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  1. Witchlight: Rogue Like
  2. Lore

Key Magic Items

@Witchlight Vane

Wondrous item, legendary (requires attunement by @Mister Light or his handpicked successor)

This ornate rod is topped by a pair of butterfly wings and incorporates bits of red glass into its length. It weighs 3 pounds.

Magic Weapon. In the hands of one who is attuned to it, the vane can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. In addition, the vane deals an extra 1d8 radiant damage on a hit.

Sense Mood. While the vane is inside the perimeter of the @Witchlight Carnival , it can sense the mood of every creature in the carnival that has an Intelligence of 4 or higher. As an action, a creature attuned to the vane can use it to pinpoint the location of the happiest creature in the carnival.

The butterfly shape at the top of the vane spins slowly clockwise when spirits in the carnival are generally high; if the general mood in the carnival is dour, the top of the vane spins slowly counterclockwise.

Sentience. The vane is a sentient, chaotic good wondrous item with an Intelligence of 11, a Wisdom of 14, and a Charisma of 14. It has hearing and normal vision out to a range of 30 feet, and it communicates by transmitting emotion to the creature attuned to it. Its purpose is to make sure everyone in the Witchlight Carnival is having a good time.

Additional Properties. The vane has the following additional properties:

  • The creature holding the vane has vulnerability to lightning damage.

  • The creature attuned to the vane can’t be blinded, deafened, petrified, or stunned.

  • While carrying the vane, the creature attuned to it can cast the dancing lights, polymorph, or ray of frost spell as an action, requiring no spell components and using Charisma as the spellcasting ability. After the vane’s polymorph spell is cast, roll a d8; on a roll of 3 or 8, the watch can’t be used to cast this spell again until the next dawn.

@Witchlight Watch

Wondrous item, legendary (requires attunement by Mister Witch or his handpicked successor)

This ornate pocket watch is fastened to the end of a gold chain. It glows with a faint golden light when opened, and it makes a soft ticking noise that can be heard only by the creature holding it. The face of the watch shows a miniature painting of the Witchlight Carnival ringed by a tiny henge, orbited at night by a mote of light small enough to slip through the eye of a needle. This light causes the henge to cast shadows, and these shadows allow the watch’s owner to track the passage of time.

Carnival Setup and Takedown. The creature attuned to the watch can use an action to initiate the packing up or the unpacking of the Witchlight Carnival, provided the creature and the carnival are on the same plane of existence. In the span of 1 hour, all objects that are elements of the carnival are magically whisked about until everything is packed up and ready for travel, or unpacked and assembled. The watch has no effect on creatures, which can move about freely and safely while the carnival is being set up or taken down. Once the process of packing up or unpacking the carnival begins, it can’t be stopped until the task is complete. When the watch is used to pack up or unpack the carnival, this property cannot be used again until 8 hours have elapsed.

Additional Properties. The pocket watch has the following additional properties:

  • While carrying the watch, the creature attuned to it can cast the fire bolt, invisibility, or message spell as an action, requiring no spell components and using Intelligence as the spellcasting ability. After the watch’s invisibility spell is cast, roll a d8; on a roll of 3 or 8, the watch can’t be used to cast this spell again until the next dawn.

  • The creature attuned to the watch gains 30 pounds. This extra weight vanishes when the attunement ends.

  • The creature attuned to the watch must eat and drink eight times the normal amount each day.

@Unicorn Horn - Players need to find it to end the curse on @Elidon.

Boggle Oil

A boggle excretes oil from its pores and can make the oil slippery or sticky. Squirt the oilcan needs slippery boggle oil to use its Boggle Oil action, and it can hold up to three applications of the oil. Boggle oil normally evaporates after 1 hour, but the oil is preserved indefinitely inside Squirt.

When a boggle creates a puddle of slippery oil on the ground, a character can scoop up 1d3 applications of the oil from the puddle (a process that takes 1 minute) before the oil disappears.

A friendly boggle will create three applications of boggle oil in exchange for a gift of equal perceived value, such as a trinket. An indifferent boggle expects a better gift for the same amount of oil, such as a bag of candy, a gemstone, or a magnifying glass. An unfriendly or hostile boggle won’t cooperate unless it is captured and forced to create oil to avoid punishment.

Zybilna’s Gifts

Honoring the rule of reciprocity (see “Rules of Conduct” in Prismeer Overview), Zybilna offers her rescuers a gift. The nature of this gift depends on whether or not the characters destroyed her magnificent cauldron.

The Cauldron Was Destroyed

If Iggwilv’s Cauldron was destroyed but all its pieces are recovered, Zybilna uses a wish spell to repair the artifact. If this turn of events occurs, read:

Zybilna beholds the pieces of the cauldron and says, “I wish my cauldron were made whole again.” Motes of colored light swirl around the fragments as they rise into the air and snap together like pieces of a puzzle. The cracks and seams between them gradually vanish as the cauldron is restored. Zybilna puts one hand on its lip, and the cauldron transforms before your eyes. Dull iron turns to gleaming gold, and what was once a fearsome sight to behold now looks wondrous beyond compare.

The archfey commands her pixie courtiers to bring enough water and wine to put the gold cauldron to use; Zybilna uses that time to attune to the cauldron so that she can exercise its magical properties for the characters’ benefit.

Dead Dretches. If the characters slew three or more of the dretches in area P37, Zybilna is not feeling so generous. She uses the scrying property of the gold cauldron for the characters’ benefit only once before sending them away.

The Cauldron Was Saved

If her cauldron was not destroyed, Zybilna offers her rescuers the use of a wish spell in return for their accomplishments:

“As a reward, I offer you one free casting of a wish spell. Tell me, what is your hearts’ desire?”

Zybilna honors the spirit of the characters’ request and doesn’t try to twist their words. If the characters want to be returned to their home world, Zybilna uses a wish spell to transport them back to the Witchlight Carnival or wherever else they want to go, wiser and perhaps not a day older than when they entered the Feywild. If they wish for something else, Zybilna satisfies that desire as well as she can, given the limits of the spell.

If Zybilna can provide what the characters desire without casting a wish spell, so much the better. For example, if they want to take her flying coach (in area P11) and explore more of the Feywild, she gives them the coach and its key before seeing them on their merry way. If they ask for her cauldron, she laughs and says, “Not in this lifetime.”

Dead Dretches. If the characters slew three or more of the dretches in area P37, Zybilna is not feeling so generous. She grants the characters’ wish to return home, but nothing else.

To Be Young Again!

If you used the “Lost Things” adventure hook and the characters are granted a wish, Zybilna offers to harness the time-dilating power of the Feywild to send the characters back to their home plane as the children they once were, so that they can live their lives over without having suffered the terrible losses that brought them to Prismeer in the first place. (This use of Zybilna’s gift tests the boundary of what a wish spell can do but is nevertheless within the archfey’s power.) This choice is a fine option if the players want to “retire” their characters and end the campaign here and now. If all the players accept this option, read:

You close your eyes, and the world shifts around you. The music of a calliope draws you back to reality. The cool evening air is filled with the sweet smell of candy and the fragrances of autumn. You and your childhood friends skip down the path toward the Witchlight Carnival, clutching golden tickets in your little hands.

The adventure ends here, right where it started.

Hidden within the adventure are numerous other mentions of the numbers eight and three.

@Unicorn Horn

A lost unicorn horn plays an important part in the adventure. Its location is determined randomly by rolling on the Unicorn Horn’s Location table. Once you determine where the horn is, place it in the corresponding location.

The horn belongs to a unicorn named @Elidon, who was captured and transformed into a rocking horse by @The Hourglass Coven. For more information about Elidon, see area L6 in chapter 3.

Lost @Unicorn Horn

Location Table | 1D8

  • 1, Offered for sale at @D10. Trinket, Bauble, and Charm’s

  • 2, Hidden among the coals under @D18. Bavlorna’s Cauldron

  • 3, Stolen by Will of the Feywild and kept in Little Oak (see “Encounters in Thither” in chapter 3)

  • 4, Hidden in one of the cupboards of Loomlurch (see area L10 in chapter 3)

  • 5, In the possession of Archillus the peryton (see “Fey Beacons” in chapter 4)

  • 6, In the possession of Skylla the warlock (see area M11 in chapter 4)

  • 7, In the possession of Shon the librarian (see area P28 in chapter 5)

  • 8, Tucked in a wooden chest by Iggrik the quasit (see area P51 in chapter 5)