# Into the Feywild ![rw-book-cover](https://www.dndbeyond.com/avatars/104/378/636511944060210307.png) URL:: https://dndbeyond.com/sources/twbtw/into-the-feywild Author:: Into the Feywild ## Highlights > Adventure Summary > The main antagonists of this story are three hags who collectively form the Hourglass Coven, which is described in [appendix B](https://www.dndbeyond.com/sources/twbtw/factions#HourglassCoven). These hags are the adoptive sisters of Iggwilv, a powerful figure from D&D’s past and a key player in the adventure’s unfolding drama. Using an artifact called [Iggwilv’s Cauldron](https://www.dndbeyond.com/magic-items/iggwilvs-cauldron), the hags have trapped an archfey named Zybilna in temporal stasis and carved up her fey domain among them. This domain is called Prismeer. To enter it, the characters must first visit the Witchlight Carnival, which travels across the Material Plane and appears on the characters’ world once every eight years. The carnival owners are a pair of shadar-kai (elves native to the Shadowfell) named Mister Witch and Mister Light, who can help or hinder the characters’ efforts to reach Prismeer. > One of the many novelties of this adventure is that the characters can accomplish their goals without resorting to violence—but only if they’re clever. They can fight their way through the adventure as well, but the odds won’t always be in their favor. ([View Highlight](https://read.readwise.io/read/01fg3p6s8pghvg4y6bj5p7tn1s)) > The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. Fairies and harengons, however, have a life span of about a century. ([View Highlight](https://read.readwise.io/read/01fg3pmcc7rgw295m0z9nphaar)) > The players don’t know it yet, but the Witchlight Carnival operates under a peculiar set of rules. By entering the carnival without tickets as children, the characters inadvertently set themselves up to be robbed. Whatever thing was taken from each character as a child vanished suddenly while that character was distracted by the magic of the carnival. All such thefts can be traced back to the hags of Prismeer, who use thieves to acquire and collect all manner of strange things and to whom the carnival owners are beholden. ([View Highlight](https://read.readwise.io/read/01fg3pvcgcfr4zqr0pf4zcwehr)) > The hags used each character’s lost thing to craft a magic item. By interacting with the magic item in a specific way (as described below), the character regains what they lost. The magic item otherwise functions normally. ([View Highlight](https://read.readwise.io/read/01fg3px6m1fede7xhnkvt9nrgg)) > ***Ability to Keep Secrets.*** The character is unable to keep a secret. The hag who claimed this prize has since used it to create a [wand of secrets](https://www.dndbeyond.com/magic-items/wand-of-secrets). The character regains the ability to keep secrets by holding this wand for the first time. > ***Ability to Smile.*** The character suffering from this loss is unable to smile. The hag who claimed this prize has since used it to create a [wand of smiles](https://www.dndbeyond.com/magic-items/wand-of-smiles) (see [appendix A](https://www.dndbeyond.com/sources/twbtw/magic-items/)). The character regains the ability to smile by holding this wand for the first time. > ***Artistic Creativity.*** The character suffering from this loss lacks the ability to be creative in one or more artistic pursuits. For example, they might be unable to draw, paint, or compose original music. The hag who claimed this prize has since used it to create a [pipe of smoke monsters](https://www.dndbeyond.com/magic-items/pipe-of-smoke-monsters) (see [appendix A](https://www.dndbeyond.com/sources/twbtw/magic-items/)). The character regains their creativity by puffing on the pipe for the first time. > ***Cherished Doll or Stuffed Animal.*** The character lost a doll or stuffed animal (player’s choice). The hag who claimed this prize has since turned it into a [talking doll](https://www.dndbeyond.com/magic-items/talking-doll) (see [appendix A](https://www.dndbeyond.com/sources/twbtw/magic-items/)) or a stuffed animal with similar properties. > ***Handwriting.*** To all other creatures, the character’s handwriting is illegible and requires a [comprehend languages](https://www.dndbeyond.com/spells/comprehend-languages) spell or similar magic to decipher. The hag who claimed this prize has since used it to create an [instrument of scribing](https://www.dndbeyond.com/magic-items/instrument-of-scribing) (see [appendix A](https://www.dndbeyond.com/sources/twbtw/magic-items/)). The DM chooses the kind of instrument. When the character plays this instrument for the first time, their handwriting becomes legible. > [![](https://media.dndbeyond.com/compendium-images/twbtw/JtUXxjur9QWtb7E3/00-009.adventurer.png)](https://media.dndbeyond.com/compendium-images/twbtw/JtUXxjur9QWtb7E3/00-009.adventurer.png) > An Adventurer with No Fashion Sense > ***Sense of Direction.*** The character suffering from this loss has trouble figuring out which way is north and where they are geographically. The hag who claimed this prize has since used it to create an [orb of direction](https://www.dndbeyond.com/magic-items/orb-of-direction) (see [appendix A](https://www.dndbeyond.com/sources/twbtw/magic-items/)). The character regains their sense of direction by holding this orb for the first time. > ***Sense of Fashion.*** The character suffering from this loss has no fashion sense. The hag who claimed this prize has since used it to create a [cloak of many fashions](https://www.dndbeyond.com/magic-items/cloak-of-many-fashions) (see [appendix A](https://www.dndbeyond.com/sources/twbtw/magic-items/)). The character regains their lost sense of fashion by donning this cloak for the first time. > ***Three Inches of Height.*** The character suffering from this loss knows they are shorter than they ought to be. The hag who claimed this prize has since used it to create a [pole of collapsing](https://www.dndbeyond.com/magic-items/pole-of-collapsing) (see [appendix A](https://www.dndbeyond.com/sources/twbtw/magic-items/)). The character grows three inches in height by holding this pole for the first time. ([View Highlight](https://read.readwise.io/read/01fg3pyzerrnyry6ez54wc2ye8)) > In this preamble, an aging warlock named Madryck Roslof tells the characters (those not working at the Witchlight Carnival) about a faerie realm called Prismeer, which can be reached only by finding and using a fey crossing in the carnival. Madryck says that his archfey patron, Zybilna, rules Prismeer. He begs the characters to journey to this domain and find out what has happened to Zybilna, with whom he has lost contact. ([View Highlight](https://read.readwise.io/read/01fg3q0mbttd70nzzm1h9c528j)) --- Title: Into the Feywild Author: Into the Feywild Tags: readwise, articles date: 2024-01-30 --- # Into the Feywild ![rw-book-cover](https://www.dndbeyond.com/avatars/104/378/636511944060210307.png) URL:: https://dndbeyond.com/sources/twbtw/into-the-feywild Author:: Into the Feywild ## AI-Generated Summary D&D Beyond - Dungeons & Dragons Fifth Edition Tools, Rules, Races, Classes, Items, Spells, Monsters, and More ## Highlights > Adventure Summary > The main antagonists of this story are three hags who collectively form the Hourglass Coven, which is described in [appendix B](https://www.dndbeyond.com/sources/twbtw/factions#HourglassCoven). These hags are the adoptive sisters of Iggwilv, a powerful figure from D&D’s past and a key player in the adventure’s unfolding drama. Using an artifact called [Iggwilv’s Cauldron](https://www.dndbeyond.com/magic-items/iggwilvs-cauldron), the hags have trapped an archfey named Zybilna in temporal stasis and carved up her fey domain among them. This domain is called Prismeer. To enter it, the characters must first visit the Witchlight Carnival, which travels across the Material Plane and appears on the characters’ world once every eight years. The carnival owners are a pair of shadar-kai (elves native to the Shadowfell) named Mister Witch and Mister Light, who can help or hinder the characters’ efforts to reach Prismeer. > One of the many novelties of this adventure is that the characters can accomplish their goals without resorting to violence—but only if they’re clever. They can fight their way through the adventure as well, but the odds won’t always be in their favor. ([View Highlight](https://read.readwise.io/read/01fg3p6s8pghvg4y6bj5p7tn1s)) > The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. Fairies and harengons, however, have a life span of about a century. ([View Highlight](https://read.readwise.io/read/01fg3pmcc7rgw295m0z9nphaar)) > The players don’t know it yet, but the Witchlight Carnival operates under a peculiar set of rules. By entering the carnival without tickets as children, the characters inadvertently set themselves up to be robbed. Whatever thing was taken from each character as a child vanished suddenly while that character was distracted by the magic of the carnival. All such thefts can be traced back to the hags of Prismeer, who use thieves to acquire and collect all manner of strange things and to whom the carnival owners are beholden. ([View Highlight](https://read.readwise.io/read/01fg3pvcgcfr4zqr0pf4zcwehr)) > The hags used each character’s lost thing to craft a magic item. By interacting with the magic item in a specific way (as described below), the character regains what they lost. The magic item otherwise functions normally. ([View Highlight](https://read.readwise.io/read/01fg3px6m1fede7xhnkvt9nrgg)) > ***Ability to Keep Secrets.*** The character is unable to keep a secret. The hag who claimed this prize has since used it to create a [wand of secrets](https://www.dndbeyond.com/magic-items/wand-of-secrets). The character regains the ability to keep secrets by holding this wand for the first time. > ***Ability to Smile.*** The character suffering from this loss is unable to smile. The hag who claimed this prize has since used it to create a [wand of smiles](https://www.dndbeyond.com/magic-items/wand-of-smiles) (see [appendix A](https://www.dndbeyond.com/sources/twbtw/magic-items/)). The character regains the ability to smile by holding this wand for the first time. > ***Artistic Creativity.*** The character suffering from this loss lacks the ability to be creative in one or more artistic pursuits. For example, they might be unable to draw, paint, or compose original music. The hag who claimed this prize has since used it to create a [pipe of smoke monsters](https://www.dndbeyond.com/magic-items/pipe-of-smoke-monsters) (see [appendix A](https://www.dndbeyond.com/sources/twbtw/magic-items/)). The character regains their creativity by puffing on the pipe for the first time. > ***Cherished Doll or Stuffed Animal.*** The character lost a doll or stuffed animal (player’s choice). The hag who claimed this prize has since turned it into a [talking doll](https://www.dndbeyond.com/magic-items/talking-doll) (see [appendix A](https://www.dndbeyond.com/sources/twbtw/magic-items/)) or a stuffed animal with similar properties. > ***Handwriting.*** To all other creatures, the character’s handwriting is illegible and requires a [comprehend languages](https://www.dndbeyond.com/spells/comprehend-languages) spell or similar magic to decipher. The hag who claimed this prize has since used it to create an [instrument of scribing](https://www.dndbeyond.com/magic-items/instrument-of-scribing) (see [appendix A](https://www.dndbeyond.com/sources/twbtw/magic-items/)). The DM chooses the kind of instrument. When the character plays this instrument for the first time, their handwriting becomes legible. > [![](https://media.dndbeyond.com/compendium-images/twbtw/JtUXxjur9QWtb7E3/00-009.adventurer.png)](https://media.dndbeyond.com/compendium-images/twbtw/JtUXxjur9QWtb7E3/00-009.adventurer.png) > An Adventurer with No Fashion Sense > ***Sense of Direction.*** The character suffering from this loss has trouble figuring out which way is north and where they are geographically. The hag who claimed this prize has since used it to create an [orb of direction](https://www.dndbeyond.com/magic-items/orb-of-direction) (see [appendix A](https://www.dndbeyond.com/sources/twbtw/magic-items/)). The character regains their sense of direction by holding this orb for the first time. > ***Sense of Fashion.*** The character suffering from this loss has no fashion sense. The hag who claimed this prize has since used it to create a [cloak of many fashions](https://www.dndbeyond.com/magic-items/cloak-of-many-fashions) (see [appendix A](https://www.dndbeyond.com/sources/twbtw/magic-items/)). The character regains their lost sense of fashion by donning this cloak for the first time. > ***Three Inches of Height.*** The character suffering from this loss knows they are shorter than they ought to be. The hag who claimed this prize has since used it to create a [pole of collapsing](https://www.dndbeyond.com/magic-items/pole-of-collapsing) (see [appendix A](https://www.dndbeyond.com/sources/twbtw/magic-items/)). The character grows three inches in height by holding this pole for the first time. ([View Highlight](https://read.readwise.io/read/01fg3pyzerrnyry6ez54wc2ye8)) > In this preamble, an aging warlock named Madryck Roslof tells the characters (those not working at the Witchlight Carnival) about a faerie realm called Prismeer, which can be reached only by finding and using a fey crossing in the carnival. Madryck says that his archfey patron, Zybilna, rules Prismeer. He begs the characters to journey to this domain and find out what has happened to Zybilna, with whom he has lost contact. ([View Highlight](https://read.readwise.io/read/01fg3q0mbttd70nzzm1h9c528j))