TEXT: LEGENDARY ADVENTURE
  
  Horns of the 
  Hunted
  
  Horns of the Hunted (5E) © 2016, Legendary 
  Games; Author Matt Goodall, adapted by 
  Jeff Ibach.
  ISBN-13: 978-1534717251 
  ISBN-10: 1534717250
  First printing June 2016
  Printed in USA.  
  Legendary Games
  3734 SW 99th St.
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
  Credits
  Author: Matt Goodall
  Artist: Pete Fairfax and Mike Lowe
  CArtogrAphy: Alyssa Faden
  Design AnD LAyout: BJ Hensley & Daniel Marshall
  DeveLopment: Jeff Ibach and Matt Kimmel
  LegenDAry gAmes teAm members: Alex Augunas, Clinton J. Boomer, Robert Brookes, Benjamin 
  Bruck, Paris Crenshaw, Matthew Goodall, Jim Groves, Amanda Hamon Kunz, Thurston 
  Hillman, Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, Michael Kortes, Jeff Lee, Jen 
  Page, Jenny Jarzabski, Nicolas Logue, Will McCardell, Jason Nelson, Richard Pett, Tom 
  Phillips, Alistair Rigg, Amber Scott, Mark Seifter, Tork Shaw, Mike Shel, Neil Spicer, Todd 
  Stewart, Russ Taylor, Greg A. Vaughan, Mike Welham, Linda Zayas-Palmer, and Clark 
  Peterson
  pubLisher: Jason Nelson
  exeCutive pArtner: Neil Spicer
  Art DireCtor: Rick Kunz
  business DireCtor: Rachel Ventura
  
  About LegendAry gAmes
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer 
  Games, Inc. Legendary Games uses a cooperative, team-based approach to bring you the best expansion 
  material for your game. We are gamers and storytellers first, and we believe that passion shows in our products. 
  So check us out, and Make Your Game Legendary! 
  Visit us on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com.
  LegaL 
  Open Content: Subject to designation as Product Identity 
  (see below), the only portion of this Legendary Games 
  product designated as Open Game Content is the rules 
  content (creature stat blocks and names of skills, etc., taken 
  from the SRD) as defined in the Open Game License version 
  1.0a Section 1(d). The front and back cover, back matter, 
  introduction and Credits page, as well all other parts of 
  this product including all text not specifically designated 
  as Open Game Content is not Open Game Content. No 
  portion of this work other than the material designated 
  as Open Game Content may be reproduced in any form 
  without written permission.
  Product Identity: The following items are hereby 
  identified as Product Identity, as defined in the Open 
  Game License 1.0a, Section 1(e), and are not Open Content: 
  Legendary Games, Legendary Planet, the Legendary Games 
  Logo, Adventure Path Plug-In, To Worlds Unknown, as well 
  as all trademarks, registered trademarks, proper names 
  (including the names of each character, location, item or 
  monster unique to this product), dialogue, plots, storylines, 
  locations, characters, artworks, and trade dress, but excluding 
  any content that is Product Identity of Wizards of the Coast. 
  (Elements that have previously been designated as Open 
  Game Content are not included in this declaration.)
  Reference in non-Open Game Content (thus not 
  covered by the Open Game License) in this work to content 
  owned by others is not a challenge to their ownership and 
  is used under Fair Use. 
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, 
  Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/
  or trademark owners who have contributed Open Game 
  Content; (b) “Derivative Material” means copyrighted 
  material including derivative works and translations 
  (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form 
  in which an existing work may be recast, transformed 
  or adapted; (c) “Distribute” means to reproduce, license, 
  rent, lease, sell, broadcast, publicly display, transmit or 
  otherwise distribute; (d) “Open Game Content” means the 
  game mechanic and includes the methods, procedures, 
  processes and routines to the extent **such content does 
  not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including 
  translations and derivative works under copyright law, 
  but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos 
  and identifying marks including trade dress; artifacts, 
  creatures, characters, stories, storylines, plots, thematic 
  elements, 
  dialogue, 
  incidents, 
  language, 
  artwork, 
  symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions 
  of 
  characters, 
  spells, 
  enchantments, 
  personalities, 
  teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical 
  or supernatural abilities or effects, logos, symbols, or 
  graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its products 
  or the associated products contributed to the Open Game 
  License by the Contributor (g) “Use”, “Used” or “Using” 
  means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of 
  Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of 
  this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to 
  or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content 
  You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing 
  to use this License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open 
  Game Content.
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the 
  rights conveyed by this License.
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include 
  the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distributing, 
  and You must add the title, the copyright date, and the 
  copyright holder’s name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, 
  except as expressly licensed in another, independent 
  Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in 
  another, independent Agreement with the owner of 
  such Trademark or Registered Trademark. The use of 
  any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open 
  Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You 
  must clearly indicate which portions of the work that you 
  are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may 
  use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  distribute.
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some 
  or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use 
  any Open Game Material so affected.
  13. Termination: This License will terminate automatically 
  if You fail to comply with all terms herein and fail to cure 
  such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of 
  this License.
  14. Reformation: If any provision of this License is held to 
  be unenforceable, such provision shall be reformed only 
  to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, 
  Inc.
  Horns of  the Hunted (5E) © 2016, Legendary Games; 
  Author Matt Goodall, adapted by Jeff Ibach.
  System Reference Document. © 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  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.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, 
  Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  
  Table of ConTenTs
  Horns Of The Hunted ���������������������������������������������������� 2
  Adventure Background ��������������������������������������������������� 2
  The Faerie Queen �������������������������������������������������������������������������������2
  The Queen’s Hunter ����������������������������������������������������������������������������2
  Raewyn and Cyollus ����������������������������������������������������������������������������2
  The Unicorn Family ����������������������������������������������������������������������������2
  Adventure Outline ����������������������������������������������������������� 2
  Getting Started ���������������������������������������������������������������� 3
  Evening Rendezvous ������������������������������������������������������� 4
  Wolf Pack Tactics ����������������������������������������������������������� 7
  Hunting the Hunters ������������������������������������������������������� 7
  Additional Chase Rules �����������������������������������������������������������������������9
  Hunting Group 1  ����������������������������������������������������������������������������10
  Hunting Group 2  ����������������������������������������������������������������������������10
  Ill Met by Moonlight ����������������������������������������������������10
  Spring Dawns ���������������������������������������������������������������12
  Summer Blooms �����������������������������������������������������������14
  Autumnal Dusk �������������������������������������������������������������16
  Dark heart of Winter �����������������������������������������������������18
  The Altar Stone ������������������������������������������������������������21
  Conclusion ����������������������������������������������������������������������22
  Scaling the Adventure ���������������������������������������������������22
  
  1
  WhAt you WiLL Find inside 
  Horns of tHe Hunted
  Evil stirs in the depths of the Gnarled Forest. The heroes of the land, taming the wilderness and 
  forging a legacy of their own, hear disturbing tales from woodsmen and trappers of a strange and 
  ferocious hunting party ranging far and wide beneath the forest eaves. It is not only from human 
  tongues that they hear warnings of these dread hunters, for the allies they have found amongst 
  the fey and other woodland creatures are likewise deathly afraid of what these savage raiders may 
  portend. The heroes are called upon by Myvenwy, a unicorn warden of the wood, who begs their 
  aid in facing this peril, one that threatens him and his kind above all, but should the unicorns 
  fall there will be none to stand against the raging Horns of the Hunted.  
  Horns of the Hunted is a 5th Edition adventure for 6th to 7th-level characters that brings the 
  strange and heartless fury of the faerie realms to the doorstep of the heroes. This is not an 
  adventure where the heroes can explore and pillage some crumbling ruin at their leisure. Here 
  the adventure comes to them, and it explodes at a furious pace that demands they spring into 
  action with boldness or get left behind. This fast-paced scenario demands versatile characters 
  and creative thinking as the heroes pass must venture into the mysterious and magical realms 
  of faerie. The Legendary Games tradition is to combine rich story and background, innovative 
  layout, beautiful aesthetics, and excellence in design that is second to none. This product is the 
  latest in that tradition, and we hope you enjoy using it as much as we enjoyed making it. Game on! 
  
  2
  Horns Of The Hunted
  Horns of the Hunted is a 5th Edition adventure designed for 
  six 6th-level characters, and it can take place anywhere near a 
  large forest. The adventure assumes the PCs have created some 
  local connections, whether from adventuring in a particular 
  area during their early career and developing a reputation as 
  local heroes, or ideally with an established home base. This 
  could be a borderlands town or keep from which they set out 
  on their adventures and are well-known by the locals, or a 
  domain or fortress of their own with servants and soldiers to 
  help them hold a domain. 
  This adventure can reinforce connections that PCs 
  have already made with fey creatures they have previously 
  encountered or aided, such as in adventures like Into the 
  Feyweald and Cold Mountain, and at the same time it can 
  serve to foreshadow greater fey threats down the road, such 
  as vengeful immortal faerie nobles or rampaging monstrous 
  Tane. You can add additional depth to encounters with the 
  fey and their otherworldly influence upon the world with 
  products like Faerie Passions and Faerie Mysteries, either of 
  which helps make fey far more than merely another monster 
  in a gossamer gown. 
  Adventure Background
  The Faerie Queen
  The Gnarled Forest is a place of tangled ancient trees and 
  silent groves holding primeval and otherworldly secrets. 
  While the PCs may have charted and explored a small part of 
  these woods, there are still untold mysteries within that lurk 
  out of sight and remain beyond their awareness.
  Unknown to virtually all who currently reside in the lands 
  destined to become the PCs’ kingdom, the Faerie Queen has 
  long coveted these lands and seeks to magically imprison the 
  very countryside itself for her own inscrutable purposes. To 
  do this she requires meaningful trophies and prizes collected 
  from the region to aid her mystical focus upon the land. 
  Unicorn horns serve as both a focus and a valuable magical 
  component in this ritual. Early in their explorations of their 
  land, the PCs may have stumbled on a dead Unicorn’s horn 
  hacked from its skull deep in the forest. 
  The Queen’s Hunter
  The primary antagonist in this adventure is the cold rider 
  Harakund, a vicious fey warrior bound for eternity to the 
  Queen’s service, who is vying for the title of the Queen’s 
  Huntmaster with his satyr rival, who later becomes the leader 
  of the horned hunt that the PCs may encounter during an 
  eruption of fey blooms. At this stage of the campaign, however, 
  he and his rival are each engaging in their own campaign to 
  impress their fey mistress, and Harakund’s plan is to triumph 
  by acquiring the unicorn horns that will help the Faerie 
  Queen bind the land to her and steal it away into the fey 
  realm. Harakund leads a group known as the Furious Hunt, 
  which includes worg-riding archers, giant fey wolves, and 
  Harakund’s adopted daughter—a tragic forlarren sorceress 
  known as Raewyn.
  Raewyn and Cyollus
  Although Raewyn is bound to the will of her adoptive father 
  Harakund, her loathing for him is always at war with her sense 
  of filial duty. She still feels pangs of remorse for the dead and 
  has nightmares where the slain return to haunt her. In recent 
  times, a troubadour faun named Cyollus visited the estates of 
  Harakund and his statuesque figure and charming disposition 
  caught Raewyn’s eye. A part of her still pines for the chance to 
  escape her fate, and she quickly became infatuated with the 
  dashing bard, seeing him as her destined soul mate. However, 
  Cyollus swiftly realized the true natures of Harakund and his 
  family and left as quickly as propriety would allow. Cyollus 
  is repulsed not by Raewyn’s appearance but by the blackness 
  in her heart and her allegiance to her foster father. He does, 
  however, have some hope that she might yet be redeemed. In 
  the course of the adventure, the PCs may have a chance to save 
  Raewyn’s soul along the way.
  The Unicorn Family
  Until recently, a small blessing of unicorns comprised of 
  mother (Myvenwy), father (Hilzarun), and young foal (Efyllia) 
  dwelt in the southern Gnarled Forest, but upon hearing terrible 
  stories from fey forest creatures of the Furious Hunt and its 
  atrocities, they fled north. The unicorn parents seek safety 
  for their child as well as aid against the Hunt from several 
  allies including a unicorn named Baylien. Unfortunately, the 
  Furious Hunt is already tracking Baylien and slaughter him 
  before the unicorn family can warn him. Baylien’s hornless 
  corpse is the one the PCs discover at the start of the adventure. 
  One of the other allies that Myvenwy is able to contact suggests 
  that the rulers of the newly formed kingdom to the west of 
  the forest might help. Desperate to save her family, Myvenwy 
  requested an urgent meeting with the PCs.
  Myvenwy knows that the Furious Hunt serves the Faerie 
  Queen and that she is the one behind these attacks. She 
  has also heard rumors that the queen desires to somehow 
  magically conquer the Lost Lands and her killing of unicorns 
  for their horns is a part of this plot.
  Adventure Outline
  Evil stirs in the depths of the Gnarled Forest. The heroes have 
  just founded their first settlement on their destined path to 
  become rulers of a mighty kingdom. After a dead unicorn is 
  found at the edge of the PCs’ township during its anniversary 
  festival, the PCs receive a message from a trustworthy 
  individual they befriended in their previous adventures, 
  saying that Myvenwy, a protector and guardian of the forest, 
  requests a meeting and their aid in combatting a growing evil.
  
  3
  The PCs arrive at their rendezvous in a forest clearing to 
  find that Myvenwy is a beautiful unicorn mare. However, the 
  conversation is soon interrupted by the sounds of something 
  crashing through the forest toward them. Myvenwy’s mate, 
  Hilzarun bursts into the clearing, clearly exhausted and 
  heavily wounded, his flanks lathered with sweat and several 
  arrows protruding from his back. The howling of wolves 
  echoes nearby, followed closely by the sounding of hunting 
  horns. The PCs have a few scant moments to prepare before a 
  band of gnome-like fey (buckawns) riding giant wolves bursts 
  into the clearing and battle ensues.
  After the fight, the PCs quickly find out from Hilzarun that 
  the Hunt had stealthily tracked him and his foal to where they 
  were resting in a forest glen. When Hilzarun and Efyllia tried 
  to escape using unicorn magic to teleport away, an evil ‘satyr’ 
  in the hunting party cast a spell that prevented the foal from 
  fleeing. Hilzarun madly dashed back to rescue his offspring 
  only to glimpse the leader of the hunt slinging his daughter’s 
  bound form over the back of his giant goat mount. Hilzarun 
  fought the hunters but there were too many and he fled to find 
  Myvenwy, closely pursued by the Hunt’s outriders. The hunters 
  have the young unicorn filly and can’t be allowed to escape!
  The PCs chase the Hunt, which is spread out but gradually 
  converging back to the portal through which they came from 
  the fey realm. The PCs chase down straggling hunters and 
  hurry to arrive at the portal. There they face the evil ‘satyr’ 
  (actually Raewyn the forlarren), who has been ordered by her 
  foster father to open the portal for the rest of the Hunt. 
  Going through the portal, the PCs travel to verges of the 
  fey land, to the Realm of Seasons. Here the PCs encounter a 
  number of fey-touched, and sometimes whimsical, creatures. 
  In the Spring dawn region, and meet Cyollus, a friendly but 
  reticent faun bard who has useful information about the fey 
  realm and the identities of those behind the attacks. In an 
  area of giant sunflowers (Summer midday region) the PCs 
  come across a flying bear with butterfly wings who, while 
  gruff, may help by giving the PCs fey honey, which can cure 
  the poison that many of the hunters use on their weapons. 
  In an overgrown forested area of fallen autumn leaves, the 
  PCs fight malevolent twig creatures in league with the evil 
  hunters. Finally, at a rocky area in the Heart of Winter, the 
  PCs come to a series of frozen rapids leading up to a frozen 
  waterfall with a cave behind it. Here the PCs must defeat the 
  frosty Huntmaster and defeat him before he can sacrifice the 
  unicorn foal and take her horn as a prize.
  Getting Started
  A grand tournament marks the first anniversary of the 
  founding of a fledgling nation ruled by the PCs. A new 
  kingdom carved from the wilderness of the Lost Lands. 
  The PCs’ settlement is small but growing rapidly under 
  their strong governance and the PCs’ people are prospering. 
  Everyone is eager to enjoy the celebrations; travelers and 
  merchants have swelled the township’s population bringing 
  in rare goods and exotic entertainments.
  While the exact events to be held at the festival are ultimately 
  up to the PCs themselves to decide on, the planned archery 
  competition and jousting tournament are highly anticipated 
  by the populace. Other events can include a beauty pageant, 
  storytelling contests, wrestling matches, magic shows, musical 
  concerts, dancing, athletics events, horse races, and finally a 
  huge feast on the last evening as a finale. Days of Wine and 
  Roses from Legendary Games provides an excellent resource 
  for organizing tournaments and festivals. 
  But the celebrations are cut short at dawn of the second 
  day of the tournament by a discovery by a young lad named 
  Tobin. A small crowd soon gathers at the far end of the archery 
  range around something lying partially concealed in the long 
  grass. When the PCs arrive, either because they notice the 
  commotion or when word reaches them that the community’s 
  leaders are urgently needed, they find that the thing lying 
  in the grass is a dead unicorn, hacked and mutilated even 
  in death, its hornless corpse defacing the tourney field. The 
  dead unicorn’s name is Baylien, which the PCs may be able to 
  ascertain if they use speak with dead.
  Young Tobin stands nearby, tears staining his cheeks. If 
  coaxed to talk, he stutteringly relates how he was out just 
  after first light searching for wayward arrows fired during the 
  practice rounds of the archery competition when he came 
  across the body and ran to get his parents. PCs who talk to 
  the folk who live near the tournament grounds discover that a 
  few of them were awakened in the middle of the night by the 
  sounds of hunting horns in the distance, but assuming that 
  this was revelers from the tournament they went back to sleep. 
  Examining the corpse reveals that the unicorn has a variety of 
  wounds, a huge gouge on the noble beast’s hind quarters, two 
  deep puncture wounds in its side, and a variety of scratches 
  and scrapes on its legs and flanks. An Intelligence (Medicine) 
  check can provide further information:
  The ground around the body has been disturbed by the 
  Intelligence
  (Medicine) DC
  Information
  DC 10
  The gouge is a large bite mark and the punctures came from a slender piercing weapon; most 
  likely an arrow, but possibly a crossbow bolt or dart. The unicorn’s horn was almost certainly 
  chiseled out immediately after its death. 
  DC 15
  The bite came from a sharp-fanged creature with very long teeth, likely a Large-sized creature, but 
  the killing blow was one of the puncture wounds that pierced the lung.
  DC 20
  There are several strangely mottled bruises on the unicorn’s backend. The cause of these seems to 
  be similar to frostbite or some form of intense localized cold.
  
  4
  locals, but searching further afield only finds the tracks of the 
  unicorn itself; no other footprints or other signs or passage 
  are visible. The people’s mood is sadness at the death of 
  such a magnificent creature, tinged with both indignation 
  at the savagery of the slaughter, and trepidation that such a 
  horrendous thing could happen so close to the township. Word 
  quickly spreads and casts a gloomy pall over the festivities.
   
  Even if some or all of the PCs aren’t rulers of a 
    fledgling kingdom, it’s easy to get the PCs involved. 
  Have one or all of the PCs be part of the initial discovery 
  of the dead unicorn, or the PCs may be champions of the 
  tournament called on by the settlement’s rulers to end
  the menace posed by these furious hunters.
  Later that day, an unusual messenger approaches the PCs. 
  A small songbird cautiously flutters up to one of the PCs and 
  drops a rolled piece of bark tied with a tiny moleskin pouch in 
  front of him or her before flapping off. The flat piece of bark 
  contains a note written by one of the inhabitants of the land 
  that the PCs may have befriended earlier in their adventures. 
  Choose the most appropriate NPC for your group of PCs from 
  this list: one of two tiny fey tricksters, a potion-making hermit 
  to the east of the trading post, a druid dryad who the PCs 
  saved from an evil carnivorous tree, a nixie who was under 
  threat from loggers, a leader of an expedition of gnomes, or a 
  swamp witch who lives on the west shore of the lake. The note 
  is signed by this individual and addresses the PCs, it reads, 
  “Noble rulers of this frontier land, I have received word from 
  Myvenwy, a protector and guardian of the forest, that a force 
  of savage hunters stalks the Gnarled Forest. Myvenwy urgently 
  asks for your aid in combatting this evil and indicates that 
  this ‘Furious Hunt’ poses a grave threat to your newly founded 
  domain as well as to the forest. She asks that you meet with 
  her without delay, directly after the sun sets this evening, in 
  this clearing.” The bottom of the message has a rough diagram 
  showing the clearing’s location, just inside the Gnarled Forest. 
  The moleskin pouch is unmarked and contains three uses of 
  pursuit dust. Even if the PCs fail to identify the dust, Myvenwy 
  knows that the friendly NPC was sending the dust and she 
  knows what it does.
   
   Pursuit Dust
     Wondrous item, rare
  This shimmering finely ground dust glitters like sunlight on a spider web. When blown or sprinkled in the eyes of a creature 
  (as an action) it allows that creature to discern the faint disturbances left by creatures using magic or an special ability to not 
  leave tracks, such as a pass without trace spell. The dusted creature can find and follow the tracks of ‘trackless’ creatures as if they 
  did not have the ability and can recognize whether or not a set of tracks was made by a creature using such an ability. However, 
  these tracks automatically count as having been hidden by their maker, imposing disadvantage to the DCs of checks to find or 
  follow them. The conditional modifiers listed under Tracking in the DMG still apply, but a ‘trackless’ creature’s trail can only 
  be found by someone using pursuit dust if it is less than 48 hours old. Wearing or using any other magic item or spell to affect
  vision cancels the dust’s powers. The dust’s effects last for 5 hours.
  Evening Rendezvous 
  (4,500 XP)
  Due to the short notice of the message and the distance from 
  the PCs’ settlement to the forest clearing, the PCs are likely 
  to need to travel swiftly to arrive promptly for the meeting. 
  Half an hour after dusk fades into night, Myvenwy appears 
  and steps shyly into the clearing. The PCs may be surprised 
  to discover that she is a milky white unicorn. She inclines her 
  head in a bow to the group and introduces herself.
  Myvenwy subtly uses her detect evil spell-like ability to 
  confirm the PCs are decent creatures and then begins to 
  explain her reasons for calling on them for aid, revealing 
  what she knows of the looming threat to the Lost Lands and 
  the PCs’ nascent kingdom (as described in the adventure 
  background). However, before she can give more than 
  a brief hint about the nature of this peril, the sounds of 
  something crashing through the forest toward the clearing 
  interrupt the conversation.
  PCs who make a successful DC 17 Wisdom (Perception) 
  check to hear the approaching noise have two rounds to 
  prepare themselves, but those who fail the check only have 
  one round to prepare. Moments later (at the end of these 
  two rounds) another pale unicorn bursts into the clearing. 
  This heavily wounded stallion is clearly exhausted, his flanks 
  lathered with sweat and several arrows protruding from his 
  back. The unicorn is Hilzarun, Myvenwy’s mate and the father 
  of their filly. Almost immediately, the howling of wolves 
  echoes very close by and the sounding of nearby hunting 
  horns is answered by another horn off in the distance.
  The howls are from a pair of fey wolves tasked with 
  hounding the fleeing unicorn and running him down until he 
  drops from exhaustion. These two circle around the clearing 
  and lurk in the shadowy forest to prevent their prey from 
  fleeing. The sound of horns comes from a band of malicious 
  buckawns (small fey folk with swarthy skin, dark hair, and 
  cruel hazel eyes) who ride large worgs.
  Creatures: The PCs have one round to react before the band 
  of Furious Hunt riders bursts into the clearing and attacks.
  myvenwy
  Female unicorn 
  hp 67
  
  5
  
  6
  TACTICS
  During Combat Myvenwy fights valiantly to save her mate. 
  She attempts to shield him while staying adjacent to any allies 
  to use her Shimmering Shield ability.
  Morale Myvenwy fights to the death to defend her mate.
  hiLzArun
  Male unicorn 
  hp 67 (currently 26)
  TACTICS
  During Combat Hilzarun has two levels of exhaustion and 
  has used up his Healing Touch ability and his teleport ability, 
  but hasn’t utilized his Heal Self legendary action yet. While 
  currently too weakened to be an effective combatant himself, 
  Hilzarun still supports the PCs by staying behind them but 
  keeping them in his Shimmering Shield aura.
  Morale Unable to run any further, Hilzarun makes a final 
  stand here.
  worgs (6)
  hp 26 each
  TACTICS
  During Combat The worgs leap at the unicorns to tear them 
  down, but quickly turn on the PCs if they interfere.
  Morale The worgs are in the throes of bloodlust and fight 
  until slain.
  Furious hunters, buCkAwn (3)
  Small fey, true neutral
  Armor Class 15 (studded leather)
  Hit Points 54 (12d6+12)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  17 (+3)
  12 (+1)
   12 (+1)
  12 (+1)
  13 (+1)
  Damage Resistances bludgeoning, piercing and slashing 
  from weapons that aren’t cold iron
  Senses passive Perception 11
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Innate Spellcasting. The buckawn’s innate spellcasting ability 
  is Charisma (spell save DC 12). It can innately cast the following 
  spells, requiring no material components:
  At will: disguise self, druidcraft, invisibility (self only)
  1/day each: entangle, pass without trace, insect plague (2d10 
  damage only)
  Pack Tactics. The buckawn has advantage on an attack roll 
  against a creature if at least one of the buckawn’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  ACtions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage and 5 (2d4) poison damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 
  80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage and 5 
  (2d4) poison damage.
  TACTICS
  Before Combat The hunters have applied poison to their 
  weapons, which last them the combat.
  During Combat The hunters dismount and launch a volley 
  of poisoned arrows before each using their insect plague spell. 
  They use invisibility and their poisoned daggers to flank and 
  gang up as a group on a single PC. The hunters only use their 
  entangle ability if they can avoid catching allies in it or to halt 
  a fleeing foe.
  Morale Caught up in the frenzy of the chase, the hunters fight 
  to the death.
   
  Designer’s Note
  Swarms! While developing this adventure it came to light 
  that the buckawns’ ability to be able to cast insect swarm 
  is quite powerful. This had the potential to take this 
  encounter from being challenging and make it downright 
  deadly. This combined with the dislike that many players 
  have for swarms, means that this ability needed to be 
  toned down. The regular buckawns can now only summon 
  a swarm that only does 2d8 damage. Note that the buckawn 
  gang leader can still summon a full insect swarm, making 
  it easier for the PCs to differentiate him from the other 
  buckawns.
  When running this encounter, also note that insect 
  plague swarms remains stationary after being summoned, 
  making them much less dangerous than other types
  of swarms.
  trinDLe hArx, buCkAwn gAng LeADer
  Small fey, true neutral
  Armor Class 16 (studded leather & natural armor)
  Hit Points 80 (16d6+24)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  17 (+3)
  14 (+2)
   14 (+2)
  14 (+2)
  16 (+3)
  Damage Resistances bludgeoning, piercing and slashing from 
  weapons that aren’t cold iron
  Senses passive Perception 12
  Languages Common, Sylvan
  Challenge 3 (700 XP)
  
  7
  Innate Spellcasting. Trindle’s innate spellcasting ability 
  is Charisma (spell save DC 13). He can innately cast the 
  following spells, requiring no material components:
  At will: disguise self, druidcraft, invisibility (self only)
  1/day each: entangle, pass without trace, insect plague, 
  protection from energy
  Pack Tactics. The buckawn has advantage on an attack roll 
  against a creature if at least one of the buckawn’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  ACtions
  Multiattack. Trindle Harx makes two attacks with his 
  shortsword or two attacks with his shortbow, or one attack 
  with his shortsword or shortbow and use Bark Command.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) slashing damage and 5 (2d4) poison damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage and 5 (2d4) 
  poison damage.
  Bark Command (Recharge 6). One creature Trindle can see 
  within 30 feet of him can use its reaction to make a melee 
  attack if it can hear Trindle.
   
  Designer’s Note
  Running these two battles back to back makes for a tough 
  opening encounter, but the number of low HD creatures 
  means that many of the PCs’ foes are likely to drop early 
  on. The PCs also have a pair of unicorns to aid them in 
  these fights. Allow the PCs a round or two to rest and heal 
  between the two fights if the first battle with the Furious 
  Hunters is particularly challenging for them. On the other 
  hand, if the PCs are having an easy time of it, have the fey 
  wolves attack while the PCs are still mopping up
  the hunters.
  Wolf Pack Tactics
  (3,600 XP)
  Creatures: A pair of fey wolves, with eerie green eyes and fur as 
  black as night, serve as scouts for the Hunt. These rapacious 
  wolves skirt the battle while remaining about 60 feet away from 
  the clearing’s edge, watching for any of the PCs, their mounts, 
  or the unicorns to try to escape. During the battle, PCs who beat 
  the wolves’ Dexterity (Stealth) checks with opposed Wisdom 
  (Perception) checks can discern the wolves’ eyes watching them 
  through the trees. However, as the battle turns against the other 
  hunters, the two wolves surge forward to hungrily snap at a PC 
  or unicorn separated from his or her companions.
  Fey woLves (2)
  Large fey, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 105 (14d10+28)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  14 (+2)
   12 (+1)
  14 (+2)
  14 (+2)
  Skills Stealth +6
  Damage Resistances bludgeoning, piercing and slashing from 
  weapons that aren’t cold iron
  Senses passive Perception 12
  Languages Common, Sylvan
  Challenge 5 (1,800 XP)
  Innate Spellcasting. A fey wolf’s innate spellcasting ability is 
  Charisma (spell save DC 12). It can innately cast the following 
  spells, requiring no material components:
  1/day each: charm person, faerie fire
  Death Curse. When a creature slays a fey wolf, that creature 
  is cursed with ill luck unless it succeeds on a DC 13 Wisdom 
  saving throw. When the cursed creature rolls a natural 20 on 
  a die, it counts as a 1 instead. A fey creature can see this curse 
  on a creature as an angry red halo around the victim’s head. A 
  remove curse spell is required to rid this curse from the victim.
  ACtions
  Multiattack. The fey wolf makes two attacks with its bite.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 
  (1d10 + 4) piercing damage.
  Development: Assuming Hilzarun survives, he hastily 
  relates what happened to him as outlined in the Adventure 
  Background. Even if Hunters strike down Hilzarun during the 
  fight, he cries out “They’ve taken Efyllia!” as he falls. Myvenwy 
  begs the PCs to help her rescue her daughter, fearing that if 
  the hunters ritually remove Efyllia’s horn, it would not only 
  kill her only child, but could spell the dawn of doom for the 
  entire land.
  Hunting the Hunters
  The remaining hunters, having heard the horns signaling that 
  the Hunt outriders have caught up with the unicorn stallion, 
  assume the chase has reached its inevitable conclusion and 
  break off, and commence their return to the portal that 
  transports them to the fey realm. The PCs and Myvenwy race 
  after the straggling hunters to catch them before they can get 
  away. Hilzarun has two levels of exhaustion from his grueling 
  run and urges them to go on without him, promising to follow 
  the PCs’ trail as best as he can.
  Immediately after capturing Efyllia, Harakund ordered 
  his hunters to chase down the fleeing unicorn stallion, but 
  
  8
  Pick Up the Trail1
  (Group)
  LOCATE SIGNS OF PASSAGE
  (Wisdom (Perception) DC 16)
  FIND TRACKS
  (Wisdom (Survival) DC 16)
  Thick Undergrowth
  Low Hanging Branches
  FORCE A WAY PAST
  (Strength (Athletics) DC 15)
  A TIGHT SQUEEZE
  (Dexterity (Acrobatics) DC 15**)
  Entangling Foliage2
  EVADE THE GRASPING PLANTS
  (Dexterity save DC 13)
  RIP THROUGH THE GREENERY
  (Strength (Athletics) DC 13)
  Dense Brambles Ahead
  (Group, Decision)
  IDENTIFY THE DANGER
  (Intelligence (Nature) DC 12)
  AVOID THE HAZARD
  (Wisdom (Survival) DC 16)
  Boggy Stream
  SPLASH THROUGH
  (Strength (Athletics) DC 12)
  LEAP ACROSS MUDDY STONES
  (Dexterity (Acrobatics) DC 17)
  Woods
  NO OBSTACLES
  Stinging Thorns
  and Prickling Nettles
  KEEP AWAY FROM THE TOXIC BARBS
  (Wisdom (Survival) DC 16)
  TOUGH IT OUT
  (Constitution save DC 14)
  Rugged Dell
  SCRABBLE UP THE STEEP SLOPE
  (Strength (Athletics) DC 15)
  GO THE LONG WAY ROUND
  (Constitution save DC 13)
  Clearing
  FINISH LINE!
  (No Obstacles)
  
  9
  Harakund and his step-daughter Raewyn returned directly 
  to the portal with the captured unicorn prize. No matter how 
  quickly the PCs navigate the chase, Harakund has already 
  gone through the portal, leaving Raewyn behind to open the 
  portal for the remaining hunters. However by chasing down 
  straggling hunters before they can escape, the PCs reduce the 
  foes they must face when they confront Harakund.
  This encounter uses the chase rules from the DMG with 
  some modification. Each square on the next page represents 
  approximately 300 feet of distance, and the PCs must close 
  to the same square to catch up with a group of hunters. Each 
  square takes 1 minute to traverse, rather than a round as with 
  most chase scenes, but the principle of characters using dash 
  actions to move through a square and then using standard 
  actions to overcome that square’s obstacle remains the same.
  As moving through each square takes 10 rounds, a PC who 
  chooses to take actions not directly related to navigating the 
  chase’s course, such as casting a spell or drinking a potion, 
  can do so, but takes a −2 penalty on their check to overcome 
  the square’s obstacle during this minute. Each action taken 
  means the penalty increases by 1 per action. i.e. a PC can take 
  up to the equivalent of five actions not related to the chase 
  in each minute and still be able to make a check to overcome 
  the square’s obstacle, but at -6. Using the Help action to assist 
  another character overcome a square’s imposes a −2 penalty 
  on the helper’s own check.
  Additional Chase Rules
  Group Obstacle: A square marked with the ‘group’ option 
  is a challenge that becomes trivial to bypass once at least one 
  character has overcome it. A good example of this type of 
  challenge is a locked door obstacle that can be overcome by 
  picking the lock or forcing the door open with brute strength. 
  Once one member of a group overcomes the obstacle, other 
  members do not need to make a check to exit this square.
  Decision Obstacle: A square marked with the ‘decision’ 
  option is a challenge that funnels characters into one of two 
  different squares depending on whether the character succeeds 
  at or fails the obstacle. In this type of challenge, the character 
  still exits the square even if they fail the obstacle check, but the 
  failure square usually has more difficult obstacles on it than 
  the success square. In an urban chase, a series of zigzagging 
  alleys that lead to either a congested twisting street or a clear 
  straight laneway is a good example of this.
  Mounts: Creatures with a mount gain the benefit of the 
  mount’s greater speed but in many of the squares must 
  also have the mount overcome the obstacle in the square as 
  appropriate. At the GM’s discretion, the rider may need to 
  make a Wisdom (Animal Handling) check instead of, or in 
  addition to, the obstacle listed on the square to guide the 
  mount over or through the obstacle. This check should usually 
  have the same DC as the check required by the mount and 
  shouldn’t include any bonuses the mount gains from having a 
  movement rate above 30 foot. For example, a rider attempting 
  to swim at the Boggy Stream square would need to make a 
  DC 10 Wisdom (Animal Handling) check to guide his or her 
  mount across and the mount would need to make a DC 10 
  Strength (Athletics) check.
  Reward Creative Skill Use: Allow PCs to use alternative 
  skills when it makes sense, but increase the check DC, typically 
  by between 1 and 4 at your discretion. For example, a strong 
  and athletic PC wishes to jump over some collapsed rubble 
  instead of having to make a Dexterity (Acrobatics) check, 
  which is one of the listed options for the square. Allowing the 
  player to make Strength (Athletics) check with an increased 
  DC may make the obstacle more difficult, but it still rewards 
  the player’s creativity.
  Unskillful Characters: If players are having an extremely 
  difficult time succeeding at a check, allow them a cumulative 
  +2 bonus to their checks for each time they have already 
  attempted the obstacle. This allows them to eventually succeed 
  and rewards their perseverance and previous efforts.
   
  Designer’s Note
   Chase Scenes
  Some players dislike chase scenes, but they can be a very 
  enjoyable experience as long as you as the GM remain 
  flexible and give detailed descriptions of each challenge. 
  Allow the PCs to use their skills and abilities to overcome 
  obstacles as per the normal game rules, rather than feeling 
  locked into following the exact chase scene rules as 
  written, and the two obstacles presented at each square. For 
  example, in this adventure a PC with the Natural Explorer 
  class ability shouldn’t even need to roll to overcome the 
  Dense Undergrowth square. If the chase scene rules create 
  an illogical or contradictory situation, use your discretion 
  and make a quick ruling while describing things in an 
  interesting and cinematic way.
  At the beginning of the chase, remind the players how 
  the Help rules work for this particular chase. With each 
  square taking a minute to traverse, having the party split 
  over multiple squares can be deadly for a PC attempting 
  to fight a group of Hunters by themselves, as well as being 
  boring for the other PCs who have to watch 10 rounds of 
  combat without participating. Finally, give the PCs the 
  chance to regroup before they move into the Ill Met by 
  Moonlight (internal link) encounter.
  We find that the chase scene rules are a useful 
  aid, allowing a group to quickly run an exciting chase 
  without having to count out every 5 foot square.
  Creatures: There are two groups of hunters ahead of the PCs 
  on their way back to the portal. While trees and foliage block 
  line of sight to other squares, these groups are not being 
  particularly quiet and PCs who succeed on a DC 15 Wisdom 
  (Perception) check can hear a group of hunters in an adjacent 
  square. These groups may also blow their hunting horns 
  occasionally to communicate with each other, letting the PCs 
  know there are foes ahead of them. Although these hunters 
  leave no tracks (from a pass without trace spell), PCs under the 
  
  10
  effects of pursuit dust can easily stay on their trail once they 
  have found it. Use these groups to keep up the pace of the 
  chase scene so that PCs feel they have a real chance to catch up 
  to these fey hunters. The hunting groups have to negotiate the 
  chase’s challenges just like the PCs, and they can react to PCs’ 
  actions, such as by setting an ambush if the PCs are making 
  a lot of noise, or by trying to outrun the PCs if they know the 
  PCs are hot on their trail.
  Hunting Group 1 
  This group of hunters includes a pair of worgs, a buckawn, and 
  Taigann the korred. Taigann is a stunted, extremely hairy, and 
  disheveled-looking creature who has recently joined the Hunt 
  because she revels in the excitement of the kill, but Harakund 
  distrusts her because of her ability to use shatter. This group 
  starts in the ‘Boggy Stream’ square.
  tAigAnn, FemALe korreD
  Small fey, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 88 (16d6+32)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  17 (+3)
  14 (+2)
   14 (+2)
  14 (+2)
  13 (+1)
  Damage Resistances bludgeoning, piercing and slashing 
  from weapons that are not cold iron
  Senses passive Perception 12
  Languages Common, Sylvan
  Challenge 4 (1,100 XP)
  Brute. A melee or thrown weapon deals one extra die of its 
  damage when the korred hits with it (included in the attack).
  Innate Spellcasting. The Korred’s innate spellcasting ability is 
  Wisdom (spell save DC 12). He can innately cast the following 
  spells, requiring no material components:
  At will: meld into stone, shatter, stone shape
  1/day each: divination
  Animated Hair. A korred’s wild hair and beard are constantly 
  writhing and twitching. As a bonus action, it can Help a 
  friendly creature attacking the same target as the Korred 
  by tugging at clothes and weapons, tangling feet and arms, 
  tickling, and generally making a nuisance of itself.
  ACtions
  Multiattack. The Korred makes two attacks with his club or 
  two attacks with his rock.
  Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) bludgeoning damage.
  Rock. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage.
  Stunning Laugh (recharge 5-6). The korred unleashes a strange 
  laugh. Every humanoid and giant within 30 feet of the korred 
  that can hear the laugh must succeed on a DC 14 Constitution 
  saving throw or be stunned. A creature can repeat the saving 
  throw at the end of each of its turns. If a creature’s saving throw 
  is successful, the effect ends on it. A target that successfully 
  saves is immune to this korred’s laugh for the next 24 hours.
  Furious hunter buCkAwn  
   
  (see pAge 6 Above) 
   
  hp 20
  worgs (2)
  hp 26 each (see the MM)
  Hunting Group 2 
  This buckawn gang leader fell behind during the Hunt’s 
  pursuit of Hilzarun and she argues loudly with her worg 
  mount over whose fault this was. These two start in the ‘Dense 
  Brambles Ahead’ square.
  Furious hunt gAng LeADer [buCkAwn 
  LeADer (see pAge 6 Above)]
  hp 42
  TACTICS
  During Combat The gang leader starts with her entangle ability 
  to catch as many PCs as possible then uses insect swarm on 
  those caught in the effect. 
  worg
  hp 26 (see the MM)
  Development: If either of these groups of hunters gets 
  away, then the PCs encounter them later at the Dark Heart of 
  Winter.
  Ill Met by Moonlight
  Gossamer moonbeams filter their way through the leaves of the 
  surrounding trees, painting this small overgrown glade with a pallid 
  light. On the clearing’s southern side stands a pair of twisted oak 
  trees grown close together. Theirmain branches intertwine, creating 
  a well formed arch between them. Moonlight shimmers through the 
  arboreal archway, sparkling brightly with an unearthly glow, and 
  tiny motes of glittering energy float between the two gnarled trunks.
  This 30-foot diameter clearing is the end-point of the 
  chase, where the Furious Hunters magically shift back to the 
  fey realm. When activated, the archway transports anyone who 
  steps through it to the fey Realm of Seasons. The archway 
  radiates an aura of moderate conjuration magic, but its portal 
  can only be activated while moonlight shines upon the arch 
  
  11
  
  12
  itself. At any other time, the archway appears to be a pair of 
  overgrown, but normal, oak trees.
  Harakund and Raewyn each possess a moonstone talisman 
  that allows them to activate the archway’s portal. The command 
  word to use one of these talismans is the Faerie Queen’s name. 
  A PC who succeeds at a DC 20 Intelligence (Arcana) check 
  can blindly trigger a talisman to activate the portal without 
  the command word. When a talisman activates the portal, it 
  remains open for 1 minute before closing again.
  Activating the portal without a talisman is more difficult, 
  requiring a successful DC 25 Intelligence (Arcana) check. 
  Alternatively, casting a spell that specifically affects plants or 
  wood such as entangle, plant growth or speak with plants while 
  standing adjacent to the archway can also activate the portal 
  if the caster succeeds at a DC 20 Intelligence (Arcana) check. A 
  transport via plants or tree stride spell automatically activates the 
  portal. Spells used in this way have no other effect, even if they 
  fail to activate the portal. When activated without a talisman, 
  the portal remains open for a number of rounds equal to the 
  level of the spell used or the number by which the Intelligence 
  (Arcana) check exceeded the DC (minimum 1 round).
  Creatures: Harakund’s adopted daughter Raewyn waits 
  here to activate the gateway for the remaining members of the 
  Furious Hunt. If the PCs arrive in the clearing at the same 
  time as other Furious Hunters, Raewyn is near the archway 
  ready to activate the portal for them. Otherwise, she lurks in 
  the thick foliage near the edge of the clearing, using stealth 
  combined with her woodland stride ability to remain unseen. 
  Raewyn attacks the PCs to prevent them from accessing the 
  portal, while any other hunters present attempt to escape 
  through it to the realm beyond.
  rAewyn
  FORLARREN SORCERER
  Medium fey, neutral evil
  Armor Class 16 (natural armor), 19 with mage armor
  Hit Points 165 (22d8+66)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  17 (+3)
  16 (+3)
   8 (-1)
  13 (+1)
  18 (+4)
  Saving Throws Dex +6, Cha +7
  Damage Resistances bludgeoning, piercing and slashing from 
  weapons that aren’t cold iron, cold
  Damage Immunities poison
  Senses passive Perception 11
  Languages Common, Sylvan
  Challenge 8 (3,900 XP)
  Spellcasting. Raewyn is a 9th level spellcaster. Her spellcasting 
  ability is Charisma (Spell Save 15, +7 to hit with spell attacks). 
  Raewyn has the following spells prepared:
  Cantrips (at will): dancing lights, minor illusion, mage hand, 
  prestidigitation
  1st level (4 slots): detect magic, hideous laughter, mage armor
  2nd level (3 slots): invisibility, ray of enfeeblement, scorching 
  ray
  3rd level (3 slots): blink, fear, vampiric touch
  4th level (3 slots): confusion, phantasmal killer
  5th level (1 slot): dream
  Quickened Spell (3/day): The forlarren sorcerer can cast a spell 
  as a bonus action.
  Twinned Spell (3/day): The forlarren sorcerer can target a second 
  creature with a spell that usually targets a single creature.
  Remorse. Whenever Raewyn kills a living creature, she must 
  succeed on a DC 14 Wisdom saving throw to avoid becoming 
  overwhelmed with remorse. If she fails, roll 1d6. On a roll of 
  1-2 she will continue to attack until she kills another creature. 
  On a 3-4 she will become frightened of the allies of the slain 
  creature for 24 hours. On a 5-6 she will offer allies of the slain 
  creature her services in recompense for 1d12+12 hours before 
  reverting to her aggressive nature.
  ACtions
  Multiattack. Raewyn attacks twice with her claws.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) slashing damage and the target is grappled (escape 
  DC 15). Until the grapple ends, if the target is wearing metal 
  armor it takes 13 (3d8) fire damage.
  Development: If Raewyn flees through the portal, she waits 
  on the other side to ambush the PCs. If this occurs, see the 
  sidebar below for more details. Soon after the adventure, 
  when the PCs have defeated Harakund and the Furious Hunt, 
  agents of the Faerie Queen destroy this portal to prevent any 
  further mortal intrusion into the fey realm. She carries on 
  her an embalmed hand of her dead mother (wears a platinum 
  wedding ring worth 450 gp), a moonstone talisman (worth 350 
  gp), and a book of melancholy elven poetry (worth 100 gp).
  Spring Dawns
  The PCs step into a similarly sized, but otherwise very different 
  clearing to the one they left. A pair of ancient stone menhirs 
  form an archway behind the PCs and the soft light of early 
  morning flows serenely through lush vegetation. The trees are 
  blooming with a profusion of fruit and berries of many unusual 
  colors and the ground is a carpet of verdant grass over a foot 
  high. A gentle breeze brings the fresh scents of nature and 
  birdsong faintly chimes in the distance. This idyllic clearing 
  shows no signs of the Hunt’s passage; the forested terrain 
  allows the hunters to use their abilities to leave no trace, but the 
  PCs under the effects of pursuit dust can pick up the trail fairly 
  easily by succeeding on a DC 11 Wisdom (Survival) check.
  
  13
  Creature: The PCs’ arrival doesn’t go unnoticed. A faun 
  traveler named Cyollus hears and catches sight of the PCs. He 
  initially attempts to eavesdrop on the PCs while remaining 
  unseen to discern why mortals are here in the fey realm. 
  As the PCs start to leave the clearing, or as soon as the PCs 
  notice him, Cyollus plays a lively tune on his pipes from the 
  cover of dense foliage. He withdraws if the PCs approach 
  his position but circles around the PCs while continuing to 
  play. If the PCs call out to him, Cyollus changes his tune to 
  indicate he can hear them, and it may seem to the PCs that the 
  piper’s melody is answering them musically. However, Cyollus 
  doesn’t approach until he hears someone compliment him on 
  his music or a PC accompanies or answers his tune with his 
  or her own music, song, or other appropriate performance. 
  If a PC succeeds on a Charisma (Performance) check, his or 
  her exquisite performance impresses Cyollus and he feels 
  compelled to meet its creator. In this case, his initial attitude 
  is Friendly, otherwise he is Indifferent.
  If the PCs act aggressively, shout threats, or attempt to 
  chase Cyollus down, he retreats, putting as much distance as 
  he can between the antagonistic PCs and himself as possible. 
  If the PCs manage to capture Cyollus, his initial attitude 
  becomes Hostile.
  Cyollus has a personality and manner that is ‘fey’ in the 
  classical sense. He lives in the moment, seeing the world as 
  a theatric play that flows around him. While long-lived, he 
  doesn’t dwell on his own death, being much more concerned 
  with finding a tumultuous finale to his role than worrying 
  about the finality of dying. Cyollus asks why the PCs are in the 
  Realm of Seasons. While the PCs have piqued Cyollus’ interest 
  with both their presence and their response to his music, he 
  swiftly loses interest in them unless they tell the tale of why 
  they are here in a dramatic and compelling fashion. If they do 
  so, Cyollus feels an emotional tie to the PCs and their quest, 
  and offers to reveal secrets the PCs may not know and answer 
  their questions as best he can.
  Cyollus wants to hear a glorious epic with valiant 
  protagonists struggling against the odds and he requests 
  the PCs portray and act out the dramatic and emotive state 
  of the participants. He is likely to interrupt the PCs, asking 
  them to elaborate on certain parts of their tale and inquiring 
   
   The Realm of Seasons
     The Realm of Seasons is a transitive plane between the fey realm and the material plane and is coterminous to both. The 
  plane has a self-contained shape and its borders wrap around on themselves bringing travelers back to their starting point 
  after about half a day’s travel.
  Locational Seasons: The time of day and the apparent season, including where the sun sits in the sky and other cyclic 
  environmental effects, depend on where a creature is on the plane. The plane is divided into four regions: in the first it is 
  Spring and dawn; in the second, Summer and noon; in the third, Autumn and dusk; and in the last, Winter and midnight. A 
  creature wishing to travel from region to region must either concentrate on the new region while traveling, or alternatively 
  follow another creature’s trail. Traveling the regions in the order of the seasons is fairly easy, Spring leads to Summer leads 
  to Autumn leads to Winter leads to Spring. Traveling in the reverse direction is difficult and requires a successful DC 20 
  Intelligence (Arcana) check to do so. Attempting to travel straight from one season to an opposing one is impossible; the 
  travelers simply find themselves in the next region in seasonal order. For example, attempting to travel from Summer to 
  Winter instead takes the traveler into the Autumn region. Using teleportation magic ignores these constraints.
  about how certain PCs felt at key moments. Cyollus extolls the 
  PCs, “Show me! Bring the scene to life around me!” If the PCs 
  do this, at least one PC must succeed on a DC 14 Charisma 
  (Performance) or Charisma (Persuasion) check to narrate 
  the tale, but other PCs can offer other skills to assist like 
  Dexterity (Acrobatics) as long as there is still at least one PC 
  narrating. Reward players who use creative options, such as 
  letting a PC who uses an illusion spell to set the scene make 
  a DC 14 Intelligence (Arcana) check instead of a Charisma 
  (Performance) check. Particularly good roleplaying may, at 
  your discretion, negate the need to roll altogether. 
  If the PCs succeed in their skills, either individually or as a 
  group (assume that the PCs are using the Help action on the 
  PC who is narrating), then Cyollus is impressed and engaged 
  by the performance and he becomes Friendly toward the 
  PCs. In addition to telling the PCs what he knows, he offers 
  to journey with the PCs part of the way across the realm. If 
  the check result is 10 or less, Cyollus is unmoved by the PCs’ 
  antics and departs as soon as the performance finishes.
  If made Friendly, Cyollus starts by explaining the specifics 
  of how the Realm of Seasons differs from the material plane. 
  He then melodramatically describes what he knows of the 
  Faerie Queen, Harakund the Huntmaster and his foster 
  daughter Raewyn, and lastly, that he has heard rumors that 
  the Faerie Queen has been harvesting strange things from the 
  land of mortals. Fey have always been notorious as gleaners of 
  seemingly innocuous objects, leaving oddments in exchange 
  but taking them for their own amusement or because the item 
  catches their eye. This seems different. He has heard tales 
  of broken statues, pieces of ruined buildings, saplings from 
  sacred groves, and items of great craftsmanship, and most 
  horribly, unicorn horns. It is believed that these items are not 
  merely curios but may be binding tokens of some sort, tying 
  her to the land and the land to her, allowing her to spread 
  her power in some way into the world beyond. What her true 
  purpose is he cannot guess, but it should bear watching for 
  the future. In the meantime, since unicorns have the natural 
  ability to teleport, it may be that their horns function as 
  keystones for whatever influence she wishes to exert upon the 
  Lost Lands. Whatever her plans, if the PCs wish to foil them 
  this Furious Hunt must be stopped.
  
  14
  CyoLLus
  Faun Bard
  Medium fey, chaotic good
  Armor Class 15 (natural armor)
  Hit Points 110 (20d6+40)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  15 (+2)
   13 (+1)
  12 (+1)
  20 (+5)
  Damage Resistances bludgeoning, piercing and slashing from 
  weapons that are not cold iron, sonic
  Senses passive Perception 11
  Languages Common, Gnome, Sylvan
  Challenge 4 (1,100 XP)
  Innate Spellcasting. Cyollus’s innate spellcasting ability is 
  Charisma (spell save DC 15). He can innately cast the following 
  spells, requiring no material components:
  At will: minor illusion
  1/day each: hideous laughter, sleep
  Pan Pipes. Three times per day as a bonus action, a faun 
  can use its panpipes to augment its innate spellcasting, 
  increasing the DC by 2.
  Spellcasting. Cyollus is a 5th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell 
  attacks). Cyollus has the following spells prepared: 
  Cantrips (at will): dancing light, true strike, vicious mockery 
  1st level (4 slots): charm person, detect magic, healing word, 
  thunderwave 
  2nd level (3 slots): heat metal, hold person 
  3rd level (2 slots): fear, stinking cloud
   
  ACtions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or ranged 
  20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
   
  Raewyn in Spring
  If Raewyn (link back to her stat block) escapes through the 
  archway into the Realm of Seasons, she lies in wait for the 
  PC on the other side. However, when she engages the PCs, 
  Cyollus hears the fighting and rushes to the clearing. If 
  Raewyn is invisible, he uses his scroll of fairy fire to reveal 
  her before casting suggestion while angrily castigating her 
  for surrendering to her baser instincts. If Raewyn fails the 
  save against this suggestion she is affected as if she had failed 
  a saving throw against her remorse ability. Cyollus aids the 
  PCs in their fight, but begs the PCs to spare Raewyn’s life, 
  so that she has the chance to redeem herself and atone for 
  her evil ways. Cyollus promises to take her to a place where
  she will be punished for her crimes.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Summer Blooms
  The sparse forest of morning opens out into wide fields of giant 
  flowers whose petals sway overhead in the warm breeze. Pleasant 
  sunlight filters through fluffy clouds and the scent of pollen in 
  the air gives the relaxing atmosphere of an indulgent summer 
  afternoon. As the trail of the Furious Hunt exits the wood, their 
  tracks become clearly visible in the rich soil and are easy to follow 
  (DC 8 Wisdom (Survival) checks). The huge flowers are 10 to 15 
  feet tall with thin stalks about 6 inches in diameter.
  Creature: One of the Realm’s residents, a flying fey grizzly 
  bear named Maelarth, has already discovered the trail left by 
  the Hunt’s passage. Maelarth has bright butterfly-like wings 
  and feeds on the nectar that the giant flowers produce. He 
  regards this region as his personal territory and is agitated and 
  annoyed at finding the Hunt’s tracks and their strange scents 
  passing through his land. When he notices the PCs following 
  the Hunt’s trail, he confronts the PCs to drive these unusual 
  interlopers out of his domain. Maelarth flutters 20 feet above 
  the ground in front of the PCs and bellows and growls down 
  at them. Maelarth expects the PCs to quickly retreat back the 
  way they came, and if they hesitate for too long he uses his 
  non-damaging spell-like abilities such as faerie fire to show 
  that he’s not to be trifled with.
  
  15
  
  16
  If the PCs attempt to communicate, Maelarth starts with 
  a Hostile attitude. He only speaks Sylvan but won’t deign to 
  speak until he has an Indifferent attitude or better, preferring 
  to show his displeasure with grunts and loud growling. If 
  Cyollus is with the PCs, he calls out a friendly greeting to 
  the flying bear in Sylvan. If none of the PCs speaks Sylvan, 
  Cyollus offers to translate, but he lets the PCs take the lead in 
  discussions. However, Cyollus’ calming nature and soothing 
  voice automatically aids in a parley with Maelarth, granting 
  advantage to any Charisma (Persuasion) checks the PCs try. 
  Even though he isn’t a normal animal, Maelarth tolerates 
  PCs making Wisdom (Animal Handling) checks. If Maelarth 
  sees any creature with a death curse aura from killing a fey 
  wolf (link to their stat block page), the entire party receives 
  disadvantage on skill checks made with him.
  If fighting breaks out and Cyollus is with the PCs, he 
  urges them to withdraw, covering their retreat with his spells 
  to prevent Maelarth from chasing them. If the PCs seem 
  aggressively determined to fight, Cyollus’s gentle nature 
  recoils from their belligerent attitude, and he slips away 
  during the fighting.
  Maelarth is cantankerous, gruff, and isn’t the brightest 
  creature, but he does have an honest nature and if the PCs can 
  clearly and simply explain why they need to cross his territory 
  and change his attitude to Friendly, he is willing to let them 
  pass. If the PCs impress Maelarth by explaining they are 
  attempting to rescue a young creature from the hunters who 
  already trespassed through Maelarth’s lands and change his 
  attitude to Friendly. Maelarth guides them to the small bower 
  of overgrown plants that is his den. Here he offers the PCs 
  golden nectar held in a cup-sized tube-shaped flower. This 
  fey nectar has magical properties and each dose provides the 
  drinker with the benefits like the spells lesser restoration and 
  cure wounds. Maelarth has collected enough nectar for 3 doses 
  and the PCs can transfer the nectar from the flower to other 
  containers to take it with them.
  mAeLArth
  Fey Grizzly Bear
  Large fey, true neutral
  Armor Class 15 (natural armor)
  Hit Points 119 (14d10+42)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  15 (+2)
  16 (+3)
   5 (-3)
  16 (+3)
  8 (-1)
  Damage Resistances bludgeoning, piercing and slashing from 
  weapons that are not cold iron, cold, lightning
  Senses passive Perception 13
  Languages Sylvan
  Challenge 5 (1,800 XP)
  Innate Spellcasting. A fey grizzly bear’s innate spellcasting 
  ability is Wisdom (spell save DC 14). It can innately cast the 
  following spells, requiring no material components:
  3/day each: dancing lights
  1/day each: sleep, entangle, faerie fire
  Vanish (recharge 4-6). As a reaction the fey grizzly bear can 
  become invisible until the end of its next turn.
  ACtions
  Multiattack. The fey grizzly bear makes two attacks one with its 
  bite and one with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  10 (1d10 + 5) piercing damage.
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  16 (2d10 + 5) slashing damage.
  Development: If the PCs successfully negotiate with 
  Maelarth, award them his full XP value. If the PCs withdraw 
  and attempt to go round Maelarth’s territory, it takes an hour 
  to bypass. The PCs then need to relocate the Hunt’s trail with 
  a successful DC 15 Wisdom (Survival) check.
  If Cyollus is with the PCs, he parts cordially ways with 
  them shortly after leaving the giant flower fields. During 
  Cyollus’ series of dramatically embellished farewells, he 
  glumly explains that his travels are urgent and take him 
  down a different path to that which the PCs must travel. If 
  the PCs changed Cyollus’ attitude to Friendly, impressed him 
  with their performance skills, and successfully negotiated a 
  way past Maelarth, the faun rewards the PCs by gifting them 
  his harp of shattering, stating, “Harakund the Huntmaster 
  favors the discordant braying of hunting horns, but loathes 
  the sound of a pure musical note.” 
   
  Harp of Shattering
  Wondrous object, rare (requires attunement)
  This finely crafted harp fits comfortably in one hand, but it 
  requires two hands to play. The harp has 10 charges. When 
  the last charge is expended, the harp loses all of its magic 
  but still functions as a masterwork harp.
   
  Spell. While holding the harp, you can use an action to 
  cast shatter. 
  Autumnal Dusk   
  (1,100 XP)
  The fields of summer give way to woodlands of overgrown 
  briars and tangled thorny undergrowth. The foliage changes 
  color to shades of orange, red, and brown and a carpet of 
  fallen leaves covers the ground. The sun hangs low in the sky, 
  producing a magnificent golden sunset that traces through 
  the gossamer clouds in a cascade of colors, passing through 
  shadings of scarlet, crimson, and hot pinks, through to rosy 
  blues streaked with brushings of indigo and purple.
  
  17
  The waning light casts long shadows and the illumination 
  level is normal light. The Hunt’s trail vanishes from normal 
  vision as the terrain becomes forested. The trail winds its 
  way through terrain choked with barbed briars and thickets 
  of prickly underbrush. The areas marked on the map in 
  light green are difficult terrain (2 squares of movement, 
  provides half cover) and the areas in darker green are heavy 
  undergrowth providing full cover. 
  Creatures: A trio of malicious illglasir guards the way. 
  These ligneous creatures are in league with Harakund, who 
  has commanded them to prevent anyone (mortal or fey) from 
  approaching his wintry demesne. One of the creatures reveals 
  itself as the PCs approach, positioning itself in an area of light 
  undergrowth with a leaf covered pit between it and the PCs, 
  preferably in the patch of undergrowth between the two pits 
  in the center of the map. The creature speaks with a voice that 
  sounds like branches creaking in a strong wind, warning the 
  PCs to come no further. Unless the PCs retreat immediately, 
  the illglasir preemptively attack, hoping to earn favor with 
  Harakund by presenting him with the PCs’ corpses.
  iLLgLAsir
  Small fey, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 98 (15d6+45)
  Speed 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+3)
  16 (+3)
  11 (+0)
  14 (+2)
  13 (+1)
  Skills Acrobatics +5, Stealth +5
  Damage Resistances bludgeoning, piercing and slashing 
  from weapons that are not cold iron, cold, lightning
  Damage Vulnerabilities fire
  Condition Immunities blinded, deafened, exhaustion
  Senses passive Perception 12
  Languages Common, Sylvan
  Challenge 4 (1,100 XP)
  
  18
  Bramble Jump. An illglasir can travel short distances between 
  brambles, shrubs, or thickets as per the spell tree stride as 
  part of its movement. The illglasir can travel in this manner 
  up to 60 feet per day. This movement does not provoke 
  opportunity attacks.
  Sneak Attack. The illglasir deals an extra 7 (2d6) damage when 
  it 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 the 
  illglasir that isn’t incapacitated and the illglasir doesn’t have 
  disadvantage on the attack roll.
  ACtions
  Multiattack. The illglasir makes two attacks with its claws.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  8 (1d10+3) slashing damage.
  Splinterspray. An illglasir can eject a barrage of splinters 
  and brambles from its body three times per day. This effect 
  creates a 15-foot cone of jagged splinters. Each creature in the 
  cone must make a DC 14 Dexterity saving throw, taking 14 
  (4d6) piercing damage on a failed save, or half as much on a 
  successful one.
  Traps: The illglasir have dug a series of 20 foot deep spiked 
  pits in the area, covering them with a thin layer of branches 
  and fallen leaves. The crumbling loamy walls of these pits 
  require DC 20 Strength (Athletics) check to scale. The DC 
  to spot the pit is 14. Anyone stepping on the covering falls 
  through taking (7) 2d6 damage and must succeed on a DC 13 
  Constitution saving throw against the wildroot poison or take 
  (7) 2d6 poison damage and suffer 1 level of exhaustion.
  Development: The Hunt’s trail continues deeper into the 
  woods and the temperature drops rapidly (to around 20° F) as 
  the PCs move from the autumnal twilight and into the night 
  of winter. There are no stars or moon visible, but the night 
  sky itself seems far brighter here than it normally is on the 
  material plane (providing dim light).
  Dark heart of Winter 
  (5,100 XP)
  Map Key
  1. PCs’ approach
  2. Harakund’s watch point
  3. Cliff face
  4. Smooth tunnel
  5. Altar Stone
  An impressive river of ice lies still and unmoving amid a succession 
  of jagged rocks. What was once a series of raging rapids seems to 
  have frozen in a heartbeat, the waterway’s uneven swirls and eddies 
  instantly sealed and captured in solid ice. A dozen yards upstream, 
  a frozen waterfall forms a sheet-like pillar of ice suspended from the 
  overhanging cliff face.
  The PCs initially approach from the direction marked as 
  (1) on the map. The river is frozen solid and the slippery ice 
  makes that difficult terrain. The uneven rocks jutting out of 
  the ice are also difficult terrain.
  The cliff face (labeled (3) on the map) is 30 feet high and is 
  a very rough natural surface (DC 15 Strength (Athletics) check). 
  The rock face becomes icy within 20 feet of the frozen waterfall 
  (DC 20 Strength (Athletics) check), while the frozen waterfall 
  itself is even harder to climb (DC 25 Strength (Athletics) 
  check). Harakund uses his icewalking ability to traverse the 
  frozen waterfall with ease while mounted using his glaive to 
  attack characters trying to climb up. 
  Behind the towering column of ice that was the waterfall 
  lies a smooth-walled tunnel (marked as (4) on the map) 
  leading up at a steep angle. Originally carved out by the 
  flow of water, the tunnel walls and floor are smooth and 
  slippery requiring a successful DC 5 Strength (Athletics) 
  check or DC 7 Dexterity (Acrobatics) check to move through 
  for the first 50 feet (moving only half speed on a failure). 
  The slope and the slipperiness force these checks to be 
  made with disadvantage however.
  Creatures: This is the dominion of Harakund, the Master of 
  the Furious Hunt. Astride his giant goat mount, he presents a 
  grim and enigmatic figure atop a raised outcropping on the far 
  side of the river (marked as (2) on the map). Harakund awaits 
  the arrival of emissaries from the Faerie Queen to witness the 
  dehorning and ritual sacrifice of the young unicorn, finally 
  acknowledging his true prowess as the Queen’s hunter.
  If other members of the Furious Hunt escaped through 
  the archway to this realm, then they are also here, standing 
  between the PCs and the river. In this case, Harakund orders 
  his hunters to bring down the PCs while he observes from the 
  middle of the river. He uses his chill metal ability on PCs but 
  doesn’t deign to engage them more directly until they have 
  proven themselves against his minions.
  hArAkunD the CoLD riDer
  Medium fey, chaotic evil
  Armor Class 17 (ice armor)
  Hit Points 150 (20d6+80)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  18 (+4)
   14 (+2)
  15 (+2)
  18 (+4)
  Damage Resistances bludgeoning, piercing and slashing 
  from weapons that are not cold iron
  Damage Immunities cold
  Damage Vulnerabilities fire, sonic
  Senses passive Perception 12
  Languages Common, Elf, Sylvan
  Challenge 8 (3,900 XP)
  Innate Spellcasting. The cold rider’s innate spellcasting 
  ability is Charisma (spell save DC 15). It can innately cast the 
  
  19
  
  20
  
  21
  following spells, requiring no material components:
  At will: fog cloud, pass without trace, ray of frost
  1/day each: cone of cold, conjure elemental, freedom of 
  movement, hideous laughter, ice storm
  Augmented Summoning: When casting conjure elemental, the 
  elemental has maximum hit points.
  Brutal. The cold rider deals an extra dice of damage to its 
  attacks (included in its attacks).
  Ice Walking. The cold rider and any creature it rides can move 
  through icy difficult terrain without penalty. They may climb 
  icy surfaces as if under the effects of the spider climb spell.
  Implements of Ice. The cold rider wears chain mail armor and 
  wields a +2 glaive both made of magical ice as hard as steel. 
  When the cold rider dies, its armor and glaive melt into water 
  in 1d6 rounds.
  Regeneration. The cold rider regains 5 hit points at the start of 
  its turn if it has at least 1 hit point.
  Susceptible to Shatter.  A shatter spell deals 3d6 points of damage 
  to the cold rider (no save) and reduces its armor class by 2 for 
  1 minute.
  ACtions
  Multiattack. The illglasir makes three attacks, two with its 
  glaive and one with its antlers.
  Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 15 (2d10 + 6) slashing damage and 16 (3d10) cold damage.
  Antlers. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 17 (3d8 + 4) slashing damage and 16 (3d10) cold damage.
  Gear moonstone talisman (worth 350 gp)
  rimeFrost goAt
  Large beast, unaligned
  Armor Class 16 (natural armor)
  Hit Points 119 (14d10+42)
  Speed 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (+0)
  16 (+3)
  3 (-4)
  16 (+3)
  11 (+0)
  Skills Athletics +7
  Senses passive Perception 13
  Languages -
  Challenge 4 (1,100 XP)
  Charge. If the goat moves at least 20 feet straight toward a 
  target and then hits it with a ram attack on the same turn , 
  the target takes an extra 28 (4d12) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 14 Strength saving 
  throw or be knocked prone.
  Sure-Footed. The goat has advantage on Strength and Dexterity 
  saving throws made against effects that would knock it prone.
  ACtions
  Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  17 (2d12 + 4) bludgeoning damage.
   
  Saddle of the Harmonious 
  Companion
  Wondrous Item, rare (requires attunement)
  Fashioned from deeply tanned leather, this elaborate 
  saddle has several fastenings near the front pommel 
  to secure your weapons. The saddle magically changes 
  size and shape to fit any appropriate creature that could 
  wear a saddle. When mounting, you can share one of the 
  following spells or class abilities with the creature wearing 
  the saddle: favored enemy, land’s stride, natural explorer, 
  jump, longstrider, pass without trace, protection from energy. 
  You must possesses this ability or be under the effect of 
  the chosen spell and can only share one ability or spell 
  at a time. The ability or spell functions for the saddle’s 
  wearer as it functions for you save that you can only share 
  one favored enemy or favored terrain. If you dismount or 
  otherwise leaves the saddle, the sharing immediately
  ends for the saddle’s wearer.
  The Altar Stone
  The tunnel expands out into an exposed grotto of cracked and 
  weathered rock open to the night sky above. At the heart of the cavity 
  stands a large and crude granite altar surrounded by a circle of 
  timeworn obelisks. A chillwind swirls around the dark blocks of stone.
  This open grotto is marked as (5) on the map, its walls rise 
  10 feet before opening out.
  Creature: Lying trussed up on the altar is Myvenwy’s and 
  Hilzarun’s child, the unicorn foal Efyllia, her silver coat 
  gleaming faintly in the pale light. She is cold and scared, but 
  otherwise unharmed having used her own magic to heal her 
  wounds. Once rescued, she tearfully nuzzles against the PCs 
  until she is reunited with her parents.
  eFyLLiA
  Female unicorn
  hp 67
  Treasure: Resting on the altar is a jagged mithril dagger 
  inlaid with bloodstones (worth 650 gp). A crude stone mallet 
  along with a chisel forged from electrum and bronze (worth 
  500 gp) lie on the floor nearby.
  Development: The PCs earn a story award of 1,500 XP for 
  rescuing Efyllia. Returning to the portal takes only a short 
  time provided the PCs go with the flow of the seasons and 
  travel from Winter to Spring. The sky brightens with predawn 
  light and the PCs can step through the portal and return to 
  the Gnarled Forest where Hilzarun awaits their return under 
  waning moonlight.
  
  22
  Conclusion
  The PCs thwarted the cruel plans of the Faerie Queen and her 
  huntsmen and saved an innocent life. The unicorn family’s 
  unexpected appearance at the boundary of the PC’s settlement 
  seems to cast a blessing over the festival and inspires the 
  citizens to happiness and good fortune in the coming season. 
  The grateful fey of the Gnarled Forest erect a circle of standing 
  stones engraved with the names and likenesses of the PCs, 
  which becomes a permanent Landmark
   
  Myvenwy and Hilzarun return to the woods but 
  promise to personally watch over the northern Gnarled Forest 
  and to swiftly report to the PCs any incursion by a monstrous 
  force or hostile foreign kingdom. Because of their vigilance, 
  the PCs gain a permanent +2 bonus to any kingdom checks 
  made to prevent (or reduce the effect of ) Bandit Activity, Large 
  Disaster, Monster Attack, or Smugglers kingdom events. When 
  the unicorn filly Efyllia grows and matures, she may consider 
  serving a pure PC as a companion or cohort.
  The most important thing that the PCs gain from this 
  adventure is knowledge of the Faerie Queen’s power and an 
  awareness of her fell intentions toward their lands. While the 
  Queen’s schemes will not come to fruition for some time yet, 
  the PCs won’t be caught completely unprepared, and can now 
  make plans of their own to defeat her.
  Scaling the Adventure
  While the adventure is designed for six 6th level characters, it 
  can be scaled down for four 6th level characters (or if the PCs 
  are finding the adventure too difficult), by doing the following:
  Evening Rendezvous: Remove a worg and a buckawn.
  Wolf  Pack Tactics: Give the fey wolves one level of 
  exhaustion.
  Hunting the Hunters: Give both hunting groups one level 
  of exhaustion.
  Ill met by moonlight: Assume Raewyn has used up all her 
  4th level spells.
  Spring Dawns: Reduce the skill check DC needed to 
  impress or satisfy Cyollus by 2.
  Autumnal Dusk: Remove one illglasir.
  Dark Heart of  Winter: Assume Harakund starts at the Altar 
  Stone and only faces the PCs after they defeat any remaining 
  Hunters.
  
  23
  
  24
  
  I
  ISBN-13: 978-1534717251
  Price: $12.99
  makeyourgamelegendary.com
  LG030KM065E
  Let the Hunt Begin!
  Evil stirs in the depths of the Gnarled Forest. The heroes of the 
  land, taming the wilderness and forging a legacy of their own, hear 
  disturbing tales from woodsmen and trappers of a strange and 
  ferocious hunting party ranging far and wide beneath the forest 
  eaves. It is not only from human tongues that they hear warnings 
  of these dread hunters, for the allies they have found amongst the 
  fey and other woodland creatures are likewise deathly afraid of 
  what these savage raiders may portend. The heroes are called upon 
  by Myvenwy, a unicorn warden of the wood, who begs their aid in 
  facing this peril, one that threatens him and his kind above all, but 
  should the unicorns fall there will be none to stand against the 
  raging Horns of the Hunted.  
   
  Horns of the Hunted is a 5th Edition adventure for 6th to 7th-
  level characters that brings the strange and heartless fury of the 
  faerie realms to the doorstep of the heroes. This is not an adventure 
  where the heroes can explore and pillage some crumbling ruin at 
  their leisure. Here the adventure comes to them, and it explodes at 
  a furious pace that demands they spring into action with boldness 
  or get left behind. This fast-paced scenario demands versatile 
  characters and creative thinking as the heroes pass must venture 
  into the mysterious and magical realms of faerie. Grab this 28-page 
  5E adventure today and Make Your Game Legendary!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Legendary Games/Forest Kingdom/Horns of the Hunted.pdf