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the WILD BEYOND the WITCHLIGHT

FORGETTING FABLERISE

Expanded adventures for Chapter 3: Thither


FORGETTING FABLERISE

Credits
Writing: Dan Kahn @FrictionlessDan
Editor: Nicole Mastrodomenico
Cover Art: Nicole Mastrodomenico
Cartography: Onedaygm
Spider Art: Dr. Mapzo

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2022 by Daniel Kahn and published under the Community Content
Agreement for Dungeon Masters Guild.

2 | CREDITS
Introduction Fairy Rings
There are a number of fairy rings scattered about Thither

W
hile Prismeer is far from the only Domain of which, as written, give characters the opportunity to travel
Delight within the multiverse, rarely do these to a remote location on the Material Plane world of your
realms cross paths. When Fablerise collides choice. While this may be an exciting turn of events, it
with Thither, blurring the border between their worlds, can certainly be hard to plan for and may disrupt your
some might find themselves on a brand new adventure, campaign. Instead, you can have the party be whisked
while others may just find they’re lost within their own. away to Fablerise.

What's this all about? Goblins of Terracetown


As mentioned in The Floating Isles adventure, the goblins
Chapter 3: Thither is the second portion of Prismeer
of Terracetown are looking for a safe place to relocate and
described in The Wild Beyond the Witchlight. Each of
may ask the party to investigate Fablerise. If you use this
the locations presented in this chapter can be explored
hook, Lobana Mossypants can provide characters with
quickly, outside of Loomlurch. This mini-adventure aims
general directions to where she has heard a fey crossing
to expand upon a location only hinted at in the book, and
to Fablerise is located. However, based on the events of
briefly mentioned in Domains of Delight, Fablerise, while
this adventure, the goblins will probably think twice about
foreshadowing the League of Malevolence and Valor's
moving to the gloomy realm.
Call.
Domains of Delight describes Fablerise as a small
realm mistakenly nestled within Thither. It is ruled by
its archfey, Yarnspinner, a giant spider with a love of
Corruption in Fablerise
sharing stories. Where Domains of Delight provides a few The magical forests of Thither have been sown with
descriptive details about the domain and its archfey, this the corruption of Skabatha Nightshade. As the border
adventure expands upon the realm, crafting a whimsical between Fablerise and Prismeer continues to blur and
location and story, allowing characters to engage more overlap, so too have the effects of the hag’s influence.
deeply with Fablerise during Chapter 3 of The Wild Yarnspinner, the archfey of Fablerise, uses projections
Beyond the Witchlight. As always, it is up to you how much of himself to keep the realm safe and offer aid to its
of the content you want to use. It’s perfectly fine to use inhabitants. However, since Fablerise and Prismeer
some parts of this supplement while discarding others, have collided, a few of Yarnspinner’s ghosts have been
or simply let the ideas presented here inspire new ideas showcasing unusually evil characteristics, stealing stories
of your own. This supplement assumes a party of 4-6 and memories from adventurers who travel into Fablerise.
characters of 4th-6th level. Unbeknownst to Yarnspinner, his corrupted ghosts have
him committing one of the most heinous acts of all…
Adventure Summary plagiarism.
As the party, potentially unwittingly, enters Fablerise, they
stumble upon storytime with its archfey, Yarnspinner. Running the Adventure
After hearing a riveting tale about Valor’s Call and the The adventure begins as the party makes their way toward
League of Malevolence, the party is left to rest for the Fablerise.
night. While they sleep, they experience vivid dreams,
only to awaken having forgotten their names by one of
Yarnspinner’s corrupted ghosts! In order to get them
Entering Fablerise
When the party first encounters an entrance to Fablerise,
back, the party must join forces with a mysterious orc in
you can read the following:
the same predicament as their own. Together, the allies
will infiltrate Yarnspinner’s Scriptorium, find his novel-in- Along the path ahead, roots and vines begin to bend and twist
progress, and recover their names before they can escape
upward, arching over the forest floor. The tendrils weave their
Fablerise and return to Prismeer. During their escape,
the party may come face to face with one of the corrupted way through low-hanging branches as the foliage thickens,
ghosts. forming a tunnel leading deep into the woods. Stepping
closer, a deep, melodious voice filters through, speaking as
Adventure Hooks if recounting a marvelous tale. A squirrel frolics along the
You can use the following adventure hooks to entice underbrush towards the opening and continues out of sight.
the party to engage with this location. Because of
This tunnel is a one-way planar entrance to Fablerise. A
the involvement of the League of Malevolence, it is
creature that enters the tunnel, even slightly, is teleported
recommended that this adventure take place before the
into Fablerise, which currently occupies a physical space
party reaches the Wayward Pool.
within Thither. A creature teleported this way finds that
A Chance Encounter the tunnel extends endlessly before and behind them,
You can have them discover the fey crossing to Fablerise reaching in both directions as far as they can see.
by accident. This chance encounter may be placed as The soothing voice belongs to Yarnspinner, the archfey
the party is fleeing from a deadly monster, such as the of Fablerise. Creatures that speak Sylvan and succeed on
jabberwock, or as part of a crash landing from a hot air a DC 12 Wisdom (Perception) check deduce that the voice
balloon ride from Hither to Thither. seems to be telling a children’s story. Other small animals
excitedly make their way towards the storyteller, and a few
awakened ones may even encourage the party members to
come along!

INTRODUCTION | 3
“Once upon a time, there was a paladin named Strongheart,
Inside Fablerise the most courageous human in the land. He and his fearless
Creatures who follow the tunnel toward the voice arrive
unicorn steed were part of Valor’s Call, a group of protectors
in a large open clearing where Yarnspinner is telling a
who brought peace to the good folk of the world. But the
story called The Artificer by a human named Polo Colo,
about a boy who yearns to travel the world in search of a forces of evil are not always so easily stifled.
wondrous treasure. When the party arrives, you can read
From the shadows, a group of villains banded together with a
the following:
single purpose in mind: the accumulation of power. A greedy,
The tunnel opens into a large glade, shaded overhead by narcissistic human sorcerer named Kelek led the band with
braided branches and woven leaves. At the center of the his right-hand man, Zarak, the most lethal of assassins. The
clearing sits an enormous spider delicately holding a large two hatched a brilliant plan to extort the archfey of Prismeer,
book in its two front legs. A group of animals sit like children, Zybilna, and steal her power and wealth.
staring up at the spider with rapt attention as it concludes,
When Valor’s Call learned what Kelek and his League
“The boy stood up shakily and looked once more at the
of Malevolence intended to do, it was with steadfast
Pyramids. They seemed to laugh at him, and he laughed
determination that they steeled themselves for battle.
back, his heart bursting with joy. Because he knew where his
Strongheart, always the protector, turned to his unicorn with
treasure was.” The animals cheer in a burst of excitement as
a heavy heart. “The Feywild lies far beyond anywhere we’ve
the spider closes the book and places it in a silk sack. The
ever imagined, and I fear Valor’s Call may not return. I cannot
creature looks in your direction, “Welcome to Fablerise my
let any harm come to you and need you to remain.” And so
new friends. I am Yarnspinner.”
Strongheart’s unicorn stayed behind as Valor’s Call traveled to
Yarnspinner is happy to share the following information Prismeer.
with his guests:
•  He is the archfey protector of Fablerise, a Domain of The League of Malevolence quickly approached Prismeer,
Delight. unstoppable as they breached Zybilna’s grounds. But as they
•  He loves reading stories aloud to any beings that reside entered the magical Palace of Heart’s Desire, they were met
in his domain. with an ambush! Valor’s Call was waiting! Spells shot through
•  He can fashion a hut made of spider silk for the party to
the air, swords clashed, and Valor’s Call quickly realized that
rest in and ensures their safety.
•  The party is free to exit Fablerise through the central their fears were well-founded: they were going to lose.
mushroom circle. But just as Valor’s Call was on the brink of destruction, a
•  He knows nothing of Thither, only that Prismeer belongs
blinding glow filled the hall. Zybilna appeared in all her power,
to an archfey named Zybilna, and is surprised, though
unconcerned, to learn that Fablerise has crossed into already spinning a spell to undo the destruction and stop
Prismeer. the evil League. Valor’s Call breathed a sigh of relief that the
During the conversation, Yarnspinner casts a create powerful archfey joined the fight, but their respite was short
food and water spell, offering nourishment to the party lived: unbeknownst to Zybilna, Zarak had orchestrated a
and the gathered animals. The animals patiently wait trap, set by his allies, the witches of the Hourglass Coven. As
for about five minutes while the party speaks with Zybilna reached for her cauldron to finalize her ultimate spell,
Yarnspinner before they start asking for another story.
she brushed against its surface. Like ice spreading across a
At that point, Yarnspinner politely offers to continue the
conversation later and invites the party to stay and listen lake, the curse shot through the room, locking everyone in
to another tale. place, and freezing the whole palace in time.

But not even the wretched curse could stop the call of
Fablerise from Domains of Delight Strongheart’s beating heart across the planes. This beating
In Domains of Delight, Fablerise is described as gloomy and
reached the ears of his unicorn companion, who summoned
shadowed, with thickets, thorns, and deep tunnels. In Forgetting
Fablerise, however, the atmosphere is imagined to be a bit all of his strength to will himself through the fabric of reality
more vibrant. Thus Fablerise is instead a delightful little realm to Zybilna’s palace. Not even the mightiest magic could
of story books, where although the trees are dark and thick, withstand his healing touch, and the unicorn was able to
the creatures are cheerful and welcoming. There are many
instances in popular fiction of dark lairs for giant spiders, and reverse the spell and bolster the heroes. Together, they
we wanted to amplify the unique spin that Domains of Delight defeated the League of Malevolence. In the end, Strongheart
sets up with Yarnspinner’s gentle personality. prevailed and the realm was saved, but he learned a valuable
lesson: he couldn’t do it alone.”

The Tale of Strongheart Once Yarnspinner concludes the story, he bids all of
Yarnspinner adapted this story from the dreams of an orc the creatures farewell as night begins to fall in Fablerise.
named Zarak, a member of the League of Malevolence Yarnspinner retreats to his private sanctuary within
who accidentally crossed into Fablerise a few days ago Fablerise to sleep and dream. Attempts to follow him are
while trying to reach the Wayward Pool. Most of the thwarted by the shifting vegetation that forms the domain.
details of the story are fictitious, but there are fragments Eventually, the animal audience disperses and the party is
of truth within it that the party may learn later in the left to rest in a hut woven by Yarnspinner.
campaign. You can read the following story or provide it in Exploring Fablerise. This adventure does not cover
handout form (see Appendix A) for players to read on their additional notable locations that may exist within
own. Fablerise. You can feel free to add places for the party to
explore before they head to sleep.
4 | RUNNING THE ADVENTURE
Nighttime in Fablerise Nobody's Hut
When Yarnspinner dreams, he projects ghost-like versions The mysterious two-legged individual is none other than
of himself to wander his domain. Since Fablerise crossed Zarak from the League of Malevolence (although he has
into Thither, Skabatha’s corrupting magic has begun also forgotten his name when Yarnspinner’s ghost took
creeping in and affecting some of the ghosts. These it from his dreams to write the story from earlier in the
corrupted projections scour the dreams and memories adventure). When the party arrives, you can read the
of other sleeping or transed creatures for stories and following:
adventures to bring back to Yarnspinner, who believes his
flashes of inspiration are original material. You arrive at a spider-silk hut similar to your own. A short
A character on watch can spot Yarnspinner’s ghost fellow with rotting tusks and grayish pallor stands in the
with a successful DC 26 Wisdom (Perception) check as threshold, watching you as you approach. “Who might you
it is hidden in the shadows by a pass without trace spell. be?” he calls in Common.
While the party is taking their long rest (whether sleep or
trance), you can read the following for characters resting: Zarak is intrigued and eager to join forces with the
party. He suggests the party call him “Nobody” until
As you rest, your mind is filled with especially vivid dreams his name is restored. Nobody can share the following
and memories of your time at the Witchlight Carnival and information:
Prismeer. •  He has discovered where Yarnspinner keeps his books, a
library or scriptorium of sorts deep into Fablerise.
At this time, you can recount or ask your players to
•  He believes the entrance is likely guarded or trapped
recount some of the shared highlights of the campaign
and he hasn’t gotten desperate enough to try to break in
that make up this dream. Once players are done sharing
alone.
you can add:
•  The party has their best chances of finding their names
As you relive all these wonderful memories you are somewhat in the books at night while Yarnspinner is sleeping.
•  Yarnspinner is not to be trusted. He’s stealing names
surprised to see a large, ghostly spider looming in the
and memories from people. It’s only a matter of time
background of these events. It takes no part in the adventure, until he steals our brains and eats them.
simply watching. •  He refuses to answer any questions about his
The vividness of this dream is caused by one of background, saying, “You mind your business, I’ll mind
Yarnspinner’s corrupted ghosts, who is stealing the party’s mine. We’re in the same mess here, let’s work together
exciting story to bring back to Yarnspinner. Yarnspinner and see this through before something else goes wrong.”
is unaware of this, along with the fact that stealing stories At the following nightfall, Nobody leads the party to the
this way causes the dreamer to forget the names of the Scriptorium to find the book.
people involved in the story, including their own. If a party
is traveling together that shares an adventure, all of their The Scriptorium
names are collectively forgotten. Each morning when Yarnspinner wakes, he takes the
interesting material he believes he has dreamt and writes
The Power of Names it down in a book in the Scriptorium. The Scriptorium is
From summoning fiends from the lower planes to activating a strange hall dimly lit by fluorescent mushrooms, full of
the powers of a unicorn’s horn, names have a special power all the books and stories Yarnspinner has ever written or
in the D&D multiverse. Losing the memory of one’s own found. In order to recover their names, the party must find
name may be simply a troubling circumstance or may yield the partially-written story on Yarnspinner’s writing desk.
additional consequences. If you want to increase the tension
of this situation, you can have the characters lose access to F1. Entry Hall
innate abilities, forget certain cantrips, or other interesting When the characters approach the entrance to the
consequences until they recover their name. Scriptorium, you can read the following:

When the party wakes up they realize that they shared The dense thicket of roots and thorns give way to an imposing
the same dream, but have all forgotten each other’s wooden door flanked by two twisting, thorny plants. Above the
names. As they discuss the matter, an awakened fox door, a lattice of spider-silk webbing forms words written in
overhears them and butts into the conversation: several languages which read, “Only an open book may enter.”
A small voice comes from just outside the hut, “Not this The phrase is a riddle (written in Common, Druidic,
again. You two-leggers are all so boring. It’s wake up, what’s and Sylvan), which means that in order to enter, one
my name, freak out, eat food, go to bed.” The exasperated must be an “open book”, and that they must share their
true purpose for entering. The door radiates an aura of
voice seems to belong to a small fox that had been
divination and illusion magic under the scrutiny of a detect
eavesdropping on the conversation. magic spell. When a creature approaches within 5 feet
If the party engages with the fox, she explains that of the door, the voice of Yarnspinner echoes forth from
she heard a two-legged individual talking about the a magic mouth spell saying, “Why have you come to the
same problem just the other day. She can lead the party Scriptorium?” in Common.
to that person. The fox was only awakened recently by Gaining Access. Characters who answer truthfully –
Yarnspinner and doesn’t have too much to talk about. It regardless of nefarious intentions – are granted access
has a slight prejudice against humanoid creatures and has without consequence. If the party members all agree to
trouble differentiating between them. If the party follows be truthful, Nobody follows their lead. If any characters
the fox, she leads them to Nobody’s Hut. lie, the door locks for 8 hours as if by an arcane lock
spell. Once locked, the door can be opened with a DC

RUNNING THE ADVENTURE | 5


The Scriptorium
F4

N S

F3

F2

F1

25 Strength check (or by characters with a combined •  Dr. Lawrynstein. This book can be found in the fiction
strength of 40 or more) or with a DC 20 Dexterity check section. A gothic story about an eccentric surgeon
using thieves’ tools. The twisting thorny plants on either whose body died many years ago, and now lives as a
side of the door are dormant assassin vines (although brain in a jar. In an attempt to reanimate his body, he
this varietal has a movement speed of 0). If the lock is gives the gift of life to a being of his own creation. The
bypassed or the door is broken open once locked, the creature is shunned by society as it seeks to learn the
assassin vines animate and attack. The poison from these meaning of love. Characters who read this story grow
vines is nonlethal and a creature that is reduced to 0 hit scared and paranoid, granting them advantage on their
points by them is stabilized and held captive until rescued. next initiative roll.
Nobody. Unless the party has other means to open the •  Lord of the Fairy Rings. This book can be found in
door, Nobody gets impatient after 5 minutes and begins the fantasy section. The book tells the story of some
to pick the lock. If not interrupted, he is successful after a halflings who accidently travel into the feywild through
minute. When the assassin vines attack, Nobody slips out a fairy ring. They go on an epic quest to throw a cursed
of their reach using his Assassin's Whim action and hurls bell into a volcano in order to open a portal to return to
daggers from a distance until the party joins him inside. their home world. Characters who read this book have
He makes no daring effort to save them if they are foolish advantage on Intelligence (Arcana) checks to recall
enough to get in over their heads. folklore about fairy rings and how to activate them
within Thither.
F2. The Stacks •  The Magic of Creative Writing. This book can be found in
When the characters enter this room, you can read the the self-help section. This book is a guide about writing
following: pieces of fiction. The book functions as a spellbook and
contains the following spells: cause fear, charm person,
This large hall is filled with rows of bookshelves stacked with
comprehend languages, illusory script, sleep and tasha's
tomes of all shapes and sizes. Across the ceiling in spider silk hideous laughter.
is written the phrase, “Don’t judge a book by its cover.” •  One spell scroll with the borrowed knowledge spell
This room is Yarnspinner’s personal library. The shelves written on it.
are categorized into sections written in spider silk at the •  Star-Crossed Lovers. This book can be found in the
top of the shelves (Adventure, Classics, Fantasy, Fiction, Adventure section. It is thrilling romance about an elf
Self-Help, and Uncategorized). Samples of books the named Mazikoth and the moonstone dragon he falls in
characters may find during this search include: love with as he travels the multiverse studying the stars.
The book ends in a cliffhanger as the elf travels to the
•  Claretta’s Web. This book can be found in the classics stars to discover a dark star on the edge of night.
section. It is a story about an awakened pig that is saved
from slaughter by a friendly spider who writes nice Characters who spend an hour searching through the
things about it in her webs. books in this room can accurately determine that none of
the titles seem like they relate to the characters’ lives.
6 | RUNNING THE ADVENTURE
Nobody. Nobody scans through the bookshelves, choosing relevant to your party). This book holds several
ignoring the ugly books along the northern part of the stories of the party’s adventures in Hither and mentions
room. He frustratingly swears under his breath calling the each by name. Upon recognizing the events and reading
books worthless trash. their names, each character is able to recall their name.
Secret Passage. The Uncategorized section extends Nobody. While the party is investigating their story,
along the northern wall, where an unremarkable set of Nobody thumbs through the other works in the room.
shelves filled with bland reference books and outdated When he discovers the book that Yarnspinner had been
encyclopedias takes up most of the space. Characters reading from the previous day, The Tale of Strongheart,
who heed the advice “Don’t judge a book by its cover” he quickly destroys it. Characters who succeed on a DC
may investigate these books and inadvertently find a 17 Wisdom (Perception) check catch the title of the book
secret passage to the Drafting Room (area F4). The door before it is destroyed. After getting what he was looking
is plainly visible to anyone who removes a book from the for, he says that he’s heading for the mushroom circle and
shelf and looks beyond. indifferently tells the party to “have a nice life.” From here,
Zarak resumes his search for the Wayward Pool, where he
F3. The Reading Room may meet the party again.
This room provides smaller private reading rooms Treasure. The candle is a midnight candle. The room
available to library visitors. When the characters enter, you also contains 200 gp worth of fine parchment and inks
can read the following: that can be used by a wizard for the purpose of copying
spells into a spellbook.
This sideroom contains a half-full book shelf labeled, “Please
return books here” in spidersilk letters. Two doorways lead off Corrupted Ghost
of this room, each labeled with the words, “Quiet please.” As the party is leaving, one of Yarnspinner’s ghosts
arrives to investigate the newcomers to the Scriptorium.
Western Room. This room contains a book called This ghost has been corrupted, and the characters
Where the Campestris Sing from the fiction section. This recognize it from their dream the night before. The ghost
book is a coming of age story about the life and adventures is willing to kill the party in order to cover up its own
of a female eladrin who grows up in a marsh in the corruption. It first asks the party what they are doing in
feywild. This room also contains an unlit midnight candle. the Scriptorium. Some of the options available to the party
Eastern Room. This room contains an awakened include the following:
brown bear who came to the Scriptorium to learn to
read. If asked for a name, she simply refers to herself as •  Characters with a passive Perception of 16 or higher
Brown Bear. For the past two days, she has been trying notice the ghost before it notices them. The characters
to decipher the words to an illustrated children’s story can hide from the ghost with a successful group DC 15
she found in the Uncategorized section called Where the Dexterity (Stealth) check until it leaves after 10 minutes.
Feywild Things Are. When taking the scrolls, Brown Bear The ghost does not check the Reading Room so as to not
noticed the secret entrance behind the Uncategorized to disturb readers.
section, but had no interest in investigating further. •  When the ghost first sees the party it asks what they are
If the party intrudes on her reading, she asks if they can doing to determine if it needs to kill them. The party can
help her read the word “whistle” as part of the sentence, trick the ghost, suggesting that they just came to read,
“The boy sped through the thorns fast as a hare as he with a successful DC 16 Charisma (Deception) check at
whistled a tune and ran backwards.” This phrase is a clue which point it leaves them be. If the party broke down
to navigating quickly through Fablerise. If the party is the entry door or destroyed the assassin vines, the check
kind to Brown Bear, she thanks them and offers to help automatically fails. The ghost attacks if the party is
them find whatever they’re looking for. If the party asks caught in a lie.
if there are any recent books added to the Scriptorium, •  The party may be able to bribe the ghost with a new
she says that she knows Yarnspinner came by early in the story it hasn’t heard before. The ghost agrees to let them
morning, but didn’t see where he went or what he did. She go with a successful DC 20 Charisma (Persuasion)
speculates that maybe he went into the secret room behind check and a fun story. The DM may grant advantage on
the books in the section with the ugly books. this check if the story is told with a strong roleplaying
effort. Telling a story to the ghost this way does not
F4. The Drafting Room cause the characters to lose their memories.
The Drafting Room can be accessed through a door •  The party can run from the ghost to the mushroom
hidden behind the uncategorized books at the northern circle, which is only successful if the party knows to
end of The Stacks (area F2). Each morning, Yarnspinner whistle a tune and walk backwards, a tip they may have
visits his Drafting Room to weave what he believes are learned from the book Where the Feywild Things Are
his own dreams into lovely stories for the listeners of his (area F3). Characters who read this book to Brown
realm, embellishing and adapting the adventures into Bear may recall it with a successful DC 12 Intelligence
fantastical retellings. When the party enters the room, you (History) check.
can read: The ghost fights until destroyed and disappears into
a cloud of mist if defeated. Yarnspinner immediately
Along the walls of this room hang silk tapestries of bright
awakens and seeks out the party to find out what is going
swirling colors. Blank scrolls and pieces of paper are on if the ghost is destroyed (see Conclusion).
haphazardly stacked and countless crumpled paper balls litter
the floor. On the far end of the room stands a podium made
of roots, illuminated by a single magical candle. It holds an
open book with text only covering half the page.
The book contains Yarnspinner’s latest work, titled
The Wild Beyond the Witchlight (or another name of your

RUNNING THE ADVENTURE | 7


Conclusion Magic Items
Once the party reads the book with their names, they get
their memories back and can leave Fablerise through Midnight Candle
a well known mushroom circle. If the party defeats the Wondrous Item, common
ghost or decides to seek out Yarnspinner, he apologizes
for the harm he has inadvertently caused and weaves a set While holding this candle you can cause a harmless flame
of slippers of spider climbing for one of the characters to to appear on its wick that sheds bright light in a 5-foot
make amends. Yarnspinner makes it clear that he intends radius and dim light for an additional 5 feet. When you
to root out the corrupted ghosts and decouple Fablerise cause the flame to appear, you may designate up to ten
from Thither to prevent further corruption. If the party creatures who are able to see the light from it.
inquires about a home for the goblins of Thither (see The Slippers of Spider Climbing
Floating Isles), Yarnspinner promises to look after them
Wondrous Item, uncommon (requires attunement)
if they would like to make a new home in Fablerise. Where
the party reappears in Prismeer is up to you, though it may While you wear these light shoes, you can move up,
make sense to have them reappear where they left. down, and across vertical surfaces and upside down
along ceilings, while leaving your hands free. You have
Troubleshooting a climbing speed equal to your walking speed. However,
the slippers don't allow you to move this way on a slippery
After the Wayward Pool. Due to Zarak’s (Nobody) surface, such as one covered by ice or oil.
involvement in this adventure, it is recommended to
have this adventure take place before the party reaches Spell Scroll
the Wayward Pool. If the party has already explored the Scroll, uncommon
Wayward Pool, you can have Nobody be Zargash from the
A spell scroll bears the words of a single spell, written
League of Malevolence, changing the details in the story
in a mystical cipher. If the spell is on your class’s spell
as needed.
list, you can read the scroll and cast its spell without
Leaving Early. Because Yarnspinner tells the party
providing any material components. Otherwise, the scroll
how to leave Fablerise from the onset, the party has the
is unintelligible. Casting the spell by reading the scroll
option to leave before taking a rest, in which case they
requires the spell’s normal casting time. Once the spell is
miss the entire adventure. There are a few ways to handle
cast, the words on the scroll fade, and it crumbles to dust.
this. First, you could have Yarnspinner omit the telling
If the casting is interrupted, the scroll is not lost.
the party about the mushroom circle, allowing them to
learn about it later from Nobody. Second, you can set up
If the spell is on your class’s spell list but of a higher level
this adventure to start towards the end of an adventuring
than you can normally cast, you must make an ability
day so that the party is more inclined to spend the night
check using your spellcasting ability to determine whether
in Fablerise. Third, if the party decides to leave, you
you cast it successfully. The DC equals 10 + the spell’s
can perhaps give them a reason to return in the future.
level. On a failed check, the spell disappears from the
Perhaps Yarnspinner has a book with an important piece
scroll with no other effect.
of information to help the party move forward at another
point in Thither.
Looking for Yarnspinner. After they forget their names,
the party may be tempted to try to look for Yarnspinner
to try to get some sort of explanation. While this is a
Spells
logical course of action, Yarnspinner is nowhere to be Borrowed Knowledge
found. Fablerise is roughly three square miles after all
2nd-Level Divination
and Yarnspinner has many of his own responsibilities as
archfey of the domain, which he does not share nor feel Casting Time: 1 action
the need to share with everyone who passes through. If Range: Self
the party is fixated on finding Yarnspinner, you may want Components: V, S, M (a book worth at least 25 gp)
to have Nobody or another mischievous creature paint
Duration: 1 hour
Yarnspinner a bad light to wear down their trust in him.
You can use lines such as, “He must be luring innocent You draw on knowledge from spirits of the past. Choose
people into here to steal their stories for his creepy book one skill in which you lack proficiency. For the spell’s
collection or something. We can’t trust him, he’ll spin us duration, you have proficiency in the chosen skill. The
into a web and eat us alive.” spell ends early if you cast it again.
Off the Rails. This adventure assumes that the party Classes: Bard, Cleric, Warlock, Wizard
will follow the logical path from forgetting their names,
to visiting Nobody’s Hut, and then infiltrating the
Scriptorium. If the party is hesitant to trust Nobody, any
friendly awakened animal in Fablerise can provide them
directions to the Scriptorium. Nobody stalks the party to
the Scriptorium if they shunned him.

8 | RUNNING THE ADVENTURE


Creatures Fox (Awakened)
Tiny Beast, unaligned

Armor Class 13
Yarnspinner Hit Points 2 (1d4)
Speed 30 ft., burrow 5 ft.
Huge Fey (Archfey), Lawful Good

STR DEX CON INT WIS CHA
Armor Class 16 (natural armor)
2 (-4) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 6 (-2)
Hit Points 138 (12d12 + 60)
Speed 40 ft., climb 40 ft.
Skills Perception +3, Stealth +5
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 13
24 (+7) 16 (+3) 21 (+5) 18 (+4) 21 (+5) 19 (+4) Languages Common, Druidic
Challenge 0 (10 XP) Proficiency Bonus +2
Saving Throws Con +9, Wis +9, Cha +8
Skills Perception +13, Stealth +7 Keen Hearing. The fox has advantage on Wisdom (Perception)
Condition Immunities charmed, frightened checks that rely on hearing.
Senses truesight 120 ft., passive Perception 23
Languages Common, Druidic, Sylvan Actions
Challenge 10 (5,900 XP) Proficiency Bonus +4
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage.
Fey Rebirth. If Yarnspinner dies in his Domain of Delight, he
revives with all his hit points 1d4 days later in a safe location in
that domain.
Legendary Resistance (3/Day). If Yarnspinner fails a saving throw,
he can choose to succeed instead.
Spider Climb. Yarnspinner can climb difficult surfaces, including
Zarak
Medium Humanoid (orc), Chaotic Evil
upside down on ceilings, without needing to make an ability
check. Armor Class 14 (leather armor)
Web Walker. Yarnspinner ignores movement restrictions caused Hit Points 37 (5d8 + 15)
by webbing. Speed 30 ft.
Web Weaver (3/Day). Yarnspinner can take 1 minute to craft one
STR DEX CON INT WIS CHA
of the following structures out of webbing:
13 (+1) 16 (+3) 16 (+3) 11 (+0) 15 (+2) 6 (-2)
• A 3-inch-thick, opaque wall of webbing consisting of up to three
10-foot-square sections, each of which must be anchored on at Saving Throws Dex +5, Int +2
least two sides by other walls or surfaces. Each section has AC Skills Acrobatics +7, Insight +6, Perception +6, Stealth +7
12; 20 hit points; vulnerability to fire damage; and immunity to Senses darkvision 60 ft., passive Perception 16
bludgeoning, poison, and psychic damage. Languages Common, Orc
• A hut small enough to fit in a 10-foot cube. The hut comes with Challenge 2 (450 XP) Proficiency Bonus +2
a closable door and a comfortable bed made of webbing, sized
for a Tiny, Small, or Medium creature. Special Equipment. Zarak carries a potion of invisibility.
• A message consisting of no more than twenty-five characters,
anchored at various points so it hangs in the air. Actions
Multiattack. Zarak makes two Dagger attacks.
Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
Multiattack. Yarnspinner makes two Bite attacks and uses range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, plus
Spellcasting or Web once. an extra 5 (2d4) piercing damage if the target is a creature and
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: Zarak has at least 18 hit points.
17 (3d6 + 7) piercing damage plus 11 (2d10) poison damage. Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Spellcasting. Yarnspinner casts one of the following spells, Humanoid. Hit: 8 (2d4 + 3) slashing damage, and the target is
requiring no material components and using Wisdom as the grappled (escape DC 11). Until this grapple ends, the target takes
spellcasting ability (spell save DC 17): 8 (2d4 + 3) slashing damage at the start of each of its turns, and
Zarak can’t grapple another creature or use Assassin’s Whim.
At will: faerie fire, speak with animals
2/day each: animal friendship, create food and water, revivify Bonus Actions
1/day each: awaken (as an action), pass without trace Assassin’s Whim. Zarak takes the Dash, Disengage, or Hide
Web. Yarnspinner shoots webbing at one creature he can see action.
within 120 feet of himself. The target must succeed on a DC 17
Strength saving throw or be restrained for 1 hour. The target can
Reactions
repeat the save at the end of each of its turns, ending the effect Uncanny Dodge. Zarak halves the damage he takes from an
on itself on a success. attack made against him, provided he can see the attacker.

CREATURES | 9
Assassin Vine Yarnspinner's Ghost
Large Plant, unaligned
Large Fey, Lawful Good (Chaotic Evil if corrupted)

Armor Class 13 (natural armor)


Armor Class 13
Hit Points 85 (10d10 + 30)
Hit Points 68 (8d10 + 24)
Speed 0 ft. (typically 5 ft., climb 5 ft.)
Speed fly 40 ft. (hover)


STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 1 (-5) 10 (+0) 1 (-5)
10 (+0) 16 (+3) 17 (+3) 18 (+4) 21 (+5) 19 (+4)
Damage Resistances cold, fire
Damage Resistances acid, fire, lightning, thunder; bludgeoning,
Condition Immunities blinded, deafened, exhaustion, prone
piercing, and slashing from nonmagical attacks
Senses blindsight 30 ft., passive Perception 10
Damage Immunities cold, necrotic, poison
Languages --
Condition Immunities charmed, exhaustion, frightened, grappled,
Challenge 3 (700 XP) Proficiency Bonus +2
paralyzed, petrified, poisoned, prone, restrained
Skills Stealth +6
False Appearance. While the assassin vine remains motionless, it Senses Darkvision 60 ft., Passive Perception 11
is indistinguishable from a normal plant. Languages Common, Druidic, Sylvan
Challenge 5 (1,800 XP) Proficiency Bonus +3
Actions
Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one Incorporeal Movement. The ghost can move through other
creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, creatures and objects as if they were difficult terrain. It takes 5
and it is grappled (escape DC 14). Until this grapple ends, the (1d10) force damage if it ends its turn inside an object.
target is restrained, and it takes 21 (6d6) poison damage at the Web Weaver (3/Day). The ghost can take 1 minute to craft one of
start of each of its turns. The vine can constrict only one target at the following structures out of webbing:
a time.
Entangling Vines. The assassin vine can animate normal vines • A 3-inch-thick, opaque wall of webbing consisting of up to three
and roots on the ground in a 15-foot square within 30 feet of it. 10-foot-square sections, each of which must be anchored on at
These plants turn the ground in that area into difficult terrain. A least two sides by other walls or surfaces. Each section has AC
creature in that area when the effect begins must succeed on a 12; 20 hit points; vulnerability to fire damage; and immunity to
DC 13 Strength saving throw or be restrained by entangling vines bludgeoning, poison, and psychic damage.
and roots. A creature restrained by the plants can use its action
to make a DC 13 Strength (Athletics) check, freeing itself on a Actions
successful check. The effect ends after 1 minute or when the Multiattack. The ghost makes two Withering Bite attacks and
assassin vine dies or uses Entangling Vines again. uses Spellcasting or Web once.
Withering Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (3d6 + 3) necrotic damage.
Spellcasting. The ghost casts one of the following spells,
Brown Bear (Awakened) requiring no material components and using Wisdom as the
Large Beast, unaligned spellcasting ability (spell save DC 16):
At will: faerie fire, speak with animals
Armor Class 11 (natural armor)
1/day each: pass without trace
Hit Points 34 (4d10 + 12)
Speed 40 ft. Web. The ghost shoots webbing at one creature he can see within
120 feet of himself. The target must succeed on a DC 16 Strength
STR DEX CON INT WIS CHA saving throw or be restrained for 1 hour. The target can repeat the
19 (+4) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 7 (-2) save at the end of each of its turns, ending the effect on itself on
a success.
Skills Perception +3
Senses passive Perception 13
Languages Common, Druidic
Challenge 1 (200 XP) Proficiency Bonus +2

Keen Smell. The bear has advantage on Wisdom (Perception)


checks that rely on smell.

Actions
Multiattack. The bear makes two attacks: one with its bite and
one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
(1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) slashing damage.

10 | MAGIC ITEMS
The Tale of Strongheart
Once upon a time, there was a paladin named Strongheart, the most courageous human in the
land. He and his fearless unicorn steed were part of Valor’s Call, a group of protectors who
brought peace to the good folk of the world. But the forces of evil are not always so easily stifled.

From the shadows, a group of villains banded together with a single purpose in mind: the
accumulation of power. A greedy, narcissistic human sorcerer named Kelek led the band with his
right-hand man, Zarak, the most lethal of assassins. The two hatched a brilliant plan to extort
the archfey of Prismeer, Zybilna, and steal her power and wealth.

When Valor’s Call learned what Kelek and his League of Malevolence intended to do, it was
with steadfast determination that they steeled themselves for battle. Strongheart, always the
protector, turned to his unicorn with a heavy heart. “The Feywild lies far beyond anywhere we’ve
ever imagined, and I fear Valor’s Call may not return. I cannot let any harm come to you and
need you to remain.”

And so Strongheart’s unicorn stayed behind as Valor’s Call traveled to Prismeer.

The League of Malevolence quickly approached Prismeer, unstoppable as they breached Zybilna’s
grounds. But as they entered the magical Palace of Heart’s Desire, they were met with an
ambush! Valor’s Call was waiting! Spells shot through the air, swords clashed, and Valor’s Call
quickly realized that their fears were well-founded: they were going to lose.

But just as Valor’s Call was on the brink of destruction, a blinding glow filled the hall. Zybilna
appeared in all her power, already spinning a spell to undo the destruction and stop the evil
League. Valor’s Call breathed a sigh of relief that the powerful archfey joined the fight, but their
respite was short lived: unbeknownst to Zybilna, Zarak had orchestrated a trap, set by his allies,
the witches of the Hourglass Coven. As Zybilna reached for her cauldron to finalize her ultimate
spell, she brushed against its surface. Like ice spreading across a lake, the curse shot through the
room, locking everyone in place, and freezing the whole palace in time.

But not even the wretched curse could stop the call of Strongheart’s beating heart across the planes.
This beating reached the ears of his unicorn companion, who summoned all of his strength to
will himself through the fabric of reality to Zybilna’s palace. Not even the mightiest magic could
withstand his healing touch, and the unicorn was able to reverse the spell and bolster the heroes.
Together, they defeated the League of Malevolence. In the end, Strongheart prevailed and the
realm was saved, but he learned a valuable lesson: he couldn’t do it alone.
Dan Kahn
Adventure
I hope you’ve enjoyed the content in this
supplement. If you find any errors, have a good
idea, or just want to get in touch, you can reach
out to Dan Kahn at leprekahn7@gmail.com.

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