TEXT: Pixies on Parade
  Pixies on Parade
  by Stephen Rowe
  
  Pixies on Parade
  Pixies on Parade
  Author: Stephen Rowe
  Editor: BJ Hensley
  Cover and Interior Artist: Jacob Blackmon
  Cartographer: Jocelyn Sarvida
  Layout Design: Daniel Marshall
  5E Conversion: Dan Dillon
  This adventure is compliant with the Open Game License (OGL) located on page 24 of this product.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, 
  storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or 
  are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game 
  Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as 
  Open Game Content may be reproduced in any form without written permission.
  Contents
  Adventure Background 
  2
  Adventure Summary   
  2
  Getting the PCs Involved 
  2
  Introduction: Trouble in Town 
  2
  Glavost Gazeteer 
  3
  Fairy Tales 
  4
  Imagination Magic 
  5
  A. Pranksters and Pixies 
  5
  B. Path of Nightmares 
  9
  Concluding the Adventure 
  22
  Continuing the Adventure 
  23
  Open Game License Version 1.0a 24
  Credits
  
  2
  It’s almost time! Preparations for the Glavost Pixie 
  Parade are well under way. Brilliant colored banners 
  hang from every house. Some of the children already 
  play dress-up, and the smells of delicious foods waft out 
  the inn’s window.  There is no school or work, giving 
  everyone plenty of time to wander free and lend a hand. 
  Getting the PCs Involved
  It is recommended the PCs be children from Glavost 
  itself. While the adventure calls for 6th-level characters, it 
  also provides a convenient reason for children to gain power 
  beyond their years. 
  If this adventure is run as part of an ongoing campaign, 
  then one or two PCs can be from Glavost, returning for the 
  yearly celebration. Otherwise, the PCs might be passing 
  through and attracted to the festival preparations. Ignore 
  the blessings gained from the pixie godmother if the PCs 
  have already gained enough experience to reach 6th-level 
  before the adventure’s start. 
  Introduction: Trouble in Town
  Adventure Background
  Every year the hardworking townsfolk of Glavost dress 
  in bright colors, fairy wings, and fey masks for a parade in 
  honor of their legendary pixie protectors. Every able-bodied 
  villager cavorts up and down the square with a night of 
  revelry, story-telling, and feasting to follow. All look forward 
  to an opportunity to bring a little magic into their lives, and 
  tourists come from miles around to share in the fun. 
  To the mortals, good and evil fey are little more than 
  myths, and few realize invisible pixie guardians never miss 
  a parade. It is in their honor after all, and the fairies still 
  remember a pact struck with the living mortal’s ancestors. 
  In return for the most minor of ritual observances, the noble 
  fey protect their charges from a dark being wishing to spread 
  endless nightmares.  
  Beyond the forest, a great and powerful bogeyman lives 
  within a crooked tower of black stone. The Nightmare King 
  wants to steal all the children of Glavost away to his dark 
  palace to corrupt them, one by one. The invisible fey of the 
  forest contain the ambitious monster, protect the town, and 
  prevent even the most wayward children from wandering 
  too far into the forest. 
  In two centuries, they’ve failed only once. Edwin was a 
  headstrong child, taken with fairy stories. He hoped to find 
  the pixies, and play with them forever after. He believed his 
  life could be one long parade, with no overbearing parents 
  to tell him what he could or couldn’t do. He was still too 
  young for the cautionary tales of the bogeyman, and his land 
  of nightmares. 
  The Nightmare King found him, and took him as his 
  adopted son. For a decade Edwin’s aging has stalled as he 
  becomes a bogeyman himself. The king has robbed the poor 
  child of all the beautiful things he holds most dear, turning 
  them into terrible fears. His false-father now sends Edwin 
  back to Glavost as a conqueror. 
  Edwin plans for one final parade of horrors before he 
  drags his new playmates back to the crooked tower.
   
  Adventure Summary  
  Edwin’s kidnapping of the pixies removes Glavost’s 
  protection from its ongoing gremlin infestation. The 
  pranksters wreak terrible havoc, thwarted by children with 
  the mysterious ability to alter reality. Approached by the 
  last free fairy godmother, they are further empowered to 
  face Edwin’s fears, and free him before he becomes a true 
  bogeyman. In confronting the boy with icons of his lost 
  innocence, the children can exorcise the dark influence, but 
  must still defeat the Nightmare King’s avatar to free him 
  forever. 
  The townspeople plan for the upcoming parade, with 
  no idea that danger approaches. Edwin’s kidnaped most of 
  the pixies, and only the eldest escaped. Without the fey’s 
  constant invisible protection, troublemaking gremlins 
  become free to cause chaos. 
  At this point, treat the town like a sandbox. The PCs 
  can explore, learn valuable information, and encounter 
  prankster gremlins. 
  Key NPCs in Glavost 
  Use the following NPCs within the town, but feel free 
  to add your own. The purpose of this initial introduction 
  is to give the PCs exposure to the village, and an emotional 
  investment in its people. 
  Mayor 
  Owen Burson is a jovial, blond-haired, middle-aged 
  human man with the beginnings of a belly and many laugh 
  lines around his mouth. Owen is Edwin’s father. After his son 
  disappeared, he spent years grieving, but tried to turn his 
  loss toward more positive pursuits. A former farmer, he was 
  well-liked in town, and began taking on an administrative 
  role for his people. Glavost adores Mayor Burson, and he 
  loves his town in return. A kindhearted man, he sees all the 
  children as his responsibility, even if each reminds him of 
  Edwin. He’d do anything to protect them, and always has 
  time in his busy schedule for a story or two. 
  Role: The mayor’s role is to introduce the idea of his son 
  
  3
  Glavost
  NG Small town
  Demographics
  Government autocracy
  Population 395 (335 humans, 24 halflings, 16 elves,
  14 dwarves, 6 half-elves)
  Notable NPCs
  Mayor Owen Burson (LG male human noble)
  Selda Burson (NG female human scout)
  Chef Rus Ulden (CN male dwarf guard)
  Belle Leaflower (CG female half-elf aguard)
  Elas Leaflower (N venerable male elven
  wizard 6)
  Edwin, who ran away from home. He also suggests helping 
  his wife Selda, Chef Ulden, and Belle Leaflower in getting 
  ready for the parade. He offers each child a silver piece if he 
  hears they do a good job.  
  Carpenter 
  Edwin’s mother, Selda Burson, is a lanky, handsome 
  human woman, with dark skin and hands thick with 
  callouses. She spent months scouring the furthest reaches of 
  the forest after her son’s disappearance, looking for even the 
  hint of a trail. In her heart, she still believes Edwin is alive, 
  and out there somewhere. Selda has an underlying sadness, 
  especially when she’s around children. She sometimes hands 
  out small hand-carved toys as gifts, and always offers to show 
  kids how to whittle (+6 with carpenter’s tools). She doesn’t 
  “need” help, but her husband knows this time of the year is 
  hard on her, and sends the PCs to relieve her loneliness. She 
  puts them to work painting if they are willing to assist.
  Role:  Selda Burson serves the same role as her husband, 
  introducing the PCs to the idea of their lost son. She also 
  shows off her carpentry, which the PCs can recognize when 
  they encounter Edwin’s toys later in the adventure. 
  Chef 
  Rus Ulden is a barrel-chested nearsighted dwarf with a 
  bright-red beard full of flour. He refuses to wear glasses, and 
  so has a near-impossible time navigating his own kitchen. Rus 
  is loud and tends to run around like a madman, recruiting 
  anyone present into the chaos. He’s a bit “eccentric”, but his 
  cooking is delicious… when he can manage to find the right 
  ingredients (+5 with cook’s utensils). Every once in a while 
  he confuses salt for sugar, resulting in pretty disgusting 
  cookies but he’s always happy to trade cupcakes for a little 
  help reading and sorting through labels. 
  Role: Chef Ulden is comedic relief between the more 
  serious interactions with Owen and Selda. Interactions with 
  Rus also help set the scene for the upcoming gremlin attack. 
  These attacks show how children have advantages over 
  adults against the fey.  
  Blacksmith 
  Belle Leaflower is a tall, broad-shouldered half-elf 
  who uses a large smith-hammer with cheerful ease. Belle 
  tends to burn off her hair, so just keeps her head shaved for 
  convenience. She is a master-smith, with just a hint of magic 
  inherited from her elven father (+6 with blacksmith’s tools. 
  Belle knows the mage hand and mending cantrips, and can 
  cast unseen servant once per long rest). The amazon is always 
  happy, approaching a sing-song sort of goofy. She loves her 
  work and the upcoming parade excites her beyond even her 
  normal bouncy cheer. While the forge is a dangerous place 
  for children, she’s happy to show them a thing or two about 
  swinging a hammer and may use mending to heal some 
  broken toys if asked politely. 
  Role:  Belle serves a similar role as Rus Ulden.   
  Glavost Gazeteer
  A. Town Square
  The central square within Glavost includes a wide 
  causeway, plaza, and well, serving as a hub for the Pixie 
  Parade and festival. Mayor Owen Burson also uses the 
  area for delivering important speeches or news to the 
  townspeople. In preparation for the upcoming celebration, 
  all the buildings are covered in bright colored banners.  
  B. Pixie’s Place Inn
  The dwarven chef Rus Ulden owns and operates the 
  Pixie’s Place inn. Rus tried to change the name to something 
  more dwarven after winning it in a bet, but the proposition 
  met with a near-rebellion by his customers. The chef is a 
  master of fine cuisine and has one of the best stocked bars 
  in the region. Visitors should be wary in placing orders, 
  since the nearsighted fellow sometimes confuses a few key 
  ingredients. Complaints don’t go over well, often resulting in 
  unintelligible shouting and the throwing of food.  
  C. Glavost Forge
  The quirky half-elf Belle Leaflower has worked the 
  anvil and bellows in the Glavost forge for decades after 
  taking over for her elven father Elas Leaflower. Her aging 
  father retired when the taxing nature of the work got to be 
  too difficult. Belle is much more comfortable swinging a 
  hammer than reciting incantations, and so still calls on her 
  
  4
  father for the real “magic work”. The half-elven smith enjoys 
  singing in time with the blows of her hammer. While she 
  can’t keep a tune to save her life, she’s so cheerful nobody 
  ever asks her to stop.   
   
  D. Glavost Carpenter
  Selda Burson is the town carpenter and keeps a little 
  shop set next to the house she shares with her husband the 
  mayor. Selda loves carving and painting in her spare time, 
  although not as much in the decade since Edwin ran away 
  from home. Her shop still has many beautiful handmade 
  toys gathering ever-thicker layers of dust. Selda refuses to 
  sell them to adults, but might be willing to part with one if a 
  child forms a bond with her. 
  E. Shrine
  The town of Glavost has no official religion, and people 
  tend to be diverse in their beliefs. The only ritual memorial 
  stands between the square and the forest. Someone, 
  centuries ago, carved the shrine from the trunk of an ancient 
  oak felled by a bolt of lightning. It is traditional to leave a 
  weekly offering for the fairies who are said to watch over 
  the people. Many adults don’t bother except around parade-
  time, but the polished wood is usually covered in candles, 
  flowers, and treats by children looking for luck. 
  F. Fairy Forest
  Glavost borders on an old and unspoiled forest said 
  to be the domain of the fair folk. The people respect the 
  boundary, even if none ever encounter the legendary fey 
  inhabitants. The great wood has the look of deep old magic, 
  with narrow paths twisting beneath moss-covered canopies. 
  The townspeople are careful to only harvest lumber from 
  dead or dying trees, and even then they take care to replant 
  a new life for each they take.
  Fairy Tales
  A number of stories and rumors circulate around 
  Glavost, especially during parade season. For the adults, 
  these are nothing more than legends. For the children, they 
  are captivating tales that are often part of their imagination 
  games.
  Gremlins
  The townspeople do not believe in gremlins, but they 
  are happy to blame everything that goes wrong on the 
  pests. A hundred tales are told of these mischievous little 
  trouble makers — they sour milk, loosen horse shoes, and 
  steal anything that goes missing. Some tales say the fey arise 
  when crimes go unpunished, and others claim the tricksters 
  appear whenever a curse word is said above a whisper. 
  
  5
  Cartoon Violence
  Combat should stay abstract and cinematic for 
  the fights against the gremlins before the PCs gain the 
  pixie’s blessing and become full 6th level characters. 
  Using initiative and attack rolls might help introduce 
  the concepts, but damage is unimportant. Violence 
  between PCs and gremlins should be like a cartoon 
  at worst. The fey’s damage resistance makes them 
  impervious to any “real” harm a normal child might 
  dole out. Likewise, the gremlins have no intention 
  of hurting or killing anyone. Between their craven 
  tendencies, abilities, and the flexible nature of reality, 
  insane comedic events might happen. You can 
  introduce anything from bopping with hammers, 
  throwing the pests through windows, or groups 
  getting together to build flour catapults. This sort of 
  whacky fun can continue as long as it seems enjoyable 
  for the players. 
  Nightmare King
  Adults reserve scary stories for when the children are 
  out of earshot, but intrepid kids might hear snippets. They 
  whisper that the King of Dark Dreams lives on the other side 
  of the forest. In eons past he was a lord of the strange realms 
  the fey call home, but became banished after a lost duel of 
  imagination. Now he waits in his tower of living shadow for 
  the ages to turn, so that he might return to claim his throne. 
  To pass the time, he loves to frighten or kidnap mortals 
  venturing too far off into the forest. He is the bogeyman, 
  and he waits for the unwary. 
  Pixie Parade
  Many legends surround the origins of the festival, and 
  none tell the full truth. The basics can be gleaned from any 
  story, although the details vary between tellers. Long ago, 
  a terrible menace loomed over Glavost, and brave mortals 
  sought the fey for help. Together, they stood against the 
  scourge, and conquered it. The pixies agreed to protect the 
  heroes’ children unto the last generation, and the champions 
  promised they’d always honor their saviors. Hundreds of 
  years later, the imagined threats vary between dragons, 
  warlords, and the Nightmare King. The brave and noble 
  heroes change to resemble listeners, parents, or ancestors. 
  What is important is that the pact was made, and the people 
  of Glavost remember it. 
  Imagination Magic
  The Nightmare King makes use of old fey magic 
  to empower Edwin in defeating the pixies once and for 
  all, making Edwin’s dreams, desires, and fears manifest 
  physically within the world. However, this has an unforeseen 
  effect, and any child with a strong enough imagination can 
  borrow the bogeyman’s power. 
  This is a subtle ability, allowing the PCs to make minor 
  cosmetic changes to reality. In essence, the subconscious 
  desires of the PCs have a literal impact on the world. 
  If any of the PCs need mundane equipment, they have 
  it, or it is near at hand. Objects never appear when they are 
  looking, but might manifest within a bag when it wasn’t 
  there before. Likewise, scenery can shift to suit the PC’s 
  desires or dramatic actions. A PC planning a leap from a 
  roof might find a convenient water barrel, or a PC wanting 
  to jump across a room sees a strong rope to swing from. 
  With this ability, the PCs cannot create anything magical, 
  or completely defy logic. For example, they cannot summon 
  a unicorn to ride or create fire with their mind, but a pony 
  might wander loose from its pen, or they could find a match 
  inside their pocket. 
  The PCs should not be immediately aware of this ability, 
  but they might figure it out on their own. Once they become 
  aware of it, they can better control the power, wishing for 
  anything mundane but useful. 
  Inspiration Award
  Award the PCs Inspiration if or when they discover 
  how to control their imagination’s ability to alter reality.   
  A. Pranksters and Pixies
  The town has always suffered from a bit of a gremlin 
  infestation. The invisible pixie godmothers keep the creatures 
  in line most days, but with their absence, the little monsters 
  revel in their freedom. Luckily, they aren’t hard to scare off, 
  and even children can knock the cowardly fey around. Each 
  of these encounters can occur in any order, or at any time 
  coinciding with the PC’s presence at the various locations. 
  Creatures
  A mob of pugwampi and vexgit gremlins plague the 
  town. While the activities of the fey seem to go unnoticed 
  by the adults, the PCs can spot them and their mischief 
  right away. Only after the kids foil the monster’s plots do 
  the adults realize what is happening. Even then, they are in 
  denial at the idea of actual fey. 
  Pugwampi                                                                 
  Tiny Fey, neutral evil
  Armor Class 12
  Hit Points 7 (3d4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-2)
  15 (+2)  11 (+0) 14 (+2) 14 (+2)
  6 (-2)
  
  6
  Skills Stealth +4
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks.
  Senses passive Perception 12
  Languages Gnoll, Undercommon
  Challenge 1/4 (50 XP)
  Hard of Hearing. The pugwampi has disadvantage on 
  Wisdom (Perception) checks that rely on hearing.
  Innate Spellcasting. The pugwampi’s innate spellcasting 
  ability score is Charisma (spell save DC 10). It can 
  innately cast the following spells, requiring no 
  components: 
  At will: prestidigitation, speak with animals
  Magic Resistance. A pugwampi has advantage on saving 
  throws against spells and other magical effects.
  Unluck Aura. The pugwampi radiates an aura of unluck to 
  a radius of 20 feet. Any creature in this area other than 
  a beast, gnoll, or gremlin has disadvantage on attack 
  rolls, saving throws, and ability checks. Creatures under 
  the effect of a bless spell are immune to the pugwampi’s 
  unluck aura.
  ACTIONS
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 1 piercing damage.
  Shattering Pulse (Recharges after Long Rest). The 
  pugwampi can unleash a thunderous burst from a 
  point it can see within 30 feet. Within 10 feet of that 
  point, unattended glass, pottery, or crystalline objects 
  are destroyed. Sturdier objects and creatures must 
  make a DC 10 Constitution saving throw, taking 7 
  (3d4) thunder damage on a failed save or half as much 
  damage on a successful one.
  Vexgit                                                                          
  Tiny Fey, lawful evil
  Armor Class 15 (natural)
  Hit Points 13 (3d4 + 6)
  Speed 20 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  13 (+1)  14 (+2) 12 (+1) 13 (+1) 11 (+0)
  Skills Stealth +3 (+5 in metal or stony areas)
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks.
  Senses passive Perception 11
  Languages Undercommon
  Challenge 1/2 (100 XP)
  Loud Joints. The vexgit has disadvantage on Dexterity 
  (Stealth) checks made while moving.
  Innate Spellcasting. The vexgit’s innate spellcasting ability 
  score is Charisma (spell save DC 10). It can innately 
  cast the following spells, requiring no components: 
  At will: prestidigitation 
  1/day: entangle (cast on crafted objects and 
  structures, doesn’t affect gremlins), rusting grasp
  Magic Resistance. A vexgit has advantage on saving throws 
  against spells and other magical effects.
  ACTIONS
  Multiattack. The vexgit makes two melee attacks; one with 
  its bite and one with its warhammer.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4+1) piercing damage.
  Warhammer. Melee Weapon Attack: +0 to hit, reach 5 ft., 
  one target. Hit: 2 (1d8-2) bludgeoning damage and if 
  the target it wearing armor, the armor is damaged and 
  takes a permanent and cumulative -1 penalty to the AC 
  it offers (minimum AC 10). A character proficient in 
  the appropriate tools can repair damaged armor during 
  a long rest, eliminating all penalties dealt by the vexgit’s 
  warhammer.
  Speedy Sabotage. A vexgit can quickly dismantle or 
  sabotage any sort of construction. For complex devices 
  this requires the vexgit’s action as normal, but simple 
  devices such as a door lock can be sabotaged as a bonus 
  action. A sabotaged device ceases to function, jams, 
  or might backfire in some fashion when a creature 
  attempts to use it. 
  Kitchen Chaos
  Four pugwampi gremlins sneak into Chef Ulden’s 
  kitchen. They begin switching labels around, eating all the 
  sweets, and smashing the glassware. The PCs must protect 
  the nearsighted dwarf from the fey, and chase them off 
  before they ruin all the food for the festival.
  Blacksmith Bungles
  Two vexgit and one pugwampi are in Belle Leaflower’s 
  forge. They try to create dangerous circumstances, with the 
  pugwampi’s unlucky aura making clumsiness perilous. They 
  heat up handles, loosen nails on floorboards, and try to 
  drag heavy things up into the rafters to drop. The PCs must 
  protect Belle from the gremlins, or she ends up with a series 
  of minor injuries.  
  Firework Fumble
  A mob of six vexgit gremlins have gotten into the 
  fireworks set up for the parade at the town square around the 
  well. They are working to aim the explosives at the buildings 
  and people with plans to set them off early. The PCs must 
  chase them off and defuse the explosives. 
  
  7
  Development
  The PCs defending the town from the gremlins gain 
  the attention of the last pixie godmother. They also earn the 
  sincere appreciation of the confused adults they aid. 
  Treasure
  Mayor Owen Burson gives each PC a silver piece and a 
  gold piece, in recognition for their bravery in helping avert 
  disaster.  
  Inspiration Award
  Award the PCs Inspiration if they manage to foil all the 
  gremlin’s escapades.
   A2. Fairy Godmother
  The PC’s success against the gremlins earns them the 
  attention of Lista, the last of the fairy godmothers to resist 
  capture. 
  Lista is a wise old pixie who has watched over the 
  children of Glavost for centuries. Even if there were no pact 
  in place between her people and the mortals, she would still 
  help them to her last breath. The idea of putting youngsters 
  into harm’s way runs against her every instinct, but she 
  knows in her heart they are already in terrible danger. 
  They might be the only hope of saving the village without 
  destroying Edwin. 
  Lista waits until the PCs are alone before choosing to 
  reveal herself. Read or paraphrase the following.
  With a swirl of bright colored lights, a tiny 
  whimsical-looking old woman appears hovering in the 
  air on a pair of gossamer wings. “Children… my name 
  is Lista, and I’ve watched over each of you all your lives.
  
  8
  Lista does her best to answer all the PC’s questions. 
  If they are from Glavost, she addresses them all by name, 
  and speaks to them like a grandmother. She might even 
  make kind-hearted references to times she saw them being 
  naughty, or had to save them from trouble. After she’s had a 
  chance to earn their trust, she tries to explain why she needs 
  their help. Read or paraphrase the following.
  I only reveal myself to you now because Glavost is in 
  terrible danger.”
  “Every fairy tale starts the same, but I warn you 
  children, this one does not yet have a happy ending,” 
  Lista says in a sad sing-song voice.  
  “Once upon a time there was a boy named Edwin. 
  His parents loved him, and did everything they could to 
  keep him safe. His pixie godmother watched over him, 
  though he and his parents never knew it.
  Edwin loved the Parade so much he became 
  determined to live with the pixies forever. He’d heard all 
  the old stories of fey hiding in the forest, and ran away 
  from home to find them. His godmother tried to stop 
  him, but Edwin was always a stubborn boy. He leapt 
  over streams, climbed up ravines, and ran headlong into
  terrible danger.
  Parents have stories they don’t share with children. 
  They worry it might give you bad dreams… but sometimes 
  a little fear is important when it keeps you safe. 
  Edwin met a man in the forest. His eyes were black, 
  he had claws for fingers, and when he smiled his teeth 
  were sharp. ‘What brings you to my side of the forest, 
  little boy,’ the dark man asked. ‘I want to live as a fairy 
  all-year long,’ Edwin replied. 
  He didn’t realize he spoke to the Nightmare King 
  of Bogeymen… a monster looking for a new son. Edwin 
  wanting to be fey was all the excuse the dark one needed 
  to take him away forever. He filled him up with evil 
  magic and sent him back to capture my pixie sisters. I 
  fear he plans to turn them wicked before attacking the 
  town. 
  The King put an innocent child on a dark path, 
  but I hope you can save him. The bogeyman’s magic is 
  spreading everywhere, making children’s wishes come 
  true, and with a little help, you can use it to save Edwin. I 
  can sacrifice my own power to help turn you into mighty 
  heroes, but even with my blessings you’ll have to work 
  hard to earn a happy ending.” 
  
  9
  Development
   If the PCs accept Lista’s blessings, she kisses each on 
  the forehead and taps valued possessions with a magic wand. 
  In so doing, she sacrifices the greater part of her power to 
  heighten their connection to the reality-shifting magic. 
  Each child becomes a 6th-level player character of any 
  type they wish or what is most appropriate for their ability 
  and personality. The PC does not change in appearance or 
  age, but grows in power and knowledge. Any experience 
  they’ve gained from previous encounters is added to the 
  base experience for a 6th-level character. After bestowing 
  her blessings, Lista becomes weak. She points to the forest, 
  telling them to follow the path, find Edwin, and free him 
  from his nightmares. The pixie then turns invisible to find a 
  safe place to rest. 
  Treasure
  The PC’s mundane equipment, toys, and trash become 
  magical items with power corresponding to their level (each 
  should gain 500 + 1d10 x 25 gp worth of adventuring gear, 
  one rare magic item, and one uncommon magic item). 
  The objects shift in appearance, becoming wondrous and 
  obviously magical. Sticks might transform into jewel-
  encrusted silver blades, dirty dresses become mithral 
  chainmail, or carved wooden gifts from Selda transform 
  into figurines of wondrous power.
  B. Path of Nightmares
  Rumor and legends say the forest bordering Glavost 
  is fey territory. Children are not permitted entry, and even 
  adults avoid the place unless there is a good reason. The 
  townspeople have no idea the danger they are in, and would 
  be reluctant (to say the least) in allowing the PCs to run off 
  on an adventure. However, the pixie’s blessing has taken root, 
  and events conspire to let the children slip away without any 
  adult’s notice. Even if the PCs call attention to themselves, 
  the grown-ups get distracted or otherwise lose track. 
  With the reality altering magic, Edwin’s fears are 
  becoming terrible monsters under his control. To face 
  and save Edwin, the PCs must battle their way through an 
  enchanted wood full of dark dreams, using their newfound 
  power and imagination to overcome many obstacles. 
  Each time the PCs defeat one of Edwin’s nightmares 
  they recover a piece of his innocence. By confronting him 
  with these totems, they can force him to remember, allowing 
  them to exorcise and defeat the bogeyman’s influence. 
  B1. Hide and Seek
  The first figment of Edwin’s dark dreams takes the form 
  of the boy’s own shadow wielding a carved wooden sword 
  his mother made. The monster is a broken reflection of one 
  of Edwin’s favorite games. In the palace of the Nightmare 
  King, the bogeyman twisted this innocent past-time into 
  something horrible. He set dark fey and shades to hunt 
  Edwin like prey through the terrifying halls of his crooked 
  tower. The PCs can attempt to redeem this piece of the boy’s 
  childhood by beating him at his own game. 
  The PCs can choose if they’d like to be the first to hide 
  or the first to seek and can play as many games as they wish 
  with the shadow. 
  Hide
  PCs hiding in the forest make Dexterity (Stealth) checks 
  opposed by the shadow’s passive perception. A PC using a 
  creative method of hiding within the woods (climbing trees, 
  using magic, or causing distractions) gains advantage on the 
  check. When the shadow finds each PC, he takes an attack 
  with his wooden sword before flying off laughing to look for 
  the next child.  
  Seek
  PCs looking for the shadow have an easier time due to 
  him being unwilling to relinquish his wooden sword. This 
  gives the characters advantage on their passive perception 
  scores. PCs might make bright lights with magic or fire, 
  reducing the monster’s Stealth check total (see: Skills). 
  The shadow hides within the following locations: inside 
  a hollow log, within a dense bramble, and merged with a 
  tree’s shadow, creating dark patches, easily noticeable by 
  perceptive children. PCs thinking to look in any of these 
  locations get advantage on their passive perception scores. 
  Creatures
  Edwin’s hide and seek shade acts as a powerful shadow. 
  While the sword he uses seems sharp, he only smacks with 
  the flat of the blade to count coup, and never uses his strength 
  draining touch. If he happens to reduce a creature to 0 hp, 
  he always opts to knock the target unconscious rather than 
  kill them. 
  Child’s Shadow                                          
  Small undead, chaotic evil
  The forest is dark, and the path is wide, but winding. 
  It becomes difficult to see what might be ahead. 
  The black shape of a boy steps out from behind a 
  tree. He looks like a living shadow with a carved wooden 
  sword held in one hand. 
  “Hi!” he says, his voice echoing in the quiet forest. 
  “I want to play hide and seek! Do you want to hide first 
  or second?”
  
  10
  Armor Class 15
  Hit Points 67 (15d6 + 15)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  20 (+5)  13 (+1)
  6 (-2)
  12 (+1) 15 (+3)
  Skills Perception +4, Stealth +8 (+11 in dim light or 
  darkness)
  Damage Vulnerabilities radiant
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 14
  Languages Common
  Challenge 7 (2,900 XP)
  Amorphous. The shadow can move through a space as 
  narrow as 1 inch wide without squeezing.
  Shadow Stealth. While in dim light or darkness, the shadow 
  can take the Hide action as a bonus action.
  Sunlight Weakness. While in sunlight, the shadow has 
  disadvantage on attack rolls, ability checks, and saving 
  throws.
  ACTIONS
  Multiattack. The child’s shadow can make two melee attacks. 
  Edwin’s Wooden Longsword. Melee Weapon Attack: +9 to 
  hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing 
  damage, or 11 (1d10 + 6) slashing damage if used with 
  two hands.
  Strength Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) necrotic damage, and the 
  target’s Strength score is reduced by 1d4. The target 
  dies if this reduces its Strength to 0. Otherwise, the 
  reduction lasts until the target finishes a short or long 
  rest.
  If a non-evil humanoid dies from this attack, a 
  shadow rises from the corpse 1d4 hours later.
  Development
  The spirit continues to play the game (switching 
  between hider and seeker) until the PCs beat him in at least 
  one opposed check for each. He then fades away into the 
  shadows with a happy laugh as the innocent fun penetrates 
  years of fear. 
  Treasure
  PCs defeating the shadow in his game gain his wooden 
  longsword as treasure, which remains a powerful magical 
  item. The wooden weapon is a magical longsword that 
  
  11
  Toy Soldier
  Figurine of Wondrous Power, Toy Soldier
  Wondrous item, rare
  This small wooden figurine is a beautiful carved and 
  painted soldier armed with a black musket. It can become 
  a human-sized wooden soldier to defend a single ally you 
  designate. The wooden soldier provides that ally with cover 
  against a single opponent for 1 minute. The soldier can be 
  attacked independently, and is AC 20 with 40 hit points. 
  With a second command, the soldier takes a single shot 
  of splinters with its musket (+7 to hit, 21 (6d6) piercing 
  damage) with a range of 30 feet. The figure reverts to toy 
  form immediately after the soldier takes an attack in this 
  manner. Once it has been used, it can’t be used again until 
  2 days have passed.  
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common but can’t speak
  Challenge 6 (2,300 XP)
  Aversion to Fire. If the golem takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the 
  end of its next turn.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Lightning Absorption. Whenever the golem is subjected 
  to lightning damage, it takes no damage and instead 
  regains a number of hit points equal to the lightning 
  damage dealt. 
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  ACTIONS
  Multiattack. The golem makes two slam attacks, and uses its 
  musket if it is able.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) bludgeoning damage.
  Musket (recharge 5-6). The wood golem takes aim with 
  its musket and fires a blast of wooden splinters into a 
  target it can see within 20 feet. The target takes 21 (6d6) 
  piercing damage, or half as much with a successful DC 
  15 Dexterity saving throw.
  Hazard
  The giant shadow hands moving the toy soldiers around 
  are arcane hands, interposing hand option. The hands grant 
  the golems cover from all foes, but don’t prevent creatures 
  from moving within 5 feet. The hands have an AC of 20 and 
  40 hit points. Destroying one removes the cover and also 
  reduces the golem’s slam attack bonus to +4. 
  On either side of the path stands a tall blocky looking 
  soldier holding a musket-rifle and standing at attention. 
  The one on the left looks like Mayor Owen Burson, and 
  the one on the right resembles Selda Burson. Upon closer 
  inspection, each appears carved from wood, with colors 
  painted-on. 
  grants a +1 bonus to hit and damage, and gains the finesse 
  property when attuned to its wielder. 
  Inspiration Award
  Award the PCs Inspiration if they defeat the shadow at 
  both hide and seek on the first try.
   
  B2. Toy Soldiers
  Edwin’s mother loved to carve wooden soldiers for him 
  to play with, and the beautiful toys were the envy of all other 
  children. Selda would often get quiet offers from parents 
  around birthdays and holidays to carve matching figurines. 
  She always refused these polite requests because it was 
  important to her for Edwin to have something uniquely his.
  The Nightmare King took the wooden soldiers and 
  animated each into terrible guards. The constructs were 
  set to watch over Edwin every night as he fought a losing 
  war against bad dreams. Any time he’d try to escape, they’d 
  stop him, or drag him back to the tower. In time, he came 
  to focus his hatred at the jailers wearing his parent’s faces. 
  Now, the soldiers serve Edwin once more, commanded by 
  his great shadowy hands.
  Creatures
  As the PCs approach the toy soldiers, giant hands of 
  shadow appear to direct their movements. The toy soldiers 
  are treated as flesh golems in splint mail armor. They lack 
  the flesh golem’s normal Berserk trait, and gain the Musket 
  action.
  Toy Soldiers (Variant Flesh Golem)  
  Medium construct, neutral
  Armor Class 17
  Hit Points 93 (11d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  9 (-1)
   18 (+4)
  6 (-2)
  10 (+X) 15 (-3)
  Damage Immunities lightning, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks that 
  aren’t adamantine.
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  
  12
  Development
  Defeating a toy soldier dispels the corresponding 
  interposing hand spell. The golems shrink in size, becoming 
  painted toys once more, blessed with Selda’s love. See the 
  sidebar for details on the pair of toy soldier magic items.  
  B3. Fetch
  Skills Perception +5
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Common but can’t speak 
  Challenge 3 (700 XP)
  Keen Hearing and Smell. The hound has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell.
  Pack Tactics. The hound has advantage on an attack 
  roll against a creature if at least one of the hound’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire 
  damage.
  Fire Breath (Recharge 5-6). The hound exhales fire in a 15-
  foot cone. Each creature in that area must make a DC 
  12 Dexterity saving throw, taking 21 (6d6) fire damage 
  on a failed save, or half as much damage on a successful 
  one.
  Plopped down into the middle of the road is a giant 
  burning hound with fiery red eyes. Scorched wood and 
  piles of ash circle the beast. In her mouth is a flaming 
  stick, reduced to smoking embers in seconds. The pony-
  sized dog gives a disappointed whine, before trying to 
  find a new branch to gnaw on.  
  Edwin’s parents got him a puppy for his birthday — 
  just a month before he ran away. The little mutt followed 
  him off into the forest, and the Nightmare King took her as 
  well. The bogeyman turned the dog into a terrifying beast, 
  to serve his heir as a more fitting companion. 
  Now the hellhound is a fearsome monster, growing in 
  size with every passing day. While Edwin sets her to defend 
  the woods and attack all adults, the simple creature sees 
  children as potential playmates. 
  Fetch
  While Edwin’s hound has grown in size, the love she 
  had for fetching is still part of her nature. Unfortunately, 
  any stick she tries to pick up just turns to ash in seconds, 
  causing her to breathe fire at the surrounding woods in 
  anger. The PCs can attempt a DC 22 Wisdom (Animal 
  Handling) skill check to calm the beast and earn her 
  trust. The PCs can work as a group toward succeeding on 
  this check by using the Help action. Playing fetch with the 
  hellhound using something nonflammable (like a sword, 
  crowbar, or metal shield) reduces the DC by 5. Other creative 
  ideas, such as giving the hound food, or taking some fire 
  damage to pet her, further reduce the DC by 5. The PCs can 
  retry the skill check, but only with new actions taken to win 
  the hound over.
  Creature
  Edwin’s puppy became a hellhound, but she does not 
  attack children due to her protective training. 
  Hellhound                                     
  Medium fiend, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 45 (7d8 +14)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 12 (+1)  14 (+2)
  6 (-2)
  13 (+1)
  6 (-2)
  
  13
  Development
  If the PCs manage to soothe the hellhound, she gets 
  smaller and smaller. The fires surrounding her fade, until 
  she can play fetch with a normal stick again. The restored 
  puppy begins jumping on PCs, desperate for affection. The 
  pup stays by their side, or allows one of the PCs to carry 
  her further into the forest. Despite her small size, the dog is 
  impervious to harm, although she can’t help the PCs much 
  in combat.
  B4. Lost Teeth
  Intelligence (nature)
  With a DC 10 check, the PCs recall mushroom circles 
  are “fairy rings”, caused by the dancing of fey creatures. With 
  a DC 15 check, the PCs recall hearing dangerous warnings 
  about the rings. 
  When the tooth fairies become visible, the PCs can 
  attempt a DC 15 Intelligence (Nature) check to know these 
  fairies are bigger and stronger than normal, but fey always 
  pay a price for power. They likely have some sort of weakness 
  related to local legends. 
  Intelligence (History)
   With a DC 10 check, the PCs recall the tooth fairy 
  traditions of Glavost. A child is to keep all their baby teeth in 
  a special pouch. When the last one falls out, they are to bury 
  them in the woods as an offering to the pixies. In return, 
  following morning. Particularly good children might even 
  find a real gold piece as reward for their kindness. 
  If the PCs pass both the Intelligence (History) and DC 
  15 Intelligence (Nature) skill checks for the tooth fairies, 
  they can realize the fey might have a weakness to coins. 
  Traps
  The fairy rings are circles of mushrooms growing in 
  a 10-foot radius. Any creature other than a fey who begins 
  Intersecting the path ahead are two circles formed 
  from growing toadstools and mushrooms. From the trees 
  to either side comes a chorus of metal snapping sounds.
  Edwin was waiting for his last teeth to fall out, and 
  kept the rest in a small leather pouch. When the Nightmare 
  King took him away, he found his teeth becoming sharp 
  and pointed like the bogeyman’s. As he lost his precious 
  memories of youth, the bag only made him uncomfortable, 
  so Edwin tossed it out the window of his prison. Each took 
  root in the ground, sprouting into a dangerous fairy. 
  The fairies follow Edwin like scavengers, and hope 
  to create more of their kind by stealing children’s teeth. 
  However, each represents the hope of a coin in return for the 
  first sign of growing up. Should the PCs fulfill this promise, 
  the fey wink out of existence. 
  
  14
  its turn inside a fairy ring, or enters a fairy ring for the 
  first time on its turn is subjected to the magical trap. The 
  creature make a DC 15 Wisdom saving throw. On a failure, 
  the creature suffers the effects of an irresistible dance spell 
  until the start of its next turn. 
  As described above, successful Intelligence (Nature) 
  checks reveal warnings about stepping within fairy rings. A 
  successful dispel magic (DC 15) cast on the ring destroys the 
  trap. A creature within 5 feet who damages the mushrooms 
  must save as if they stepped inside the ring.
  Creatures
  Each of Edwin’s baby teeth has arisen as an evil tooth 
  fairy. They plan on harvesting the teeth of Glavost’s children 
  to create more of their ilk. Eight of the monsters lurk 
  invisibly nearby. They attempt to surprise the PCs and steal 
  their teeth to spawn more tooth fairies. The creatures fight 
  until reduced to puffs of stinky fairy dust.
   
  Empowered Tooth Fairy                                   
  Tiny fey, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 12 (5d4)
  Speed 15 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  16 (+3)  11 (+0)
  8 (-1)
  15 (+2) 14 (+2)
  Saving Throws Dex +5
  Skills Sleight of Hand +7, Stealth +7
  Damage Resistances bludgeoning, piercing, and slashing 
  that is nonmagical. 
  Senses darkvision 60 ft., passive Perception 12
  Languages Sylvan
  Challenge 1 (200 XP)
  Coins. If the tooth fairy is hit with a gold or silver coin 
  (requiring an improvised ranged or melee attack), then 
  the coin is consumed and the tooth fairy is destroyed 
  without triggering its death throes.
  Create Tooth Fairy. When the tooth fairy steals a tooth with 
  its tricky thief action, the dropped tooth immediately 
  sprouts into a new tooth fairy (without its own pair of 
  pliers). When this tooth fairy is destroyed, the stolen 
  tooth reappears in its space.
  Death Throes. When killed, the tooth fairy explodes into 
  a cloud of sparkling white fairy dust that clings to 
  creatures within 5 feet. Affected creatures must succeed 
  on a DC 10 Constitution saving throw or be poisoned 
  for 1 minute by the foul stench of the dust. The creature 
  can repeat the saving throw at the end of each of its 
  Baby Tooth
  Wondrous Item, uncommon
  This item is a child’s tooth, fallen out as they grow in age. 
  Once per day, you can throw a baby tooth at a creature 
  within 10 feet. The target must succeed on a DC 13 
  Dexterity saving throw or begin glowing (as a faerie fire 
  spell). If the tooth is recovered, it can be reused. Alternately, 
  you can expend the tooth’s magic all at once, causing it to 
  explode into fairy dust. This destroys the tooth and creates 
  a 10-foot radius of brightly glittering golden dust centered 
  on a point you can see within 30 feet. All creatures in the 
  area are covered in the dust for 1 minute and must make 
  a DC 13 Wisdom saving throw. While covered in the dust 
  creatures can’t Hide, gain no benefit from invisibility, and 
  are blinded. Creatures who succeed on the save are not 
  blinded.
  turns, ending the effect on itself on a success.
  Innate Spellcasting. The tooth fairy’s innate spellcasting 
  ability score is Charisma (spell save DC 12). It can 
  innately cast the following spells, requiring no 
  components:
  At will: mage hand
  1/day each: invisibility (self only), sleep
  Pliers. The tooth fairy owns a pair of magical pliers it uses to 
  torment its victims. If its pliers are destroyed (AC 10, 5 
  hit points), the tooth fairy is stunned for 1 round. If the 
  fairy is killed, its pliers rust away to worthless splinters 
  1d4 rounds later. It can create a new pair of pliers by 
  spending 1 hour, which destroys any existing pair. 
  ACTIONS
  Multiattack. The tooth fairy makes two melee attacks, one 
  with its pliers and one with its bite.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 1 piercing damage, and the target must make a 
  DC 10 Constitution saving throw or be paralyzed for 
  1 round.
  Pliers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage.
  Tricky Thief. The tooth fairy can make a Dexterity (Sleight 
  of Hand) check against a target’s AC within 5 feet to 
  pinch the targets fingers, or attempt to steal a tooth. If 
  it pinches fingers, the target has disadvantage on attack 
  rolls until the end of its next turn. 
  If it tries to steal a loose tooth, the fairy makes the 
  Sleight of Hand check at disadvantage unless the target 
  it incapacitated or surprised. If successful, it removes 
  one of the target’s loose teeth and triggers its Create 
  Tooth Fairy trait.
  Treasure
  When one of the original tooth fairies is defeated, it 
  
  15
  bursts into a cloud of sparkling dust. A single baby tooth falls 
  to the ground. See the sidebar for details on the eight baby 
  tooth magic items.
  Inspiration Award
  The PCs gain Inspiration if they defeated any of the 
  tooth fairies by sacrificing gold or silver coins. 
  B5. Chains of Gold
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 19
  Languages Common, Draconic
  Challenge 10 (5,900 XP)
  Amphibious. The dragon can breathe air and water.
  ACTIONS
  Multiattack. The dragon makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 17 (2d10 + 6) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage.
  Breath Weapons (Recharge 5-6). The dragon uses one of the 
  following breath weapons.
  Fire Breath. The dragon exhales fire in a 30-foot cone. Each 
  creature in that area must make a DC 17 Dexterity 
  saving throw, taking 55 (10d10) fire damage on a failed 
  save, or half as much on a successful one.
  Weakening Breath. The dragon exhales gas in a 30-foot 
  cone. Each creature in that area must succeed on a 
  DC 17 Strength saving throw or have disadvantage 
  on Strength-based attack rolls, Strength checks, and 
  Strength saving throws for 1 minute. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  Freeing the dragon from her chains requires either 
  picking or breaking the lock. Opening the lock requires a DC 
  20 Dexterity check with thieves’ tools. The chains are AC 19 
  with 18 hit points, and break DC 30. Returning the dragon 
  to consciousness requires a DC 20 Wisdom (Medicine) skill 
  check, or any amount of magical healing. Once the PCs save 
  the dragon, read or paraphrase the following. 
  The trees trap a great golden dragon, with iron 
  manacles binding her arms, legs, wings, and neck. She 
  looks like she crashed into the forest, and has many 
  injuries to show for it. The beautiful creature appears 
  unconscious, and her breathing is unsteady. 
  Before Edwin ran away from home, he committed the 
  worst sin of his young life. He worried the fairies might 
  not accept him if he lacked a valuable gift to give. Valuable 
  things were hard to come by for the child, but he knew his 
  father didn’t like wearing his wedding ring while working. 
  Edwin snuck into his parent’s room and stole his father’s 
  gold wedding ring from a jewelry cabinet. 
  After the Nightmare King took him, Edwin tried to 
  barter the ring for his freedom. The bogeyman laughed at 
  the idea of such a bauble holding real value, and refused. He 
  let Edwin keep the ring, because he could feel the weight of 
  regret it placed upon the child. 
  Intelligence (Arcana)
  With a DC 10 skill check, the PCs recall gold dragons 
  are among the kindest creatures in the world, and they are 
  always willing to help others in need.
    
  Creatures
  Edwin’s guilt manifests itself in the form of a wounded 
  young gold dragon. She is a good-aligned creation born from 
  the bogeyman’s power, and would never hurt an innocent. 
  The dragon shows the boy is not yet lost, and hidden within 
  his remorse is a glimmer of love for his parents. 
  Young Gold Dragon                                                       
  Large dragon, lawful good
  Armor Class 18 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 14 (+2)  21 (+5) 16 (+3) 13 (+1) 20 (+5)
  Saving Throws Dex +6, Con +9, Wis +5, Cha +9
  Skills Insight +5, Perception +9, Persuasion +9, Stealth +6
  Damage Immunities fire
  All of the dragon’s wounds close and heal as her 
  great eyes blink open. She pulls herself to her feet and 
  snorts a short burst of fire in amusement when she sees 
  her saviors. “Children! You have my heartfelt thanks,” 
  she says in a kind and resonant voice. “But you should 
  know, I am not real. I am nothing more than a wedding 
  ring, stolen from Edwin’s father. The boy hoped to bribe 
  the pixies with me, but I brought him only guilt,” the 
  dragon says with a slow shake of her head and long neck. 
  “There are others here, like me. We are all pieces of 
  Edwin’s memory. I’ve held on the longest of all, because 
  through my pain he remembers his parent’s love.” The 
  great dragon pauses, and begins to shrink in size. “You 
  must show him, and remind him of what he has lost,” the 
  dragon declares, before turning into a golden ring.
  Development
  By freeing and healing the dragon, the PCs help redeem 
  another piece of Edwin’s past. 
  
  16
  Treasure
  After the conversation’s conclusion, the gold dragon 
  shrinks back to a gold wedding ring. See the sidebar for 
  details on the gold dragon’s ring magic item. 
  Inspiration Award
  Award the PCs both Inspiration and experience for 
  defeating the dragon if they free and heal it.
  The last corrupted piece of Edwin’s youth takes the form 
  of a gigantic stuffed bear, shaking the ground with its every 
  step. The boy slept with the toy each night; even though 
  he worried his friends would mock him if they found out. 
  Thinking he might go off to live with the pixies forever, he 
  took it with him into the forest. 
  The Nightmare King found the boy’s faith in the toy 
  amusing, and made certain it was one of the last pieces of 
  innocence he took away. Even after Edwin lost all his other 
  good memories, he held tight to the stuffed bear. As his eyes 
  turned black, his fingers became claws, and his teeth grew 
  sharp, the bear grew larger and more terrifying. Edwin still 
  clings to it for protection, and trusts the guardian as his last 
  line of defense.
  Creatures
  The stuffed bear has swollen with Edwin’s fear, growing 
  almost as powerful as its master.
  Terror Bear                                                                        
  Gargantuan construct, neutral
  Armor Class 17 (natural armor)
  Hit Points 132 (8d20 + 40)
  Speed 20 ft.
  Gold Dragon’s Ring
  Ring, rare (requires attunement)
  This golden ring bears an inscription describing a 
  vow or noble purpose. While wearing this ring you gain 
  darkvision with a range of 60 feet, or add 60 feet to the 
  range of any existing darkvision. Additionally, you can use 
  an action to speak the command word to sprout draconic 
  wings with golden scales for one minute. These wings 
  grant a fly speed of 60 feet (poor maneuverability). The 
  ring can’t be used this way again until the next dawn.
  B6. Stuffed Bear
  It’s an earthquake! Several old dead trees snap 
  and fall to the ground with a crash. Rising up above the 
  canopy is a gigantic teddy bear with a missing eye. It 
  begins thundering closer, each massive footfall causing 
  the ground to move.
  
  17
  ground within this area is considered difficult terrain 
  until the start of the terror bear’s next turn.
  Soft. The terror bear’s attacks are actually quite soft, and 
  creatures reduced to 0 hit points by the terror bear are 
  always knocked unconscious.
  ACTIONS
  Multiattack. The terror bear makes two slam attacks, and 
  uses swallow if it is able. 
  Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one 
  target. Hit: 25 (4d8 + 7) bludgeoning damage. If the 
  target is a large or smaller creature it is grappled (escape 
  DC 19). The terror bear has two paws, both of which 
  can only grapple one target.
  Swallow. When the terror bear starts its turn with one or 
  more grappled creatures, it can attempt to swallow one 
  of them. It makes a melee weapon attack at +11. If it 
  hits, the target is swallowed and the grapple ends. The 
  swallowed target is blinded and restrained, and has 
  total cover from attacks and other effects outside the 
  terror bear. The interior of the terror bear is soft, fluffy 
  stuffing, and the target takes no further damage. 
  If the terror bear takes 15 points of damage in a 
  single turn from a creature inside it, it must succeed 
  on a DC 20 Constitution saving throw or cough up 
  all swallowed targets. Coughed-up targets land prone 
  within 10 feet of the terror bear, but take no damage 
  because of the wads of soft padding that land with 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  8 (-1)
   20 (+5)
  2 (-5)
  11 (+0)
  1 (-5)
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, and slashing 
  that is nonmagical
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhausted, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 9 (5,000 XP)
  Fearful Gaze. If a creature starts its turn within 30 feet 
  of the terror bear and the two of them can see each 
  other, the terror bear can force the creature to make 
  a DC 14 Wisdom saving throw if the terror bear isn’t 
  incapacitated. On a failed save the creature is frightened 
  for 1 minute. If the creature ends its turn more than 60 
  feet away from the terror bear, then it can repeat the 
  saving throw, ending the effect on itself on a success. 
  This condition ends if the frightened creature attacks 
  the terror bear. A creature is immune to this gaze for 24 
  hours after the condition ends for it.
  Quaking Steps. When the terror bear moves more than 5 feet 
  in a turn, all creatures within 80 feet of it must succeed 
  on a DC 15 Dexterity saving throw or fall prone. The 
  
  18
  them. If the terror bear dies, swallowed creatures are no 
  longer restrained by it and can escape from the corpse 
  by using 30 feet of movement, exiting prone.
  Hazard
  The terror bear causes earthquakes with its weighty 
  footfalls, and knocks down trees in the forest with only 
  casual motions. Whenever the terror bear uses its quaking 
  steps ability, the trees of the forest fall and might trap PCs 
  beneath them. If the PC fails the Dexterity save for quaking 
  steps by 5 or more, they become restrained by a falling 
  tree. Escaping out from under the tree requires an action 
  and a successful DC 15 Strength (Athletics) or Dexterity 
  (Acrobatics) check. 
  Development
  If the PCs defeat the terror bear, it shrinks down to the 
  size of an ordinary teddy bear. It is well-worn, missing an 
  eye, and with cotton stuffing poking out from holes within. 
  Treasure
  See the sidebar for the stuffed bear magic item.
  B7. Lost and Found
  Edwin’s favorite time of year was the Pixie Parade. As he 
  became corrupted by the Nightmare King’s manipulations, 
  he grew resentful of the fairies and festival he once loved. 
  Why wouldn’t they let him stay with them forever? Where 
  were they when he needed protecting?
  The boy plans to make the pixies pay, and for the 
  town of Glavost to see one final parade. At his evil patron’s 
  direction, he fought and captured the fairy godmothers 
  Stuffed Bear
  Wondrous item, uncommon
  The stuffed bear is a child’s well-worn and loved 
  teddy bear. As long as you hold the bear it suppresses the 
  frightened condition. Any time the condition is suppressed 
  counts against its duration. If the bear is stowed away but 
  still on your person, it grants advantage on saving throws 
  against being frightened.
  The path opens into a clearing, but the sunlight is 
  hidden by thick gray clouds. Within the center stands a 
  boy, with black eyes, claws for fingers, and sharp pointed 
  teeth. Shadows and darkness billow all around him, like 
  living grasping tentacles. Flying in the darkness are six 
  pixies, but the color drains from their wings and skin. 
  Each pair of eyes is as black as the boy’s. 
  With upraised hands, the child shouts, “Now is the 
  time for the final parade! We march to collect our new 
  brothers and sisters!” 
  
  19
  defending the town. Using dark magic born from fear and 
  darkness, he turns them to his side. Soon he plans to force 
  Glavost’s protectors to destroy the town they love.
  Redemption
  There are six elements to Edwin’s recovery, and each 
  time the PCs confront him with a facet of his lost innocence 
  and memories, they free another of the pixies from his 
  control. With all six fey cured, they exorcise the Nightmare 
  King’s influence from the boy. The PCs can then defeat and 
  banish the dark manifestation of the bogeyman’s power.
  The PCs should possess the wooden sword, toy 
  soldiers, puppy, lost teeth, gold ring, and stuffed bear gained 
  from the previous encounters. It is not enough for him to 
  see the items; the PCs must present them and try to form a 
  connection with the boy. Every time they do so, the darkness 
  fades from a pixie, as the color returns to her body. The freed 
  fairy godmother joins the PCs against Edwin, shooting other 
  pixies with sleep arrows or waking sleeping PCs.
  Hazard
  Tentacles of shadows fill the dark heart of the forest 
  where Edwin now holds sway. This acts as a black tentacles 
  spell (spell save DC 15) and makes the area difficult terrain. 
  Creatures possessing at least one of the recovered magic 
  items from previous encounters are immune to the tentacles 
  and ignore the difficult terrain. Edwin and the pixies are 
  immune to this effect. This hazard disappears after Edwin 
  is freed. 
  Creatures
  The corrupted pixies fight for Edwin, and are nearly 
  unstoppable thanks to his growing power. The pixies can’t 
  be stopped by hit point damage, and never fall unconscious 
  no matter how much punishment they take. The secret lies 
  in curing their corruption; the PCs can cure each of the fey 
  as a step towards freeing the boy as described above. 
  Edwin himself avoids combat unless pressed, allowing 
  the corrupted pixies to fight for him. If forced into combat 
  he won’t remain longer than one round, and uses gaseous 
  form, and invisibility to keep his distance after that. 
  Corrupt Pixies                                                       
  Tiny fey, neutral evil
  Armor Class 15
  Hit Points 1 (1d4-1)
  Speed 10 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  20 (+5)
  8 (-1)
  10 (+0) 14 (+2) 15 (+2)
  Skills Perception +4, Stealth +7
  Senses passive Perception 14
  Languages Common, Sylvan
  Challenge 1/4 (50 XP)
  Magic Resistance. The pixie has advantage on saving throws 
  against spells and other magical effects.
  Innate Spellcasting. The pixie’s innate spellcasting ability 
  is Charisma (spell save DC 12). It can innately cast 
  the following spells, requiring only its pixie dust as a 
  component:
  At will: prestidigitation
  1/day each: confusion, dancing lights, detect evil and 
  good, detect thoughts, dispel magic, entangle, fly, 
  phantasmal killer, polymorph, sleep
  ACTIONS
  Superior Invisibility. The pixie magically turns invisible 
  until its concentration ends (as if concentrating on a 
  spell). Any equipment the pixie wears or carries is 
  invisible with it.
  Edwin (Variant Assassin)                              
  Small fey, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 78 (12d8+24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 18 (+4) 14 (+2) 13 (+1) 11 (+0) 16 (+3)
  Saving Throws Dex +6, Int +4
  Skills Acrobatics +6, Deception +6, Perception +3, Stealth +10
  Damage Resistances poison, 
  psychic; 
  bludgeoning, 
  piercing, and slashing that isn’t magical
  Senses passive Perception 13
  Languages Common, Sylvan
  Challenge 8 (3,900 XP)
  Evasion. If Edwin is subjected to an effect that allows him 
  to make a Dexterity saving throw to take only half 
  damage, he takes no damage if he succeeds on the save, 
  and only half damage if he fails.
  Regeneration. Edwin regains 5 hit points at the start of his 
  turn as long as there is a frightened creature within 30 
  feet of him, and he has at least 1 hit point.
  Innate Spellcasting. Edwin’s innate spellcasting ability score 
  is Charisma (spell save DC 14). He can innately cast the 
  following spells, requiring no components:
  At will: darkness, gaseous form, ghost sound, hold 
  person, invisibility, suggestion
  1/day: nightmare
  
  20
  Magic Resistance. Edwin has advantage on saving throws 
  against spells and other magical effects.
  Sneak Attack (1/turn). Edwin deals an extra 14 (4d6) 
  damage when he hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of Edwin’s that isn’t incapacitated 
  and Edwin doesn’t have disadvantage on the attack roll.
  ACTIONS
  Multiattack. Edwin makes two claw attacks and can use his 
  Frightful Presence.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) slashing damage, and the target 
  must make a DC 14 Wisdom saving throw or become 
  frightened for 1 minute. A creature frightened in this 
  way takes 10 (3d6) psychic damage at the start of its 
  turn. A creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on 
  a success.
  Frightful Presence. Each creature of Edwin’s choice that is 
  within 30 feet of Edwin and aware of him must succeed 
  on a DC 14 Wisdom saving throw or become frightened 
  for 1 minute. A creature can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself 
  on a success. If a creature’s saving throw is successful or 
  the effect ends for it, the creature is immune to Edwin’s 
  Frightful Presence for the next 24 hours.
  Development
  Exorcising the dark influence over Edwin frees him and 
  the pixies from the Nightmare King’s control. It also releases 
  the evil force possessing the boy. This avatar manifests, and 
  tries to take revenge on the PCs for thwarting it. 
  B8. Waking Nightmare
  Nightmare Hazards
  1d8
  Hazard
  1
  All PCs are slowed (as the slow spell). A DC 15 Wisdom saving throw negates.
  2
  Grass becomes dangerously sharp to run through (as the spike growth spell).
  3
  The ground becomes like muddy quicksand for a moment. Creatures must succeed on a 
  DC 15 Dexterity saving throw or be restrained when the ground hardens. Creatures 
  stuck in the ground can dig their way out as an action.
  4
  Severe winds blast out from the nightmare avatar (as the gust of wind spell, DC 15 Strength 
  saving throw negates).  
  5
  Driving sleet falls from the sky covering the ground in ice (as the sleet storm spell).
  6
  The ground quakes. Any creature moving on the ground falls prone (DC 15 Dexterity 
  saving throw negates).  
  7
  Gravity is reversed (as the reverse gravity spell, DC 21). Creatures fall up 10 feet and take 
  1d6 falling damage when the effect ends.  
  8
  Gravity is reversed (as the reverse gravity spell, DC 21). Creatures fall up 10 feet and take 
  1d6 falling damage when the effect ends
  As color returns to the last pixie, Edwin lets out an 
  ear piercing scream and black smoke billows out from 
  his mouth. He collapses on the ground, looking like a 
  normal blond-haired young boy. The pixies fly to the 
  unconscious child, grabbing and dragging him to safety 
  while turning invisible. 
  The black smoke pulls together into the shape of a 
  man with a sharp-pointed crown and a deep and echoing 
  voice. “I cannot be denied. Not by… children. The boy is 
  mine. The world shall be mine.”
  In freeing Edwin from the Nightmare King’s influence, 
  they’ve forced the possessing shard of the ancient bogeyman’s 
  spirit to manifest. 
  The pixies do not engage in the fighting, as their 
  weapons and spells are near-useless against the incorporeal 
  avatar. Instead, they protect the unconscious Edwin from 
  harm, allowing the PCs to concentrate on the foe. 
  Hazard
  The nightmare avatar is the raw power that was allowing 
  Edwin to alter reality. This gives it the ability to change its 
  surroundings, but it lacks focus and control without a body. 
  Each round it remains manifested, it shifts the world in 
  chaotic ways to impede or harm the PCs. Roll randomly on 
  the following table at the beginning of the nightmare avatar’s 
  
  21
  
  22
  turn. Each hazard affects all the PCs, or the area within 60 
  feet of the avatar. The previous round’s hazard ends as soon 
  as the new one begins. 
  Any PC may attempt to end the hazard effect or dispel 
  any ongoing shadow conjuration or shadow evocation effect 
  cast by the nightmare avatar (see below) by succeeding in 
  an opposed Charisma-check against the monster as a full-
  round action. A PC can guess they can use their imagination 
  powers in this manner with a successful DC 16 Intelligence 
  (Arcana) or Intelligence (Nature) check 
  Creatures
  Use the following statistics for the avatar of fear and 
  dreams. The nightmare avatar attacks by using its Shadow 
  Illusions ability to conjure terrifying creatures and magical 
  effects. It is fond of using wall of fire, ice storm, stinking cloud, 
  and similar spells that sow confusion and dissent among its 
  foes. 
  Nightmare Avatar                                                            
  Large undead, neutral evil
  Armor Class 15
  Hit Points 90 (12d10 + 24)
  Speed 0 ft/, fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  20 (+5) 14 (+2) 15 (+2) 16 (+3) 20 (+5)
  Saving Throws Dex +9, Wis +6
  Skills Deception +8, Intimidation +8, Perception +6, Stealth 
  +8 (+11 in dim light or darkness)
  Damage Resistances acid, fire, thunder; bludgeoning, 
  piercing, and slashing that isn’t magical.
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained
  Senses darkvision 60 ft., passive Perception 16
  Languages Deep Speech, Common
  Challenge 8 (3,900 XP)
  Bravery. The nightmare avatar is repelled by bravery. 
  A creature immune to being frightened, or with 
  advantage to saving throws against being frightened 
  also has advantage on saving throws against the avatar’s 
  Shadow Illusions, and creatures conjured by Shadow 
  Illusions have disadvantage on attack rolls against such 
  a creature. 
  Incorporeal Movement. The nightmare avatar can move 
  through other creature and objects as if they were 
  difficult terrain. It takes 5 (1d10) force damage if it ends 
  its turn inside an object.
  Shadow Stealth. While in dim light or darkness, the 
  nightmare avatar can use a bonus action to Hide, even 
  while being observed.
  Sunlight Sensitivity. While in sunlight, the nightmare avatar 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  ACTIONS
  Shadow Illusions. The nightmare avatar conjures images 
  of fearful monsters and effects to defeat its foes. This 
  takes the form of the conjure fey spell, or any other 
  conjuration or evocation spell of 5th level or lower. The 
  damage dealt by any effect created by Shadow Illusions 
  is psychic. In the case of spells that allow saving throws, 
  the targets make DC 16 Intelligence saves. Damage 
  from the Shadow Illusions is all in the victim’s mind, 
  and can’t actually cause death on its own. A creature 
  reduced to 0 hit points by a Shadow Illusion is knocked 
  unconscious. 
  Shadow Illusions uses the nightmare avatar’s 
  action, even if the spell it duplicates has a different 
  casting time. Spells duplicated by Shadow Illusion are 
  cast at their lowest possible level. If a spell duplicated 
  by Shadow Illusions requires concentration, the 
  nightmare avatar must concentrate to maintain it. If it 
  loses concentration the spell ends immediately. 
  Development
  Destroying the avatar forever frees Edwin from the 
  bogeyman’s influence. If it defeats the PCs, it can reclaim 
  Edwin as a vessel to continue with the Nightmare King’s evil 
  plans.
  Treasure
  As thanks for freeing him, Edwin offers to let the PCs 
  keep his toys recovered along the way. 
  Concluding the Adventure
  Saving Edwin banishes the Nightmare King’s influence 
  from the forest, and the invisible pixies can once more 
  protect Glavost. The PCs can return to town with Edwin, 
  who has only vague fading memories of the horrors inflicted 
  by the bogeyman. To the boy, it feels like waking from a bad 
  dream, but he no longer wishes to run away from home. 
  Their son’s return shocks Owen and Seldra, and the 
  family has a tear-filled, but joyous reunion. They can only 
  wonder in amazement at how Edwin hasn’t aged in ten 
  years, and any stories the PCs choose to tell about how they 
  saved him. While it is difficult for them to believe the whole 
  tale, there is no arguing with the fact some strange magic 
  was at work. 
  
  23
  The mayor wastes no time in declaring the PCs heroes. 
  He appoints them the marshals of the parade, and they get 
  to lead the town in celebration! Only the PCs see the pixies 
  (especially a thankful Lista) attending the festival, with 
  grateful smiles on their faces.
  Continuing the Adventure
  The abilities and items the PCs gain from the Nightmare 
  King’s spell and the pixie’s blessing need not fade after 
  their triumph. The PCs have come into startling power for 
  children so young, and many more adventures might await 
  them. However, convincing parents to let kids set out on 
  their own might be difficult. 
  The PCs foiled the Nightmare King’s plans to gain an 
  heir and destroy Glavost, but he is far from defeated. The 
  powerful bogeyman continues to plot from his crooked 
  tower, now perhaps with a mind toward revenge. Defeating 
  the ancient fey and his many minions could provide fuel for 
  an entire campaign. Perhaps Edwin’s efforts set him free by 
  accident, or the bogeyman seeks a portal to the fey realms to 
  reclaim his throne.
  The End
  
  24
  Open Game License Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, 
  James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
  Pixies on Parade Copyright 2015, Playground Adventures; Author Stephen Rowe
  
  The Pixie Parade is a time-honored event, drawing tourists to the small town of Glavost every year. For 
  these peaceful folk it is a grand feast and excuse for fun, but centuries of tradition leave the origins shrouded in 
  mystery. The citizens are soon to discover all their fairy tales are true. 
  A brave group of pixies keep the Nightmare King at bay as part of an ancient pact. Now, the bogeyman 
  sets his heir against the defiant fey. When the long-lost boy returns home to lead a final parade, only the town’s 
  children have a hope of victory. Can they turn the fey lord’s magic against him? Can they stand against fear and 
  free an innocent boy? 
  Pixies on Parade is a stand-alone 5th Edition adventure for 1st - 6th level characters.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Playground Adventures/Pixies on Parade.pdf