The following locations are keyed to the map of Bavlorna’s cottage.
B6. Balcony
This ten-foot-wide balcony runs almost the length of the cottage and is covered from end to end with living frogs. At each end of the balcony, attached to one corner of the cottage just beyond easy reach, is a clothesline draped with patchwork garments. The two lines stretch out over the lake and disappear into the thick fog.
If anyone steps onto the balcony, the hundreds of harmless frogs on the balcony croak in unison, alerting Bavlorna wherever she happens to be in the cottage. If one or more of the frogs are killed, the rest leap into the lake below.
If she hears the croaking frogs, Bavlorna sends three of her lornlings (use the quickling stat block) to investigate and report back to her. They avoid combat.
B7. Hallway
The spiral staircase in area B1 leads up to this hallway on the second floor.
The walls of this dank hallway are covered with scores of portraits depicting grumpy, sad, frightened, and angry people. The figures include humans, elves, halflings, bullywugs, and goblins, among others. The portraits are rendered in a variety of mediums, including paintings, etchings, and sketches. All are displayed in gaudy, gilded frames.
A framed oval mirror two feet wide and five feet tall hangs in the middle of one wall.
The hall has closed doors leading to areas B8, B10, and B16.
Oval Mirror and Secret Door. A detect magic spell reveals an aura of transmutation magic around this mirror. The mirror’s frame is stuck to the wall with sovereign glue, and the mirror can’t be removed without destroying it. The mirror alters the reflection of any creature that gazes into it, rendering the reflection bereft of expression or emotion, except if a creature smiles into the mirror. In that case, the creature’s reflection also smiles, and a secret door in the wall holding the mirror swings inward, revealing a hidden passage (area B9).
Any character who examines the wall behind the mirror and succeeds on a DC 10 Wisdom (Perception) check sees the edges of the secret door, which can also be forced open with a knock spell or similar magic. Bavlorna can open the secret door without having to smile or use magic.
B8. Guest Room
This is a dusty, uncluttered room. Several shadow boxes hang on the wall to either side of a modest bed with moldering linens. Most of the shadow boxes contain mummified pixies pinned to boards like a collection of butterflies. The glass on one of the shadow boxes has been broken, and its contents are missing.
B9. Secret Passage
Bavlorna has forgotten about this secret passage, which connects areas B7 and B10.
A moldy scent hangs in the air in this dark, L-shaped hallway.
The secret door leading to area B7 is easily spotted from this side but requires a knock spell or similar magic to open. Only Bavlorna can open the secret door without using magic.
Shrinking Effect. Creatures and objects in the hallway magically shrink in size as they get closer to area B10. They are normal size at the end of the hall closest to area B7, one-half their normal size at the bend in the hallway, and one-twentieth their normal size at the end of the hall closest to area B10. Shrunken creatures have disadvantage on Strength checks and Strength saving throws, and their weapons deal 1d4 less damage at one-half to one-tenth size, or 2d6 less damage at smaller than one-tenth size (minimum damage of 1 in either case).
One minute after a creature or an object leaves the tunnel, the shrinking effect on it ends, whereupon it returns to its normal size.
Tiny Door. A solid wall seems to block access to area B10, but closer inspection reveals a 2-inch-wide, 4-inch-tall mouse hole at the base of the wall. This mouse hole is blocked by a tiny wooden door that is barred on this side by a steel needle. Lifting the needle allows the tiny door to be pulled open easily, revealing a moldy stretch of floor underneath the potion cabinet that stands against the wall in area B10.
Development. Shrunken creatures that pass through the tiny door have 1 minute to move out from under the cabinet into area B10 before they return to their normal size. If a creature is under the cabinet when it enlarges to Small or Medium size, it is pinned underneath the cabinet. While pinned in this way, the creature is prone and restrained. On each of its turns, it can use an action to try to free itself, doing so with a successful DC 16 Strength (Athletics) check.