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  • Game Master
  1. The Witchlight Carnival
  2. Lore

To the Carnival / Starting the Campaign

Characters who do not start at @Roslof Enchanted Pumpkin Farm start at the @Ticket Booth

Characters who accept @Madryck Roslof’s quest can make the trek to the carnival, which is located a three days casual walk from @Witchlight Carnival .

However the Character(s) arrive at @Witchlight Carnival , it is dusk and the carnival is just opening. The @Witchlight Carnival is open for 7 hours, from 8:00 pm to 3:00 am.

The characters arrive shortly before twilight.

Any Player Character who is a @Witchlight Hand should be revealed the following:

Three days ago, you were approached by a friendly faerie dragon in the service of a human warlock named Madryck Roslof. This faerie dragon foretold the arrival of adventurers seeking a path to the Feywild through the carnival. Although you’ve heard that the carnival contains a fey crossing, you’ve never gone to the trouble of finding it. The faerie dragon thought you might want to help these adventurers. It even went so far as to imply that the fate of the Witchlight Carnival might hinge on the success of their endeavors.

As twilight draws near, a large crowd begins to gather outside, eager to buy tickets and enjoy the carnival’s many attractions. As you gaze upon the crowd, one or more visitors catch your eye. Something about them suggests they’re not the usual rabble.

Allow the characters who have the @Witchlight Hand background to interact as they see fit with the characters who met with @Madryck Roslof. These interactions can occur before or after the carnival opens its gates to visitors.

For Characters that use the Lost Item Backstory Hook:

Use this adventure hook if you want the characters to have a strong personal investment in the story. Choose a settlement in the characters’ world near which the @Witchlight Carnival will appear.

Each character in the adventuring party visited the @Witchlight Carnival when they were a child—in fact, they snuck in without buying a ticket—and had something stolen from them. Fate brings the characters together as adults, united by the common goal of retrieving that which they’ve lost.

The adventure begins shortly after the @Witchlight Carnival returns to the characters’ world for the first time in eight years. One or more characters might be Witchlight Hands or troubadours who have spent years traveling with the carnival.

ONCE THE ENTIRE CAMPAIGN IS OVER AND PLAYERS HAVE RETURNED FROM PRISMEER

@Madryck Roslof’s Treasure

@Madryck Roslof keeps the treasure from his adventuring days in a locked wooden chest that is buried in a secret location far from his modest dwelling. He carries the chest’s only key, the head of which is made of stained glass and shaped like a violet faerie dragon.

If the characters accept the quest and return with proof that Zybilna is alive and well, Madryck gives them his key and directions to the buried chest, which contains the following treasure:

  • A @Bag of Beans

  • A @Cloak of Displacement

  • A suit of @Glamoured Studded Leather Armor

  • A @Wand of the War Mage, +2

  • A silk bag containing eight 500 gp gemstones

  • Three folded letters (described below)

Letter 1. This letter is stamped with the official wax seal of a fairly large settlement (choose an appropriate town or city that exists in your campaign world). It reads, “The bearer of this letter is entitled to a favor in exchange for services, previously rendered, of a heroic nature.” This letter can be presented to the settlement’s leader or leaders, who would then grant the letter’s bearer a favor. This favor can take the form of free room and board for up to a year, the gift of a small estate or parcel of land, an audience with someone of great influence (such as a king or queen), or some other benefit of your choosing.

Letter 2. This letter has similar text to the first letter, as well as the symbol of a deity worshiped in your campaign world (choose an appropriate deity). This letter can be taken to any temple where that deity is worshiped and presented to the high priest, who would then grant the letter’s bearer a favor. An example of an appropriate favor would be one free casting of a spell of 5th level or lower from the cleric spell list, such as commune or raise dead.

Letter 3. This letter bears the signature and arcane sigil of Saya Kalternax, a wizard known throughout the land. (You can replace this wizard with another mage that better suits your campaign.) The letter describes the kinship between this wizard and the adventuring party to which Madryck once belonged. It concludes with, “By the terms of a magically binding agreement, the bearer of this letter is owed one favor from Saya Kalternax or, in the event of their untimely demise, one of Saya’s devoted apprentices.” Although Saya died a few years ago, this letter can be presented to one of their apprentices (who might be difficult to locate, at your discretion). Examples of an appropriate favor would be the brewing of a rare or uncommon potion, the scribing of a rare or uncommon scroll, or the loan of a spellbook containing a selection of wizard spells of 5th level and lower. If you need statistics for this spellcaster, use the @Wizard stat block. Give the mage whatever alignment and languages you like.

If @Madryck Roslof passes away before the characters return from their Feywild excursion (an event likely to occur only if the characters delay their return by a year or longer), he leaves behind a trusted associate who can give them the key and provide directions to his hidden treasure. This associate might be a friendly pixie or faerie dragon, an awakened squirrel (the beneficiary of a druid’s @Awaken spell), or some other trustworthy creature of @Madryck Roslof's acquaintance.