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  1. The Witchlight Carnival
  2. Lore

Palace Locations: P10 - P13

P10. Wrath’s Tower

The base of this tower is 10 feet higher than the garden floor. The double door to this tower is accessible from a 10-foot-high stone catwalk that connects it with the servants’ quarters (area P15). A bronze plaque above the door bears the word “Wrath” in Common. The tower is 30 feet tall and has no roof, enabling characters to enter it from above if they have the means to do so.

This tower is filled with hawthorns. At the heart of the thicket, a hart seemingly made from iron stands atop a marble pedestal, pawing the ground angrily. Strewn around the pedestal are a dozen empty baskets.

“We are Wrath,” says the iron hart.

The iron hart, Wrath, is the counterpart to the iron lion named Envy in area P9. Wrath uses the gorgon stat block. It can speak Common and Sylvan, and it refers to itself using the pronouns “we” and “us.”

Wrath dislikes Envy, but the two are prevented by Zybilna’s magic from harming one another. When the characters first appear before the iron hart, it demands their obeisance and commands them to kneel before it. If the characters do as Wrath commands, the hart is pleased and allows them to remain in its presence. Characters who fail to show it deference are instructed to leave the tower at once, and Wrath attacks those who refuse. Wrath knows the same information that Envy knows (see area P9).

To transform the crown of silver needles from area P8 into the crown of golden roses, it must be placed on Wrath’s brow, but Wrath doesn’t know that. While Wrath wears the gold crown, all hart-marked doors in the palace are unlocked (see “Crown Locks” earlier in the chapter). This holds true even if the iron hart is dead.

Wrath is willing to let the characters take the crown from it temporarily, but it wants something in exchange each time it relinquishes the crown: a basket of berries picked from the palace garden (area P2). If they so desire, the characters can take one of the baskets from the tower and use it to collect the berries. A single character needs 1 hour to pick the berries, but multiple characters working together can reduce the time proportionately. The berries must be presented to Wrath as a gift, whereupon the iron hart devours them. To determine whether Wrath is satisfied, each character who picked any of them can make a DC 15 Intelligence (Nature) check. On a successful check, the berry selection is deemed acceptable, and Wrath relinquishes the crown. If any character’s check total is 25 or higher, the berry selection is deemed extraordinary, and from that point on, Wrath relinquishes the crown whenever the characters ask for it.

P11. Carriage House

When the characters open one of the doors leading to this chamber and peer inside, read:

The doors swing open to reveal a crystal carriage hitched to a pair of glass statues shaped like pegasi. Folded silk butterfly wings are attached to the roof of the carriage.

Zybilna used this flying carriage to travel to other locations in the Feywild. The carriage’s doors are sealed shut, with no handles, hinges, or keyholes. Zybilna kept the carriage’s magic key inside the vehicle and used misty step spells to retrieve it as needed. The carriage’s crystal structure is mostly opaque except for its windows. Anyone who looks through a carriage window spots an ornate glass key resting on the seat inside. To reach the key, a character must smash a window or use magic. Characters who smash their way into the carriage alert Zargash (see area P30), who investigates the noise.

The carriage is a Huge object with AC 13, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Its windows and wheels are separate objects, each with AC 13, 10 hit points, and the same vulnerability and immunities as the rest of the carriage. Five Medium or smaller creatures can fit comfortably inside the cab, with an additional seat up front for the driver.

If the key is held within 3 inches of the door on either side of the carriage, a keyhole magically appears on the door’s surface. Turning the key clockwise in the keyhole unlocks both carriage doors and animates the glass pegasi, causing them to stamp their hooves impatiently. They use the pegasus stat block, with these changes:

The glass pegasi are Constructs with immunity to exhaustion and the charmed, frightened, paralyzed, and petrified conditions.

They have AC 15 while animated and AC 13 otherwise.

While the glass pegasi are animated, reins made of starlight appear in the hands of anyone who sits on the driver’s seat, allowing that individual to steer the carriage. The pegasi can pull the carriage at a speed of 40 feet on land or 80 feet while flying.

Turning the key counterclockwise in either door’s lock can be done only while the carriage is on the ground and not moving; doing so locks both doors and causes the pegasi to revert to inanimate glass statues.

Development. Characters can use the carriage to travel beyond Prismeer to other locations in the Feywild, but the carriage and its glass pegasi shatter if the vehicle leaves the Feywild.

P12. Hall of Stars

The double door on the south side of this area is sealed with a hart crown lock (see “Crown Locks” earlier in the chapter).

The walls of this hall are illustrated with painted panels depicting a starry sky. The paintings show what a viewer would see while looking out through a set of windows into a clear, moonless night.

There is nothing peculiar about the panels.

The two doors on the north wall open onto stone balconies that overlook a stormy void (area P13) and offer clear views of the tower and the staircases suspended above it.

P13. Court of Storms

The double door on the stone balcony between this area and area P22 is sealed with a lion crown lock (see “Crown Locks” earlier in the chapter). The balcony doors that adjoin areas P11, P12, P15, and P29 are not locked.

This rectangular courtyard is open to the twilit sky. It has no visible floor; instead, a vortex of dark clouds churns below. A marble tower rising from the maelstrom is encircled by seven turrets. Four stone staircases extend from the outer areas of the palace to the tower, each one part of a buttress that spans the void and stabilizes the tower.

If the characters are in a location where they can see the hole in the wall of area P47 on the tower’s second floor, add:

Part of the tower wall has exploded outward, and its stony fragments are hanging in the air as though time around them has stopped. Among the debris, suspended above the stormy vortex, is an armored knight with a sword in one hand and a shield on his other arm. He looks like he was thrown backward through the exploding wall before being frozen in place.

The knight suspended in the air is Strongheart (see area P47), the leader of Valor’s Call. It’s obvious to anyone who can see him that the knight will plunge into the vortex if the time-freezing effect on him is ended.

Storm Vortex. The vortex that churns below the central spire is not part of the palace and wasn’t frozen in time. Although the storm is magical, it can’t be dispelled, and the area it occupies is heavily obscured.

Any creature that falls into the vortex takes 18 (4d8) force damage. In addition, its speed becomes 0 feet, it can’t benefit from any bonus to its speed, and it can’t be seen by others. The creature takes the damage again at the start of each of its turns until it escapes the vortex. Any creature that ends its turn in the vortex with 0 hit points is ripped to shreds, and its remains are scattered across the planes of existence along with anything it was wearing or carrying.

Any creature that falls into the vortex has little chance of surviving. If someone throws one end of a rope into its space, the creature can grab hold of it and be pulled out.