Endelyn Moongrave, the Dame of Unhappy Endings, presides over this realm, and her penchant for theatrics has transformed the land around her. Storm clouds roil, shadows take on a life of their own, and the air is filled with a sense of impending dread.

Carved into the realm’s tallest pinnacle is Motherhorn, Endelyn’s theater, where hapless souls come seeking hope, only to leave after stark revelations of decline and despair—if they leave at all.


Running This Chapter

In this chapter, the characters navigate the bleak mountains of Yon, searching for their lost things or a route to the Palace of Heart’s Desire.

Before your first game session in Yon, follow these steps to help make the players’ experience as entertaining as possible:

  • Yon is ruled by Endelyn Moongrave, also known as Bitter End, Creeping Lyn, and the Dame of Unhappy Endings. Read the hag’s description and skim her stat block in appendix B.
  • Read this chapter in its entirety, and reacquaint yourself with the “Prismeer Overview” in chapter 2.
  • Look over the map of Yon. Locations marked on the map are described later in the chapter.

Before the characters arrive at Motherhorn, make a copy of Stagefright’s lines of dialogue in appendix E, then cut them into strips and place the strips in an opaque container such as a paper bag or a plastic Halloween cauldron. See “A Tragedy in the Making” later in the chapter for how Stagefright’s lines come into play.

Lost Things in Yon

If you used the “Lost Things” adventure hook, check the Story Tracker to see if Endelyn Moongrave has anything or anyone the characters seek to reclaim. When the characters enter Yon, anyone who had something stolen by the hag gets the nagging sensation that it is somewhere in this realm, though the character doesn’t know where. The feeling fades when the character either regains what was lost or leaves Yon without recovering it. Anything the characters might want returned to them is kept in area M22.

Using the map of Yon as a reference, describe what the characters see as they forge their path through the splinter-realm. Yon’s numerous lightning rods and the other landmarks detailed in the “Encounters in Yon” section sit atop high peaks and plateaus and are easily spied from a distance.

Shortly after arriving in Yon, the characters encounter a talking dandelion named Amidor, who knows its way around Yon, where the characters might stumble upon one or more of the following locations:

  • Lockbury Henge, a meeting place for korreds (see appendix C) who can give directions to Brigganock Mine
  • Brigganock Mine, where wish stones are unearthed by tiny creatures called brigganocks (see appendix C)
  • Pillars of rock called the Fey Beacons, which are clearly visible from Lockbury Henge

One route to the Palace of Heart’s Desire lies in Motherhorn’s belfry, which contains a silver bell that summons giant cranes when it is rung. These birds serve as flying mounts and can deliver the characters to the palace. The characters can also reach the palace by an overland route, but they need a guide who knows the way. Without a guide, they would become hopelessly lost in the mountains of Yon.

Guide from Yon to Hither or the Palace of Heart’s Desire

Amidor, a swashbuckling dandelion, can guide the characters from Yon to Hither and back to Yon. It also knows a safe overland route to the Palace of Heart’s Desire. The characters encounter Amidor shortly after arriving in Yon (see “Arrival in Yon” below).

Features of Yon

Yon is a realm of rocky peaks, thunderclouds, and howling winds. The narrow ledges and footpaths that curl around the mountains make foot travel possible, but such routes are arduous, and dead ends are common. Skittish goats leap and bound across the mountain slopes with ease, but they avoid strangers. To see farther than a mile or two, one must ascend to high ground, where the rain and winds are particularly fierce.


Lightning Rods

Endelyn Moongrave has erected copper lightning rods on mountaintops throughout Yon and uses them to harness electricity from the storms, which in turn powers the contraptions in her theater. Each lightning rod is 30 feet tall and topped with a 10-foot-diameter symbol of a sun or moon made of copper. Each hour, the rods discharge the electricity they’ve accumulated, sending arcs of lightning across the sky to lightning rods atop Motherhorn.

Each lightning rod is a Huge object with AC 17, 75 hit points, and immunity to lightning, poison, and psychic damage. A lightning rod has abundant handholds and footholds that allow it to be climbed without a check. It can be toppled by lashing ropes to the top of it and then pulling it over, which requires either a successful DC 30 Strength (Athletics) check or the effort of multiple creatures with a combined Strength of 60 or higher. A rod can’t be toppled by pulling or pushing at its base.

Arrival in Yon

When the characters first arrive in Yon, read: DISPLAY IN VTT You stand on a path that wends between rocky crags on a mountainside. The sky is dark and full of roiling thunderclouds. You are greeted by a howling wind. For a second, lightning splits the sky, striking nearby mountaintops and illuminating a distant pinnacle of rock that has a foreboding castle carved out of it.

The distant castle is Motherhorn. What direction the characters go is up to them. Whichever way they choose, they don’t get far before they encounter another friendly guide.

Amidor and Gleam

This encounter should take place before the characters have their first random encounter in Yon or reach any of the marked locations on the map of Yon. DISPLAY IN VTT You see two figures standing on an outcrop of rock, outlined against the stormy sky. One is a slender female elf wearing a crescent moon mask, and the other is a three-foot-tall dandelion with a small rapier strapped to its stem. A honeybee the size of an orange buzzes around the dandelion’s bright yellow head.

The elf is the first to notice you. As she points in your direction, the dandelion draws its rapier and assumes a defensive pose. The honeybee buzzes more loudly as it flies circles around the two of them.

The creature wielding the rapier is Amidor, and its beloved companion is Pollenella (see the accompanying stat blocks). The masked figure is Gleam, a high elf acrobat (use the Selenelion twin stat block in appendix C) from the Witchlight Carnival. Whenever lightning flashes across the dark sky, it’s easy to see that Gleam casts no shadow. While she has no shadow, Gleam is cursed (see the “Shadowless” sidebar). SHADOWLESS

A shadowless creature is one that carries the curse of having no shadow—a fact evident only when the creature is in bright or dim light. A remove curse spell or similar magic ends the curse on a shadowless creature, reuniting it with its shadow instantly.

Creatures native to Prismeer will not trust or do business with a known shadowless creature or those who ally themselves with one.

Characters who met Gleam’s detached shadow in the Witchlight Carnival notice that Gleam’s crescent moon mask has the same shape as the one worn by her shadow.

If the characters seem friendly, Amidor and Gleam beseech them for help. By way of reciprocation, Amidor offers its services as a guide. During the ensuing conversation, Amidor and Gleam freely share the following information:

  • Amidor is on the run after freeing Pollenella, a queen bee, from a cyclops beekeeper. The two of them crossed paths with Gleam, and, after hearing the elf’s sorry tale, Amidor resolved to help her.
  • Endelyn Moongrave snipped off Gleam’s shadow using a pair of magic scissors and has imprisoned her twin sister, Glister. The rule of hospitality (see “Rules of Conduct” in chapter 2) prevents the hag from harming Glister, but Gleam can sense her sister’s distress. The twins work as an acrobatic duo, and they used to be star performers in the Witchlight Carnival. Gleam wants to free her sister and find a way back to the carnival—perhaps with the help of the Fey Beacons (see “Fey Beacons” later in the chapter).
  • Endelyn believes her own demise will occur during an eclipse. Because there is no moon in the sky over Yon, the hag assumes the eclipse will be a symbolic display, rather than a literal one. Since the Selenelion twins are the living embodiment of the moon and the sun, the hag decided to separate the elf sisters, releasing one while keeping the other as her “guest.” By keeping the twins apart, the hag hopes to forestall her doom.

While she was a guest in Motherhorn, Gleam learned the following information, which she shares with characters who promise to help her:

  • The mountains are home to clans of korreds—stout Fey creatures whose hair has the strength of iron. The korreds gather and dance at Lockbury Henge. (If the characters don’t think of it themselves, Gleam suggests they strike up an alliance with the korreds. See “Lockbury Henge” later in the chapter for how they might accomplish that.)
  • An elf prince named Alagarthas made a bargain with Endelyn and now finds himself trapped in Yon. He’s at the Fey Beacons, searching for a way home (see “Fey Beacons” later in the chapter for more information).
  • Hurly, a bugbear, made a bargain with Endelyn and is quite unhappy with how things played out. Now he is forced to perform in her morbid theater. Like Gleam, Hurly used to work for Mister Witch and Mister Light, though Gleam and her sibling had already left the carnival by the time Hurly and his brother Burly arrived. (Gleam knows that Hurly is eager to see his brother again, and she’d like to help him if she can.)


Tiny Beast, Unaligned

Armor Class 13

Hit Points 1 (1d4 – 1)

Speed 5 ft., fly 30 ft.













Senses passive Perception 10

Languages —

Challenge 0 (10 XP) Proficiency Bonus +2


Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 piercing damage.


Small Plant, Neutral Good

Armor Class 12

Hit Points 28 (8d6)

Speed 30 ft.













Saving Throws Str +0, Dex +4, Con +2, Wis +3

Skills Perception +3Persuasion +5Stealth +4

Senses passive Perception 13

Languages Common, Sylvan

Challenge 1/2 (100 XP) Proficiency Bonus +2

Speak with Beasts and Plants. Amidor can communicate with Beasts and Plants as if it shared a language with them.


Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Seed Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


Parry. Amidor adds 2 to its AC against one melee attack that would hit it. To do so, Amidor must see the attacker and be wielding a melee weapon.

Appendix D has additional roleplaying notes for Amidor and Gleam.


Amidor’s first concern is Pollenella’s safety, but the dandelion also tries to make good on its promises to help Gleam and the characters. Honor dictates that Amidor reunite Gleam with her twin before leading the characters to Hither or the Palace of Heart’s Desire.

In addition to serving as the characters’ guide in Yon, Amidor acts as the de facto leader of their company of guides, which at this point might also include Clapperclaw the scarecrow and Squirt the oilcan.

If you feel burdened by all these nonplayer characters, give them responsibilities that don’t require a lot of your attention. For example, Clapperclaw’s main duty might be to carry Squirt, while Amidor might spend nearly all its time watching over the other guides and whispering sweet nothings to Pollenella. In combat, you can have these supporting characters take the Dodge action or, as circumstances dictate, the Help action. Doing so has the added benefit of making the player characters the centerpiece of the adventure.

Random Encounters in Yon

A random encounter in Yon occurs whenever you want it to. To determine what the characters encounter, roll a d8 and consult the Random Encounters in Yon table. If you get the same result as a previous roll, choose a different encounter that you think would be fun.

Random Encounters in Yon


1Astronomer’s throne
2Awakened giant goats
3Cyclops beekeeper
4Evil kite
5Goblin procession
6Goblin shadows
7Pageant wagon

Astronomer’s Throne

The characters come across a throne hewn from a boulder and etched with astronomical symbols. A detect magic spell reveals an aura of divination magic around the throne. An inscription in Elvish engraved around the seat of the throne reads:I am a traveler from a distant land.

My name is Mazikoth, Keeper of Stars.

Sit on my throne, disciple, and unravel.

Any character who succeeds on a DC 20 Intelligence (Arcana or History) check recalls that Mazikoth was an elf and a celebrated astronomer who claimed to hail from a black star at the edge of night.

A creature that sits on the throne begins to feel cold and drowsy. The first creature that remains seated on the throne for at least 1 minute falls into a magical trance that lasts for 1 hour. While in the trance, the creature is unaware of its surroundings as it dreams of hurtling through space toward a faraway, dead star. At the end of the dream, the creature arrives at the star’s cold surface and wakes with a start, having inherited a fragment of Mazikoth’s psyche. The creature gains proficiency in one of the following skills (its choice): ArcanaDeceptionHistoryInsightIntimidation, or Survival.

Once the throne bestows its gift on a creature, the throne ceases to be magical for one year, during which time nothing happens when a creature sits on it.

Awakened Giant Goats

The characters come upon three giant goats, each of which has received the benefit of an awaken spell, raising its Intelligence score to 10 and granting it the ability to speak Elvish. These goats have silvery-gray fur, wizened faces, and golden, hourglass-shaped pupils that observe the characters closely.

The goats have the ability to hear prophecies and secrets whispered on the wind. Upon seeing the characters, the goats bleat the following:

  • The first goat says, “When the moon obstructs the sun, Creeping Lyn will come undone.” (This prophecy refers to Endelyn’s weakness, as described in appendix B.)
  • The second goat says, “Play to her passions. Stay on script. A cat, a horn, or a shadow ripped.” (This prophecy refers to Endelyn’s desire to have plays performed for her and the three things she’s willing to accept as the result of any bargain made with the characters, as discussed in “Bargaining with Endelyn” section later in the chapter.)
  • The third goat says, “The fool’s scepter is the key.” (This statement refers to the scepter that belongs to Stagefright the goblin, which can be used to open the stone door to area M17.)

After speaking these words, the goats wait to see if the characters offer them something in return, thereby honoring the rule of reciprocity (see “Rules of Conduct” in chapter 2). The goats are hungry but not picky eaters, though they admit to being fond of root vegetables. If no reciprocation is forthcoming, either in the form of food or other gifts, all three goats bolt away as a galeb duhr erupts from the ground beneath them. This Elemental can’t speak and is a manifestation of the Feywild’s anger toward the characters. It attacks the party and fights until destroyed. There are plenty of boulders in the area that the galeb duhr can animate using its Animate Boulders action.


Cyclops Beekeeper

cyclops beekeeper named Mudlump stumbles upon the characters while he is searching for Pollenella, his lost queen bee. Mudlump wears a hooded veil to protect his eye from bee stings and carries a large beehive on a stick, which doubles as a greatclub. Three times per day, as an action, Mudlump can shake his beehive to bring forth a swarm of bees; treat each one as a swarm of insects (wasps). The swarm attacks Mudlump’s enemies.

If Amidor is with the party, the dandelion unsheathes its rapier to defend his beloved honeybee. Upon seeing Amidor, the cyclops roars in Giant, “You stole queen bee! Mudlump needs queen to make honey mead! Best mead in Yon!” Amidor doesn’t speak Giant and has no idea what the cyclops is saying, but Mudlump’s outrage comes through loud and clear.

Mudlump speaks no language other than Giant. Any character who can communicate with Mudlump can, with a successful DC 13 Charisma (Persuasion) check, convince him not to attack Amidor or the party. Here are three options for settling the dispute, though clever players can come up with others:

Honorable Duel. The characters convince Mudlump to participate in an honorable duel against one of their own. If Mudlump wins, he gets Pollenella; if he loses, he lets Amidor keep Pollenella and doesn’t trouble the party again.

Magical Deception. The characters use magic to fool or placate Mudlump. For example, a character might create an illusion of Pollenella that fools the cyclops long enough for the party to escape. Alternatively, a character might use a speak with animals spell to find out what Pollenella wants. The bee would rather stay with Amidor than return to the cyclops; if Mudlump sees the spell being cast and learns of Pollenella’s preference, he lets Amidor keep the bee.

Explain Love to Mudlump. The characters tell Mudlump that Amidor and Pollenella are in love. This statement causes the cyclops to blink in confusion and ask, “What is love?” If the concept is explained to him, Mudlump declares that he’d like to be in love, too, and gives the characters a quest to find his true love. Although the characters can try to pair Mudlump up with any creature they deem suitable, his ideal match can be found in the Palace of Heart’s Desire: the fomorian Dubhforgail (see area P18 in chapter 5).

Mudlump’s Home. If Mudlump survives this encounter, he returns to his home in the tumbledown, moss-covered ruins of a 30-foot-diameter stone tower that once protruded from a mountainside. There, in a small garden, the cyclops has cultivated three fat, 6-foot-tall mushrooms. These fungi have been hollowed out and turned into casks, their caps serving as lids. These casks are used to ferment a mixture of water and honey, which Mudlump combines with other ingredients to make honey mead. A great beehive—considerably larger than the one Mudlump carries around—fills an ancient, rotted-out tree stump on one side of the tower. The stump is 10 feet tall, twice as wide, and has openings at the top through which Mudlump can reach into the hive. A 6-foot-high, 3-foot-wide, naturally formed opening on one side of the stump leads to a cavity filled with honeycombs and swarming with bees. (Amidor used this opening to enter the hive and rescue Pollenella.)

Treasure. Mudlump has hidden the following treasures under loose stones throughout his home. Any character can find these items with a thorough search of the ruins:

  • An empty crystal vial shaped like a pixie, dangling on the end of a delicate silver chain (75 gp)
  • An untuned lyre of exquisite quality (250 gp)
  • quiver of Ehlonna

Evil Kite

Feenia, an unhappy goblin child (neutral) in overalls, flies a kite on a blustery plateau. The kite is alive, has a hideous face stretched over its diamond-shaped frame, and cackles in the wind. The kite’s 40-foot-long string has five blue bows tied along its length at 8-foot intervals, starting about 5 feet from Feenia’s end of the string and ending 5 feet away from the kite.

Feenia’s goblin parents, Specklenose and Zolt, live and work in Motherhorn. Three days ago, Feenia was caught stealing theater props, but Endelyn Moongrave promised not to punish her as long as Feenia agreed to fly the hag’s kite. Feenia did so and is now unable to let go of the cursed thing. Yanking the string from Feenia’s grasp releases the goblin child from the pact but also ages her 10 years for every bow that is attached to the kite. The most she can age is 50 years—enough to transform her into a crone with skin like a shriveled apple.

Feenia speaks Common and Goblin. If the characters approach her, she shares the following information while the kite taunts her from above: DISPLAY IN VTT “My arms are so very sore, I don’t want to fly this kite anymore! But if I let go of this string, Creeping Lyn says I’ll become an old thing! The curse comes from those five blue bows, but they won’t come off while the wind blows.”

The kite, which was created and brought to life by Endelyn, is a Small animated object (see the animate objects spell for its statistics). The bows can’t be removed from the string while the kite is in the air, and the string can’t be cut. The kite, its string, and the bows turn to ashes if the kite is reduced to 0 hit points.

The safest way to free Feenia from the kite without aging her is to untie the bows, which can be accomplished only while the kite is on the ground (see “The Kite Falls” below). Once the kite falls to the ground, it takes an action to untie each bow. Another way to free Feenia is to reduce the kite to 0 hit points with a single attack or effect before it can react (see “The Kite Reacts” below).

The Kite Falls. A character who doesn’t know what else to do can use an action to make a DC 13 Wisdom (Insight) check. On a successful check, the character senses a correlation between Feenia’s foul mood and the strength of the wind around her. If the kite’s taunts are muted for at least 1 minute using a silence spell or similar magic, Feenia’s mood improves, causing the wind to abate and the kite to fall. The same thing happens if a character uses an action to try to calm Feenia, doing so with a successful DC 15 Charisma (Persuasion) check, or if the goblin receives the benefit of a calm emotions spell or similar magic.

The Kite Reacts. If the kite takes damage, but not enough to reduce it to 0 hit points, it uses its reaction to yank the string from Feenia’s grasp (causing Feenia to age as described above). On subsequent turns, the untethered kite flies away.

Development. Regardless of how this encounter plays out, Feenia is not happy about returning to Motherhorn as long as Creeping Lyn is there. She is aware of a small cave nearby where she can hide, and she can survive there indefinitely by eating moss and lizards.

Feenia has a trinket hidden in the pocket of her overalls. She gives this trinket to the characters if they rid her of the kite without causing her to age. Roll on the Feywild Trinkets table in the introduction to determine the trinket.

Goblin Procession

Eight goblins (neutral) shuffle into view, solemnly ringing handbells. They wear headdresses made from animal skulls (badgers, wolves, and rams) and are further adorned with necklaces of dangling bones. Known as the Dead Ringers, they sound their bells to comfort the dead, whom they believe lie in the rock beneath their feet.

The goblins are interested in talking to strangers and are willing to trade their services for a trinket. They have the power to commune with the dead by forming a circle and ringing their bells. (A minimum of three goblins are needed to perform the ritual.) After 1 minute of this clamor, the ephemeral spirit of a korred (see appendix C) or some other departed Fey creature rises from the ground between the goblins. The spirit answers three questions put to it, as though it was targeted by a speak with dead spell. Use the spirit to communicate as much useful information as you want; ideally, the characters should learn at least one fact that might help them in a future encounter.

The goblins require one trinket as payment each time they commune with a spirit. After performing this ritual three times, the goblins must finish a long rest to regain their spirit-summoning power.

Goblin Shadows

Endelyn Moongrave separates Humanoids from their shadows using a pair of magic scissors. These severed shadows, indebted to the hag for granting them their freedom, have become a minor menace to travelers.

Characters who have a passive Wisdom (Perception) score of 16 or higher observe two silent shadows creeping up behind them. Each one looks like the slightly elongated shadow of a goblin; both use the shadow stat block, except they are Fey rather than Undead. The shadows can’t leave Yon but otherwise try to follow the characters wherever they go, making spooky and threatening gestures but without causing any harm. If they are attacked, the shadows attack in turn. If one shadow is destroyed, the other tries to flee.

A creature whose Strength is reduced to 0 by a shadow’s Strength Drain attack does not die but falls unconscious instead. The creature regains consciousness and the reduction to its Strength score disappears after it finishes a short or long rest.

Pageant Wagon

A wooden pageant wagon trundles toward the party on squeaky wheels. It moves by itself at a speed of 20 feet and is accompanied by a tall figure swathed in long robes and a cowl. The wagon is painted with stormy, windswept landscapes and carries a puppet theater with black velvet curtains drawn across it.

The wagon stops near the characters, and the curtains pull back to reveal a painted backdrop that matches the environment in which the characters stand. Marionettes representing each of the characters dance on the stage and begin to reenact a recent scene from the party’s time in Yon.

The marionettes, the wagon, and its attendant are magically animated. If the characters touch the hooded figure, it collapses into a pile of robes. If they try to board the wagon, it falls apart into a heap of wood scraps as thunder booms and lightning flashes overhead.

The play is 3 minutes long and ends with a scene that shows the characters standing around a tiny replica of the pageant wagon. A banner emblazoned with the words “To be continued!” unfurls in front of the scene, and then the curtains close. From the folds of its robes, the hooded figure presents a document to each character. Each one looks like a ticket with a tiny puppet resembling the character painted on it. Written under this effigy in script that the recipient understands (regardless of what languages it knows) are these words: “Good for one private audience with Endelyn Moongrave—no strings attached!” After the invitations are handed out, the wagon and its attendant disappear abruptly.


The sky darkens as a huge tornado forms and careens toward the characters. Everyone in the party (characters and nonplayer characters) must make a DC 17 Strength saving throw. If at least half of the party members succeed on the saving throw, none of them are swept away by the tornado.

If less than half of them succeed on the saving throw, the tornado whisks the group to a location determined by rolling on the Tornado Destinations table. Each party member takes 10 (3d6) force damage and falls prone upon landing. In addition, any character whose saving throw failed by 5 or more loses one nonmagical item in transit (determined by you). The item should be something that could reasonably be snatched away by the wind, such as a belt pouch or a helmet. This item is not recoverable.

Tornado Destinations


1Somewhere in Hither (DM’s choice)
2Somewhere in Thither (DM’s choice)
3Outside Brigganock Mine (see “Brigganock Mine” later in the chapter)
4Inside Lockbury Henge (see “Lockbury Henge” later in the chapter)
5Atop one of the Fey Beacons (see “Fey Beacons” later in the chapter)
6Outside Motherhorn’s main entrance (area M1)
7On the stage in Motherhorn’s amphitheater (area M2)
8In the garden of the Palace of Heart’s Desire (see area P2 in chapter 5)

Locations in Yon

The following encounters take place at locations marked on the map of Yon. As the characters explore Yon, you can move these locations as needed, putting them in the characters’ path. These locations can be explored in any order, or not at all:

Lockbury Henge. This henge sits atop a rocky plateau. The characters might come here hoping to forge an alliance with the korreds of Yon.

Fey Beacons. An elf prince named Alagarthas is doomed to light fires atop these pinnacles of rock until he finds a way back home. The characters can help him or not.

Brigganock Mine. The korreds of Yon are at loggerheads with the brigganocks who inhabit this mine. The characters might visit the mine in the hope of uniting the brigganocks and the korreds, or in search of a hero willing to help them. Inside the mine, they encounter a member of Valor’s Call (see appendix B) and discover a secret way into Motherhorn.

Lockbury Henge

Yon is home to eight clans of korreds. Queen Argantle, elected to rule over all eight clans, protects this sacred site. Lockbury Henge is meant to be a place where korreds can enjoy each other’s company while singing, dancing, and playing games.

Argantle is playing a chess-like game called Crowns with her cousin, Jagu, when a howling wind warns her of the party’s approach, giving her and Jagu enough time to stamp out the flame of their campfire and make themselves scarce before the characters arrive. DISPLAY IN VTT Atop a boulder-strewn plateau stands a circle of eight megaliths. In the center of this henge, a small, checkered game board with stone playing pieces rests on the ground near the dying embers of a campfire.

Each of the eight standing stones is about 20 feet tall and hewn from a different kind of rock: shale, chalk, flint, granite, slate, basalt, obsidian, and marble. Two korreds (see appendix C) are using meld into stone spells to hide in two of the megaliths: Argantle of Shale in the one made of shale, and Jagu of Chalk (leader of the Chalk Clan korreds) in the one made of chalk. While hidden in this way, the korreds can see their surroundings as though the standing stones were transparent instead of opaque. Characters who examine the campfire and succeed on a DC 12 Wisdom (Survival) check notice two sets of small, sooty hoofprints leading up to the stones where the korreds are hiding. BRIGGANOCKS AND KORREDS

The brigganocks who live under the mountains of Yon are at odds with the korreds who live on the slopes and peaks. Each group believes that the other is in league with Endelyn Moongrave, not realizing that the hag is a menace to both. The characters encounter the korreds at Lockbury Henge and the brigganocks at Brigganock Mine. For more information about these Fey creatures, see appendix C.

If the characters discover that the brigganocks are not allied with Endelyn and convey this information to the korreds, Queen Argantle of the korreds promptly arranges a meeting with the brigganocks to sort out their differences. Similarly, if the characters convince the brigganocks that the korreds don’t work for Endelyn, the brigganocks agree to meet the korreds outside the mine. After this meeting, the korreds and the brigganocks unite to aid the characters in Motherhorn (as described in the “Fey to the Rescue!” sidebar later in the chapter).

Argantle and Jagu emerge from their megaliths if the characters properly finish the korreds’ game of Crowns (see “Game Board” below). If the characters ruin the game, deface the standing stones, or otherwise irritate the korreds, Argantle and Jagu emerge from their megaliths and attack the characters for their insolence. Otherwise, the rule of hospitality (see “Rules of Conduct” in chapter 2) prevents the korreds from harming the characters. Appendix D has additional roleplaying notes for Argantle.

As an action, Argantle can call forth the remaining six leaders of the korred clans of Yon, each one emerging from its corresponding megalith. If combat breaks out, these six korreds help Argantle capture the characters for questioning. The other korred clan leaders are Budoc of Flint, Azil of Granite, Myzelda of Slate, Yanna of Basalt, Noll of Obsidian, and Malo of Marble.

The korreds of Yon despise Endelyn Moongrave, whom they commonly refer to as Bitter End. If the characters convince Argantle that they also consider the hag an enemy, she reveals the following:

  • The korreds no longer hold large gatherings at Lockbury Henge. Argantle fears the consequences of Bitter End’s meddling and has instructed her fellow korreds to ensconce themselves in stone, thus remaining in relative safety for the foreseeable future.
  • Bitter End used iron shears to cut off locks of Argantle’s hair. The hag fashions korred hair into iron ropes and uses them to manipulate her theater’s infernal contraptions.
  • Bitter End uses a contraption called the Orrery of Tragedies to glimpse all possible futures. Copper rods on the mountaintops of Yon capture lightning and channel it into this device.

Game Board

An examination of the checkered board reveals that the pieces depict a game in progress. Two sets of playing pieces, one made of shale and the other of chalk, are sculpted in the form of tiny korreds (cloven-hoofed creatures with wild beards and hair). If the characters have already visited Brigganock Mine, they see that the game pieces resemble the leering statues outside the mine’s entrance.

Characters who study the arrangement of the pieces on the board and succeed on a DC 14 Intelligence (Insight) check determine that Slate can beat Chalk in a single move. Making this move causes the victorious Queen Argantle to emerge from her stone, laughing and cheering. Jagu emerges grumpily to join her, chewing on pebbles and glaring at the characters.

Treasure. The character who helped Argantle win the game receives a gift, in accordance with the rule of reciprocity (see “Rules of Conduct” in chapter 2). Argantle picks up a lump of rock, squeezes it tightly between her hands to transform it into a star sapphire (1,000 gp), and gives it to the character. If the gift is accepted, the gemstone begins to glow faintly. Until it stops glowing 24 hours later, the star sapphire has the properties of a stone of good luck that doesn’t require attunement.

Distant Racket

Any conversation between the characters and the korreds is interrupted by a commotion: DISPLAY IN VTT The korreds grind their teeth and stamp their hooves as the faint sound of pickaxes tapping on stone is carried to them on the wind. Queen Argantle runs to a boulder, picks it up, and hurls it a hundred feet in the direction of the noise while she screams, “Death to the brigganocks!” A peal of thunder accompanies this display of anger.

The korreds, who are feuding with the brigganocks of Yon, share the following information with characters who look like they might be capable of assisting:

  • The brigganocks are helping Bitter End build wicked contraptions. They also hide and guard schematic diagrams for new contraptions in their mine. (The korreds are mistaken. The hag terrorizes the brigganocks and has kidnapped their chief architect, forcing him to work under duress in Motherhorn.)
  • The korreds can’t stand the noise of the brigganocks’ mining, so they craft statues and leave them outside the mine’s entrance, hoping to frighten the brigganocks into leaving.
  • A galeb duhr working for the korreds infiltrated the mine and overheard several brigganocks talking about a secret tunnel that connects the mine to Motherhorn. The tunnel is hidden by brigganock magic.

Korred Dance

The noise of the mining soon passes. If the korreds are well disposed toward the characters, Queen Argantle becomes elated at the prospect of their assistance, drums her hooves on the ground, and begins the first korred ceremonial dance since the rise of the Hourglass Coven. If she hasn’t done so already, Argantle summons the other korred leaders so they can join in: DISPLAY IN VTT Two korreds drum on boulders as the others stomp their feet and jump around. The rain abates, and the sky lightens. With wild grins and wilder hair, the dancing korreds beckon you to join them.

Any character who joins the boisterous dance can impress the korreds with a successful DC 14 Strength (Athletics) or Charisma (Performance) check. Characters who get a success on either check are taught a special jig which, when performed as an action, allows them to manipulate any korred hair they find in Motherhorn as if using the korreds’ Command Hair trait.


The accompanying “Brigganocks and Korreds” sidebar describes how the characters can facilitate a truce between the two groups of Fey and unite them against Endelyn Moongrave.


Fey Beacons

In this encounter, a cursed prince trying to find his way home is thwarted by a troupe of perytons. If they want, the characters can intervene on the prince’s behalf, or they can simply take in the sights and move on: DISPLAY IN VTT Eight columns of rock reach skyward, forming a ring around a deep crater lake. Rough-hewn steps spiral up each of the columns, and a rowboat is moored on the lakeshore next to one of them. A torch-bearing figure trudges up the stairs on the column nearest to the rowboat. Eight winged beasts with antlers shout and howl with laughter as they circle and wheel around it.

The columns of rock are 200 feet tall and 150 feet apart. Each one has a large copper brazier at its summit. These braziers aren’t visible from below the columns’ summits, but all eight can be seen from the top of any column or by a creature flying at that elevation or higher. The lake is 400 feet in diameter and 100 feet deep at its center.

The figure is Alagarthas, a wood elf prince from the Material Plane. As the characters watch from afar, he reaches the top of the column he is ascending and uses his torch to light the beacon there. The beacon burns bright as he descends the stairs and boards the rowboat. As the elf rows toward the next beacon, the eight perytons that had been harassing him extinguish the flame in the brazier with powerful beats of their wings. Alagarthas believes the fiery beacons can show him the way home, but only while all of them are lit.


Prince Alagarthas

After several failed attempts to fend off a green dragon threatening the prosperity of his kingdom, Alagarthas caught the eye of Endelyn Moongrave, who visited him on his home world of Toril. The hag showed the prince a future in which he defeated the dragon but lost his life in the process. Endelyn also claimed to see an alternate future in which the dragon was defeated and Alagarthas survived; she would share the details of her vision with Alagarthas, however, only after he stayed with her in the Feywild for at least one year.

The prince saw a year of his life as a small price to pay, so he accepted the hag’s terms. The year seemed to drag on and on, and when it finally ended, Alagarthas found himself with only one way to get home: a path that, according to Endelyn, is visible “only in the light of the eight beacons.” The simple goal of lighting the beacons has been repeatedly thwarted by the perytons, who revel in Alagarthas’s despair. Each time he lights a beacon, the perytons snuff it out, yet Alagarthas is too stubborn and determined to give up. He hopes the perytons will grow bored of their antics and leave him alone eventually. He is, however, misguided in that expectation.

Alagarthas is a knight (chaotic good) with these changes:

  • Alagarthas is unarmed and unarmored (AC 10).
  • He speaks Common and Elvish, and he has darkvision out to a range of 60 feet.
  • He has advantage on saving throws against being charmed, and magic can’t put him to sleep.

If the characters speak with Alagarthas, he tells his tragic story and shares the following information in the course of a conversation:

  • Endelyn’s castle is a grand and terrible theater where plays are performed on the stage for her amusement.
  • Endelyn is always trying to recruit new actors to perform in her theater.
  • The perytons were once a troupe of actors called the Greyhawk Mummers. Endelyn invited them to Motherhorn, where they performed pantomimes. (Alagarthas attended several of these performances.) When their popularity made them haughty and difficult to control, Endelyn locked them up. When they begged to be set free, the hag honored their request by releasing them into the wild—but only after she turned them into perytons. The transformation deprived them of speech, yet they retain their theatrical behavior.

Appendix D has additional roleplaying notes for Alagarthas.

Performing Perytons

As Alagarthas related, the perytons used to be human pantomimists known as the Greyhawk Mummers—so named because they got their start performing in the Free City of Greyhawk on the world of Oerth. The perytons remember their former lives as actors, and though they understand Common and Elvish, they can no longer speak.

Archillus and Mortia are the leading male and leading female of the troupe. The others are Verna (Mortia’s bitter understudy), Mauldower (an old-timer who believes his cohorts are amateurs), Angara (the troupe’s matriarchal dame), Gorgenal (a jester), Carthasar (a method actor), and Thornelia (a minstrel).

The characters can help Alagarthas without resorting to violence by asking the perytons to perform one of their favorite pantomimes. The perytons are taken aback, in a good way, by the request and appreciate the opportunity to entertain a crowd. They perform a pantomime show that lasts nearly an hour, then take their bows silently. If everyone in the party claps or cheers, the perytons are thrilled and fly off. If one or more party members fail to clap or cheer after the perytons perform, the perytons become furious and attack the party. Once the perytons are placated or slain, Alagarthas can light the beacons without further interference.

The characters can also impress the perytons by putting on a performance of their own. Impressing the perytons requires the performing characters to succeed on a DC 15 Charisma (Performance) group check. Any character who received an acting lesson from Candlefoot in the Witchlight Carnival has advantage on this check. If the group check succeeds, the perytons regard the characters as kindred spirits and will stop bothering Alagarthas if the characters ask nicely.

Unicorn Horn. If the Story Tracker indicates that the unicorn horn is here, it is in the possession of the peryton named Archillus. Skabatha Nightshade dropped it accidentally while flying over the mountains, and Archillus found it and kept it. He gives it to the characters if they applaud his performance or if they put on a successful performance of their own. They can also take the horn from his dead body.

Lighting the Beacons

If the perytons are placated or otherwise dealt with, Alagarthas can safely light the beacons. Alagarthas knows that he must be the one to light the beacons, for only then will they show him the way home. The characters are free to stay and watch as he climbs to the top of each rocky column and lights its beacon. It takes 8 hours for him to light all eight beacons—enough time for the characters to take a long rest if they choose to stick around.

Each beacon consists of an 8-foot-diameter stone brazier filled with coals that catch fire easily, even while wet. To light a brazier, one need only touch the coals with the head of a lit torch or some other open flame. If Alagarthas is allowed to light all eight beacons by himself, read: DISPLAY IN VTT Beneath the light of all the beacons, you see reflected in the mirror-like surface of the lake a forest of ancient trees shrouded in mist. Alagarthas bows to you, then leaps into the lake. As he plunges into the water, ripples fan out across its surface. After a minute, the forest scene fades away and the beacons go out one by one.

Alagarthas is transported safely back to his home in the Misty Forest on the world of Toril, as is any other creature that enters the water before the scene fades away.

Any character who lights all eight beacons without assistance causes the lake to display an image of whatever place that character calls home. The image lasts for 1 minute, and any creature that enters the water during that time is transported to this destination. There’s no way to get back to the lake, making it a one-way trip.


Brigganock Mine

Whenever a mortal makes a wish on the Material Plane, an echo of that wish crystallizes inside a stone buried deep in the earth of the Feywild. Tiny creatures called brigganocks excavate mines beneath the surface of Yon to search for these wish stones. A secret route to Motherhorn lies hidden deep inside the mine; the brigganocks reveal it only to those who earn their respect.

Read the following boxed text aloud when the characters first approach the mine’s entrance: DISPLAY IN VTT You hear the sound of hundreds of tiny pickaxes and hammers chipping away at stone. It emanates from the mouth of a cave that has fingers of rock reaching skyward above it. Statues of irate, hairy creatures with cloven hooves are positioned so that they lean around trees and peer over boulders, all staring balefully at the cave entrance.

The statues depict korreds and are harmless. They were carved and placed here by real korreds to frighten and intimidate the brigganocks (see “Lockbury Henge” earlier in the chapter).

Entering the Mine

If one or more characters enter the mine, read: DISPLAY IN VTT As soon as you step inside the cave, the tapping noise stops.

As the characters head deeper into the mine, the sound of hammering resumes, coming up from the depths.

Exploring the Mine

The mine is a twisting labyrinth of 8-foot-high, 3-foot-wide tunnels that corkscrew into the ground. The brigganocks made these tunnels big enough to accommodate ponies (which they use as beasts of burden) and their good friend Molliver, whom the characters will encounter if they head deeper into the mine (see “Molliver” below).

The characters encounter no brigganocks in the upper reaches of the mine, but the sound of activity persists. After 10 minutes of navigating the mine, each character must succeed on a DC 19 Constitution saving throw or fall asleep for 1 hour, lulled into a magical slumber by the rhythmic racket of the miners. On a successful save, a creature is immune to this effect permanently. Elves and other creatures that can’t be put to sleep by magic are also immune to the effect. Creatures that are put to sleep in this way can’t be awakened early by any means short of a wish spell.

Eight brigganocks (see appendix C) arrive 5 minutes later, each one pushing a tiny wheelbarrow that contains ropes and pitons. If they encounter party members who are still awake, the brigganocks look surprised, turn their wheelbarrows around, and retreat whence they came, passing Molliver as they return to the mine’s depths (see “Molliver” below). Otherwise, if there’s no one around to stop them, they use their Time Lapse action to rapidly pin sleeping party members to the floor using their hammers, pitons, and ropes.

Creatures pinned to the floor are restrainedprone, and unable to stand up until they free themselves or are released by someone else. A creature can use an action to try to snap the ropes that bind it or to wriggle free of them, doing so with a successful DC 16 Strength (Athletics) check or DC 16 Dexterity (Acrobatics) check. If a creature has a knife or other sharp tool that it can reach while pinned to the floor, it can use an action to try to saw through its ropes, doing so with a successful DC 16 Dexterity (Sleight of Hand) check. A creature that gets free can use an action to release a creature that is still pinned (no ability check required). WISH-COME-TRUE

The brigganocks hail from a city called Wish-come-true, which is hidden deep beneath the mountains. Its buildings are adorned with glittering gems made from cut wish stones. Hidden behind thick rock walls and powerful illusions, the city can never be found by outsiders, nor can it be scried upon using divination magic.


If the entire party is pinned to the floor by the brigganocks, the characters awaken to find themselves staring up at a human standing in their midst. Otherwise, they encounter this individual if they chase after any fleeing brigganocks or head deeper into the mine: DISPLAY IN VTT A tall, slender human clad in dark leather armor greets you, their friendly face brightly illuminated by a tiny wisp of light that floats next to a mouse-sized creature perched on the human’s shoulder.

“Greetings, trespassers,” says the human with a smile. “Didn’t anyone ever teach you how to knock?”

The armored figure is Molliver (see appendix B), and the creature on Molliver’s shoulder is Trig, a brigganock (see appendix C). Characters who have a passive Wisdom (Perception) score of 14 or higher notice two more brigganocks hiding on Molliver’s person—one tucked comfortably in a belt pouch and the other peering over the rim of Molliver’s left boot. Their names are Zarli and Oyla.

The brigganocks are happy to have Molliver as their spokesperson and chief advisor when it comes to dealing with outsiders. Molliver has become embroiled in the brigganocks’ quarrel with the korreds and assumes—as the brigganocks do—that the characters were sent by the korreds or their evil ally, Creeping Lyn, to slay brigganocks and steal wish stones.

The characters can convince Molliver of their true intentions with a successful DC 9 Charisma (Persuasion) check, or they can trick Molliver into letting them venture deeper into the mines with a successful DC 9 Charisma (Deception) check. Once convinced that the characters are opposed to Creeping Lyn and not conspiring with the korreds, Molliver instructs the brigganocks to release any character who is still pinned to the floor and shares the following information with conscious characters:

  • Creeping Lyn kidnapped the brigganocks’ best architect, Golmo, who now toils in Motherhorn, designing new contraptions for the hag.
  • The korreds provide Creeping Lyn with locks of their magic hair, which she uses to build her contraptions. (This is partially false. The hag cuts the korreds’ hair without their consent; they are not her allies.)
  • The brigganocks work their mine at all hours because they know the noise aggravates the korreds.

Molliver dodges questions about how they came to be with the brigganocks but admits to being a member of Valor’s Call, an adventuring group that has been hunting a pack of villains called the League of Malevolence. Molliver assumes that the other members of Valor’s Call are safe at Zybilna’s palace and is unaware of all that has happened there of late (see chapter 5). Knowing that their friends are in trouble doesn’t change Molliver’s desire to remain with the brigganocks, who need protection.

Rivenwish Chasm

After conferring with Trig, Molliver says that if the characters complete a test set before them, the brigganocks will show them a secret route to Motherhorn. To pass the test, the characters must cross Rivenwish Chasm, a gash in the earth into which the brigganocks hurl malignant wish stones (the ones born out of evil wishes). Molliver and their brigganock companions lead the characters through several tunnels that lead to the chasm but stop short of entering it: DISPLAY IN VTT The route ends at a gaping chasm, on the far side of which is a grotto full of stalactites and stalagmites. A truss bridge constructed of intricate wooden struts and beams spans the one-hundred-foot gap across the chasm. Beneath the bridge is darkness dotted with purple lights.

“Well,” declares Molliver, “here we are at jolly old Rivenwish Chasm. Best stay on the bridge and not dillydally.”

The bridge is 5 feet wide, 100 feet long, and sturdy. Each 5-foot section of the wooden structure has AC 15, 30 hit points, and immunity to fire, poison, and psychic damage.

The chasm is haunted by three flameskulls—the remains of darklings who suffered from vertigo and fell to their doom before reaching the bridge’s halfway point. The flameskulls hide under the bridge’s midpoint. Characters who have passive Wisdom (Perception) scores of 10 or higher aren’t surprised when the flameskulls emerge from hiding and take up positions 10 feet above the bridge.

The flameskulls speak Elvish and Sylvan. Their names are Weaugh, Teaugh, and Peaugh. The flameskulls are hostile toward all other creatures in the chasm and attack without provocation. They become indifferent toward any creature that walks or runs across the bridge and makes it past the midpoint (regardless of the direction it is traveling). Weaugh, Teaugh, and Peaugh congratulate the creature on making it this far.

A character toward whom the flameskulls are indifferent can use an action to try to convince the flameskulls to let the party pass, doing so with a successful DC 13 Charisma (Persuasion) check. If the flameskulls are persuaded to allow safe passage, they apologize for their unprovoked hostility before returning to their hiding spots under the bridge. From that point on, all characters in the party can cross the chasm safely in either direction.

There’s no chance of a character accidentally falling off the bridge or being knocked off the bridge by the flameskulls. The chasm is 200 feet deep, and its bottom is strewn with hundreds of malignant wish stones that give off purple light. These wish stones are unrefined lumps of crystal that shed bright light in a 5-foot radius and dim light for an additional 5 feet; any good-aligned creature that has one or more of them in its possession feels mildly nauseated, although this nausea has no game effect. Hags, liches, and other evil spellcasters can find macabre uses for these malignant wish stones, which otherwise have no value.

Obud’s Grotto

When the characters reach the subterranean grotto on the far side of the bridge, read: DISPLAY IN VTT In the center of the grotto is a piebald pony wearing blinders. A small wooden hut is strapped to its back, and a faint clatter can be heard from inside the hut.

Molliver and their brigganock companions explain to the characters that the hut is the home of Obud, the oldest brigganock (see appendix C) living in the mine at present. Securely fastened to a pony named Keg is Obud’s hut, where he appraises gemstones brought to him by other brigganocks. When Obud wants to dismount from the pony, he lowers a rope ladder attached to one of the pony’s saddle straps.

The pony doesn’t startle easily and allows characters to approach it without a fuss, and it eagerly devours any apples and carrots that the characters have to offer. If someone knocks on the hut’s tiny door, read: DISPLAY IN VTT The door swings open, and a tiny, wrinkled creature hobbles into view, accompanied by a wispy bulb of light. The old brigganock peers at you through tiny spectacles and says in Common, “Big folk. How wonderful.”

Obud is old and tired, but neither too old nor too tired to show the characters hospitality. He welcomes them to his grotto, introduces them to Keg, and asks them why they’ve crossed the chasm to see him. If they inquire about the secret tunnel to Motherhorn, he says, “Ah, yes. Creeping Lyn’s Theater of Terror. A dreadful place indeed.” Obud suggests a trade: knowledge of the location of the tunnel in exchange for something that would benefit him and his fellow brigganocks. Ending the quarrel between the brigganocks and the korreds would suffice (see the “Brigganocks and Korreds” sidebar earlier in the chapter). Obud also accepts tasty food, including but not limited to sweets, a wheel of cheese, or a head of lettuce. Candy from the Witchlight Carnival or the goblin market in Loomlurch would suffice.

Treasure. Brigganocks shape and cut good wish stones into sparkling gems. Obud has three such gems in his hut, neatly laid out on a tiny rug. Two of the gems are worth 100 gp, and the third is worth 500 gp. Obud has appraised the gemstones and is waiting for their rightful brigganock owners to return and collect them. Stealing these gems violates the rule of ownership (see “Rules of Conduct” in chapter 2). Characters who steal from Obud receive no further help from him.


Tunnel to Motherhorn

A permanent illusion of a rock wall conceals an 8-foot-high, 3-foot-wide tunnel in the back wall of Obud’s grotto. This secret tunnel leads to a storage room (area M12) beneath Motherhorn’s stage. The illusory wall has no substance, which means that creatures and objects can pass right through it. A successful casting of dispel magic (DC 19) causes the illusory wall to disappear.

Obud informs the characters that Creeping Lyn is unaware of this tunnel’s existence (“Let’s keep it that way, aye?” he adds). The characters can return to the grotto through the tunnel whenever they want, provided they are on good terms with the brigganocks. If the characters use the tunnel without Obud’s consent, brigganock miners spend the next 8 hours collapsing the tunnel on itself, preventing the characters from returning to the mine by that route.

Wish Stones

Check the Story Tracker to see if any of the characters made wishes while with Northwind (see “Hour 1: Welcome Gifts” in chapter 1). If so, echoes of their wishes have crystallized in the depths of Yon and were mined by the brigganocks. As the characters are preparing to leave the mine, a cheerful brigganock named Ajak arrives with a wheelbarrow containing the characters’ wish stones. These stones look like round lumps of crystal and have not yet been shaped or cut. If a character’s wish was good-natured, its stone glows with golden light (bright light out to a range of 20 feet and dim light for an additional 20 feet). If the wish was evil-natured, its stone glows with purple light (bright light in a 5-foot radius and dim light for an additional 5 feet).

Characters whose wishes were good-hearted can keep their stones as mementos or leave the stones with the brigganocks to be cut into sparkling gemstones—a process that takes 8 hours with the help of the brigganocks’ Time Lapse action. (The characters can return to the mine to collect their gems after attending to other matters.) A fairly common wish produces a 50 gp gemstone, an unusual wish produces a 100 gp gemstone, and an exceptionally original wish produces a 500 gp gemstone (as determined by you). Once a wish stone is cut into a gem, it loses its magic and ceases to glow.

The brigganocks don’t make gemstones out of malignant wish stones. Instead, they toss these purple-glowing stones into Rivenwish Chasm unless the characters who created them want to take the stones with them. Mild nausea plagues any good-aligned creature that has one or more of these stones in its possession, though this nausea has no game effect.


The “Brigganocks and Korreds” sidebar earlier in the chapter describes how the characters can facilitate a truce between the two groups of Fey and unite them against Endelyn Moongrave. If the korreds and brigganocks end their quarrel and launch an assault on MotherhornMolliver accompanies the combined force.