Credits & Legal Disclaimers
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
Wizard's of the Coast Materials:
- Player's Handbook (PHB)
- Dungeon Master's Guide (DMG)
- Monster Manual (MM)
- Systems Reference Document (SRD)
- Unearthed Arcana (UA)
- Elemental Evil Player's Companion (EE)
- Sword Coast Adventurer's Guide (SCAG)
- Volo's Guide to Monsters (VG)
- Xanathar's Guide to Everything (XGtE)
- Mordenkainen's Tome of Foes (MToF)
- The Wayfinder's Guide to Eberron (WGtE)
- Eberron: Rise from the Last War (ERftLW)
- Acquisitions Incorporated (AI)
- Tomb of Annihilation (ToA)
- Acquisitions Inc (AI)
- Manual of the Planes 3e & 4e (MoP)
- Planescape Campaign Materials (PS)
- The Vortex of Madness (VoM)
This adventure makes use of several other sourcebooks:
- Tome of Beasts - Kobold Press (ToB)
- Creature Codex - Kobold Press (CC)
- Monsters of Feyland - Cawood Publishing (MoF)
- Monsters of the Underworld - Cawood Publishing (MotU)
Magic that won't work in this module
Although your players will not know it, quite a number of spells and magic items that use similar dweomer will not function in the place they are about to visit. Of course, if they find some item that has a power postscribed here, then the magic will function because the dweomer is native to the plane. Otherwise, be firm that the following magic will not function!
- Animal Summoning (any level)
- Levitate
- Cacodemon
- Call Lightning
- Call Woodland Beings
- Chariot of Sustarre
- Conjure Animals
- Conjure Elemental (any type)
- Control Weather
- Creeping Doom
- Dimension Door
- Fly
- Gate
- Monster Summoning (any level)
- Pass Plant
- Passwall
- Plant Control
- Plant Door
- Teleport
- Transport via Plants
- Weather Summoning
- Wind Walk
- X-ray Vision
Forest movement and "the edge of the world"
The forest that surrounds Land Beyond the Magic Mirror is thick and very difficult to cross. It will take a full hour (six turns) to travel three hexes, and the efort will require that the party then spend an hour at rest before they are able to continue hacking, chopping, and forcing a path through the undergrowth. If you are using the companion module, Dungeonland, then it is possible for adventurers to travel through the forest from this place to that. Otherwise, after they have reached the edge of the map or gone a hex or two beyond it, use one of two devices:
-
Reverse movement so that they are actually traveling back in the general direction from which they came.
-
Undergrowth thickens and entwines to become impassable. Players must chop through a wall of thorns, briars, brambles, and thistles to move even a few feet each turn. Worse still, the cut growth seems to have a vitality completely unnatural to normal vegetation: it begins to regrow one turn after cutting Obviously, the party will soon be trapped and lost if they continue. (Cf. continue. Dungeonland, Special Note On The Hedge.)
All travel through the forest, other than on clear paths, requires use of the Wandering Monster Table (p. 26). Be certain it is utilized! Encounters can repeat. At any given point, an Arcana check
Random Encounters Table
| 2d8 | Encounter |
|---|---|
| 2 | 1 echo gecko (MoF) |
| 3 | 2 giant ants |
| 4 | 1 giant bee |
| 5 | 1 centipede |
| 6 | 2 phase spiders |
| 7 | 2 young kruthik |
| 8 | 2 giant squirrels (MoF) |
| 9 | 1 giant dragonfly |
| 10 | 1 giant butterfly |
| 11 | 2 Wolpertinger (CC) |
| 12 | 1 execrable shrub (CC) |
| 13 | 3 giant slugs (MotU) |
| 14 | 1 fey caterpillar (MoF) |
| 15 | 2 dice goblins |
| 16 | swarm of squirrels |
Unlikely Assistance
Throughout the adventure, the cheshire can can be used to appear at any given interval to steer the characters back on track.
Cheshire Cat
Small Beast, Chaotic Neutral
- Armor Class 13
- Hit Points 32(5d6+10)
- Speed 50ft.
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 14 (+2) 10 (+0) 12 (+1) 20 (+5)
- Senses Darkvision
- Languages Common
- Challenge 5 (1000 XP)
Natural Invisibility. The Cheshire Cat can turn invisible at will using a bonus action.
Actions
Innate Spellcasting. The Cheshire Cat's spellcasting ability is charisma (spell save DC 16) The Cheshire Cat can innately cast the following spells, requiring no material components. At will: Friends, Minor Illusion, Dancing Lights 3/day: Charm Person, Silent Image
Bite. Melee Weapon Attack: +3 to hit, reach 5ft. Hit 5 (1d4+0) Claw. Melee Weapon Attack: +7 to hit, reach 5ft. Hit 5 (1d6+4)
The Cheshire Cat
A beast native to the forest, the Cheshire Cat uses its cunning and ability to disappear to toy with unsuspecting passersby. Rarely turning to violence the Cheshire Cat uses its magic to trick and confuse its foes, attempting to escape from the fight.
The Land Beyond the Magic Mirror
A. The Wooden House
This is actually the White Rabbit's humble abode. Use the encounter map for the Cosy Cottage.
This moderately sized dwelling is quite unusual. It is made of wood, but its construction is superior to anything you have ever seen. From your position it is plain that the glass in the windows is of a quality unmatched anywhere. Shrubs, bushes, flowers, and a tree or two grow near the building, making the entire scene quite pleasing to the eye. Brick chimneys are evident. It will be a simple matter to enter this place if you so desire.
Just before the apron of the house lies a smooth dirt path edged with bricks. This path leads up to the house and away to the east. From what you can see, it goes directly to a garden filled with huge flowers. There, it appears to be grass-covered, its flagstones spaced every so often to assure that the pathway remains fresh and attractive. You cannot tell from here if the path leads beyond the garden.
Porch
The party will see an open, room-like area that has a wooden floor and wooden posts supporting the roof above. Woven grass rugs are scattered around the floor area. The porch contains a few chairs made of rough limbs bent to form furniture, and similar tables. Windows show the room beyond. Doors are unlocked.
The owner of this small, neat, two-story house can be identified by a brass plate on the door engraved with the words “W. RABBIT.”
Main Room
There isn't anything extraordinary on the first floor. There's a small table with two chairs off to one side, clearly designated for visiting. The dining table is small, also set for two. Towards the back of the room one can see a small set of stairs leading to the second story.
To the other of the room is a hearth and a small sideboard. Roll wonderland Food table 1d4+1 times to see what might be on the sideboard. There is also a small door here.
The furniture itself has clearly be hastily arranged, and there are signs on the floor that indicate some kind of altercation (the rug is slightly off, there are dirt patterns showing a scuffle - DC 15).
If the PCs choose to investigate, roll 1d4 times on the Items in a Cottage table (BoRT 1) for each successful roll.
Cellar
There is a small kitchen set in the cellar, with a prep area and open pantry shelves. A couple of barrels sit off just behind the stairs. In the middle of there room there is a table set for one. The rest of the room is quite sparse.
If the PCs choose to investigate, roll 1d4 times on the Items in a Cottage table (BoRT 1) for each successful roll. For close inspection of the pantry or sideboard, roll the Wonderland Food table 1d4 times per successful roll or shelf.
Second Floor
The upstairs area is a tidy little room with a table in the window, and on it a fan and two pairs of tiny white kid gloves. Within easy distance are two well-filled sets of bookshelves. List out random books the characters find, unless the character is looking for specific titles (DC12). (See attached random roll tables and lists).
On the desk off to the side are writing supplies and a few papers. The papers are written in and old and obscure dialect of Sylvan (DC 18 to recognize). Next to this is a small wardrobe. Opening the wardrobe releases 4 dust bunnies (modify to only allow 1-2 piercing damage per successful attack).
To the other side of the room is a large bed, an end table, and wardrobe. This wardrobe also contains 1d6 dust bunnies.
Neither wardrobe has anything of great interest - roll on clothing tables to determine what's found.
B. Garden of Colossal Flowers
The path leads into an exceptionally beautiful formal garden, where it turns to fine, bent grass amidst beds of low shrubs, border plants, and flowers. Bushes are trimmed into neat geometrical shapes. The whole area is nearly 400' square, although it is a bit longer east to west than it is north to south. Ail of the pathways and beds seem to be sculptured to enhance the central area where gigantic flowers grow. There appear to be four distinct beds, each with a mixture of different types of 10' tall blooming plants. As you come within a few score feet, you can see that the petals of each flower glitter, and that there are glints coming from the centers of the flowers.
Live Flower
Large, Neutral
- Armor Class 13
- Hit Points 59
- Speed 20 ft
STR DEX CON INT WIS CHA 3 (-4) 8 (-1) 11 (0) 10 (0) 10 (0) 10 (0)
- Damage Vulnerabilities Fire
- Damage Resistances Bludgeoning and Piercing
- Immunity 25% resistant to all magic
- Senses Passive Perception 10
- Languages Common
- Challenge 1 and 200
False Appearance. While the flower remains motionless, it is indistinguishable from a normal (albeit giant) flower.
Actions
Bite. Melee Weapon Attack: +6, reach 10 ft. one target. Hit: 3d6+4 slashing damage.
Each of these 10’ tall plants has a name and can speak. They are in four distinct beds.
| Name | Bed |
|---|---|
| Klymeina | 1 |
| Menolorice | 1 |
| Hispida | 1 |
| Persica | 1 |
| Name | Bed |
|---|---|
| Sinata | 2 |
| Freseri | 2 |
| Dindellis | 2 |
| Almonis | 2 |
| Name | Bed |
|---|---|
| Lilacoris | 3 |
| Junipera | 3 |
| Dopiara | 3 |
| Phaethosia | 3 |
| Name | Bed |
|---|---|
| Arenaris | 4 |
| Inula | 4 |
| Cyrilla | 4 |
| Euptellea | 4 |
These flowers are vain, silly, and rude. Whenever anyone approaches within 10' or less, the flowers in the bed will turn their faces towards the creature and demand to know why he or she is there, make disparaging remarks about the individual appearance, insult his or her intelligence, and so on. (Play this to the hilt, and be as irritating as possible to the players so that they will have their characters react with as much anger a possible — anger at a talking flower at that!) These flowers will also demand that characters leave, claim that their odor is offensive, and bait them by stating boldly that one step onto their beds will not be tolerated. Compound this with the following: characters will note that the "growth"” around the flower petals is metallic — alternately gold and platinum to value of 100 pieces of each type of metal. The petals themselves are also of semi-precious materials such as mother of pearl, so that each bloom is worth around 100 gp and weighs only 10 g (although encumbrance//volume is equal to value). Most desirable of all are the "eyes" of each flower: each has a pair precious gems worth 1,000 gp each! Characters conversing with these insulting plants will not fail to notice opals, jacinth rubies, sapphires, diamonds, emeralds, and so forth serving a eyes for these flowers.
Any move that puts a character into the "bed"” area — a distance of 5' or so from any given flower — will bring a chorus immediate shrieks and screams from all the flowers. The cacophony will be interspersed with shrill insults, raucous vulgarity, and rude noises directed at the transgressor(s). The next round a giant bumble bee will appear.
Giant Bee, Bumble
Medium Beast, Unaligned
- Armor Class 15
- Hit Points 39
- Speed 20/80 fly
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 11 (0) 2 (-4) 12 (0) 8 (-1)
- Senses darkvision 60ft., passive Perception 11
- Challenge 1/2 and 100
Actions
Sting Melee Weapon Attack: +2, reach 5 ft. one target. Hit: 1d6+3 piercing, plus DC 15 Constitution save vs. +5d20 poison damage. Save for half damage.
This huge insect will buzz noisily to attack anyone who harm or attempts to harm the living flowers. Each round thereafter another bee just like the first will appear, until a total of 16 have come to do battle. They will pursue the offender(s) anywhere within the garden area, but they will not go beyond. As the fourth creature flies to the scene (three rounds after the first appears), other help will arrive.
Giant Ant
Medium Beast, Unaligned
- Armor Class 13
- Hit Points 36
- Speed 40/20 climb
STR DEX CON INT WIS CHA 14 (+2) 10 (0) 16 (+3) 1 (-5) 12 (Mod) 8 (-1)
- Senses darkvision 60ft., passive Perception 11
- Challenge 1/2 and 100
Actions
Bite Melee Weapon Attack: +4, reach 15 ft. one target. Hit: 1d6+2 piercing. Target is grappled, Ant can't bite while it is grappling.
These workers will also be drawn to the scene by the disaster calls of the flowers. They will attack and pursue the party a long as it remains in the garden, but they will not bother with them otherwise. Each round after the fourth, another three giant ants will arrive until 48 have come. Each trio will have exactly the same statistics as the original.
If the party comes from the house at A, then their most obvious destination will be the hill at C. Conversely, if the party has come from the hill, then they will notice the house. In either case, any attempt to move from the garden to the hill will result in the party's approaching the house instead, while if the attempt to move from the garden to the house, they will approach the hill instead. Thus, the party must state that they are going in the opposite direction in order to go in th direction they desire.
C. Grassy Hill
From this height you can see in several directions. To the northwest is a building and due north is a garden. All other vistas are blocked by the walls of towering trees that form a forest surrounding this strange place.
In order to move from the hill to any other place, the party must move quickly — must run, in fact. Failure to do so will move them slowly in the opposite direction. Once off the hill, they will immediately find themselves either in the garden at B or the Hatter's Tea Party at E. To move off the hill in the direction they desire, the characters must run as fast as they can. For five rounds they will simply remain in place, but immediately thereafter, they will be off the hill and either in the garden or the Hatter's Tea Party.
D. The Chessboard Fields
Whichever direction your party is taking, the fields, water-courses, and surrounding terrain will be the same. Because of the possibility of party movement in either direction, a general description of the Chessboard Fields, plus letter keys A, X, Y, and Z, will be presented initially. Thereafter, the chessboard areas will be detailed and explained.
Four broad streams surround a small area of land. This square island is dotted with meadows and copses and divided by many streamlets and brooks. This area is the only one open to further progress, unless you want to backtrack, for to left and right the nearly impenetrable forest looms darkly.
The boundary rivers of the Chessboard Fields are filled with giant crayfish, giant pike, and giant turtles: this will be obvious to any observant adventurer. (Make sure that all members of the party are observant!) Any attempt to walk across the water, to wade the river, or to swim will be fraught with terrible danger, for the riverbed is deep and muddy and the creatures lurking in the waters appear especially hungry. Unless the adventurers are particularly well-equipped, they should have no choice but to journey across the Chessboard Fields.
Streams, on the other hand, are fordable anywhere. They contain only game fish. The waters are clear, clean, and drinkable.
The clumps of large trees contain small game and such foods as nuts, berries, and fruit. The open fields are gently rolling and ridged, so that one cannot see everything there on from any vantage point — even a tall tree on a wood edge, for instance— because of ground folds, small shrubs, tall grasses, and plants of various sorts.
Each field is a square, as is each copse. Together they form an 8 x 8 chessboard: fields correspond to white squares, woods to dark squares, and the streams separate them all. The river edges the board.
Crossing the Stream (A)
At this point it is easy to ford the watercourse. A single hop or two will take you easily to the far bank.
Anyone crossing to the area will immediately notice that everything, including the meadows and sprinkling of small trees, has changed. The fields are now several hundred yards across, and the trees are huge oaks, usks, and ipts. The streams edging the island are broad rivers. The brooks are streams of considerable size. Conversely, if the party is coming from the Chessboard Fields, they will note that it has returned to its former perspective. Go back to the map of The Land Beyond the Magic Mirror if the party is leaving the Chessboard Fields.
Crossing the Stream (Z)
At this point it is easy to ford the watercourse. A single hop or two will take you easily to the far bank.
Small Punt (Y)
Moored at the river edge is a stout craft that appears big enough to handle your entire party (no more than 8 persons, however). The current is moving slowly towards and northeastwards, where the watercourse divides. It is likely that you will be able to move upstream.
If the party goes downstream, they will be precipitated onto the beach area of The Land Beyond the Magic Mirror. The boat will be holed and useless. If the party goes upstream, they will eventually reach the broad river that flows from the western edge of the map just below the Chessboard Fields area, then loops and returns west to the south. They will not be able to row against the current in this body of water, and the current will carry them to the beach (Area L) for the next encounter.
Pathway Southwards (Z)
The little-used track appears to be the only means of easy passage through the thick growth of forest.
This path returns to the map of The Land Beyond the Magic Mirror.
The Game of Chess
Instead of actually fighting various chess pieces to move across the board, each player ends up with a headpiece corresponding to a different chess piece: a diadem for the queen, a sturdy crown for the king, a bishop's miter, a helm for the knight, or a morion for the pawn. You can have players draw pieces of paper or chess pieces from a hat, or you can choose however fits the party best.
As each player is assigned a chess piece, they can only move across the chess fields as that piece. Should the player attempts to exceed the movement limitations of their role, they fiend themselves back where they started from. As an example: the pawn(s) can only move forward one square per turn. If desired, have players roll for initiative to determine who moves first. Once across the board, the spell is broken and players may move as they choose. Players who reach the other side before their compatriots have the option of trying to leave before their party members arrive. If they do so, it would be wise to have the Cheshire Cat appear and attempt to stall them or talk them out of the idea.
E. The Mad Hatter's Tea Party
“There was a table set out under a tree in front of the house, and the March Hare and the Hatter were having tea at it: a Dormouse was sitting between them, fast asleep, and the other two were using it as a cushion resting their elbows on it, and talking over its head. ... The table was a large one, but the three were all crowded together at one corner of it. “No room! No room!” they cried out when they saw Alice coming. “There’s plenty of room!” said Alice indignantly, and she sat down in a large arm-chair at one end of the table.”
This outdoor team room is used by the “Mad” Hatter to host parties for his friends, during which they tell nonsensical tales and the like. It is located beside the house of the March Hare (q.v.). At the time of the party's arrival, there doesn't appear to be anyone in attendance. There is a spread of food and teapots should the party choose to take a rest. While at the Tea Party, no harm will come to the party. The tea, however, does have random side effects. (Roll on the random potion effects table for each cup imbibed. All effects last 1d4 minutes.) Be sure to note that the table is nestled under an extremely large tree, and that there doesn't appear to be any better option for shelter within sight.
If the party attempts to move on from here, it is advisable to use the Cheshire Cat to dissuade them.
An Investigation check (DC 20) will note a number of squirrels in the area.
Potion Effects
| d12 | Potion Effect |
|---|---|
| 1 | Roll on the polymorph table. |
| 2 | Grow feathers. |
| 3 | You grow a beautiful ginger beard down to your knees. |
| 4 | You drool uncontrollably. |
| 5 | The index finger on your dominant hand start to glow shed bright light in a 20-foot radius and dim light for an additional 20 feet. |
| 6 | The potion is a water elemental. Drinking it tastes like the freshest water you’ve ever drank. As soon as you take part in vigorous activity you spawn a water elemental in the same square as you. |
| 7 | When you talk it comes out in gibberish, but to you it sounds perfectly normal. |
| 8 | You fart loudly every 1d4 minutes (as a free action). |
| 9 | When you speak you hear yourself normal, but everyone else ears you like a dog trying to speak. |
| 10 | Your body slowly starts to become transparent, and you eventually become completely invisible. |
| 11 | This potion appears as a silvery, translucent liquid that when drunk, makes your body fall limp as you become a ghostly apparition. |
| 12 | You begin growing hair all over your body. |
F. Large Walrus and a Human
Here on the beach, walking along in the damp sand, are a strange pair. The walrus-like creature has legs! The fellow with him is tall and slender, dressed in plain blue clothing of the sort normally worn by laborers. They seem deep in conversation, but then both notice your party. The human smiles and waves to you, inquiring if you are lost strangers or coming to seek treasure from The Sea. Neither appears in the least hostile or threatening, and the man appears unarmed.
The Walrus
Medium Humanoid, Chaotic Neutral
- Armor Class 17
- Hit Points 72
- Speed 30 ft
STR DEX CON INT WIS CHA 16 (+3) 11 (0) 12 (+1) 16 (+3) 12 (+1) 12 (+1)
- Saving Throws Str+7, Int+7
- Damage Resistances bludgeoning damage
- Senses Passive Perception 11
- Languages Common
- Challenge 2 and 450
Spellcasting. 10th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +7 to hit with spell attacks). May use the following spell three times a day: suggestion
Actions
Multiattack. may make two flipper attacks on two different targets.
Flipper. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Tusks. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 + 3 piercing damage.
This creature is exceptionally intelligent and able to speak the Common Tongue. It is friendly and bumptious-seeming, for it assists its associate in his thieving activities. If attacked the walrus will fight, fearlessly doing its utmost.
The Carpenter
Rogue Level 15, Neutral Evil
- Armor Class 20
- Hit Points 136
- Speed 30 ft
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 10 (0) 13 (+1) 14 (+2) 15 (+2)
- Saving Throws Dex+7, Int+6
- Skills Sleight of Hand+6, Perception+4, Deception+3, Insight+3
- Senses blindsense 10ft., passive Perception 16.
- Languages Common
- Challenge 5 and 1800
Actions
Evasion. When the rogue makes a Dex save against area effect damage, it takes no damage on a success and only half damage on a failure. Sneak Attack. Once per turn, if the rogue makes a weapon attack with advantage or flanking, it inflicts an extra 7d6 damage on a hit.
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d4+2 piercing.
Cunning Action. May use bonus action to Dash, Disengage, Hide, Use an Object, make a Dexterity (Sleight of Hand check), or make a Dexterity (thieves' tools) check.
Uncanny Dodge. When the rogue is hit by an attacker it can see, it can use its reaction to halve the attack's damage.
The Carpenter will relate to the adventurers how he and his longtime friend are under geas because of their successes! Because they have raided a senile magic-user’s oyster beds, gaining tasty food and heaps of pearls in the process, they have found themselves in great trouble: both are now under the injunction of this magic-user—an odd chap who likes to turn himself into a rabbit, of all things!—and cannot enter salt water of any sort. In fact, they dare not get closer than 10’ to it or suffer severe pangs. Now that the party is here, perhaps they can have their revenge! The Walrus and Carpenter will gladly allow the party the use of their rowboat (G), if the adventurers will but row out and loot the beds of oysters. Naturally, the pair wouldn’t object to an oyster or two to eat, and perhaps a sample of a small pearl or two also, if the players find it in their hearts to grant it. Their current condition galls both of them so much that all they really want is revenge and the fine sport of seeing how well the party does.
Of course, this is not the truth. Neither of the two has any desire to risk his life getting pearls as long as there are suckers to do it for him. If the party decides to go elsewhere, then the thief will attempt to steal as much as possible from them. If they go after pearls, he will wait until they come back; he has 50 worthless fake pearls that he will switch for real ones the party recovers. Thereafter, if opportunity permits, he will fish for other valuables belonging to the party. If caught, both the Walrus and the Carpenter will seek escape in the water. Carpenter wears a ring of swimming (21” speed) and can hold his breath for several minutes. Thus the pair can stay under- water six or seven rounds at a time, hiding generally in the area where the stream flows across the beach. Flight, however, is always their last recourse: the pair will attempt to talk their way out by charisma and bluff at first, then they will demand that the insulting adventurers leave their beach. Finally, the two will fight, using a surprise attack if possible, but always keeping their backs to the water and slowly walking backwards into the waves if the fight goes badly for them.
G. Beached Rowboat
This craft, while rather in need of paint, is obviously sound. It will seat four oarsmen and carry as many as four or five others. Its stout hull seems to have no leak.
If the party is arriving here from Dungeonland via the sea, they will see the rowboat. The current will draw them near to its position, and as soon as they beach their craft the Walrus and Carpenter will appear walking toward them from the west. If, on the other hand, the adventurers are set to leave The Land Beyond the Magic Mirror, then they may set to sea in the rowboat. Oddly enough, after venturing out a short distance, the current will carry them eastward and to the north, past a jutting crag to a beach where another odd creature sits and waits for them to lend their aid. Otherwise, the party may row without finding any currents at all to Area H, with shouted aid from Carpenter and his walrus-like chum.
H. Undersea Ridge
Looking down through the clear water you note that the ocean floor rises in this spot. Some few plants and rocks are visible, but in general the bottom is covered with very large oysters and broken shells. Of course, the oysters nearest the surface are not as large as those dwelling on the sloping sides of the rather sharp spine of the rise. Shouts from the two on the beach indicate that they know you are in the perfect place to begin looting these choice mollusks!
Giant Clam
Large Beast, Unaligned
- Armor Class 20
- Hit Points 33
- Speed 5 ft swim
STR DEX CON INT WIS CHA 16 (+3) 1 (-5) 15 (+2) 1 (-5) 10 (0) 9 (-1)
- Skills Stealth+2
- Damage Vulnerabilities fire
- Damage Immunities psychic damage; fright, stun
- Senses tremorsense 60ft., passive Perception 10
- Challenge 1/4 and 50
Actions
Swallow Melee Weapon Attack: automatic hit on successful Stealth check, reach 5 ft. one target. Hit: DC 13 Dexterity save vs. or be grappled and restrained. Target is subject to the Suffocating rules PH 183.
These monsters lurk among the huge oysters, awaiting an incautious victim. They will snap shut on their prey and hold fast until the prey escapes, the clam is slain, or the prey dies and can be eaten.
The water is from one to two fathoms above the head of an average man standing atop the underwater ridge, and because the water is so shallow, characters will be able to hold their breath and stay under for three rounds. During this period they will be able to seek out a choice oyster, pry it loose, and toss it into the boat. Each time they do so they will also be vulnerable to attack by a giant clam. Small oysters are the nearest, and there is only a 1 in 8 chance of a giant clam attack among them. Further down the sides, where medium-sized specimens are found, there is a 1 in 6 chance. At about seven fathoms or so, where the largest oysters dwell, the chance for stepping into a giant clam is 1 in 4. A character with 17 or better strength has a 1 in 4 chance each round of pulling free. Otherwise, the clam must be killed, or someone must assist the trapped individual.
Chances for pearls, and their value are:
| Large Oyster | 1 in 8 have base 5 gp pearl |
| Larger Oyster | 1 in 6 have base 10 gp pearl |
| Largest Oyster | 1 in 4 have base 50 gp pearl |
Oysters are closed so tightly that they must be taken ashore to be opened. (The first violent attempt to open an oyster in the boat will nearly upset the craft, and a second attempt will either tip it over or else hole the boat’s bottom and sink it.) Once ashore, it will take one round to open each oyster: of course, both the Walrus and Carpenter will gladly assist!
I. Long meadow of Colored Feathers
This cleared, grassy area seems to be sprinkled with enormous feathers. There are huge purple ones, smaller yellow ones, green ones, and a few red or blue ones. A raucous shrieking suddenly comes from the forest to the north. Then you hear: “Aawrrk! Want a Snacker!”
If possible, the DM should do this shrieking with a parrot voice, making the last word sound as if it were “cracker,” not “snacker.”
An Investigation check (DC 25) will note a number of squirrels in the area.
Jub-jub Bird
Huge Monstrosity, Chaotic Neutral
- Armor Class 16
- Hit Points 99
- Speed 50/20 ft fly
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 18 (+4) 12 (+1) 16 (+3)
- Saving Throws Dex+7, Int+8
- Senses passive Perception 11
- Damage Immunities acid
- Condition Immunities charmed, paralysis, stunned
- Languages Telepathy
- Challenge 7 and 2900
Actions
Feign Death. If the jub-jub bird takes more than 60 points of damage it will feign death as per the spell.
Command. Can cast once per day at DC 14. Multi-Attack: may make two talon attacks.
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (4d8 + 3) piercing damage.
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
This weird monster is the only one of its kind. The jub-jub bird resembles a giant macaw, although its tail is like that of a parrot. It is over 9’ tall and has exceptionally long, razor-sharp talons. Its hooked beak is also very large and sharp. Highly intelligent, the creature can speak the Common Tongue and is able to communicate telepathically with other avians. This communication allows it a great measure of control as well— thus the service of the roc. However, there are no nearby birds to call upon for help, as the smaller sort have long been eaten by this monster. In attack the jub-jub bird will command one member of the party to “rest,” “sit,” or “bow” while it then rushes to attack the others. The jub-jub can use the command and still attack. If wounded beyond 40 points of damage, the creature will feign death, and as soon as anyone approaches, or the party starts to leave, the monster will attack by surprise. If reduced below 10 points, the jub-jub will seek to escape immediately.
Treasure: The bird has a mound of sticks, leaves, and old feathers at the western end of the clearing. The only thing of value in the mess is a red bag. Inside the bag are and two silken cushions worth 50 gp each. The jub-jub bird thought the bag was an egg, but in fact it is merely a heavy canvas container of no real value.
J. The Great Clearing
This large meadow is beaten down as if many men had recently crossed it from north to south, then east to west. There are some mounds of earth scattered about, but otherwise there is nothing noteworthy. (The “earth” mounds are only a foot or so high-dropping piles.)
Like all monsters who dwell in the Tugley Wood, the jabberwocky is a nonesuch. It is known for nothing but the ferocity of its attacks, its sheer stupidity, and the noise of its breathing. This bipedal monster appears rather reptilian. It has a great horn on its head, and it attacks either with this weapon or by smashing down opponents with its huge, powerful legs. Its forelegs are small and weak, and these are not used at all. In addition to being large, it is also very stupid, and will fight on as if perfectly unharmed until it has received 24 points of damage, or for six rounds after being reduced to zero or fewer hit points.
When the party enters the jabberwocky’s clearing, it will charge from the northeast at a 30” movement rate, lowering its snaky neck to allow both horn and trampling attacks. It will pursue until it is slain or can no longer see the adventurers. It has no treasure.
As this is a young jabberwocky, it doesn't have the same amount of damage dealing as a full grown member of the breed.
An Investigation check (DC 20) will note a number of squirrels in the area.
Young Jabberwocky
Large Dragon, Chaotic Evil
- Armor Class 17
- Hit Points 38
- Speed 30 / 60 fly
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (0) 13 (+1)
- Saving Throws Dex +3, Con +3, Wis +2, Cha +3
- Skills skills
- Damage Vulnerabilities cold, slashing from vorpal weapons
- Damage Resistances acid, lightning, bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities fire
- Condition Immunities charmed, paralysis, stunned
- Senses darkvision 20ft., truesight 20ft., passive Perception 14
- Challenge 2 and 450
Actions
Fear of Vorpal Weapons. If the jabberwocky takes damage from a vorpal weapon, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Multiattack. The jabberwocky makes three attacks, two claws and one bite or two claws and one tail slap. >
Bite. Melee Weapon Attack: +3, reach 5 ft. one target. Hit: 1d6 Piercing.
Claws. Melee Weapon Attack: +3, reach 5 ft. one target. Hit: 1d4+1 Slashing.
Tail Slap. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:1d4 bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked back 5ft.
Burble (Recharge 5-6). The jabberwocky releases a blast of strange noises and shouted nonsense in the various languages known to the jabberwocky (and invariably some languages it doesn't know) affects all creatures within a 20-foot-radius spread — these creatures must make a DC 15 Wisdom saving throw or become stunned for 1 turn. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the jabberwocky can focus its burble attack to create a 20- foot line of sonic energy. Each creature in that line must succeed on a DC 15 Constitution saving throw or take 1d6 thunder damage on a failed save, or half as much damage on a successful one.
K. The Mounded Meadow
This grassy clearing has several low mounds in it. They appear almost hemispherical, although they are not so high — perhaps turtle-like would be a better description.
Bandersnatch
Huge Monstrosity, Unaligned
- Armor Class 21
- Hit Points 94
- Speed 60/20ft. climb
STR DEX CON INT WIS CHA 26 (+8) 15 (+2) 17 (+3) 12 (+1) 12 (+1) 10 (0)
- Senses passive Perception 11
- Challenge 5 and 1800
Actions
Multi-Attack. Can make two claw attacks per turn.
Claws Melee Weapon Attack: +8, reach 15 ft. one target. Hit: 2d8+8 piercing.
Snatch and Banding. Melee Weapon Attack: automatic hit on two successful Claw attacks on same target. Target is immobilized until freed with edged weapons
The only known of its kind, the bandersnatch defies classification as a species. It resembles a barrel-shaped feline, yet has rows of sharp teeth more like a shark. For as large an d stocky as it looks, it can move incredibly quickly. The bandersnatch is not quick to engage in combat, and will growl menacingly at oncoming persons. If the party gets within 60', the bandersnatch will engage and will not quit until it has taken 75 points of damage.
Treasure: The bandersnatch dwells in earth dens. There are 10 of these under the mounds on the southern portion of the meadow. Each is in the center of a hex. Various bones and litter will be found in all. There is a minimal amount of treasure in each.
PCs with a Passive Perception of 18 or higher will note a number of squirrels in the area.
L. The House Beside the River
Setting Description
Ethel Hallowon’s house is a 10-minute walk away from M&T. On a quiet street, this house has window boxes of colorful flowers, and lace curtains in the windows. A 1-story building sits to its left, with a small, well-tended garden out front
Objectives
Gather information from Ms. Hallowon and/or defeat the Gamma Ooze in combat.
Area Information
This area features:
Dimensions & Terrain. Ethel Hallowon’s house is a small, 20-foot square house. A relatively large kitchen takes up one corner of the house, with a rocking chair, small table, and comfortable couch forming a sitting area in the center of the space. A small bed is sits behind a closed curtain in the opposite corner.
Lighting. The interior is unlit, though the windows provide dim light. A single unlit lamp sits next to the bed.
Roleplaying “Ethel Hallowon”
Ethel Hallowon was a kind, grandmotherly character who always had a kind word and a snickerdoodle to cheer you up. Unfortunately, Ethel was killed by an ooze, which then devoured her brain, transforming into a Gamma Ooze. This Gamma ooze now inhabits Ethel’s body, acting as her new brain. The Gamma Ooze has all of Ethel’s memories and acts like her, unless attacked. Discerning characters may notice something is off about Ethel’s mannerisms.
A Neighborly Welcome
Investigating Ethel’s home:
- The kitchen has a large plate of freshly baked snickerdoodle cookies sitting on top of a handmade decorative doily, consisting of patterns of intertwined leaves.
- A DC 10 Intelligence (Investigation) check reveals a few carefully arranged book on a small table in the living room, all of which are second- hand murder mysteries, starring a cat detective name Mr. Smeowgles. None of these books have a library card.
- A DC 15 Intelligence (Investigation) check finds signs of black ooze freshly embedded into Ethel’s rocking chair cushion.
- Searching Ethel’s body, characters find a small bronze locket, the latch worn from use, with the picture of a young man inside. “For my sunshine” is clumsily etched into the inside of the locket. (This is an old picture of Ethel’s husband, who died several years ago when his produce cart was struck by a horse and crushed him).
The Gamma Ooze
When an oozelet devours a sufficient amount of knowledge (in the form of written text or living brains), it transforms into a Gamma Ooze. A Gamma Ooze (MToF 218) has the ability to devour and replace a human’s brain, similar to an intellect devourer. It retains all of the information it has devoured over its lifetime.
Creatures/NPCs
Ethel Hallowon was a kind, grandmotherly character, who was unfortunately turned into a Gamma Ooze (Adult Oblex) earlier this morning. Hidden in the house is an oddly white and purple colored squirrel (Starry). Starry will not appear until the PCs are leaving Ethel's place, or if someone passes an Investigation check of DC 18. Starry will follow the PCs from Ethel's place for the rest of the journey; she won't participate in combat, but can be used to sniff out clues if needed. She may be encouraged by someone with Animal Handling (DC 18) to ride on a PC's shoulder.
Objectives/Goals. “Ethel” is willing to give characters whatever information they require and wants to be left in peace... unless a good opportunity comes along where she can get away with consuming an unwitting adventurer.
What Does She Know? Ethel heard rumors about the area before she was consumed by the ooze and retains all of her memories. However, the Gamma Ooze will not suggest ooze involvement unless specifically asked by characters, as it doesn’t want to risk being discovered. It will, however, encourage the PCs further into the forest; it's in its interests for the characters to reach the Feast Hall (R).
M. A Large Punt
A large boat is moored at the riverbank. It will easily hold all the party (up to nine members) and its gear (about 500 gp per person). It has a pair of long oars, but no anchor.
The current here will carry the punt slowly downstream to Area N. If rowing upstream is attempted here, the oars will tend to stick in the water. If an oar sticks, there is a 1 in 6 chance per round that a giant crab will then climb into the boat and attack. Oars are unstuck from the water just as doors are opened. They will always stick after three attempts to row with them. Attacking crabs will not upset the boat, as they clamber up and walk on the gelid river surface.
Giant Crab
Medium Beast, Unaligned
- Armor Class 17
- Hit Points 22
- Speed 30 / 30 swim
STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 11 (0) 1 (-5) 9 (-1) 3 (-4)
- Skills Stealth+4
- Senses blindsight 30ft., passive Perception 9
- Amphibious can breath air and water
- Challenge 1/4 and 50
Actions
Claw. Melee Weapon Attack: +3, reach 5 ft. one target. Hit: 1d6+1 bludgeoning. Target grappled DC 11 Strength save to escape. The crab has two claws, each of which can only grapple one target.
N. Reedy Bank
The current has pushed your punt ashore on a soft bank, one that is gently sloping rather than steep and forested such as those that you have passed. Ahead the river divides into three smaller branches and disappears into the dark forest: this looks like a place to begin walking again.
If the party happens to be coming from Area O to this spot, simply reverse M and N. If they attempt to move on downstream, have a giant crab upset or hole the boat before they can get started. Movement upstream is possible only if the party is coming from Area O, and they will be subject to sticking oars and Grab attacks. Rate of travel will be three oared attempts per hex just to avoid too much boredom, so in about six turns the party can get to M and the adventure of the shop.
PCs with a Passive Perception of 15 or higher will note an abnormal number of squirrels in the area.
O. Battling Monsters in the Clearing
As you enter this clearing of nearly one-half mile diameter, you see a group of young schoolchildren (ages 4-7 of differing types of sentient races) sitting in a circle around Esmerelda Etoile, a young hedge teacher, who holds up a picture book and reads aloud.
A Day at the Park
As characters approach the scene, the pictures in the book begin to swirl and coalesce into shapes, as several picture-themed oozes burst forth from the book and attack the children. This happens before characters reach the group, unless a character identifies the book as a threat from afar and acts quickly. When the creatures begin pouring out, Esmerelda panics and drops the book, where it lies open on the ground. Starry will climb onto a PC's shoulder to ride out the fight.
This book is Cool Creatures and Where They Commune. This is a library book that oozes have infiltrated; they have not only devoured the information, they have become the creatures whose images they consumed.
At the beginning of every two round, a page is flipped by the wind, and the creature(s) on that page pour out of the book. On round 1, 3 bulletes emerge from the book. On round 2, a chimera emerges. On round 3, a tyrannosaurus rex emerges. On round 4, a remorhaz emerges. Roll initiative for each monster to determine when it acts. (Encourage characters to take actions to deactivate the book, and lower DCs to do so by 5 if necessary; use the Cheshire Cat if needed.)
Characters should make the connection that these creatures are emerging from the book. With a DC 10 Wisdom (Insight) check as a free action, a character can realize this is somehow connected to the oozes. A single character can attempt a DC 20 Strength (Athletics) check, DC 20 Intelligence (Arcana) check, or a DC 15 Painter’s supplies check to attempt to prevent the creatures from emerging from the book. This requires two successes and can only be completed by a single character per round (i.e. it will take a minimum of 2 rounds).
During this combat, there are several children in danger, as well as Esmerelda, who may be hit by AOE attacks or otherwise damaged by rampaging monsters, in addition to the bustling street adjacent to the park. Make this clear to characters and include tokens for these individuals on the board if necessary.
Esmerelda, a commoner, is unarmed and tries to move the children to safety. If a child is attacked by a monster, Esmerelda will sacrifice herself to save them, throwing her body over them for AOE attacks or jumping in the way of melee attacks. Allow Esmerelda to make death saving throws, if the characters are interested in saving her. Reward characters with inspiration for exceptional roleplay.
PCs with a Passive Perception of 12 or higher will note an abnormal number of squirrels in the area.
Just Another Monday
Option A: Esmerelda Survives
Esmerelda thanks the characters profusely for helping her and the children. She doesn’t have much to offer them in way of an award, as she barely makes enough money to survive, but says that she will talk to the guard to see if characters can be awarded for their efforts.
Children can be calmed with Persuasion
Option B: Esmerelda Dies
The children are in tears and inconsolable and have nowhere to go. Characters may choose to take them back to their school, which they can easily find directions to by asking the locals. When they arrive, the teachers begin sending messages out to their parents, so they can come pick the children up early. The characters are thanked for their service.
Calming the Children
Allow characters to roleplay and perform checks with a DC 13 using Persuasion, Performance, or any other skill that seems relevant. Grant advantage on the check and/or inspiration for excellent roleplaying. This is an opportunity in the adventure for characters to take a break, roleplay, and interact with the community. If this is part of a larger story arc, characters may interact with adult NPCs who appear to scoop up their children from the school. Feel free to use this section to how it will best benefit the party and the story you are attempting to tell.
P. Forest School
A small one-story building sits to the farthest northeast section of the clearing, just barely out of the forest itself. The building consists of one large room with chairs, toys, and books scatters about - as one would expect from a gathering of small children.
The school is run by a firbolg named Urisys. They welcome you and the children in, but their face turns to horror as they see Esmerelda is not with you. Urisys is not easily moved to displays of emotion. They will be stoic as the PCs discuss the situation and will move to send some manner of magical messages to the parents of the children rescued. They will thank the PCs for returning the children safely, but will urge them to leave, as their presence is likely disruptive and troubling for the children. Starry will be running about the room, looking for loose snacks or sniffing random children. Urisys will eyeball Starry, but will not intervene.
If offered information about the oozes, or asked if they have any information on what just happened, the usually closed off firbolg can be persuaded to share what rumors they know (DC 12). If they aren't persuaded, they will simply suggest that the PCs head further down the forest path.
What Does Urisys Know
- Urisys has heard talk that strange things are afoot at the Feast Hall of the Red and White Queens. Those who enter are either never heard from again, or return seeming not quite themselves. (15)
- Residents here have taken to shutting themselves in, staying in their homes unless utterly necessary. (12)
- Some have spoken of squirrel attacks. (12)
- There has been a slow but steady exodus from the area. The few who can find or work such magics are helping those who wish to leave the demiplane, but are refusing to share where the denizens are being sent. (18)
Q. Lawn, Flowerbeds, and Manor House.
The bent grass here is thick and soft as a carpet. The shrubs and flowers are perfectly tended. A great manor is just ahead. The building resembles a very grand moat house, for it is of stone and has the usual turrets, battlements, and so forth. However, the windows of the place are larger than normal and covered by many panes of superbly made glass set in lozenge-shaped frames. A flagged walkway leads to the double-doored entry. As you watch, you see a liveried figure hurry from the tree line and disappear through the double doors—a knock, the doors are opened, and the figure steps through. When the door is opened, you are certain that you hear sounds of a banquet or similar party in progress.
If the party tries to bypass this encounter area, the red and white queens and several footmen and servants of various types will rush out and escort them in.
Two highly attractive, regally adorned women suddenly appear amidst your party! One is arrayed in robes of rose- red, has coppery-red tresses, and wears a coronet of red gold. Her companion is dressed in flowing robes of pearly white, has platinum blonde hair, and a crown of white gold atop her head. Each smiles and speaks congratulatory words, telling you that your entire party has achieved the great triumph of attaining the “Eighth Square,” whatever that is. Furthermore, you are informed, all of you must now join them in the Great Feast Hall where a party is to be held to give you appropriate honors. Your prizes, a gold crown of state for each member of the group, are within the hall. Won’t you please follow?
If the party balks, the retainers come to “assist.”
Klein flayer elder
Medium aberration, Lawful Evil
- Armor Class 13
- Hit Points 41
- Speed 30
STR DEX CON INT WIS CHA 9 (0) 12 (+1) 12 (+1) 15 (+2) 9 (-1) 7 (-2)
- Saving Throws saving_throws
- Senses Darkvision, 60 ft., Passive Perception 8
- Languages Deep Speech, Undercommon, telepathy 30'
- Challenge 2 and 450
Actions
Tiny tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6+1) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 10) and must succeed on a DC 12 Intelligence saving throw or be stunned until this grapple ends. Small or larger creatures have advantage on these saving throws.
Extract tiny brain. Melee Weapon Attack: +3 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 11 (2d10) piercing damage. If this damage reduces the target to 0 hit points, the klein flayer kills the target by extracting and devouring its brain
Mind poke (Recharge 5-6. The klein flayer magically emits psychic energy that targets a single creature. The creature must succeed on a DC 10 Intelligence saving throw or take 4 (1d4+2) psychic damage and be under the effects of Tasha's Hideous Laughter until the end of its next turn
Each of these creatures has an amulet of proof against detection and location, so neither can be discovered as evil-natured creatures, nor do they radiate any magic or other aura. They have made themselves appear as attractive women and have come from an ethereal state to a material one behind the party to join in. As soon as they do so, inviting the adventurers to the “party,” the doors to the hall will open and a dozen each of servants (eblis ToA) and footmen gecko - use lizardfolk commoner GotS 241) will come out to get the members inside, if necessary.
These creatures will make hurried, apparently silly statements while bowing and ushering the party in: “No visitors until last week—except yourselves, naturally!” or “No hurry, come in! The food is growing hot!” or “We are here to attend your every need—serve yourselves!” and “Bring them their crowns! All honor to the new royalty!” At this the “Queens” will tell the adventurers that they mustn’t mind the silly creatures much, as they are stupid, confused, and recently cursed to their current form. (This will also help to rationalize the evil aura readings if the party detects for this on the creatures. See end of module for complete data on the eblis.)
As more recently cursed, stupid creatures of course, the footmen will bow, scrape, and open doors, muttering in croaking whispers: “Get in, stupid! How else can we honor you?” or “Nobody at your party but us — stay out! No uninvited guests!” and “Hail to those who made the Eighth Square so easily!”
R. The Mad Feast Hall
As the doors swing open and gecko-like footmen in green velvet livery snap to attention, you see a huge hall lighted by hundreds, possibly thousands, of candles. The place is at least 150’ long, possibly longer! It is 70’ or more wide. Wooden columns support the ceiling 30’ or so overhead. The floor is of polished stone squares—pink and white marble, with rugs scattered here and there. The walls are paneled to waist height, painted above that level, as are the pillars, in white and gold.
Dozens of wall sconces hold various sorts of candles: slender, thick, long, short — of red or white color. These, and the floor candelabra of red and white lacquered metal, seem to be everywhere. The room is hot, but it is very well illuminated. Some of the candle holders have tapers as tall as a man and nearly a foot in diameter! A vast table takes up a huge amount of space in the center of the room. It is draped with white-bordered red cloth. However, what wrests your immediate attention is the rosewood and ivory table just before you. The two crowned women are now beside the table, and on it you see (Insert the number of people in the party) crowns of gold. The red-clad woman speaks:
“Welcome! As you have reached the Eighth Square, you are entitled to wear these magical crowns, receive royal treatment hereafter, and have safe passage anywhere in Wunderland. Honor us now by joining us at high revel!”
At this juncture, the crowns will magically appear on the heads of the party. Each member will see the other as being more regal-appearing, commanding, forceful—as if charisma has risen to a higher level. If any member takes off his or her golden crown, then he or she will immediately lose the added charisma in the eyes of all the rest still crowned.
The crowns are brass, plated with a thin layer of gold. Each is a crown of delusion, acting as a ring of this type. Until a wearer actually disbelieves the effects of the item, and does so while taking off the crown, the mind-bending dweomer will deceive the wearer into thinking the headgear has been removed when it is actually still in place. Of course, all others adorned similarly will see the crown removed when it is still firmly atop the character’s head! These crowns will teleport themselves instantaneously to the heads of the party when one of the “Queens” murmurs a command; thus, they “appear” on the heads of the adventurers. Now the fun begins, for the “party” will start. The opposite set of double doors will open.
You see the double doors across the hall being opened by the liveried footmen there. Arm in arm, in slow and stately procession, come a score of couples. Each handsome man is arrayed in doublet and hose suiting the station of a noble. Each beautiful woman is clad as befitting a knight’s lady. It is therefore odd to see them accompanied by roly-poly teddybear creatures (giant badgers), skipping squirrels, and even several creatures that look like giant meerkats (IB). Although all these strange animals are dressed in the fashion of the noble couples amidst whom they frolic, none receive the slightest attention from knight or lady. This multitude, perhaps 50 or so diners, are shown to their seats by great birdmen servants clad in red and white tabards. It is amusing to watch these avians trying to move chairs in and out with their clumsy beaks. Others hop around trying to bring dishes and platters and cups in bill, on wing, or with neck and wing in combination. Now the Red and White Queens beckon you to the chairs between them—the places of honor.
These horrible things (larvae DMG 63) are the supposed “knights” and “ladies” who are guests at the party. Even a magical item will not reveal their true nature while the party member wears a crown of delusion. They eagerly await the undoing of the adventurers being “honored” so as to avoid some horrible end themselves. Of course, they will attack insanely if allowed to by the elders or the green slaad (MM 70).
This creature will seem to be an owl-like bird when the party wears its crowns. He is actually too far distant to charm anyone effectively, but he will try at least twice. Intended victim saves at +4 because of the noise and confusion of the affair. When the large “serving dishes” and such are brought, the creature will prepare his illusion after casting pyrotechnics on as many candles as possible. He will then suggest to party members that they should “save themselves” by hiding in serving dishes, and he will seem to do so himself. This devil, along with the larvae and the elders, is trapped here on this partial plane. While these monsters have gained the magic resistance to outside spells in cases where there was no such resistance before, they cannot use either gate or teleport.
The crazed squirrels (4) will spring to attack at first command, using their supposed table knives — actually short swords. The meerkats will hang back, waiting to see how many squirrels survive.
Appearing as harmless teddybear creatures in the procession above, the badgers are actually evil-natured, awaiting their chance to dine on the adventurers.
Once the party is seated at the immense table, the two supposed queens will order the servants to bring drinks and the footmen to begin serving the banquet. The storkmen will bring ewers of exceptionally fine wine, pouring it into the party members flagons while clasping the vessels in their beaks (mind the effects of alcohol on the adventurers, for the flagons will always be replenished). Other “celebrants” will be served what the party thinks is wine but is only water. Likewise, the footmen will bring in large trays and platters of all sorts of excellent soups, broths, and fish of all sorts. All of this fare is both tasty and nutritious.
While the party is served, either the Red or White Queen will be chatting with them, asking one or another to tell of their adventures, recite poetry of an heroic nature, or sing a song. The Queens will recite poetry and sing themselves. Once the party is obviously more at ease and certain that they are not being poisoned or drugged, the Red Queen will call for the meat course (a joint of roast mimic)!
Before asking one of the adventurers to carve the joint, the Red Queen will call for the pudding (black pudding)!
A pair of footmen will bring this tasty dish on a platter and place it near several of the party members. The White Queen will then ask the two nearest to serve the “suet dish” while the Red Queen asks at the same time that another one carve the meat. Starry will inspect the food and immediately avoid the suet and roast. As this happens, Starry will make every attempt to start knocking the crowns off the PC's heads.
Meanwhile, the other footmen will have placed nearby an enormous tureen lined with a bag of devouring. If the adventurers hesitate in serving the supposed food, the elders will pretend to be offended and ask the “owl” (the green slaad) to assist in serving. It, in turn, will suggest that the adventurers do as asked by the “Queens.” Things will now break down into chaos, regardless of whether or not the characters comply.
The giant badgers and crazed squirrels will attempt to rise and attack the party at the same time, thus creating confusion at the west end of the table. The mimic and the black pudding will attack the party. If possible, the green slaad will charm characters and make them turn on their comrades. It will also use pyrotechnics as previously noted. As the two “Queens” scream that the place is “under attack,” the larvae will leap up and prepare to attack the adventurers. An illusion of candles shooting billows of flames, sparks, and meteoric balls of fire while they grow in size will be cast by the green slaad immediately after suggesting that the party member nearest to the tureen with the bag of devouring in it leap inside to save himself or herself. The elders will slowly seem to sink into similar serving pieces — another illusion of the green slaad’s casting. Meanwhile, the elders will cast spells, then attack normally, and turn themselves into eblis, squirrels, or larvae if the battle is going badly and they need to escape. The green slaad will attempt suggestion (the tureen as before) and hold person until engaged in melee by two or more characters. He will then use physical attacks (with possible fear results, of course) and call for aid from his meerkat henchmen.
Order of Attacks
- Mimic
- Black Pudding
- Green slaad —spells
- elders —spells
- Green slaad —possible melee
- Larvae —24 nearest
- Eblis servants —18 total in waves of 3
- Meerkats
- Giant badgers
- Larvae —coming across the table, 26 total
- Crazed Squirrels
- Elders —possible melee
- Gecko footmen —total in waves of 6
Stronger attackers will spend a round hurting weaker ones away in order to get to the party defending itself.
Characters still wearing the crowns of delusion will believe the attacks to be loving touches and kisses from a crowd of admirers.
The mimic and black pudding will always attack the nearest creature without regard for type or alignment, so they can actually assist the party in surviving if the characters get well away from these monsters.
General Notes
THIS ENTIRE ENCOUNTER NEEDS TO BE TAKEN DOWN A NOTCH OR FOUR
If any character examines the table, he or she will see that there are dozens of silver knives along its length. While the monsters will not touch these weapons, they are usable by any adventurer not under the delusion that these are wooden forks. Any character can scoop up a pair of silver knives and use them in the same round.
Having larvae between the party and stronger attackers, or even bullywugs or eblis interposed, will result in the stronger attackers actually damaging the weaker in order to get at the adventurers while the characters may attack the unfortunates caught in the middle or do something else.
All in all, this is set up to be a real trial for the party. If the players are not skilled, they will certainly lose their characters here if you DM the encounter properly. This is not to suggest that you set up the destruction of a group of alert and careful players. Allow their suspicions to give them an edge when the action begins. Give them an opportunity to decide what they will do when the whole place breaks into chaos. If they aren’t intoxicated, and if they divest themselves of the crowns, they have a fighting chance.
S.
Klein flayer
Small aberration, Lawful Evil
- Armor Class 12
- Hit Points 13
- Speed 25
STR DEX CON INT WIS CHA 7 (-2) 11 (+1) 10 (0) 14 (+2) 7 (-2) 5 (-3)
- Saving Throws saving_throws
- Senses Darkvision, 60 ft., Passive Perception 8
- Languages Deep Speech, Undercommon, telepathy 30'
- Challenge 1/2 and 50
Actions
Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 7 (1d6+3) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 10) and must succeed on a DC 12 Intelligence saving throw or be stunned until this grapple ends. Medium or larger creatures have advantage on these saving throws.
Extract tiny brain. Melee Weapon Attack: +3 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 11 (2d10) piercing damage. If this damage reduces the target to 0 hit points, the klein flayer kills the target by extracting and devouring its brain
Mind poke (Recharge 5-6. The klein flayer magically emits psychic energy that targets a single creature. The creature must succeed on a DC 10 Intelligence saving throw or take 4 (1d4+2) psychic damage and be under the effects of Tasha's Hideous Laughter until the end of its next turn
Extra Monsters
Squirrel
Tiny beast, unaligned
- Armor Class 12
- Hit Points 1 (1d4)
- Speed 30 ft., climbing 30 ft
STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 9 (-1) 2 (-4) 12 (+1) 14 (+2)
- Senses Passive perception 12
- Languages --
- Challenge 0 (10 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Squirrel, giant
Medium beast, unaligned
- Armor Class 14
- Hit Points 9 (2d8)
- Speed 40 ft., climbing 40 ft
STR DEX CON INT WIS CHA 11 (0) 14 (+2) 13 (0) 4 (-0) 12 (+1) 14 (+2)
- Skills Perception +3, Stealth +5
- Senses Passive perception 13
- Languages --
- Challenge 0 (10 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
Squirrel, gargantuan
Large beast, unaligned
- Armor Class 16
- Hit Points 24 (6d8)
- Speed 45 ft., climbing 45 ft
STR DEX CON INT WIS CHA 11 (0) 14 (+1) 10 (0) 4 (-0) 12 (+1) 12 (0)
- Skills Perception +3, Stealth +5
- Senses Passive perception 13
- Languages --
- Challenge 0 (10 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
Squirrel, magebred
Tiny beast, unaligned
- Armor Class 14
- Hit Points 2 (1d+1)
- Speed 30 ft., climbing 30 ft
STR DEX CON INT WIS CHA 7 (-2) 18 (+4) 11 (0) 2 (-4) 12 (+1) 14 (+2)
- Alertness +2 bonus on all Listen checks and Spot checks
- Senses Passive perception 12
- Languages --
- Challenge 0 (10 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Swarm of Squirrels
Medium swarm of tiny beasts, unaligned
- Armor Class 16
- Hit Points 24 (6d8)
- Speed 40 ft, climbing 40 ft
STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 9 (-1) 2 (-4) 12 (+1) 14 (+2)
- Damage Resistances bludgeoning, piercing, slashing
- Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
- Senses Passive perception 12
- Languages --
- Challenge 1/4 50 XP
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.
Actions
Bites. Melee Weapon Attack: +7 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
Dice Goblin
Small, Neutral evil
- Armor Class 14 (Leather armor)
- Hit Points 10 (3d6)
- Speed 30
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 10 (0) 10 (0) 10 (0) 12 (+1)
- Skills Stealth +5
- Senses darkvision 60 ft, Passive Perception 10
- Languages Common, Goblin
- Challenge 1/4 and 50
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Dice. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1 (1d4) bludgeoning damage damage per die. Roll 1d4 to determine how many dice the goblin lobs at the PC. Optional: Roll a d20 per die thrown for secondary chance at a critical hit or fail.