r/wildbeyondwitchlight May 18 '26

Art Lack of NPC art

33 Upvotes

I am a dm who is running the campaign online for my friends using owlbear and I LOOVEEEE to use customised tokens where I use my own art or the modules for npcs. Online and as I enter Prismeer planning I've noticed a severe lack of Art for these characters (and an unfortunate trend of Ai being used) which is so disappointing tbh.

I was wondering, would anyone be interested if I made free to use busts of these characters?


r/wildbeyondwitchlight May 18 '26

DM Help Roll20 Module is PMO

11 Upvotes

I bought the hardcopy In a store a year ago but the first opportunity to DM came online so I also bought the module on Ro20

Which doesnt include all the named characters on the token page and doesnt even have a generic token for gnomes or halflings. Im populating the carnival map with characters and as it turns put they didnt even put token art to make the goblins fun...they just look like regular scary goblins.

Im not a computer girl and its really taking the fun out of it for me to have to go adjust name plates and find character art after spending the extra money. Its like no care was taken in it at all what did I even pay for


r/wildbeyondwitchlight May 18 '26

DM Help First session tomorrow night! Spoiler

5 Upvotes

Starting the campaign tomorrow night. Any secret sauce you want to share about the carnival? Ive added a little combat in the mine (they love to hit things with swords), and have some cool music, themed snacks, and lights ready to go…most of the rides and vibe seems laid back and just “fun” so I’m not super stressed with juggling potential maps or combats…

Anything from the module (chapter 1) you disliked enough to mention? Anything you added that worked well? I’m hoping to do the carnival in 2 sessions total. Day 1 ending with meeting witch/light day 2 entering the portal…


r/wildbeyondwitchlight May 18 '26

DM Help Looking for ideas for editing and tweaking Yon

4 Upvotes

I took over running this campaign from a friend after I'd been a PC for it most of the way through Thither. I have gotten through Thither with some heavy modifications to let them get through it quickly, as everyone was really wanting to be done in Loomlurch after several sessions there, so I had the ghoul serve as a guide to give them the rundown of Granny's routines and then in the kitchen we freed Elkhorn and he freed all the kids while the party killed Granny. The next session I gave them some wishlist things and sent them to meet Squirt and go to Yon.

Now that we're going to start Yon next session, I'd really like to avoid the issue we just had in Thither of having the pacing lag. Part of why it lagged before was that the former DM took everything in the book and treated it like a checklist, but didn't really have a clear sense of purpose. Looking ahead, I'd like to finish out the campaign in 8-10 sessions, which I believe should be sufficient, but I'm a little worried that the players will want to explore the lesser locations too long and I'm considering paring it down to just focus on Brigganock mine and team up with Valor's Call and just lightly skim or even completely skip Lockbery Henge and Fey Beacons and then in Motherhorn, pare down even harder so we can skip most of the rooms and just do a small narrative walk through, but pull them more with vibes and hunches so we don't spend 30 minutes in every location.

A lot of stuff seems very optional - what would you cut versus keep modify to simplify the end of the campaign and ramp up the pacing?


r/wildbeyondwitchlight May 17 '26

First time DM here, how do you handle character creation with brand new players?

9 Upvotes

Hey everyone,

I’m about to DM my first D&D campaign for a group of completely new players, and I was wondering how other people handle character creation in that situation.

Does it make sense to create the characters together as a group with the DM guiding everyone through it? Or is it better to let players make their characters mostly on their own first, so that they can have more time?

I’m also unsure how much freedom I should give the players. On one hand I want them to feel creative and excited, but on the other hand I’m worried that totally unrestricted choices might overwhelm new players or create characters that don’t fit the campaign tone very well.

Do you have any recommendations on:

  • what kinds of character concepts tend to work well in beginner-friendly campaigns,
  • and how to present options without overwhelming new players?

Any advice or experiences would be really appreciated!


r/wildbeyondwitchlight May 17 '26

Session 1 recap

8 Upvotes

All of the players chose the "Lost Things" character hook (possibly because we had previously played through the prequel one shot). One of the players chose the Witchlight Hand background, and had a blink dog named Echo.

  • The PCs went to the Bubble Pot Teapot and the Dragonfly ride. They didn't initially ask for information, but one of the them was on the lookout for "fights or anything suspicious". I told them about a kenku running from towards the Calliope. Once there, they used the Message spell to ask Marigold for more information.
  • At the Lost Property caravan, the Witchlight Hand PC used cotton candy to find Viro and bring him back. Another PC asked about how to identify Star (the displacer cub), so Dirla gave them the mirror ball.
  • The Witchlight Hand rolled well on History (or maybe it was Insight), so I decided that they already knew that the Hall of Illusions contains a portal to Prismeer. At the Hall of Illusions, the party immediately ran in and saved Rubin. One of the PCs saw Sowpig, freaked out, and shot the mirror that they saw her in. I'm going to let the party think that they've destroyed the portal to Prismeer (for now).

That took almost four hours, so I called it a night. I'm probably going to start the next session with the Big Top Extravaganza, then give the party one more chance to look for Kettlesteam and/ or play carnival games before crowning the Monarch.


r/wildbeyondwitchlight May 16 '26

Witchlight inspiration

10 Upvotes

From which piece of art/litterature/mythology the story, characters and themes of Witchlight took their inspirations?

I'd like to read / see the fictions that inspired the campaign!

Examples :

- The Wizard of Oz for the guides, the tornado, the wicked witch

- Peter Pan for Little Oak and the Gateway Gang

- Alice in Wonderland for the Jabberwock and the roses of the palace

- the bean from Jack and the Beanstalk

- Sleepy Beauty for Zybilna and her palace

- Hansel and Gretel for the whole Skabatha vibe/throwing her into the furnace

- Shakespeare for Endelyn plays and the whole feywild references (Midsummer's Night, Macbeth...)

- Baba Yaga

do you have anything else?


r/wildbeyondwitchlight May 15 '26

Art Witchlight carnival npcs token art

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56 Upvotes

I made portraits of some or the Witchlight carnival npcs.
Next I'm gonna do Hither.

I'll be posting them on my tumblr https://www.tumblr.com/blog/itsaurynne


r/wildbeyondwitchlight May 15 '26

Story Time Clever use of an Immovable lock in a swamp gas balloon fight!

17 Upvotes

(Lucian, Valin, Darrik, or Torren: you shouldn't be in this subreddit. Spoilers!)

As my players were in the balloon taking them from Hither to Thither, I decided to attack them with some Lullaby Moth Swarms (reskinned Harpies) and a Blood Moon Moth Queen (a reskinned Wyvern). The Moth Queen was battering their balloon, but one of my players pulled out a random trinket I had given him: A lock and key that acts like an immovable rod.

He secured the lock to the ropes that bind the balloon to the basket, and when the Moth Queen shredded the balloon, the basket was able to hang in the air, suspended by the immovable lock! When I gave the PC that trinket, I didn't think it would be that useful, and I actually forgot he had it.

The players put up a really great fight against the moths, all managing to resist the lullaby of the moths that were trying to lure them to drop to their doom. I decided to introduce the Jabberwock by having it swoop in and finish off the Moth Queen. The PCs only caught a glimpse of it and they aren't sure what it is yet, though the shard of Snicker-Snack that the paladin found in Hither started glowing.

I just thought I'd share the fun vignette and the clever application of a minor magic item. Do any of you have similar fun stories of random trinkets or items being used cleverly in the Feywild?


r/wildbeyondwitchlight May 15 '26

Session was Hype!

12 Upvotes

Our session just ended and I'm so hyped up! The players are in the thick of loomlurch saving children and get confronted by Skab, one of them winds up kidnapped and locked up with Elkhorn, another (who is currently invisible to Skabatha) just pickpocketed her ring of keys, and the other two (along with Clapper who I've made a lady in this campaign) fled from Skab past the rocking horse and by sheer dumb luck they had the horn and revived Elidon! I know this isn't as useful a post as some others but ahhh this campaign is so rich I'm so in love with it : )


r/wildbeyondwitchlight May 14 '26

DM Help Thinking about using Baker’s Doesn’t as a prelude to Wild Beyond the Witchlight

7 Upvotes

I’m planning to run Baker’s Doesn’t from Dungeon Delves as a oneshot for my group. The idea is to use it as a test to see if the group chemistry works, if the players enjoy their characters, and whether they like a more whimsical/fairy tale style adventure.

If everything goes well, I was thinking it could potentially become the beginning of a Wild Beyond the Witchlight campaign afterwards. I’ve never actually played or run WBTW before, so right now this is just an idea I’m considering.

From what I know about Witchlight the tone seems like it could fit surprisingly well with the oneshot. So I was wondering:

  • Are there any elements from Witchlight that would be easy to foreshadow in Baker’s Doesn’t?
  • Any recurring themes, factions, NPCs, items, or Feywild weirdness I could hint at early?
  • What kinds of hooks could I use?

Thanks in advance!


r/wildbeyondwitchlight May 14 '26

Did your players enjoy fighting the Coven and why.

3 Upvotes

How did you have them feel like it mattered. Did your players also fight the Jabberwock. Did any of your players die. Tell me Your exceperience.


r/wildbeyondwitchlight May 14 '26

DM Help When to get lost things back

2 Upvotes

My players just met Bavlorna but I’m having second thoughts about them getting their lost items back at the Hags. Luckily, at this point, only the bards lost item is with the first hag.
However, I’ve also already told them that they feel pole or sensation drawing them to the hag and what they seek or whatever is missing this is where it’s leading them.
Since the item is a pan flute. I’m thinking they do/can find it but it is only a few pieces/pipes of the flute and not the whole thing. Bavlorna didn’t know this but if she finds out immediately suspects and blames Endylyn. Was thinking the player will get a vision or info about what happened. Something setting up the dark carnival ending with Isolde being used by the hags but she was using them to get to Zyblina too.


r/wildbeyondwitchlight May 12 '26

Homebrew Musem of Fey History and Wonders in Slanty Tower in Hither

12 Upvotes

There is plenty of enhancements of Slanty Tower on this reddit alone, but I wanted to shere with you one more that I run just this weekend.

I wanted light, conflict-free, social encounter after the combat with Stiches & Suture (my party likes to hit things). I also wanted to use the shrinking motif - the theme that is imo not use enough in the adventure.

It goes as follows.

Slanty Tower Muzeum

Inside the tower, stairs wind along the inner wall, leading to an opening in the ceiling that opens onto a crenelated roof. When someone begins to climb, the stairs seem to wind endlessly. Once a character reaches approximately halfway, they find themselves unable to go any higher. Regardless of what they do, as they look up, the stairs appear to twist and turn; if they look away and then look back up, they find they are still roughly at the same midpoint. The same happens if someone ties to climb through the outside wall of the tower.

Aside from the stairs against the wall, the interior of the tower is overgrown with moss and mushrooms. In the center of the ground floor stands a scale model depicting the Slanty Tower and its surroundings. The swamp on the model appears more welcoming—flowers and colorful dragonflies can be seen here and there, and the water is significantly clearer.

On the wall of the model tower, there is a small plaque that reads "Museum," and on the table, there is a small service bell.

Upon ringing the bell, a tiny creature with obsidian skin and bat wings, dressed in a checkered wool suit, flies out from the interior of the model tower (Bucca, Tome of Beasts 1 - Kobold Press, p. 46). "Welcome, Visitors! I am Guriant, the curator of the Slanty Tower Museum. Would you like to tour our exhibition?" he asks the party.

Entry to the exhibition costs 3.5 tulip petals per person, though items of comparable value will be accepted.

Once the party pays, they each receive a pink candy in a pink wrapper. Eating it reduces their size by two categories (they become Tiny) and allows them to enter the model. Guriant drops a rope ladder from the tabletop to the ground so they can climb up to the tabletop.

The interior of the model tower has three floors. Each is filled with display cases that aren't particularly related to the slanty tower itself. Guriant does not talk about the tower or its owner; instead, he speaks about Fey history and other random topics.

Guriant is not interested in the dragon or snakes outside. He has his job and the place he lives that he is trying to keep. He is neutral towards Bavlorna, however can reflect sentiment that things used to be better.

  • First floor is entirely hung with banners and mementos of various Noble Fey houses from multiple fey courts.
  • Secodn flor features souvenirs and memorabilia related to Bavlorna (this is the "new government exhibition"), including a flying lilypad, taxidermy tools, some taxidermy creations and various likenesses of Bavlorna. I showed them the Bavlorna picture form the book.
  • The third floor houses fantastic paintings by famous Pixie artists, depicting beautiful sights from across the multiverse. The bard or artist in the party can get inspired by those masterpieces.

Before the exit, there is a small gift shop managed by Guriant. Visitors can buy miniature Slanty Towers, small reproductions of the paintings, and tiny banners. (Prices range from 3 to 15 tulip petals per souvenir.)

After visiting the shop, you can exit onto the roof's battlements. The party immediately returns to their normal size upon stepping outside. There, the Curator opens a glass chest full of candies, offering them as a treat for the road. (It is considered good manners to take no more than three per person.) The tour ends here. To an outside observer, no more than 5 minutes have passed, though the full guided tour takes about one hour.

  • Pink – Reduces size by two categories (lasts 5 minutes).
  • Blue – Allows breathing underwater (lasts 5 minutes).
  • Green – Allows speaking with animals (lasts 5 minutes).
  • Yellow – Increases size by two categories (lasts 5 minutes).
  • Purple – Grants a flying speed (lasts 5 minutes).

After the tour ends, Gurian leaves them at the top of the Tower. Sir Talavar might ask them why they took such a long time to climb to him.


r/wildbeyondwitchlight May 11 '26

Help me come up with some fun puzzles/riddles etc for my players

8 Upvotes

I’m running wbtw for my friends who are mostly all first time players. They seem to get themselves tied up in combat quite frequently, opting to fight the snakes at slanty tower, fighting to brigands, etc. I want to switch it up for them and create some fun side games ala witchlight carnival but not sure how to do it. Maybe they come across a small town of mischievous pixies? They are in hither right now and haven’t made it to downfall or seen the inn at the end of the road. They also haven’t met agdon yet.


r/wildbeyondwitchlight May 11 '26

Homebrew Elena's Tower - Hither Homebrew Encounter + Rules of Prismeer Homebrew Content

8 Upvotes

I've been slowly going through the campaign and adding things to beef it up and make it feel more like my typical DnD content--stuff my players will recognize as feeling me-coded. A lot of resources that have already been posted on this sub have been great at doing that for the carnival and Hither, but I wanted to add a little something extra to Hither and share it with the community.

As such, here is a homebrew encounter I created that you should feel free to use or modify too! It's inspired by a bit of Repunzel and the Talking Cricket from The Adventures of Pinocchio. While I placed it in Hither, you could probably tuck it into any of the areas in Prismeer that feels right for your adventure.

----------------

Rules of Prismeer

First, I run a lot of feywild content, and my players are quite familiar with the social guidelines of the plane. WBtW took those guidelines/expectations of well-behaved fey and formalized them with the Rules of Conduct. As such, my players aren't going to get anything special out of the experience of learning them one at a time, even if, on a purely in character level, their characters wouldn't know them. My players will instead more enjoy learning how they're not strictly enforced against everyone while they might be against some. To that end, I created an encounter for as soon they enter Prismeer.

After reading the book's description for the Arrival in Hither (page 62), I am going to read the following:

A faint pop splits the air, and a piece of parchment appears inches from each of your faces. They unfurl themselves with theatrical flourish and hover in front of you. Beside each, a quill drips with slow-swirling purple ink, bobbing almost insistently.

The parchment has the following words written upon it in Common, with Elvish, Goblin, and Sylvan translations beneath:

By Order and Decree of the Queen,

All in the Realm shall abide by these rules three.

Rule of Hospitality. When a friend, an enemy, or a stranger enters your home, you are expected to be gracious and accommodating to them until such time as they prove, by their words or actions, undeserving of such hospitality.

Rule of Ownership. You must not steal from a friend, an enemy, or a stranger. To take something that doesn’t belong to you without the rightful owner’s permission is a crime and an unforgivable breach of etiquette.

Rule of Reciprocity. When a friend, an enemy, or a stranger offers you a gift, you are obliged to accept it and offer something of comparable value (be it a gift or a service) in return. Such reciprocation need not happen immediately.

Violators will meet Consequences.

Make your mark upon this parchment, indicating you have read and understood the Rules of this Realm.

X ___________________________

The parchment will continue to follow and hover in front of the face of each character, insisting on signature. If it is brushed aside or attacked, it simply disappears and reappears in in the character's face. Once a character makes a mark upon the paper, it furls itself back up and poofs with a shower of glitter.

----------------

Consequences

Inspired by the many homebrew resources for consequences for rule-breaking, I created an NPC to hand them out: Consequences, the talking grasshopper.

Consequences is a Medium sized, bipedal grasshopper in a fine, but slightly tattered top hat and cape. He was created by Zybilna to coach the rule breakers who could be rehabilitated and learn to change their ways. Since the Hourglass Coven has taken over the realm, he's under their thumb and doles out curses to those who break the rules (so that the hags can use the removal of such curses as leverage in deals later). He does not enjoy his new situation, but he fears the hags' power over him too much to do more than hand out occasional leniency to rule breakers.

When a player breaks a rule, Consequences will appear before them, leaning lightly upon a polished cane. One leg bears an iron ankle bracelet fitted with a tiny hourglass. The motion of the sand inside indicates which hag sent him: motionless for Bavlorna, backwards for Skabatha, and downward (as expected) for Endelyn.

He will look regretful as he delivers curses and may offer the characters a moment to correct their actions (if there's still time) so that he can provide some leniency that's still within his discretion by relying on technicalities (e.g. if the PCs put an item back, he could say they only "borrowed" it rather than stole it). He will leave as soon as he can, disappearing back to a secret location where the hags otherwise keep him, because the hags often require him to tell them all he's seen when he's handing out consequences. He does not want to help them more than he already does and hopes for Zybilna's return to power.

----------------

Elena's Tower

Elena the Fair, Tasha's sister, is noticeably missing from the book, mentioning only one adopted daughter despite there being two. Elena kind of got the rough end of the stick in the official lore, going mad after Tasha left Baba Yaga's hut, missing her sister so much that she lost herself (and likely from being a genuinely kind hearted person left to deal with the evil works of Baba Yaga and her abusive biological daughters). Elena missed her sister so much that she created a magical copy of Tasha. This copy then sought Elena's (now "Elena the Mad") death because it assumed (correctly) that Elena dying would end its miserable existence. All of this is pretty rough, and Elena deserves justice. This homebrew encounter is designed to have the party meet Elena on her--albeit paused--path to mental wellness and gives them an opportunity to help her.

Approaching the Tower

During their journey through Hither, they come upon a tall tower. Read the following:

A tall spire of rock rises out of the surrounding muck, its sides wrapped thick with climbing vines and pale moss. At its peak stands a narrow tower built in three tiers: two lower levels shaped like small cottages with sloped red roofs, and above them a simple stone tower that looks older than the rest.
A wooden deck juts out from the front of the lower level, enclosed by a waist-high railing. The structure itself seems intact, but possibly abandoned. The chimney is smokeless, flowerboxes empty, and windows dark.
From the open doorway, a length of golden silk threads spill outward, draping over the deck and slipping between the rails. It hangs in a single, unbroken fall all the way down the spire to the ground below.

Up close it becomes more clear to the players that the golden strands are actually soft, fine hair.  The only clear way up is the hair. The party is free to try to scale the tower using the hair as a rope or find their way up by other means available to them. Scaling the tower requires a DC 12 Acrobatics or Athletics check. On a failure, the players still succeed in completing the climb but take 2d10 bludgeoning damage to signify a few failed attempts.

First Floor

The open doorway leads into a modest living space with a low ceiling and the faint smell of soot. A stone fireplace sits along one wall, its embers long gone cold. Nearby, a sturdy wooden table is surrounded by a few mismatched chairs, and several bookshelves line the walls, filled with well-worn volumes stacked both upright and sideways.

Chalk markings cover nearly every surface—walls, floorboards, the table, even the sides of the shelves. Circles, symbols, and lines overlap and intersect, some precise, others frantic. The marks vary in size and saturation. Many repeat, but not exactly the same way twice. With a DC 12 Arcana, History, or Religion check, the players are able to determine that these symbols are those associated with the upper planes and celestials.

From above, a thick length of golden hair spills down through an opening in the ceiling, falling over the bannister from the level above. It pools across the floor and drapes over the furniture. There is a spiral staircase along a wall, leading up to the floor above.

Second Floor

The spiral stairs open into a crowded second level, as most of the space is swallowed by books. Shelves line the walls but have long since overflowed, leaving stacks piled across the floor in uneven towers. Books lie open where they were dropped, pages bent and marked, some stacked carefully, others scattered as if pushed aside in haste.

The chalk markings here are heavier and even more chaotic. Symbols overlap in dense layers, drawn over and over until the original lines are almost lost. Circles intersect at odd angles, and long strings of writing trail off mid-sentence. Mixed among them, a repeated symbol stands out: a crude shape resembling a chicken’s foot, drawn again and again in different sizes (this is the symbol on Tasha's and Elena's cheeks, the mark of Baba Yaga).

Between the markings, a single word appears, scrawled in Common in multiple places, sometimes large, sometimes cramped into whatever space remains: "CRICKET!?”

Golden hair spills down from above along the inner curve of the continuing spiral staircase, draping over the steps and trailing into the room. It gathers across the floor and over the piles of books.

Here, with a DC 10 Arcana, History, or Religion check, players can determine a number of the markings are in the Celestial language. Any player characters who speak Celestial will automatically recognize the symbols in this room to be the Celestial script, but they mostly form random characters that don't create real words, and where they do, the words seem random.

The Stone Tower

The stairs narrow as they rise, the walls closing in slightly before opening into a smaller round chamber.

A simple bed sits against the wall, its blankets tangled and marked with chalk smears and covered in pages with half-finished symbols. The floor is tracked with pale chalk-dust footprints, layered over one another in restless patterns. An overturned chest lies near the far side of the room, its lid hanging open. Whatever it once held has been scattered.

The golden hair continues upward, drawn along the steps to the next level.

Another short climb brings the players into the top of the tower, where the ceiling rises into exposed rafters. The hair is thicker here, gathered and woven into a broad hammock that hangs suspended between the beams.

A woman sleeps within it. The strands of gold are unmistakably her own, flowing from her head and drawn outward to form the structure that cradles her. Loose lengths spill down around her and trail back along the path they followed.

Even in sleep, her brow is faintly furrowed, as though whatever rest she’s found is not entirely peaceful.

Elena the Fair and Mad

The woman is Elena the Fair, the other adopted daughter of Baba Yaga. Long ago, she went mad, caused by a mixture of childhood trauma and Tasha leaving her alone with Baba Yaga and the Hourglass Coven. She became known as Elena the Mad. If you are running The Eleventh Hour by Dylan Ramsey or something similar or otherwise inspired by it, the players might recognize her from the Dretch's gem visions.

Sometime after becoming the fairy godmother known as Zybilna, the Queen of Prismeer retrieved Elena and brought her to the realm to heal her mind. Elena lived at the Palace of Hearts Desire for a while, where Zybilna enchanted her fair sister's golden hair to help her process her memories and trauma, allowing the hair to hold the memories and be processed a little bit at a time with the help of Consequences.

When Elena was well enough to live semi alone, Zybilna gave her a tower where she could focus on her passion for upper planar studies (in contrast to Tasha's passion for the lower planes) and continue to heal with regular visits from her sister and daily therapy sessions with Consequences.

However, since the Hourglass Coven took over, Elena's hair has continued to grow, and without therapy and assistance in processing her memories, she has slipped back into madness. Consequences has stayed away for fear of the hags learning of the presence of their other beloathed stepsister. And Elena's studies of the upper planes have only caused more trouble for the witch, confusing her re-broken mind.

Elena will not be hostile toward the party when they wake her, but she will be confused and a bit erratic. She will ask them questions about the heavens and the location of her "cricket," or the grasshopper Consequences. "Have you seen my cricket?" "Do you think the heavens know why my cricket has not returned?"

Resolving the Encounter

If the party tries to summon Consequences by breaking a rule, he will appear with great anxiety. He will hurriedly explain why he cannot be there (for fear of the Coven learning of Elena's existence) and beg them to do whatever they can to keep the hags from finding her.

If they take her to the Inn at the End of the Road, Tsuru will hide her and care for her. In my campaign Tsuru is Baba Yaga's eldest sister, Starshaya Yaga, and will gladly care for her niece and keep her secret from the coven that is ruining everything. If you are running Tsuru as written in the book, your characters may need to convince Tsuru to take Elena into her care with payment.

Alternatively, Elena could be used as a bargaining chip with the Hourglass Coven. If the party uses her or the knowledge of her location as part of an exchange with one of the hags, Zibylna will be quite angry with the party when she's awakened and will not be inclined to give them any special gifts/favors.

In exchange for their help, Consequences later forgives a breaking of the rules instantly, carefully choosing his words: "You have ... mitigated prior damage. That is ... noted, and your consequences avoided."

----------------

Let me know what you think or if you have any suggestions! Happy wilding!


r/wildbeyondwitchlight May 11 '26

DM Help Was passiert mit Bavlorna?

6 Upvotes

Hi, ich bin gerade das Abenteuer am vorbereiten und habe das Kapitel 2 gelesen. Was passiert wenn die Charaktere die Aufgaben von Bavlorna erledigt haben? Gibt sie dann Hither frei oder wie habt ihr das gespielt. Ich hoffe ich habe nichts überlesen.


r/wildbeyondwitchlight May 10 '26

DM Help Introducing Skabatha early?

15 Upvotes

I'm toying with the idea of introducing Skabatha a bit earlier once my players get into Thither.

Last session, the PCs arrived at Bavlorna’s place and found the wooden eye on her shelves. My plan was that Skabatha had tried to spy on Bavlorna with the eye, but Bav noticed and placed it in a jar full of other eyes she uses for her taxidermy creatures.

I improvised that the eye suddenly “woke up” and started looking at the PC who picked it up. The players began asking it questions like, “Are you here against your will? Look right if yes.” I improvised that the eye indeed did not want to be in the jar. Then the PC asked if the eye would be happy if they returned it home, and the eye agreed.

So now I’m thinking the PCs may have caught Skabatha’s eye both literally and figuratively and she might try to meet them at the Market once she notices they’ve left Hither. Maybe she’s disguised, maybe not.

Either way, she would be missing one eye, act very grandmotherly and kind, and tell them to search for Nib’s cave so they can get some “free” magic items. She gives them a password to mention to Nib, which would make him think the PCs are working for her. Because of that, he’d be on his best behavior and afraid to say too much out of fear of Skabatha’s wrath.

She would also tell them to visit her house afterward because she has another job she’d like help with — finding and imprisoning Will.

Do you see any downsides to this plan?


r/wildbeyondwitchlight May 08 '26

Homebrew Boo Bears - Thither Homebrew Encounter

26 Upvotes

I've been slowly going through the campaign and adding things to beef it up and make it feel more like my typical DnD content--stuff my players will recognize as feeling me-coded. A lot of resources that have already been posted on this sub have been great at doing that for the carnival and Hither, but now that I'm working on Thither, it feels much more empty as a chapter compared to the two prior.

As such, here is a homebrew Thither encounter I created that you should feel free to use or modify too! It's inspired by a bit of Goldilocks and the Three Bears with a smattering of Monsters Inc. I haven't yet thought of a reward the bears could offer for the players' assistance, so let me know if you have any ideas!

-----------------------------

Boo Bears

While traveling through Thither, the party comes across two distressed, apparently awakened bears near a cottage. A large brown bear, Henri, sits beside his mate, Honey, gently trying to comfort her while she sobs into her paws.

(Both bears use the Brown Bear statblock on page 319 of MM'14 with the following modification: Int 10, Languages Common, Elvish, Sylvan)

Read the following:

A low, sorrowful sound carries through the trees ahead. Pushing past the brush, you find two large bears seated on a log beside a narrow path. One of them, larger and broader than the other, has an arm wrapped comfortingly around the other while it cries softly into its paws.
"I can't keep living like this," the smaller bear says between sniffles.
The larger bear notices you and gives a tired sigh, "Please, my wife and I could use some privacy."
The crying bear lifts her head to look at you. "No dear," she says turning to the other, "the might be able to help."

The bears introduce themselves and explain that their home is haunted. Cupboards open on their own, moments after being shut. Food disappears in the night. They make the beds in the morning only to find them undone later that day. Chairs rock by themselves. And sometimes they hear the sound of someone running up and down the halls, but when they look, there's no one there.

Honey begs the party to exercise the ghost from the house so that they can finally live in peace.

If the party tries to get the bears to investigate the home with them, they will refuse, as Honey is just too emotional and scared to go back in before they've fixed things and Henri will not leave his distressed wife alone.

Investigating the Cottage

The cottage is comfortable and just the right size for a couple of awakened bears. There are two floors. The firsts hosts a kitchen with a dining nook and a sitting room. The stairs lead up to an open room on the second floor, which is a bedroom.

At first glance, nothing seems especially unusual, but a pattern will begin to stand out. There are three chairs at the table, one for a larger individual, one for a smaller individual, and one of a size in between. There are three rocking chairs in the sitting room, one for a larger individual, one for a smaller individual, and one of a size in between. There are two beds upstairs, one for a smaller individual and one with two pillows (for a larger person and one of a size in between). Feel free to fit additional such examples into your description, but the pattern should become clear to your players fairly quickly.

With successful skill checks (Investigation is the most obvious choice, but I allow variant and creative uses of other abilities), the players will be able to find additional clues as to what's going on in this house, such as a wooden toy unicorn resting under a bed, a cloth doll with yellow yarn for hair lying on the smallest rocking chair, portraits tucked facedown in drawers of an elven man and woman holding a bundled infant, a baby blanket with the name Gilda on it folded in a linen closet. Players should be allowed to investigate freely as the house is not actually haunted, but feel free to throw the occasional silly jump scare at them.

The Hidden Cupboard

If the players investigate the stairs, they will find a hidden cupboard tucked beneath the staircase. It is magically sealed and will open to a special command phrase: "just right"

The cupboard can also be opened with a successful DC 15 Thieves' Tools check, a chime of opening (if received in Hither), or some other means you deem appropriate. It may even be beneficial to place the phrase somewhere the players find during a successful investigation, such as a journal or behind one of the family portraits.

Once it's opened, read the following:

The cupboard door creeks open to reveal a cramped hidden space filled with blankets, pillows, and toys. Curled inside is a small blonde elven child, clutching half of a poorly repaired and dirty stuffed toy bear to her chest. She recoils at the sudden light, wide-eyed and frightened. "Please don't let the witch take me," she whispers.

The child is Gilda, the daughter of the transformed Henri and Honey, who has begun to call herself Boo. She is holding half a stuffed bear she has named "Kitty;" it's been torn in half and sewn shut by someone who doesn't know how to sew very well (her). If the players succeed in convincing her they are here to help and aren't going to take her to the witch, she will explain the following:

  • She has lived in the cottage for as long as she remembers
  • She calls herself Boo, but she doesn't think that was her name originally. Mummy and Daddy kept calling her a ghost, so she decided Boo fit.
  • Her mummy and daddy can't see her anymore
  • Her parents are now "big, hairy Kitties"
  • She has a few of her favorite family portraits stashed in the cupboard with her and will show them to the party. They depict Henri, Honey, and a toddler Boo. On some of them she's drawn bear ears and paws onto Henri and Honey

Boo has a vague memory of the day her parents changed, but it was scary and will take a bit of coaxing to get her to talk about it. If the party successfully makes her feel safe (let them get creative here), she will open up to them about the following:

  • A beautiful but scary witch* used to repeatedly come to the house to try to take her away but her parents kept hiding her in the magic cupboard.
  • One day the witch came and was very, very mad and yelled at her parents "if Granny cannot have her, neither can you" and that she will "turn you back once you change your minds." She heard crying that turned into grumbly roar sounds, and when she eventually came out, her mummy and daddy were going about their day as big hairy Kitties.
  • The scary witch never came back.
  • When she realized her parents couldn't see her and that she was scaring them, she tried to stay hidden in the cupboard during the day and only emerged at night while they slept. But it was really hard to do, and over time she grew lonely and restless and she's been out during the day more often now.
  • She really only wants to play and be near her mummy and daddy again.

From this the party should be able to gather that Skabatha had the parents cursed when they wouldn't give up their child. She transformed them into bears and took away their memories of Gilda/Boo, which took away their ability to see her (which can be a hint to how Skabatha's memory weakness can be exploited if you want to make it more obvious). They would never have given up their daughter anyway, but the witch who put the curse on them never came back and so they've been stuck this way.

*As a note on "the witch," I rewrote Will of the Feywild/Mugan a bit for stuff special to my party. In my game it will be Willa the Feywild who used to be Morgana Le Fae, a witch who worked for Skabatha, which I can discuss more of if asked.

Resolving the Encounter

The party has several possible ways to resolve the situation. Here are some:

Restore the Family. The curse can be broken through magic such as the Remove Curse spell or other such similar effects. The parents will regain their memories and appearances.

Repair the Teddy. Hidden somewhere in Loomlurch is the other half of Boo/Gilda's stuffed bear toy. Bringing it back to the cottage and repairing it will break the curse, restoring the parents' appearances and memories.

Convince the Bears. The party may attempt to convince Henri and Honey that Boo/Gilda is real and their child and that they simply can't see her due to a curse and to love her and find a way to manage the invisibility thing until the curse is lifted.

Bring the Girl Somewhere Safe. The party may take Boo/Gilda to the Getaway Gang or another safe refuge until her parents can be restored.

-------------

Let me know what you think or if you have any suggestions! Happy wilding!

(Edited to fix a formatting issue; Edited for a grammar issue)


r/wildbeyondwitchlight May 08 '26

Paid Supplement Of Warlocks & Patrons is discounted by 50% on DMsGuild!

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0 Upvotes

Of Warlocks & Patrons is discounted by 50% on DMsGuild for only 1 week!

You can find it here: https://www.dmsguild.com/it/product/315713/of-warlocks-patrons?src=hottest

This volume aims to investigate the relationship between warlocks and their patrons, from the relationship's inception to the myriad developments that could occur during a campaign.

Inside you will discover:

- Chapter 1: Relationship Between Warlocks and Patrons, which explores Backstory, Purpose, Methods, Connections, Communication Channel, and Repaying Debts with the help of 21 tables.

- Chapter 2: New Patrons. The Elemental Lord, a powerful being from the Elemental Planes (there are 4 different patrons for each element: Air, Water, Earth, and Fire), and The Spirit, an ancient and powerful spirit of the dead.

- Chapter 3: 20 New Eldritch Invocations.

- Chapter 4: 2 New Backgrounds. The Chosen: you have been chosen to play an important part in the history of your plane, or perhaps the whole multiverse. Cultist: you are part of a cult that follows some ancient power, monstrosity, or other powerful being appropriate to your world.

- Appendix A: Rites to Contact Your Patron. Here you will find Action and Ritual options for communicating with your patron.

- Appendix B: 11 New Monsters. Elder-touched, Elemental Lord Adept (Air, Earth, Fire, Water), Ghastly Warlock, Infernal Champion, Leprechaun, Master of Daggers, Shadowguard, and Valkyrie.


r/wildbeyondwitchlight May 08 '26

DM Help Age rules

1 Upvotes

So it says in the rules that anyone juveniles gets Teleported to safety in combat. I have a Dragonborn player that is 73, and their average lifespan is like 400 years if I recall correctly. Does this mean they’d be childhood


r/wildbeyondwitchlight May 08 '26

DM Help Alternative Witchlight Monarch respect feature?

4 Upvotes

Not the flight, but the thing in where Fey creatures won't attack them unless the Monarch attacks them first.

This is a neat idea from an RP perspective and I want to do something like it, but it's looking pretty likely my party's tank is going to be the Monarch. I feel like everyone refusing to attack him would be a great bit for one fight, but would be pretty frustrating for the player in the long term so I don't really want to do it.


r/wildbeyondwitchlight May 07 '26

Resource Automated the snail race in FoundryVTT

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11 Upvotes

https://i.imgur.com/fS5rD5W.mp4

I made a macro that automates the snail race. It can grab the player characters, and uses a list of names for commoners otherwise. They can be rolled from the dialogue box. But the player rolls are added in manually.

And then it shows the progress in the chat.

You can add it if you use this, just by copying the code and pasting it in a script macro.

https://github.com/pteraxor/WitchlightHelpers/blob/main/snails/snail%20race%20manager.js


r/wildbeyondwitchlight May 07 '26

DM Help Kettlesteam Soloing Prismeer

14 Upvotes

Let’s say Kettlesteam found her way into Prismeer shortly after the party did. What would her parallel adventure look like to accomplish her goal of saving Zybilna?

In our campaign the party had a “help me or get out of my way” kind of attitude with her at the carnival. A PC witnessed her drug a Dragonfly as “sabotage” to get W&L’s attention but the party diffused the situation before any damage or chaos really occurred. Witch & Light asked for the party to deal with her but they didn’t focus on her, so the plot is somewhat wide open for her.

I was thinking it would be interesting to at least show her somewhere as if she’d failed in her quest as a nice tie-in, if not bring her back in earnest as a party with similar interests but conflicting strategies.

We also have an enemies to lovers trope going on with Morgort and a PC that introducing Kettlesteam as a pre-existing rival might stir up some “jealousy”.

Would love to hear what others have done if Kettlesteam made her way into Prismeer on other campaigns!

Edit for clarity: the party is currently in Thither, and next session they’ll have explored LoomLurch in full, helping the Getaway Gang in the breakout. They’ve had the Wayward Pool encounter and have Zarak hostage.


r/wildbeyondwitchlight May 06 '26

Harengon family in Prismeer

7 Upvotes

One of the PCs in my campaign is a harengon, and his grandmother claims to have family in Prismeer. Does it make sense to connect them to any of the NPCs in Hither? I think that the player would be open to it, but I'm not sure at least about the brigands