# Witchlight Carnival

URL:: https://dndbeyond.com/sources/twbtw/witchlight-carnival
Author:: Witchlight Carnival
## Highlights
> Three events take place every night at a particular hour:
> **Hour 1: Welcome Gifts.** Small gifts are handed out to lucky guests.
> **Hour 4: Big Top Extravaganza.** A midnight show gives the characters the chance to dazzle spectators and impress the carnival’s ringmaster.
> **Hour 8: Crowning the Witchlight Monarch.** The carnival’s climactic event gives the characters a chance to meet the carnival’s mysterious owners. ([View Highlight](https://read.readwise.io/read/01fg3qe2n0wd2ycrsa5px4kj3x))
> The characters’ actions in the Witchlight Carnival can affect the overall mood at the carnival. When the characters arrive at the carnival, place a token in the starting space of the track in the lower right corner of the poster map. This token moves right or left along the track as the carnival’s atmosphere changes for better or worse.
> The text informs you when to raise or lower the mood. When the token is to the right of the starting space, spirits are high: colors appear more vibrant, flowers bloom around the fairgrounds, and shooting stars sweep across the clear night sky. When the token is to the left of the starting space, the mood becomes darker: the calliope music plays discordantly, the staff is tense, and stormy weather looms in the sky above the carnival.
> The carnival’s mood is used to trigger an important meeting between the characters and the carnival owners. If the mood reaches either of the end spaces on the track, the carnival’s owners invite the characters to speak with them in their wagon (see “[Meeting Witch and Light](https://www.dndbeyond.com/marketplace/adventures/the-wild-beyond-the-witchlight)” toward the end of the chapter). Characters who attend the Big Top Extravaganza can also receive an invitation to meet with the owners, even if the carnival’s mood isn’t in an extreme state. ([View Highlight](https://read.readwise.io/read/01fg3qfadvb6b357sfwax0pt61))
> The owners of the Witchlight Carnival are a pair of shadar-kai (elves native to the Shadowfell) named Mister Witch and Mister Light. Witch is matter-of-fact and devoid of pretense, while Light is flamboyant and coy. ([View Highlight](https://read.readwise.io/read/01fg3qg73mjkvm225qe7cnvy58))
> The shadar-kai are aware that the Hourglass Coven has usurped Zybilna’s domain in the Feywild. They don’t know how the coven accomplished this coup, but Witch and Light would like nothing more than to see the hags defeated and Zybilna returned to power. But they dare not play a part in making that dream a reality. If the coven caught a whiff of dissent from Witch and Light, the hags would punish the shadar-kai for their impudence (see the “Witch and Light’s Hourglass Pact” sidebar). Witch and Light do what they can to appease the hags while secretly rooting for Zybilna’s return. They know Zybilna’s true identity but dare not reveal it. ([View Highlight](https://read.readwise.io/read/01fg3qjfww62fst7e7c4y5yvh2))
> The carnival employs 124 Witchlight hands in total. All hands enter into an agreement when they join the carnival: they must never harm another staff member, and they can’t leave the carnival for more than a day at a time. (A longer absence is equivalent to resignation, in Mister Witch’s estimation.) On-duty staff members are required to wear fake butterfly wings strapped to their backs. Mister Witch and Mister Light also furnish them with small amounts of [pixie dust](https://www.dndbeyond.com/magic-items/pixie-dust) (see [appendix A](https://www.dndbeyond.com/sources/twbtw/magic-items#PixieDust)). ([View Highlight](https://read.readwise.io/read/01fg3qvfnbb8vah0awxfaeszds))
> The Witchlight Carnival travels as a convoy of wagons, each one pulled by horses or foxes depending on its size. When they need to soar between worlds, the wagons and their draft animals sprout butterfly wings and take to the starry sky. On land, the carnival’s attractions unfold magically from the wagons, controlled by Mister Witch’s [Witchlight watch](https://www.dndbeyond.com/magic-items/witchlight-watch).
> When the carnival arrives at a new destination, a [treant sapling](https://www.dndbeyond.com/monsters/treant-sapling) named Northwind uses its Animate Trees ability to gently relocate trees that are in the way of the unfolded wagons. A great length of blue ribbon transforms into a lazy, sparkling river, encircling the site. The river is 20 feet wide and 10 feet deep at its center.
> [](https://media.dndbeyond.com/compendium-images/twbtw/JtUXxjur9QWtb7E3/map-1.1.jpg)
> Welcome to the Witchlight Carnival ([View Highlight](https://read.readwise.io/read/01fg3qxvr6616ra0kkncm2snfs))
> Every so often, you can raise the carnival’s mood by 1 step (see “[Tracking Mood](https://www.dndbeyond.com/marketplace/adventures/the-wild-beyond-the-witchlight)” earlier in the chapter) if the party is consistently polite to carnival staff and fellow attendees.
> Conversely, acts such as interrupting someone, being rude, or grumpily refusing to dance are unfavorable. Lower the carnival’s mood by 1 step if the characters actively offend anyone they meet. ([View Highlight](https://read.readwise.io/read/01fg3r0snhx5c4vfse7gjhztmf))
> Kettlesteam is a kenku warlock whose patron is the archfey Zybilna of Prismeer. Having sensed that something is wrong with her beloved patron, Kettlesteam has come to the carnival seeking answers. The carnival owners refuse to speak to her—and until they come clean, she is committed to causing trouble. Kettlesteam uses [disguise self](https://www.dndbeyond.com/spells/disguise-self) to assume whatever form best enables her to mingle in crowds. ([View Highlight](https://read.readwise.io/read/01fg3r390z2hg3rs9hvf4c9m2j))
> Each member of the Hourglass Coven employs a thief that visits the carnival to steal from ticketless victims. These thieves enter and exit through the Hall of Illusions, using it as a gateway to their mistresses’ splinter-realms of Hither, Thither, and Yon. The carnival staff has been instructed by Mister Witch and Mister Light to ignore them. ([View Highlight](https://read.readwise.io/read/01fg3r3sx7np3qxn6nrg2bmdab))
> Visitors are expected to buy tickets at this booth. An adult’s ticket costs 8 sp, and a child’s ticket costs 3 sp. Instead of paying money, a visitor can try to barter with the ticketer, Nikolas Midnight, a wrinkled [goblin](https://www.dndbeyond.com/monsters/goblin) (see “Bartering for a Ticket” below). For more information on Nikolas Midnight, see “[Roleplaying Nikolas](https://www.dndbeyond.com/marketplace/adventures/the-wild-beyond-the-witchlight)” below. ([View Highlight](https://read.readwise.io/read/01fg3r79m5pebcwqzmxheweyzp))
> Under the ticket counter is an ornate wooden box with a silver clasp and the monogram N.M. It contains one prepaid ticket for each visiting character. These tickets were purchased by Ellywick Tumblestrum, but Tumblestrum has asked Nikolas not to divulge this information. Instead, Nikolas claims that these tickets were paid for by “an anonymous benefactor.” ([View Highlight](https://read.readwise.io/read/01fg3r7ag5dnfac520syysydny))
> After giving the characters their tickets, Nikolas hands the group a map of the carnival and gives each character a pair of colorful cloth butterfly wings to wear. Nikolas explains that the butterfly wings must be worn to show the staff that the characters are paid attendees. They are now free to explore the carnival at their leisure. ([View Highlight](https://read.readwise.io/read/01fg3r7hkg993b7xjbfnh0f2tz))
> [](https://media.dndbeyond.com/compendium-images/twbtw/JtUXxjur9QWtb7E3/01-003.fire-breather.png)
> A tiefling fire-breather entertains the crowd under the Big Top ([View Highlight](https://read.readwise.io/read/01fg3t3hc3jbgbqmy15rghr6by))
> ***Scatterleaf Tea.*** As an action, a creature can scatter these tea leaves on the ground in a 5-foot-radius circle, duplicating the effect of a [protection from evil and good](https://www.dndbeyond.com/spells/protection-from-evil-and-good) spell that lasts for 10 minutes. To gain the spell’s protection, a creature must stand in the circle of tea leaves. In addition, a cup of hot, delicious tea magically appears in the protected creature’s hands. A pouch contains enough leaves for one use. ([View Highlight](https://read.readwise.io/read/01fg3t5fhae0vtq67r2g7v6a87))
> The individual who checks tickets and operates the carousel is named Diana Cloppington. Once a human, Diana sought the help of Granny Nightshade of the Hourglass Coven, desperately wishing to be reunited with her warhorse, which went missing in battle. The cruel hag magically fused the bodies of Diana and her horse, giving her the appearance of a centaur. Diana fled Prismeer and befriended Mister Witch and Mister Light, who offered her a home in their carnival. ([View Highlight](https://read.readwise.io/read/01fg3tx3nhakxcxpt9ngv6ckdd))
> [](https://media.dndbeyond.com/compendium-images/twbtw/JtUXxjur9QWtb7E3/01-004.diana-cloppington.png)
> Diana Cloppington ([View Highlight](https://read.readwise.io/read/01fg3txp2q9wra3zgssgvhapb1))
> The names for each pair of unicorns are key words from a well-known proverb. Before any of the unicorns share secrets with their riders, all of them must have their correct names painted on their tags. One unicorn in each pair has some letters missing from its name tag, but players who are familiar with the proverbs can fill in the missing letters. ([View Highlight](https://read.readwise.io/read/01fg3v19x7p2gpe07yp7ppwyjc))
---
Title: Witchlight Carnival
Author: Witchlight Carnival
Tags: readwise, articles
date: 2024-01-30
---
# Witchlight Carnival

URL:: https://dndbeyond.com/sources/twbtw/witchlight-carnival
Author:: Witchlight Carnival
## AI-Generated Summary
D&D Beyond - Dungeons & Dragons Fifth Edition Tools, Rules, Races, Classes, Items, Spells, Monsters, and More
## Highlights
> Three events take place every night at a particular hour:
> **Hour 1: Welcome Gifts.** Small gifts are handed out to lucky guests.
> **Hour 4: Big Top Extravaganza.** A midnight show gives the characters the chance to dazzle spectators and impress the carnival’s ringmaster.
> **Hour 8: Crowning the Witchlight Monarch.** The carnival’s climactic event gives the characters a chance to meet the carnival’s mysterious owners. ([View Highlight](https://read.readwise.io/read/01fg3qe2n0wd2ycrsa5px4kj3x))
> The characters’ actions in the Witchlight Carnival can affect the overall mood at the carnival. When the characters arrive at the carnival, place a token in the starting space of the track in the lower right corner of the poster map. This token moves right or left along the track as the carnival’s atmosphere changes for better or worse.
> The text informs you when to raise or lower the mood. When the token is to the right of the starting space, spirits are high: colors appear more vibrant, flowers bloom around the fairgrounds, and shooting stars sweep across the clear night sky. When the token is to the left of the starting space, the mood becomes darker: the calliope music plays discordantly, the staff is tense, and stormy weather looms in the sky above the carnival.
> The carnival’s mood is used to trigger an important meeting between the characters and the carnival owners. If the mood reaches either of the end spaces on the track, the carnival’s owners invite the characters to speak with them in their wagon (see “[Meeting Witch and Light](https://www.dndbeyond.com/marketplace/adventures/the-wild-beyond-the-witchlight)” toward the end of the chapter). Characters who attend the Big Top Extravaganza can also receive an invitation to meet with the owners, even if the carnival’s mood isn’t in an extreme state. ([View Highlight](https://read.readwise.io/read/01fg3qfadvb6b357sfwax0pt61))
> The owners of the Witchlight Carnival are a pair of shadar-kai (elves native to the Shadowfell) named Mister Witch and Mister Light. Witch is matter-of-fact and devoid of pretense, while Light is flamboyant and coy. ([View Highlight](https://read.readwise.io/read/01fg3qg73mjkvm225qe7cnvy58))
> The shadar-kai are aware that the Hourglass Coven has usurped Zybilna’s domain in the Feywild. They don’t know how the coven accomplished this coup, but Witch and Light would like nothing more than to see the hags defeated and Zybilna returned to power. But they dare not play a part in making that dream a reality. If the coven caught a whiff of dissent from Witch and Light, the hags would punish the shadar-kai for their impudence (see the “Witch and Light’s Hourglass Pact” sidebar). Witch and Light do what they can to appease the hags while secretly rooting for Zybilna’s return. They know Zybilna’s true identity but dare not reveal it. ([View Highlight](https://read.readwise.io/read/01fg3qjfww62fst7e7c4y5yvh2))
> The carnival employs 124 Witchlight hands in total. All hands enter into an agreement when they join the carnival: they must never harm another staff member, and they can’t leave the carnival for more than a day at a time. (A longer absence is equivalent to resignation, in Mister Witch’s estimation.) On-duty staff members are required to wear fake butterfly wings strapped to their backs. Mister Witch and Mister Light also furnish them with small amounts of [pixie dust](https://www.dndbeyond.com/magic-items/pixie-dust) (see [appendix A](https://www.dndbeyond.com/sources/twbtw/magic-items#PixieDust)). ([View Highlight](https://read.readwise.io/read/01fg3qvfnbb8vah0awxfaeszds))
> The Witchlight Carnival travels as a convoy of wagons, each one pulled by horses or foxes depending on its size. When they need to soar between worlds, the wagons and their draft animals sprout butterfly wings and take to the starry sky. On land, the carnival’s attractions unfold magically from the wagons, controlled by Mister Witch’s [Witchlight watch](https://www.dndbeyond.com/magic-items/witchlight-watch).
> When the carnival arrives at a new destination, a [treant sapling](https://www.dndbeyond.com/monsters/treant-sapling) named Northwind uses its Animate Trees ability to gently relocate trees that are in the way of the unfolded wagons. A great length of blue ribbon transforms into a lazy, sparkling river, encircling the site. The river is 20 feet wide and 10 feet deep at its center.
> [](https://media.dndbeyond.com/compendium-images/twbtw/JtUXxjur9QWtb7E3/map-1.1.jpg)
> Welcome to the Witchlight Carnival ([View Highlight](https://read.readwise.io/read/01fg3qxvr6616ra0kkncm2snfs))
> Every so often, you can raise the carnival’s mood by 1 step (see “[Tracking Mood](https://www.dndbeyond.com/marketplace/adventures/the-wild-beyond-the-witchlight)” earlier in the chapter) if the party is consistently polite to carnival staff and fellow attendees.
> Conversely, acts such as interrupting someone, being rude, or grumpily refusing to dance are unfavorable. Lower the carnival’s mood by 1 step if the characters actively offend anyone they meet. ([View Highlight](https://read.readwise.io/read/01fg3r0snhx5c4vfse7gjhztmf))
> Kettlesteam is a kenku warlock whose patron is the archfey Zybilna of Prismeer. Having sensed that something is wrong with her beloved patron, Kettlesteam has come to the carnival seeking answers. The carnival owners refuse to speak to her—and until they come clean, she is committed to causing trouble. Kettlesteam uses [disguise self](https://www.dndbeyond.com/spells/disguise-self) to assume whatever form best enables her to mingle in crowds. ([View Highlight](https://read.readwise.io/read/01fg3r390z2hg3rs9hvf4c9m2j))
> Each member of the Hourglass Coven employs a thief that visits the carnival to steal from ticketless victims. These thieves enter and exit through the Hall of Illusions, using it as a gateway to their mistresses’ splinter-realms of Hither, Thither, and Yon. The carnival staff has been instructed by Mister Witch and Mister Light to ignore them. ([View Highlight](https://read.readwise.io/read/01fg3r3sx7np3qxn6nrg2bmdab))
> Visitors are expected to buy tickets at this booth. An adult’s ticket costs 8 sp, and a child’s ticket costs 3 sp. Instead of paying money, a visitor can try to barter with the ticketer, Nikolas Midnight, a wrinkled [goblin](https://www.dndbeyond.com/monsters/goblin) (see “Bartering for a Ticket” below). For more information on Nikolas Midnight, see “[Roleplaying Nikolas](https://www.dndbeyond.com/marketplace/adventures/the-wild-beyond-the-witchlight)” below. ([View Highlight](https://read.readwise.io/read/01fg3r79m5pebcwqzmxheweyzp))
> Under the ticket counter is an ornate wooden box with a silver clasp and the monogram N.M. It contains one prepaid ticket for each visiting character. These tickets were purchased by Ellywick Tumblestrum, but Tumblestrum has asked Nikolas not to divulge this information. Instead, Nikolas claims that these tickets were paid for by “an anonymous benefactor.” ([View Highlight](https://read.readwise.io/read/01fg3r7ag5dnfac520syysydny))
> After giving the characters their tickets, Nikolas hands the group a map of the carnival and gives each character a pair of colorful cloth butterfly wings to wear. Nikolas explains that the butterfly wings must be worn to show the staff that the characters are paid attendees. They are now free to explore the carnival at their leisure. ([View Highlight](https://read.readwise.io/read/01fg3r7hkg993b7xjbfnh0f2tz))
> [](https://media.dndbeyond.com/compendium-images/twbtw/JtUXxjur9QWtb7E3/01-003.fire-breather.png)
> A tiefling fire-breather entertains the crowd under the Big Top ([View Highlight](https://read.readwise.io/read/01fg3t3hc3jbgbqmy15rghr6by))
> ***Scatterleaf Tea.*** As an action, a creature can scatter these tea leaves on the ground in a 5-foot-radius circle, duplicating the effect of a [protection from evil and good](https://www.dndbeyond.com/spells/protection-from-evil-and-good) spell that lasts for 10 minutes. To gain the spell’s protection, a creature must stand in the circle of tea leaves. In addition, a cup of hot, delicious tea magically appears in the protected creature’s hands. A pouch contains enough leaves for one use. ([View Highlight](https://read.readwise.io/read/01fg3t5fhae0vtq67r2g7v6a87))
> The individual who checks tickets and operates the carousel is named Diana Cloppington. Once a human, Diana sought the help of Granny Nightshade of the Hourglass Coven, desperately wishing to be reunited with her warhorse, which went missing in battle. The cruel hag magically fused the bodies of Diana and her horse, giving her the appearance of a centaur. Diana fled Prismeer and befriended Mister Witch and Mister Light, who offered her a home in their carnival. ([View Highlight](https://read.readwise.io/read/01fg3tx3nhakxcxpt9ngv6ckdd))
> [](https://media.dndbeyond.com/compendium-images/twbtw/JtUXxjur9QWtb7E3/01-004.diana-cloppington.png)
> Diana Cloppington ([View Highlight](https://read.readwise.io/read/01fg3txp2q9wra3zgssgvhapb1))
> The names for each pair of unicorns are key words from a well-known proverb. Before any of the unicorns share secrets with their riders, all of them must have their correct names painted on their tags. One unicorn in each pair has some letters missing from its name tag, but players who are familiar with the proverbs can fill in the missing letters. ([View Highlight](https://read.readwise.io/read/01fg3v19x7p2gpe07yp7ppwyjc))