
  You feel a constant, insatiable hunger that no amount 
  of food can satisfy. 
  4. You develop small, gill like structures on your skin that 
  help spread your fungal spores. 
  5. 
  Your tongue stretches to inhuman lengths and can be 
  used to manipulate small objects.
  Pact Boons
  Pact of the Blade
  If you take Pact of the Blade, your pact weapon could 
  manifest as a gnarled staff, topped with a toad’s head and 
  covered with fungus that quickly grows, dies and regrows, 
  in perpetuity. 
  Pact of the Chain
  If you take Pact of the Chain, your familiar could be a dog 
  sized toad, with golden eyes and fungus growing from his 
  back or a vegepygmy with the golden eyes of a frog.
  Pact of the Tome
  If you take Pact of the Tome, your magical book could be a 
  waterlogged tome covered in living fungus and lichen that 
  emits a cloud of spores whenever it is opened. 
  Expanded Spell List
  The Fungal Devourer lets you choose from an expanded 
  list of spells when you learn a warlock spell. The following 
  spells are added to the warlock spell list for you. 
  Level
  Spells
  1st
  Jump, Sleep
  2nd
  Blindness/Deafness, Protection from Poison
  3rd
  Slow, Stinking Cloud
  4th
  Confusion, Vitriolic Sphere
  5th
  Cloudkill, Contagion
  Optional Cantrip
  If your DM allows, you can add the primal savagery cantrip 
  to your spell list and use it to manifest a long froglike 
  tongue. Eldritch Invocations that benefit the eldritch blast 
  cantrip also benefit this spell.
  Majestic Leap
  Starting at 1st level, you may forgo your normal movement 
  to make a standing leap up to your movement speed. If you 
  are leaping vertically into the air, you can travel a vertical 
  distance no greater than half your movement speed. 
  Example: If your movement speed is 30 ft., you can leap up 
  to 30 feet horizontally to cross a chasm, however, if you are 
  leaping up onto a balcony, you can leap 15 ft. high (half your 
  movement speed).
  Disrupting Spores
  At 1st level, as a bonus action, you can spread your spores 
  to one creature within 30 feet that you can see, infecting 
  them. Creatures infected in this way subtract 1d4 from their 
  attack rolls and saving throws. At the end of each of their 
  turns, an infected creature can make a Constitution saving 
  throw against your spell save DC to end this effect. 
   
  You can use the feature a number of times equal to 
  your charisma modifier, regaining all expended uses when 
  you finish a long rest. 
  Reactive Spores
  At 6th level, when a hostile creature hits you with a melee 
  attack, you can use your reaction to cover them in paralytic 
  spores. The creature must succeed on a Constitution saving 
  throw against your spell save DC or be stunned until the 
  end of their next turn. Once you use this ability, you can not 
  use it again until you finish a short rest. 
  Fungal Reconstitution
  At 10th level, you gain a portion of the regenerative abilities 
  of the Fungal Devourer. As an action, you cause fungus to 
  grow over from your skin, repairing any damage you have 
  sustained. You regain hit points equal to 4d8 + your warlock 
  level. Additionally, as a part of this effect, you regrow any 
  limbs you have lost within the past 8 hours. Once you use 
  this feature, you can not use it again until you finish a long 
  rest. 
  
  16
  About the Author
  This adventure was written, illustrated and designed by 
  David Markiwsky. David is a writer, artist and graphic 
  designer in Edmonton, Canada, with a moderate to 
  unhealthy obsessions with horror and all things Fey. You 
  can find all his other D&D content on the DM’s Guild and 
  can reach him on Twitter @DavidMarkiwsky. 
  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 David Markiwsky and published under the Community Content Agreement for 
  Dungeon Masters Guild.
  Maw of the Devourer
  At 14th level, as an action, you summon the maw of the 
  Fungal Devourer to swallow your foes and decompose 
  them. Choose a point you can see within 60 feet of you. 
  Fungus grows from the ground, forming the open maw of 
  a giant toad, which swallows all large or smaller creatures 
  within a 5 foot radius of the point (a 10x10 foot area), 
  trapping them beneath a mound of fungus. The affected 
  creatures are restrained. At the beginning of the creatures 
  turn, they take 4d6 necrotic damage and 4d6 poison 
  damage and can use an action to make a Strength check 
  against your spell save DC to break free from the maw, 
  ending the effect on a success. 
   
  The maw lasts for up to 1 minute, or until there are 
  no living creatures within it. Additionally, any creature who 
  is reduced to 0 hit points within the maw is immediately 
  dissolved. Once you use this feature, you can not use it 
  again until you finish a long rest. 
  Eldritch Invocations
  Devouring Spores
  Prerequisite: The Fungal Devourer patron
  When you deal damage to a creature infected by your 
  disruptive spores feature, they take an additional 1d6 
  poison damage.
  Spore Friends
  Prerequisite: The Fungal Devourer patron, lvl 10
  As an action, you summon 2 vegepygmies at a point you 
  can see within 30 feet (this increases to 3 vegepygmies at 
  level 15 and 4 at level 20). The vegepygmies are friendly to 
  you and your companions. Roll initiative for the summoned 
  creatures as a group. They obey verbal commands that 
  you issue to them (no action required by you). If you don’t 
  issue any commands to them, they defend themselves from 
  hostile creatures, but otherwise take no actions.
   
  The summoned creatures remain for 1 hour, or until 
  they are dismissed. Once you use this invocation, you can 
  not use it again until you finish a long rest. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Curse of Lost Memories.pdf