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INTO

THE WODE
A WINTER’S TALE
Contents
Introduction 8. Home! 92
• Running the Adventure 3 • Possible Destinations 92
• Overview 3 • The Town Revisited 94
• The Forest & Smithy 95
1. Midelwode 4 • The Portal 96
• Map, The Far North (DM only) 5 • Winter Attacks 98
• Map, The Far North (Player sharable) 6 • The Last Stand 99
• Map, Midelwode 8
• The Temple Tomb 9 Epilogue 100
• Diagram, tombs (Levels 1 & 2) 11 • The Queen of Summer 100
• Tombs, third level 13 • Story Awards 101
• Diagram, tombs (Level 3) 14
• The Iron Tomb 16

2. The Forest of Frost 21
• Map, the Forest 22
• Creatures of the Forest 23
• The Smithy 24
• The Green Hag’s Cottage 26
• The Path South 28
• Map, Troll Cave 29
• The Annis Hag’s Hut 31
• Auntie Morgan 33
3. To The Rescue 35
• Destination Options (travel) 37
• Map, The Far North (Player sharable) 38
• Nearby Destination Options 39
• The Smith’s Letter 40 Wode:
• The Mountain Pass 42 1. From Old English wōd (“mad, raging, enraged, insane, senseless,
blasphemous”), from Old High German wuot > German wut (“fury”),
4. Ironslag 51 Old Norse óðr, Gothic wōds, (“demonically possessed”).
• The Stairway 53 2. A wood or woods.
• The Yakfolk Village 54
• The Forges of Ironslag 57
Credits
5. The Witch’s Lair 59 Author: Michael Dolan
• Diagram, Morgan’s Lair 61 Art Direction & Editing: Darby Dolan
• Morgan’s Treasures 64 Ilustrations: Michael Dolan (unless noted).
Play testers: Ron Boggs, Matthew Bajda, Darby Dolan,
6. The Feywild 65
Josh Jaffe, Kirk Salanga, Aaron Teixeira,
• The Crossing 68
Last Revised: 7 August, 2020
• Feywild Destinations 68
• Sinter’s Shop 68
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
• The Bear Lord 71
Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and
• The River Monarch 73 all other Wizards of the Coast product names, and their respective
• The Feydark 74 logos are trademarks of Wizards of the Coast in the USA and other
• The Cavern Entry 76 countries. This work contains material that is copyright Wizards
of the Coast and/or other authors. Such material is used with per-
7. Arctis Tor 80
mission under the Community Content Agreement for Dungeon
• Map, Lower Dungeon 82 Masters Guild. All other original material in this work is copyright
• The Ritual Room 85 2020 by Michael Dolan and published under the Community Con-
• Escape! 90 tent Agreement for Dungeon Masters Guild.

2
Introduction
Into the Wode

W e begin this tale about 1490 DR in the small town of


Midelwode, located in the foothills of the Ice Spire
Mountains, in far Northern Faerûn. It is not long after
The War of the Silver Marches, a conflict against the Orcs that took
place in 1485 DR. In that year, a large army of Orcs and Drow, sup-
Special Information (DM’s eyes only!)
Text that appears in boxes like this one are particularly
important to the story, but this is for the Dungeon Master
ported by Frost Giants and White Dragons, assaulted the Silver only. Do not read these to the party.
Marches. The local populace in this story has experienced the war,
and some are veterans.

The Lord of this land is a man named Duncan Graychild. A little The adventuring party will be required to use all their powers to
more than year ago, he made a bargain with an old woman who solve the many mysteries here, and be brave enough to fearlessly put
lives deep in the forest outside of town. He believed it was a simple themselves in harms way for the good of others. Reward players for
transaction, but strange things have been transpiring ever since. His creative and inspiring play, and for role-playing their character in
land is now turning into a perpetual winter, and he’s not sure why. (It ways that are “true” to their stated alignment and world view.
definitely was not part of the deal). Ability Checks: Unless noted, only allow characters proficient in
Lord Graychild has been duped, and as a result of his careless the particular skill required to make a check (for group checks as
pact, all of Faerûn is in danger. The party will be drawn in as well), or for those trying to provide “aid” to someone making a skill
well, and it will be impossible for them to know if they are be- check. This makes a success more challenging and special for the
ing used, and to what end. character’s skill set, and not inevitable - as when everyone at the
table makes the check.
Unknown to most, a powerful Fey Lord named Dubh Catha (Dark
Crow in common) has been imprisoned for centuries in a crypt Evil characters beware. The alignment of player characters is an
below the town. Duncan Graychild’s own Mage has hatched a plot to important part of this adventure. There are built-in challenges for
release him, and the adventuring party is part of his plan. those who are neutral or lawful evil, and while it is allowable to play
such a character, their odds of survival may be diminished. Many
of the fey creatures in this story are of a neutral alignment. The very
Running the Adventure concepts of “good” and “evil” that we take for granted in D&D may
not apply to them at all. Players who apply their own moral compass
Into the Wode is a story that is influenced by classic tales of Fey to these beings do so at their peril.
creatures, and builds on the existing lore about the Feywild. As a
campaign setting, it is designed to begin with a group of 1st level This is a mystery tale. The Dungeon Master should use every
characters, and allow the party to advance in power as they progress means to keep the party guessing as to the motivations and goals of
through the story. A balanced party of varied class abilities is neces- the characters presented - the “master plan” of the opposition in the
sary, as the challenges faced are greater than typical settings. The story is only gradually revealed. Players will get hints regarding the
party will encounter powerful beings at early levels, and their discre- complex motivations of NPCs as they proceed, and will have to be
tion regarding entering into (or avoiding) combat may be the biggest as intelligent as they are brave.
key to their survival. While many Fey are opposed to harming mor-
tals, some of the creatures encountered here have no such qualms.
Overview
Except as noted, this text is meant to be read by the Dungeon
Master only. Reading the entire adventure before attempting to run The tale begins with an unusual hook - the party will awaken to find
it is recommended. It is assumed that the DM has the fifth edition all their belongings are missing. This is designed to put immedi-
Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. ate psychological pressure on them, as they are now without the
Chapter 8, Forge of the Fire Giants from the Storm Kings Thunder weapons, armor, or spell books they may have carefully planned
adventure, is also required as a reference. Volo’s Guide to Monsters when building their characters. While this may cause some initial
is also helpful (especially the excellent section on Hags). Stats for frustration, it is intended to heighten their feelings of anxiety and
NPCs and custom monsters are provided within the story. Spells and vulnerability. The party’s feeling of being “in over their head” should
magical equipment mentioned in the adventure are either described be constant throughout the adventure, and the DM is encouraged to
heighten this tension whenever possible.
in the Player’s Handbook, the DMG, or in this tale.
During the course of the story, the environment will move from a
Parts of the story that are meant to be read out loud to the party are
typical town setting, to a deadly mountain pass, a giant’s forge, and to
clearly designated by “READ” preceding the start of the text, and
the fantastical Feywild itself. There will be constant challenges and a
can be read until interrupted by a paragraph preceded by “DM” (in-
good deal of combat.
formation for the DM only). Text in red italic is the spoken voice
of a non-player character, and should be read out loud to the party. Proceed with haste....the world as the player characters know
it is in danger!

3
Into The Wode
A Winter’s Tale

Chapter 1: Midelwode

T o begin, all party members awaken in this town in the far


north of Faerûn. No matter where the adventuring party
originated, all were traveling through this area. They now
find themselves regaining consciousness in a well-appointed room.
The last thing anyone remembers from their travels was going
• The other two nearby settlements - Norwode and Southwode
have been abandoned, and the remaining folk from those vil-
lages have moved here to Midelwode. One guard chimes in: “It’s
true...everyone moved inside. Except the Smith o’ course, but you
wouldn’t want to tangle with him…..strapping big lad he is....”
outside at night, and marveling at the star-filled northern sky. Then,
• Lord Graychild states has been sending out armed patrols with
maybe either a sharp sting (like a bee), or a dull thump, and nothing...
his villagers, even just to gather firewood (that’s how they found
until now.
the party). But they haven’t seen anything unusual he says.
READ: “You awaken to find yourself in a comfortable bed and see • The Lord is not happy with the townsfolk’s superstitious ways.
that there is food and drink on the bedside table. Getting up and The townsfolk have taken to blaming the woods themselves
looking out a small window, you can see what looks a typical small Duncan scoffs, and says, “They’ve renamed it the Forest of
northern town, except for the fact that the townsfolk are busy finish- Frost. I don’t have to tell you that its not exactly the kind of thing
ing a roughly built wall, attempting to encircle it. The wall is 10’ high, that would encourage settlement here”. (This is the typical
and looks to be made from salvaged stone and other found materials. superstitious peasant lore he feels he has to regularly deal with
Crude wooden platforms have been constructed as watchtowers and on a daily basis).
battlements. Just then, a stern-looking man wearing an old breast
plate opens the door. He in middle aged, and has a prominent scar READ (Graychild): “Why...the people of Southwode even burned
running diagonally across his face.” their own bridge down! You couldn’t get a wagon over the river to
them until we built a temporary replacement. Look....I’m a practical
“Thought you’d never come ‘round” he says. “The Lord would have
man, and I’m sure there is a logical explanation for everything. I’m at
a word with you. Get dressed, eat quickly if you must, and come
the end of my patience with all this nonsense”.
downstairs.”
DM: PC with high Passive Perception will notice that although Lord
It is then that you notice that your clothes are neatly folded on a chair
Graychild is trying to speak in a clam voice, he actually seems
next to the bed, your armor (if you were wearing any), weapons, and
quite....nervous. It’s hard to tell whether he’s trying to scare them off,
all other possessions, including any spell books and money, are miss-
or is asking for help.
ing. Going downstairs to the great hall, you meet the other members
of the party, who have all had a similar experience. If questioned further: The town guard captain will at first say that
they haven’t encountered anything unusual, but one of the others
Duncan Graychild, the Lord of this land, sits on a raised dais in
will try to speak up: “It’s like the Lord says…folks here are a super...
the main room of his keep, impatiently drumming his fingers on
super...supersti...” (he is quickly silenced by a look from the captain
the arm of his chair as the party members trickle down. He appears
before he can finish). On further questioning, Captain Pell, the
to be about 30 years old - on the young side for a lord. The sparsely
captain of the town guard, might reluctantly reveal that they actually
furnished room is decorated with banners, ancient arms, and a few
don’t go very far into the forest, and they never go out at night. He
paintings, but the attempt at any warmth falls short. His “court”
then says:
consists of a dozen guards in old, rusted plate armor, and one slender
man in a tattered robe, holding a large book. Lord Graychild speaks, “Well...there is that strange fog I suppose. Seems to move away from
telling the party that they are in Midelwode, the main village of his you as you move into it. Nothin’ we’re afraid of mind you. I’m sure
land. “Well, truth be known, it’s the only village right now.” there’s a reason for that too.”

• He states that his lands are doing poorly. The climate has been DM: Lord Graychild then explains that he has given in to the
growing colder for the past few years, with more storms than villager’s demands, by allowing them to disassemble the ruins
anyone can remember. The growing season, already short this of an ancient temple at the west end of town, and construct a
far north, has failed to materialize at all this year. “It’s supposed to partial wall around the village from the salvaged stone.
be midsummer, but there’s still snow in the forest!”
READ (Graychild): “I’m sure this was unnecessary, but it keeps them
• Food and firewood are becoming scarce, and many are in need. busy and their minds off our troubles. My House Mage has cast a ward
His people are frightened - many townsfolk have gone missing. on the town, which he assures me has us well-protected.”
At first it was thought that some had just left due to the condi-
He make a somewhat dismissive gesture at his mage Qaraal Osten,
tions, and went south. But then children, wives, and heads of
the figure in robes. He is a slender, middle-aged perhaps ... it’s hard to
households have also gone missing individually.
tell, as his hood is drawn up and his gaze is downcast.

4
The Far North (DM’s eyes only)

The town of Midelwode can be found in the far upper north


on this map (in the red circle). Also see the player sharable
map, next page.

Midelwode lies on the easternmost edge of the Coldwood, and is the


most northerly outpost of “civilized” Faerûn. It sits on a hillside, and
commands a view of the surrounding forest. Many notable places
can be seen here: The Silver Marches, The Ice Spire Mountains, and
the Citadel cities of Felbarr and Adbar.

Note: The location of the ancient forge of Ironslag (from Storm King’s
Thunder) can be seen to the East of Midewode, in the Ice Spire Mountains.
(It as been moved a bit further East for this story). This adventure begins in
the same northern location, and a good deal of information about the area
can be found in SKT. Chapter 4 of this adventure will “dovetail” with
Chapter 8 from Storm King’s Thunder, Forge of the Fire Giants.

5
The Far North (player shareable map)

The town of Midelwode can be found in the far upper north


on this map (in the red circle).

Midelwode lies on the easternmost edge of the Coldwood, and is con-


sidered the most northerly outpost of “civilized” Faerûn. It sits on a
hillside, and commands a view of the surrounding forest.

Notable locations such as The Coldwood (& Beorunna’s Well), The Ice
Spires, Citadel Adbar, Castle Hartwick can be found.

6
DM’s Note: Any attempt to cast Detect Magic on Qaraal will fail. He The Woods
will make a slight gesture and counter the spell (he doesn’t even look
READ: The deep woods surrounding Midelwode are part of the
up). Qaraal Osten pretends that he is a lowly court wizard, but he is
Coldwood, a vast forest that stretches hundreds of miles across the
actually a much more powerful Warlock, who has made a pact with
north. As the name implies, the forest is generally known for having a
an Archfey of the Winter Court. The book he carries is not his spell
less than comfortable climate. The Coldwood is also home to several
book as one would assume - it is “The Book of Shadows” - a gift from
barbarian tribes, some settled, some nomadic. Life has never been
his Archfey Patron.
easy here for settlers, but he promise of ample farmland and fair
READ (Graychild): “I don’t have much to offer. I’ve spent most of my treatment by House Graychild has kept the town functional up till
gold keeping the town fed. (He puts a bag of 20GP on the table). now, if not exactly prosperous.
But...land could be yours if you can help us . We have plenty of that....
Viewed from the town, the local woods seem almost super-naturally
now. Agreed? Well then.....you can take what arms you need from my
dense. One can see thick stands of yew, pine and alder, but also
armory, but I’m afraid we’re also a bit short on those as well at the
tangled, leafless vines that seem grow over everything (even the
moment.”
recently abandoned farm houses). It is dark in theses woods (dim
DM: The party will find Lord Graychild’s “armory” to be woefully light condition) even at mid day. Ground fog is present and it’s unsea-
under-whelming. Only a few rusty shortswords and a couple of blunt sonably cold. Patches of snow can be seen in the shadows, and frost
tipped spears remain. There is no armor. clings to the north side of the tree trunks.

WIS Saves: As the party takes their leave, ask a member of the group It’s also eerily quiet. No bird of animal sounds can be heard - only
(the least wise one first) for a Wisdom save (DC18), as Qaraal Osten the wind in the treetops, and the creaking of branches. No forest you
attempts to cast Scrying on a party member to follow their move- have ever entered has been so cold and silent.
ments. He will repeat this on other members until he succeeds.

Qaraal Osten is very interested in tracking the party. He is the


one who has orchestrated their capture, and he hopes to lure
! DM’s Note: If the party tries to go directly into the woods
this party into the ancient tombs that he (alone) knows exist
without investigating the Temple Ruins that follow next,
below the Temple Ruins in Midelwode.
a villager will come up to them and intercede. (She looks
around to make sure no one sees her talking to the party).
The Town “You want to know something...? Why I’ll tell you. This
DM: Midelwode and the surrounding countryside have been the trouble all started when that man...Qarall came here. He
Graychild family’s land for centuries. Duncan Graychild is the 13th gives me a shiver that one. I’ve been watchin’ him... always
Lord, a number that will surely prove to be prophetic. pokin’ round them ruins at night, muttering to hisself ” [sic].

This is not actually a villager. She is Agnes, a Green Hag who


READ: “The townsfolk have attempted to make Midelwode a forti- is using her Illusory Appearance ability. She is working with
fied stronghold. A rough, 10’ high wall, extending about three quar- the mage Qaraal Osten to help lure the party down into the
ters of the way around the town has been constructed out of salvaged tombs below the ancient temple ruins.
stone, with a single gate at the entry road, manned day & night (A).
Crude wooden battlements and guard towers have been built, with
taller towers at the two ends of the wall where the townsfolk ran out
of stone. (See player sharable map on the next page).
The Temple Ruins
Lord Graychild’s ancestral keep sits approximately in the center (B).
READ: “Little is left of the ancient temple of Midelwode. The re-
The town is on a hillside in a river valley, surrounded by high bluffs
maining stones were either too large, or too difficult to remove from
and mountains. To the West, there is the dense forest. A stream flows
the site to be used. Although you can tell this was once a graceful
directly through town, down into the main river just to the south,
structure, a stone floor and a few large, scattered shards are all that
spitting the western side of town from the rest. On the western
remain. A massive altar slab still rests in place at the center - too large
side, there are ruins of an ancient temple (C), and a few abandoned
& heavy to be moved. The floor shows the wear of centuries of use,
farms. A stone bridge over the stream (D) connects the two sides
and has taken on the undulating contour of the surrounding ground.
of the town. In addition to the original structures, new farm plots
Some of the stonework clearly has writing on it, but the continuity
and makeshift cottages have been built inside the wall. Those just
of the language has been destroyed in the salvage process, scatter-
outside have been abandoned, and are now overgrown with tangled,
ing the pieces around the site. Only fragments of words and symbols
unhealthy looking vines. An overgrown path (E) runs through the
remain.”
farm houses and into the woods, but its starting point in town has
been blocked by the newly built walls. DM’s Note: If there are elves (or those with fey ancestry) in the party, they
will recognize some of the alphabet, but it’s still difficult to make out...it’s
The townsfolk of Midelwode are completely spooked, and afraid of
some type of an ancient “proto-elvish”. A Comprehend Languages (or
outsiders. You are not welcome with open arms. Windows are shut-
similar spell) won’t decipher the meaning, as there are no whole phases left -
tered and doors are slam shut and bolted as you walk past.”
only an occasional random word or symbol can be made out.

7
Midelwode (Player shareable map)

C.
D. B.
E.

A.

A. Entry Gate The town is roughly circular, with a stream flowing


B. The Keep through one side. High cliffs are to the East, a vast
C. The Temple Ruins forest to the West.
D. Stone Bridge
E. The Forest Path

8
√ DM: Ask the group (but only those who are proficient in the
skill) for an Investigation check and 2nd, a Perception check.
The Warded Temple
• For a successful (DC16) Investigation check, a party member By demolishing the remains of the temple, the townsfolk
will notice that one of the unused bits of rock is a “keystone,” have actually weakened the town’s defenses, as the ancient,
lying on the ground. On the side facing down, it has a balance sacred site at the edge of town was protected by a warding
scale symbol carved into it. (This was once over the doorway spell. The ward’s aura is still active and can block Divination
arch). Magic, (like the 5th level spell Scrying), and most Conjuration
spells (such as Teleport), but it has faded to some extent due
• For a successful (DC18) Perception check: A party member
to the amount of stone that was removed.
will notice that the stones under the altar are still flat, level and
tight-fitting. They have not “sunk” into the ground as have the
others. (This would indicate there is a supporting structure
beneath the altar). Down Into the Tombs
If one of the lower stone slabs is removed, at first nothing happens.
If the party notices these clues, and decides to move the altar
As the party approaches the opening however, a blast of warm air
stone, and/or excavate under the altar:
knocks anyone within 10’ back (DC15) Strength save or be knocked
• The altar stone is huge (that’s why it was not used). Some cre- prone). If there is a cleric present, this class (only) will see spectral
ativity will be required to move it. Rigging, or oxen perhaps? forms flying out and wrapping around the party. (The ghosts seem
to be examining the clothes and weapons of the PC’s, be they do not
• The floor stones (2’ x 2’x 2’) are heavy. Help will be needed, but harm anyone, and soon vanish.
there should be existing rigging (rope, pulleys, etc.) near the site
from the villagers salvage work. Convincing them to help will READ: “Looking down into the dark excavation, you can see a stair-
speed up the work requires a (DC14) Persuasion check. way. The musty air coming out is slightly...warm. Peering downward,
• you can see the dust of centuries coats all surfaces.”
• Successfully removing the altar slab from its location and then
excavating the floor stones beneath it will reveal yet another DM’s Note: Ask all party members how they plan to SEE in the complete
layer set of large stone slabs underneath. (This is why the floor darkness below. For those without magical sight, a hand torch sheds 20’
stones in this location did not sink into the ground, as the others bright light and 20’ dim light (meaning all checks that rely on sight have
did). Theses slabs are strangely warm to the touch, and covered disadvantage beyond 20’). Darkvision provides 60’ of dim light in total
in moss. (This is the entrance to the ancient tomb complex darkness, therefore a PC with this trait is always at disadvantage on visual
below). checks at any range (if there is no additional source of bright light).

9
The First Level
READ: “As the party descends the stairs, they come to a wooden Even when able to see inside the room, Nystul’s Magic Aura has
door (A). A symbol of a balance scale is carved on it.” been permanently cast on the floor tiles, masking the Glyph’s true
nature. Some tiles with magical Glyphs appear to be non-magical,
DM: This is the same symbol that was on the keystone in the ruins
others that are non-magical appear to be magical, and they will give
above, if found. The door is not trapped or locked, if inspected.
off false “magical school” information as well:
Opening the door only reveals foggy darkness however. Torches
(or Darkvison) do not penetrate into this (magical) darkness. (It’s an False Aura: “You change the way the target appears to spells and magical
illusion, created by a permanent casting of the spell Mordenkainen’s effects, such as Detect Magic, that detect magical auras. You can make a
Private Sanctum ). non-magical object appear magical, a magical object appear non-magical,
or change the object’s aura so that it appears to belong to a specific school of
• If a Detect Magic is cast, it will only detect the barrier itself,
magic that you choose. If you cast this spell on the same creature or object
which glows with abjuration magic.
every day for 30 days, placing the same effect on it each time, the Illusion
• The spell Find Traps will not work from outside the room. lasts until it is dispelled.”

• Dispel Magic (unlikely any PC has this 3rd level spell) will only The spell Find Traps will detect the presence of magical
work if the caster succeeds on a (DC19) check, as the spell has glyphs that are a type of “alarm” (but not their number or
been cast at the highest level. location). This room is heavily protected!

All of the floor tiles in this (60’ long X 30’ wide) room have subtle, This room is a test. The floor tiles detect a creature’s alignment;
carved Glyphs on them. Some are Glyphs of Warding (3rd level Only a player character with a “good” alignment (who also takes no
abjuration). These are difficult to see, especially in the dim light: hostile actions) can pass unchallenged. Any other alignment will
DMG: “The glyph is nearly Invisible and requires a successful Intelligence cause the PC to be confronted by the tomb’s Construct Guardians,
(Investigation) check against your spell save DC to be found.” In addition, who are tasked with preventing “evil” aligned (and possibly “neutral”
a false aura has been cast on them so that a Detect Magic will provide Fey) creatures from passing further into the tomb complex.
wide variety of incorrect information about their magic.
Stepping, jumping, running, or flying into the room will have
DM: If A PC sticks their head into the foggy void, they can see inside the same effect (the glyphs are triggered by proximity).
the room. A (DC20) Investigation check will enable a PC to visually
detect the subtle Glyphs carved into the massive 10’X10’ floor tiles. Once inside the room (or successfully dispelling the illusory barrier
(Allow only those proficient in investigation to make this check). and peering in), the party can see what appears to be a display of
ancient armor . Figures in full plate, mounted as standing displays.
(There are no discernible limbs or faces, just the armor and sheathed
weapons). The set of armor directly in front of the doorway (B1)
Private Sanctum
stands on a raised platform, a horn hanging by its side. Four more
4th level abjuration
suits of armor stand in alcoves in the side walls (C), and another at
Casting Time: 10 minutes
the rear of the room (B2), again on a raised plinth.
Range: 120 feet
Components: V / S / M A perceptive party member (especially an Elf ) might rec-
Duration: 24 hrs. (unless permanently cast) ognize their armor as ancient Eladrin in style. It is ornate,
Classes: Wizard heavily decorated bronze metal (not steel or iron). The helms
have side plates, but are open in the front. They appear empty,
“You make an area within range magically secure. The area is a cube
floating above the armor.
that can be as small as 5 feet to as large as 100 feet on each side”

• Sound can’t pass through the barrier at the edge of the warded
area.
• The barrier of the warded area appears dark and foggy, pre-
venting vision into it (including darkvision). The Floor Glyphs
• Sensors created by Divination Spells can’t appear inside the
There is really no way to avoid setting off the glyphs in this
protected area or pass through the barrier at its perimeter.
room - they are triggered by proximity.
• Creatures in the area can’t be targeted by Divination Spells.
• Nothing can Teleport into or out of the warded area. Avoiding stepping on the floor (such as by climbing across
• Planar Travel is blocked within the warded area. the ceiling), won’t help - they will be triggered regardless.
In play testing, a few PC’s did think of using rope, pitons, &
“Casting this spell on the same spot every day for a year makes this climbing gear to traverse the floor in the air, but to no avail.
effect permanent”.

10
The Tombs: 1st & 2nd Levels (DM’s eyes only!)

D.

B2.

C. B1.

A.

A. Entry
B. (1 & 2): Raise Plinths
with Armored Constructs
C. Alcoves with Armored Constructs (x4)
D. Exit

11
DM’s Note: These armored constructs were created centuries
ago to prevent evil creatures (0r a neutral fey) from entering
the tomb. The construct guardians will animate and attack
all evil aligned characters without hesitation, as soon as they
To
Tomb Guardian
Medium construct, unaligned
step into the room and set off the glyphs (or if the constructs
are attacked first by the party). They will hesitate to attack a Armor Claass 18 (Full Plate)
neutral character, waiting to see what the PC’s next actions Hit Points 102 (12d10 + 36)
are. They will ignore a “good” aligned character, unless it at- Speed 40 ft.
tacks them first.

FREAD
irst
rst(iftom
omb
a PCbenters):
guardrdia anglow
“The (wofittahbright
sword
sw ord dra
raw
glyph brieflyw n):
illumi- STR DEX CON IN
NT WIS
S CHA
nates on the floor tile beneath you. At first nothing happens, but then
19 (+4) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
slowly, a blue-white light begins to emanate from within the suits of
armor, taking on the form of spectral faces and hands. The first figure
(B1 - directly in front) raises its horn to its lips.”
Damage Im mmunities: fire, poison, bludgeoning,
piercing, and slashing from nonmagical weapons
DM:
that aren’t adamantine
• If the party member entering is a “good” Alignment (and takes Condition Immmunities: charmed, exhausted,
no hostile action), nothing happens. The rest of the armored frightened, paralyzed, stunned, poisoned
figures all remain frozen. Senses: Darkvison 60', passive Perception 10
• If the party member has a “neutral” Alignment, a single loud
Languages: Elvish, Sylvan
Challeenge: 8 (3,900 XP)
blast is heard from the figure with the raised horn. The warriors
in the alcoves (C), and the one on the rear plinth (B2) draw their
swords and come to attention. (The PC may be a Fey creature -
Summer Fey Fire. The Elven magic powering the
Temple Guardians creates an inner flame that
their intent will be tested. Laying down their weapons might be
enhances its weapon with additional fire damage.
a goo start).

• If the party member is “evil” aligned, two loud blasts are heard Actions
from the horn. All the warriors in the draw their greatswords
Multtiattack. The Guardian makes two greatsword
AND step out of their alcoves or down from their plinths. They attacks. Melee Weapon Attack: +7 to hit, reach 5
will attack evil aligned characters immediately. (= Initiative)! ft., one target. Hit: 14 (3d6 + 4) slashing damage
plus 11 (2d10) fire damage.
If the party successfully makes it through this room, they will find
that door (D) at the rear of the room is unlocked and not trapped per
se, but......as a party member opens it, they will hear the door behind
them slam shut (The one the party entered the room from), with an
audible locking sound. (This “arcane” lock cannot be dispelled). The four Guardians in the alcoves either already stand at attention
with their swords drawn, or, if the party has passed through the first
room without combat, they will have there backs turned to them.
The Second Level
First Tomb Guardian (B1) with sword drawn:
READ: “Going down another flight of stairs, the party again comes
• For any PC with a “good” Alignment, the warrior touches the
to a wooden door (which is not trapped or locked). This time, a sym-
character lightly with his sword as they approach. The spell Bea-
bol of a shining sun is carved on it.”
con of Hope is cast on them (+ any others if the DM chooses).
DM: As before, there is only fog & darkness when door is opened. For 1 min./10 rounds they get advantage on Wisdom and Death
(Private Sanctum has also been cast on this level). It has the same ef- Saves, and they regain max hit points from any healing spell cast
fect as the first room, and can only be dispelled with a DC19 roll. If a on them.
PC enters, there are no glyphs on the floor on this level.
• For any “neutral” aligned PC, nothing happens. (The warrior
remains expressionless and motionless).
READ (When the party is able to see inside): “The room appears
to be physically identical to the room above, except that the fully • For any “evil” aligned PC, the warrior casts Bestow Curse on
armored warrior/priest on the first plinth has already animated them (DC18 Wisdom save to resist the effect of the spell). On
(assuming the horn was blown in the room above at least once). His a failure, roll a d4 die to see what effect this has: 1) The PC has
ghostly features are expressionless, and he stands with his sword disadvantage on all attack rolls for 1 min./10 rounds. 2) The PC
drawn and raised. Bright Elven runes glow the length of the sword.” must make a (DC15) Wisdom save at the start of each turn for
(DM: The figure’s helm is removed and tucked under his arm how- 1 min./10 rounds. Failure = they have NO action for that turn. 3)
ever. Is he ready to stand down, or...is it a challenge of some kind)? The PC has disadvantage on ability checks and saving throws
for 1 min./10 rounds. 4) Attacks against the PC deal an extra 1d4
“In the rear of the room there is another figure standing on a plinth
damage of the same type as the attack.
and holding an Elven spear draped with the banner of this ancient,
unknown sect.”


12
Rear Tomb Guardian (B2, with spear & banner) At the rear of this room, there are three very noticeable
• For a “good” Alignment, the warrior touches the PC with the tip features:
of his spear / banner, and the spell Bless is cast on them. (For 1 READ (#1 feature): On the center of the rear wall, you see a round,
min./10 rounds add 1d4 to ATK roll or saving throw). carved stone relief about 3 feet in diameter, set flush into the wall.
• For a “neutral” aligned PC, nothing happens - the warrior One half depicts a summer scene - the summer sun shining on a lush
remains motionless. forest. The other half depicts a winter scene - a snow-covered forest
and barren trees. The plaque is cracked and crumbled in places, and
• For an “evil” alignment, the warrior casts Bane on them. (DC18 parts have fallen off and lay broken on the floor. Some protoelven
Charisma save to rest the effect of the spell). On a failure, writing is still legible however. At the top of the relief, there was once
subtract 1d4 from ATK rolls and SAVING throws for 1 min./10 apparently a five word phase, but only three of the words are still
rounds). legible (in Sylvan): “The Unseelie _____ _____ Triumph.”

If the party successfully makes it through this room, they will DM: These can be read by a PC who can read Elvish (or those with
find that door (D) at the rear of the room is unlocked and not Fey ancestry, a Fey patron, or an Oath of the Ancients Paladin), but
trapped. the damage has obliterated the rest of a phase. At the bottom of the
relief, the phase “May the balance always be” is still readable.
The Third Level
READ: As the party descends the stairs, the air gets noticeably
colder, with frosty condensation clinging to the walls. The door int0
this level is locked. A symbol of a leafless tree branch is carved on it.

DM: The door is secured with an Arcane Lock, but it can be broken
down with a Strength check (DC25). The magic lock can be dispelled
with Dispel Magic and a (DC19) ability check however.

READ (on successful entry): “The door opens into a large (30’W
x 60’L) room, illuminated by several wall sconces that glow with a
soft eternal flame. Four large stone sarcophagi stand in the center of
the room, all with finely carved effigies on the top of them (B). Two
are topped with figures holding swords. The other two are carved in
white marble, the effigies holding large books.”

DM’s Note: This room was warded centuries ago against teleporta-
tion by Fey creatures (in or out) by the spell Hallow. “Extra-dimensional
Interference: Affected creatures can’t move or travel using teleportation
or by extra-dimensional....means.” The ward is still active, but has been
weakened to an unknown extent by the destruction of the Temple above.

DM: The four Tomb Guardians in the alcoves (C) on this level
likely have their backs turned to the party - if the PC’s have proven
themselves worthy (or perhaps no “evil” aligned character has sur-
READ (#2 feature): “To the right side at the rear of this room, a
vived). Disturbing, opening, raiding, or otherwise disrespecting the
short corridor is blocked by a roughly bricked-in doorway, its stone
sarcophagi on this level will cause the ghosts of the Eladrin Priests or
jamb and lintel clearly visible.”
Warriors inside to animate and attack. They use the Ghost stats from
the Monster Manuel, and will try to posses individual PCs and attack READ (#3 feature): “To the left side of the rear of this room,
the other party members. Charisma save (DC13) to resist posses- another short corridor is blocked by a very solid looking iron door,
sion. with what appear to be four mechanical locks, one at each of the four
There are magic items in sarcophagi, should the party be corners of the door. Ice has formed at the crevices around the door,
brave enough to open them: In the (2) Warrior sarcophagi, there and the party now notices that they can see their breath in the freez-
is a +1 magic weapon in each (DM’s choice). Inside the (2) Priest ing air. There is an image of a two-faced crow cast in relief in the iron,
sarcophagi, one has a small bottle with a potion inside - the Potion of as well as an inscription. (in Sylvan):
Vitality. (See DMG, p.188), and one has a spell scroll of Revivify (3rd
Beyond a traitor’s tomb, never to see the light of summer.
level necromancy. (This might be essential if a PC dies, as there are
Cursed is his house forever.”
no powerful clerics nearby).

DM: If approached, the door is freezing cold to the touch.

13
The Tombs: 3rd Level (DM’s eyes only!)

The 3rd level of the tomb consists of a large room (30’W x 80’
L ), and 3 smaller rooms. The entry to the small , circular crypt
(#1) is hidden from visual detection.

D.

3. 1. 2.

B.

C.

A.
A. Entry
B. Sarcophagi
C. Alcoves (x4)
D. Tunnel

1. Stone Relief (& Secret Crypt)


2. Bricked-in Tomb
3. Iron Tomb

14
Interacting with the three features at the rear of the 3rd ! Note: Choose who gets this legendary item wisely! The
level: sword can only be removed from the hands of the Abbot by a party
member who is able to attune to it. Otherwise, it will be held fast by
1. The Center Stone Relief the corpse. Although sentient, the sword will initially be silent. Its
DM: If the top of the plaque is “repaired” (such as with the spell telepathic communication will start when it’s owner does things that
Mending or taking the time to carefully piece it together), the full five match the blade’s alignment and desires. Should a party member be
word phase “The Unseelie Shall Never Triumph” is revealed. (It is accepted by it, they must remain attuned to it for life.
the oath of this sect - the Unseelie are the Court of the Winter Fey).
The sword is presently a +1 greatsword, with a “neutral good”
Speaking the phase three times causes a grinding sound, and the
alignment. If successfully attuned, the latest rune representing Ab-
plaque to push out 1” from the wall, exposing its edges. (Two strong
bot’s ownership glows, and gives the blade the properties of a Sword
party members can lift it away from the wall, exposing a small, circu-
of Sharpness (see the DMG. pg. 206). Additionally, because this
lar crypt inside).
sword is also made of adamantine, it does maximum damage to both
objects and creatures on a hit. There are four other runes on the
sword, indicating previous owners, but the properties of their runes
Fey Ancestry Anyone? will only gradually make themselves known to
Any party member with Fey Ancestry (or a Fey patron) would the new owner as they achieve goals that are
know that the number “3” is extremely important to them. aligned with the sword’s desires.
No fey creature could speak a phase three times without
believing it to be true. The Runesword
“Summer’s Hope”
In its history, this sword has been
The room is not trapped. Opening the coffin will require a simple
owned by several legendary Eladrin
(DC18) Strength check. When opened, the spectral form of an
warriors and priests. Similar to an
Eladrin Abbot hovers overhead briefly, his eyes scanning the party
Elven Moonblade (but more ancient),
carefully before he fades away.
it serves only one master at a time,
READ (If the crypt is opened): “Inside this small, circular room you and will not serve anyone it regards as
see another, much more elaborate stone sarcophagus, with an effigy craven, erratic, or corrupt. If the blade
of an ancient Eladrin priest resting on top. In his hands, a massive
allows you to become attuned to it, a
greatsword is carved in relief.”
new rune appears on the blade, indi-
READ (If the sarcophagus is opened): “The remains in this sarcoph- cating your ownership. You remain
agus are clothed in fine vestments, woven in hues of red & gold (he attuned to this weapon until you die,
was clearly the leader of the Temple’s sect). Resting in his hands is an or the weapon is destroyed. The sword
ancient, jet black, finely wrought greatsword, with intricate runes in- one rune on its blade for each master
scribed on the blade. The crossguard is decorated with a gilded vine
it has served. (This sword has 6 runes,
motif, and a golden summer sun. He is also wearing a golden ring on
indicating the 5 previous owners). The
his right hand, with similar vine motif winding around it.”
first rune grants it a +1 bonus to at-
DM: The Abbot’s magic items (short resting while in contact tack and damage rolls made with this
with an item, or spell Identify will reveal): The robe he is wearing is magic weapon. Each rune beyond
The Robe of Summer (Wondrous item, rare, as described in the “Dead the first grants the sword one ad-
in Thay”): “While wearing this robe you have resistance to cold damage.
ditional property. As a sentient magic
In addition, you are comfortable as if the temperature were always that
item, Summer’s Hope has a radiant,
of a balmy (summer) day, and you suffer no ill effects from temperature
confident personality. It seeks to pre-
extremes.” The ring is a Ring of Free Action (rare, requires attunement).
“While you wear this ring, difficult terrain doesn’t cost you extra move- serve and protect the natural world,
ment. In addition, magic can neither reduce your speed nor cause you to be preserving the balance between the
paralyzed or restrained” (DMG pg.191). extremes of summer and winter. The
sword will not hesitate to destroy any
The Abbot’s black sword is a unique magic item. It is an ancient
creature who interferes with “the bal-
Runesword, forged from adamantine metal by Eladrin smiths.
ance”, and it particularly detests Ab-
Although older than Elvenkind, it has properties similar to an Elven
Moonblade. The sword is sentient and can communicate via telepa- errations. It glows with bright sunlight
thy. It can normally only be attuned to by a character with a “neutral in their presence, distracting targets
good” or “good” alignment. (An Oath of the Ancients Paladin is a with flashes of brilliance, and giving
perfect fit, as is a Nature Domain Cleric). At the very least, the wielder the wielder advantage on their at-
must be sympathetic to Elvish ideals, and the protection of na- tacks against these creatures.
ture). While this magic item is extremely powerful for a character
at this level, it is an essential part of the story.

15
2. The Bricked-In Tomb 3. The Iron Tomb
READ: “The short passage to the right ends in a roughly bricked-in READ: “The solid, cast-iron door is freezing cold to the touch. Icy
doorway, which appears to be a typical tomb entrance.” frost is visible at the edges and hinges. (There is no doorknob). An
image of a two-faced crow cast in relief in the iron, and an inscrip-
DM: This entrance is not trapped, but the bricks have a set
tion. There are four large locks on this door - one in each corner.”
of runes painted on them. (An abjuration ward - prevent-
ing the spirit of the inhabitant of this tomb from leaving the DM: This is the tomb of Dubh Catha, (“Dark Crow” in common
room). The doorway bricks can be broken down with a simple - reference Volo’s Guide to Monsters, page 134). Expelled from the
Strength check (DC18). Summer Court, this powerful Fey Noble (Sidhe) was made to suffer
the “iron death”. (Contact with iron is said to cause a slow & painful
READ (If the party decides to break in): “As the last bricks give way, a
eventual death). Dubh Catha has not yet succumbed, even though
cold breeze blows outward from the dark room (20’w x 20’L). Peering
he has been entombed here for centuries.
into the room from outside, you can make out another sarcophagus
in the center. It has been opened, and it’s lid is askew on the floor.” Casting the spell Knock will open 1 lock per spell slot expended:
“A target that is held shut by a mundane lock or that is stuck or barred
√ DM: A successful Perception check (DC18) will notice piles of
becomes unlocked, unstuck, or unbarred. If the object has multiple locks,
ashes and scattered small arms on the floor. Peering into the dark-
only one of them is unlocked.” Otherwise, the locks can be picked with
ness, a PC might also see that there is a pile of rubble on the floor in
thieve’s tools (DC20), or broken with a DC 20 Strength check.
rear of the room, and a hole in the rear wall (the room was tunneled
into from the outside). On entering this crypt, a perceptive party READ (on successful entry): “This freezing cold (20’L x 25’W) room
member might be able to discern that the piles of ashes are actually is lined with iron plates on the ceiling, floor, and all sides. In the cen-
remains. (They are Darklings. See Volo’s Guide, pg. 134) . ter, there is an iron-clad sarcophagus in an iron cage. There appears
One Darkling Elder has perished with the group (his pile of ashes is to have been an operable door to the cage at one time, but the hinges
larger), and his short sword lies on the ground. Another half-dozen and locks have corroded from centuries of condensation, and are
smaller piles are visible, all with small daggers. Investigating the hole now completely dysfunctional.”
at the rear wall, the party will see that there is a tunnel leading out DM - Perception √ (DC17): A success will notice that a few of the
of the tomb, (area D on the drawing). If the party enters the tunnel, iron bars at the bottom have become severely corroded & pitted
they will quickly arrive at a fork. Straight ahead is complete darkness, from many years of contact with floor moisture (acid would also
but to the right, there is a faint illumination. weaken them further). A DC20 Strength check is required to pry one
of the bars open - just enough for one small creature to squeeze into
If they proceed straight: The party comes upon a blocked sec-
the cage. Two bars removed is enough for a medium size creature. (It
tion in about 80’ (it is collapsed stone and is impassible). The last
will likely take at least (2) party members to get inside the cage and
member of the group (in marching order) might suddenly feels a cold
lift off the coffin’s massive iron lid, with a (DC25) Strength check.
breeze behind them. There is a 50/50 chance that a Fey Banshee will
drift up and stand behind them, its rusted sword raised. “Why do you READ (if the coffin is opened): “Inside the coffin are the well-pre-
continue to violate my rest!” It will attack the party. served remains of an elegantly dressed humanoid male. His elabo-
rate, archaic clothing indicates that he likely was a Noble. Although
To the right: The tunnel travels for about 100 yards, getting brighter
he would have been considered handsome in life, his limbs and jaw
with faint daylight as they go. (They might feel a presence following
are now twisted into an ugly expression of horrific pain.”
them from behind, but it dissipates as it grows brighter - Banshees
hate daylight). They will exit through a hole in the ground, hidden by DM: As the party views the body, they notice a bit of color
an overgrown thicket. Coming out and looking about, they realize begins to appear on his pale face, and his jaw relaxes. He gasps
they are in the woods, about a hundred yards to the west of town. and sits upright. (Note: If he is attacked immediately - AC16, he will
The walls of Midelwode can be seen in the distance to the East, use his Misty Escape ability as a reaction to taking any damage and
through dense trees and vines. A footpath can be made out once the teleport out of the cage, out the door, and behind the party, up to 60’
party exits the thicket. away to a place he can see. He will be invisible until the start of his
next turn, or if he takes another action to attack or cast a spell).

The Fey Lord will want to talk to the party more than fight
them. (If combat ensues, he will be more amused than deadly
Fey Banshee’s Wail (1x per day) - the low-level party is not a threat to him). After hundreds
The Banshee releases a mournful wail, provided that she years in this iron tomb, he wants information more than
isn’t in sunlight. This wail has no effect on constructs and anything. Who are the party? What became of those accursed
undead. All other creatures within 30 feet of her that can Eladrin priests? Having been in this tomb for centuries, he
hear her must make a DC13 Constitution saving throw. On knows nothing about the world as it presently exists.
a failure, a creature drops to 0 hit points. On a success,
a creature takes 10 (3d6) psychic damage. (Ref: Monster “Now……let’s not get off on the wrong foot shall we? There is much we
Manual, pg.23). can learn from each other!”

16
The Iron Tomb (Player shareable)

The Tomb of the Fey Lord Dubh Catha

17
DM:EDubh
ldriCatha
tch
tc h Inisvao17th
ca tilevel
ati onsWarlock
(7) of the Archfey
(Queen Mab). He has legendary actions, and many reac-
tions. See his stats on the next pages.
Dubh Ca
ath
tha (F
Feey Lord)
Medium Fey, chaotic neutral

Armor Claass 18 (20 when he has his Staff of Power)


Hit Points 250
Role Playing Dubh Catha Speed 30 ft.
Fey Nobles are notoriously prideful, selfish and manipula-
tive, despite their inability to lie. They trick mortals into STR DEX CON IN
NT WIS
S CHA
serving them. The Dark Crow is tall, pale, and upper-crusty
14 (+2) 14 (+2) 14 (+2) 20 (+5) 16 (+2) 24 (+6)
polite to a fault. He will bow to the party when addressing
them, and be mystified (and somewhat amused) if they at-
Saving Throws: DEX +6, WIS +7, CHA +9
tack him. He craves information, not combat.
Afterr severra
Afte al rounds of to toyying with th thee Skillss: Acrobatics +7, Arcana +7, Deception +10,
History +7, Insight +8, Intimidation +10,
ppa
arrty
ty (and likellyy being frustra tra
ateted try
trying Perception +8, Persuasion +10
to g et i n f o r m ati
a ti on fr o m the
th em ), the
theF Feey
As befitting a person of his status, he also be immediately concerned Damage Vuln nerabiliities: cold iron
L o r d w i l l b e g i n to b o r e o f thi
th i s
about acquiring some servants (he will ask for volunteers): “I can
Condition Im mmunities: charmed
encounte terr - especialllyy if he’s not getti ttin ng Senses: Darkvision, Passive Perception 18
compensate you very well. I always treated my help with the utmost Languages: Common, Elvish, Sylvan
a n s w er s to h i s qu
q u es tio
ti on s .
courtesy....they said.” (It’s assumed the party is wise enough to refuse Challeenge: 10 (5,900 XP)
this offer from a Fey).

If the party acts in a hostile manner, he will cast Scatter on Legendarryy Resistance. If the Fey Lord fails a saving
throw, he can choose to succeed instead.
them on his next turn, attempting to send (up to 5 PC’s) back
into the iron cage - and seal it shut ! (Note: teleportation within Spellccasting. The Fey Lord is a 17th level spellcaster
this Hallowed room is still possible. The magical ward does not (Charisma - spell save DC19, +10 to hit with spell
prevent this). attacks). He can cast spells without requiring any V
or S components (Subtle Spell).
If combat does occur, the Fey Lord will use his action to cast Ar-
mor of Agathys on himself (at 5th level, like all his spells): “A protective Actions
magical force surrounds you, manifesting as a spectral frost that covers Multtiattack. The Fey Lord makes three attacks with
you and your gear. You gain (25 at this level) temporary hit points for the his magical (+2) Life Stealer rapier. +10 to hit,
duration. If a creature hits you with a melee attack while you have these hit reach 5 ft., one target. Hit: 1d8 + 6 piercing
points, the creature takes (25) points of cold damage. (When you cast this damage. If he scores a critical hit against a creature
spell using a spell slot of 2nd level or higher, both the temporary hit points that has fewer than 100 hit points, it must succeed
on a DC15 Constitution saving throw or be slain
(5) and the cold damage (5) increase by 5 for each slot level above 1st).” (No
instantly as the sword tears its life force from its
Concentration required, duration 1 hour). body.
As a bonus action, he will hold out an outstretched hand, and a
Legendarryy Actions. The Fey can take 3 legendary
bejeweled rapier appears in it, glowing with antique beauty. The fine actions. Only (1) legendary action option can be
workmanship of the sword is beyond anything you’ve ever seen. used at a time and only at the end of another
(Danger: This is his Nine Lives Stealer Rapier, which is his also his creature's turn (See options listed).
pact weapon. A creature who is hit by a critical roll and fails a DC15
CON save is instantly slain, and there are no powerful clerics here to Reactions
raise them from the dead). Misty Escape, Beguiliing Deffeenses, Bend Luck,
Parrryy,TTo
omb of Levistus (Invocation granted). See
descriptions.
Scatter (Xanathar’s Guide)
6th level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V Nine Lives Stealer very rare, requires attunement:
Duration: Instantaneous Dubh Catha’s pact weapon (which he can summon or dis-
Classes: Sorcerer, Warlock, Wizard miss as a bonus action) is his Nine Lives Stealer rapier: “You
“The air quivers around up to five creatures of your choice that you gain a +2 bonus to attack and damage rolls made with this magic
can see within range. An unwilling creature must succeed on a WIS weapon. If you score a critical hit against a creature that has fewer
saving throw to resist this spell. You teleport each affected target to than 100 hit points, it must succeed on a DC15 Constitution sav-
an unoccupied space that you can see within 120 feet of you. That ing throw, or be slain instantly as the sword tears its life force from
space must be on the ground or on a floor”. its body.” (This sword now has 9 charges, - DMG, pg. 183).

18
Dubh Catha - Legendary Actions:
The Fey Lord can take (3) legendary actions, choosing from the op-
tions below. Only one legendary action option can be used at a time,
and only at the end of another creature’s turn. He regains spent
legendary actions at the start of its turn.

1. Attack. The Fey Lord makes one melee weapon attack with his
magical Nine Lives Stealer rapier, or one spell attack.
2. Shimmering Shield. The Fey Lord creates a shimmering, magi-
cal field around himself (or another creature it can see within 60
feet). He gains a +4 bonus to AC until the end of his next turn.

3. Misty Step. Disappearing in a shroud of silvery mist, the Fey


Lord teleports 30 feet to an unoccupied space it can see. (Note:
Teleportation abilities still function within this room, but the
Fey Lord cannot leave the room by it due to the Hallowed effect).

Legendary Resistance:
• If the Fey Lord fails a saving throw, he can choose to suc-
ceed instead. (3x per day).

Reactions:
• Misty Escape (1X - Recharges after a Short Rest). In response to
taking damage, the Fey Lord can turn invisible and teleports
up to 60 feet to an unoccupied space he can see. He remains
invisible until the start of the next turn or until it attacks, makes
a damage roll, or casts a spell.

• Beguiling Defenses. In response to another creature attempt-


ing to charm it, the Fey Lord can attempt to turn the charm back
on that creature. (Note: In this Hallowed room, the Fey’s charm
abilities do NOT work)!

• Bend Luck (3/day). In response to another creature that the


Fey Lord can see making an attack roll, ability check, or saving
throw, it can roll 1d4 and apply the number rolled as a bonus
or penalty to the creature’s roll. (It can do so after the creature
rolls).

• Parry. The Fey Lord adds +6 to his AC against one attack that
would hit him. To do so, he must see the attacker and must be
wielding a melee weapon.

• Tomb of Levistus (Eldritch Invocation, 1X per short rest). As a


reaction to damage, the Fey Lord entombs himself in Ice, and
gains (170) temporary hit points until end of his next turn.
(At which time the ice melts away).

Eldritch Invocations:
• Ascendant Step. Cast Levitate (no slot req.)
• Dreadful Word. Cast Confusion (1/day, 1 slot req.)
• One with the Shadows (Action). Become invisible in dim light.
• Thirsting Blade (2 attacks with his Pact Weapon).
• Ghostly Gaze (Action). See through solid objects up to 30 feet
for 1 minute.
• Tomb of Levistus (Reaction. 1/short rest).

19
Actions:
1. Melee Weapon Attack. The Fey Lord make (2) attacks with Dubh Catha will eventually tire of toying with the party,
his (+2) magical Nine Lives Stealer rapier. +10 to hit, 1d8 + 6 (P) especially if he is not able to get information from
damage. On a critical hit, the target must make a (DC15) CON save. them.
Creatures with less than 100 HP who fail this save are slain
instantly.
“It’s really been wonderful meeting you....“rustic” folk. So in-
2. Fey Presence. (Note: In this warded room, the Fey’s charm abili- spiring! I wish you the best of luck on your....well, whatever you
ties do NOT work)! Each creature of the Fey Lord’s choice that is think you were doing down here.”
within 30 feet and aware of it must succeed on a (DC18)Wisdom sav-
ing throw or become charmed or frightened (the Lord’s choice) for 1 He will bow deeply to the party, and vanish.
minute. A creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success. If a creature’s saving DM: While invisible, the Fey Lord has searched for an exit, and
throw is successful or the effect ends for it, the creature is immune to found the tunnel in the adjacent tomb (room #2). It doesn’t matter
the Archfey’s Fey Presence for the next 24 hours. whether the party has opened the seal on room or not - as an action
Dubh Catha can see through the stone walls using his Ghostly Gaze
3. Dark Delirium. (Recharges after a Short Rest). (Note: In this invocation, and can Misty Step through the wall and into the room. As
warded room, the Fey’s charm abilities do NOT work)! A creature of he strides away down the tunnel (and out of the tomb’s warded area)
the Fey Lord’s choice that it can see within 60 feet of it must make he smiles, knowing that he is free at last. He will take a silver tuning
a (DC18) Wisdom saving throw. On a failed save, the creature is fork out from his vest pocket, ping it, and cast Plane Shift, transport-
charmed or frightened (Archfey’s choice) for 1 minute or until the ing himself back into the Feywild. The party’s encounter with the Fey
Fey Lord’s concentration is broken (as if concentrating on a spell). Lord is over - for now!
This effect end early if the creature takes any damage. Until this illu-
sion ends, the creature thinks it is lost in a misty realm. The creature Does the party:
can see and hear only itself, the Fey Lord, and the illusion. • Head into the woods (through the tunnel)?
• Head back to town to recover?
Spellcasting: • Continue to explore? (There is nothing more to find in the
As a 17th level Warlock, the Fey Lord has (4) 5th level spell slots. tombs).
(He casts all spells at this level). His spell list has been expanded by
his patronage to Queen Mab - he has more cold damage spells than a NOTE: If the party tries to go back up the stairway, the doors will now
normal Warlock, such as Cone of Cold. automatically open for any PC who has obtained the Abbot’s Runesword.

Cantrips (at will): Friends, Message, Prestidigitation, Mending, Danc-


ing Lights, Eldritch Blast.

Spells: Armor of Agathys, Sleep, Hex, Blur, Misty Step, Counterspell, DM: After this encounter, allow the party to long
Blink, Bestow Curse, Banishment, Greater Invisibility, Dominate Person, rest & level up to 2nd level.
Seeming.

Mystic Arcanum Spells (1x /long rest, no slot required to


cast):

• Scatter (6th level spell - Xanathar’s Guide)


• Forcecage (7th level spell)
• Feeblemind (8th level spell)
• Foresight (9th level spell)

20
Chapter 2:
The Forest of Frost
READ (When/If the party decides to go into the woods): “The
forest is dense, even right outside the town walls. There is a path
running along between the farm houses, and then deep into the
wood beyond. Thickets of pine and alder grow close to each other,
and tangled vines appear to have taken over any clearings, and grow
around the recently abandoned farm houses. It is dark (dim light
condition) even if daytime, and unseasonably cold. A chilling ground
fog is present, and occasional patchy snow can be seen as you go
deeper.”

DM: As Captain Pell mentioned, the party will notice that


the fog moves away from them (especially those in armor or
carrying metal weapons). Make sure the party designates a
marching order and a leader to make survival checks to pre-
vent getting lost. Also, are they dressed for the cold?

As they wander the forest path, the continual branching and switch-
backs make navigation difficult, if not impossible. Perhaps a Ranger
with a “favored” terrain will be able to tell true north, but in the dense
forest it be difficult. The party also cannot “hack” a new path through
the woods - it’s too magically dense, and would reduce their speed
to about 1 foot per turn. (Replacement vines will grow behind them,
faster than they can cut a path). If the party asked for directions in
town, or brought an NPC to guide them, they will still find that the
path is hard to follow. The party will soon come to a fork that no
one mentioned, then perhaps another. “I don’t remember no fork” a
townsfolk might say.

The choices the party makes (left or right on the map) will determine
the order of the next series of encounters . They might find their way
to the Smith’s shop easily, or they might be going in circles. Regard-
less of which direction the party takes, the forest path will become
confusing. Make it so!

DM: If the party has spent significant time in the forest so far,
it will be getting darker now. Do they make camp? Those not
dressed for cold need to make a Constitution check (DC14),
or suffer (1) level of exhaustion at this point, unless they are
dressed in warm winter clothing or have a magical means of
warmth.

If the party lights torches, they will experience another


strange phenomena; their torches will keep being blown out.
(A magical ability of creatures that inhabit the woods). Some
other means of sight will likely be necessary. Any attempt to
light a fire will fail. Even magic that creates a fire will soon see
it go out without apparent cause.

21
The Forest (DM’s eyes only!)

Forest Destinations:
A. The Town of Midelwode
B. Wood Weirds Habitat
C. Confusing Woods
D. The Smithy
E. Will-’o-Wisps and Troll Cave
F. The Forest Hag’s Hut
G. The Cottage Ruins (Green Hag)
H. The Frozen Swamp

22
Creatures of the Forest
The Wood Weirds
DM: If the party goes towards Area B (on the map), they might come
in contact with the Wood Weirds. Although these half men / half
Handmaiden of Morgan
trees wield ancient bronze weapons, they will not attack, but rather Wo
Wood W
Weeird
Medium fey, lawful neutral
(Super Ba
Bannshee)
probe the party’s strength and purpose. They are guardians of the
forest, and seek to prevent anyone entering from doing any harm
Medium Undead, chaotic evil
to it. (They might have been the ones who magically extinguished
Armor Claass 18 (natural armor & shield)
Hit Points 80 (10d8 + 30)
the party’s
Arm fires).
or ClaThe
ass:Weirds
12 only speak Sylvan, and will likely not Speed 30 ft., climb 30 ft.
be able to
Hiverbally
t Pointscommunicate
: 70 (14d8) the party. An Elf could write on a
surface to
Spconverse
eed: fly 50 with
ft.them however - the Sylvan dialect shares
(hover)
the Elven alphabet. STR DEX CON IN
NT WIS
S CHA
18 (+4) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 8 (-1)
They will Snot
TRattackDEunless
X attacked,
CON but Nthey
INT willWmake S sure
IS CHnoA one
lights a fire in their wood! The Wood Weirds will generally
1 (-5) 14 (+2) 10 (+0) 12 (+1) 17 (+3) 11 (+0) shy away
Skillss: Athletics +7, Perception +4, Stealth +4
from contact, but if the party can communicate with them and ex-
Damage Im mmunities: fire (summer fey)
plain their
Savintentions,
ing Throwthey may
s: Wis +5gain a useful ally. (DM: keep in mind, Damage Resistances: bludgeoning, piercing,
the Wood Weirds
Damage Im are
mmunities: cold,mysterious
seldom-seen, necrotic, creatures
psychic - not your slashing from non-magical attacks not made with
typical NPC’s).
Damage Resistances: acid, fire, lightning, thunder; adamantine.
bludgeoning, piercing, and slashing from Condition Im mmunities: charmed, frightened,
Perception √ (those that
nonmagical are proficient only): Anyone who succeeds
weapons paralyzed,petrified, poisoned, exhaustion
(DC18)Cwill
ondget
itiothe feeling
mmunithey
n Im ties:are being watched.
charmed, exhaustion, Senses: darkvision 60 ft., passive Perception 14
frightened, grappled, paralyzed, petrified, Languages: Sylvan
poisoned, prone, restrained, stunned Challeenge: 5 (1,800 XP)
The VineSensBlights
es darkvision 60 ft., passive Perception l5
DM: If the
Lanparty
guaggoes into Area C (on
es: Understands onlytheSylvan
map), they may encounter Forest Camoufl flage. The Wood Weird automatically
the VineCBlights.
halleengThese
e: Challenge 6 (1,900
evil monsters XP)
are indistinguishable from trees succeeds on Stealth (DEX) checks it makes in any
when not moving. They have blindsight, and will attack in waves (of forest-like terrain.
DetTheir
6 of more). ect Lileader
ffee. The(abanshee can hangs
Blight Witch) magically
backsense the
with 2 guards.
Fire Extinguisher. The Wood Weird can magically
DM: Give her has slightly better stats than a normal Blight, andShe
presence of living creatures up to 5 miles away. allow extinguish any open flame within 60 feet (magical
knows the general direction, but not their exact
her to cast a spell similar to Wall of Thorns to separate the party, or to or natural).
location.
obscure the blights attack. (The spell creates a 10’H x 5’W x 60’L
Regeneration. The Wood Weird regains 10 hit
spiky vinencbarrier
In orporewith
al Man oveAC
meofnt13. The
and 80 HP. Thecan
banshee wallmove
regenerates if points at the start of its turn if it is in contact with
through
it is melee other
attacked, creatures
but it andtoobjects
is vulnerable as if they were
fire damage). the ground. (If the Wood Weird takes fire damage,
dificult terrain. this trait doesn't function at the start of the its next
READ (If Tuthe
rninparty
g Reiisstattacked): “You
ance. The banshee see ahas
massadvantage
of twisted on
vines, turn). The Wood Weird dies only if it starts its turn
tangled saves against
branches, being "turned"
and razor-sharp by a PC's
hardwood spikesaction.
come to life. with 0 hit points and doesn't regenerate.
Some of these creatures carry crude spear-like weapons. A head is Tree Stride. Once on each of its turns, the Wood
Actions
discernible, but there are only dark holes where eyes would be. In Weird can use 10 feet of its movement to step
Corrupyou
their branches tingnotice
TTo
ouchthere
. Melee Spell Attack: +4
are moss-covered to hit,
human remains; magically into one living tree within 5 feet of it and
parts of reach 5 ft.,
skeletons or one
skullstarget. Hit:from
dangling 16 vines,
(4d6 and
+ 2)other
necrotic
fetishes….. emerge from a second living tree within 60 feet of
damage. it that it can see, appearing in an unoccupied space
as if placed as trophies. It’s a sight that fills you with horror.”
within 5 feet of the second tree. Both trees must
HorriffyyingVisage. Each non-undead creature within be Large.
60 feet of the banshee that can see her must
succeed on a DCl5 Wisdom saving throw or be Actions
frightened
Sanity √: Eachfor 1 minute.
character seeing a Vine Blight for the 1st time Multtiattack. The Wood Weird makes two attacks
W ail (1X per
must make a (DC14) d ay).Charisma
The banshee releases
save to a mournful
resist (very)short- with its ancient bronze (+1 magical) weapon (either
term madness for 1d10 turns (not rounds). RollThis
wail, provided that she isn't in sunlight. % diewail
to see a long sword or a war pick-like weapon). Melee
the effect on the table from the DMG (page 259). All other
has no effect on constructs and undead. Weapon Attack: +7 to hit, reach 5 ft., one target.
creatures within 30 feet of her that can hear her Hit: 15 (2d8 + 5) slashing damage.
wail must make a DCl5 Constitution saving throw.
On a failure, a creature drops to 0 hit points. On a
suc-cess, a creature takes 20 (6d6) psychic damage.
! DM’s Note: At night, in total darkness, all PC’s have the blinded
condition unless they have a light source. A blinded creature can’t
see, and automatically fails any ability check that requires sight.
Attack rolls against the PC has advantage, and the PC’s attack
rolls have disadvantage.

23
Forest Destinations
The Smithy (area D)
Vine Bl
Bliight DM: The party will eventually find the Smith’s workshop (area D
on the map). They will smell smoke at first, and then start to notice
(Custo
tommized) that the trees are getting greener and the air warmer. A high Passive
(Ref: Monster Manual, pg.32) Medium plant, Perception (16 or higher) might notice female forms flitting through
neutral evil the trees. These Dryads will choose one PC and attempt to charm
them (male or female). Roll randomly to see which party member
Armor Claass 12 (natural armor) will have to save against their Fey Charm.
Hit Points 26 (4d8 + 8)
Speed 10 ft. (slow!)

Fey Charm: One Dryad targets one humanoid or that she can
STR DEX CON IN
NT WIS
S CHA see within 30 feet of her. It must succeed on a DC14 Wisdom sav-
15 (+2) 8 (-1) 14 (+2) 5 (-3) 10 (+0) 3 (-4) ing throw or be charmed. A charmed creature regards the Dryad
as their one“true love”, to be heeded and protected. Although
Skillss: Stealth +1 the target isn’t is under the Dryad’s control, it will take the most
Damage Vuln nerabiliities: fire (in this adventure) favorable actions toward her. Each time a PC’s allies do anything
Condition Im mmunities: blinded, deafened harmful to the target, it can repeat the saving throw, ending the
Senses: blindsight 60 ft. (blind beyond this radius) effect on itself on a success. Otherwise, the effect lasts 24 hours.
Languages: Sylvan
Challeenge: 1/2 (100 XP)

Falsse Appearance. While the blight remains READ: “As you approach, the warm glow of the smithy’s forge
motionless, it isindistinguishable from a tangle of stands out from the frosty surroundings of the forest. At work in an
vines. open shed is a huge man clad in a leather apron and heavy leather
gloves, working a piece of metal on his anvil. He holds the red-hot
Actions metal with tongs, and dips it in water as you approach. The smith’s
Constrict. Melee Weapon Attack: +4 to hit, reach shop is in stark contrast to the forest you have been traveling in.
10 ft., onetarget. Hit: 9 (2d6 + 2) bludgeoning Everything about it is pleasant and warm, and it gives you an instant
damage, and a large or smaller target is grappled feeling of calm. Noticing you, he smiles and motions....Come in!”
(escapc DC l2). Until this grapple ends, the target is
restrained, and the blight can't constrict another DM: This is Cynar Vale, the village smith. He is a very large, friendly
target. man who radiates warmth, just like his forge. You feel the chill leave
Sharpened Root. Melee Weapon Attack: +4 to hit, your bones as you enter, and he greats you with true hospitality. (You
reach 10 ft., onetarget. Hit: 9 (2d6 + 2) Piercing are unsure of the feelings of his large dog, sitting in the corner of the
damage. The blight can stab a creature it has shop).
grappled.
A party member with high Passive Perception might notice that
Entangliing Plaants (Recharge 5-66). Crasping roots and strangely, there is no wood in this shop for the forge. If pressed, the
vines sprout ìn a l5-foot radius centered on the smith will reluctantly explain that it’s his secret - his forge is powered
blight, withering away after 1 minute. For the
by a natural flame that he discovered coming up from the ground
duration, that area is difficult terrain for non-plant
creatures. ln addition, each creature of the blight's one day. “That’s why I stay out here....it beats collecting wood” he will say.
choice in that area when the plants appear must (Cynar actually would never cut or burn forest wood, for reasons that
succeed on a DCl2 Strength saving throw or will become apparent).
become restrained. A creature can use its action to
make another DCl2 Strength check on its next turn, The Smith’s Secret ( for the DM only)
freeing itself or another entangled creature within
reach on a success. Cynar Vale is actually Summer Knight, a powerful fighter and
Champion of the Fey Summer Court. He has been sent here to
DM: Alsso see the ffu
ull Bliights description in the
find out what is happening, and to counter any plans of the
Monster Manual
Court of the Winter Fey. Cynar knows that the lack of seasonal
change is a bad sign, and that the Winter Fey are involved.
Although a human, the smith has inherited the Fey “iron
weakness” trait. It’s an interesting cover; a smithy who can-
not touch iron!

24
DM: If ththee party
knig ghas
htbeenoftosuthemtomb
sum merbelow the temple ruins, Cynar
Vale will be extremely interested in what they
Thefound. (The party
As mentioned, Cynar Vale is actually
mightpowerful
also describe
Summer
warrior of the Summer Fey Queen’s Court. It the
the tunnel that allowed them to go
Knight
into
,a
is his
Cynar V
Va
ale (The
woods from town). Do they show him the Abbot’s sword? In
responsibility to find out what is happening in this Northern
any case, the Smith will immediately recognize the usefulness of the
Knight of Summer)
forest, and to counter any plans of the Winter Court on the Medium humanoid. (Fey lawful) neutral
adventuring party, and will be impressed that the party survived the
material plane. He has the “mantle” of the Queen’s court, and
tombs - and particularly if they survived a Vine Blight attack.
while human, has thus inherited some characteristics of the Armor Claass 18 (when in full plate)
Note:fey If as
theaparty
result.hasHe
already
cannotgone to the
touch ruined cottage
iron-based in the
metal, next the
(hence sec- Hit Points 143 (22d8 + 44)
tion, they will tell him what they encountered. Speed 30 ft.
heavy gloves he always wears while working).
DM: The Smith will confirm that townsfolk have gone missing,
and that he’s concerned about the ever-present cold of the forest. STR DEX CON IN
NT WIS
S CHA
The Cotta
ttage Ruins
Although he’s “just a smith”, Cynar will give the impression that he’s 20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
been trying to figure these things out himself. He knows there are
beings in the forest with magical abilities, and he suspects there is a Saving Throws: Strength +9, Constitution +6
powerful curse, or some type of dark magic that is causing the forest Skillss: Athletics +9, Intimidation +5, Perception +6
to behave in an aberrant way. He will tell the party that there is an old Senses: Passive Perception 16
woman who lives on the northern edge of the forest (area D), and
Languages: Common, Sylvan
Challeenge: 9 (5,000 XP)
he suspects that she may have something to do with the events that
are happening. He has searched her cottage, but without success. In
ndomitablee (2/day). The Summer Knight rerolls a
“I believe the forest is being controlled by some type of dark magic. I failed saving throw.
have been unable to find the source, but maybe….a party of your skills Second Wind (Recharges afftter a short or lo
ong Rest).
could?” As a bonus action, the Summer Knight can regain
20 hit points.
If the party agrees, he will give them directions to the old woman’s
cottage, 2 miles North from his shop (area G on the map). Fey Irron Weakness. If the Knight is hit with an iron
melee weapon, he takes added 1d4 fire damage
(iron burns fey). If hit with an iron missile weapon,
needs to make a medicine check to dislodge it and
take his next action to dig it out.
Fey Court Knights & the Mantles of Power Actions
iffIt tishsaid
e pthat
art Fey beings cannot break their unique system of
rtyy innvest
stig gates.... Multtiattack. The Summer Knight makes three
Laws, or change their own extremely neutral nature. To deal attacks with his Flame Tongue Greatsword: (+1
with the beings of the material plane on an Magical Weapon), +10 to Hit, 2d6 +5(B), +2d6 fire
equal footing, each court employs a mortal, DAM, + 1d8 RAD DAM (Improved Divine Smite -
who holds the title of Knight. The Knight takes all ATKS), and add +7 if the Knight has at least 1/2
hit points. (Using a bonus action to speak this
on the Mantle of their respective Court, which
magic sword’s command word, he causes flames to
grants them magical abilities in return for erupt from the blade. These flames shed bright
lifelong service. As representatives of the Fey Courts, The light in a 40-foot radius and dim light for an
Summer and Winter Knights both live on the material plane. additional 40’. While the sword is ablaze, it deals an
They are contacted by a member of their Court, such as the extra 2d6 fire damage to any target).
Sidhe (court noble), when they are required to do something.
*NOTE. As the Summer Knight, Cynar Vale is a 13th
There is only one Knight of each Court at any given time, Level Paladin (Oath of the Ancients). The Summer
and the only way to lose Knighthood is death. Queen Tatiana has also granted him magical
powers (most of his spells have a fire theme):
In addition to the powers they gain, the Knights also take on
the weaknesses of the Fey. They cannot touch iron, cross Spellccasting. Spellcasting Ability: CHA. Save DC16 ,
running water, or enter a dwelling uninvited without being ATK: +8. Cantrips: Burning Hands. 1st Level Spells
harmed or (temporarily) losing their powers. The Winter (4 slots): Command, Compelled Dual, Ensnaring
Strike. 2nd Level Spells (3 slots): Blur, Misty Step,
Queen Mab typically calls on the Winter Knight as an assas-
Invisibility. 3rd Level Spells (3 slots): Haste, Fireball.
sin, to kill someone that she cannot directly harm due to the 4th Level Spell (1 slot): Fire Shield.
Fey Laws. The Summer Knight, on the other hand, is usu-
ally called upon to stop the Winter Knight. As a result, the
Knights relationship to each other is one of constant conflict
and combat. Given their fighting prowess, Fey Court Knights ! DM’s Note: The party will most likely guess that the “old woman” in the
are usually only slain by each other. forest is actually a Witch. Cynar does not think he’s sending them into real
danger however....he’s actually been to the cottage and ransacked it, and he
believes he has chased off its inhabitant.

25
The Green Hag’s Cottage (area G)
READ: “Leaving the smith’s shop, you skirt the edge of an eerie, dress is out of place in this fetid ruin. The woman quickly tucks the
frozen swamp. The path is overgrown and even more twisted as the object back into her sash, draws two sharpened tree roots, and stabs
party travels in this direction. All is still in this wood; no birds, no the PC twice with her poison daggers. (The object she was ini-
sound except the wind in the treetops. Although it’s cold, this area tially holding was a Gulthias Staff, the item the party was searching
begins to reek of swampy decay as you progress. You also start to no- for).
tice strange objects hanging in the trees - small ”fetishes” (an object
Initiative!
eliciting reverence or devotion) that look like dolls made of twigs and
dead leaves, but with sharpened sticks in their hands.” The Green Hag Agnes makes (2) attacks with her Daggers of Venom.
(+7 to hit, 1d4 + 5 piercing damage). On a hit, the creature must also
DM: More strange effects begin to occur as the party travels
succeed on a (DC15) Constitution save, or take 2d10 poison damage
in this direction. Time seems to lag. Things in the distance do
and become poisoned for 1 minute. Note: after she attacks, she can-
not seem to get any closer. This feels creepy.
not use the dagger’s poison again until the next dawn.
Finally, through the snarled branches and twisting vines, the party
can see a small cottage in a clearing up ahead - area G (on the map).
It is surrounded by dense vines that have grown in a tangled mass
around the structure. As they get closer, the party can see it is in Ouch...Daggers of Venom (sharpened tree roots)
ruins. The door has been staved in, and the roof has partially col- (Ref: DMG, pg. 161). The Green Hag’s weapons are powerful
lapsed. The sent of burnt wood hangs in the air. enough to likely drop a character, especially on a critical hit.
If they investigate…..The cottage’s interior has not only been The smith Cynar Vale can heal any injured PC’s with his Pala-
ransacked, it has also apparently been torched. There are only a din Lay on Hands ability (up to 65 Hit points), but if a party
couple of broken and charred pieces of furniture left. All surfaces member dies outright, they might be permanently dead.
look scorched from flame. (A few sealed glass jars still sit on charred There are no powerful Clerics in Midelwode to bring them
shelves on one of the walls however - opening any of these will cause back to life. If they found the scroll of Revivify in the tombs,
smells that create happy memories of the PC’s childhood. This is they may need to use it!
disturbing).

Searching the cottage further, (the PC with the highest Inves-


tigation success, or a Detect Magic will notice): The Green Hag Agnes is very displeased that her cottage was
ransacked and destroyed. She is ready to take her anger out
READ: “You notice a tiny scrap of black fabric sticking out in on the party!
between two of the floorboards. It was almost imperceptible in the
mass of charred rubble, but it catches a perceptive party member’s Agnes is currently using her Illusory Appearance ability to look like a
eye, as it should have burned with the rest of the flammable con- comely young woman. She will try to attack the party immediately,
tents.” but if she rolls low on the ensuing initiative order, she will disappear,
using her Invisible Passage action. (This effect lasts until she takes an
DM: Detect Magic, if cast, will cause the scrap to glow with abjura- action to attack or casts a spell). On her next turn, she may re-appear
tion magic). If pulled on, a PC will realize the cloth can’t be lifted - it’s next to another party member and attack.
obviously part of a larger piece of fabric that is under the floorboards.
If the floorboards are removed, the party finds a cavity with a dark ! DM: When Agnes goes below 1/2 of her hit points (in com-
cloak wrapped around a wooden box (3’L x 2’W x 1’H). Strangely, bat), she will scream and vanish (with the staff ), cursing the
neither the cloak nor the box show any signs of fire damage. party.

The box is trapped! Opening it without checking for traps If the party successfully chases off the Green Hag (and survives),
releases a stinking cloud of poison gas. Everyone within 20’ they also now have a magic item. The cloak that protected the
takes 2d6 poison damage on a failed (DC15) Constitution save. wooden box is a Cloak of Protection (wondrous item, uncommon,
Inside the box are three carved, wooden articulated puppets. They requires attunement). “You gain a +1 bonus to AC and (all) saving throws
look exactly like three of the party members (DM’s choice). If taken while you wear this cloak.”
out of the box, they begin to march around and imitate their like-
The party has now seen Agnes’ Gulthias Staff, and will at
nesses in disrespectful, ribald, or bizarre ways (super disturbing)! If
the box is examined further, it is found to have a false bottom. Inside least be able to describe it to others.
this cavity, there is a folded piece of paper. On it is written:
Note: Should the entire party be dropped by the trapped box and the hag’s
“Where you looking..... for something special?” attacks, Agnes will stabilize them. The hags want captives, and the party
will awaken inside the cages in the Troll’s cave. If this happens, skip ahead
DM: Just as the party is reading this note.....a tall, slender young to the section “The Troll Cave” that follows.
woman with jet black hair appears out of thin air, standing directly
behind a party member. She is holding what looks like a bundle of
blackened sticks tied to a short wooden staff. She would almost be
beautiful, if not for her slightly greenish skin. Her elegant, formal
26
Agnes (Green Hag)
(Ref: Monster Manual, pg.177) Medium fey, neutral
evil

Armor Class 17 (natural armor)


Hit Points 82 (11d8 +33)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 16 (+3) 12 (+1) 14 (+2) 16 (+3)

Skills: Arcana +3, Deception +4, Perception +4,


Stealth +36
Senses: Darkvision 60 ft., Passive Perception l4
Languages: Common, Draconic, Sylvan
Challenge: 3 (700 XP)

Amphibious. The hag can breathe air and water.


Mimicry. The hag can mimic animal sounds and
humanoid voices. A creature that hears the sounds
can tell they are imitations with a successful DC l4
Wisdom (lnsight) check.
Innate Spellcasting. The hag's innate spellcasting
ability is Charisma (spell save DC 12). She can
innately cast the following spells (requiring no
material components) at will: Dancing Lights,
Minor Illusion, Vicious Mockery

Actions
Multiattack. The Hag makes two attacks, one with
each of her daggers, or one with her dagger and The Gulthias Staff
one with her claws. Staff, rare (requires attunement)
Poison Daggers. Melee Weapon Attack: +7 to hit, Made from the branch of a Gulthias tree (see the Blights de-
1d4 + 5 piercing damage, and the creature must scription in the Monster Manual), the staff is a spongy, black
also succeed on a DC15 CON saving throw or take length of wood. Its evil makes beasts visibly uncomfortable
2d10 poison damage and become poisoned for 1
while within 30 feet of it. The staff has 10 charges and regains
minute.
ld6 + 4 of its expended charges daily at dusk.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit:13 (2d8 + 4) slashing damage Blight Bane. While you are attuned to the staff, blights and
other evil plant creatures don’t regard you as hostile unless
Illusory Appearance. The hag covers herself and
anything she is wearing or carrying with a magical you harm them.
illusion that makes her look like another creature If the staff is broken or burned to ashes, its wood releases a
ofher general size and humanoid shape. The illusion
terrible, inhuman scream that can be heard out to a range of
ends if the hag takes a bonus action to end it or if
she dies. The changes wrought by this effect fail to 300 feet. All blights that can hear the scream immediately
hold up to close physical inspection. Otherwise, a wither and die.
creature must take an action to visually ìnspect the
illusion and succeed on a DC 20 lntelligence
(lnvestigation)check to discern that the hag is
disguised.
Invisble Passage. The hag magically turns invisible
until she attacks or casts a spell, or until her
concentration ends (as if concentrating on a spell).
While invisible, she leaves no physical evidence
ofher passage, so she can be tracked only by magic.
Any equipment she wears or carries is invisible with
her.

27
Return to the Smithy? The Path South
DM: If the party decides to go back to the Smith’s shop, the way READ: “The path outside the smith’s shop goes to the south, and
gets confusing once again. In the short time they were at the hag’s then winds to the west through the twisted vines and dense trees.
cottage, the path has changed. There is now a fork that wasn’t there After one mile, the looming facade of cliffs can just barely be seen in
before, or...did they not notice it? Does the party go Left or Right? To the distance.”
the right goes into the swamp (area H on the map) . This might be
DM: Make the party determine a “marching order”. As they
another encounter, this time perhaps with the swamp’s Shambling
move to with 1 mile the Hag’s hut (area F), they will encoun-
Mounds. (DM: Roll 50/50% dice to see if there is an encounter or
ter the her Warding Stones on the path - small white stones,
not). If the party successfully follows the path back to the Smithy’s
placed in circular pattern. These will detect the party’s ap-
shop:
proach if not specifically avoided (DC20 Perception check,
READ: “In the distance, smoke curls from Cynar Vale’s forge, and made only by those in the group that are proficient in that
the trees once again regain their bright color.” skill).

DM: Cynar Vale will be sorry that they were attacked, but pleased if The Forest Hag Sally has made her home in a run-down cottage
the party has seen the Hag’s magic staff, and will tell them that he under the cliffs. It is a crude shack, surrounded by dead trees and a
knows the old lore of this object, and what it does. Cynar now trusts broken-down fence. No one would guess the power of the fey crea-
the party as capable adventurers. tures who are now inside.
If necessary, the Smith can heal anyone who is injured with
his Paladin abilities (up to 65 points, spread among the
group), but will say the source of the healing is just the herbal More Secrets.....
tea he gives them, asking them to drink it down while he has
Duncan Graychild, the Lord of Midelwode was a frequent
his hand on their shoulder.
“client” of the Forest Hag. He has visited her often over the
The Smith will now reveal what he knows - apologizing some- years for her insights into his future. Sally has told him that he
would inherit these lands, even though he was the younger
what for not being full transparent the first time:
son of the previous Lord. Duncan’s older brother Thane
READ (Cynar Vale): “There are actually two old women that live disappeared a year ago, and has never been heard from.
in this forest. The “green one”, called Agnes (the one the party has
likely just met), and another named Sally who lives on the opposite
side (area F to the southwest). I believe that each has a magical
object that is helping her control the events that are taking place here. In addition to the protections above, here are Will-o’-Wisps ((Monster
The Green one is using her Staff to control the Blights - making them Manual, page 301) that inhabit the area close to the Hag’s Hut (at least
do her bidding. But what the other one has, or is up to...I can’t say one per party member). They will try to ambush anyone coming this
from sure. She lives near the cliffs on the southern edge of the forest. If way, and consume their life force. (The “bobbing lantern lights” look
you could find out how she is involved, I would be grateful. You should like welcoming path lights). The Will-o’-Wisps will attack the party
be careful however, these woman can be....unfriendly, as you’ve seen.” in the woods as it gets to Area E. Party members who drop uncon-
scious from their initial attack will be attacked again, as the Wisps
DM’s Note: If pressed on why he will not come with them, the smith
will try to kill them outright. (A creature that is reduced to “0” HP by
will state that he would prefer not to act directly against this woman.
a Wisp is usually attacked again with their Consume Life magic, and
She knows who he is, and he would prefer the party to be discrete,
will have to make a (DC10) Constitution save to survive. (DM: This
and gather intelligence. She’s also seems to be under the “protec-
is not a “hard” save, but a failure results in character death. If
tion” of some powerful person in town. He’s been anonymously
the target dies, the Will-O’-Wisp regains 10 (3d6) hit points).
warned to leave her alone, which he finds....interesting.
DM’s Note: For a strong party, one of the Cave Trolls who also lives
“If you go, take the path right outside that goes south. When you see
nearby might be waiting to grab a PC as they lay prone from a Will-o’-
the cliffs, you are close.”
Wisp attack, taking them back to their cave as a captive.

DM: Before heading out, allow the party to stay


and long rest, as well as level up (to 3rd level).

28
The Troll Cave (DM’s eyes only!)

5.

2.
4.

3.

6.

1.

1. Entry
2. Obvious Hoard
3. Hidden Hoard
4. Prisoner Cages
5. Exit
6. The Hag’s Hut

29
The
ThTroll Cave
e trol
roll
l’s hoa
oard
rd
DM: In addition to the Will-o’-Wisps, there are two Cave Trolls living
in the cliffs behind the hag’s dwelling (area F on the forest map).
Troll (Ca
av
ve V
Va
ariant)
They are subservient to the hag, and patrol the surrounding forest in
Large giant, chaotíc evil
return for loot taken from any captives they bring to her. (They might Armor Claass: 15 (natural armor)
try to capture, rather than kill someone from the party to barter with Hit Points: 84 (8d10 +40)
the witches). In their cave, the trolls also have two captured children Speed: 30 ft.
from Midelwode in cages (#4 on the cave sketch). Children are most
likely to be eaten by the Forest Hag, as a means of reproduction.
STR DEX CON IN
NT WIS
S CHA
If the party enters the Troll’s cave (#1), the Trolls will sneak out the 18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)
rear exit (#5), closing a wooden portcullis behind them. (The party
will hear the gate slam shut). One will stay just outside, while the Skillss: Perception +1
other circles back around to the front of the cave to trap the party. Senses: Darkvision 60 ft., Passive Perception 11
Or...maybe both run back to the front, thinking that the party can Languages: Giant
not break out of their trap. This is about as clever as they get.... Trolls Challeenge: 5 (1,800 XP)
are not very smart. In combat however, the Trolls with fight with
glee and reckless abandon. They will enjoy this intrusion into their Keen Smell.. The troll has advantage on Wisdom
domain!
(Perception) checks that rely on smell.
Regeneration. The troll regains l0 hit points at the
The Troll’s Hoard (found if investigating their cave start of its turn. lf the troll takes acid or fire damage,
afterward): this trait doesn't function at the start of the troll's
next turn. The troll dies only if it starts its turn with
DM: These items can be found by the party if they investigate the 0 hit points and doesn't regenerate.
cave after combat. Some of the Troll’s stash is fairly obvious (perhaps Loathsome Limbs (Varient). Whenever the troll takes
hidden on a ledge, 20’ high). The rest is well-hidden, behind a large at least 15 points of slashing damage at one time,
pile of their stocks in a secret room. (Allow the party to re-arm them- roll a d20 to determine what else happens to it:
selves as needed from the troll’s hoard. Each PC can choose one 11-10: Nothing else happens.
weapon to replace what they lost). 11-14: One Ieg is severed from the troll if it has
any legs left.
The Obvious Hoard (#2):
15-18: One arm is severed from the troll if it has
• 177 Gold Pieces any arms left.
• A Longsword (or shortsword) 19-20: The troll is decapitated, but the troll dies
• A Longbow (or crossbow) only if it can't regenerate on its next turn. lf it
• A glave (or spear) dÌes, so does the severed head. (See the Monster
• A set of plate armor (incomplete = half pate) Manuel, pg. 291 for more opitons).
• A set of leather armor
• Numerous assorted waterskins and misc. clothing
Actions (Custom)
• Several types of adventure’s packs (matches any lost by the Multtiattack. The troll makes three attacks: one with
party). The party can replace a character’s lost Burglar’s Pack, its great culb, one bite and one with its claws.
Diplomat’s Pack, Dungeoneer’s Pack, Entertainer’s Pack, Ex- Great Cluub. Melee Weapon Attack: +7 to hit, reach 5
plorer’s Pack, Priest’s Pack, or Scholar’s Pack. ft., one target. Hít:7 (1d6 +4) bludgeoningg
• Numerous (somewhat worthless ) “trinkets”. DM’s discretion. damage.
The Hidden Hoard (#3): Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
• A chest with 500 GP worth of gold and gems that have been one target. Hít:7 (1d6 +4) piercing damage.
taken from captives over the years. Claaws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
• A silvered Shortsword. one target. Hit:11 (2d6 + 4) slashing damage.
• A Elven Chain shirt (magic item: +1 AC. (See the DMG pg. 168).
• A chest with (6) Potions of healing (or 1 per party member).
• A Wizard’s spell book (with typical 1st-level & 2nd level spells
(Replaces a spell book if a wizard in the party who has lost one):
Spells: Shield, Mage Armor, Chromatic Orb, Detect Magic, Identify,
Find Familiar, Burning Hands, Magic Missile, Protection fro Evil &
Good. Cantrips: Fire Bolt, Mending, Mage Hand, True Strike, Ray
of Frost.

30
The Hag’s Hut (area F)
DM: As mentioned previously, the Hag Sally has made her home in
a dilapidated cottage under the cliffs (Area F). It is a crude shack,
Salllyy (Forest Hag)
Medium (or Large) Fey, neutral evil
surrounded by dead trees and a broken-down fence. An old woman
is outside, tending a pot boiling over an open fire (of course). Un- Armor Claass 17 (natural armor)
known to everyone at this point, there are actually three hags Hit Points 82 (10d10 +20)
here, and all are presently inside the hut, including a power- Speed 40 ft.
ful Winter Hag named Morgan.

READ (when the party is in sight of the Hag’s dwelling): “In front STR DEX CON IN
NT WIS
S CHA
of the sheer stone cliffs, you see a ramshackle dwelling. Gnarled, 21 (+5) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 15 (+2)
dead trees surround it, and the grounds are strewn with all manner
of debris. Random piles of wood, rusted metal, animal bones and Savin Throws: Con +5
hides are stacked about without any apparent order. An old, stooped Skillss: Deception +5, Perception +5
woman is outside, tending a pot of something cooking over a fire pit. Senses: Darkvision 60 ft., Passive Perception l5
Her long, stringy gray hair hangs lose about her shoulders, and she is
Languages: Common, Giant, Sylvan
Challeenge: 6 (2,300 XP)
dressed in dirty, dark green sackcloth. She is moving around her pot
in a slow dance, occasionally tossing things into it from her pockets.”
In
nnate Spellccasting. The hag's innate spellcasting
DM: While the party will likely think the old woman outside is the ability is Charisma (spell save DC16). She can
forest hag they have come for, she is actually an illusory duplicate of
innately cast the following spells (requiring no
material components): 3/day each: Disguise Self
Agnes, the green hag illusionist whom the party has likely already met (including the form of a Medium humanoid), Fog
(created as a duplicate of her true form). Wanting to have some more Cloud.
sport with the party, she has cast the coven spell Mislead on herself.
The real Agnes is actually inside the hut with two her sisters. Large Size. In her true form, The Hag becomes one
size larger.
dm: chants her recipe in a sing-song voice as she dances
Agnes’ duplicate
Thefire.
Hags will likely Keen Child
d Smell.. The Hag has advantage on
around the (This could beknow the party
just outside was coming
of hearing -
range, or....you (Perception) checks when trying to find a hiding
not much escapes their knowledge in
can use a part from the classic one, from Macbeth): these woods.
If attacked, Agnes will evaporate, reappearing chid.
“Round inside thecauldron
about the hut withgo;her 2 sisters,
In the poison’dforming a Hag
entrails throw. Actions
"coven".
Fillet of a fenny snake, in the cauldron boil and bake.
Multtiattack. The Hag makes three attacks: one with
Eye of newt and toe of frog, wool of bat and tongue of dog. her bite and two with her claws..
Adder’s fork and a blind-worm’s sting. Lizard’s leg and owlet’s wing.
For a charm of powerful trouble, like a hell broth boil and bubble!” Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 15 (3d6 + 5) piercing damage.
Like all Hags, Agnes’ proxy is clever and is ready to bargain. She will Claaws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
make ribald, inappropriate comments about the party, be attracted one target. Hit: 15 (3d6 + 5) slashing damage.
to any “ugly” PC’s, and repulsed by good looking ones. She will Crushing Hug. Melee Weapon Attack: +8 to hit,
say she is an apothecary. “What did you think...that I’m some kind of reach 5 ft., one target. Hit: 36 (9d6 + 5)
witch?” (She will insult “that fool smithy” if he’s mentioned by the bludgeoning damage, and the target is grappled
party). (escape DC15) if it is a Large or smaller creature.
Until the grapple ends, the target takes 36 (9d6 +
Agnes’ illusion will try to discourage the party from further 5) bludgeoning damage at the start of each of the
investigation. If pressed, she will say: hag's turns. The hag can't make other attacks while
grappling a creature in this way.
READ (Agnes): “We...er...I can make you a much better deal than
whoever sent you here. I could use some strong, multi-talented types
with a “flexible” outlook. NO? Now don’t be hasty. Why don’t you go
home and think about it for a bit.”

If attacked, the magical illusion will scream, cry, laugh, and pretend
DM’s Note! Unknown to the smith, The Forest Hag Sally
is working with her two sisters; Agnes, the Green Hag (who
to “run away” (she can move at 2X normal speed). After having a bit
the party may have already met), and a powerful “Auntie”
of fun, she will just dissolve into thin air. (The duplicate doesn’t take
named Morgan (a Winter Hag).
damage). The real Agnes will then appear at the door of the
hut, shaking her finger. When together, these witches form a Hag Coven. Cynar
Vale did not know that all three would be present here, or he
“Now that wasn’t very nice of you was it?” (She then slams the door would not have sent the party. (DM: you can reference the
shut). Annis Hag in Volo’s Guide, pg. 159, but this is a custom ver-
sion of this Hag).

31
The Pot (or plot) Thickens
DM: Lord Duncan Graychild knows Sally quite well. At the urging Crystal Ball of Telepathy
of his mage Qaraal Osten, he had sought her out many times for “ad- Wondrous item, legendary, requires attunement:
vice” (divination magic) concerning his inheritance. As mentioned
“The typical crystal ball is about 6 inches in diameter. While
previously, he was actually 2nd in line to inherit the Graychild lands
touching it, you can cast the Scrying spell (save DC17) with it.
and title, but his older brother Thane mysteriously disappeared
The following crystal ball variants are legendary items and have
while they were out hunting. The hag has foretold that Duncan
additional properties: Crystal Ball of Telepathy: While scrying
would become Lord of Midelwode. (She was allowed to keep the
with this crystal ball, you can communicate telepathically with
occasional stray villager as payment for her services, especially any
creatures you can see within 30 feet of the spell’s sensor. You can
children - some hags eat them as a means of reproduction). In fact,
also use an action to cast the suggestion spell (save DC 17) through
this was all part of the master plan by the Winter Court. The Hags
the sensor on one of those creatures. You don’t need to concentrate
have tricked him into turning a blind eye to the mass kidnapping of
on this suggestion to maintain it during its duration, but it ends if
townsfolk. Qaraal Osten is also involved in this plot of course, right
scrying ends. Once used, the suggestion power of the crystal ball
up to his Warlock neck! The Hag Sally has also been the “point”
can’t be used again until the next dawn.”
person for transporting the abducted townsfolk of Midelwode, col-
lecting and delivering them (via Teleportation) to a village deep in
the Ice Spire Mountains.
DM’s Note: : It’s highly unlikely that the party will be able to
Note: Sally is a 10th level sorcerer, and usually appears as an old
get Sally’s Crystal Ball of Telepathy away from her!
peasant woman (using Disguise Self). She can assume her real form
at any time however - a terrifying, clawed, half-tree, half-humanoid
monster. She’s a specialist in conjuration and divination magic. Her The Coven’s Abilities
stats are similar to the description of the Annis Hag in Volo’s Guide to For casting their Coven Spells, each hag is the equivalent of a 14th-
Monsters (page 159). level spellcaster, who uses Intelligence as her spellcasting ability. The
Spell Save DC is 16, and the Spell Attack bonus is +8. The Hag Coven
is not restricted to any specific spellcasting class list. In this adven-
ture, their spells include both Wizard and a few Druid flavored spells,
The Hag’s Prophesy:
such as Call Lightning and Mirage Arcane.
Duncan Graychild will become the Lord of Midelwode. He
will rule “until the forest doth come to his keep.” Graychild
has interpreted this as “forever.” After all, a forest can’t Hag Combat? (This would be unwise)
move.....can it? DM: Combat with the coven is not recommended at this level. If a
fight breaks out, Auntie Morgan will appear just outside the hut with
her Graystaff, and cast cold flavored spells. This might be a “defen-
Of late however, Duncan Graychild has become very dismayed sive” spell, like Wall of Ice to protect her and her sisters. Or, (if the
with his bargain. He did not count on the mass abductions, and the party is not yet getting the idea that they should flee), Morgan might
(enchanted) forest seems to be growing closer every day. (He doesn’t cast Cone of Cold (multiple times), or Sally might pound the group
even know about the Blights yet). with freezing hailstones from her Ice Storm. (The coven’s spells have
cold & ice as their theme - granted by the Winter Fey).
Three is the Number! Note: You can reference the Bheur Hag in Volo’s Guide to Monsters
Agnes, Sally and Auntie Morgan form a coven when they are (page 160), for similar Winter Hag abilities, but Morgan is much
within 30’ of each other. They will stay close, inside Sally’s hut. more powerful, as she is an Auntie. (See her stats that follow).
Morgan is the most powerful - an ancient Winter Hag who has served
the Fey Winter Court for centuries. (See coven stats that follow). If Does the Party Flee?
the party somehow manages to talk their way inside the hag’s hut, Sometimes discretion IS the better part of valor. If the party decides
they will surprised to see that there are three sisters. to flee (back to the Smithy or to town), the coven will cast Mirage
The Hags will have been staring at a crystal ball, but they will quickly Arcane on the woods, making the forest path appear completely
put it away. If a stealthy party member somehow sees the hags star- unfamiliar, no matter which way the party entered. They will quickly
ing into Sally’s Crystal Ball of Telepathy, they might see or hear Lord become lost in a maze of twisting paths. Morgan will do a fly-over at
Graychild and Qaraal Osten talking, but they can’t quite make out some point (laughing hysterically) and cast Control Weather. It will
what they’re saying. They will only hear Duncan when he slams his start snowing intensely, making the whole area will become heavily
first on the table and says “Enough!”, at which point the hags will obscured (everyone is blinded, even those with darkvision).
all laugh hysterically and might sing: “Fair is foul, and foul is fare!”
The coven will attempt to simply chase the party from
(Macbeth).
the forest - for good. But if they resist, the Green Hag
As a powerful coven, the hags can cast higher level spells than Agnes might choose otherwise, and try to destroy them
they could cast individually, as long as all three are within 30 using her army of Vine Blights. (She’s still a bit upset
feet of one another. (They must share the Spell Slots among about the cottage).
themselves however).
32
Auntie Morgan
Coven Spell List:
• 1st level (4 slots): Identify, Inflict Wounds
• 2nd level (3 slots): Hold Person, Detect Thoughts
Auntie Morgan (Winter
• 3rd level (3 slots): Call Lighting, Clairvoyance, Dispel Magic, Hag)
Non-detection Medium fey, chaotic evil
• legendary actions: Killer, Polymorph,
4th level (3 slots): Phantasmal
Hallucinatory Terrain Armor Class 18 (with mage armor)
Hit Points 359
• 5th level (2 slots): Mislead, Scrying
Speed 40 ft. (can fly 40' with her graystaff)
• 6th level (1 slot): Wall of Ice
• 7th level (1 slot): Mirage Arcane, Teleportation
STR DEX CON INT WIS CHA
Auntie Morgan 13 (+1) 16 (+3) 18 (+4) 12 (+1) 17 (+3) 20 (+5)
Morgan is a formidable adversary; a 19th level Warlock of the
Archfey, with Charisma as her ability. As a Warlock, she has
Saving Throws: Wis +9, Charisma +10
Skills: Nature +4, Per. +4, Stealth +6, Survival +4
4 spell slots, and casts all her spells at 5th level (except her Damage Immunities: cold. bludgeoning, piercing,
Mystic Arcanum spells, which require no slot to cast). She and slashing from non-magical attacks
can also cast spells from her Graystaff. Spell Save: DC19, spell Condion Immunities: charmed
attacks: +11 to hit. She has advantage on saves to maintain her Senses: Devil's Sight (Darkvision 120 ft.), Snow
concentration on spells during combat (Feat, War Caster), Sight (see normally in blizzard-like conditions),
and has Legendary Resistance (she can choose to succeed on a Ghostly Gaze 30' (as an action she can see
failed save 3X/day).
through solid walls. PP 17
Languages: Common, Auran, Giant, Elvish, Sylvan
actions: Challenge: 12 (8,400 XP)
Legendary Actions: Morgan can take (3) legendary actions. Only (1)
legendary action can be used at a time, and only at the end of another
creature’s turn. (She regains spent legendary actions at the start of Graystaff Magic. The Winter Hag carries a Graystaff;
her turn).
a length of gray wood that is a focus for her inner
power. She can also ride the staff as if it were a
• ParalyzingTouch. Morgan uses her Paralyzing Touch action. Broom of Flying. If the staff is lost or destroyed, the
hag must craft another, which takes a year and a
• Spellcasting. If holding her Graystaff, she can cast one of its day. Only a Winter hag can use the Graystaff.
spells: Ray of Frost, Hold Person, Cone of Cold, and (2/day each):
Ice Storm, Wall of Ice, and (1/day): Control Weather. Ice Walk. The Winter Hag can move across and
climb icy surfaces without needing to make an
• Spell Reflection (costs all 3 actions). Morgan can reflect a spell ability check. Difficult terrain made of ice or snow
that targets her back on the spellcaster. doesn't cost her extra moment.
Innate Spellcasting. The Winter Hag's innate
Legendary Resistance (3x per day): If the Morgan fails a saving spellcasting ability is Charisma (spell save DC19,
throw, she can choose to succeed instead. +11 to hit with spell attacks).
Actions: Legendary Resistance. (3/day): If the Auntie fails a
saving throw, she can choose to succeed instead.
• Fearful Shadows. Morgan magically animates the shadows of
Ghostly Sight.: Morgan can see through solid walls
all foes within 20 feet of herself. The animated shadows attack
or stonework up to 30' (no action required).
the creatures who cast them, and then dissipate. All affected
reactions:
creatures take 28 (8d6) necrotic damage, or half damage with Legendary Actions
a successful DC19 Dexterity saving throw. A creature that
Morgan can take 3 legendary actions, 1 at the end
fails the saving throw is also restrained by wisps of shadow. A of a players trun. She regains spent legendary
restrained creature can repeat the saving throw at the end of its actions at the start of her turn. (See the desciptions
turn, ending the restrained condition on a success. of her legendary actions in the accompanying text).
• Paralyzing Touch. Melee Spell Attack: +11 to hit, reach 5 ft.,
one creature. Hit: 10 (3d6) cold damage. The target must suc-
Actions
ceed on a DC19 Constitution saving throw or be paralyzed for Fearful Shadows, Paralyzing Touch, Maddening Feast,
1 minute. The target can repeat the saving throw at the end of See expanded descriptions in text.
each of its turns, ending the effect on itself on a success.
Reactions
• Maddening Feast. Morgan feasts on the corpse of one enemy
Misty Escape. (3x) Recharges after a Short Rest.
within 5 feet of her that died within the past minute. (See Volo’s
Guide page 160 for complete description). Telekinesis. (3x), Recharges after a Short Rest.

33
Reactions (Morgan): A Forest Fight!
• Misty Escape (3 per short est). In response to taking damage, the As the party heads away from the Forest Hag’s cottage, it will eventu-
Hag can turn invisible and teleport up to 60 feet to an unoc- ally stop snowing (when they get far enough away), but the path will
cupied space it can see. It remains invisible until the start of the still be magically tangled and confused. The party might come to the
next turn or until it attacks, makes a damage roll, or casts a spell. vast, frozen swamp at the center - no matter which way they went
• Telekinesis (3 per short rest). In addition to being immune to (Area H). Perhaps this is an illusion - it seems like it spreads out in
being “turned” (such as the Paladin’s Turn the Faithless ability), every direction (it is). But it look like there is no way out, it must be
Morgan can snatch away holy symbols presented, If the symbol crossed to go back to Midelwode. This will be difficult terrain, and it’s
is being worn or carried, the target must make an ability check, inhabited by Shambling Mounds (Monster Manual pg. 270).
with Morgan’s Spellcasting ability (Charisma +11) contested by
that creature’s Strength save. If the creature fails, the object is ! DM: Handle the next combat sequence as you see fit (per-
pulled away from that creature and can be moved up to 30 feet haps dependent on the strength, and current health of the
in any direction (but not beyond the range of the Telekinesis party). It is not possible to predict the outcome, but the party
spell). will have to make it back to Midelwode regardless.

Spells (Morgan): On their way back, the party might be ambushed by Agnes and her
While holding her Graystaff, Morgan can innately cast the following Vine Blights. If they are able to get the Gulthias Staff away from Agnes
additional spells, requiring no material components and at will (no and attune to it (with a short rest), they might be able to destroy ALL
slot required): Ray of Frost, Hold Person, Cone of Cold, (2/day each): Ice the blights in the forest. (See the Gulthias Staff’s description).
Storm, Wall of Ice, (1/day): Control Weather. If they are able to get the staff.......when they finally reach the
• Cantrips: Mage Hand, Disguise Self, Chill Touch (120’range,4d8 outskirts of town, they will see an attack in progress! Hundreds of
Necrotic damage), Ray of Frost. Blights will be massing outside the walls, mindlessly put to the task
of destroying the inhabitants. (If Agnes has died, the Blights might
• Mystic Arcanum Spells (1/day no slot required): Scatter now be under control of a massive Tree Blight (see its stat block
(@6th level), Plane Shift (@7th level), Power Word Stun (@8th in Curse of Strahd, pg. 230). The adventuring party will need to be
level), True Polymorph (@9th level). the heroes who save the day, breaking the Staff and destroying the
• Spells: (4 spell slots, all cast @ 5th level): Dominate Person, Blights.
Counterspell, Dimension Door, Greater Invisibility, Misty Step, Dis-
pel Magic, Scrying, Hallucinatory Terrain, Contact Other Plane. READ (if the above scenario happens): “As you draw closer to
Midelwode, dense smoke is rising from the direction of town. A
battle is obviously in progress - hundreds of blights are massing at
Archfey Pact:
the walls. The town guard and townsfolk are trying to defend them-
Pact of the Chain (modified for flavor): Morgan’s familiar is definitely selves. Crossbow bolts fly out and occasionally strike their target, but
more cunning than a typical one. “Its form can be a reflection of your they seem ineffective. Townsfolk are throwing torches, or anything
patron.” In Morgan’s case, her familiar is a very large cat - a Displacer flammable over the wall at the Blights, with limited success. A Huge
Beast, granted by the Queen of Winter. (Displacer Beasts are believed to Tree Blight is smashing the wall with its massive branches, and you
have originated in the Feywild. See the Monster Manual, pg. 81: “Unseelie see parts of the wall are starting to crumble. The Blights are moving
Origins.” Additionally (from Invocation Voice of the Chain Master): toward the gaps.”
“You can communicate telepathically with your familiar and perceive
through your familiar’s senses as long as you are on the same plane of exis- DM: If the party fails to get the Gulthias Staff, The town will
tence. While perceiving through your familiar’s senses, you can also speak be attacked just after they return. They will have to fight off
through your familiar in your own voice, even if your familiar is normally Agnes and dozens of Blights, without benefit of the staff. (The
incapable of speech.” Hag Coven also survives if Agnes is not killed). During the
confusion of the battle, they will see Lord Duncan Graychild
Morgan’s invocations: fleeing back into his keep.
1. Ascendant Step. She can cast Levitate (conc./10 mins.) at will.
No matter what happens, make the party feel heroic,
2. Dreadful Word. (1/day). She can cast the spell Confusion (conc./1
especially if they put the safety of the town above their
min.) once using a warlock spell slot.
3. Master of Myriad Forms. She can cast Alter Self at will.
own lives!
4. Voice or the Chain Master. As mentioned in the previous text.
5. Visions of Distant Realms. She can cast Arcane Eye at will.
6. Devil’s Sight. Sees in darkness, magical and non-magical (120’). DM: Allow the party to long rest & level up to 4th
7. Ghostly Gaze (action). She has the ability to see through solid level after this combat.
objects to a range of 30’. (NOTE: Morgan can use this ability to
escape, combining it with Misty Step to teleport through a wall
(i.e., “to a space she can see”).
8. Witch Sight. She sees the true form of any shape changer or
creature concealed by illusion or transmutation magic while the
creature is within 30 feet of you and within line of sight.
34
Chapter 3:
To The Rescue
READ: “The townsfolk of Midelwode are completely petrified. They
have witnessed an attack by the Blights, and town looks like a war
zone. Smoldering fires still burn from the numerous torches and
flaming arrows shot from the walls, and withered or burned Blight
corpses litter the area. The captain of the town guard, Captain Pell,
seems quite in his element, however. By his calm demeanor, and
actions in battle, the party can tell that he has seen a good deal of
combat in his life. Various townsfolk will beg & implore the adven-
turing party as to whether they had found their husbands, wives,
or children. The townsfolk will all ask; but....what of my husband, my
sister, my father?”

DM: As the party seeks to calm the town after the battle,
they discover that Lord Duncan Graychild, the 13th
Lord of Midelwode, is dead.

During the battle he fled back into his keep and was found in the
armory, surrounded by what weapons he could find. If the party
defended the town from the Blights, in the confusion of battle they
would have seen the Lord screaming “NO....NO!!!” as the Blights
attacked, and fleeing back to his keep.

If the party destroyed the Vine Blights from outside the town,
they will hear the same story from Captain Pell when they
return:

“We all heard the strange sounds coming from the forest, so we
manned the walls with torches and whatever we could find. The
Lord was with us, but when he saw them trees moving - comin’ at the
town…..he turned white as ashes he did, and fled back into the keep.
We found him in the armor, weapons all gathered ‘round him, but no
sign that he fought with anyone...or anything.”

The Hag’s prophecy has come true. Duncan Graychild ruled


Midelwode until the forest came to his keep.

There are no apparent marks on Lord Graychild’s body, and the


cause of death is not obvious. If his body is examined thoroughly
however (autopsy?), the party will find that his heart has been frozen.
His mage, Qarall Osten, is nowhere to be found.

If questioned, the Captain might also reveal: Captain Pell (if questioned further):
READ (Captain Pell): “I’ve been here a long time…..served the previ- “The mage Qaraal? He came here after Duncan Graychild
ous Lord, Duncan’s older brother Thane Graychild, and their father became the Lord. Duncan said he was “highly recommended” by some
before that. This trouble all started after Thane...died. Lord Duncan other noble folks.”
started going for “advice” to that hag in the forest. I’d go with him
If Captain Pell is asked about Cynar Vale, he will reply blankly:
sometimes, but never too close mind you. I don’t have nothin’ to do
“You mean the smithy? (He knows nothing other than this extra large
with Hags. He’d ask me to wait on the path for him to return”.
man is the town’s blacksmith).
“How did Thane Graychild die? Well, we had to assumed he died.
Duncan and him went hunting by themselves one day a year or so ago.
Thane disappeared when they got separated according to Duncan.
We found his horse, and searched for months afterwards we did, but
never found anything.”

35
Qaraal
BackOsten
in Midelwode
DM: Soon after he arrived in Midelwode, the Hags gave Qaraal an
ancient tome that described the original Eladrin temple in Midel-
wode. Studying this led him to the knowledge that a powerful Fey
Qarall Osten (Warlock
Lord - a traitor to the Summer Fey Court, was entombed there of the Archfey)
centuries ago. Hoping to curry favor with the Archfey of the Winter Medium humanoid, (fey)lawful evil
Court and become a powerful Warlock himself, it was he who
encouraged the townsfolk to disassemble the temple, hoping to free Armor Class 14 (16 with Mage Armor)
the Fey Lord Dubh Catha. Hit Points 81(1d4 + 5)
Speed 30ft.
Frustrated when the salvage operation ceased without success, he
hired Darklings to tunnel under the temple from the forest, convinc-
ing them that he wanted to help them free their “First Lord”. (See the STR DEX CON INT WIS CHA
Darklings in Volo’s Guide, page 134). 9 (-1) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 20 (+5)
When this attempt also failed (the Darklings all perished when they
Savin Throws: Wis +6, Cha +11
broke into the wrong tomb, releasing the Banshee), Qaraal decided
Skills: Arcana +5, Deception +10, Perception +5
to hire additional thugs to capture an “expendable” adventuring Condition Immunities: charmed
party, and trick them into going down into the tombs. Senses Darkvision, Passive Perception 16
Languages Common, Elvish, Sylvan
All of this has come to pass, but Qaraal may also have been a
Challenge: 7 (2,900 XP)
dupe. The Hags are the ones with the real plan.
Innate Spellcasting. The warlock can innately cast
The party’s options: the following spells (spell save DC 17), requiring no
• Stay in town and try to fortify it? (Food and supplies are fast run- material components, At will: Disguise Self, Mage
Armor, Silent Image, Mending, Ray of Frost. (l /day):
ning out. Panic is setting in).
Conjure Fey
• Abandon the townsfolk and flee out of the area? (Not very
Spellcasting. The warlock is a 13th level spellcaster
heroic). (3 spell slots and 2 Mystic Arcanum spells). His
• Head out to the woods to take the fight to the Hags? (Heroic, but spellcasting ability is Charisma (spell save DC18,
Qarall Osten
crazy at this level).
+10 to hit with spell attacks). He regains all spell
slots on a short rest. Cantrips (at will): Eldritch
• Go back to Smith’s shop for help? Blast, Friends, Mage Hand, Minor Illusion,
Prestidigitation, Vicious Mockery. Spells:
• Venture out to look for help or allies? (The nearest settlements Dimension Door, Misty Step, Dispel Magic, Scrying,
are 150 miles - at least 5 days away on foot. There are only a few Cone of Cold, Counterspell, Dominate Person,
starved-looking horses left in Midelwode - the rest have been Seeming, Blink. Mystic Arcanum Spells (no slot
eaten). required, 1/long rest): True Seeing (@6th lv.),
Planeshift (@7th level).

Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5ft.,
DM’s Note !!!! or trown range 20/50', one target. Hit 4 (1d4 +1)
The “disappeared” townsfolk of Midelwode (and other piercing damage.
towns) are being used as slaves in the forges of Ironslag. The
coven has been gradually Teleporting them to the Yak Folk Reactions
village high above the Forge in the Ice Spires. Misty Escape. (1X per short or long rest) In
response to taking damage, the Warlock turns
invisible and teleports up to 60 feet to an
unoccupied space it can see. It remains invisible
until the start of its next turn, or if it ATK's or casts
a spell.
Beguiling Defenses. In response to another creature
trying to charm it, the Warlock can attempt to turn
the charm back on that creature, who must
succeed on a DC18) WIS save or be charmed for 1
minute, or until they take damage.

36
Destination Options
DM: Captain Pell will describe the broader area and its geography to Citadel Adbar
the party. (See map next page). Pell will not be optimistic about the READ (Captain Pell): “Adbar is the closest civilized place. It’s about
chances of getting aid from the surrounding area. By taking any of a 5-day southeast, mostly through open country, along the base of the
the distant destinations shown below, the party will not immediately mountains. It’s Orc infested all the way though. The Dwarves of the
receive an important message from the Cynar Vale however. (See Citadel aren’t the friendliest types either. I got no problem with ‘em,
next section). If they insist on going to any of these distant places, but good luck getting them to open the drawbridge or the gates. Place
they will eventually get Cynar’s message, and realize they need to go is defended like nothin’ you’ve ever seen. You’ll probably get a shower
up into the mountain pass that follows. Also see Nearby Destina- of crossbow bolts for your trouble.”
tions that follow for more options.
DM: If the party heads this way, roll on the Random Encoun-
The Coldwood ter table below, starting on day 1. The potentially interesting
READ (Captain Pell): “That’s all Uthgardt territory as you go west. “detour” of the party traveling to Citadel Adbar will be that “King”
Those Barbarians would just as soon put a knife in your back as look Harnoth will tell the party about the Yakfolk village in the Ice Spires,
at you. They do hate Orcs, Ogres, and Giants with a passion though - high above the forge of Ironslag. The party may or may not agree to
they were allies of ours in the Orc Wars. (In an absent-minded gesture, go on the King’s quest, but either way, they will eventually be drawn
he touches a scar that runs across his face). Oh...and they hate (and to the mountain pass and to Ironslag, where the captives are being
fear) spellcasters more than anything, except for their own Shaman held.
of course. Kill ‘em on sight and dismember ‘em they do. Seen it m’self. RANDOM ENCOUNTERS: Roll a d20 every 8 hours (2X per day-
The tribes who live there used to send parties to raid the farms on the time), then every 2 hours at night while “on watch”. (The party can
outskirts of Midelwode, but we’ve kept them in check for 10 winters potentially long rest, if they are successful getting through an 8 hour
or so. Not exactly the types I go to for help. Any of you speak Bothii”? “on watch” period with no combat).
(Note: An expanded description of this area can be found in Storm
• 1-10: No Encounter, but they will be shadowed by small parties
King’s Thunder, Chapter 3, The Savage Frontier, pgs. 76-77).
of Orcs.
Castle Hartwick • 11-17: Orcs attack the party (quantity can be adjusted, depend-
ing on the party size).
READ (Captain Pell): “Ah...some good-hearted folks they are, but
• 18-20: The Winter Knight attacks. He prefers to attack while
not the most strategic in military matters I’d have to say. It’s a long
invisible (Greater Invisibility), picking-off individual members
trek from here, especially if you avoid the pass through the Ice Spires.
of the party (esp. if they are separated). He typically uses his
So far they’ve managed to defend their lands from the Ogres, but they
Nature’s Icy Wrath (Ensnaring Strike) to restrain opponents, and
always seem to be under siege by them. The castle is about 140 miles
then makes 3 attacks with his Frostbrand Greatsword. (See his
east through the pass east of town, but at least twice that to take the
stat block that follows on page 45).
long way around the mountains.” (DM: The castle is currently under
siege as well, and the party will find the way blocked by hundreds of If the party makes it to Citadel Adbar, they will initially be rebuffed at
Ogres if they attempt to go there). the gates. While trying to negotiate their way in, they will be sur-
prised from behind by guards with crossbows. The party will then be
led into the citadel under guard, and brought before King Har-
noth. (As explained in Chapter 3 of Storm Kings Thunder, “The Savage
DM (Big plot hook): If asked WHY the party should
Frontier”, Harnoth is actually an imposter, put on the throne by the
not take the pass through the Ice Spire Mountains, Pell
council after the death of the real king). He will initially be very en-
will reply:
thusiastic about the party’s mission, and he will say that he supports
any plans they have. But... Harnoth will then ask (actually insist) on
them doing him “a small favor” as a sign of their good faith; that they
“Well....I’d never encourage anyone to take the pass (even though it go into the Ice Spires to Ironslag and kill the Fire Giant leader Duke
starts just a mile east of town). Those that go up that way don’t tend Zalto, bringing his head back. Harnoth tells them that he has sent a
to come back, or if they do, they aint never the same. I don’t know how scouting party there, but they did not return.
to explain it exactly. It’s like...they’re livin’ in some kind’a nightmare
DM: This adventuring path links directly to Chapter 3, The
the rest of their lives, always talkin’ to themselves about strange
Savage Frontier from Storm King’s Thunder, and can be played
things...murderous little men in red hats, a castle made of a black ice
as is. If the party tells King Harnoth that they want to go to
....nothin’ that makes any sense. Some kind of mountain madness I
Castle Hartwick, Harnoth will say… “Hartwick eh? My scouts tell me
guess. Must be the altitude.”
there’s another siege going on there...Ice Spire Ogres. Hundreds of them in
the pass and sieging the castle they say.” If the party still insists, they will
If the party decides to go straight up into the mountain pass
come upon a camp of several hundred Ogres blocking the narrow
after hearing this, they will be intercepted in the forest by an
pass to the castle, and will have to either return to Citadel Adbar, or
emissary from Cynar Vale. See section “Back to the Smithy”
that follows. sneak past the Ogres and into the pass that goes to Ironslag. If they
decide to go this direction, one of the King’s human merce-
naries will silently slip them a note from Cynar Vale. (See page
40 - 41).

37
The Far North (player shareable)

The town of Midelwode can be found in the far upper


north on this map (in the red circle).

It lies on the easternmost edge of the Coldwood, and is the most


northerly outpost of “civilized” Faerûn. Many notable places can
be seen here: The Silver Marches, The Ice Spire Mountains, and the
Citadel cities of Felbarr and Adbar.

Notable locations such as The Coldwood (& Beorunna’s Well), The Ice
Spires, Citadel Adbar, Castle Hartwick can be found.

38
Nearby Destination Options:
Back to the Hag’s Hut? Back to the Smithy?
DM: The party may choose to back to the Forest Hag’s Hut and try- DM: If the party goes back to the smithy’s shop in the forest, Cynar
ing to destroy the Hags. (This is not a good idea at this level of course, Vale is nowhere to be found. But...along the way, a PC with high
but there are some parties that might insist on being heroes). The Passive Perception will feel they are being watched or followed. The
coven’s hut is about 3 miles west of Midelwode. Wood Weirds will try to make contact when they reach the smithy,
but they still might be unsure of the party’s intentions (unless the
Heading out in this direction, they will immediately see a storm
party has already encountered them). They only speak Sylvan, but
gathering over their destination, and hear the roll of thunder as they
an Elvish speaker with writing materials could communicate, as the
progress. As they get deeper into the forest, they will encounter
written language is identical.
freezing temperatures, as icy hail begins to fall and cracking lighten-
ing can be seen in the distance. Do they continue? If the party has not yet encountered the Wood Weirds, they will need
to explain themselves. If successful, a slender elven-looking man
At 1 mile way, Random Encounters & effects will start to occur.
will step out of the woods and come forward to meet the party. He
(Roll a d20 to see which happens);
is dressed in formal-looking attire, beautifully made silks of red and
• 1-10: Wood Weirds appear. They will try to lead them away from gold hues, and well as golden scale mail armor. (He is a Summer
the Hag’s Hut, and back to the Smithy. The Weirds know the Eladrin. See Mordenkainen’s Tomb of Foes, pg. 196).
hags will not be sitting in their hut. The sisters want the party to
READ (on reaching the smithy): “A group of a dozen human-
come into their “neck of the woods.” It’s a trap.
oids suddenly appears out of the wood from multiple directions,,
• 11-15: Hag Lair Effects occur. The path twists and turn back on surrounding the party. They appear to be wearing tough bark-like ar-
itself, and the party goes in circles for 1d4 rounds. It begins to mor, and carry ancient-looking (bronze) weapons. Their long, green
snow heavily. During the storm, creatures travel at half normal hair looks like summer grass, and their skin is copper colored. They
speed, and all visibility is reduced to 30 feet (lightly obscured: hold their ground, and do not attack. As you stare at these creatures,
creatures have disadvantage on Wisdom (Perception) checks you suddenly realize that they are not in armor…..they are half man
that rely on sight. Ranged weapons have disadvantage). and half tree.”

• 16-20: “Children” (one per party member) will come out of The humanoid who steps forward will introduce himself as Hivo
the storm to be “saved” by the party. They are actually undead. Xiloscient, “Squire to Cynar Vale.” This is surprising, needless
(DM: these could be Mylings from the Tome of Beasts, pg.301). to say, as blacksmiths typically do not have squires.
“You’ve come at last to save me!! Carry me!!!” They grapple a
“My master wishes to thank you for you assistance thus far,” he
PC (DC20 strength save) and sink into the snowy ground, 3’ per
states in a formal tone, bows, and he hands the party a written mes-
round).
sage. The heavy paper is folded and has a wax seal closure. The seal
When the party is 300’ away from the hut, Sally (the Sorcerer) will depicts a shield with a radiant sun on it. (See player handout on the
cast Ice Storm pounding a 20’ dia. area with rock-hard hail: “Each following pages).
creature takes 4d8 blug. + 4d6 cold DAM (cast at 5th level) on a failed save,
or half as much damage on a success. The hailstones turn the storm’s area
of effect into difficult terrain until the end of her next turn.”
Sidhgard of the Summer Court
Unfortunately for the party.....the hags are NOT in their hut
Hivo is actually the Sidhgard of the Fey Summer Court.
(although the party will likely think so). They are obscured by a Fog
Because the Court Knights are not Fey creatures, most do
Cloud spell, 60’ up on the rocky ridge behind it. Morgan will merci-
not know much about the nature of the Feywild. In order to
lessly strike at the party with her cold spells from a safe distance,
stop the Knight from perishing due to ignorance, each Court
while Sally concentrates on her Fog Cloud, obscuring them from the
assigns an Eladrin to work with their Knight as a combina-
party: “A 20-foot radius sphere of fog centered on a point within range, its
tion of a squire, guide, and assistant. This Eladrin, called The
area is heavily obscured”. Should the party decide to scale up the ridge
to investigate, the Hags will have vanished, casting Teleport to go to Sidhgard, is assigned at birth, and serves until their death.
Morgan’s permanent circle in her lair in the Ice Spires.

READ (on reaching the hut): “From the outside, the hut appears
to be deserted. The door lies open, and the party can see that
snow has blown in and covers the floor.”

DM: The hut is trapped. A Spell Glyph has been placed on the floor,
just inside the entrance. It is covered by snow, and therefore not vis-
ible. The spell Cone of Cold goes off centered in front of the creature
who enters, stepping on the glyph under the snow.

If the party survives, they will discover the hut is empty. The hags
seem to have abandoned it, and have taken all their possessions.

39
When opened, the message reads:
READ (or hand out the printed version, next page):
“My friends….I have tried to protect the people of this town you find your-
selves in, but lately my worst fears have been realized. Hag Covens across
the North have redoubled their efforts, and now all towns and villages here
are in danger. Many things have become clear. Led by a Winter Hag named
“Morgan”, the witches have been working with the Court of the Winter Fey
to procure townsfolk across this region, in preparation for a type of ritual
sacrifice in The Feywild. Although the townsfolk themselves are not the
ones to be sacrificed, I suspect the Winter Court is having them kidnapped
in order to stoke fear across the Northern lands, and lure the most powerful
warriors and spellcasters of this plane into a trap. THEY are the ones who
will then be captured and sacrificed .... and their powers forever stolen!

The Winter Fey are attempting to keep permanent possession of a powerful


artifact called The Stone Table. Normally, twice a year, this object is ex-
changed with the Summer Court. Whichever court is in control of the Table
steadily gains power. The Summer Court is supposed to hand it over at the
height of their strength at Midsummer, and the Winter Court is to return it
at Midwinter. This exchange is responsible for the change of seasons here on
the material plane, but it has not happened during the past year. If this cov-
etous act continues, the “constant winter” experienced by this region will
permanently spread to all of the Material Plane. Additionally, the power of
any individual slain upon the table goes instantly and permanently to the
Court which is currently in possession of it.

I’m sorry to tell you have been unwitting pawns in this plan. By releasing
the powerful Fey Noble who was known hundreds of years ago as the Dark
Crow, you have done what the court was unable to do themselves. He is
the one who is now in charge of this object. The Mage of House Graychild
that you have met, Qaraal Osten, is actually a Warlock in service of the
Winter Archfey. He had been trying to achieve the Dark Crow’s release for
some time, first by encouraging the townsfolk to disassemble the temple
ruins. When this was unsuccessful, he then hired Darklings to tunnel into
its tombs, fooling them into believing he wanted to help them free the first
of their race. When they perished in their attempt, he decided to bring in
an expendable adventuring party and lure them into the tombs. The only
thing that did not go according to plan was your survival. There are others
that I suspect have conspired against the townsfolk of Midelwode as well,
including their own Lord.

I am not certain where the townsfolk of Midelwode have been taken, but
I do know that the Hag Morgan has a lair somewhere high in the Ice Spire
Mountains to the East. I believe they may still yet be alive....held as hostages
as they await their fate, or possibly even transported into the Feywild itself.
I desperately need your help to find them and defeat this obscene plan of
the Winter Court. There are more covens and more treachery happening
all across the northern lands that I must try to interdict. The balance of
all things as we know them is at stake. I implore you, try to find &save the
townsfolk of Midelwode as quickly as you can. I am afraid they will be
cruelly discarded once they are no longer useful.

Beware! Morgan is a particularly powerful, ancient Hag who has served


the Winter Court for centuries. She will not toy with you the next time you
meet. Be doubly Aware! There is more to fear than the Hags. The Winter
Court has deployed a skilled assassin as well. He is the Winter Knight, a
formidable fighter of extreme skill, Champion of their Court, and as the
bearer of the Mantle of the Winter Court, a wielder of Fey magic.”

Speed of the Gods & My Everlasting Gratitude,


Cynar Vale, K.S.C. (Knight of the Summer Court)
40
My friends….
I have tried to protect the people of this town you find yourselves in, but lately my worst fears have been
realized. Hag Covens across the North have redoubled their efforts, and now all towns and villages
here are in danger. Many things have become clear. Led by a Winter Hag named“Morgan”, the hags
have been working with the Court of the Winter Fey to procure townsfolk across this region, in prepa-
ration for a type of ritual sacrifice, in The Feywild.Although the townsfolk themselves are not the ones
to be sacrificed, I suspect the Winter Court is having them kidnapped in order to stoke fear across the
Northern lands, and lure the most powerful warriors and spellcasters of this plane into a trap. THEY
are the ones who will then be captured and sacrificed .... and their powers forever stolen!

The Winter Fey are attempting to keep permanent possession of a powerful artifact called “The Stone
Table.” Normally, twice a year, this object is exchanged with the Summer Court. Whichever court is
in control of the Table steadily gains power. The Summer Court is supposed to hand it over at the height
of their strength at Midsummer, and the Winter Court is to return it at Midwinter. This exchange is
responsible for the change of seasons here on the material plane, but it has not happened during the past
year. If this covetous act continues, the “constant winter” experienced by this region will permanently
spread to all of the Material Plane. Additionally, the power of any individual slain upon the table
goes instantly and permanently to the Court which is currently in possession of it. I’m afraid you have
been unwitting pawns in this plan.

I’m sorry to tell you have been unwitting pawns in this plan . By releasing the powerful Fey Noble who
was known hundreds of years ago as the Dark Crow, you have done what the court was unable to do
themselves. He is the one who is now in charge of this object. The Mage of House Graychild that you
have met, Qaraal Osten, is actually a Warlock in service of the Winter Court. He had been try-
ing to achieve the Dark Crow’s release for some time, first by encouraging the townsfolk to disassemble
the temple ruins. When this was unsuccessful, he then hired Darklings to tunnel into its tombs, fool-
ing them into believing he wanted to help them free the first of their race. When they perished in their
attempt, he decided to bring in an expendable adventuring party and lure them into the tombs. The only
thing that did not go according to plan was your survival. There are others that I suspect have conspired
against the townsfolk of Midelwode as well, including their own Lord.

I am not certain where the townsfolk of Midelwode have been taken, but I do know that the Hag
Morgan has a lair somewhere high in the Ice Spire Mountains to the East. I believe they may still yet
be alive....held as hostages as they await their fate, or possibly even transported into the Feywild itself.
I desperately need your help to find them and defeat this obscene plan of the Winter Court. There are
more covens and more treachery happening all across the northern lands that I must try to interdict. The
balance of all things as we know them is at stake. I implore you, try to find &save the townsfolk of
Midelwode as quickly as you can. I am afraid they will be cruelly discarded once they are no longer
useful.

Beware! Morgan is a particularly powerful, ancient Hag who has served the Winter Court for cen-
turies. She will not toy with you the next time you meet. Be doubly Aware! There is more to fear than
the Hags. The Winter Court has deployed a skilled assassin as well. He is the “Winter Knight”, a
formidable fighter of extreme skill, Champion of their Court, and as the bearer of the “Mantle of the
Winter Court”, a wielder of Fey magic.

Speed of the Gods & My Everlasting Gratitude,


Cynar Vale, K.S.C.
41
The Mountain Pass
DM: The Ice Spires are a vast mountain range, and the party Difficult Terrain!
will have no way of knowing exactly where they are headed. This environment is difficult terrain, so the party will likely be
At this point they (might) only know that Morgan’s lair is slowed to half speed (unless some ability precludes this (such as a
somewhere high in these mountains. As they travel the pass Ranger’s Natural Explorer ability, with “arctic” as his/her favored ter-
in search of the lair and the townsfolk, the terrain will change rain). If at half speed, it will take 2 days for to cover the same distance
daily and random encounters will take place. (The types of as a normal pace would for 1 day.
creatures they encounter will change as they ascend father
into the mountains). Mountain Hazards (note: some are customized for this harsh
environment)

Falling: A creature takes 1d6 bludgeoning damage for every 10 feet it


DM’s Note: If the party decided to go directly up into the falls, to a maximum of 20d6. The creature then lands prone.
Ice Spires (skipping going to the forest or the smithy), they
will be followed as they head south out of town. They will Moving on Ice: Creatures moving onto slippery ice for the first time
encounter the Wood Weirds and Cynar Vale’s squire Hivo must succeed on a (DC10) Dexterity (acrobatics) check or fall prone.
before they exit the forest, and will receive Cynar Vale’s On its next turn, the creature begins to slide downhill (at walking
message. speed), unless it succeeds on a (DC15) Strength check to hold on to
something. Standing up is difficult - it uses a full action.

Falling (or jumping) into Freezing Water: In this environment, A


Does the party “gear up” for the freezing cold conditions before they creature can be immersed in frigid water for a number of ROUNDS
leave? The town will supply what they require, but they need to think (not minutes) equal to its Constitution modifier +1 before suffering
to do this. (One party member might have the magic item from Part any ill effects. Each additional round spent in frigid water requires
1, the Robe of Summer, and will be immune to cold). The rest will the creature to succeed on a (DC10) Constitution save or gain one
immediately encounter a treacherous river canyon that starts one level of exhaustion.
league south of Midelwode. There are many hazards here. Drowning / Suffocating (in freezing temps): Being submerged
Captain Pell can give the party only basic information. (He’s never in water or buried in snow in this environment is a serious,
been through the pass). However, PC’s might know the following, life-threatening danger! A creature who is buried by snow, or
based on successful checks: submerged in the frigid, fast-moving mountain waters has to try to
quickly gulp a mouth of air, and will soon go into shock. It can hold
History √ (Dwarves have advantage on this roll, as the mountains its breath and survive for a number of ROUNDS (not minutes) equal
here held significance to them): to 1+ its CON modifier (minimum of 1). For example, a creature with
• 0-9: You no nothing about these mountains, other than they a Constitution Score of 14 (+2) can hold its breath for 3 rounds, be-
look...tall. fore it suffocates & drops unconscious (to 0 hit points). At the start
of its next turn after that, it must make death saves.
• 10-17: The Ice Spires, and their sister chain The Ice Mountains
just to the south, are reckoned by some to be the easternmost
extent of the Spine of the World, rather than being mountain
ranges in their own right. This range lays south of the Great
DM: The party is presently level 4. Depending on
Glacier, north of Citadel Adbar, east of the Coldwood, and west
of Anauroch (Desert). It is north of the Silver Marches and west
how successful they are at long resting during
of the High Ice. the random encounters that follow, allow the
party to level up (to 5th level) when they achieve
• 18-22: (The above info +) The Ice Spire Ogres dwell there. an 8 hr. rest.
These Ogres are said to stand 10 feet tall and weigh 500 to 600
pounds. Most live in a vast network of caves and caverns located
high in the Ice Spires. Different tribes worship different gods,
Vaprak being the one most often heard. Historically, several
White Dragons were known to have vied for domination of this
region.

• 23+: (The above info +) The towering, snow-covered moun-


tains known as the Ice Spires contains some of the highest
peaks in the North. The great dungeon-forge of Ironslag
was said to be under the one known to dwarves of the Sil-
ver Marches as Mount Hamarhaast (“Hammer of Ashes”).

42
The MOUNTAIN PASS (Player sharable. Representative - NOT TO SPECIFIC SCALE)

The pass through the ice spires is not a


flatland trek by any means!
The elevation constantly ascends, with high walls on both sides, as
well as ravines, cascading rapids, waterfalls, and deep pools. (This
sketch can be shown to players to emphasize that they are not on
level ground).

43
Random Encounters (Mountains)
As the party travels this mountain pass, the terrain will
change daily and random encounters will take place. The
environment get colder and harsher as they ascend, and the
types of creatures they encounter will change each day as they
progress.

Terrain Effects Table. These effects will remain consistent 6. Winter Squall. The party sees dark clouds forming and encoun-
throughout the journey, but the likelihood of extreme weather will ters a strong headwind, which quickly becomes a violent sleet, thun-
increase. (Dice roll success will change daily as they progress). der and lightning storm, lasting for 1 min. (10 rounds). The effects are
the same as numbers 3&4 above, plus additional rounds of effects as
1. Shelter. The party stumbles upon a cave that is easily defended. shown below. (The same as the spell Storm of Vengeance): “A churn-
While the characters stay inside, they are protected from the ele- ing storm cloud forms. Lightning flashes in the area, thunder booms, and
ments and can perhaps finish a short (or long) rest without an strong winds roar. The gusts of strong wind (ranging from 20 to 50 miles
encounter. (While in the cave, they can roll the next check with per hour) automatically disperse fog, mists, and similar phenomena in the
advantage, but staying in the cave more than 8hrs. results in an ad- area, whether mundane or magical”. Effects per round:
ditional day of travel). If this terrain is also combined with a “creature
encounter”, that creature is in the cave! • Round 1: Each creature under the storm cloud when it appears
must make a (DC15) Constitution save. On a failed save, a
2. It begins to snow. Strong winds and blowing snow reduce visibil- creature takes 2d6 thunder damage and becomes deafened for
ity to a lightly obscured condition, and hearing becomes difficult for 5 minutes.
1d10 rounds. (Disadvantage on perception checks that relay on site
and hearing. Disadvantage on ranged weapon attacks. Any creature • Round 2: Six bolts of lightning from the cloud to strike up to six
flying must land at the end of its turn or fall prone). (exposed) creatures (or objects of the DM’s choice beneath the
cloud). A single creature or object can’t be struck by more than
3. Blizzard. High winds and intense snowfall create a heavily one bolt. A struck creature must make a (DC15) Dexterity saving
obscured condition for 1d10 rounds. The wind and snow count as a throw. The creature takes 10d6 lightning damage on a failed
severe distraction for the purposes of maintaining concentration save, or half as much on a successful one.
on spells (= disadvantage). A creature in a heavily obscured area
effectively suffers from the same effect as the blinded condition. A • Round 3: Huge Hailstones rain down from the storm cloud.
blinded creature can’t see and automatically fails any ability check Each creature under the cloud takes 3d6 bludgeoning damage if
that requires sight. Attack rolls against the creature have advantage, they are exposed.
and the creature’s attack rolls have disadvantage.
Rounds 4-10: Violent gusts and sleet continue to assail the area
4. Thin Ice. One random party member (roll to see which) has under the cloud. The area becomes difficult terrain and is heavily
stepped onto thin ice and must succeed on a (DC15) Dexterity saving obscured. Each creature there takes 1d6 cold damage each round
throw to avoid breaking through and falling into a 40-foot-deep (unless immune to cold) until the storm ends. Ranged weapon at-
crevasse. They hear the ice cracking underfoot, and must run, jump, tacks in the area are impossible. The continued wind and rain count
or grab onto something to avoid the fall. A failure takes (4d6) blud- as a severe distraction for the purposes of maintaining concentration
geoning damage. Climbing out of the crevasse requires a successful on spells. (= Constitution checks).
(DC15) Strength (athletics) check.

5. Avalanche. A tremor sets off an avalanche. Each party member


must attempt a (DC15) Dexterity saving throw (disadvantage if
sleeping), to avoid being buried by the avalanche. A failure takes
(4d6) bludgeoning damage, is buried (restrained condition), and
is suffocating. (A success takes 1/2 the damage, as is not buried).
A restrained creature’s speed becomes “0”, attack rolls against the
creature have advantage, and the creature’s attack rolls have disad-
vantage.
The suffocating creature must hold its breath until it is dug out. It
starts on the round it incurs the damage, and has the number of
rounds equal to their constitution modifier +1 (min. 1) to reach
air before suffocating & dropping to 0 hit points. At the start of its
next turn, it is dying and needs to make death saves. It can’t regain hit
points or be stabilized until it can breathe again.

44
The Winter Knight
Medium human. (Fey lawful/neutral)

Armor Class 18 (full plate)


Hit Points 143 (22d8 + 44)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 16 (+3)

Saving Throws: Strength +9, Constitution +6


Skills: Athletics +9, Intimidation +5, Perception +6
Senses: Passive Perception 16
Damage Resistance: fire (while holding his sword)
Languages: Common, Sylvan
Challenge: 9 (5,000 XP)

Indomitable (2/day). The Winter Knight rerolls a


failed saving throw.
Nature's Icy Wrath (1/short rest). The Knight can
cause spectral ice to form around a creature within
10' that he can see. The creature must succeed on
a (DC16) Dexterity saving throw or be restrained.
While restrained by the ice, a creature can repeat its
saving throw at the end of each of its turns.
Undying Sentinal (1/long rest). When reduced to 0
hit points (and not killed outright), the Knight can
choose to drop to 1 hit point instead.
Fey Iron Weakness. If the Knight is hit with an iron
melee weapon, he takes added 1d4 fire damage. If
hit with an iron missile weapon, needs to make a
medicine check to dislodge it and take his next
action to dig it out.
Second Wind (Recharges after a short or long Rest).
As a bonus action, the Winter Knight can regain 20
hit points.

Actions
Multiattack. The Winter Knight makes three attacks
with his Frost Brand Greatsword: +12 to Hit. DAM
= 2d6(s), +1d6 cold, +1d8 (Improved Divine
Smite), and add +7 if the Winter Knight has at least
1/2 his hit points.
Spellcasting. The Winter Court power in his spells
produces ice in various manifestations. Spellcasting
Ability: CHA. Save DC16 , ATK: +8. Cantrips: Ray of The Winter Knight will be a constant threat! He has been
Frost. 60’R., 3d8 DAM, + movement reduced by tasked with eliminating the party. Although an assassin by trade, his
10’ until start of next turn.1st Level Spells (4 slots): stats are similar to a 15th level Paladin. Appearance/Equipment: The Knight
Command, Compelled Dual, Ensnaring Strike. 2nd wears black armor (adamantine). While wearing it, any critical hit against
Level Spells (3 slots): Blur, Misty Step, Invisibility.
him becomes a normal hit. Great Weapon Fighting: He re-rolls any 1 or 2 on a
3rd Level Spells (3 slots): Haste, Sleet Storm. 4th
Level Spell (2 slots): Ice Storm, Greater Invisibilty. damage die for his melee attacks. All of his abilities use ice or cold effects, such as
Nature’s (icy) Wrath: As an action, he causes spectral ice to form on a crea-
ture within 10 feet that he can see. The creature must succeed on a strength or
dexterity saving throw (its choice) or be restrained. He prefers to be invisible
(Greater Invisibility), ensnaring his opponents in spectral ice before
striking them down with his Frost brand greatsword.

45
Day 1 - The River Canyon
READ: “As the party enters the pass south of Midelwode, the terrain
quickly changes from a dark, dense forest to a rock-strewn, rug-
ged river canyon. The trees are leafless, aside from the evergreens,
and the canyon is eerily quiet. The only sound is the swift rush of
the near-freezing water, as it spills from the high mountain peaks
beyond.”

DM: RANDOM ENCOUNTERS (wilderness river): Roll a d20,


every 8 hours (2x during daytime), then every 2 hours during the 8
hr. “night watch”. (Note: Travel time is assumed to be 8 hrs. per day.
Levels of exhaustion apply if the party extends beyond 8 hours of
travel, as described in the PHB, pg. 181 under Forced March).

• 1-10: No Encounter.
• 11-15: Terrain Effect. Roll a d6 once on the Terrain Effects
table. (DM: some of these do not apply if the party is camped.
Substitute a different effect, or no effect).
• 16/17: Creature Encounter, with one or more creatures. Roll
once on the Creature Encounters table below.
• 18-20: Terrain Effect and Creature Encounter.
Roll a d6 once on the Terrain Effects table, then roll once on the
Creature Encounter table below.

Creatures - Roll a d6:

1. Quicklings. A group of (6) Quicklings will harass the party,


attempting to steal personal objects and run off with them. (See
Volo’s Guide, pg. 187).

2. Perytons (qty. = 1d6). The so-called Bane of the Mountaìns at-


tack the party from their roosts high on the cliffs above. (Ref:
Monster Manual, pg.168).

3. River Troll. Use a standard Troll with keen smell, regeneration,


etc., but add an amphibious ability.

4. Korreds. A group of (3) Korreds appear, and will yell at the party
to get out of their mining claim, and throws at the party if they
won’t leave. (See Volos Guide, pg.168).

5. Displacer Beasts (qty. = 1d4). As stated in the Monster Manuel


(pg.81), these predators originated in the Feywild. They were
driven to its fringes by Seelie hunters, where they crossed over
to the Material Plane.

6. The Winter Knight will stealthily attack, first using his Nature’s
Icy Wrath ability to restrain an opponent in spectral ice, then
make (3) attacks with his Frostbrand Greatsword (+12 to hit.
2d6(s), +1d6 cold, +1d8 (Improved Divine Smite), damage, and
add +7 if the Winter Knight has at least 1/2 his hit points. (Note:
He re-rolls 1&2’s (Great Weapon Fighting Style). He also casts
Archfey granted cold-flavored and Paladin spells.

46
Day 2- Snow & Ice
READ: “The river canyon is now freezing cold & devoid of color.
Snow dusts the rocky landscape, and ice covers most of the river,
including the rocks that protrude from the water. The incline is steep,
with larger waterfalls and occasional hazardous cataracts.”

DM: RANDOM ENCOUNTERS (wilderness river): Roll a d20,


every 8 hours (2x during daytime), then every 2 hours during the 8
hr. “night watch”. (Note: Travel time is assumed to be 8 hrs. during
the day. Levels of exhaustion apply if the party extends beyond 8
hours of travel).
• 1-8: No Encounter.
• 9-13: Terrain Effect. Roll a d6 once on the Terrain Effects
table. (DM: some of these do not apply if the party is camped.
Substitute a different effect, or no effect).
• 14-17: Creature Encounter, with one or more creatures. Roll
once on the Creature Encounters table below.
• 18-20: Terrain Effect and Creature Encounter.
Roll a d6 once on the Terrain Effects table, then roll once on the
Creature Encounter table below.

Creatures - Roll a d6:

1. Crag Cats (3 or 4). Mountain cats with Spell Turning


and Pact Tactics! (Ref: Appendix C (Creatures), Storm King’s
Thunder).

2. Sirens. Three beautiful (fey) women appear swimming


in the frigid water. They take the party by surprise, as they pop
out of the water on nearby rocks and sing to them. All PC’s with-
in 30’ who can see them must succeed on a (DC17) Wisdom
save, or be charmed, and drawn towards them, regardless of the
drowning danger. (Anyone who successfully saves against this
effect is immune to it for 24 hours). A PC who moves into the
freezing water will be swept downstream, and need to make a
STR (DC15 - athletics) save on their turn to hold on to the rocks.
They also must make a Constitution save (DC10) when pulled
from the water. A failure gains one level of exhaustion.

3. Redcap Mercenaries (x 1d6). “Redcaps don’t usually operate in


groups, but in some circumstances they might be found in the
employ of hags and dark mages that know methods to call red-
caps out of the Feywild and put them to work as grisly servants.”
(Ref: Volo’s Guide, Pg. 188).

4. Yeth Hounds (x3). Unleashed by the Winter Fey to patrol the


pass, they must be quickly eliminated! Note: they can commu-
nicate telepathically with their masters. (Ref: Monster Manual,
pg. 201).

5. The Winter Knight will stealthily attack, first using his Nature’s
Icy Wrath ability to restrain an opponent in spectral ice, then
make (3) attacks with his Frostbrand Greatsword (+12 to hit.
2d6(s), +1d6 cold, +1d8 (Improved Divine Smite), damage, and
add +7 if the Winter Knight has at least 1/2 his hit points. (Note:
He re-rolls 1&2’s (Great Weapon Fighting Style). He also casts
Archfey granted cold-flavored and Paladin spells.

6. DM’s Choice! Any of the above creatures as appropriate, or


creatures (not used) from the previous encounter.

47
Day 3 - High Above Midelwode
READ: “The river has now disappeared under a heavy layer of ice
and snow, although the echo of running water can be heard below.
Huge snow-covered peaks can bee seen in the distance, and deep
snow-pack covers the surrounding hillsides. Looking down the
canyon, a partially frozen waterfall spills from the high walls above,
blocking forward travel.”

DM: To continue, the party needs to climb the (200’ high) cliff
next to the waterfall. There is potential for treacherous falls, as
this is all slippery, difficult terrain. Can the most athletic member
climb it first and attach a rope for the others?

RANDOM ENCOUNTERS (wilderness river): Roll a d20, every


8 hours (2x during daytime), then every 2 hours during the 8 hr.
“night watch”. (Note: Travel time is assumed to be 8 hrs. during the
day. Levels of exhaustion apply if the party extends beyond 8 hours
of travel).
• 1-6: No Encounter.
• 7-11: Terrain Effect. Roll a d6 once on the Terrain Effects
table. (DM: some of these do not apply if the party is camped.
Substitute a different effect, or no effect).
• 12-15: Creature Encounter, with one or more creatures. Roll
once on the Creature Encounters table below.
• 16-20: Terrain Effect and Creature Encounter.
Roll a d6 once on the Terrain Effects table, then roll once on the
Creature Encounter table below.

Creatures - Roll a d6:

1. Winter Wolves (x 1d6) attack - with pack tactics! (Ref. to the


Monster Manual, pgs. 340-341).
2. Ice Maiden (x2 for a strong party). Note: She can turn into an Air
Elemental! (Ref: Tome of Beasts, pg. 254).
3. Remorhaz (young version, x 1d4 ). Ref. to the Monster Manual,
pg. 258.
4. Yeti (normal version, x 3 ). For a strong party, an “Abominable”
Yeti might be present. (Ref. to the Monster Manual, pgs. 305-306).
5. The Winter Knight will stealthily attack, first using his Nature’s
Icy Wrath ability to restrain an opponent in spectral ice, then
make (3) attacks with his Frostbrand Greatsword (+12 to hit.
2d6(s), +1d6 cold, +1d8 (Improved Divine Smite), damage, and
add +7 if the Winter Knight has at least 1/2 his hit points. (Note:
He re-rolls 1&2’s (Great Weapon Fighting Style). He also casts
Archfey granted cold-flavored and Paladin spells.

6. DM’s Choice! Any of the above creatures as appropriate,


a combination of two, or creatures (not used) from the
previous day’s encounters.

DM: The party should be at level 5 at this point,


having achieved a long rest at least once during
the last 3 days. They will need all the power they
can muster when they encounter the Ice Spire
Ogres.

48
Day 4 - The Ice Spire Ogres
READ: “After a treacherous climb up a frozen waterfall, the party
finds themselves on a high ledge. In front of them, a narrow, icy
chasm, surrounded by high cliffs looms. The river has completely
disappeared under the heavy ice and snow.”

DM’s Note: There’s no climbing out of this canyon - the surrounding


cliff faces are hundreds of feet high, and there are hardly any gaps or even
footholds in the shear, icy canyon walls.

Group Perception check : (DC16 - or automatic with a high Pas-


sive Perception): A successful check will immediately find tracks in
the snow of what looks like a mounted group. The tracks look maybe
a day old, maybe an hour (it’s hard to tell in the blowing wind). A suc-
cessful (DC18) Nature (Intelligence) check might reveal the animals
are Aurochs (a large, yak-like beast - see Volo’s Guide to Monsters,
Appendix A, pg. 207).
But...there are also humanoid prints as well; one set of normal,
medium humanoid-size prints, and multiple sets of extra-large
humanoid prints (obviously wearing spiked soled boots).

Additional Investigation check’s (DM’s discretion). On a suc-


cess, a PC will know these are likely the tracks of Ice Spire Ogres,
who stand a full 10 feet tall and weigh 500 to 600 pounds. Most live
in a vast network of caves and caverns located high in the Ice Spire
Mountains.

The Ogre Patrol


DM: Five Ogres are typically on patrol through this upper part of
the canyon, tasked with keeping out intruders and capturing any
escaped prisoners from the Yakfolk village above Ironslag. Two
hours ago, they captured an escaped male prisoner, and are now
headed away from the party, to deliver their captive back to the gates
of Ironslag. If the party doesn’t catch up to them before the Ogres
reach Ironslag, they will have made their delivery and be headed back
toward the party. Their mounts (Aurochs) are fast - 50’ speed. They
have a 2 hour lead ahead of the party, but....they may have camped.
(See the “Chase Complications” table that follows).

Free the captive?


The adventurers will need to catch up to the Ogre patrol to free the
prisoner (or to continue on their progress) through the pass. They
might surprise the Ogres while they camp, or perhaps outsmart
them in some way. Their captive is an escaped villager from
Midelwode! If the party is able to free him, he will tell them that
other townsfolk are being held in a village full of Yakfolk, high above
the forges of Ironslag. He is petrified of going back. (The Yakfolk
perform human sacrifice). He’d rather run for it, even away from the
party. It’s going to be hard to convince him not to flee.

49
The Chase
CHASE COMPLICATIONS: Roll a d20. The Ogres are ahead of
the party by 2 hours to start. If the party is not traveling at a fast pace,
they roll with disadvantage. Ice Spire Ogre
Large Giant, chaotic evil
• 1-6: The Ogres have made camp, and he party gains 1 hour on
them. (They will encounter the Ogres on the next roll of 1-6, if Armor Claass: 17 (splint)
nothing else has happens). Hit Points: 127 (15d10 + 45)
• 7-12: No gain. The Ogres stay ahead of the party, out of sight, Speed 40 ft.
but do not increase their pace.
• 13-16: The Ogre group starts moving faster. (Add 1 hour to the STR DEX CON IN
NT WIS
S CHA
chase).
• 17-18: The single Ogre “tail guard’ trailing the pack senses that 21 (+5) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 8 (-1)
they are being followed. He speeds up to tell the others, who
turn and double back. (They will attack). Saving Throws: Str +8, Con +6, Cha +2
Senses: darkvision 60 ft., passive Perception 8
• 19-20: The Ogres seem to vanish. They know they were being
Languages: Common, Giant
tracked, and will hide in the few crevices that they know exist in Challeenge: 6 (2,300 XP)
the canyon walls, lying in wait. When the party is near, they will
get a surprise attack. Fast. As a bonus action, the ogre can dash (move up
to its speed) toward a hostile creature that it can
Speed? see.
To catch up with the Ogres, it is assumed the party will want to push Big Reach. The Ogre is 10' tall, and has a 10' reach
their speed to a “fast” travel pace. If so, they increase their speed with its melee weapons.
to 40’ (about 4.5 mph), but....they take a (-5) penalty to their Passive
Perception at this speed, and can’t be stealthy. Unless traveling at a Actions
fast pace, the party has disadvantage on the “chase complica- Multtiattack. The Ogre makes two melee attacks
tions” table, and must use the higher role. with its Greatclub (or Javelin), or two ranged attacks
with its crossbow (or Javelin).
Note: a player’s character can only “dash” 3 times + their CON modifier
safely, before they are required to succeed on a DC10 Constitution check Greatcluub. Melee Weapon Attack: +8 to hit, reach
at the end of each turn. Each failure gains one level of exhaustion. (They 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning
damage.
are basically running at full speed, and won’t be able to keep up this pace
indefinitely). Heavy Crossbow. Ranged Weapon Attack: +8 to hit,
range: 100/400 ft., one target. Hit: 14 (3d10)
DM: If the party is NOT able to catch up to the Ogres within piercing damage. (He carries twenty crossbow
8 hours....no encounter with them happens. The Ogres will bolts).
successfully make their prisoner delivery to Ironslag’s massive front Large Javeliin. Melee or Ranged Weapon Attack: +8
doors, waiting patiently outside for the entrance to open. After de- to hit, reach 10 ft. or ranged 30/120 ft., one target.
livering the prisoner, the Ogres will head back the way they came. Hit: 12 (2d6 + 5) piercing damage.

If the Ogres were attacked and the prisoner was freed, any surviving
Ogres will have fled down the canyon past Ironslag (toward’s Castle
Hartwick).

READ (As the party nears the doors of Ironslag): “As you approach,
the sound of crashing waters of another huge waterfall drowns out DM: Depending on how successful the party was
any other sounds. The falls flow from a plateau high above and down at rescuing the prisoner (and/or outright defeat-
into the icy river you have been following. Adjacent to the base of the
ing the Ogres), allow them to get a long rest and
falls, there are a set of enormous, 50’ tall, black doors. To the far side
level up to 6th level before entering the next
of the falls, the party can see a stairway cut into the stone cliff, twist-
ing its way up the shear face, and into the freezing mist and howling
Chapter.
winds generated by the waterfall.”

DM’s Note: If the party is close enough (with 60’), they might see the
doors open & the prisoner be pushed inside. If they are very close to this
area, they might also hear a deep voice from inside speak, but it’s hard to
hear what is said, due to the pounding waters of the waterfall.

50
Chapter 4:
Ironslag
DM: This section of the adventure links to Chapter 8 from
Storm King’s Thunder, “Forge of the Fire Giants.” It uses most
The Doors of Ironslag
of the elements “as is”, with a few exceptions that follow.
Reading Chapter 8 from Storm King’s Thunder before run- The adamantine metal doors of Ironslag are virtually
ning this chapter is highly recommended. impregnable, and sealed by ancient magic. They are airtight
and soundproof, and only open when a Fire Giant, standing
In this tale, the Fire Giants of Ironslag are not aware of the Winter within 50 feet of them, speaks (in Giant), the phrase “By Sur-
Fey’s plans, nor how the Yakfolk had been acquiring an exception- tur’s flame, I command these doors to open!” The doors remain
ally good bounty of slaves. While they are the recipients of the forced open until a Fire Giant (also standing within 50 feet of them)
labor the slaves provide, they have no idea that the Yakfolk are receiv- speaks, in Giant, the phrase “By Surtur’s flame, I command
ing captives from the Hags. Morgan and Sally have been sending the these doors to close!” Any Knock spells, or similar magic cast
townsfolk of Midelwode here via teleportation. They plan on gather- will have no effect on these doors.
ing captives from all northern towns here, and ultimately trans-
porting them into the Feywild, to be used as bait for the powerful A Detect Magic cast within 30’ will show a magical aura
individuals who will come to rescue them. The Yakfolk have agreed (multiple, high-level abjuration spells have been cast to
to be their prison camp, as long as they get to sacrifice an occasional lock them). A Dispel Magic cast on the doors has no effect.
villager to appease their god. A Legend Lore (5th level) spell, might reveal how the doors
work (i.e., they open by saying a command phase), but it will
As it says in the introduction of Chapter 8 form Storm King’s Thun- not reveal the phase; “The spell brings to your mind a brief sum-
der, “Characters who visit Ironslag must contend not only with the fire mary of the significant lore about the thing you named. The lore
giant Duke Zalto, his family, and his most loyal followers, but also with the might consist of current tales, forgotten stories, or even secret lore
village of sinister Yakfolk.” The Yakfolk are very bad indeed. that has never been widely known. If the thing you named isn’t of
legendary importance, you gain no information.”
READ: “To the left of the massive waterfall, there are a set of enor-
mous, 50’ tall, black doors. One can see that there are visible hinges,
but no apparent door handles or locking mechanism. As the party
looks skyward to the source of the falls, they can see faint smoke ris-
ing for what appears to be the walls of a village, high up on a plateau
cut into the sheer cliffs, about 1,000’ above. The waterfall pours out
of a cleft in the plateau, splitting the village into two sections, con-
nected by a crude bridge made out of rope and wooden planks. The
majority of the steps leading up are hewn into the solid stone, but a
few sections look to have been replaced with wooden timbers where
the stone has crumbled. The stairs average 10’ in width, and there are
no railings.”
DM: As previously mentioned, if the party is close enough (within 60’),
they might see the doors open & the prisoner be pushed inside. If they are
very close to this area, they might also hear a deep voice from inside speak.
It’s hard to hear in the wind however, and they won’t get the complete
phrase.
“By (.........) flame, I command these doors to close!”

It is highly unlikely that the party will be able to breach the


main doors. Can they stealthily ascend the stairs, defeat the
Yakfolk, and rescue the townsfolk of Midelwode? Defeating
the Yakfolk is important, as it gives the townsfolk a place to
rest. After being kept outside in freezing cold cages, they are
presently at 4 levels of exhaustion, and are in no shape to
travel.

Note: In play testing, a stealthy party was able to infiltrate the village at
night and bring the captives a short distance down the stairs (out of sight)
before the alarm was sounded. The party then defeated the Yakfolk, and
brought the villagers back up to recuperate. It was well done! As explained
in SKT, any attempt to negotiate with the Yakfolk is futile.

51
Ironslag’s Entrance (Player shareable)

52
The Stairway
DM: (from Storm King’s Thunder): “Thousands of years after Iron-
slag was abandoned, a clan of Yakfolk used humanoid slaves to carve a
staircase into the mountain cliff. At the top of these stairs, the Yakfolk built
a village. In the centuries that followed, clans of dwarves eager to plunder
the mines made numerous failed attempts to conquer the village before
concluding that Ironslag’s spoils weren’t worth the effort. The 12,000
rough-hewn steps ascend a total of 500 feet. The staircase climbs up the
steep cliffs, passing above the sealed adamantine doors of the forge until it
reaches the outer walls of the Yakfolk village.”

Assuming the party decides to climb the stairs.....


In this adventure, the stairs ascend about 1,200 feet vertically, but
NOT in a straight line! The lore of the “12,000 rough-hewn steps”
from SKT may be somewhat of an exaggeration - in this adventure
the stairs average 1’ deep and 8” tall, and although they have many
switchbacks as they ascend, there are 2,500 steps. This is difficult
terrain, so PC’s will ascend at 1/2 speed. It costs most creatures 2’ of
movement for every 1 foot (or step). The at 15’ movement per turn, it
would take a PC about 15-20 minutes to ascend to the top.

(Possible) Creature Encounter:


There is a creature that lives in a cave, about half way up. When the
characters arrive at this location, there is a 50 percent chance that
the creature is present (roll % dice).
In this adventure, a Young Cave Dragon (Tomb of Beasts, pg. 125
- 127) has been substituted for the (flying) Chimera that lives
in a natural cave in this location. If present, the dragon is hidden,
high up in one of the vertical “holes” in the ceiling (seen if they look
up)! As they enter, they will see holes in the walls, but will have to be
perceptive not to have the dragon drop down behind them.
Substitute whatever creature you feel would be an appropri-
ate challenge for the party. Any cave-dwelling creature that would
work, but the blind (blindsight only) Cave Dragon is an interesting
twist - allowing the party the possibility of role-playing to deceive it
into letting them pass. Note: being blind, this dragon has a very keen
sense of smell. The party might be able to appease him with offerings
of food.

READ (if the roll so determines there will be an encounter): “After


climbing 350 feet, the staircase is interrupted by a naturally formed,
50 foot-wide flat ledge. A large cave opening reveals a deep chamber
to the left. The ground outside is covered with the bones and partly
decayed remains of humanoids and animals.”

Optionally......There could also be complications added to the stair-


way climb. These could be the same random “Terrain Events” from
the previous table on page 44. (This might occur when the party gets
half way up the stairs). DM: Judge how hard you want to make this
based on the party’s strength.

53
The Yakfolk Village
DM: This part of the story can be played from Chapter 8,
“The Yak Folk Village” from Storm King’s Thunder, mostly as
The Yakfolk
is. (This chapter has great detail, lots of artwork and many
maps)! The top entry to Ironslag has been modified however, (From SKT): “As a race, the Yakfolk are a “malignant theoc-
as noted in the following descriptions. racy”, fanatically following their Forgotten God in all aspects of
their lives. The entire race claims to be descended from this deity,
READ: “As the party reaches the top of the stairs, they can see the and they satisfy him by performing slave sacrifices for each of the
(20’ high) mortared granite walls and wooden gates of a village, with prime elements, including: immolation (fire), live burial (earth),
smoke (and smells) coming from cooking fires. The village is split drowning (water), and tossing a victim from a nearby cliff (air).
into two sections, connected by a wood and rope bridge. A waterfall These sacrifices are said to be performed daily. This serves to
runs through the (25’ wide) gap.” tighten the bond with their god, but also to remind slaves that any
DM - Perception √: The massive water wheel pictured in this who disobey will be the next sacrifice made.”
adventure can not be seen from the stairs, but more smoke is coming
from the left side of the village (= more populated).The village is not
well-guarded (especially at night); “Thick, gray clouds and howling
DM: If the party succeeds in eliminating the Yakfolk and freeing the
wind make it easy for adventurers to approach the Yakfolk village
captive townsfolk, they will discover they are all from Midelwode.
unseen and unheard.” While the Yakfolk might think of “killing their
The townsfolk will be overjoyed at their rescue, yet also saddened….
slaves and then attacking any intruders they encounter” as stated in
many have perished. (Some were sacrificed to the Yakfolk god, oth-
SKT, they will likely have a difficult time accomplishing this if the
ers had died from exposure). Does the party try to rescue the other
party is stealthy.
slaves down in the forges of Ironslag? (They were told that “20” were
As illustrated and explained in Storm King’s Thunder, Iron- taken down, but they will not know that only six now remain alive,
slag has two distinct zones, described in “Zones and Deni- including Lord Thane Graychild).
zens” in Chapter 8: The Yakfolk village on the mountainside,
and the Fire Giant’s multi-level forge beneath it (refer to the The captives will tell the party that “Weeks ago, the strongest were sent
maps in the adventure). below to work,” and that Lord Duncan’s “lost” brother, Thane was
here when they arrived, but that he was taken away as well. (The
Allow the players to see the village map, except Area 9 (the elevator captives will have no memory of how they got here….only that they
room), which is behind closed doors. As mentioned, the townsfolk awoke to find themselves imprisoned in one of the huts here). When
are all at level 4 exhaustion. They are not useful allies in combat, and questioned, they will describe the upper entrance to Ironslag
should immediately be given food & warm clothing if possible. (They (area 9) and the functioning of the elevator in this room. (It is
can’t make it down the stairs in their present condition). stopped with a lever when they load it with food, & some slaves are
There are two ways down to the forge: a massive elevator that is used taken down to unload as well). The captives will show the party the
to load produce grown in the Yakfolk village (down to the Giant’s massive entry doors to this area, but something is strange here (not
kitchen area), and a 10’ wide stairway. Any freed captives will be able as described in the SKT adventure):
to describe these, but they’ve only loaded the elevator, and have
never been down to the forge. READ: “The party can see a set of twenty-foot tall, ornate,
spiked bronze doors are cut into the he cliff face here. There
Each section of Ironslag is well described in the adventure, are no handles, hinges, or visible locks.”
and has great mechanics. The party will need to be stealthy
Note: In Storm King’s Thunder, these doors are described simply as
and careful, but this is one of the best Dungeons in D&D! The
“twenty-foot-tall iron doors in the mountainside....(that) swing open
adventurers will need to sneak down to the forge somehow,
to reveal a rough-hewn passageway, blocked by an iron portcullis.
and free the (6) captives who are still alive. If they defeat the
Yakfolk, they can send them up to the village to join the oth-
As the top entry into Ironslag, these doors are much
ers, who presumably are now free.
more heavily protected in this adventure. The doors
DM’s Note: At four levels of exhaustion, the captive townsfolk already are actually the (2) shields of a Fire Giant Dreadnaught
have: disadvantage on their ability checks, their speed is halved, disad- Construct (a custom monster - see stats that follow).
vantage on attack rolls and saving throws, and their hit point maximum
halved (= about 6 points). If all the Yakfolk in the village were slain in One captive will say: “The Yakman chief would speak some words in a
combat, the remaining captives can stay in the village and to recuperate language we don’t know (giant), and the doors in the cliff open. But in a
(possibly long rest), but the party will need to find a way to get them home. strange way, like....they go inwards, and out of sight.”

DM: The password is the same as the front doors of Ironslag, but
it unlikely the party will know it. The doors can be attacked (and
breached) - but they will fight back!

54
Ironslag’s Top Entrance

As the top entry into Ironslag, these doors are heavily


protected in this adventure. (The doors are actually the (2)
shields of a Fire Giant Dreadnaught Construct,
a custom monster - see following stats).

55
Lord Thane Graychild had been put to work on “the wheel” on the
upper level of the forge below (Area 20) on the Ironslag map, but he
Fire Giant is currently in the Slave Pens (Area 23). Besides Thane, only 5 other
Dreadnought townsfolk have survived work on the wheel, but hatred has kept
them alive (like Conan the Barbarian)!
Constr
tru
uct Note: In addition, there are five Shield Dwarves working the wheel. These
Huge construct, unaligned
are a captured party from Citadel Adbar, sent here by King Harnoth.
Armor Claass: 21 (plate, shields)
Hit Points: 127 (15d10 + 45) Freeing everyone and escaping the massive forge complex is a
Speed 20 ft. huge challenge for any party. The Fire Giants will know some-
thing’s wrong as soon as the slave wheel stops turning for
longer than 1 minute (10 rounds), and will start to investigate.
STR DEX CON IN
NT WIS
S CHA
The party will have to make Stealth checks (DC12) every turn
27 (+8) 8 (-1) 19 (+4) 3 (-4) 10 (+0) 11 (+0) to sneak the entire group out - either up the elevator, up the
stairs (if they decide to go back up to the village), or directly
Saving Throws: Dex +4, Con +8, Cha +5 out the front door - if they can figure a way to open it!
Senses: darkvision 120 ft., blindsight 60', passive
Perception 10
Damage Im mmunities: poison, psychic, bludgeoning,
piercing, and slashing from nonmagical weapons
that aren’t adamantine.
Condition Immmunities: charmed, exhaustion, DM’s Note:
frightened, paralyzed, petrified, poisoned In play testing, a strong party managed to do everything
Languages: Common, Giant right; stealthily explore the forge levels (and defeat some of
Challeenge: 7 (2,900 XP) its guardians), as well as rescue the townsfolk and Thane
Graychild. They actually made a deal with Duke Zalto’s
Magic Resistance. The construct has advantage on teenage daughter Cinderhild, helping her “run away” from
saving throws against spells and other magical Ironslag. They slipped out the front door with her unno-
effects. ticed - and in possession of a Helm of Teleportaion. (See next
Weapon Attraction. The magic that powers the section). Note: A fire giant must speak the command phrase
construct creates a magnetic power that seizes any for the doors to open!
metal that touch it, including weapons. When a
creature successfully hits the construct with a
metal melee weapon, the attacker must make a
successful DC18 Strength saving throw or the
weapon becomes stuck to the construct until it is
destroyed.
Falsse Appearance. While the construct remains
motionless, it is indistinguishable from a bronze
statue or a set of elaborate doors.

Actions
Multtiattack. The Construct makes two slam attacks
with its shields.
Shield
d Slaam. Melee Weapon Attack: +13 to hit,
reach 10 ft., one target. Hit: 23 (3d8 + 8)
bludgeoning damage, and the traget is knocked
prone.

56
The Forges of Ironslag
Allow the adventurers to play out this section as written in
SKT with as much complexity from this chapter as you see fit.
A key difference will be in regard to the treasures that the fire Duke Zalto
giant leader, Duke Zalto holds in his chambers.
(Customized)
In the SKT adventure, the Duke has a good deal of conventional loot, Huge Giant, lawful evil
as well as the Conch of Teleportation. In this adventure, substitute
Armor Class: 20 (+2 magical plate)
this magic item for a Helm of Teleportation. Unfortunately, this helm
Hit Points: 221
has been damaged from repeated, forced attempts by Zalto to mod- Speed 30 ft.
ify it so that he could wear it on his giant-sized head. It is battered,
and while it still has 3 charges (per the item’s standard description),
it has lost its ability to regain any charges. (DMG: “While wearing it, STR DEX CON INT WIS CHA
you can use an action and expend 1 charge to cast the Teleport spell 25 (+7) 9 (-1) 23 (+6) 14 (+2) 14 (+2) 14 (+2)
from it).
!DM: Obtaining the Helm of Teleportation may be the Saving Throws: Dex +3, Con +10, Cha +6
Senses: Passive Perception 16
only way to get the townsfolk of Midelwode home. They Damage Immunities: fire
are in no condition to walk back to town through the Damage Resistances: lightning (ring of resistance)
pass. Condition Immunities: charmed, exhaustion,
frightened, paralyzed, petrified, stunned
Languages: Common, Elvish, Giant
POSSIBLE ESCAPE OPTIONS:
Challenge: 10 (6,900 XP)
1. Escape back up to the Yakfolk village to short rest?
If the party successfully finds the Helm, they dramatically increase
Warmonger. (2/Day). The Duke rerolls a failed
saving throw.
their chances of getting the townsfolk home. An NPC (like Thane
Graychild perhaps) could attune to it with a short rest, and use it Third Wind. (2/Day). As a bonus action, the Duke
to cast Teleport. The person attuned to the Helm can cast the spell can regain 20 hit points.
up to 3 times - enough to get all the townsfolk home, but it would Knock Down. When the giant enters any enemy's
require all 3 uses; one to transport a group of 8, one to return to space for the first time on a turn, the enemy must
Ironslag, one to get the remaining group home. (Teleport can only succeed on a DC19 Strength saving throw or be
transport 8 people at one time). Any freed Dwarves will head back to knocked prone.
Citadel Adbar on their own.
Actions
To buy more time, the party could try to disable (or simply shut Multiattack. The Duke makes two melee attacks
down) the elevator once they are back up in the Yakfolk village (the with his maul, or throws a glob of molten iron if he
only elevator control is at the top floor, in area 9). It will still be tricky is near a forge.
to short rest & attune to the Helm before the Fire Giants come look-
Iron Maul. Melee Weapon Attack: +11 to hit, reach
ing for them! 10 ft., one target. Hit:28 (6d6 + 7) bludgeoning
damage, plus 17 (3d10) firedamage.
If the party fails to find the Helm of Teleportation, or does not
Molten Rock. Ranged Weapon Attack: The giant
have time to attune to it, they will need to gather the townsfolk and must be within reach of a source of molten iron
flee - likely down one of the stairways. The Fire Giants will ascend (such as a forge trough) to make this ranged
via the outside steps (or the stairs from the mines) but both stairways weapon attack. Range 30/120 ft., +11 hit, 17 (3d6
are one size too narrow for the Giants to ascend at full speed. (As + 7) bludgeoning damage plus 22 (4d10) fire
“huge” creatures, they will have to squeeze onto the 10’ wide stairs, damage.
and will be slowed by this to half speed). The outside stairs are diffi-
cult terrain as well, even for a Giant, and they would be slowed by 1/2
again due to the terrain. This buys some time, but everyone will still
be trapped unless they found the Helm. Notes on Size (from the DMG): “A creature can squeeze through a
space that is large enough for a creature one size smaller than it. Thus, a
DM: If the party has to fight their way down the cliff stairs, “large” creature can squeeze through a passage that’s only 5 feet wide (or
with the Giants on their way up…..the combat outcome will a ‘huge” creature can squeeze through a 10’ wide space). While squeezing
be unpredictable. They do have some possible advantages in through a space however, a creature must spend 1 extra foot of movement
combat however! for every foot it moves (= 1/2 speed), and it has disadvantage on attack
rolls and dexterity saving throws. Attack rolls against the creature have
advantage while it’s in the smaller space.

57
2. Sneak out the front door? DM: Depending on how successful the party was at res-
The adventurers (and the freed townsfolk) might try to exit via cuing the captives (and/or outright defeating the Fire
sneaking out the main doors (perhaps with the help of Duke Zalto’s Giants), allow them to get a long rest and level up to 7th
daughter Cinderhild), but they’d still have to get the captives home to level.
Midelwode. This will be difficult.

While it might be the party’s inclination to immediately guide the


townsfolk home (back through the pass), this is likely impossible.
As the adventurers have already experienced, the mountain pass is Luck Blade of Duke Zalto
no place for a weakened group of townsfolk - it’s unlikely they would Weapon, legendary (requires attunement)
survive. The party will need to be creative to solve this problem if You gain a +1 bonus to attack and damage rolls made with
they fail to get the Helm. this magic weapon. While the sword is on your person, you
also gain a +1 bonus to saving throws.
DM’s Note: The adventuring party will not know how the front doors
work (even if they see a Giant open them, they will likely assume its a just Luck (1 day): If the sword is on your person, you can call on
the password phrase that they speak). A giant, (or a facsimile of one) is its luck (no action required) to re-roll one attack roll, ability
required to be within 50’ to speak the command words that open the doors. check, or saving throw you dislike. You must use the second
roll. This property can’t be used again until the next dawn.
In either case, one of the townsfolk will ask the adventurers...
Wish (one time use): The sword has 1 charge left. While
“But what of the others? There were more of us here....at first. holding it, you can use an action to expend it’s last charge
Some where sacrificed by the Yakfolk, some sent to the forge be- and cast the Wish spell from it. The sword loses this property
low. But there were many others....who just...disappeared.” when this last charge is cast.

Treasure:
Inside the chest in Duke Zalto’s Chamber (under the ashes of a now
illegible, giant-sized book, assuming the trap protecting has gone
off ):
• A massive, giant-sized adamantine crown set with six black
opals worth 7,500 gp and weighing 150 pounds.
• A jewel-encrusted shortsword. This is a Luck Blade (legendary
magic item, requires attunement), but it only has 1 charge re-
maining. While holding it, the attuned PC can use an action to
cast the Wish spell from it. The sword loses this property when
cast, and while it retains its other features, it can never be used
to cast Wish again.
• 6,300 GP in loose coin.
• The Helm of Teleportation. It is battered, and while it still has 3
charges (per the item’s standard description) , it has lost its abil-
ity to regain any charges.
• (1d4) magic items: Roll on Magic Item Table F in chapter 7 of the
DMG for the first item, and then on Table D for any others.

The Helm of Teleportation (damaged)


Wonderous item, rare (requires attunement)

This helm has 3 charges. While wearing it, you can use an
action and expend 1 charge to cast the Teleport spell from
it. Normally, the helm regains 1d3 expended charges daily at
dawn, but repeated attempts by Duke Zalto to use the helm
have damaged it, and it does not regain spent charges.

58
Chapter 5:
The Witch’s Lair
DM: The party will eventually exit Ironslag, either through the RANDOM ENCOUNTERS
front doors, or down the stairs from the Yakfolk village. Roll a d20, 2 times (once per mile for the last 2 miles)
A heroic party will want to continue the search for more captives,
• 1-10: No Encounter
and continue East down the canyon. Are they fearless heroes who
must find Morgan’s lair (and possibly the rest of the townsfolk), or • 11-14: Illusory Ogre Attack. The party sees a group of Ogres
will they play it safe, and go back to the town? coming. Its an illusion however, designed to chase them away.
It does not hold up to close inspection or combat.
As they ponder the choices, a storm begins. Strong wind gusts, and
blowing snow creates both a lightly obscured condition and difficult • 15-17: Mylings (x 1d6). The Mylings will come out of the snow,
terrain. No matter which direction they head, the party will be mov- asking to be saved by the party. “You’ve come at last! Save me!
ing at half normal speed, and visibility is reduced to 30 feet. They Carry me!” Make it super……..Creepy.
have disadvantage on Wisdom (Perception) checks that rely on sight.
• 18-20: Mind Bend. (DC17 Wisdom save to resist the effect).
Their ranged weapons have disadvantage.
The party member feels as if someone is reaching into their
If one of the party has the Abbot’s Runesword, they suddenly minds. It’s painful, like a poke of a finger directly into their brain.
feel of a presence, as the blade begins to telepathically com- Those that fail the save are compelled to reveal what their worst
municate for the first time. Subtle at first, then growing more fear is. They blurt it out (verbally), and suffer 1 level of Short
urgent if ignored, the blade mentally conveys that it wants to Term Madness for 1d10 rounds (not minutes). Roll on table,
be held. When drawn by the owner, the blade will POINT….to DMG page 259.
the East (away from Midelwode and down the canyon).
DM’s Note: Should any party member happen to have a “Detect Portal”
If the party follows this eastward path, they can still make out recent ability (such as a “Horizon Walker” Ranger), they will be able to use this
tracks of mounted Ogre parties. (This is obviously the main Ogre (action) when they get within 1 mile of Morgan’s lair. Their sensor will ac-
path through the canyons). The party should assume that any Ogres tivate, as there is definitely a (Feywild) Portal in this canyon, and they will
who escaped the canyon encounter with them have returned to know the distance to it. But ....the exact location is masked by high-level
their camp and told others what happened. If no Ogres survived the illusion magic.
encounter with the party, others will be out looking for their missing
tribesmen. One way or another, a well-armed group will be aware of A Dead End
the adventures and will be on the lookout.
READ: “Up ahead the canyon narrows to a dark, dead end. Although
After a mile, the party comes to a fork in the canyon. The it’s hard to make out in the gloom of the high walls that have closed
barely visible Ogre tracks go to the left. To the right, the blind- in, dozens of tall stones have been sunk into the ground along the
ing snow obscures the view. Once again, Summer’s Hope will canyon perimeter, their faces carved with symbols and ancient
point to the right if held by its owner. glyphs. At the end of the canyon, the party can just barely make out a
set of (5’ wide) stairs leading up the face of the cliffs. Thunder begins
If the party goes right, the canyon starts to narrow. If the Runesword
to roll and flashes of lighting are seen as the party looks skyward.”
is still being held by its owner, begins to feel warm in its owner’s
hand. Telepathically, it communicates an emotion of satisfaction.
DM: a Detect Magic cast on the stones will make some the runes
(DM: The blade is literally warming up.....for something).
glow, but the spell Magic Aura has been cast on them, so they will
Perception: A successful Perception check (DC18+) will reveal a give off incorrect, random magic school information. (The location
small niche carved into the canyon wall. It is completely filled with of the portal will not be revealed as well, as Non-detection has been
snow & almost invisible. Inside is a cairn (a small pile of stones) automatically cast on it as a lair action when the party entered the
about 1’ tall. It has a single human skull on top of it. canyon, as well as an illusion spell that hides it from view).

DM: The party is getting close to Morgan’s lair. They are 2 Does the party proceed? As they near the stairway, they will notice
miles away at this point, and the Hag’s Twisting Paths regional another snow-encrusted flat stone, just at the base of the stairs. It ap-
effect kicks in. Normally, anyone travelling this way would pears to have writing on it, under the snow. (DM: It’s the “door bell”).
become hopelessly lost, but if a party member has Summer’s Any PC who touches it (as in rubs the snow off ), will see a scramble
Hope the effect is negated. The blade is on its own track, and of moving letters on the face of the stone. A successful DC17 Wisdom
will guide the party to the lair! check will unscramble the illusory text, and the PC will read:

As they get closer to Morgan’s lair, the party will start to experience “Something _________ this way comes!”
random encounters. Morgan always has these in place to discourage
DM: fill in a word to match the attributes of the PC who touched the
random folks wandering into the area of her lair.
stone (puny, ugly, handsome, Elven, etc.). Any PC who interacts with
the stone but fails the check, they will be sure it says: “This way to
warm food & shelter…..guests welcome!”

59
Another stairway! (This one is even more potentially life-
threatening):
As they start to ascend the stairs through the gale force wind and
snow, the party can make out a plateau, hundreds of feet above. Hag Lairs (from Volo’s Guide)
• At 300’ away Morgan casts Ice Storm (instant./no conc.), pound- “No matter what form it takes, a hag’s home is a manifestation
ing a(20’ diam.) area centered on the party with rock-hard, icy of her basic nature. It is ugly, eerie, or unnerving in some way,
hail; “Each creature takes 2d8 blud.+ 4d6 cold DAM on a failed save, often incorporating some aspect of decay, such as a dead tree, a
or half as much damage on a success. The hailstones turn the storm’s ruined tower, or a menacing cave entrance that resembles a skull.
area of effect into difficult terrain until the end of (her) next turn”. Whether naturally or by manufactured means, the lair is well-
(DM: The effect can’t be moved, but she can cast it 3x per day defended from intrusion. It might be reachable only by a steep
with her Graystaff Magic). mountain path. Often, a lair reflects the outlook of its primary
inhabitant; a murderous hag’s home might be crafted to look like a
• At 120’ away: The snow storm intensifies, with lightning crack-
coffin or a mausoleum. When a mortal visits a hag, the experience
ing around the party. Morgan takes control of the storm, and
should be nerve-wracking, uncomfortable, and risky.
casts a (5th lvl.) Call Lighting (120’R /conc., DC19 Dexterity
save). A failure takes (6d10) lightning DAM (1/2 on a success). On A hag always has an escape plan, in case ambitious do-gooders
each of your turns until the spell ends, you can use your action to call try to turn her home into her final resting place. If she is out
down lightning in this way again, targeting the same point or a differ- matched, or wants to vacate her lair quickly for some other
ent one. reason, she uses a mix of her innate spellcasting, rare magic, guile,
and the assistance of minions to get away”.
DM’s Note: When Morgan uses Call Lightning in this scenario; “If you
are outdoors in stormy conditions when you cast this spell, the spell gives
you control over the existing storm instead of creating a new one. Under
such conditions, the spell’s damage increases by 1d10.” (Damage = 3d10
Morgan’s Lair
base,+ 2d10 @ 5th level, +1d10 from the storm).
DM: If the party tries to stay outside and simply “wait out” the dura-
READ (If the party makes it to the top of the stairs): “Reaching the tion of Morgan’s Wall of Ice (10 mins.), they might continue to be
top of the stairs, there is a 20’ wide, wind blown ledge. Snow has get hit by spells like Ice Storm, or Ray of Frost (60’ range, 4d8 cold).
drifted over the crags, and ice has formed on every surface that isn’t (From inside, Morgan can see all targets within 30 feet - even if they
covered. Straight ahead, there is a (20’ wide) entry to an icy cave. It is are behind stone, using her “Ghostly Gaze” invocation).
nothing but a dark, horizontal slash in the face of the rocky bluff.”
READ (when the party successfully breaches the Wall of Ice, and
DM: As the party approaches the entrance, Morgan will cast Wall of enters the foyer - area B): “Snow has blown into this anteroom, and
Ice (Range: 120 feet, Concentration, 10 minutes): covers the entire rough stone floor. Six (or one per party member)
large blocks of ice are arranged around the room’s center. A paper
note is folded and attached to one of the blocks close by, stuck to it
Wall of Ice with an ice pick.” If a PC takes the note from the block, it reads:
6th level evocation
“I know you like to save townsfolk, so I save a few......just for you.”
Casting Time: 1 action
Range: 120 feet DM: Just as the PC finishes reading the note, the blocks contain-
Duration: Concentration, Up to 10 minutes ing frozen corpses (dead villagers from Midelwode) break free and
Classes: Wizard attack the party. (They use the stats of Specters, who will try to use
“You create a wall of ice on a solid surface within range. You can their Life Drain ability. For a strong party, a Wraith (or a Wraith Com-
shape a flat surface made up of ten 10-foot square panels. Each panel mander) might pass through the rear wall - from Morgan’s room to
must be contiguous with another panel. In any form, the wall is 1 foot join in the fight).
thick and lasts for the Duration. If the wall cuts through a creature’s
NEXT: The 10’ wide corridor (area C) leading to the next room is
space when it appears, the creature within its area is pushed to one
trapped: a spell glyph (5th level) has been placed on the floor in front
side of the wall and must make a Dexterity saving throw (DC19). On
of the door at the end, under the snow (it can’t be seen with normal
a failed save, the creature takes 10d6 cold damage, or half as much
vision, but a Detect Magic spell will detect the glyph, if cast within 30’
damage on a successful save.
of it). If a PC steps into the corridor (or flies over it), the glyph sets
The wall is an object that can be damaged and thus breached. It has off a Cone of Cold, centered on the creature that tripped it, the cone
AC 12 and 30 Hit Points per 10-foot section, and it is vulnerable pointed straight down the hallway in the direction they came. A
to fire damage. Reducing a 10-foot section of wall to 0 Hit Points creature in the 60’ cone of cold air takes 8d8 cold damage on a failed
destroys it and leaves behind a sheet of frigid air in the space the wall dexterity save (DC19), or half as much damage on a successful one.
occupied. A creature moving through the sheet of frigid air for the A creature killed by this spell becomes a frozen statue until it
first time on a turn must make a Constitution saving throw. The thaws.
creature takes 5d6 cold damage on a failed save, or half as much
damage on a successful one.

60
MORGAN”S LAIR

A.

B.

C.

D.

A. Entry
B. Foyer
C. Corridor & Door
D. Morgan’s Study

61
Glyph of Warding A Deadly Game
3rd level abjuration READ (Morgan): “Now...I think you should all calm down, and
Casting Time: 1 hour consider your position very carefully. We could let bygones be bygones
Range: Touch you know!” DM: If the party has previously killed her sister Agnes,
Components: V / S / M the Green Hag, she might add: “To tell the truth, she wasn’t one of
Duration: Until dispelled or triggered my best students - too prone to random violence. We have to keep our
“You store a prepared spell…in the glyph by casting it as part of cre- tempers!”
ating the glyph. When the glyph is triggered, the stored spell is cast. “So....what do you think you are going to get out of this for all your
If the spell affects an area, the area is centered on the creature that trouble? A big “thank you” from Lord Graychild....a “lord” who
triggered the glyph. At Higher Levels….If you create a spell glyph, doesn’t have 2 coppers to click together? Join with me, and you can
you can store any spell of up to the same level as the slot you use for have whatever part of Faerûn you like!”
the glyph of warding”. (5th level in this case).
“Is that a no? Well…..you are either brave or just foolhardy. I can’t
decide which. Perhaps…I’ve got it!!!!…We should play a game so that I
can tell. I love games of chance. If you play, I’ll let each of you have one
The “Study” of my treasures - your choice (she gestures at her shelves lining
the room).….and then you can be on your way, no harm, no foul
If the party makes it past the trap and opens the door, Morgan will
done. I know you adventuring types LOVE treasure!”
be waiting inside this next room (area D). But...once again, the Hag
they see actually a duplicate, this one created by the powerful spell Morgan’s simulacrum pretends to think a bit, looking at the shelves.
Simulacrum, granted by Morgan’s Archfey patron. As one would ex- “Hmmmm....ah, this is one of my favorites.” With a small wave of her
pect from this ancient hag, Morgan has created numerous diversions hand, she makes a gilded box glide down from a shelf, placing it in
and defensive layers. (This doesn’t mean she won’t try to have some midair between her and the party. It is 2’x 2’ square and 1’ tall, and has
fun with the party though)! In addition to previously creating her a circular hole about 4” in diameter on one side of the box.
duplicate, Morgan has cast True Polymorph on herself (conc./1 hr.),
and is currently in the form of her familiar - a large Displacer
Beast, that sits next to her desk.
Role Playing Morgan (or her Duplicate)
READ: “The stone walls of this dark room are covered in shelving,
Morgan is deadly, but she enjoys a good game like all hags.
piled with hundreds of strange items; glass jars, books, boxes, talis-
The duplicate has been trained to question the party. Why
man, and apparatus of all types. In the dim illumination cast by a few
would they go to all this trouble? For what? In combat, she’s a
wall-mounted braziers, the most easily identifiable objects include a
skilled tactician, but Morgan is more interested in assessing
vast collection of humanoid skulls. There are two sarcophagi in the
the party’s strength and motivations than killing them.
center of the room, one on each side. A large, empty iron cage also
stands to the right.”

“Morgan” sits at an ornate desk, illuminated by a large candelabra.


A Displacer Beast (DM: actually Morgan in the form of her familiar) READ (Morgan): “Now this is a very simple game. You just put you
crouches nearby, eyeing the party. arm in the hole. Look, I’ll go first! (She plunges her arm into the
hole, then pulls it out). See....nothing to it. Who wants to go next?”
DM’s Note: If combat ensues, the Displacer Beast will just watch it
unfold, assessing the party’s strength and spellcasting abilities. Morgan’s DM: This is a deadly game. The gilded box functions like a Bag of
Simularcum currently has a regular Broom of Flying, disguised as a Gray- Devouring. A creature putting their arm inside must make a percent
staff with a simple illusion spell. The party will have no way of knowing die roll - under 50 fails, over 50 succeeds. (Morgan can choose to suc-
what they are really seeing. (If they haven’t yet figured this out, the Hags are ceed should she fail).
masters at creating illusions and duplicates of themselves).
“When part of a living creature is placed in the (box), as happens when
READ (The Duplicate Morgan): someone reaches inside it, there is a 50 percent chance that the creature is
pulled inside. A creature inside the box can use its (next) action to try to
“Ah…at long last…if it isn’t the intrepid adventuring party from escape with a successful (DC15) Strength check. Another creature (on its
Midelwode! Don’t be bashful, come in, come in! I was getting worried turn) can use its action to reach into the box, and try to pull a creature out,
you weren’t going to make it! I do hope my welcoming committee doing so with a successful DC20 Strength check (provided it has also saved
wasn’t too....harsh. I thought it was an amusing touch!” on its first check, and isn’t also pulled inside the box). Any creature that
starts its turn inside the box is devoured, its body destroyed.”

Note (Danger!): In play testing, a six-player party (barely) survived this


game. Some were pulled into the box, but they either made their next save,
or were saved by other party members saving throws. It was a harrow-
ing experience for all however. In a small party, some PC’s may not
survive.

62
Lair Combat
If combat breaks out, any hag Lair Actions go on the initiative count DM: Play Morgan’s duplicate in combat as you see fit. Remember,
of 20 - such as locking the exit door: “Closed doors can be magically Morgan is toying with them, assessing their capabilities, rather than
locked, requiring a successful DC20 Strength check to force open.” trying to outright kill them. (This doesn’t mean the party shouldn’t
(DM: see Volo’s Guide, pg. 59 for more optional lair actions). be afraid for their lives however). On its first turn, her might:

The real Morgan (in the form of her familiar), will just watch • Cast one of Morgan’s spells on a single creature, such as: Power
the combat, concentrating on her True Polymorph spell. She’s Word Stun (8th lv., 60’ range, instantaneous).
only interested in watching the party - for now. • Cast Scatter (6th-level Mystic Arcanum - no slot, range: 30’,
The Hag’s duplicate has all Morgan’s stats and abilities, but it only Instantaneous), to send up to (5) PCs into the cage in her lair!
has half of her hit points (= 175). It’s a near-perfect illusion; her dupli- • Use her Dreadful Word invocation to cast Confusion (conc./1
cate has the ability to speak and converse as Morgan would herself. min.). “This spell assaults and twists creatures’ minds, spawn-
(See her full stats on pages 33-34). The duplicate has also been ing delusions and provoking uncontrolled actions. Each crea-
equipped with a Cloak of Displacement from Morgan’s vast collection ture in a 15-foot radius sphere (30’ circle) centered on a point
(wondrous item, rare, requires attunement): you choose within range must succeed on a (DC19) Wisdom
“While you wear this cloak, it projects an illusion that makes you appear saving throw when you cast this spell or be affected by it. (See
to be standing in a place near your actual location, causing any creature the spell Confusion).
to have disadvantage on attack rolls against you. If you take damage, the
property ceases to function until the start of your next turn. This property
is suppressed if you are incapacitated, restrained, or otherwise unable to Scatter (Xanathar’s Guide)
move.” 6th level conjuration
Casting Time: 1 action
Legendary Actions: The duplicate has Morgan’s Legendary Actions
Range: 30 feet
that it can take after another PC’s turn, but it doesn’t have Morgan’s
Components: V
Graystaff, and hence can’t cast spells as Legendary Actions.
Duration: Instantaneous
Legendary Resistance (3X day): If the duplicate fails a saving Classes: Sorcerer, Warlock, Wizard
throw, it can choose to succeed instead. Note: It also has advantage
“The air quivers around up to five creatures of your choice that you
on Constitution saving throws that it makes to maintain concentra-
can see within range. An unwilling creature must succeed on a WIS
tion on a spell when it take damage ( from the feat War Caster).
saving throw to resist this spell. You teleport each affected target to
Reactions: an unoccupied space that you can see within 120 feet of you. That
space must be on the ground or
• Misty Escape (3X - recharges after a short rest). In response to
on a floor”.
taking damage, the Hag can turn invisible and teleport up to 60
feet to an unoccupied space it can see. It remains invisible until
the start of the next turn or until it attacks, makes a damage roll,
or casts a spell. If/when Morgan’s simulacrum is defeated (with only 175 hit
points, this is likely inevitable):
• Telekinesis (1X - Recharges after a Short Rest). In addition to
being immune to being “turned” (such as the Paladin’s Turn Unlike a typical simulacrum, when this duplicate drops to “0”
the Faithless ability), Morgan can snatch away any holy symbols hit points it does NOT melt. (In the spell, it lasts until reduced
presented via telekinesis. If the object is being worn or carried to 0 HP, at which point it reverts to snow and melts instantly).
by a creature, they must make an ability check, with Morgan’s In this freezing cold cave, Morgan’s duplicate falls to the
Spellcasting ability (Charisma +11) contested by that creature’s ground intact. Unless a party member closely examines the
Strength save. If the creature fails, the object is pulled away body, they will not know what they defeated.
from that creature and can be moved up to 30 feet in any direc-
tion (but not beyond the range of the Telekinesis spell).

The duplicate has Morgan’s full spellcasting ability, including:


Dominate Person, Counterspell, Dimension Door, Greater Invisibility,
Misty Step, Dispel Magic, Scrying, Hallucinatory Terrain, Contact Other
Plane.

Mystic Arcanum spells (no spell slot required): Scatter (6th level),
Power Word Stun (8th level), True Polymorph (9th level).

Invocation Granted: Levitate (from Ascendant Step, no slot req.), Confu-


sion (from Dreadful Word - 1 slot), Polymorph (from Sculptor of Flesh - 1
slot), Arcane Eye (at will, no slot, from Visions of a Distant Realm), Alter
Self (at will, no slot).

63
Play Testing Note: Morgan’s Treasure
In play testing, the party assumed they had somewhat easily defeated Mor- In addition to the Cloak of Displacement that was being worn by
gan, and were disappointed that she wasn’t tougher. (A few experienced Morgan’s duplicate, there are other valuable items here. Too many
players suspected it was not her). In the usual, post-combat rush to take her actually - there are hundreds of magical items in her lair. Sorting
magic items - her cloak and staff, no one bothered to carefully examine through these would take the party days (or perhaps weeks), as it’s
the frozen, white flesh of her visible skin of her exposed hands and face. The impossible to judge the value of each item unless carefully examined
party then decided to spend the night long-resting in the lair. When the rest (such via the spell Identify).
began, the real Morgan was still in her True Polymorph form (as her Dis-
• The staff Morgan’s duplicate was wielding was not a Graystaff. It
placer Beast familiar), sitting quietly on the floor, purring. Some PC’s had
was a Broom of Flying, with an illusion cast on the item to make
noticed that it was strange that the familiar did not participate in combat,
it seem so. (Anyway...only a Winter Hag can use a Graystaff ).
and that it seemed totally docile.
• Each PC can roll a d100 once on Table F (from the DMG).
If for some reason Morgan is attacked while in her Polymorph
form as her familiar, she will need to make a CON save (with • Each PC can roll a d10 on the “Hag Objects” table (Volo’s Guide,
advantage) to maintain concentration on the spell, reverting to her page 62).
true form on a failure. (She can also choose to succeed if she has any • Each PC can roll a d8 (-1) on the “Hag Charms” table (DMG
Legendary Resistance left). Displacer Beasts also have special abilities page 228). These are in the form of a talisman-like amulets, such
to avoid damage: as the “wool of a bat”, a tongue of dog, an adder’s forked tongue,
• Evasion. If a displacer beast is subjected to an effect that allows it a lizard’s leg, an owlet’s wing on a chain pendant, a monkeys
to make a saving throw to take only half damage, it instead takes no paw, a scale of a dragon, or a rabbits foot.
damage if it succeeds on the saving throw, and only half damage if it
fails. Note: If for some strange reason, the party does NOT feel rushed or pressed
• Displacement. The displacer beast projects a magical illusion that for time to save more townsfolk), they may need to be reminded of this.
makes it appear to be standing near its actual location, causing (Adventurers can become very obsessed with magic loot). They might insist
attack rolls against it to have disadvantage. (If it is hit by an attack, on spending a longer amount of time looking through Morgan’s magic item
this trait is disrupted until the end of its next turn. This trait is also collection, but this is not very heroic! Time IS of the essence, as lives are at
disrupted if the displacer beast is incapacitated or has a speed of “0”. stake. If they insist, allow each roll a d100 once on Magic Item Tables B
and C.
Morgan, (even as the Displacer Beast) cannot be charmed by the
party. She is immune. Should she fail to maintain concentration and
revert top her true form, Morgan will smile sarcastically, slowly clap-
ping her hands in a slow, mocking manner. She will then produce
a silver tuning fork from her robes, and Plane Shift out of the room
(and into the Feywild).

If the party settles down for a rest and posts a watch, a little less
than an hour passes when the Displacer Beast suddenly bolts...right
through one of the walls (a hag lair action). For a briefest moment,
anyone who was looking at the big cat as it fled would have notices
that in the last second, it actually looked like a Hag that passed
through the wall.
Anyone on night watch will be powerless to prevent these
scenarios…they won’t be quick enough to see the Displacer
Beast move in real time: “...a displacer beast projects a magical
illusion that makes it appear to be standing near its actual loca-
tion.” Morgan is gone!

64
Chapter 6:
The Feywild
Recap: At this point in our story, the adventuring party should DM: A Dispel Magic cast on the area of the stones will drop the False
understand that more captive villagers from Midelwode are Aura masking their magic. (It will not effect the high-level magic that
being held by the Winter Fey, likely even in The Feywild itself. created them). If Detect Magic is cast again, this time the stones will
Those that were brought to Morgan’s lair obviously did not glow with the correct magical school - conjuration, and they glow
survive. Does the party intensify their hunt for the others? Do brighter when touched. (DM: The actual portal location will not be
they try to find a way into the Feywild? revealed by Dispel Magic however - it is not with 30’ of the stones).
Morgan also casts a powerful illusion (Hallucinatory Terrain) when-
READ: “Exiting Morgan’s lair, you once again encounter freezing
ever anyone enters her canyon, obscuring the portal entrance. The
gail winds and drifting snow. From your vantage point high atop
portal looks just like the rest of the canyon’s stone walls. Spellcasters
the rocky stairway, you can see down into the narrow canyon that
in the party should instantly know what conjuration magic means
you passed through. From this height, you notice something that
if detected; the stones either are (or control) some type of magical
wasn’t readily apparent on the ground; the last five standing stones
transportation, allowing travel from here to...somewhere.
you passed before the stairway (with symbols and glyphs carved on
them), are arranged in a perfectly circular, equidistant pattern.” Casting the spell Identify will reveal that the rune stones are, in fact,
an activation mechanism for a planar portal. But it will only reveal
DM’s Note: When the party originally entered the narrow canyon lead- that they must be touched in a certain sequence to activate it. (The
ing to Morgan’s lair, they had seen the series of ancient runic stones, stand- specific sequence will not be revealed).
ing along the sides. They may have previously cast Detect Magic on some of
the stones, but they were protected from divination magic and glowed with DM: The party will have to work to solve the Hag’s puzzle. If
false magic school information. the stones are touched in the correct sequence, (as if connect-
ed by straight lines), they form the five points of a pentagram,
READ (if examining the stones): “The roughly cut standing stones
and open the Feywild portal in the canyon wall. (See diagram
are perhaps 10 feet high. Each face in inscribed with a single large
on the next page).
runic glyph, carved with great precision.”

65
! To activate the portal, a PC must touch the five runic stones
in a linear sequence that forms a pentagram shape (5 sided star),
starting with any stone, and returning to the first stone touched to
close the shape. (See diagram to right). If the party performs the se-
quence correctly, the runes on the stones all remain glowing and the
illusion hiding the portal is dispelled. A section of the canyon wall
about 50’ away disappears, and a glowing, roughly circular opening
appears in its place.

DM’s Note: The paty might also be able to figure out the activation
sequence by touching the stones randomly. Any two touched in a correct
sequence will stay illuminated, but they will fade out if a wrong stone is
touched.

READ (upon activation): “A section of illusory canyon wall 50 feet


away from the rune stones dissipates, and an opening appears, glow-
ing with a cold, white light from within. Peering in, one can see that
the walls inside are of a pure white crystalline stone, with occasional
gem-like crystals protruding from the surface. The walls seem to
shimmer and become more translucent as you stare in, all surfaces
suffused with a strange backlighting. Ahead, a roughly circular pas-
sage is partially visible, it end obscured in a hazy white mist.”

Anyone who moves into the portal individually will disappear


from view for the others.

Conjuration Magic
Conjuration spells involve the transportation of objects
and creatures from one location to another. Some spells
summon creatures or objects to the caster’s side, whereas
others allow the caster to teleport to another location. Some
conjurations create objects or effects out of nothing.

66
Things Get Strange
READ (if the party, or a PC enters the portal): “As you move forward,
the passage begins to take on an even more translucent quality. It
The Wild Hunt
becomes difficult to judge your footing - like walking on very clear
ice. You try to stabilize yourself by reaching for an adjacent wall, but The Wild Hunt is a group of hunters, fey, humans, and
realize they are no longer close to you. Struggling to stay upright, you fiends. They come together to hunt their quarry throughout
feel like you are slowly sliding forward, into a bright, mist-filled tube. the Shadowfell, Feywild, and the Material plane. (There is
Within seconds, it starts to feel like you must run to stay upright.” said to be at least three groups, one for each plane, so that
each can hunt as much as possible). They move like a single
DM: The misty glow makes it hard to tell if the party is running, or tide, a force of nature. They cannot be stopped, and their
simply falling forward. There is nothing to grasp on to, and they can path cannot be changed by anyone other than their leader.
feel themselves picking up speed. The tunnel now starts to rotate They make use of shadow creatures, which they bind to their
clockwise, and the party can no longer tell the floor from the ceiling will, and occasionally Displacer Beasts and other beast-like
as they spiral forward. fey and monsters to force their prey out of hiding. They do
not harm structures, and creatures that show a predatory
READ: “Suddenly, a cacophony of sounds is heard; hunting horns,
nature are often permitted to join the Hunt.
dogs baying, and thundering hooves. Something is approaching
out of the brightness ahead, and it is coming fast. When the hoard
of creatures finally comes into view, you can see it is comprised of
dozens of well-armed creatures, riding at full speed. They are led by a
bare-chested man with long white hair, wearing hunting clothes. He DM: As the Wild Hunt passes, the party will continue to feel the irre-
is riding a huge double headed griffin, and wielding a taloned glave. sistible acceleration, as if they are falling forward, speeding towards
The group behind him consists of fey creatures of all types, as well a bright opening that is getting larger. Any party member who is
a few humans, that have apparently been swept up in some type of wearing metal armor or possessing iron-based metal weapons will
mass hunt. All are mounted on huge elk or fey steeds. All are armed feel like these are being pulled from them. They will have to succeed
with ancient looking weapons; lances, javelins, swords, and long- on a DC18 Strength save to hold on to any (non-magical) weapons
bows. Baying hounds with glowing eyes run ahead of the pack.” or equipment. On a failure, they must either let go of the item, or
be trapped inside the portal. (As mentioned in Feywild lore, most
DM: A Wild Hunt is exiting the portal...in the opposite direc- natural “ways” into the Feywild will close up around creatures carry-
tion the party is heading! The Hunt will stampede past the party, ing iron).
“cork screwing” past them on the twisting ceiling (or.....is the party
on the ceiling? They can’t be sure). When in proximity to the party,
the Lord of the Hunt will look at them, and attempt to command the
party members within 60 feet to join the hunt - as in the spell Com- DM: Feywild Crossings
mand. All PC’s that are within 30’ of each other (in within the spell’s Feywild Crossings have built-in protections, designed to
60’ range) hear the command word, and must succeed on a (DC17) keep mortals (and adventurers) out! Travel between the
Wisdom save. Feywild and the Material Plane can be hazardous to even
On a failure, the PC must attempt to dive onto one of the rider’s the most seasoned adventurers, as the Feywild does not
mounts as they pass with a (DC18) Strength (athletics) save. If they conform to the rules of the material plane.
fail this save, they fall under the hooves of the hoard and are tram- Time distortion: Two creatures that enter or exit the Fey-
pled, taking 4d10 bludgeoning damage. (The command is dispelled wild at the same time might end up being split up vastly by
however - they not compelled to join the hunt). If successful on the the passage of time, never to see each other again)! Traveling
athletics save, the PC jumps onto a passing mount, and starts to ride with a Fey creature or an Elf sometimes seems to stop this
with the hunt. effect from happening. This suggests that it is in fact, some
sort of defense mechanism meant to stop mortals from
The Lord of the Hunt will challenge any PC who successfully
interfering with the dealings of the Fey.
makes it on to a mount to a dual, as in the spell Compelled
Dual (DC17 Wisdom save). On a failed save, the PC is drawn to the Wearing or holding iron or steel: This appears to also stop
Lord, compelled by his demand. For the duration, the PC has dis- time from distorting itself, although it is rather difficult to
advantage on attack rolls against creatures other than the Lord, and bring these metals into the Feywild in the first place. Most
must make a Wisdom saving throw each time it attempts to move to natural Ways (crossings) will close up around creatures car-
a space that is more than 30 feet away from him (if it succeeds on this rying it - although Hags and some (powerful) spellcasters are
saving throw, this spell doesn’t restrict the PC’s movement for that said to know ways to avoid this.
turn). The spell ends if the Lord attacks any other creature, if he casts
a spell that targets a creature other than the PC, if another member
of the Wild Hunt damages the PC or casts a harmful spell on it, or if
the Lord ends his turn more than 30 feet away from the target.

67
The Crossing Feywild Destinations
DM: There is a high probability that party will get separated in DM: It is likely that the party has now been separated. Going
the process of traversing this portal, as an effect of the time/ around the table, allow each character to concurrently play
space distortion of the Feywild. out what happens in their destination, although they may not
initially understand what has happened to them. The Feywild
They will all arrive at the same time (perhaps due to the presence of
is a vast place, and the party will need to regroup somehow.
iron items they successfully held on to, or Fey Ancestry in the party
Let the shock of being separated sink in without explanation.
- both of which are said to lessen the time distortion effect), but....
With the help of the fey creatures they meet, the party will all
there may be a distortion as to where they arrive.
eventually arrive and at the correct portal in the Winter Fey
• Party members with with Fey Ancestry (Elves, Half-Elves), War- Lands.
locks with Archfey Patrons, and Oath of the Ancients Paladins can
make the roll below with advantage. (They choose the lowest The Canyon Mirror
% die roll). (DM: This is the “correct”destination - the land of the Winter Fey).
• Party members who managed to hold on to their iron based READ (for those who arrive here): “You exit the portal into a fa-
weapons or armor make the following roll with disadvantage. miliar, wind-blown canyon landscape of stone, snow, and ice. For a
(They must use the highest % die roll). The iron has prevented second, you think the portal has malfunctioned, and you are still on
them from being separated by time distortion, but increased the the material plane, exactly where you entered.
chances of arriving at the wrong location).
Struggling to get your bearings, you gradually realize that the land-
Roll d100 percent dice: scape you are seeing is actually a mirror image of the one you just
left on the material plane. Looking down the narrow chasm to your
• 1-50, READ: “You run out of the portal at full speed, stumbling left, you can make out icy peaks that rise into the twilight. Looking
into a eerily lit winter landscape of frozen stone and blowing to the right, a staircase winds up the stone walls. One immediately
snow. To the right, a familiar looking staircase winds into the noticeable difference is the brightly burning torch at the foot of the
freezing mists above. To the left, a wind-blown canyon twists stairs. A vivid green holly branch with bright red berries is wrapped
out of view. In the far distance, you can make out icy peaks ris- around the post.”
ing into the twilit sky.” (DM: The party member has arrived
at the correct destination, in the lands of the Winter Fey). Note: Traditionally, holly is used to symbolize truth. Druids held that
leaves of holly offered protection against evil spirits and thus “wore (in
• 51-75, READ: “You run out of the portal at full speed, stum- abundance) holly in their hair”. It is, of course, also a symbol associated
bling into a verdant forest glen. Instantly, and for the first time with Christmas in our culture.
in many weeks, you feel WARM! A cacophony of insects, birds, DM: Ascending the stairs, a PC will again find a strangely
and wildlife can be heard all around you. Nearby, a rocky crag familiar scene (it’s a mirror of Morgan’s lair). In the darkness of the
rises high into the twilit sky. In the many cave-like openings foyer, a PC might be able to make out a large object covered in a tarp
above, huge bees buzz in and out. At the cave entrance in the in one of the corners (it’s a sleigh). They also might become away of
base of the cliff, 2 fully armored bears stand at attention.” dozens of tiny eyes watching them in the darkness. (Miniature Elves).
(DM: The party member has arrived in the independent
Feywild domain of the Bear Lord). READ: “Looking towards the rear of the room, you can see a short
corridor leading to a wooden door. It has a small, round glass win-
• 76-100, READ: “You run out of the portal at full speed, stum- dow, surrounded by another ring of holly. A warm glow from inside
bling onto the banks of a wide, swift river. The lush evergreen illuminates the frosted pane. (A PC can’t see much from outside - the
forest behind you is dense to the point of being impenetrable. pane is too frosted).”
On the opposite side of the river, the landscape is more barren,
READ (upon entering): “The room is illuminated by a small forge
with a touch of frost, and some ice clinging to the far bank. In
the right side, and a large hearth on the opposite. Dozens of work
the middle of the river, a tall, black stone tower rises out of
benches surround the forge, with all manner of smith’s tools. The
the water. Armored entries can be seen manning the lookout
walls are covered in dense shelving, piled with hundreds of small
posts.” (DM: The party member has arrived in the inde-
clockworks of all types and descriptions.
pendent Feywild domain of the River Monarch) .
At a large desk in the center, a stocky humanoid with a white beard
DM’s Note: The River “Monarch” and the Bear “Lord” can be played sits smoking a pipe, surrounded by reams of paper, scrolls, and thick
from Kobold Press’ Tomb of Beasts (See the River King and Bear King, tomes. He is dressed in layers of tattered robes, a dark overcoat with
pages 184-199, Fey Lords and Ladies). Or, they can be your own interpre- fur collar, and a broad leather belt. On the floor next to the desk, you
tations of these Fey creatures, perhaps your own “Super Werebear” from notice that there is a small hearth with a massive hammer inside, the
the Bear Lord, enhanced from the Monster Manual’s version. handle just within his reach.”

The bearded figure looks up if any character comes in). “Wel-


come! (If asked to identify himself, he says): “Well....I’ve had many
names. You can call me...Sinter. I always liked that one!”

68
The archfey "Sinter":
Sinter (Archfey)
Medium Fey (Dwarf), neutral good

Armor Class 22 (full plate under his robes)


Hit Points 185
Speed 25ft.

STR DEX CON INT WIS CHA


20 (+4) 16 (+3) 18 (+4) 24 (+7) 19 (+4) 15 (+2)

Damage Immunities: Cold, Fire (when wearing his


full armor).
Damage resistances: B/P/S from non-magical
weapons.
Saving Throws: Con +9, Int +13, Wis +10
Senses: Darkvion 60', Passive Perception 20
Languages: Common, Sylan, Celestialm Dwarvish,
Giant, Gnomish, Primordial (basically all)
Challenge: 20 (25,000 XP)

Sinter uses the abilities and spellcasing of a 20th


level "Forge Domain" cleric. See Unearthed Arcana
for these stats.
Amazing Proficiency. Sinter is proficient with every
type of artisan's tool that exists, but especially is a
dm: the castle Arctis Tor master Smith and Tinker.
Arctis Tor, the seat of the Winter Court of Queen Mab, is Legendary Resistance (3/day). If Sinter fails a saving
actually not far. It sits high up on a ledge about 5 miles away throw, he can choose to succeed instead.
Sinter, Archfey of Winter
(in roughly the same area as top entrance to Ironslag on the
Regeneration. Sinter regains 20 hit points at the
Sinter
material 20th level
is aplane). Archfey,
The Stone Tableruler of hiskept
is being owninneutral
a dungeon start of his turn if he has at least 1 hit point.
domain (basically
deep inside his shop).
the lowest level Left alone
of the by the
castle, Winter
where Queen
a few
Mab, he creates clockworks that Scry for him on the material
prisoners are also held. The adventurers must find a way into Actions
plane. (Weandhavetry
misjudged
to escapethese
with as
the“toys”). He is fascinated
the castle Stone Table. This will be a Multiattack. Sinter makes four attacks with his
by the doings of the mortals of the Material Plane, and once hammer.
huge challenge, needless to say.
a year he delivers his clockwork sensors to all parts of the
world. He typically drives his magical sleigh through the Smith's Hammer: Melee Weapon Attack: +11 to hit,
feywild portal below his shop to make his deliveries. one target. Hit: 12 (1d10 +7) blud. damage + 2d6
fire damage. A creature hit by two hammer attacks
in the same turn must succeed on a DC17 Strength
saving throw or be knocked prone.

DM: Yes, this is the fey creature we know as Santa Claus. If a party Legendary Actions
member accurately describes their quest in convincing terms, Sinter Sinter can take 3 legendary actions, choosing from
might agree to help them. He will listen carefully to whatever they the options below. Only one legendary action
say, thoughtfully stroking his beard and smoking his pipe. At last he option can be used at a time and only at the end of
will speak: another creature’s turn. He regains spent legendary
actions at the start of his turn.
READ (Sinter):“The Winter Fey always have a logic for their actions
Melee Weapon Attack: One attack with his Smith's
- they are not capricious beings. But...I can’t abide with any mortals
Hammer.
being hurt, especially children! The Queen should give back The Table
and stop this nonsense”. Snowy Escape (reaction): If attacked, Sinter turns
invisible and disappears in a cloud of snow,
DM’s Note: If the party was separated in their attempt to cross into the teleporting up to 60 feet to an unoccupied space
Feywild, Sinter will offer that the first ones who arrive in his shop can rest he can see.
until they hear from the others. Or, he might offer some help to determine
their location, such as casting Scrying on them.

69
Sinter will tell the party what he knows about the Win-
ter Queen and her castle, Arctis Tor:

• Although not far from their present location, Arctis Tor is


VERY well-defended by the Queen’s bodyguard - the fearsome
Valravn Knights, who can often be seen flying above the castle.
“It’s impregnable” Sinter will say. “You’ll never get past the
Valravn.”

• There is “old lore” that he knows of however; that an


underground way into Arctis Tor is believed to have once
existed, although he doesn’t know if it is true, or where
the entrance is.

• If asked to speculate about where the entrance might be, He


will say that he has heard tales about creatures who have fallen
through icy crevasses in the canyons - into deep pits, and are
never seen again. Those who have tried to rescue them have de-
scribed terrain unlike anything seen on the surface world above;
a maze of warm, subterranean caves and tunnels in the bedrock
beneath the ice, with glowing flora that illuminate vast caverns.
(DM: yes, it’s the Feydark).

DM: If they successfully question Sinter, the party will at last know
the probable location of the artifact they seek. They will also know
that Arctis Tor can only be approached from underground, and they
will have to find this underground entrance to the Winter Queen’s
castle.

Although the lower entrance has not been used for centuries,
the Queen is not about to leave her “back door” unguarded!
The adventurers must find the entrance, survive her protec-
tive traps, and escape with the table.

The Castle of the Winter Queen Mab


Arctis Tor, the seat of the Winter Court of Queen Mab, is
actually not far from the feywild portal the party has exited.
(It sits high up on a ledge about 5 miles away, roughly the
same area as Ironslag on the material plane). The massive,
forboding castle is said to be made of black ice, although it is
more likely black stone that is always covered in frozen mist.
The Stone Table is being kept in a dungeon, deep inside the
lowest level of the castle. The adventurers must find a way
in, and escape with the Stone Table. This will be a challenge,
needless to say.

DM’s Note: If the party chooses to ignore Sinter’s advice regarding


an underground way into the castle, they will have to either assault it
directly, or try to stealth their way in and find their way down into the
lower dungeons. Allow the party to try any method they choose, but
it will be extremely difficult to stealth past her bodyguards or fight
their way in. (See the Valravn stats in the next section). While the
outcome is highly unpredictable if they choose to do so, reward the
party for innovative thinking if they somehow manage to succeed.

70
The Bear Lord’s Domain
READ (any party member who arrives here): “You exit the portal The Be
Bea
ar Lord
into a verdant forest glen. It is the most beautiful, twilit summer Medium / large fey, fey lawful neutral
evening you have ever seen. The air is filled with the intense buzz
Armor Claass 18
of insects, calls of birds, and more sounds of wildlife that you can’t
Hit Points 230
identify. For the first time in many weeks, you feel WARM! Nearby, Speed 30ft. (40' in hybrid form)
a rocky crag juts out of the forest. In the many cave-like openings
above, Giant Bees can be seen buzzing in and out. At a cave entrance
directly in front of you, two armored bears with great axes stand at STR DEX CON IN
NT WIS
S CHA
attention.” 25 (+6) 10 (+0) 20 (+5) 12 (+1) 17 (+3) 16 (#3)
DM: The sentries will assume any character arriving in this domain
Saving Throw: Str +10, Dex +4, Wis +7
is here for the “The Challenge”, a yearly martial contest with their
Skillss: Athletics +9, Intimidate +7, Perception +7
lord. The PC has arrived a bit early they will say, but no matter. The Damage Im mmunities: poison, bludgeoning, slashing,
guards will insist that their Lord be immediately notified, and will and piercing from nonmagical weapons.
brush off any protests. One will say; “You’re a day early, but the lord will Condition Im mmunities: poisoned
probably enjoy a warm up!” One guard will go summon the Bear lord. Senses: darkvision 60 ft. passive Perception 17
Languages: Common, Elvish, Giant, Sylvan
The Bear Lord rules an independent part of the Feywild. (Creatures Challeenge: Challenge 12 (8,400 XP)
who are aligned with neither Winter nor Summer fey are called
Wildfey). The Bear Lord’s domain is a land where Werefolk (shape Wildd Shape. As a bonus action, the Bear Lord
changers) are common. It is said that centuries ago a Fey Lord forged assumes the hybrid orm of a human/bear. In this
a kingdom of Werebeasts here and fought a fierce war against the form, his size increases to "Large". He remains in
neighboring Eladrin realms. After decades of strife and bloodshed, this form until he take as a bonus action to dismiss
the Summer Court ceded to the lycanthropes the lands they had
it, or he falls unconscious, or dies.
conquered. Old stone posts mark the agreed upon border. Travelers Legendarryy Resistance (3/day). If the Bear Lord fails a
who pass them take their lives into their hands, for it is a place where saving throw, he can choose to succeed instead.
lycanthropes roam freely. Regeneration (Inn Bear ffo
orm onlyy).. The Bear Lord
regains 10 hit points at the start of his turn if he
READ (when the Bear Lord comes out of the cave): “The Bear has at least 1 hit point.
Lord is a huge man, with long reddish hair and tangled beard. He is
dressed in leather hunting clothes, with a green wool cloak. He wears Actions
a crown of holly leaves, and a carries a giant club.” Multtiattack. The Bear Lord makes two melee attacks
with his Great Club. In hybrid man/bear form he can
DM: The Bear Lord has defeated all comers in the yearly challenge also make a one claw, or one bite attack as a bonus
for over 200 years. Anyone arriving here must challenge him to (non- action.
lethal) combat. (He will cast the spell Compelled Duel if the party
member refuses to fight, and they must make a DC22 Wisdom save Great Cluub. Melee Weapon Attack: +10 to hit, reach
to not be compelled into the contest. 10 ft., one target. Hit: 12 (2d6 + 5) blud. damage.
A creature hit by two club attacks in the same turn
Note: In play testing, the fight was all in good fun. A “pacifist” PC first must succeed on a DC17 Strength saving throw or
refused, and then was compelled to fight, but the Bear Lord whispered be knocked prone.
to him “just make it look good in front of my guard”....wink, wink. They Claaw. Melee Weapon Attack: +: +10 to hit, reach 10
spent several rounds play-acting a ritual fight, to the cheers of the Bearfolk ft., one target. Hit: 12 (2d6 + 5) slashing damage.
watching. If the combat goes well, the Bear Lord will have “saved face” in Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
front of his subjects once again, and will be grateful. Many toasts will be one target. Hit: 10 (1d10 + 5) piercing damage.
made! Much mead will then be drank!
Legendary Actions
The Bear Lord will know that the PC didn’t really come here to The Bear Lord can take 3 legendary actions,
challenge him, and will ask why they are here in his domain. As an in- choosing from the options below. Only one
dependent king of the Wildfey, he may be sympathetic to their goals, legendary action option can be used at a time and
but the Wildfey are neutral in the extreme. If told about the Winter only at the end of another creature’s turn. He
Fey’s plan however, he will say that it doesn’t sound right to him. He regains spent legendary actions at the start of his
will suggest that he could possibly help the PC get to the Winter Fey turn.
lands by using a portal in his domain - a hugh, hollowed-out oak Meleee Weapon Attack: One target.
tree called Irminsul.
Roar (costs 2 actions): The Bear Lord lets out a
If the PC agrees, the Bear lord will take them to a clearing in the mighty roar. All creatures within 60 feet who can
forest where a giant, ancient oak tree stands. Its leafless, blackened hear it must succeed on a DC15 Wisdom saving
branches look to have been seared by dozens of lightning strikes, and throw or be frightened for 1 minute.
an ethereal white light glows within the opening in its trunk.

71
READ (the Bear Lord speaks): “The Irminsul will transport a fey be- The Land of The River Monarch
ing to another location, but it might not will not work in your case. (A
READ: “Members of the party that arrive here exit the portal to find
non-fey being can’t leave this plane, or even choose where they want to
themselves on the banks of a wide, swift river. The vast forest on
go). The portal is sentient however, and will know what other portals
their side on their river is impenetrably dense. On the opposite side,
have been recently active. Hopefully, it will send you to the place you
the landscape is more barren, with a touch of frost on the evergreen
had intended to arrive at. If the portal rejects you however.....you may
trees. In the middle of the river, a tall, black stone lookout tower rises
be injured. It’s not a journey for the faint of heart!”
out of the water. At its base, 4 openings allow river water to pour
DM: The Tree Portal bars non-fey beings from extra-planar travel, inside. Looking down into the deep river, you can see an astounding
but one can still attempt to breach it. PC’s who attempt this will be variety of marine creatures - fish and crustaceans of all types and
transported to another portal location on the same plane, or rejected colors.
and go nowhere. As before, PC’s with fey ancestry, Warlocks with From your side of the riverbank, you can see that there are two
Archfey Patrons, and Oath of the Ancients Paladins make the roll below guards on the tower, wearing bright silver scale mail. Flowing blue
with advantage. Party members who choose to hold on to their iron hair can be seen hanging out from their helmeted heads. They look
weapons or armor make the roll with disadvantage, as the portal at the party member, and one disappears into the tower.”
will try to prevent them from further travel in the Feywild.
DM: The guards have noted anyone who arrives as a threat. Like
A PC can automatically succeed on the roll if they swear fealty Bear Lord, the River Monarch also rules an independent part of the
to the Bear Lord, and agree to take their next level as a War- Feywild - it’s waterways. He is regarded as second in power only to
lock, with the Bear Lord as their Archfey patron. (“Your patron the Queens of Winter and Summer. The River Monarch is said to be
is a lord or lady of the fey, a creature of legend who holds secrets that were a stern ruler with a great love for his people, and a quick temper for
forgotten before the mortal races were born.” PHB). those who threaten his domain.

Roll % dice to see if: As the party member s contemplate their next move on the banks of
the river, the River Monarch’s lair action will attempt to sweep them
• 1-39: The PC succeeds in breaching the portal, and is trans- into the river. The fey river swells, crests, and rushes over the land
ported to the intended destination (the canyon portal of the wherever the River Monarch chooses: Each creature in the path of
Winter Fey). the water must make a DC25 Dexterity saving throw. Creatures that
• 40-79: The PC goes to an unintended destination. They exit in fail the save take 4d8 bludgeoning damage are swept into the current
River Monarch’s domain (see next destination). (similar to the spell Tidal Wave). If a PC is knocked into the water,
the River Monarch then creates a whirlpool, sucking a creature
• 80-100: The attempt fails, and the PC is not transported. They down into the depths. A PC in its area must make a successful DC25
must succeed on a (DC18) Constitution save, or take 6d6 psy- Strength saving throw to swim out of the vortex. On a failure they are
chic damage as the stress of the attempt leaves them mentally restrained and unable to breathe. In the Feywild, a restrained crea-
battered. ture can hold their breath for their CON +1 rounds (not minutes).
A PC will likely be pulled down into the deep waters, gasping and
struggling for air as they see the light of the surface disappearing.
If they remain conscious, they will begin to notice a light beneath
them. If they black out, the last thing they remember as they are be-
ing pulled down is seeing a brightly lit…..room beneath them, in
what appears to be a giant air bubble.

READ (when a PC awakens or reaches the river bottom): “You find


yourself lying on a marble floor of a candle-lit, elegantly appointed
room enclosed in a giant, clear bubble on the river’s bed. Vast num-
bers of all types of marine life can be seen swimming above you. A
massive, ornately decorated throne dominates a main hall, where the
Monarch sits. He will demand that you explain what you are doing in
his kingdom.”

DM: The River Monarch will explain his kingdom’s function: It sits on the
borderlands of various domains, and he prevents either side from cross-
ing any rivers to attack another. As a WildFey monarch, he is extremely
neutral, and only seeks to keep the peace and protect his subjects, allowing
neither side to war on the another. He will question the PC’s motives, but
ultimately decide that they pose no threat.

72
If a PC explains his quest, the Monarch will agree that the Queen of
Winter should not be allowed to gain the powers she seeks, and must
return the Stone Table. He will insist that his kingdom must remain
The River Monarch
neutral however. The adventuring party must be the ones to accom- Medium / large fey, chaotic neutral
plish this task. He will take them to another chamber - a beautiful
Armor Claass 18
blue grotto with a glowing pool in the center: Hit Points 252
Speed 30ft., Swim 60'
READ (the River Monarch): “We fey use this portal for travel to
distant places. While it may not work for a non-fey being, you can
try to breach it however. If you are successful, it will transport you to STR DEX CON IN
NT WIS
S CHA
a location on this plane. The portal is sentient, and will know what 17 (+3) 25 (+7) 17 (+3) 14 (+2) 13 (+1) 20 (+5)
other portals have been recently activated. Hopefully, it will send you
through to one you seek in the Winter Lands. If you fail….if the portal Saving Throw: Dex +8, Con +10, Wis +6
rejects you, you will likely be….injured.” Skillss: Intimidation +8, Nature +7, Perception +6,
Stealth +11
DM: PC’s who attempt this portal will be transported to another Damage Resistances: cold, thunder; bludgeoning,
location on this plane, or rejected and go nowhere. As before, anyone piercing and slashing damage from weapons that
with fey ancestry, Warlocks with Archfey Patrons, and Oath of the An- aren’t cold iron.
cients Paladins make the roll below with advantage. Party members Damage Im mmunities: fire, lightning
who choose to hold on to their iron weapons or armor make the roll
Condition Im mmunities: exhaustion, petrified,
paralyzed, stunned
with disadvantage. Senses: blindsight 10 ft., darkvision 60 ft., passive
Perception 16
A PC can automatically succeed on the roll if they swear fealty
Languages: Common, Elemental, Elvish, Giant,
to the River Monarch, and agree to take their next level as a Sylvan
Warlock, with the River Monarch as their Archfey patron. Challeenge: Challenge 16 (15,000 XP)
(“Your patron is a lord or lady of the fey, a creature of legend who holds
Thwere
secrets that e Irm
rmin nsu
sul
forgotten l the mortal races were born.” PHB).
before Amphibious. The River Monarch can breathe air and
An Irminsul is believed to have existed (although water. Legendarryy Resistance (3/day). If the River
Roll % dice to see
perhaps notif:as a planar portal). Sacred trees and Monarch fails a saving throw, he can choose to
groves were widely venerated by the ancient succeed instead.
• 1-39: The PC succeeds in breaching the portal, and arrives the
peoples in middle Europe. The oldest chronicle
Winter canyon portal.
describing an Irminsul refers to it as a tree trunk In
nnate Spellccasting. The River Monarch’s innate
erected in spellcasting ability score is Charisma (save DC19,
• 40-79: The PCthe
goesopen
to anair. Medievaldestination.
unintended sources describe
They exit in +11 to hit with spell attacks). The River King can
how an Irminsul was destroyed by Charlemagne
Bear Kings’s domain (see previous destination).
during the Saxon Wars. innately cast the following spells, requiring no
material components. At will: create or destroy
• 80-100: The attempt fails, and the PC is not transported. They
water, sahpe water (Xanathar's), shocking grasp,
must succeed on a (DC18) Constitution save, or take 6d6 psy- water breathing. (1x/day: Tidal Wave, Wall of Water,
chic damage as the stress of the attempt leaves them mentally Watery Shere, Maelstrom (Xanathar's),
battered.
Actions
Multtiattack. The River Monarch makes three attacks
with his glave.
Glaaive. Melee Weapon Attack: +10 to hit, reach 10
ft., one target. Hit: 11 (1d10 +5) slashing damage,
plus 10 (3d6)lightning damage.

Legendary Actions
The River Monarch 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. The River
King regains spent legendary actions at the start of
his turn.
Glaaive. The River Monarch makes a Melee attack
Spell Casting. The River Monarch casts one of his
"at will" spells.
Disengage. The River Monarch moves half his speed
without provoking opportunity attacks.

73
The Feydark
DM: If the party has heeded Sinter’s advice, they will be actively The Feydark’s dominant race is the Fomorians - mad, deformed, and
looking for crevasses in the icy canyon leading away from his shop, mutated fey giants with purplish skin, long limbs, and one large eye.
trying to find a way down into the strange underground zone that he Fomorians attempted to conquer the Feywild eons ago, but were
described. As they search the bleak canyon in the freezing gale and cursed instead. Some managed to return to the material plane, but
blinding snow (disadvantage on perception), random encounters most were left stranded in the Feywild, forced to become part of the
will occur. If the party thinks to implore the Runesword for help echo plane. Although they hate serving either Court, they relish their
once again,a powerful aura appears to be blocking its directional permission to slaughter enemy Fey and enjoy cursing the oppos-
sense. It will remove the disadvantage on perception rolls however. ing Court’s Sidhe (nobles) with their evil eye, leading the victims
to be cast out from their Court (due to their ugliness). Their lairs
RANDOM ENCOUNTERS: (Feywild canyon) feature abundant access to water, fish, and mushroom forests, as
Roll a d20, 1x per mile for the next 5 miles. (Allow a success well as to the creatures whose slave labor keeps the Fomorians fed.
on the 5th roll if not rolled naturally). When those slaves can no longer toil, they are slain and devoured.
Wickedness and depravity are the cornerstones of Fomorian society,
• 1-4: Crevasse Fall (success!): Make a group Perception
in which the strongest and cruelest giants rule. They mark their
check (DC17 - with disadvantage). The party member
territories with the corpses of their enemies, painting their cavern
with the lowest roll is standing on thin ice over a crevasse,
walls with blood or stitching together limbs and body parts to make
which begins to crack. This PC and any others within 15’
mockeries of the creatures they have killed. (See the Monster Manual,
must succeed on a DC15 Dexterity save to avoid breaking
pg. 136).
through the ice and falling into a 30’ deep pit, taking (3d6)
bludgeoning damage. This deep pit leads to a cavern -
READ (when the party successfully finds a crevasse into the Fey-
welcome to the Feydark!
dark): “At the bottom of this crevasse, you immediately notice the
• 5-12: Crevasse Fall (fail!): As above, make a group change in temperature. There is warm, humid air, and a faint breeze.
Perception check (DC17 - with disadvantage). The party It isn’t completely dark - there is a subtle, overall illumination, ap-
member with the lowest roll is standing on thin ice over a parently coming from the walls themselves....or is it the plants? (Dim
crevasse, which begins to crack. This PC and any oth- light condition; disadvantage on perception checks relying on sight).
ers within 15’ must succeed on a DC15 Dexterity save to As you begin to move through the cavern, you notice small geo-
avoid breaking through the ice and falling into a 30’ deep thermal springs, with warm mist rising from azure-colored waters.
pit, taking (3d6) bludgeoning damage. The bottom of the Fungal growth is apparent everywhere, with all types of brightly
pit is covered in a strange, glowing fungi, but it is a dead- colored mushrooms and moss clinging to the walls and growing in
end. Climbing out of the pit requires a successful DC15 abundance on the cavern floor.”
Strength (athletics) check.
Perception check:
• 13-18: This is getting exhausting. The party fails to find
any crevasses. No damage occurs the first time, but one • DC20 (arcana / history): This is likely the Feydark, said to be
level of exhaustion is gained for every time after the an “echo” of the material plane’s Underdark.
first. • DC22 (arcana / nature): These vast mushroom forests contain
• 19-20: Stampede. The sound of rumbling hooves is edible versions, as well as predatory species.
heard again, but this time, hundreds of Giant Elk storm • DC24 (arcana / history): This is the Feydark. Old lore says
down the canyon. Each party member must attempt that a race of giants were stranded here ages ago.
a DC17 Dexterity saving throw to avoid the stampede,
taking (6d6) bludgeoning damage on a failed save, as the DM: As the party searches the caverns for a way into Arctis Tor,
heard tramples them. more random encounters will occur. They are currently 1 to 5 miles
away from the underground entrance. The distance depends on how
Notes: The Feydark quickly the party was able to find a crevasse entry to the Feydark on
The Feydark is the underground part of the Feywild that is the equiv- their previous rolls. If they found the cavern entrance on their first
alent of the Underdark on the material plane. Like other parts of the roll for example, they are 5 miles away. (Or you use your discretion
Feywild, it is more majestic and fantastic than its counterpart on the for what feels like a correct distance based on the ease or difficulty
prime plane. It is a cavernous world of maze-like tunnels with glow- that party had finding their way down).
ing fungi. More supporting of life than its material plane counter-
part, the caverns are filled with unearthly fungal gardens, abundant RANDOM ENCOUNTERS: (Feydark caverns).
water, and a thriving ecosystem of herbivores and predators. While Roll a d20 every mile for the next 1-5 miles:
some Underdark denizens might think of the Feydark as a paradise • 1-10: No Encounter
by comparison, the abundance of life leads to a harsh, competitive • 11-16: Encounter - creature or effect. (Roll a d6 on the table)
ecosystem, whose denizens fiercely resent intrusions. • 17-20: Multi-creature / effect encounter. (Roll 2x on the table)

74
Feydark Creature Encounters (Roll a d6):

1. Feywild Green Knight


Myconid Sovereigns (Monster Manual, pgs. 230-232). A group of Absorbing Moss
these mushroom
Medium men (3d6)
fey, lawful will attack and use their Pacifying
neutral Large plant, neutral
Spores or Hallucination Spores (DM’s choice). PC’s must then
succeed
ArmoronClass:
a DC12 20Constitution
(plate armor save
& or be stunned or poisoned
shield) Armor Class: 15 (natural armor)
forHit
1 minute.
Points: (“A94
stunned
(14d8 creature
+ 24)is incapacitated, can’t move, and Hit Points: 95 (10d10 + 40)
canSpeed: 30falteringly.
speak only ft. The creature automatically fails Strength Speed 5 ft., climb 5 ft.
and Dexterity saving throws. Attack rolls against the creature have
advantage”).
STR The DEXtarget can
CON repeat the
INTsavingWIS
throw atCHA
the end of STR DEX CON INT WIS CHA
each of its turns, ending the condition on a success.
20 (+5) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3) 24 (+7) 8 (-1) 18 (+4) 1 (-5) 13 (+1) 5 (-3)
2. Absorbing Moss (custom monster). In the narrow caverns, this
moss is indistinguishable
Saving Throws: Dex +5, from normal
Con +5 harmless fungi, and hard Condition Immunities: charmed, deafened,
to avoid.
Skills:ItAthletics
lives on creatures who get too
+7, Intimidation close
+6, its tendrils.
Survival +4 As frightened, paralyzed, prone, stunned,
Damage Resistances: bludgeoning, piercing,
the party passes through this cavern, the the fungi will seek to unconscious, ,petrified, poisoned, exhaustion
slashing from non-magical attacks Senses: tremorsense 60 ft., passive Perception 11
grapple the entire party and digest them. Seenot
statmade with
block to right.
cold iron. Languages: none (can't speak)
3. Vegepygmies.
Condition (Volo’s Guide pg.
Immunities: 196-197). A
charmed, group (4d6) of these
frightened, Challenge: 4 (1,100 XP)
“moldstunned, exhaustion
folk” hunters will make ranged and AOE attacks on the
Senses:
party darkvision
with their 60 spores
spears and ft., passive
(use thePerception
Vegepygmy11Chief Subtle Luminescence. The chemical illumination of
Languages: Sylvan, Common, Elvish this Moss gives off a glow that approxinates dim
stats, page 197 of Volo’s Guide to Monsters, or combine with
Challenge: 6 (2,300 XP) light in total darkness.
regular Vegepygmies on page 196 for a less strong party).
Aura(Monster
4. Hydra of Warding. Thepg.green
Manual, knight
190). The and
party friendly
comes into an area Actions
creatures within 10 feet have resistance
with deep geothermal pools. They are attacked by toan
damage
ancient
from spells. Multiattack. The Moss can grapple any number of
Hydra that lives here. creatures simultaneously, and this has no effect on
Magic Resistance. The green knight its number of attacks it makes.
5. Fomorians (Monster Manual, pgs. 136). The has
partyadvantage
comes into an
on saving throws against spells and other magical
area with corpses of various creatures hanging from the cavern Tendril Attack. Melee Weapon Attack: +4 to hit,
effects.
walls. The courses have had their limbs and body parts switched reach 5 ft., multiple targets. Hit: 13 (2d10 + 2)
Compelled
around Duel together.
and stitched (3/day). As a stats
(See bonus action,
in the the Manual,
Monster bludgeoning damage plus 5 (1d10) poison
knight targets one creature that it can see within damage, and the target is grappled. Until this
especially their Evil Eye Stare. (Recharges on 5/6).
30' and attempt to compel the creature into a duel. grapple ends, the target is restrained (see this
If the
6. Dark target(The
Delirium. can Winter
see theQueen’s
green knight,
lair power it must
extends to this condition effect). It can attempt to escape on its
cavern). All PCs must make a DC17 Wisdom saving On
succeed on a DC15 Wisdom saving throw. a the
to avoid next turn (DC15 Strength check).
failed save, the creature must move towards the
psychic effect. Those that fail the save fall into dream-like state, Digest Victim. The Moss attemts to absorb and
knight at maximum speed and engage in combat,
believing theyisare
unitl one lost by themselves
defeated. in can
The target an icy cave: “you
attempt to are digest any targets it is grappling, by making another
plunged
makeinto an illusory
a save at thecharmed
againrealm, end of(or
itsfrightened)
turn. for 1 minute attack on the target (with advantage on the roll). If
(10 rounds). Until this illusion ends, the creature thinks it is lost in a the attack hits, The target is absorbed, and it is
Innate Spellcasting. 1/day each: Dimension Door, blinded and restrained. It has total cover against
misty fog (the
Haste, specific
Misty details
Step, of its with
Speak appearance the DM
Animals, chooses).” The
Moonbeam attacks and other effects outside the Lurker, but it
creature can see and hear only itself, a likeness of Queen takes 11 (3d6) acid damage at the start of each of
Actions
Mab, and this illusory realm. the Lurker’s turns. If the Lurker dies, a swallowed
Multiattack. The green knight makes three attacks creature is no longer restrained by it and can
with its battle axes. escape from using 5 feet of movement, exiting
prone.
Battle Axe. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Ensnaring Strike (recharges 5-6). When the knight
strikes a target with a melee attack, in addition to
taking normal damage, a writhing mass of thorny
DM: Before entering the next area, allow the
vines appears at the point of impact, and the target
must succeed on a DC17 Strength saving throw or party the option to long rest and level up to 8th
be restrained by magical vines until the spell ends. level. The challenges that await will require the
While restrained by this spell, the target takes 1d6 party at full health.
piercing damage at the start of each of its turns. A
creature restrained by the vines can use its action
to make a repeated Strength check. On a success,
the target is freed.

75
The Cavern Entry
DM: If the party survives the journey through the Feydark, The room’s center (Area #4) holds a Shoggoth, a monster from
they will now come upon a huge cavern. the Cthulhu Mythos.

READ: “Looking into this space, you see a vast chamber with at As soon as the party enters this large cavern (within 90 feet of the-
least a 50 foot high ceiling. Many types of luminous fungi coat the center), they must succeed on a DC16 Wisdom save or be confused
walls, giving the cavern an overall greenish-blue glow. In the center (as in the spell Confusion). Creatures that roll a natural 20 on the
of the room is a cluster of stalactite and stalagmite which have grown saving throw are immune to this effect for 24 hours, otherwise a PC
together to form a closed, cage-like structure. There are numer- must make a save at the start of every turn (or move out of range of
ous openings in the side walls. A bizarre, low-pitched piping sound the sound). This spell assaults and twists creatures’ minds, spawn-
can be heard from within - like the sound of blowing into an empty ing delusions and provoking uncontrolled action. Creatures that are
bottle.” affected by Confusion must roll a d10 at the start of their turn to de-
termine their action for that turn (see following table). At the end of
DM: This room contains sub-caverns that hold various monsters. each of its turns, an affected target can make another Wisdom save.
Placed here centuries ago by Queen Mab, they protect the lower If it succeeds, this effect ends for that target. They must save again at
entrance to Arctis Tor. Many of these forgotten aberrations were the start of their next turn however - they are not immune.
once fey beings - Mages who became mentally corrupted from their
service at The Far Gates.

DM: This is the cavern map from the DMG, page 314 (with the
doors in area 7 added). Feel free to improvise the layout as you
see fit, keeping with the same general features.

76
Other specific areas shown on the Map

Shuggoth Giant Ra
av
ven Sw
wa
arm
1. Healing. If drank, the water in this pool restores 10d8 points
of healing, once per day. But...PC’s who linger here risk being
Huge aberration, chaotic neutral Swarm, Medium fey (shapechanger), feylawful
attacked by the Spider in area #2 however. The healing agent
neutral
Armor Claass: 18 (natural armor) looses this power if moved more than 20’ from the source.
Hit Points: 380 Armor Claass: 16 (natural armor)
2.
Speed: 50ft., Climb 40', Swim 30' Hit Aberrant
Points: 85Phase Spider (customized monster - see stat block on
the next page).
Speed: Fly 60' This spider with spellcasting abilities attacks out
of the hole in the floor. It can cast spells (like Shield and Silence),
STR DEX CON IN
NT WIS
S CHA and its blood is poisonous and corrosive. It can make ranged at-
Stacks
TR and DMelee
EX attacks.
CON There IN
NTis treasure
WIS S here…..in
CHA addition to
26 (+8) 14 (+2) 28 (+9) 4 (-3) 16 (+3) 4 (-3)
16 the
(+3)spider’s
18 (+4)wand,
12there
(+1)is14$1,000
(+2) GP
20in(+5)
gems16 and(+3)
coin, and two
Saving Throws: Dex +4, Int +2, Wis +7 spell scrolls: Revivify (3rd level necromancy - Cleric, Paladin)
Skillss: Perception +5 and Legend
Skills
s: PerceptionLore+10
(5th level divination - Bard, Cleric, Wizard).
Damage Resistances: fire, bludgeoning, piercing and Dam PC’s
agewho
Resientered
stancesthis area can alsopiercing
: bludgeoning, roll once and
on magic item
slashing damage from weapons that aren’t cold slashing
Table C damage from weapons that aren’t cold
from the DMG.
iron. iron.
Damage Im mmunities: cold, lighting 3. DamOblex
age ImElder
m munLair.
ities(See Mordenkainen’s Tome of Foes, pg. 219). This
: cold
Condition Im mmunities: blinded, deafened, Concreature
dition Immhunts
muniintelligent targetsfrightened,
ties: charmed, such as wizards and other
exhaustion, poisoned, petrified, stunned, prone paralyzed,
spellcasters. petrified, prone,
Oblex Elders restrained,
have stunned
eaten so many memories that
Senses: blindsight 120 ft., Perception 15 Senthey
ses: can
Passive
formPerception
duplicates of20 the creatures they have devoured
Languages: Sylvan, Void Languages: Sylvan
Challeenge: Challenge 18 (20,000 XP) Chaand
lleengsend them off to lure prey into their clutches. The Oblex
e: Challenge 4 (3,800 XP)
will use one of these to try to lure party members into its lair.
Amorphous. The shoggoth can move through a Swa(DM:
rm. TheCreate any simulacrum
swarm can occupyyou think would
another be appealing to
creature's
space as small as 1 foot wide, without penalty. the party. These duplicated creatures
space and vice versa, and the swarm can move are indistinguishable from
their original victims, except for a faint
through any opening large enough for a "small" size sulfurous smell). There
Amphibious. The shoggoth can breathe air and is treasure here as well, from deceased adventures: $2,000 GP
creature.
water. in gems and coin, and a spell scroll of Greater Restoration (5th
Actions Action
level abjuration - Bard, Cleric, Druid). PC’s who entered this
Blaadarea
e Bacan
rriealso rollravens
r. The once onactmagic
as a item Table
barrier (as D
infrom
the the DMG.
Multtiattack. The shoggoth makes four slam attacks.
spell
4. of the same
Shoggoth name).
Lair. (See When
previous theNote:
text). swarm first size PC
a medium
Slaam. Melee Weapon Attack: +14 to hit, reach 15 enters a creature's space (or creature moves into its
can’t squeeze into this area to escape - the spaces between the
ft., one target. Hit: 30 (4d10 +8) bludgeoning space), the creature must make a (DC16) Dexterity
stalagmites
saving is only
throw. On 10”. save, the creature takes
a failed
damage, and the target is grappled (escape DC 18)
and restrained. The shoggoth can grapple any 5. 6d10 slashing
(A&B) damagedeep
Healing. The fromgeothermal
the raven's razor
pools sharpareas
in these
number of creatures simultaneously, and this has talons (1/2 damage on a success). If the swarm hits
contain a powerful healing agent. If drank, it restores 10d8 hit
no effect on its number of attacks. an airborne creature (or one that has jumped into
points, once
its space), per day.will
the swarm Thealso
healing agentthe
grapple looses this power if
creature.
moved 20’ from the source.
On the creature's next turn, it can try to escape the
grapple (DC18 strength save). On a failure, the
6. Balhannoth Lair. (See Mordenkainen’s Tome of Foes, pgs. 118-119).
swarm will drop the struggling target wherever it
chooses.
This creature can sense the desires of other creatures and iden-
Shuggoth Confusion (Player rolls a d10 at the start of their turn): tify images of places where they expect those desires to be met.
The Balhannoth then warps reality, remaking its environment
1: The creature uses all its Movement to move in a
so that it matches the appearance of the place the creature is
random direction. To determine the direction, roll
seeking. It will create an illusory version of a secret passageway
a d8 and assign a direction to each die face (see the
into Arctis Tor, to lure the PCs into its lair.
compass on this map).
7. Crevasse & Doors. If the party makes it past the center stalag-
2-6: The creature doesn’t move or take Actions this turn.
mites, they can see the far side of the cavern (area 7). There is a
7-8: The creature uses its action to make a melee Attack massive iron doorway. From a distance, dark flocks of some-
against a randomly determined creature with reach. thing…..can be heard flying out of a crevasse in the floor in front
If there is no creature within its reach, the creature of the door, ascending into an unseen crack in the ceiling above.
does nothing this turn. In the darkness, and from a distance, it’s hard to make out what
9-10: The creature can act and move normally. they are.

DM: Minimum stats for the Shuggoth are shown above. Based Note: Some of these aberrations were once Winter Fey war mages, all
on the party’s strength, feel free to modify these, use one of the many serving under Queen Mab. They fought in Winter’s continuous battle at
homebrew versions of this monster that exist. the Far Gates, and were corrupted with the power of the Far Beings there,
becoming aberrations (as is known to happen). Brought back to this lair by
Mab, they live on as guards of the lower entry.

77
The Doorway
Aberrant Phase Spider DM: This door is the entrance to the lowest dungeon of Arctis
Large aberration, chaotic neutral Tor! It is magically locked with powerful abjuration magic.
Spells such as Knock have no effect, and the doors and sur-
Armor Class: 15 (natural armor) rounding walls are also and warded against planar travel by
Hit Points: 145
Speed: 30 ft. / climb 30 ft. the spell Forbiddance.

READ (when the party can see area 7): “At the far end of the cavern
STR DEX CON INT WIS CHA there is a massive, 20’ tall doorway. A blackened, gem-shaped
(diamond) relief has been cast into the door’s dark surface, one
14 (+2) 16 (+3) 16 (+3) 10 (+0) 10 (+0) 17 (+3)
half on each side. Icy condensation has formed around the door’s
edges. From its general appearance, it looks as though this door has
Saving Throws: Dex +6, Con +6, Cha +6
Condition Immunities: charmed, poisoned, not been used for centuries. On approaching closer, the party can
unconscious see that there are no visible locks or method of opening it. Only the
Damage Immunities: poison, lightning frozen hinges provide a clue that this is, in fact, a door at all. Flocks of
Senses: darkvision 120 ft., tremorsense 60 ft., extra-large, raven-like birds can be seen flying out of the crevasse in
passive Perception 11 front of the door, up into an crack in the ceiling above.”
Languages: Common, Void Speech
Challenge: 7 (2,900 XP) DM: If a party member tries to jump over the crevasse to examine
the door, the Giant Raven Swarm will act as a barrier (as in the spell
Innate Spellcasting. The spider’s spellcasting ability Blade Barrier). When a creature enters the swarm’s space it must
is Charisma (spell save DC14, +6 to hit). It can cast make a DC16 Dexterity saving throw. On a failed save, the creature
the following spells, requiring no material
takes 6d10 slashing damage (1/2 on a success). If flying, a PC will also
components: At will: Shocking Grasp (11th level =
3d8 lightning damage). 3/day each: Hold Person, be grappled (and perhaps be dropped into the crevasse), or if their
Shield, Dispel Magic. 1/day each: Stoneskin. concentration is broken from taking damage, falling into the 60’
deep pit (6d10 bludgeoning damage).
Ethereal Jaunt. As a bonus action, the spider can
magìcally shift from the Material Plane to the Only a Fey creature (or one with Fey Ancestry or a Fey Patron) can
Ethereal Pìane, or vice versa. open the doors by repeating the phase, 3 times: “The Unseelie Shall
Poison Splash. Any melee attack from within 5 feet Ever Triumph” It is the opposite of the phase that opened the Eladrin
that hits the spider forces the attacker to make a Abbot’s crypt from part 1 of this story (“The Unseelie Shall Never Tri-
successful DC15 Constitution saving throw or take umph”). It is unlikely the party will be able to guess this, and will need
10 (2d8) poison damage and be poisoned until the some help or intervention:
start of their next turn.
• If a PC found the spell scroll Legend Lore (5th level divination) in
Wand of Ligtning Bolts. The spider weilds this magic the Spider’s lair, they could try to use it now: “The spell brings to
item (requires attunement by a Spellcaster). The
wand has 7 Charges. While holding it, the spider your mind a brief summary of the significant lore about the thing you
can use an action to cast the Lightning Bolt spell named.” It will reveal the lore about these doors, but in the usual
(3rd level, save DC15) from it, doing 8d6 lightning cryptic way: “Only a child of the Fey or a beloved of Mab may
damage on a failed save, or half as much damage on open this door, when the sacred phase of Winter is spaketh 3
a successful one. See the DMG for other properties times.” (It will not reveal the password phrase however).
of this item.
• The Runesword might again telepathically communicate with its
Actions owner. At first the attuned user will only feel the sword’s rising
Multiattack. The spider can makes three attacks, two anger. Then, a mental image of the Sword’s last owner Eladrin
with its claws and one bite. Optionally, it can cast a Abbot, as he soundlessly speak:
spell or make one wand attack. “Remember the holy words of Summer thou spoke that
Claw. Melee Weapon Attack. +6 to hit, reach 5 ft., opened my crypt. ”
one target. Hit: 14 (2d10 + 3) slashing damage
plus 4 (1d8) poison damage. DM: Reward any creative solutions to breaching the door as well!
The stone walls surrounding the doors are very solid however.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit; 7 (ldl0 + 2) piercìng damage, and Simple spells like Shape Stone will not work to breach them.
the target must make a DC ll Constitution saving
throw, taking 18 (4d8) poison damage on a failed
save, or haìf as much damage on a successful one.

Rections
Sheild. The spider can cast the spell sheild as a
reaction, up to 3X / day.

78
Giant Ra
av
ven Sw
wa
arm
Swarm, Medium fey (shapechanger), feylawful
neutral

Armor Claass: 16 (natural armor)


Hit Points: 85
Speed: Fly 60'

STR DEX CON IN


NT WIS
S CHA
16 (+3) 18 (+4) 12 (+1) 14 (+2) 20 (+5) 16 (+3)

Skillss: Perception +10


Damage Resistances: bludgeoning, piercing and
slashing damage from weapons that aren’t cold
iron.
Damage Im mmunities: cold
Condition Im mmunities: charmed, frightened,
paralyzed, petrified, prone, restrained, stunned
Senses: Passive Perception 20
Languages: Sylvan
Challeenge: Challenge 4 (3,800 XP)

Swarm. The swarm can occupy another creature's


space and vice versa, and the swarm can move
through any opening large enough for a "small" size
creature.

Action
Blaade Barrier. The ravens act as a barrier (as in the
spell of the same name). When the swarm first
enters a creature's space (or creature moves into its
space), the creature must make a (DC16) Dexterity
saving throw. On a failed save, the creature takes
6d10 slashing damage from the raven's razor sharp
talons (1/2 damage on a success). If the swarm hits
an airborne creature (or one that has jumped into
its space), the swarm will also grapple the creature.
On the creature's next turn, it can try to escape the
grapple (DC18 strength save). On a failure, the
swarm will drop the struggling target wherever it
chooses.

79
Chapter 7:
Arctis Tor
DM: The doors in area 7 on the previous map are the entrance
to the lowest level of Arctis Tor. The Stone Table is in this
dungeon, along with some captives. (One high-level prisoner
is being prepared for ritual sacrifice, as the party arrives).

When the party successfully opens the doors, some of the Raven
Swarm will fly down the corridor ahead of them (area A on the fol-
lowing diagram) and disappear. If the initial swarm was destroyed,
more Giant Raven will fly up out of the crevasse, and past the party
as they enter. (The party will need to seal the doors closed to prevent
more from coming in). Once inside room B, some of the Ravens will
morph into humanoid form (as Valravn) and hide out of sight, wait-
ing to attack when the party enters.
DM: Adjust quantity of Valravn for party size - one per party mem-
ber is a challenging encounter! Emphasize that some may have
flown further into the castle.....perhaps to warn the rest of the guard.
Time is of the essence. The Valravn will already have cast Haste on
themselves, potentially giving them 4 attacks: their usual multi-
attack, + 1 additional attack action. They also now have and 2X their
normal flying speed (120 feet), and their AC is increased by 2 to AC
22. See their stats on next page. These creatures live up to Sinter’s
warning!

READ (once the door is opened): “Once inside, you instantly feel
the humid warmth of the caverns dissipate. It is freezing cold. You
can see your breath, and ice clings to the rough-hewn stone walls
of this 20’ wide corridor (A). Looking ahead, you can see part of a
large room (B), lit by torchlight. In the center, there is a sculpture
of a beautiful young woman carved in dark stone, holding a staff
entwined with pale green leaves and white berries.” (C)

DM: The statue is a young version of The Winter Queen, Mab, but
it is actually an Idolic Deity (Tome of Beasts pg. 255). An illusion has
been cast on it that makes the Idol look like the young queen. It is
a guardian construct placed here by Mab, and while it does not do
much damage itself, it can assign disadvantage to a PC of its choice.
Seduce the Righteous (action): The idolic deity targets one creature it
can see within 30 feet. The target has disadvantage on attack rolls, saving
throws, or ability checks (the idolic deity chooses which) until the end of its
next turn. A protection from evil and good spell cast on the target prevents
this effect, as does a magic circle.”

• A Detect Magic spell cast on the statue will reveal that Illusion
magic has been cast on it.
• A Dispel Magic will drop the illusion on the stature of Queen
Mab, revealing a golden, demonic-looking idol.

! In addition, upon entry into this room, any Clerics or Paladins that
can see the statue immediately feel an effect (but they do not know
the source). For the first time in their lives, their faith in their God
or their Oath begins to fade: Apostasy Aura: “By its very presence, (the
Idol) causes the devout to doubt their faith. Any Cleric or Paladin that can
see the Idolic Deity and wishes to cast a spell or use a class feature must
make a (DC16) Wisdom saving throw. On a failed save, the spell or class
feature is spent as if it was used, but it has no effect”.

80
Valravn Knight I
Medium fey (shapeshifter), chaotic neutral L

Armor Class: 20 (+2 natural magical plate) A


Hit Points: 175 H
Speed: 30ft., Fly 60' S

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 14 (+2) 12 (+1) 20 (+5) 16 (+3)

Saving Throws: Dex +8, Con +8, Wis +10 D


Skills: Intimidation +8, Acrobatics +8, Stealth +8
Damage Resistances: fire, thunder; bludgeoning,
piercing and slashing damage from weapons that C
aren’t cold iron.
Damage Immunities: cold
Condition Immunities: stunned S
Senses: blindsight 10 ft., darkvision 60 ft., passive L
Perception 20 C
Languages: Sylvan
Challenge: Challenge 16 (15,000 XP) I
o
Superior Critical. The Valravn scores a critical hit on
rolls of 18, 19 and 20. M
s
Change Shape. As a bonus action, the Valravn can e
change to raven form or humanoid form. M
Flyby Attack. Attacks by the Valravn made while
flying do not provoke opportunity attacks against it. A
Innate Spellcasting. The River Monarch’s innate M
spellcasting ability score is Charisma (save DC19, w
+11 to hit with spell attacks). The Valravn can
innately cast the following spells, requiring no F
material components. At will: Dispel Magic, r
Freedom of Movement, Tongues, True Seeing. b
Once pay day: Circle of Death, Etherealness, Haste. B
c
Actions m
Multiattack (in humanoid form). The Valravn makes t
two attacks with its greatsword, and one attack h
with its bite.
Greatsword (magical). Melee Weapon Attack: +10 to
hit, reach 5 ft., one target. Hit: 14 (2d6 +7)
slashing .
Bite. +9 hit. 2d8 necrotic Damage. On a critical hit
(18/19/20) that kills a target with its bite (such as
a coup de grâce on a traget is unconcious), the
Illustration by oz to Valravn eats the victim’s heart.

DM’s Note: When a Valravn assumes its humanoid form, its natural
armor becomes +2 magical full plate that is part of its body (the armor
can’t be removed). This armor has no affect on its speed or dexterity, and
it disappears when the Valravn Knight is slain, as the creature reverts to its
raven form.

81
Arctis Tor’s Lower Dungeon

A.
(entrance)

B.
C.

D2. E.

F.
I.
D1.
G.

H.
J.
A. Entry
B. First Room
C. Statue
D1. Locked Room
D2. Ice Golem
E. Corridor Trap
F. Door to Rear Room
G. Foyer
H. Ritual Room & Stone Table
I. Extent of Private Sanctum Spell
J. Iron cage holding captives

82
Rooms D1 & D2
DM: To the right side of the first room (as viewed by a character), DM: An Ice Golem guards the magic items here. It is awakened
there is a stairway with a door at the top landing (D1). This room is (from room D2) by any intruder without a password, and will
used to store items taken from captives. If the (unlocked) door is immediately attack .
opened, the party will encounter the effect of total (magical) dark-
If the Golem is defeated, the chests can be opened with thieve’s tools
ness and foggy mist that they had encountered in the tombs below
or the spell Knock. The pile of loose treasure contains $2,000 GP
Midelwode. There appears to be nothing but a dark void beyond the
in gems and gold. The chests contain the magic items listed below.
door. No vision can penetrate it, and no sound is heard. (It is an illu-
Note: Without casting the spell Identify multiple times, the party
sion, created by the spell Private Sanctum: “The barrier of the warded
won’t immediately know the properties of the items. However, they
area appears dark and foggy, preventing vision, including darkvision,
could try to short rest, with each PC concentrating on one item:
through it).” See the room diagram - dashed line (I).
“A character can focus on one magic item during a short rest, while being
Detect Magic , if cast, will only detect the barrier itself (abjuration
in physical contact with the item. At the end of the rest, the character learns
magic). The spell Find Traps will reveal nothing, as it will not work
the item’s properties, as well as how to use them. Attuning to an item re-
from outside the barrier. A PC can try to dispel Private Sanctum how-
quires a creature to spend a short rest focused on only that item while being
ever, using Dispel Magic (DC19 = 10 +level 9), dropping the magical
in physical contact with it (this can’t be the same short rest used to learn
ward and it’s effects.
the item’s properties).”
NOTE: The wizards of Mab have cast Private Sanctum as a 9th • A rod with a flanged head. (The Rod of Alertness - very rare,
level spell (duration: until dispelled), warding the entire rear requires attunement).
area of the dungeon (the area beyond the dashed line “I” on
the diagram). • A copper ring with a finely worked pattern of vines and tiny em-
eralds. (Ring of Regeneration - very rare, requires attunement).
• Sound can’t pass through the barrier of the warded area.
• A wide silver ring with various colored gemstones embedded
• The barrier of the warded area appears dark and foggy, prevent-
in it. (Ring of Shooting Stars - very rare, requires attunement
ing vision (including darkvision) through it.
outdoors, at night).
• Sensors created by Divination spells can’t appear inside the
protected area or pass through the barrier at its perimeter. • A set of finely wrought metal bracers. (+3 Bracers of Defense -
• Creatures in the area can’t be targeted by Divination spells. rare, requires attunement).
• Nothing can Teleport into or out of the warded area. • A white, tapered candle, which has not be lit. (The Candle
of Invocation, wondrous item, very rare - requires attunement).
The floor on other side of this barrier is a trapped. If the party
With further investigation of this item, a PC will notice that
fails to dispel the Private Sanctum effect before entering through
there is a tiny symbol on the base of the candle: hands bound
the darkness, they will not see that a Glyph of Warding (6th level) has
at the wrist with red cord. With a successful religion check, a PC
been placed on the floor directly inside. A 10’ x 10’ section of the
would know this is the symbol of Ilmater, the god of endurance:
floor on other side of the door will illuminate when anything passes
“This slender taper is dedicated to a deity and shares that deity’s
over it (including sticking one’s head inside), casting a Freezing
alignment. The DM chooses the god and associated alignment (=
Sphere. A small globe will suddenly appears at head height……and
Lawful / Good). See full DMG description for abilities. The candle’s
then fall, shattering on impact and setting off the spell: “A frigid globe
alignment can be detected with the “Detect Evil and Good” spell. Al-
of cold energy appears……then explodes in a 60 foot radius. Each creature
ternatively, when you light the candle for the first time, you
within the area must make a Constitution saving throw (DC19). On a
can cast the Gate spell with it. Doing so destroys the candle”.
failed save, a creature takes 13d6 cold damage. On successful save, it
(See page 157 in the DMG).
takes half as much damage. (When you cast this spell using a spell slot of
7th level or higher, the damage increases by 1d6 for each slot level above
6th).”
The Candle of Invocation
If Private Sanctum is successfully dispelled, Detect Magic will reveal The Candle is a very important magic item in the story. It
the specific floor tile that has abjuration magic cast on it, which can may be the only way the party can get the Stone Table, the
be dispelled (DC16). captives, and themselves out of this dungeon. Once attuned,
READ (0nce inside the doorway): “A small vestibule is visible it can be used to cast the spell Gate one time, sending the
beyond the door. A strange, cold, blue-white light emanates from the party AND the Table to the material plane. To know this
corridor to your right.” DM: A PC who makes it into the vestibule property, the user must have either cast Identify on it, or
can see there is several locked chests and a careless pile of gold & short rested while focussed on the candle. (If they opt for
gems in the rear corner of room #D2. just short resting to learn its properties, they will need
another short rest to attune to it - 1 hr. of meditation while
DM: The chests contain items of unknown properties, taken from holding the candle, focused on this object alone). Two short
any high-level captives that have been lured here. The items might be rests might be very difficult. DM: If the party doesn’t find
trapped or dangerous, hence they were locked away while awaiting this item in this room, give them another chance to do
examination by the Mages of the Winter Court. (In this case, most so after the upcoming encounter.
of the items belong to a current captive, a famous Archmage of the
North named Tulrun, who is imprisoned in room #H.
83
DM’s Note: The Mages of the Winter Court were asked to lift the
Queen’s prohibition on planar travel into Arctis Tor, in order that The
Ice Golem Stone Table (and captives) could be magically transported here. This
Large Consruct, unaligned is a weakness that the party can exploit!

Armor Claass: 17 (natural armor) Does the party try to short rest in this room, and identify and/
Hit Points: 153 (18d10 + 54) or attune to the items they found? Did they close the doors
Speed: 30ft. when they came in? They might hear more Raven clawing at
the doors from outside, or perhaps the party can even see that
STR DEX CON IN
NT WIS
S CHA the doors are starting to budge inward from repeated Raven
strikes if they go back to look at them. Make the party feel the
24 (+7) 13 (+1) 16 (+3) 3 (-4) 10 (+0) 1 (-5) anxiety of time pressure regardless.

Damage Im mmunities: cold, poison, psychic; To determine whether the party succeeds in resting for 1 hour, allow
bludgeoning, piercing,and slashing from them to roll a d20 for a random encounter - 17 or under succeeds.
nonmagical weapons that aren't adamantine For a roll of 18 or 19, one additional Valravn appears. For a “20” criti-
Condition Immmunities: charmed, exhaustion,
cal failure roll, 2 additional Valravn appear.
frightened, paralyzed, petrified, poisoned,
stunned Note: In play testing, the party did manage to short rest, even though
Senses darkvision 120 ft., passive Perception l0
they could hear the Ravens pecking on the entry doors. To save time, they
Languages: Understands only Sylvan
Challeenge: Challenge 10 (5,900 XP) each took one magic item and attuned to it - without knowing its proper-
ties beforehand. (A separate short rest would be required to learn the item’s
Im
mmutablee Form. The Golem is immune to any spell properties).
or effect that would alter its form. DMG: “Attuning to an item requires a creature to spend a Short Rest fo-
Magic Resistance. The Golem has advantage on cused on only that item while being in physical contact with it (this can’t be
saving throws against spells and all other magical the same short rest used to learn the item’s properties). This focus can take
effects. the form of weapon practice (for a weapon), meditation (for a wondrous
Magic Weapons. The Golem's attacks are magical. item), or some other appropriate activity. If the Short Rest is interrupted,
the attunement attempt fails. Otherwise, at the end of the Short Rest, the
Actions creature gains an intuitive understanding of how to activate any magical
Multtiattack. The Golem makes two slam attacks properties of the item, including any necessary Command words.”
with its fists.
Fists (magical)). Melee Weapon Attack: +11 to hit,
reach 10 ft., one target. Hit: 21 (4d6 + 7) Gate
bludgeoning damage plus 7 (2d6) cold damage. 9th level conjuration
Blaast of Cold
d. The Golem exhales a blast of freezing Casting Time: 1 action
cold air in a 30' cone. Each creature in that area Range: 60 feet
must make a DC 16 Constitution saving throw, Components: N/A (cast with the Candle of Invocation)
taking 35 (10d6) cold damage on a failed save, or Duration: Concentration, up to 1 minute
half as much damage on a successful one.
“You conjure a portal linking an unoccupied space you can see
within range to a precise location on a different plane of existence.
The portal is a circular opening, which you can make 5 to 20 feet
in diameter. You can orient the portal in any direction you choose.
The portal lasts for the Duration.

The portal has a front and a back on each plane where it appears.
Travel through the portal is possible only by moving through its
front. Anything that does so is instantly transported to the other
plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent Portals creat-


ed by this spell from opening in their presence or anywhere
within their domains.”

84
Areas (E & F): The Ritual Room: (G & H)
READ: “On the left side of the main room, there is an entrance As mentioned, the Mages of Queen Mab have cast Private Sanctum
that leads to a 10’ wide x 40’ long corridor (E). If entered, there are (as a 9th level spell - duration: until dispelled), warding the entire
torches burning on the stone walls, dimly illuminating the hallway. rear area, in order to discourage anyone from proceeding. If not
Looking down the corridor, you can see a well-fortified metal door at already dispelled when the party entered room D1, all the party will
the end.” (F) see when they open this door is magical darkness. (Private Sanctum
can be dispelled with a Dispel Magic, DC 19 (10+level 9), dropping
DM: As soon as a PC enters area E, a ward protecting the cor-
the ward and all it’s effects.
ridor is triggered. It sets off an Alarm (silent) spell. (The bad
guys know the party is coming). If a PC simply jumps through the illusion, they land in the small foyer
area (G) beyond the door. There is no traps here, but the party’s pres-
There is also an invisible, raised 10’x 10’ floor tile half way down
ence has already been detected when they first entered the corridor.
the corridor. It is a deadly trap, but it is protected from Divination
magic (such as Detect Magic or Find Traps), by the spell Sequester (7th DM: In this room (H), the party will be reacquainted
level). Stepping on the tile causes it to suddenly become visible, and with several characters . They have interrupted a ritual,
sets off the spell Prismatic Spray from the doorway (pointed down and the participants are not pleased.
the corridor in a 60’ cone, striking any targets in the hallway): “Eight
multicolored rays of light flash from (the doorway). Each ray is a differ- • The Fey Lord Dubh Catha stands next to the Stone Table, a
ent color (and has a different power and purpose). Each creature in a 60 dagger in one hand, a staff in the other. (He can see through the
foot cone must make a Dexterity saving throw (1/2 damage on a success). stone walls up to 30’ from his Ghostly Gaze invocation, and he
For each target, roll a d8 to determine which color ray affects it.” (See the can clearly see any PC once they are inside the foyer). He was
spell’s table of effects fro each dice roll). about to enact a ritual slaying of a victim on the table, and has
now been interrupted. (He will put the dagger down, and reach
Note: Only a PC with Truesight (unlikely), or one that has cast the spell out into the air to summon his Nine Lives Stealer rapier pact
True Seeing can see the invisible, raised floor tile. It can’t be detected by weapon).
divination magic, and a Dispel Magic can’t be cast on this unseen & un-
known target. (The only way the party might have this ability at their level • A large man lies prone on the table. He wears a thick, wolfskin
is from a spell scroll). jacket and bearskin leggings, along with a woollen kilt. His is
bound in heavy (Dimensional) shackles,and while conscious, he
The front edge of the tile can be felt however, if a PC slowly crawls seems to be stunned. (He is currently under the effects of the
down the corridor, gently probing in front of them, they can detect spell Feeblemind, and cannot speak or take an action).
their is an invisible object (touching the front edge does not set it
off ). They could then defeat the trap by simply jumping (10’) over • Qarall Osten stands behind the table, a large tome in his hands.
it. (It’s still a bit risky - but probably a good assumption that it is He is using Disguise Self to look like a tall, fully armored knight -
the same size as the rest of the floor tiles). A safer (but more spell an attempt at intimidation.
intensive) method would be to Dispel Magic on the detected object
(DC17), making it visible before jumping over it. • Optional ( for a strong party): The Winter Knight (if still living)
is lurking just around the corner, waiting to surprise anyone
Note (Caution): If this trap is triggered, it is a potential TPK if the entire who tries to immediately enter. (If a PC just runs into the room,
party has been brave enough to boldly stride down the corridor. Spellcast- he will attack, putting the fight on initiative).
ers cannot use a Counterspell (reaction) to cancel the effect, as Counter-
spell does NOT work on traps (you must “see a creature” casting a spell, READ (when a PC is in the foyer - area G, and can partially see into
as stated in the Counterspell description). the rear room - area H): “This room is also dimly lit by two large bra-
ziers. Looking in from the foyer area, you can see part of a large iron
The 1” thick metal door (F) at the end of the hallway is not trapped, cage. Lying within it are at least ten ragged humans.”
but it is freezing cold to the touch. It is not locked as well, but if the DM: Seven are townsfolk from Midelwode. Three are Barbarian
Private Sanctum spell was not previously dispelled (in area D), there tribesmen from the Coldwood near Midelwode.
appears to be nothing on the other side of the door but a dark, foggy
void. No vision can penetrate it, no sound is heard. It is an illusion, From out of sight, a familiar voice is suddenly heard.....
created by a Private Sanctum spell: “The barrier of the warded area ap- READ (Dubh Catha):
pears dark and foggy, preventing vision, including darkvision, through it.”
“A prudent man would leave now. You have no idea what you
(See the description of the spell’s full effects in the PHB).
are meddling in. Leave the way you came, and I will spare you.”

85
If the party engages the Dark Crow in conversation, he will be DM - More Room Details:
polite (and manipulative): “To whom do I have the pleasure of • The Stone Table magically floats one foot above the floor, but is
speaking?” (He will recognize anyone’s voice who spoke while the immovable. It cannot be pushed or dragged by any (non-magical
party was in his temple tomb from part 1). He’s actually seeing them means), or affected by spells like Stone Shape, etc. The Table is
through the walls as well. To whoever addresses him, he might say: 17’ long x 10’ wide, by 2’ thick. It weighs 50,000 lbs.).

“I have the strangest feeling I know you…..why…..yes, I re- • In a cage to the right side of the room is a rusty iron cage (#J). Inside,
member! I am indebted to you actually. I’m indebted to ALL seven townsfolk (from Midelwode) are slumped against the bars, too
OF YOU” (he bows). Why…..you should all be Kings on your weak to stand. Three Barbarians are standing, but holding on to the
bars, almost spent. A few look up, but most simply stare out blankly.
plane. Absolutely! We will make it so.”
(If released, they will not be useful in combat).
“You (the PC addressing him) sound like an educated young
• Lying prone on the Stone Table is Tulrun (Tallrunner Tigris), the
( fellow / woman). Why don’t you convince your friends to
legendary Archmage of the Uthgardt barbarians of the Coldwood. He
STAND DOWN and go home. I won’t even tell The Queen that is a 17th-level wizard and a lycanthrope (Weretiger). This individual
you came into her palace uninvited.” exists in D&D lore, and is said to be over 800 years old. Lured into
“Come now….we can avoid any unpleasantness. You cannot the Lands of the Winter Fey while trying to rescue tribesmen from
the Coldwood, he is now quite incapacitated - bound by Dimensional
hope to win this fight, nor can you get the Table out of this
Shackles, and under the effect of the Feeblemind spell as he waits his
dungeon. Join me, and you SHALL all be Kings of the material
fate.
plane! All of you.”
Feeblmind: “The creature can’t cast spells, activate magic items,
Assuming the party will refuses his suggestion....he will be- understand language, or communicate in any intelligible way. The
come enraged, and shout: creature can, however, identify its friends, follow them, and even
protect them. At the end of every 30 days, the creature can repeat
“Fools!!! Mortals!!!!…..Do not trifle in affairs know nothing its saving throw (DC19 INT) against this spell. If it succeeds, the
about! What could you possibly know of the events that shape spell ends. This spell can be ended (immediately) by the spells
this world? Nothing! Greater Restoration, Heal or Wish. If freed from this spell, Tulrun can
attempt to succeed on a (DC30) Strength (athletics) check to free
If the party proceeds into the room (H), they will at last himself from the shackles, but he can only do this once per 30 days as
see the object they have come for - the Stone Table: well. (He needs to roll a 20, as his strength modifier is +10).

READ: “A massive, ancient dark stone slab floats just above the Dimensional Shackles. ”You can use an action to place these shackles on
floor in the middle of this room. Its smooth surface shows centuries an Incapacitated creature. The shackles adjust to fit a creature of Small to
of handling and wear. Standing next to the slab is a figure the party Large size. In addition to serving as mundane Manacles, the shackles pre-
recognizes; a tall, pale, elegantly dressed man, wielding a staff and a vent a creature bound by them from using any method of extra-dimension-
rapier.” (DM: The figure is Dubh Catha). al Movement, including teleportation. They don’t prevent the creature
from passing-through an inter-dimensional portal. You and any creature
“Standing behind the slab is another figure, clad in full armor, and you designate when you use the shackles can use an action to remove them.
reading from a large tome.” (It is actually the Warlock Qaraal Osten, Once every 30 days, the bound creature can make a DC 30 Strength (ath-
using Disguise Self to create illusory armor and make himself look 1 letics) check. On a success, the creature breaks free and destroys the shack-
foot taller). les.” Note: Dimensional Shackles cannot be removed by Dispel Magic
or similar low-level spells. Only an Anti-Magic Field will remove their
properties (or a Wish used to cast Anti-Magic Field).

• Standing behind the Stone Table is the warlock the party met at the
Reminder: Role Playing Dubh Catha beginning of this tale, Qaraal Osten. He was assisting Dubh Catha
with the ritual slaying, reading from an ancient tome. He has quickly
Fey Nobles are notoriously prideful, selfish and manipula-
cast Disguise Self, hoping for an intimidating effect - he’s actually
tive, despite their inability to lie. (Think of the Fey Lord in
quite fearful of the upcoming combat. (A perceptive party member
Jonathan Strange and Mister Norrell). They trick mortals into
serving them. The Dark Crow is tall, pale, and upper-crusty will notice that he is actually shaking in his illusory armor).
polite to a fault. He will bow or nod gravely to the party when
addressing them. He is angry, but also a bit impressed that
the party has made in all the way to Arctis Tor.

86
Winter Fey Boss Fight
TheEFey
ldLord
ritc
tchDubh
h InvCatha
oca atiis aoformidable
ti ns (7) adversary. He was
aware of the party’s presence before they entered, and will
already have cast his 9th level spell Foresight on himself, and Dubh Ca
ath
tha (F
Feey Lord)
is using his Ghostly Gaze to see through the walls of this Medium Fey, chaotic neutral
room. He has a DC19 spell save and a +12 to hit while holding
Armor Claass 18 (20 when he has his Staff of Power)
his Staff of Power. (See his full stats that follow - repeated from Hit Points 250
Chapter 1). Speed 30 ft.
Foresight: “For the Duration, the target can’t be surprised and has ad-
vantage on attack rolls, ability checks, and saving throws. Additionally, STR DEX CON IN
NT WIS
S CHA
other creatures have disadvantage on attack rolls against the target for
14 (+2) 14 (+2) 14 (+2) 20 (+5) 16 (+2) 24 (+6)
the duration.”

His other Mystic Arcanum spells (no slot req.) are: Mass Sug- Saving Throws: DEX +6, WIS +7, CHA +9
gestion,
Afte
Af Forcecage
terr severra &aFeeblemind.
l roundsAsoaf17th toyylevel
to ingwarlock,
with thhe e
the Skillss: Acrobatics +7, Arcana +7, Deception +10,
hasp(4) spell History +7, Insight +8, Intimidation +10,
pa ty (slots,
arrty and butlikhe can
ellyy balso
einuse ruStaff
g fhis stra
tra of
tePower
ate trto
d try yicast
ng Perception +8, Persuasion +10
spells (20 charges
to get informa total),
atiand his Ring
tion from th of Spell Storing
theem), th with
thee F 5
Feey Damage Vuln nerabiliities: cold iron
Shield
Lospells
rd w(granted
ill begby inhistoArchfey
borePatron).
of th
thiis Condition Im mmunities: charmed
TheeDark
ncoCrowunte ter
isr - eto
ready spCounterspell
ecialllyy anyif hspell
e’stheno t gmight
party etti
ttinng Senses: Darkvision, Passive Perception 18
Languages: Common, Elvish, Sylvan
castaonnshim,
weand rs to hisForcecage
has cast qu
q uestitio
asoan s. action. Should anyone
held
Challeenge: 10 (5,900 XP)
decide to be a hero and run into the room, he will trap the party
member in the Forcecage (Range: 100 ft, Duration: 1 hour). Note:
Legendarryy Resistance. If the Fey Lord fails a saving
There is no save for this effect, but a PC can try to escape by any type throw, he can choose to succeed instead.
of self-teleportation (like Misty Step). This will trap someone for 1
hour, unless they have a magical ability: “A creature inside the cage Spellccasting. The Fey Lord is a 17th level spellcaster
can’t leave it by non-magical means. If the creature tries to use teleporta- (Charisma - spell save DC19, +10 to hit with spell
attacks). He can cast spells without requiring any V
tion or inter-planar Travel to leave the cage, it must first make a Charisma
or S components (Subtle Spell).
saving throw (DC19). This spell can’t be dispelled by Dispel Magic.”

Since his return to the Feywild to serve his patron, Dubh Catha also Actions
has (2) additional magical items (in addition to his Nine Lives Stealer Multtiattack. The Fey Lord makes three attacks with
pact weapon): his magical (+2) Life Stealer rapier. +10 to hit,
reach 5 ft., one target. Hit: 1d8 + 6 piercing
• Staff of Power. This item gives him a +2 to his AC, +2 bonus to damage. If he scores a critical hit against a creature
spell attack rolls, and +2 to saving throws made while holding that has fewer than 100 hit points, it must succeed
it. It also allows him to cast spells (like Cone of Cold) without on a DC15 Constitution saving throw or be slain
expending a spell slot (it has 20 charges). Spells: Cone of Cold instantly as the sword tears its life force from its
body.
(cost 5 charges), Fireball (5th-level version - 5 charges), Globe of Invul-
nerability (6 charges), Hold Monster (5 charges), Levitate (2 charges) Legendarryy Actions. The Fey can take 3 legendary
Lightning Bolt (5th-level version - 5 charges), Magic Missile (1 charge), actions. Only (1) legendary action option can be
Ray of Enfeeblement (1 charge), Wall of Force (5 charges). used at a time and only at the end of another
creature's turn (See options listed).
• Ring of Spell Storing, into which he’s cast 5th levels of the spell
Shield (an Archfey Patron granted spell).

Reactions
Existing (from when the party first met him): Misty Escape, Beguiliing Deffeenses, Bend Luck,
• (+2) Nine Lives Stealer Rapier, which can parry blows with it Parrryy,TTo
omb of Levistus (Invocation granted). See
descriptions.
(reaction: +6 to AC), and kill with a critical hit (DC15 Constitu-
tion save, or the victim dies).

DM’s Note: Like most “boss fights”, the result is not predictable. They
should always be a challenge - where the players are in fear for their lives,
but also make sure to reward party members for smart & creative play. For
example, in play testing, a Barbarian party member immediately ran into
the room, trying to kill Dubh Catha. This was correct role playing for his
character (who was not very wise), but he spent the rest of the combat inside
the Forcecage. Make the combat as difficult and intense as you see fit for the
size of the party. Even though powerful and dangerous, Dubh Catha will
inevitably be defeated by an heroic party.

87
Dubh Catha - Legendary Actions Legendary Resistance
The Fey Lord can take (3) legendary actions, choosing from If the Fey Lord fails a saving throw, he can choose to succeed instead.
the options below. Only one legendary action option can be (3/day).
used at a time, and only at the end of another creature’s turn.
He regains spent legendary actions at the start of its turn. Actions
1. Attack. The Fey Lord makes one melee weapon attack with his • Melee Weapon Attack. The Fey Lord make (2) attacks with
magical Nine Lives Stealer rapier, or one makes spell attack. his (+2) magical Nine Lives Stealer rapier. +10 to hit, 1d8 + 6 (P)
damage. On a critical hit, the target must make a (DC15) Consti-
2. Shimmering Shield. The Fey Lord creates a shimmering, magi- tution save. Creatures with less than 100 HP who fail this
cal field around himself (or another creature it can see within 60 save are slain instantly.
feet). He gains a +2 bonus to AC until the end of his next turn.
• Fey Presence. Each creature of the Fey Lord’s choice that is
3. Misty Step. Disappearing in a shroud of silvery mist, the Fey within 30 feet and aware of it must succeed on a (DC18)Wisdom
Lord teleports 30 feet to an unoccupied space it can see. saving throw or become charmed or frightened (the Lord’s
choice) for 1 minute. A creature can repeat the saving throw at
Reactions the end of each of its turns, ending the effect on itself on a suc-
cess. If a creature’s saving throw is successful or the effect ends
• Misty Escape (1X - Recharges after a Short Rest). In response
for it, the creature is immune to the Archfey’s Fey Presence for
to taking damage, the Fey Lord can turn invisible and teleports
the next 24 hours.
up to 60 feet to an unoccupied space he can see. He remains
invisible until the start of the next turn or until it attacks, makes Dark Delirium. (Recharges after a Short Rest). A creature of
a damage roll, or casts a spell. the Fey Lord’s choice that it can see within 60 feet of it must
make a (DC18) Wisdom saving throw. On a failed save, the
• Beguiling Defenses. In response to another creature attempt-
creature is charmed or frightened (the Fey’s choice) for 1 minute
ing to charm it, the Fey Lord can attempt to turn the charm back
or until the Fey Lord’s concentration is broken (as if concen-
on that creature: “You are immune to being charmed, and when
trating on a spell). This effect end early if the creature takes any
another creature attempts to charm you, you can use your reaction
damage. Until this illusion ends, the creature thinks it is lost in
to turn the charm back on that creature. The creature must succeed
a misty realm. The creature can see and hear only itself, the Fey
on a Wisdom saving throw against your warlock spell save DC or be
Lord, and the illusion.
charmed by you for 1 minute or until the creature takes any damage.”

• Bend Luck (3/day). In response to another creature that the Spellcasting


Fey Lord can see making an attack roll, ability check, or saving As a 17th level Warlock, he has (4) 5th level spell slots. (He casts all
throw, it can roll 1d4 and apply the number rolled as a bonus spells at this level). His spell list has been expanded by his patron-
or penalty to the creature’s roll. (It can do so after the creature age to Queen Mab (he has more cold damage spells than a normal
rolls). Warlock, such as Cone of Cold).
• Parry. The Fey Lord adds +6 to his AC against one attack that Cantrips (at will):
would hit him. To do so, he must see the attacker and must be • Friends, Message, Prestidigitation, Mending, Dancing Lights,
wielding a melee weapon. Eldritch Blast.
• Tomb of Levistus (Eldritch Invocation, 1X per short rest). As a Spells:
reaction to damage, the Fey Lord entombs himself in Ice, and • Armor of Agathys, Sleep, Hex, Blur, Misty Step, Counterspell, Blink,
gains (170) Temp. Hit points until end of his next turn. (At which Bestow Curse, Banishment, Greater Invisibility, Dominate Person,
time the ice melts away). Seeming.

Mystic Arcanum Spells (1x /long rest, no slot required to cast):


Eldritch Invocations
• Scatter (6th level spell - Xanathar’s Guide)
• Ascendant Step. Cast Levitate (no slot req.) • Forcecage (7th level spell)
• Dreadful Word. Cast Confusion (1/day, 1 slot req.) • Feeblemind (8th level spell)
• One with the Shadows (Action). Become invisible in dim light. • Foresight (9th level spell)
• Thirsting Blade (2 attacks with his Pact Weapon).
• Ghostly Gaze (Action). See through solid objects up to 30 feet
for 1 minute.
• Tomb of Levistus (Reaction. 1/short rest).

88
DM: Combat Suggestions
Strong (or large) party? Qarall Osten is a schemer…..but not a brave one. He will im-
For a very strong party, consider adding additional Winter Fey forces. mediately be rattled if combat breaks out, and he will not put
Additional Valravn are likely too overpowered at this point, but other up a fight. His large size and armor that he wears are an illu-
mercenary Fey such as Darkling Elders could enter the fight. Use sion, and will not stand up to close inspection. If Dubh Catha
your discretion to make the encounter feel deadly, both not hope- is defeated, Qarall Osten will surrender and beg for his life.
less.
He might cast a Counterspell (5th level), or a few Eldrich Blasts, but
Dubh Catha will try to first use his magical abilities to deter he’s a coward and will try to hide. In response to taking any damage
the party, avoiding direct combat. he will turn invisible and teleport up to 60 feet to hide in an unoccu-
pied space he can see (Misty Escape). When he appears on his turn, he
• Dubh Catha can see through solid walls with his invocation Ghostly
might cast Misty Step and attempt to hide again.
Gaze (range 30’). Before the party fully enters the room, he might
“suggest” a course of action to them, uttering the words: “Leave this The Dark Crow will bellow at Qaraal: “Coward!! Stand and
dungeon the way you came and do not return!” The party members he fight! Cast your spells on me and I will save us!!!
can see must all make a DC19 wisdom save, per the spell Mass Sug-
gestion: “Up to 12 targets you can see within range must make a Wisdom !!!! If defeat is imminent, The Dark Crow will have
saving throw. On a failed save, the target pursues the course of action saved a minimum of 5 charges in his Staff of Power, and
you described to the best of its ability. The suggested course of action can attempt to break it for a Retributive Strike on the party.
continue for the entire Duration (24 hours)”.
Using this ability, he has a chance of escaping, as well as
A failed save lasts for the entire duration (24 hrs). There is no dealing damage:
repeated save - only taking damage from Dubh Catha or one
“You can use an action to break the staff over your knee or against a solid
of his allies will free a creature from this effect.
surface (like the Stone Table!), performing a Retributive Strike. The
• He can use his Staff of Power (no spell slot req. - 20 charges) to staff is destroyed and releases its remaining magic in an explosion (force
blast the party with spells like Cone of Cold. “Each creature in a 60 damage) that expands to fill a 30-foot radius sphere centered on it. You (the
foot cone must make a Constitution saving throw (DC19). A creature takes wielder) have a 50 percent chance to instantly travel to a random plane
8d8 cold damage on a failed save, or half as much damage on a successful of existence, avoiding the explosion. If you fail to avoid the effect, you take
one. A creature killed by this spell becomes a frozen statue until it thaws.” force damage equal to 16x the number of charges remaining in the staff.”

(Roll a d20: 10 or less fails, 11-20 succeeds).


Defensive:
• He has a base of AC20 from his Staff of Power and AC22 when DM’s Note: with 5 charges left in the staff, the damage would be 80
using his Shimmering Shield ability (uses up a Legendary Action on points to Dubh Catha. The damage to others in proximity to him
another creature’s turn for a +2 bonus to AC until the end of his next relates to the distance from origin of the explosion: Every creature
turn). in the area of effect must make a DC 17 Dexterity saving throw. On a
• If melee attacked immediately, he can parry blows with his pact failed save. a creature takes an amount of damage based on how far
weapon rapier (reaction: +6 to AC, one attack). away it is from the point of origin, as shown in the following table:
• 10 ft. away or closer = 8x the # of charges in the staff.
• He can also use Bend Luck (4X day), rolling a d4 to reduce an ATK
• 11 to 20 ft. away = 6x the # of charges in the staff.
roll or add to a save by the amount rolled.
• 21 to 30 ft. away = 4x the # of charges in the staff.
• As a result of taking any damage, he can use his Misty Escape reac-
On a successful save, a creature takes half as much damage.
tion (one time per day) to teleport up to 60’ away to a place he can
see. He will remain invisible until the start of his next turn, or if he
takes another action to ATK or cast a spell. He can talk to the party
while invisible however. Dubh Catha’s Staff of Power
Note: The Fey Lord will save the last 5 charges in his
• Dubh Catha also has (5) 1st level Shield Spells stored in his Ring on
Staff of Power for a Retributive Strike, breaking it to
Spell Storing. He gets +5 bonus to AC against the triggering attack,
(possibly) escape, and damaging the party in the pro-
and he take no damage from Magic Missile.
cess. (See full description to lower right).

If Dubh Catha successfully escapes, he will inform the
Winter Fey Court what has transpired, and that the
party has the Stone Table. He will continue seek them
out, no matter where they go. (See next chapter).

If the Dark Crow fails in his escape attempt, he


will fight on until he perishes!

89
Escape!
If the party is able to defeat the Winter Fey and take posses- Other Potential Scenarios:
sion of the Stone Table, they will now have to get it out of • If the party did not find the magic items in room D yet, Qaraal
Arctis Tor - quickly! The Stone Table is a massive granite slab, Osten will tell them that there might be a magic item there that
17’ long, 10’ wide, and 2’ thick. It weighs 50,000 pounds (or could possibly get them out of the dungeon. He’s not sure, but
about 25 tons). among the items that were locked away in room (D), he briefly
!! DM’s Note: The Table is too large to use Teleport to send it to a location noticed a slender, unlit candle. (This is self-serving....he wants
in the Feywild (it must fit in a 10’ cube). Even if the party somehow has to escape as well).
access to this high-level spell, they would first have to reduce the size of the • If the party is somehow able to free Tulrun from the effects of
table (via the spell Enlarge/Reduce). the Feeblemind spell (minimum requirement is with Greater Res-
There is only one way the party can successfully get themselves, the toration), he still can’t help them with his spellcasting. He will
captives, and the Stone Table out of this dungeon, and that’s by using ask if the party found his magic items, but unfortunately, his
the Candle of Invocation’s one-time ability to cast the spell Gate. If a spell book is missing from the items taken from him, and
20’ diameter Gate is opened under the Stone Table (in horizontal he can’t cast spells. Note: Tulrun would not be able to follow
orientation), the Table will “fall” into the Gate, and be transported to them through the gate regardless, as Dimensional Shackles pre-
the chosen destination on a different plane. (Along with anything vent magical movement. “...The shackles prevent a creature bound
else that is on it, or enters the gate within 1 minute of casting the by them from using any method of extra-dimensional movement,
spell). including teleportation, or travel to a different plane of existence.
Once every 30 days, the bound creature can make a DC 30 Strength
If the party has found (and attuned to) the Candle, they can (Athletics) check. On a success, the creature breaks free and destroys
leave now. Otherwise, they may have to search for it, or take the shackles.”
the short rest required to attune to it. DM: This might be dif-
ficult under pressure.....more Valravn ARE coming! • Tulrun will be grateful if the party is ate least able to free him
from Feeblemind and tell them not to worry....that he can take
care of himself. (This is an under-statement. His lore states that
he built an extra-dimensional “tent” in the Coldwood hundreds
Qarall’s Magic
of years ago, and for decades challenged all comers to battle.
Qaraal Osten’s potential usefulness (if still alive) is that he
He was never defeated). https://forgottenrealms.fandom.com/
was originally a (2nd level) Wizard, and he can cast Identify
wiki/Tulrun
on the Candle of Invocation to find out its properties, should
the party have failed to do so.
DM: The party will need to free the captives from the iron cage, and
get them ready to enter the gate. (A simple strength check - DC18 to
force open the door). They are in bad shape, with 4 levels of exhaus-
Qarall Osten (if he is still alive), will drop his illusory armor if he has tion and will need immediate help to recover.
not already done so, revert to his actual size, and beg for mercy. It’s a
If a party member is now attuned to the Candle of Invocation,
trick however....if Dubh Catha’s body is nearby, he want’s his silver
the entire group can escape with the Stone Table by light-
tuning fork so that he can escape with Plane Shift - his one 7th level
ing it, and casting the single-use spell Gate on the surface of
Mystic Arcanum spell. (It is the material component for this spell,
the floor under the Table, opening a 20’ diameter portal for 1
but his fork was confiscated by Dubh Catha to ensure he would not
minute.
flee the Dungeon).
But where does the party choose to go? The gate will send them
READ (Qaraal Osten - throwing himself on the floor): “Mercy!…….
anywhere they chose on a different plane, but the captive townsfolk
He (The Dark Crow)…..he tricked me into helping him! I am a…… a
will beg and plead to be sent back to Midelwode.
powerful mage….I can get us out of here! To any place on the mate-
rial plane. Leave the damned table! We need to get out!…….How long
“Please take us home.......we’ve suffered so much already.”
do you think it will be before more Valravn arrive to slaughter us all!
Give me the tuning fork from his pocket, and I will get us out !!!!”
READ (if/when a party member casts the Gate spell): “As the flame
DM: Qaraal needs Dubh Catha’s silver tuning fork in his possession of the candle flickers to life, and, a glowing 20’ diameter portal ap-
to cast Plane Shift, but this will only transport creatures (up to eight), pears beneath the floating Table. The floor inside the circle turns to
not objects. What he is offering is an escape - without the Stone a shimmering mist, and instantly the Table (and what ever was on it)
Table. (If the Dark Crow has managed to escape already, this will falls into it and vanishes.”
not be an option).
DM: For the next minute, anything that enters the gate
is transported to the chosen location.

90
Where to?
This will be a big decision for the party. How can they return The additional complications of not going home to the material
the townsfolk to Midelwode without endangering the entire plane is that the exhausted townsfolk would continue to suffer levels
town? Where can they hide the Stone Table while they try to of exhaustion, and possibly death. Delivering the Stone Table to an
contact others for help? Allow the party to decide their desti- Independent Feywild Lord would also be extremely risky. A power-
nation, but emphasize their primary mission - to return the ful, independent lord might just decide to keep the Table, and gain
townsfolk safely to Midelwode. more power for themselves. Even though they may have stated
otherwise, the temptation might be too great. Why wouldn’t Sinter
DM: In the next chapter, a few logical destinations are presented for want it to always be winter? Why wouldn’t the Bear Lord want to gain
consideration. While these limit the party’s options, they achieve the more power against his historical enemies, having been historically
party’s mission, as given to them by the Knight of Summer (Cynar discriminated against as a Lycanthrope? The party always needs to
Vale). The party might come up with additional destinations how- be careful not apply their own moral compass to a problem without
ever, leading to more of a “sandbox” scenario. While this might be
considering the Fey’s extremely neutral stance.
enjoyable for some players, it can be overwhelming, not to mention
impossible for the Dungeon Master to anticipate and prepare for.
Decide in advance whether to you will give the party suggestions, or
let them have infinite options. Emphasize that the party needs to
consider all the implications of their actions. If they decide to send DM: allow the party to level up to 9th level before
themselves, the captives, and the Stone Table to a far-off location on the coming final encounter with the Winter Fey.
the material plane, they might never get the freed captives home, or
the townsfolk may not survive. Just like the captives the party res-
cued from Ironslag, these folks are in bad shape, and need immediate
care, food and rest. They will not be effective in combat as NPCs.

In play testing, the party decided to send themselves to the most familiar,
DM: Also allow another ability of the Runesword to
defensible destination they could think of on the material plane - back
“unlock” for the attuned PC. (Especially if the char-
into the lowest level of the tomb complex in Midelwode. They knew
acter fought well, or the party defeated Dubh Catha).
the tomb was still warded to some extent, and their rational was that per-
This rune will suddenly glow brightly. It allows the
haps this would prevent discovery by Divination Magic (such as by Scrying
user to cast the 5th level (divination) spell Contact
or Locate Object). It was also hoped that the Tomb Guardians might help
Other Plane once per day (as long as they can cast a
them defend the Stone Table if necessary. All-in-all, it was a good choice,
spell). If the user cannot cast spells, allow them to roll
as it gave them time to recover and get the townsfolk safely home. The party
on the Moonblade Properties Table in the DMG, pg. 217,
was able to successfully sneak them out through the tunnel at night, with a
or choose a new property for the sword yourself.
Ranger using Pass Without Trace to aid in their stealth checks.

Notes: It’s possible that some party members will strategize that
if the Stone Table needs to be returned to the Summer Court, it
should logically have remained on the Feywild Plane. Using the
Gate precluded this, as it only transports creatures and objects to a
different plane of existance. Even if the party ignored the use of the
Gate spell, and somehow had the necessary combination of spells
(including Enlarge/Reduce and Teleport, the Queen of Summer would
not have allowed direct teleportation into her domain from the lands
of Winter.

In order to send the Table to a familiar location in the Feywild (such


Sinter’s Workshop, or the Bear Lord’s domain), a spellcaster in the
party would need to have the spell Enlarge/Reduce to halve the size
of the table for 1 minute, and then be able to cast Teleport (7th level)
on the Table, sending it to a location on the same plane. (To Teleport
an object, it must fit inside a 10’ cube, per the spell’s description).
Enlarge / Reduce would reduce the size of the Table to 8.5’ x 5’x 1’ and
reduce its weight to 3 tons (6,000 lbs. = 1/8 its weight). The magical
“reduce” effect only lasts for 1 minute however.

91
Chapter 8:
Home!
At this point in the adventure, the party has hopefully sent Possible Destinations
themselves, the Stone Table, and the freed townsfolk of Midel-
READ (for any destination): “For a brief moment after you stepped
wode to a destination somewhere on the material plane via
into the gate, there was a sensation of falling. It was so brief that
the spell Gate.
your suppressed gasp was barely noticed by others. As you (and any
!! DM: Immediately require a Wisdom check. “Every creature rescued captives) step out of the gate, you are now standing in (the
that leaves the Feywild must make a (DC10) Wisdom saving throw. Fey party’s chosen destination), the Stone Table floating above the floor
creatures automatically succeed on the saving throw, as do any creatures next to you.” (Or possibly underneath, if the PCs jumped on to the
that have the Fey Ancestry trait or Fey granted abilities). A creature that Table as the spell was cast).
fails the saving throw remembers nothing from its time spent in the Feywild.
On a successful save, the creature’s memories remain intact but are a little The Tombs in Midelwode
hazy. (Their memories can be restored with any type of Remove Curse, or
If the party has sent themselves back into the Eladrin tomb complex,
Greater Restoration spell).” DMG.
they will be safe for a while, although they will not know what has
transpired on the surface. Without magical means of sight, they
cannot see or hear anything from the town above. (Divination spells
Time Shift !! like Scrying are blocked by the tomb’s ward). Do they return the
Creatures that exit the Feywild at the same moment might townsfolk to safety, or simply let them try to stealth out on their own?
still be split into different times while crossing into the mate- (Some of the party might have to venture out - either through the
rial plane, and be separated by centuries, never to see each tunnel into the forest, or by the doors leading upward). Note: The
other again. While the Gate spell has mostly prevented this doors going up through the tomb levels were sealed as the party ven-
from happening, there has been a time distortion. Without tured down into the lower levels, but they will open for a PC who has
venturing outside, the party can’t be sure that they have the Runesword. The (8’ wide) tunnel (in the rear crypt) leading into
arrived in a time period close to when they left. In fact, the the forest is open as well, but this also presents a danger of discovery.
party has arrived a year later.
This tomb complex was warded with by powerful abjuration and
evocation spells centuries ago. Although the ward is still active, it has
been weakened by the destruction of the Temple above, and many
DM: No matter what destination they have chosen to Gate attempts to dispel it. A party member attempting to cast spells will
themselves to, the party will likely realize that they need help find it is still strong enough to block divination spells of 5th level or
to get the Stone Table back to the Summer Court. lower, (such as the spell Contact Other Plane), and conjuration magic
The only sure way the Table can be returned to the Summer Court of 7th level or lower (such as spells that would allow Teleportation
is with another Gate spell, but this must originate from the Fey- into or out of the tombs).
wild, cast by a mage of the Summer Court. Any type of extra-planar
DM: Does the party immediately guard, or try to seal the tomb en-
travel spell (such as via Plane Shift), cast to send individuals directly
tries - magically or physically? (If the spell Hallow is cast, it will fail,
to the Summer Court will fail as well. Naturally, these methods
as the area already has a Hallow spell cast on it: “.... the spell fails if the
have been blocked by the Queen of Summer to prevent spellcasters
radius includes an area already under the effect a hallow spell”).
from simply “dropping in” to her palace, similar to the restrictions
described in the Gate spell. (“Deities and other planar rulers can prevent If the party does not take any precautions to seal the tomb
Portals created by this spell from opening in their presence or anywhere before they try to long rest, a raven will fly in from the forest
within their domains”). tunnel, into the room. It will squawk a few times, and attempt
to fly off.
If the party has arrived back in the Modelwode area, a spellcaster in
the party might logically think to immediately contact the smithy, Note: Simply staying hidden with the Stone Table in the tombs will
Cynar Vale (such as by casting the spell Sending). Unfortunately, not be a good strategy, as it needs to go back to the Summer Court to
Cynar is presently in a location where this will not work - at the resolve the problem of seasonal imbalance. Once again, time is of
Queen’s court in the Feywild. Her security measures within the pal- the essence, and the party must act!
ace area also block lower-level telepathic communications.

At the moment, the Winter Fey will not know where the party is.
They have a bit of time to rest and recover, but the forces of Winter
will soon know that the Table is missing. Auntie Morgan will be
closely watching for the party’s return to Midelwode and the sur-
rounding forest. She has familiars and Scrying, to watch for any sign
of the party’s return. She has been charged with destroying the
party and returning the Stone Table to the Winter Court.

92
DM: A few things the party might attempt down in the tomb. Note - Contact Other Plane : “The DM answers each question with
• A bard or cleric in the party might try to cast Speak with one word, such as yes, no, maybe, never, irrelevant, unclear (if the entity
Dead on the Eladrin Abbot’s body. If successfully contacted, the doesn’t know the answer to the question). If a one-word answer would be
ghostly Abbot will appear to the party member who has the Rune- misleading, the DM might instead offer a short phrase as an answer.” (See
sword, and touch his/her shoulder in praise. As the spell states, the the spell’s full description in the PHB).
Abbot will answer up to (5) questions, but “The answers are usually
brief, cryptic, or repetitive.” Possible Q & A’s include:

1. Is there a way to get to the Summer Court from here? Tatiana


(Such as via a portal) = “yes” The Summer “Queen Who Is” , is said to be quite tempera-
2. Is it close by? = “unclear” (relative) mental and war-like. While she is somewhat fond of the
3. Where is it? = “the forest” mortals of the material plane, she is not known for her
4. How far is it? = “1 day” patience.
5. Can the Runesword guide us there? = “yes”

The Abbot would also be able to command the Temple Guard


Constructs to defend the Tomb against all intruders! Signing
off, he will (telepathically) say one more phase: “May the balance If The Summer Queen is successfully contacted with this spell, she
always be”. This is the oath of his order, and it is also the command will only answer the five questions with the single word “yes”, “no” or
phase that opens the forest portal. The Abbot is referring to an an- “unclear”. The following examples are logical questions & answers
cient Eladrin Holy site - a Feywild Portal deep in the forest....one that (as asked in play testing):
existed centuries ago, somewhere in the Coldwood. The only way • Do you want the Stone Table retuned? = “yes” (Of course, but
to find it would be to set off into the woods, using the Runesword for without context this answer was of no help).
guidance. If the party heads out in search of this portal, see the • Is the Summer Court far from here? = “unclear” (Far is relative,
following destination #3: “The Forest (& Smithy).” and they are on different planes of existence).
• Can you send help to retrieve the Table? = “yes” (But without a
DM’s Note: The Feywild Portal is a method that allows travel directly
time frame, this answer will be unsatisfactory).
into the Feywild from here, but that doesn’t mean it goes to the Summer
• Will help come soon? = “unclear” (Time is relevant to the re-
Queen’s palace. In fact, this portal goes to a Feywild forest - the equivalent
spective planes of existence). The party might wait for years (in
of the Coldwood. (Portals mirror their location on the material plane).
their time) for help to come. If they have not ventured outside
The Seelie (Summer) Court is located far to the west, about 600 miles
the tombs, they are not even sure that they have arrived in a time
away on what is the western coast of Faerûn on the material plane, in the
period close to when they left.
region of the Neverwinter Wood. Quite a long hike!
The Queen’s answers to the party’s pressing questions will likely
• A warlock or wizard might try to use Contact Other Plane
be unsatisfactory. This may cause the party to realize they have no
(5th level/ ritual) to try to contact an Archfey, even perhaps
choice but to hunker down and wait for help. They are protected by
Tatiana, The Queen of Summer, herself .
the tomb’s ward from lower level spells such as Locate Object, but
DM: This is a good thought, but a risky one. Down in the tombs, they will be constantly challenged by the prying eyes of Morgan’s
the magical ward protecting the temple still exerts enough power to familiars, and they will likely come to the realization that help is not
block this (5th level)divination. The spell could be cast outside of the coming immediately. Remember.... time is asynchronous on
tombs however. If successful, the party might be able to speak with a these two planes! “Time spent in the Feywild is not necessarily the same
deity in the Feywild. (PHB: When you cast this spell, make a DC 15 Intel- as time in the Material Plane. Days spent there might turn out to be seconds
ligence saving throw. On a failure, you take 6d6 psychic damage and are on the Material, or……they might turn out to be centuries.”
insane until you finish a Long Rest. While insane, you can’t take Actions,
can’t understand what other creatures say, can’t read, and speak only in DM: Will the party be forced to venture out - perhaps into the
gibberish. A Greater Restoration spell cast on you ends this Effect). forest in search of Cynar Vale? Play up the anxiety of being
confined - this is not a good thing for adventurer personality!
Contact Other Plane is only intended to ask (5) questions and get
yes, no, or maybe answers. Strictly interpreting the spell, any state- • A bard, cleric, or wizard in the party might try to cast Sending
ments made by the party (such as “we have the Stone Table”) might to contact someone they are familiar with (95% chance of suc-
be misunderstood - or not be heard at all. Good luck if The Queen cess), and ask for help (this can extend across the planes).
thinks the party is trying to bargain with her! As mentioned, the logical choice for the target of this spell is Cynar
Vale, Knight of Summer. But if this communication is attempted,
The party also knows nothing about the nature of the deity they are
there will be no response. Cynar is actually in the Feywild at the
trying to contact. The Fey Queen is not the all-benevolent deity that
moment, at the Summer Court. This type of low-level telepathic
some naively believe her to be. She might just assume the party was
communication is blocked within the Queen’s immediate domain,
part of the plot to steal the Table in the first place, and is trying to
as one would expect.
trick her. (They did release Dubh Catha, after all).

93
Sending The Town of Midelwode
3rd level evocation If the party arrives at a location in or near Midelwode, they
Casting Time: 1 action will arrive in the evening. A storm is gathering to the West,
Range: Unlimited
out over the forest.
Components: V, S, M (A short piece of fine copper wire)
Duration: 1 Round DM: The group must attempt to use stealth as they move about. (Re-
Classes: Bard, Cleric, Wizard quire a group check if leaving any hidden location, and frequent ones
thereafter). If any of the group fails (rolling under 10), they will been
“You send a short Message of twenty-five words or less to a crea-
seen by a raven, who will squawk a few times and attempt fly off.
ture with you are familiar. The creature hears the Message in its
mind, recognizes you as the sender if it knows you, and can answer READ (on seeing the town): “The walls around Midelwode have
in a like manner immediately. The spell enables creatures with been repaired and well-fortified since the party last saw them. Per-
Intelligence scores of at least 1 to understand the meaning of your manent ramparts have been constructed, and atop these, a real town
Message. guard is stationed. Torches burn brightly, and men with breastplate
You can send the Message across any distance and even to other armor and crossbows man the walls. Inside, all is in order; fires burn
Planes of Existence, but if the target is on a different plane in hearths, and the smell of cooking immediately tells the party that
than you, there is a 5 percent chance that the Message the folk of Midelwode are safe and fed. But, it is much colder than the
doesn’t arrive.” party remembers, and the amount of work that has been accom-
plished in the time since they left seems impossible. Looking out
into the forest nearby, they can see that all the trees around Midel-
wode are leafless, and snow blows across the town square.”
There are several other beings in the Feywild the party is now “fa-
miliar” with however; Sinter, The Bear Lord, and The River Monarch. Captain Pell will be the first one to see the party. They will immedi-
These are Archfey of independent parts of the Feywild however ately notice that he looks older and more care-worn than the party
(neither specifically aligned with the Winter or Summer Courts). remembers him.
These lords will be extremely reluctant to directly assist the party in
an action that might a start a war. At best, they will say they will “try READ (if Capt. Pell is encountered): “Is it really you……!? (shocked).
to pass a message to the Queen.” May the gods let it be so! We had given you up for lost many months
ago.” (For the first time, you see starts to lose his composure, and
Another possible being the party is familiar with is The Lord of the falls to his knees).
Hunt. While it is believed that most hunts originate on orders from
Upon recovering, he will then tell the party what transpired
The Erlking (the ruler of the various Wild Hunt Lords), the Hunt is
since they left, over a year ago:
said to occasionally accept “missions” from others in return for a
suitable payment of some kind. The Lord of the Hunt has no interest READ (Capt. Pell): “A week after you left for the mountains, the
in material wealth, but he would definitely seek a trophy to enhance Smith (Cynar Vale) came here. He told us what we were up against….
his hunt’s status in the Feywild. Although he cannot directly harm that there was trouble all across all the North. We were ready...but
another Fey, he might take interest in the party’s plight in exchange nothing happened. A month ago Thane Graychild suddenly appeared
for a trophy of sufficient status (like Auntie Morgan’s Graystaff )! in town with some of the missing townsfolk. Lord Thane has told
everyone of your epic struggle at Ironslag. Word has spread, and all
your names are known throughout these lands….you are now called
the Heroes of the North!

Cynar Vale told us could not stay here, but he promised he would
send someone to protect us....a “Knight” was all he said. The Knight?
Well….I’ve never seen ‘im….but I can tell ya that nothin’ has come our
way from out of the forest since. We’ve gone out on patrols…..even
been to that old hag’s hut near the cliffs or....what’s left of it I should
say. There wasn’t a stone left on a stone.”

DM: If the party requests an audience with Lord Thane Gray-


child, he will welcome them heartily: “The Heroes of the North!
I knew you would return one day. Has the war with these fey beings
been won? Are we safe? We all owe you our lives. I don’t have much to
offer, but whatever we can do to help we shall. I so order it!”

94
The Forest (& Smithy)
DM: If the adventuring party decides to send themselves to In the forest, the party has a few options:
a location in the forest - or later decides to head out into the
• As mentioned, a warlock or wizard might try to cast Contact
forest either to find the portal or contact Cynar Vale:
Other Plane (5th level/ ritual) to try to contact a Fey being of
READ: “The forest is freezing cold and there are no signs of life. the Summer Court.
There is no sound except the wind in the leafless tree branches The logical entity to attempt contact with is the Summer Queen her-
above, and light snow covers the terrain. It feels colder and looks self (see the previous examples of the risks and possible outcomes).
darker than you remember.”

READ (on arriving at the smithy): “The smithy is deserted and looks • If they have learned of the Feywild Portal in the forest by
run-down from disuse. The trees surrounding it are leafless, and the speaking with the Abbot’s ghost in the tombs, the party could
fire of Cynar’s forge barley flickers. It has obviously not been used for go in search of the portal.
a long time.” (Has it been months.....or years)? The Green Knight has no special knowledge of the portal’s location
- it’s an ancient site. Nevae is a Fey being however, and she would
DM: Group Perception check: As they investigate, one of the party
have heard the old lore that told of many ancient (but now disused)
(the highest roll) will get the feeling that they are being watched from
portals on the material plane. “They are said to always be deep in the
the forest. If the party doesn’t react right away, the feeling will persist
forests, or in the most remote places.”
- someone (or something) has followed them. Regardless of whether
they draw their weapons or not, a creature will suddenly step out of
This is an interesting problem for the party to solve: Nevae was Plane
the wood nearby to challenge them.
Shifted here by the mages of the Summer Court. Although she knows
READ: “A huge, fully armored knight suddenly steps forward out of the location of the Summer Court is in the Feywild, she can’t help the
the woods. Well over 6’ tall and wearing green full-plate armor, the party get there by any magical means. She also doesn’t know where
knight wields an ax in each hand as well as a small shield on its arm. the Court is in relation to the material plane, only that it’s in a dense
The warrior stops 20’ away, the axes in each hand moving comfort- forest, on a seacoast. Lastly, she has no (magical) way to contact
ably in preparation. Cynar Vale who is now at the Summer Queen’s Court in the Feywild.

As the party confirms who they are, the knight doffs her helm, and DM’s Note: The seat of the Summer Court is not only on a different
falls to her knees. She will introduce herself as Nevae, a Feywild plane, it’s also quite distant. As mentioned, the forest portal in the Cold-
Green Knight, sent by Cynar Vale to protect Midelwode. (She has wood goes to a forest location in the Feywild that is its quivalent. The Seelie
been here since the party left, over a year ago). (Summer) Court is located far to the west, about 600 miles away on what
is the western coast of Faerûn on the material plane, in the region of the
“We were beginning to….. lose hope you would return.” She states, and
Neverwinter Wood.
will then tell the party what transpired in their absence:

READ (Nevae): “After you left on your quest in search of the towns-
folk, Cynar Vale sought out and destroyed as many hag covens as he
could find across the North. He saved a great number from captivity,
as well as a several powerful individuals. He was grateful when the
captives of Midelwode returned - those that you saved, but he was
saddened to hear that so many had perished.”

Repeat (if the party has not been told this yet): “Lord Thane
Graychild told us of your epic struggle at Ironslag. All of your names are
famous throughout these lands….you are called the Heroes of the North!
From what he was told by the townsfolk, Cynar assumed that you had left
Ironslag in search of Morgan’s lair. He was afraid….you had not…..” (She
casts her eyes down).

On hearing that the party has the Stone Table, The Green
Knight will say: “You have the Stone Table….!!? Where is it? We
must somehow get a message to Cynar you have it !

She will tell the party that The Queen of Summer is disposed
to an all-out war with the Winter Fey, and that Cynar Vale
has gone to the Queen’s Court in the Feywild to help marshal
her forces. They need to inform the Court that they have the
Table, or thousands could die across the planes. Time is criti-
cal!

95
The Portal
DM: If party members decide to head out into the forest in
search of the portal, they won’t know where they are going,
but the Runesword will guide them. (The portal is 1 day away - Feywild Green Knight
about 25 miles west through the Coldwood). Nevae, the Green Medium fey, lawful neutral
Knight will insist on going. She it has a feeling that the portal
will not allow non-Fey beings to pass through, but she doesn’t Armor Class: 20 (plate armor & shield)
convey this to the party, as she has no previous experience. Hit Points: 94 (14d8 + 24)
Speed: 30 ft.
Does the party split up? Some staying with the Table, and part of the
group going off to find the Feywild portal. (What could possibly go STR DEX CON INT WIS CHA
wrong)? Either way, the party will know this is a dangerous time.
Splitting the party increases the chance the Winter Fey will attempt 20 (+5) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3)
to take the Table back by force. If they are not in a secure location,
how do they protect the Table in their absence? Saving Throws: Dex +5, Con +5
Skills: Athletics +7, Intimidation +6, Survival +4
DM’s Note: The party knows the dangers of traveling through Feywild Damage Resistances: bludgeoning, piercing,
slashing from non-magical attacks not made with
portals as non-Fey beings. If they are smart…..they might think to send
cold iron.
Nevae to go through the portal alone. Unknown to both her and the party Condition Immunities: charmed, frightened,
however, she will then have to make her way to the Summer Court from the stunned, exhaustion
portal exit, another 600 miles west. It is unknown where, and in what Fey- Senses: darkvision 60 ft., passive Perception 11
wild Kingdom, she will exit in. Feel free to add random encounters along Languages: Sylvan, Common, Elvish
the way, should party members go this way. Challenge: 6 (2,300 XP)

READ (If a party member successfully makes it to the Portal): Aura of Warding. The green knight and friendly
“At last you come to a densely forested ravine. Ahead, one can barely creatures within 10 feet have resistance to damage
make out a slightly raised mound in the overgrowth, on which there from spells.
is dense stand of snow-covered Yew (evergreen trees) growing in Magic Resistance. The green knight has advantage
a circle. As you stare at the grove, you (a perceptive member of the on saving throws against spells and other magical
party) will notice the slightest “shimmer” in the center”. (DM: There effects.
is illusion magic protecting the portal in the center of the grove, Compelled Duel (3/day). As a bonus action, the
masking it will illusory foliage). knight targets one creature that it can see within
30' and attempt to compel the creature into a duel.
READ (If they venture down into the ravine): “In the center of the If the target can see the green knight, it must
wooded area there is actually a clearing, hidden by a massive stand of succeed on a DC15 Wisdom saving throw. On a
illusory evergreens (revealed if the magic is dispelled). Covered with failed save, the creature must move towards the
frost and snow is an ancient stone archway. A symbol of a balance knight at maximum speed and engage in combat,
scale is carved into its keystone.” unitl one is defeated. The target can attempt to
make a save again at the end of its turn.
DM: To active the portal, someone will need to speak the com- Innate Spellcasting. 1/day each: Dimension Door,
mand phase. Did they ask this from the Abbot’s ghost? (The Haste, Misty Step, Speak with Animals, Moonbeam
command phrase that activates the portal is “may the balance will
always be” - the oath of the Eladrin Temple sect). Actions
Multiattack. The green knight makes three attacks
The portal will not activate without saying the phase. Nevae will re- with its battle axes.
member something about this....old lore that some portals were said
to only activate with a spoken word. (If the party is stuck....maybe she Battle Axe. Melee Weapon Attack: +9 to hit, reach 5
will help). When successfully activated, the portal will come to life,
ft., one target. Hit: 9 (1d8 + 5) slashing damage.
the void inside the stone arch glowing with a warm summer light. Ensnaring Strike (recharges 5-6). When the knight
All those present can sense the strong mental “pull” of its forces. strikes a target with a melee attack, in addition to
Neave will immediately try to discourage anyone from entering taking normal damage, a writhing mass of thorny
vines appears at the point of impact, and the target
however. “I should go alone. The Feywild is not a place for mortals, as you
must succeed on a DC17 Strength saving throw or
have likely discovered.” She will warn them about the dangers which be restrained by magical vines until the spell ends.
she has heard of (and which the party already knows); portal travel While restrained by this spell, the target takes 1d6
into the Feywild may catastrophically fail for non-Fey beings (time piercing damage at the start of each of its turns. A
distortion, wrong location, etc.). She will tell anyone who seeks to creature restrained by the vines can use its action
accompany her “Go back and protect the Table until I return.” to make a repeated Strength check. On a success,
the target is freed.
If a player tries to enter this portal, it will simple close up. This
holy site was created centuries ago by the ancient Eladrin. Its
magic completely blocks non-fey beings from entering.
96
In Hiding?
It is possible that the party will try to simply stay in hiding
Duke Zalto
with the Stone Table, waiting for help. This sets up an anx- Horsemen of Winter
ious “waiting game”, as Morgan and her agents are actively Medium fey, lawful neutral
(Customized)
seeking them, and it will be impossible unless they are well
hidden.Huge Giant, lawful evil Armor Class: 20 (plate armor & shield)
Hit Points: 170 (18d8 + 90)
Armor Class:
DM: Whenever 20 is(+2
the party magical
outside plate)in the forest or in a
- whether Speed: 30 ft. / 100 ft. (mounted)
Hit Points: 221
town, they are at risk and will have to be extremely stealthy to not be
Speed 30 ft.
seen. As soon as they venture out of a hiding place, have them make STR DEX CON INT WIS CHA
frequent stealth checks to prevent detection. If they fail, they will
22 (+6) 11 (+0) 21 (+5) 16 (+3) 18 (+4) 18 (+4)
have been seen
STR by aDEX
familiarCON
of MorganINT
(such as aWIS
raven). CHA
25 (+7)
Auntie Morgan will9be
(-1) 23 (+6)
working with14
her(+2)
sister 14
Sally(+2) 14 (+2)
(the Forest Hag), Skills: Arcana +7, Athletics +10, History +7,
(and possibly Agnes the Green Hag, if she is still alive. Morgan has Perception +8
Saving
also asked Throws:
the most Dex +3,
powerful HagCon +10, Cha
she knows, +6 “grandmoth-
a Winter Damage Immunities: lightning, cold (winter fey)
Senses: Passive Perception 16
er” to help them, and she has sent one of her Horsemen to help find Damage Resistances: bludgeoning, piercing,
Damage Immunities: fire slashing from non-magical weapons.
and destroy the party.
Damage Resistances: lightning (ring of resistance) Condition Immunities: charmed, frightened,
Condition Immunities: charmed, exhaustion, paralyzed, petrified, poisoned, stunned,
Wherever the party is hiding with the Table, Grandmother Winter’s
frightened, paralyzed, petrified, stunned exhaustion
Horsemen will be theCommon,
Languages: first to seek them out.
Elvish, Giant Clad in black, full-plate Senses: darkvision 60 ft., passive Perception 18
armor and riding a phantom
Challenge: 10 (6,900 XP)steed, he will appear in the forest, or just Languages: Sylvan, Common, Infernal; telepathy
outside the town walls, or wherever the party is on the first night they 100 ft.
return. As a thunder storm
Warmonger. is gathers,
(2/Day). he will
The Duke allow ahimself
rerolls failed to be seen Challenge: 11 (7,200 XP)
as lightning flashes.
saving throw.
Magic Resistance. The horseman has advantage on
ThirdMidelwode,
If in (or near) Wind. (2/Day). As a will
the party bonushearaction, the Duke
shouts from the wall, saving throws against spells and other magical
can regain 20 hit points.
perhaps the “twang” of crossbow bolts being released, and the effects.
commands Knock Down. When
of Captain Pell. Dothe giant
they rush enters any enemy's
to defend the town?
space for the first time on a turn, the enemy must Phantom Steed. The horseman's mount is a
The man who saw the Horseman won’t be sure what is was…perhaps phantom steed (it appears as a horse in full armor,
succeed on a DC19 Strength saving throw or
the figure was only illuminated for a second by lightning. “It belooked
knocked prone. colored to match the horseman). Any attack dir-
like….a Knight…in all black armor. I couldn’t make out any more. But his ected at the horseman’s mount target the horse-
eyes…..I saw them eyes….they was glowing inside his helm.” If any member man instead. If this mount'is subjected to an effect
Actions that allows it to make a Dexterity saving throw to
of the party looks out into the forest, the Horseman can see them as
Multiattack. The Duke makes two melee attacks
well. They have been found. take only half damage, it instead takes no damage if
with his maul, or throws a glob of molten iron if he it succeeds on the saving throw, and only half
is near a forge. damage if it fails.
If the party tries to stay deep in hiding, a series of Horsemen will try
to draw Iron
themMaul.
out each day.Weapon
Melee At daybreak, one might
Attack: +11 to behit,
positioned
reach Innate Spellcasting. 1/day each: Dimension Door,
outside 10
the gates of town,
ft., one target.hisHit:28
arm extended
(6d6 + high in the air, holding a
7) bludgeoning Haste, Slow, Misty Step, Plane Shift (self and steed
scroll indamage,
his hand. plus
He will17hand
(3d10)
it to afiredamage.
PC if they approach. If attacked, only).
he will Plane Shift away,Ranged
and another Horseman willThe
return at noon,
Molten
holdingmust
the same
Rock.
scroll. The
be within
Weapon
scroll
reach of contains
Attack:
a sourceanofultimatum
giant
molten iron - the Hag’s
Actions
demand(such
that theasparty
a forge trough)
to give up thetoTable
make this ranged
without a fight, in order to Multiattack. The horseman makes three attacks with
weapon its lance or longsword. He has advantage on melee
spare the town. attack. Range 30/120 ft., +11 hit, 17 (3d6
+ 7) bludgeoning damage plus 22 (4d10) fire attack rolls against any unmounted creature that is
damage. smaller than his mount.
Lance. Melee Weapon Attack: +10 to hit, reach 10
ft.(disadvantage within 5 ft.), one target. Hit: 12
(1d12 + 6) piercing damage.
Longsword. Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.
Freezing Strike (recharges 5-6). When the horseman
strikes a target with a melee attack, in addition to
taking normal damage, the target must succeed on
a DC 17 Constitution saving throw or be paralyzed
and begin to turn to ice. (A frozen creature can
repeat this save on its next turn). A critcal hit on a
frozen creature shatters the ice into tiny crystaline
fragmants, and the creature is instantly slain.

97
Winter Attacks!
The Hag’s Ultimatum: If the party confronts the Horseman, he will
simply hand them the scroll over and ride off. (If attacked, he Plane
Shifts away, and another Horseman will appear later in the day). The Handmaiden of Morgan W
M
note reads: “You are found. You are to immediately surrender and
reveal the location of the Stone Table, or the town of Midelwode will
(Banshee)
Medium Undead, chaotic evil A
be destroyed. The inhabitants of this place will be enslaved and its H
location will be erased from this plane and from the memories of all Armor Class: 12 S
mortal men forever”. It is assumed the party does not comply. Hit Points: 58 (13d8)
Speed: fly 40 ft. (hover)
The Winter Fey will begin a simultaneous attack, with the Horseman
using Dimension Door to bypass the PC’s defenses and appear behind
the party. (His steed is a phantom - it teleports with him). When the STR DEX CON INT WIS CHA
Horseman begins his attack, Auntie Morgan will appear as well. 1 (-5) 14 (+2) 10 (+0) 12 (+1) 17 (+3) 11 (+0) S
(See her full stats, pages 33-34). If her sisters Sally and Agnes are still D
alive, the three will form the coven once again (staying within 30’ Saving Throws: Wis +4, Cha +2 D
each other and giving them access to their coven spells - page 33). Damage Immunities: cold, necrotic, poison
Damage Resistances: acid, fire, lightning, thunder;
Morgan (screams): “So …..you really think this is how it ends? After bludgeoning, piercing, and slashing from C
all my work, you just stroll into the Feywild and take the Table? And nonmagical weapons
now, I suppose…..you think you are just going to hand it over to the Condition Immunities: charmed, exhaustion, S
frightened, grappled, paralyzed, petrified, L
Summer Court? Well....I don’t think so!!!!”
poisoned, prone, restrained, stunned C
Morgan will then close her eyes and extend her arms. If a party Senses darkvision 60 ft., passive Perception l0
Languages: Understands only Sylvan F
member can see her, they will notice wisps of snow starting to form
Challenge: Challenge 4 (1,100 XP) s
around her. Morgan has summoned her Handmaidens to her side,
f
who take form as translucent, vaguely humanoid females. These Detect Life. The banshee can magically sense the
undead (2-4 max.) use the Banshee stats (see block to right). They will presence of living creatures up to 5 miles away. She F
all attempt to fly close enough to the party (30’) to use their Banshee knows the general direction, but not their exact e
Wail ability to destroy the entire group. (DM: Caution is advised. location. o
They have the potential for a TPK if everyone is fails their saves). R
Incorporeal Movement. The banshee can move p
If her Handmaidens are defeated, Morgan will add more forces - in through other creatures and objects as if they were t
dificult terrain.
waves if necessary. She will start spinning, slowly at first….then fast. t
Bits of her cape will start to peal off and fly around her……morphing Turning Reistance. The banshee has advantage on t
into Wraiths (Monster Manual, pg. 302), who will try to use their Life saves against being "turned" by a PC's action. w
Drain ability on the party. All of these forces of Morgan have resis- T
tance to being “turned” (advantage on the save).
Actions W
Corrupting Touch. Melee Spell Attack: +4 to hit, m
DM: Adjust this encounter for the party size and strength, but reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic e
keep it as deadly as possible. (Assume that a Cleric in the party damage. i
w
might be successful “turning” some of the undead). Allow the HorrifyingVisage. Each non-undead creature within b
party to flex their powers while trying to defend the material 60 feet of the banshee that can see her must
plane - as heroes should! Though the combat odds are might succeed on a DC15 Wisdom saving throw or be A
seem hopeless, they are fighting for time. You may want to frightened for 1 minute. A frightened target can
repeat the saving throw at the end ofeach of its M
make this explicit - such as the party must survive 10 rounds w
turn (with dìsadvantage if the banshee is within line
before help arrives. a
of sight), ending the effect on itself on a success.
W
If Morgan needs to be even more terrifying, consider raising dead Wail (1X per day). The banshee releases a mournful H
militia members as zombies under her control (as in the 5th-level wail, provided that she isn't in sunlight. This wail
necromancy spell Danse Macabre from Xanathar’s Guide). The has no effect on constructs and undead. All other
Wraiths can also raise undead, using their Create Specter ability. Cap- creatures within 30 feet of her that can hear her
tain Pell will fight on regardless!
wail must make a DC13 Constitution saving throw.
On a failure, a creature drops to 0 hit points. On a
If the Green Knight has stayed with the party, she will exhort success, a creature takes 10 (3d6) psychic damage.
them to fight on. “HOLD FAST......We must protect the Stone Table no
matter what....help must be coming!” As the combat becomes more
and more desperate, she will advise the party to get close to the Table
and hold Morgan’s army off as long as possible.

98
The Last Stand
The specifics of the final battle with the Winter Fey will vary DM: Should any PC have died in combat, Lia will cast Resurrection,
depending on what choices the players made. Modify as you restoring them to life.
see fit based on the actual situation. These should be desper-
ate moments, as the party tries to fend off relentless attacks If the party protests (as they should) that Midelwode needs to
while they wait for help. Heighten their anxiety in every way be saved as well, she will say, almost absentmindedly.....“ah,
possible; what the party can hear, see, smell (describe their yes of course....as you wish.”
full sensory experience). Lia looks upward, her arms outstretched and her eyes rolled back. If
DM: As mentioned, the players might need to know that they must the party is outside, they see the perpetual dark clouds over Midel-
survive a finite number of rounds of combat. Otherwise, they might wode open, revealing a clear blue sky. (If down in the tombs, they
be overwhelmed (or discouraged) by the uncertainty of the fight. only hear what happens above). Without warning, brilliant beams of
Help will arrive.....but when? sunlight explode on the undead hoards, their horrible shrieks filling
the air. Morgan’s hoard wither and die, some blindly falling from the
In play testing, the party fought Morgan’s undead as long as they could, sky, others disintegrating into ashes where they stand. (Lia is able
retreating down into the lowest level of the tombs (where they had sent the to cast multiple blasts of sunlight, as in the spell Sunburst). Morgan
Stone Table via Gate). They tried to seal the doors, and were ready to make herself screams and withers before disappearing into a pile of ash.
a last stand. Above, they could hear the battle raging; the sounds of the
doors being forced open, the temple’s Contructs fighting off more undead, When all is quiet, Lia closes her eyes and concentrates, her lips mov-
the wails of more banshees. All seemed lost! ing in silent communication. A Gate appears on the ground below
the Stone Table, and just as the party has witnessed once before,
If the party has successfully contacted the Queen of Summer, the shimmering portal opens and the Table disappears from the
(or if the party found the Feywild portal and sent the Green material plane. (The Gate also closes and fades from view).
Knight through it to contact the Summer Court)....
Lia then beckons the party forward, and invites them to join hands
Their message has been received, but due to the time distortion ef- (in a circle).
fect of the respective planes, nothing discernible has yet happened
on the material plane. (Even though the Queen responds instantly in “I’m sure the Queen would like to thank you herself.”
her time in the Feywild, there is a delay as her time synchs with that If the party agrees, she casts Plane Shift, sending them to into
of the material plane). the Feywild.
To retrieve the Stone Table, the Queen of Summer will only allow DM: In play testing, some members of the party were very hesitant to ac-
another Gate to be cast from her side (in the Feywild) to connect to cept this invitation. Having had so many things be not what they seem to be
the Table’s location on the material plane. In addition, the Queen in this adventure, they were afraid it might be a trap. Lia will assure them
only trusts her own Mages to examine the Stone Table before it is that it is.....safe.
transported back into her kingdom. (No “Trojan Horses” allowed)!
There are protocols that must be followed - even in these desperate
moments.

READ (If the players have fought well and survived at lease 10
rounds of combat): “A glowing portal suddenly opens next to the
Stone Table, and a beautiful woman appears out of the Gate before
it closes. Her skin, hair, and clothing all radiate soft light - the color
of a golden summer sun. (She is an Eladrin known as a Tulani, with
an alternate form of a scintillating sphere of rainbow-colored light).
Barely noticing the party (and completely unfazed by any combat
taking place), she will calmly move to the Stone Table to examine it.

DM: The party is no doubt expecting an army to march through the


Gate. Instead, this lone woman appears. This might cause some
anxiety.
The woman runs her hands over the Table’s surfaces, ignoring any
pleas from the party. Convinced that this object is in fact the Stone
Table, she will look at a the party and calmly say:

“How did you do this?…..how did all of you….do this?”

As the party perhaps stammers through an explanation. She will


smile, bow and introduce herself. Forgive me. I am Lia, Archmage of
the Summer Court. “You’ve done well my friends. It’s time to leave.”

99
Epilogue:
The Queen of Summer
The Summer Queen Tatiana and her Court of Stars is located The Room is large enough for hundreds to gather. At the far end,
in a palace stronghold high up in trees of her forest domain in a massive tree-like throne sits atop an intricate cluster of ornate,
the Feywild. If The Stone Table (and perhaps the whole party) intertwining branches. Every surface of the space is patterned with
are successfully transported here, the party will arrive in this a interwoven branch motif, which seems to be moving.....ever so
forest. At long last, they are here! slightly....as if still alive.

READ: “You find yourself standing in a verdant rainforest. Sur- Queen’s formal guard will enter first. Dressed in full armor
rounding you are the massive trunks of ancient, giant trees, rising and armed with bows, spears, and swords, they are slender
high into the mists above. The only sounds you hear are the rustle and have long flowing golden hair. The armor is similar to the
of leaves and the occational chitter of small wildlife. The Mage that Temple Construct Guardians, forged and finely worked with
transported you is nowhere to be seen, nor is the Stone Table”. craftsmanship unlike any on the material plane.

DM: Group perception check. A high success picks out one other READ: “The Captain of the Queen’s Guard stares at you, sizing the
sound......bowstrings drawing tight. Just as they become aware of party up. Without taking his eyes from you he shouts.… “Summon
this, a group of Eladrin Rangers will step out from behind the trees. her majesty.” He then orders the guard to “form up”. With swords
The 20 or so rangers all have their bows drawn and pointed at the drawn and raised they shout……“HUZZAH!!!!!, HUZZAH!!!!!, HUZ-
party. As the party (and perhaps Nevae, the Green Knight if she is ZAH!!!!!” The Captain of the Guard steps forward and takes one
with them) tries to explain why they have arrived unannounced, the knee - a personal salute to the party. With head lowered, he pro-
men and women do not lower their bows......“Put down your weapons, claims: “In addition to the mortals of your plane, you have saved the lives
and then we will talk” says the Captain. of countless soldiers of the realm. I am forever in your debt.”

The commander will be skeptical: “I do not know you……How do Tatiana, the Summer Queen enters the room. She is awe inspir-
I know what you say is true?” The Ranger Captain is stern and tight- ing, at least seven feet tall, and clothed in radiant fabric that appears
lipped. He doesn’t give up information about his Queen. (Eladrin to have been woven from the bright flowers and leaves of the forest
Rangers are the renown defenders of this kingdom). itself. Her golden eyes gleam of sunlight, and she carries an ornate
glave, tipped with a large, glowing blue diamond. She is accompa-
DM: Allow one last bit of doubt, suspense, and anxiety to nied by an honor guard of Wood Weirds and her full entourage of
creep into the party. Did they do they right thing? Are they guards, knights, rangers, mages and retainers.
really in the Queen’s Feywild Kingdom? Is this a trick too? If
the Green Knight is with the party she will reassure them, and tell the “Your Majesty! shouts Cynar Vale……these are the ones!” and anoth-
Captain of her mission, but he will still be unmoved. “Cynar Vale you er roar of cheers erupts again from the assembled crowd. “HUZZA-
say....? (He scoffs)....the Summer Knight....?” (This sounds even more HHHHH!!!!!…….HUZZAHHHHH!!!!!……..HUZZAHHHHH!!!!!”
implausible to him. Allow the party to feel some frustration).
The Queen is pleased. She takes a seat at her throne, smiling down
After some tense moments, the Mage Lia will appear, with Cynar at the party. Tatiana orders that a great feast be prepared imme-
Vale (and the Green night Neave if she left the party at the forest diately, and that the party be.....cleaned up. You are led to private
portal). Lia tells the Ranger Commander that he and his group can chambers where you are bathed and dressed. Later, the party is
stand down. She bows to the party and says, “I apologize for the….. summoned to the feast, the likes of which none on your home plane
formalities…..there are protocols which must be followed.” She looks at have ever seen. After all the tales are told of all the deeds that brought
Cynar Vale.... “are these the ones known to you?” Cynar, overcome with the party and the Stone Table here, the Queen of Summer asks each
emotion, places his hand gently on Lia’s shoulder and nods. party member to come forward, one by one.

The Commander motions to his men, and in unison they stow they DM: Customize these story awards as you see fit. The follow-
bows. To one he says “Go aloft…. tell the Queen it is safe.” Lia then asks ing are examples of awarded abilities and items, per class:
if (understandably) the party would like to go to the palace manu-
ally, rather than be teleported. If so, the Rangers will lead them up • Paladin: The Queen asks him/her to kneel, draws a longsword
through a stairway inside one of the massive trees. and knights them; “I understand you are already a knight, but I would
like to make you one of mine. For your courage and meritorious service in
READ: “You step into a vast hall. Looking out of the many huge fulfilling your oath to the utmost, you shall be known from this point on,
windows, you can see that this room that sprawls out along the tops throughout all the Planes, as a Knight Commander, Green Knights of the
of countless gigantic oaks and yews. Tree limbs wide enough for Wood (G.K.W.), with all due honors, powers, abilities, and responsibili-
humans to walk abreast span the space between the trees. The mists ties of a Feywild Green Knight. I also grant you lands in the Feywild, to be
that made the structure invisible from the ground now obscure the taken from my Kingdom if you so choose, to be yours and your descendants
tree trunks below, giving the impression that the palace is above the in perpetuity. I also grant that should you choose, you may take the Oath
clouds. It is the finest imaginable example of proto-elven architecture; of the Ancients as a Paladin of my Court.” (The PC gains 2 Paladin
the entire palace is made of wood, although none of the parts ap-
levels immediately, if agreeable).
pears to have been cut, but simply....grown.
100
• Cleric: The Queen bows, and blesses him/her with her
The Queen then offers her new Knight the longsword she has used to
glave. “For your courage and meritorious service befitting a Cleric
knight them: a finely worked bright silver blade, with a glowing blue/
white diamond in the hilt. Equivalent to The Holy Avenger. (Legend-
of the Summer Court, as well as upholding our Law of “Bringing
ary magic item requires attunement by a Paladin. +3 bonus to attack No Harm” while in my service, I proclaim that you shall be known
and damage rolls. It has protective properties as well - see the full from this point on, throughout all the Planes, as ________the Good,
description of the item in the DMG). Priest of Summer, with all due honors, powers, abilities, and
responsibilities of a Cleric of my Court. I also grant you lands in the
• Fighter: The Queen asks him/her to kneel, and knights them Feywild, to be taken from my Kingdom, to be your & your descen-
with her diamond-tipped glave: “For your courage and meritorious dants in perpetuity. (The character is also advanced 2 Cleric
service befitting a Knight of the Summer Court, I proclaim that you shall levels).
be known from this point on, throughout all the Planes, as a Knight of
the Royal Summer Guard, with all due honors, powers, abilities, and re- She then presents them with a magic item to symbolize this
sponsibilities of a Knight of my court. Should you chose, I offer you shared new status; a large book, with a heavy clasp and finely worked
command over my Personal Royal Guard, and lands in the Feywild, to be metal fittings, the hinges wrought to look like angel wings.
taken from my Kingdom, to be yours and your descendants in perpetuity. (The Book of Exalted Deeds. Artifact - see DMG for a full de-
“Rise Sir _________.” scription).
She motions, and the current Captain of her guard comes forward,
“Rise _______the Good. Take care of this party and the book while
kneels, and presents his own (Glave or sword) to the PC. This weap-
you have it.”
on has the properties of the Defender Sword (Legendary magic item,
requires attunement). “Please accept this he says….I would be honored.”
If agreeable, the PC is also advanced two fighter levels beyond their
present one.
The End
• Spellcasters: The Queen bows to her/him; “For your courage and
meritorious service befitting a Mage of the Summer Court, I proclaim
that you shall be known from this point on, throughout all the Planes, as
“__________ the Feared”, Mage of Summer, with all due honors, powers,
abilities, and responsibilities of a Mage of my Court. I also grant you,
should you choose, the abilities of a Warlock of the Archfey (2 levels, im-
mediately), and lands in the Feywild, to be taken from my Kingdom if you
so choose, to be yours and your descendants in perpetuity.”

The Queen presents the PC with an elegant robe made from exqui-
site cloth of (white or grey) silk, adorned with silvery Elven runes.
The rear is embroidered with the Queen’s symbol; a white diamond
with a blue star glowing in its center. The Robe of the Archmagi. (Leg-
endary item, requires attunement by a good or neutral aligned creature. A
white robe is for good, a gray for neutral. The robe’s alignment must match
the character who attunes to it).

• Any Character who attuned to the Runesword: The Queen


will request that they draw this sword, and will ask them to kneel.
She will take the sword from them, admiring its beauty and signifi-
cance. The Queen then knights them with the Runesword: “For your
courage and meritorious service befitting a (Ranger, or _______class) of
the Summer Court, I proclaim that you shall be known from this point on,
throughout all the Planes, as Knight Protector of the Borderlands, with all
due honors, powers, abilities, and responsibilities of a (Ranger or other
class) of my court. You are also to be granted lands in the Feywild, to
be taken from my Kingdom, to be yours and your descendants in
perpetuity. I also decree that if you so choose, you shall succeed
Cynar Vale upon his demise, as The Summer Knight, taking on
the Mantle of my Court as Champion. “Rise Sir _____________.”
The Queen then holds the sword at arms length and closes
her eyes. When she returns the blade to its owner, another
rune faintly glows on it. The sword now has the properties of a
Vorpal Sword, as well as its other properties. (The PC attuned
to the Blade is also advanced 2 levels).
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