TEXT: JOURNEY INTO RAINBOW
  JOURNEY INTO RAINBOW
  JOURNEY INTO RAINBOW
  JOURNEY INTO RAINBOW
  JOURNEY INTO RAINBOW
  
  Journey into Rainbow
  S
  hine your soul with the same egoless humility as
  the rainbow and no matter where you go in this
  world or the next, love will find you, attend you,
  and bless you.
  ― Aberjhani, Journey through the Power of the
  Rainbow: Quotations from a Life Made Out of
  Poetry
  Introduction
  Journey into Rainbow is an adventure which begins in the
  lands of the Azuposi to the north and west of Faerûn in the
  distant land of Anchôromé. After reaching the far corner of the
  continent and meeting an interesting tribe of colorful folk
  known as the Kan'wita, the PCs then head into a hitherto
  unknown demiplane known as the Limitless Light, or
  colloquially the Demiplane of Rainbows.
  What at first seems a simple task of finding and recruiting a
  few errant fey, gets the PCs embroiled in the heart of all that
  ails the beautiful demiplane. There is a phoenix to be
  beseeched, dragons of colossal power, a vile lord of the slaadi,
  and even a titan to contend with. Are the players ready for
  their journey into the rainbow?
  What is Needed?
  This adventure has intentionally been written to only require
  free products on DMsGuild along with the original slate of
  core 5e D&D products. Creatures and some character types
  are drawn from ANC1 The Anchôromé Campaign Guide,
  ANS2 Monsters of Anchôromé and PSC1 The Limitless
  Light. Of those, only PSC1 is required, and it can be found for
  free on DMsGuild. All other information from prior products
  has been copied here for convenience.
  Adventure Summary
  The PCs start their adventure in the Pasocada Basin in a
  pueblo town known as Kin Elbhaz which is known for its good
  luck and fortune. The town is "lucky" because of benevolent
  fey known as puckwudgies who assist its people in exchange
  for a home.
  The fey seek to invite some of their "cousins" to come join
  them and hire the PCs to retrieve them in the distant northern
  region of Anchôromé, where they encounter a colorful tribe of
  humanoids known as the Kan'wita - a tribe of the
  Minnenewah people.
  The Kan'wita know of the puckwudgie, but the fey have
  stolen something from them and used it to travel through their
  rainbow waterfall into the Limitless Light demiplane. The
  PCs follow the puckwudgie trail only to become embroiled in
  the chaos that has infected the demiplane.
  The players must encounter some of the most powerful
  inhabitants of the plane, and each requires some sort of favor
  until the PCs are finally tasked with returning an errant,
  chaos-infected celestial of art back to her mother in a city of
  light and beauty.
  The PCs must outwit the Slaad Lord of Color who was
  exiled by another slaad lord.
  This chaotic being believes it has found a home in the
  Limitless Light, but its power is transforming those around it
  and he must be contained if not defeated outright.
  Credits
  Author
  Jon Hild
  Art Credits
  Shutterstock and Pixabay Creative Commons Public Domain
  Cartography
  Map of Anchôromé by Andrew James Woodyard, Limitless
  Light by Jon Hild and all others by Dyson Logos
  Interior Art (Page 13)
  Alcina   https://www.deviantart.com/alcina24
  Interior Art (Page 15)
  "Shabazik"   https://www.deviantart.com/shabazik
  Interior Art (Page 16)
  Sara "Gelidwolf"   https://www.deviantart.com/gelidwolf/
  Interior Art (Page 17)
  Adam Ray
  Interior Art (Page 18)
  OnHolyServiceBound (Tehoka:son Montour) 
  https://www.deviantart.com/onholyservicebound
  Interior Art (Page 19)
  Aisling Allan   https://www.facebook.com/FallenFantasyArt
  Legal
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  Content Agreement for Dungeon Masters Guild.
  2
  
  Anchôromé
  The adventure begins in the pueblo town of Kin Elbhaz
  on the continent of Anchôromé to the northwest of
  Faerûn and due north of Maztica. An elder fey named
  Owingeh approaches the PCs and invites them to his
  home with a proposition.
  Owingeh is a puckwudgie, and one of the fey
  benefactors of the community. The puckwudgie have
  assured the prosperity and success of Kin Elbaz over
  many generations.
  The fey need assistance, and the PCs are likely the
  only ones that could help in what might at first a simple
  task.
  Kin Elbhaz
  Kin Elbaz is a burgeoning town of 2,000 folk known as
  the Azuposi who are the primary human population of
  the Pasocada Basin.
  In the past, the town boasted much smaller numbers
  but the puckwudgies who have “adopted” Kin Elbhaz see
  to its good fortune. They tend crops, scare away
  predators and even perform small good deeds for other
  citizens without their knowledge.
  The puckwudgies are not like all their kin however,
  some of whom can be indifferent or even cruel. Long ago,
  they were betrayed by allied big folk far to the north and
  this has soured many of the fey who now find it
  impossible to trust mankind or any other non fey.
  Kin Elbhaz’s benevolent puckwudgies want to end this
  mistrust and bring their northern cousins back home.
  They have had nothing but positive relationships with the
  people of the Pasocada Basin and if the northern
  puckwudgies were to come to Kin Elbhaz, perhaps their
  hearts would change and they could forgive.
  This at least, is the theory held by Owingeh, the
  wizened patriarch of Kin Elbhaz’s fey folk. Owingeh
  invites the PCs to his miniature adobe home made for
  him by Azuposi builders. In the home where the PCs can
  barely fit comfortably, he explains his plan.
  Long ago my people were allies with the folk of the north
  known as the Minnenewah. The Minnenewah appear much
  like our human friends but they have a deeper connection
  to the Spirit Realm. A tribe of the Minnenewah called the
  Wappauge chose the friendship of powerful ogres over
  puckwudgies. Both puckwudgie and Wappauge ended up
  on the ogres’ dinner plate because of this foolish decision.
  From that day forward, those of us who survived
  scattered across the world, and most no longer trust the
  big folk. The betrayal has hardened many hearts.”
  Owingeh pauses briefly and then continues.
  I believe this coldness can be fixed, at least among my
  closest kin. Please, would you seek out my cousin Haaku
  to the north and bring him this missive? We would make
  the trip ourselves but it is dangerous and we cannot
  abandon our home. The Azuposi do not realize just how
  much their good fortune relies on our presence and I fear
  that were we to leave even for a short time, Kin Elbaz
  would suffer. The journey will not be easy one and we
  would reward you with invaluable information and magic.
  Owingeh offers a medallion of medicine fire that has
  been in his possession for over a hundred years for
  successful completion of the task at hand. He also claims
  to know secrets of the Ruins of Esh Alakar that are
  known only to the puckwudgie which he would be willing
  to share.
  If this is not enough, he will make one last plea to their
  kindness before giving up. If the PCs refuse, the
  adventure has effectively ended before it has even begun.
  If the PCs agree, he hands them the missive, which is
  basically just a written invitation on a scroll formed of
  animal hide and bright dyes. He claims that his cousin
  Haaku will know it is real and that the human
  messengers come in peace. Haaku is stubborn, but he is
  no fool.
  In addition, the elder puckwudgie will hand them a
  map indicating the location of a place called Kan'wita
  Falls where Haaku and his fey brethren were last known
  to be in the vicinity of. Kan'wita Fall's location is a secret
  in itself, and Owingeh explains that it is "one of the most
  beautiful places in all the world." Unfortunately, it also
  takes many weeks of travel to get to from Kin Elbaz.
  Owingeh offers a possible solution to this problem as
  well. He speaks of a mystical spirit on the coast to the
  southwest named Aponi who may be able to transport
  them within a day's travel of the falls, but he is unsure of
  what the spirit might ask for. The spirit is benevolent,
  however, and will likely assist a party on such a mission
  of hope. Owingweh gives them directions to Aponi's lair
  and sends them on their way.
  Medallion of Medicine Fire
  Wondrous item, very rare (requires attunement)
  This medallion is constructed of feathers and beads and
  is sculpted into the shape of flames. Its attuned owner
  has access to a number of powers invoking flames
  brought about by elemental spirits of fire. The medallion
  grants the following powers:
  Resistance to fire
  Cast burning hands twice each day, save DC 16
  Cast fire shield once each day (warm shield only)
  Cast flame strike once each day, save DC 16
  3
  
  Aponi's Lair
  Aponi is a spirit known as an achiyalabopa, which is a
  coastal spirits that resemble a swan with rainbow hued
  wings and strong mystical powers. In a long gone age,
  there was only one Great Spirit known as Achiyalabopa
  who willingly gave up her divinity to more closely monitor
  the actions of mankind which she had fallen in love with.
  She wished to help guide the young race from a more
  personal standpoint.
  The Great Spirit became many and Aponi was one of
  the first of these "offspring" to arise. Aponi has always
  sought to connect mankind to others in order to show
  them that they are far more alike they they might
  otherwise believe. She believes that connecting people,
  even across great distances, is good for the world as a
  whole and she has created and maintained a series of
  portals that lead to the far reaches of Anchôromé for
  centuries now.
  Aponi does not allow the use of her portals freely and
  she always requires a good deed of her choosing be
  performed for their use. Only she knows the proper keys
  to using her portals and she cannot be forced to do so.
  Aponi's lair is only a few feet above sea level on a cliff
  face that faces out towards the sea. Owingeh's directions
  leading to it it are flawless and once the PCs arrive, read
  the following description out loud.
  You have followed the cliff face for some time now,
  believing Owingeh's claim that you would "know the
  spirit's lair when you saw it." As you turn a corner, you see
  a cave entrance no larger than a man that would otherwise
  be nondescript were it not the source of a beautiful
  rainbow which stretches towards the sea until it fades
  beyond the ocean's spray that apparently is causing it. It's
  colors are far too bright to be completely natural.
  A gentle voice, speaking in the Azuposi tongue hails
  you from the entrance as a swan the size of a large bear
  emerges. It's wings are colored similar to the rainbow that
  decorates her demesne.
  4
  
  Welcome, Children of Masauwu, why is it that you have
  come to seek Aponi, and what might I do to bring you
  joy?
  Aponi listens carefully to the players' tale and seems
  sympathetic to their quest. Its goal coincides well with
  her own philosophy and she remarks that the tale of the
  puckwudgie and their ultimate betrayal by the Wappauge
  is a sad one that she knows well.
  She also knows of Kan'wita Falls and can most
  certainly help the players reach it using a portal that she
  controls within her cavern. Aponi requires the
  completion of a task before she allows them to use it
  however, because she wants them to prove their worth.
  The achiyalabopa requires that the PCs destroy two cruel
  spirits that travel together in the mountain just nearby.
  These two spirits are also children of a Great Spirit,
  but this time of Pamola, an evil entity of hunger and
  cannibalism. The spirits are known as wendigo, and they
  have killed many in the past who have tried to reach
  Aponi through the mountain passes. Aponi is immune to
  their cruel whisperings, but she cannot find them in
  order to destroy them herself. If the PCs agree, she
  warns them to beware the roar of the wendigo and not to
  be fooled by its lies as she sends them on their way.
  Spirits of Cannibalism
  The two wendigo will not be difficult to find and within
  only hours of departing Aponi's lair, they will make their
  move. Read the following as dusk begins to settle.
  As the sun begins to set, you hear Aponi's melodic voice
  calling to you from beyond the trees. Her voice grows
  louder indicating that she must be headed towards you.
  You make out the words "...something I forgot to tell you
  about the wendigo that you must understand..." Then she
  stops suddenly and cries out as if in pain.
  Aponi is still in her lair, and the wendigo are simply using
  their ability to mimic sounds in order to draw the PCs
  into a trap that they set here just for such an occasion.
  There is a simple, but deep and well hidden pit trap
  covered with foliage in the direction of Aponi's mimicked
  voice. The pit trap is 20 feet deep and filled with sharp
  wooden stakes. The fall and impalement causes 28 (8d6)
  piercing damage unless the PCs make a successful DC
  15 Dexterity save to avoid it. It will affect the leading
  character and all within a 15 foot radius. If they are
  running towards the wendigo, they make this roll with
  disadvantage.
  Once the tap is either triggered or avoided, the wendigo
  emerge from the woods and attack, but not before the
  one who imitated Aponi finishes his earlier statement in
  a gravelly tone, "...they know my voice!"
  After the wendigo are destroyed, they may bring back a
  grisly trophy to Aponi, but she would have known
  regardless.
  Aponi will lead them inside to a blank wall that is cut
  from the natural cavern. She makes a few gestures with
  her multi hued wings and the wall disappears, revealing
  a vertical pool of swirling colors. Aponi hands the PCs
  one of her feathers, which she claims will open the portal
  from the other side when they are ready to return.
  Kan'wita is a full days travel to the southwest from their
  arrival point, but they should be able to see it within a
  half day's travel.
  The Unole
  The PCs arrive in cave which is remarkably similar to
  Aponi's lair, and other than the absence of their former
  host, it might be hard to convince the PCs that they have
  just traveled over 400 miles to the north. The air is a bit
  colder and their is a different smell to it. Outside the
  cave, instead of a salty sea, there is a river which slowly
  moves to the south. This is the River Sesnaa which
  eventually makes its way to the falls.
  If the players attempt to use magic to locate Haaku or
  the puckwudgie from here, the magic will fail. They are
  currently prisoners of the rainbow dwellers on the
  Limitless Light and only the most powerful divination
  magic would be able to locate them on this distant
  demiplane. For now, the only choice the PCs have is to
  head towards Kan'wita Falls as Owingeh suggested.
  The area is relatively safe and free of wandering
  monsters, but occasionally savage mammals from a land
  known as the Kaaya'Yeeda wander in from the west.
  Kan'wita Minnenewah often take down such creatures in
  grand hunts that signal a coming of age but the two
  mammoths that have come to drink at the edge of the
  river would likely be too much for young warriors.
  These beasts have lost their way and are very
  aggressive, but a successful DC 15 Wisdom (Animal
  Handling) check might be able to prevent them from
  attacking.
  Encountering the Kan'wita
  In short order, the players will start to detect an increase
  in moisture in the air as they travel towards the falls. If
  they are following the river, its pace also begins to pick up
  noticeably.
  At some point, they will turn a corner or step out of a
  wooded area to the sight of the falls in the distance.
  Describe it to the PCs using the following.
  5
  
  Cool mist chills your face and it takes your eyes a moment
  to focus in the bright sunlight. The sight before you takes
  your breath away as you see the grandest rainbow you
  could have ever imagined. The roar of a massive waterfall
  also assails your ear and you can just make out the sudden
  drop in the distance. The edge is too misty to see beyond,
  but the rainbow itself shines through in vibrant red,
  orange, yellow, blue, indigo and violet.
  At first you think your eyes might be deceiving you, but
  armed men and women approach you with a variety of hair
  colors no different than the very rainbow itself. Each has a
  colored wisp of magic that matches their hair and orbits
  their shoulder and head.
  The band of 10 Kan'wita scouts detected the PCs shortly
  after their battle with the mammoths, and have been
  observing their actions as they approached the falls. They
  are not hostile, and are curious about the PCs intentions.
  A blue haired female steps forward and speaks in the
  Minnenewah trade language.
  We do not get much in the way of visitors these days,
  state your purpose and do not lie to me. We have ways to
  determine your honesty.
  Whether or not the PCs understand the Kan'wita leader,
  she slips on a silver ring with a blue topaz and repeats
  her question. This time, her voice sounds in whatever
  language the PCs understand. She is wearing the ring of
  clean communication, a rare item of glimmerfolk
  construction.
  Ring of Clean Communication
  Ring, rare (requires attunement)
  This silver ring has a stone of a singular bright color,
  often a topaz, ruby, emerald, or sapphire but never a
  diamond. Its attuned bearer has the following magical
  effects active at all time:
  You are under the permanent effects of a zone of truth
  spell.
  You are under the permanent effects of a comprehend
  languages spell, but you only comprehend verbal
  communication with it.
  You are incapable of telling a lie, and if you attempt to
  do so, your words become garbled and
  incomprehensible.
  The words you speak are understood by all listeners
  in their primary language.
  The PCs can tell the Kan'wita their tale and if they are
  truthful, the blue haired woman, who introduces herself
  as Halona, invites them to join her at the falls for a tale
  about the puckwudgie and specifically the one known as
  Haaku.
  6
  
  The Council of Color
  Kan'wita Falls are even more glorious up close, but it is
  very difficult to speak beside the roar of the falls. By this
  time, the sun will be lowering in the sky and the rainbow
  will start to disappear. Halona leads the PCs into an
  entrance cut into the cliff face some distance from the
  falls themselves. Inside, the roar is muted but not gone
  entirely.
  The characters are led to a malachite table where four
  additional Kan'wita sit, and they are joined by two other
  beings the likes of which PCs have never seen before.
  Describe them in the following way.
  One female is so lithe as to appear elf-like, but her hair
  color varies from light blonde to flame red at its tips. Like
  the Kan'wita, she has a glowing wisp, but where they have
  one, she has three of differing colors.
  Another is a male who is completely bald and has
  multicolored, opalescent skin that swirls with a life of its
  own. It is difficult not to rudely stare at the beauty of
  these folks.
  Halona introduces each Kan'wita, the glimmerling and
  the chroma in turn. The glimmerling female, whose
  name is Meda, addresses the PCs first in a heavily
  accented Common.
  So you seek the thieving fey Haaku and his kind. Perhaps
  this means that you too are a thief who have come to steal
  the treasures of Kan'wita and perhaps the Limitless Light
  as well?
  The chroma male, whose name is Vohkinne, holds up his
  hand to cut Meda off.
  These folk do not come to steal from us, and they do not
  know of the puckwudgie's thieving ways. Tell them of our
  plight! Tell them of the Prophecy of the Whirling
  Rainbow! It cannot hurt us.
  When Vokhinne brings up the Prophecy the other
  Kan'wita begin to murmur and whisper to each other in
  the Minnenewah tongue. After a few minutes of debate,
  the Kan'wita nods to Halona and the glimmerfolk Meda
  sighs, nods her own head and waves off the rest of the
  council in exasperation. She is obviously conceding.
  Halona addresses the PCs and begins to explain
  everything that has just occurred.
  The fey you speak of have unfortunately been a thorn in
  the side of the Kan'wita for decades. They have been a
  nuisance and often steal from our larders and treasuries at
  any opportunity. They have never caused us any true harm
  however, until only recently.
  The Falls hold a secret that we have kept sacred for
  many centuries. The rainbow which appears each day in
  the brightest hours is no ordinary rainbow as you may
  have surmised. It is a doorway to another world, another
  dimension of rainbows and home of the Great Spirit Riis
  who sees to all of it.
  The Falls cannot be entered because the waters are too
  strong to pass through and any who try drown or are
  crushed upon the rocks. Once, we had an ally - a spirit of
  elemental water who would control the falls for us and let
  us pass when we requested it, though it would only
  answer to one who held the prism of the dweller in
  rainbows. This item of powerful magic was stolen by the
  puckwudgie who used it to pass through the gate
  themselves and unfortunately bring it to the other side
  where we no longer can reach.
  Halona can now continue with most of the information
  about the Falls found in the "Locations" portion of this
  chapter, and will also give them basic information
  concerning the Limitless Light. However, she says
  nothing of the "Prophecy of Whirling Rainbow." If the
  PCs ask, it is Vokninne who speaks up.
  Though I now call the Kan'wita family, I once had another.
  My people are not of this world, but hail from the
  Limitless Light itself, what some of your people may refer
  to as the Plane of Rainbows.
  My homeland was destroyed by a darkening evil, and we
  were forced to flee. Spread out along the Rainbow Bridge,
  we have been naught but refugees for the better part of
  three decades as you measure time.
  The Prophecy of the Whirling Rainbow speaks of folk
  who are not of the Light themselves, but come to end the
  darkness and lead us home. There are simply too many
  coincidences in your arrival to ignore. I believe that you
  are the ones who will find us our new home.
  Would you help us?
  7
  
  The prophecy is more than just about the chroma, and
  though its exact wording can only be spoken in
  Versicolor (the visual language of many folks of the
  Limitless Light). It speaks of "bringing together many folk
  in peace," thus the allusion in its title.
  The PCs may agree to help the Kan'wita, but
  demanding a reward will be frowned upon. The Council
  of Colors agrees that should the PCs recover the the
  prism of the dweller in rainbows, they will be allowed to
  access the Limitless Light any time they so choose. In
  addition, there is a permanent teleportation circle at
  Kan'wita Falls whose sigil sequence their casters will be
  allowed to study for as long as necessary to commit it to
  memory.
  Effectively, the PCs are being offered acceptance into
  the Kan'wita family.
  The Water Serpent
  There is still the issue of how to obtain the prism
  however as it is currently lost on the other side of the
  portal. Halona once again believes she may have a
  solution, and she brings the PCs to the base of the Falls
  to demonstrate.
  Halona steps as close as she can to the base of the falls
  without getting hit by the falling water and tells you to
  close your eyes. Even with them closed you realize she
  somehow created a bright flash of golden light. You might
  have been blinded had you not heeded her warning.
  When you open your eyes, you immediately notice that
  her blue wisp is gone. The extension of a Kan'wita or
  glimmerfolk's spirit which they refer to as nimlis.
  You notice the water begin to ripple as a giant
  serpentine form made from the very water itself rises from
  the pool at the base of the falls. It approaches Halona
  quickly, but she does not seem nervous, nor surprised.
  The water-serpent extends its snout as if to take in the
  Minnenewah's scent, and she briefly pets it gently and she
  giggles. The serpent turns back and disappears quickly
  into the waters.
  Halona turns to you and smiles, "That is Lomahongva, a
  hiintcaabiit water spirit and friend to the people of
  Kan'wita. Unfortunately, he is a stubborn spirit, and he will
  not part the waters for us as long as the prism is gone.
  You see now what the fey have done to us? "
  The PCs are likely understand the problem, but the
  solution is what they have come here for. Halona
  continues.
  There is possibly another way to convince Lomahongva to
  part the waters for you, but it is very dangerous, and it will
  surely only work once, or we would have tried it ourselves.
  The hiintcabiit despises a certain item which is rumored
  to be in possession of our enemies, the Wappauge.
  The Wappauge are also Minnenewah, but they long ago
  gave themselves to darkness. In many ways they are our
  nemesis.
  The Wappauge sought to use this item to destroy the
  falls long ago and cut off all connection to the Limitless
  Light. If you were to find this item and bring it to the
  spirit, he would surely destroy it and in return allow you
  access to the Bridge of Rainbows. The only way to open
  the gateway is from this side, so you would also have to
  find your own way back.
  If you agree to this, I can point you in the direction of
  the Wappauge, where the item is rumored to lie.
  The item in question is a ring of water elemental
  command which the Wappauge planned to use to entirely
  reroute the River Sesnaa away from the Falls. They
  would have succeeded had the Kan'wita not discovered
  them.
  If the PCs agree, Halona guides them west. The trip
  will take two days and as the party gets closer to the
  Kaaya'Yeeda, they will locate the entrance to the
  Wappauge's underground camp. The Wappauge,
  unfortunately, have had some recent problems of their
  own as their former ogre "allies" have come to finish
  them off.
  Wappauge Camp
  The Wappauge hate the sunlight and avoid it at all costs.
  What few remain tend to find underground caves and
  hideouts in order to spend their days, while they hunt
  and forage at night.
  The caddaja are the ogres with whom the Wappauge
  once allied. They still seek the tribe out out of a sense of
  cruelty and this particular family has just been killed by a
  troupe of six caddaja.
  The location of each caddaja in the camp is indicated
  on the map with the letter "C."
  The treasure, which includes the ring, a potion of
  heroism and uncut turquiose worth 750 gp is located in a
  pile at the letter "T."
  8
  
  To the Plane of Rainbows
  Halona is genuinely excited to see the PCs return with
  the ring of water elemental command. She and two
  dozen of Kan'Wita Fall's colorful residents, including a
  half dozen glimmerfolk and two chroma greet the
  characters at the edge of town and accompany them to
  the falls. Halona hands the PCs a letter of introduction
  for the glimmerfolk they will soon encounter.
  The PCs are instructed to close their eyes again as this
  time it is Meda who uses her nimli to create a flare to
  summon the hiintcabiit.
  The water serpent appears as it did the last time and
  immediately eyes the PC who holds the ring. Halona
  motions for them to hold it out towards Lomahongva. If
  they do, the water serpent summons a spout from the
  pool which he carefully forms into a cup shape. When the
  ring is placed in the spout it moves towards the serpent
  who then disappears with it into the pool.
  The pool and all who stand before it remain silent as
  the the falls suddenly begin to part through the center. As
  promised, the end of the rainbow shimmers just beyond
  the wall of water, waiting for the PCs to enter. A small
  wet path of stones reveals itself in the lowered waters.
  Continuing the Adventure
  The following pages give detailed descriptions for
  the new locations, character options and monsters
  that have been introduced within this chapter and
  fully take place on the continent of Anchôromé.
  Much of this information can be found in other
  Anchôromé Campaign products. 
  The adventure itself continues on page 19.
  9
  
  Locations
  The following pages describe Kan'wita Falls in detail for
  use in this adventure and beyond.
  Kan'wita Falls
  Some think the Unole to be nothing more than endless
  plains. Certainly the rolling hills and wide grasslands are
  common but there is far more to the lands of the
  Minnenewah than most believe. Forests, mountains and
  even badlands abound, but few are as majestic and
  beautiful as the grand Kan'Wita Falls.
  Description
  The Kan'wita tribe of Minnenewah are like their brethren
  in most ways. They give their respect to the Great Spirits,
  have many similar traditions, and know quite well that
  they will one day pass on to the Spirit Realm to rejoin
  their ancestors.
  Their home, however, has had quite an affect on their
  culture and abilities. Kan'wita falls is the largest waterfall
  in both height and volume in all of Anchôromé, topping
  out at over 3,000 feet with a flow rate that is nearly
  unheard of.
  The volume of the resultant deluge is so great that a
  permanent rainbow forms on any day when the sun
  shines. Such grandeur has had a mystical effect on the
  land, opening a permanent portal at the waterfall's base
  (and at one end of the rainbow) to a demiplane known to
  some as the plane of radiance (a misnomer) or the plane
  of rainbows, but to those with greater knowledge as the
  Limitless Light.
  From this land of floating islands and rainbow bridges,
  beings known as the chroma and the glimmerfolk have
  stepped through. Where at first there may have been
  contention with the Kan'wita, such days are long gone
  and a strong peace has lasted for over a century.
  The Falls
  Kan'wita Falls are certainly the largest waterfall in all of
  Anchôromé, if not Toril itself. It lies near the northern
  end of the River Sesnaa where an ancient earthquake left
  a massive fault in the land that corrects its own elevation
  within a dozen miles of its center. To this day, it is easy to
  see exactly how and where the land shifted, creating a
  3500+ foot drop in elevation from east to west.
  Before the falls, the river's speed increases
  dramatically, reaching 50 feet per second within 300 feet
  of the actual falls. In order to avoid going over the falls a
  swimmer must make a Strength check with a DC 15
  within 300 feet and DC 18 within 100 feet of the falls to
  reach the shore safely. This check is made at
  disadvantage if the swimmer does not have a swim
  speed.
  Going over the the falls without the ability to fly,
  levitate or feather fall is quite difficult to survive
  considering the 3500 foot height of the falls themselves.
  The Rainbow Gate
  The rainbow of Kan'wita Falls maintains the same shape
  regardless of the sun's position in the sky, but only
  appears during the day for at most the four hours
  surrounding the sun's zenith. On cloudy days, the
  rainbow doesn't appear.
  When the rainbow is in view, one end always
  terminates at the waterfall itself. Unfortunately, the
  planar portal actually exists behind the falls where the
  weight of the deluge is enough to cause 55 (10d10)
  bludgeoning damage if entered and a DC 25 Strength
  (Athletics) check is required to make progress through
  the falls in any case. A hiintcabiit named Lomahongva
  can open the curtain of water to allow access.
  Lomahongva only do so for those who hold the prism of
  the rainbow dweller, an item of magic that supposedly
  contains the spirit of one of Lomahingva's former friends.
  Entering The Limitless Light
  When one steps onto the rainbow bridge, light suddenly
  intensifies, breaking into its component colors and into
  some that do not yet have a name. The traveler will feel a
  sudden whoosh as if they have been whisked away by a
  powerful wind, but when they can open their eyes again
  the sensation of motion will have passed.
  The traveler will be standing amidst a clearing in a
  vibrantly green forest. Transparent and blue crystals
  peak out amidst the trees scattered in the distance and
  flowers of all colors of the rainbow pepper the ground,
  each in perfect full bloom.
  Colors everywhere appear brighter and based on these
  first impressions, one could not be blamed to think they
  had been transported to the realm of the Feywild or even
  Arvandor itself.
  The sky above and the horizon immediately distinguish
  this location from anywhere else in the multiverse.
  Brightly colored auroras twist and waver in the distance
  and floating islands as far as the eye can see are
  interconnected with a beautiful and seemingly
  permanent rainbow bridge. Behind the traveler stands a
  waterfall much like the falls of Kan’wita except that they
  are not nearly so grand in size, and the waters fall with
  the colors of the rainbow. Somehow the colors never
  intermix even as they flow off into a distant river and
  eventually over the empty edge of the forest.
  At this point perhaps the traveler will realize that they
  stand upon one of these floating islands - certainly the
  largest within eyesight.
  The slender, elf-like glimmerfolk soon arrive to greet
  the traveler, knowing that they have come through a
  magical pathway that the glimmerfolk keep secret even
  among their own kind.
  10
  
  Characters
  The following section provides all necessary statistics
  and information necessary for characters of Anchôromé.
  Most of this information can be found in greater detail in
  ANC1 The Anchôromé Campaign Guide, but is
  provided here for convenience, along with additions such
  as new Minnenewah tribes.
  Races
  This section is dedicated to the races and subraces
  encountered within this chapter.
  Azuposi
  The Azuposi are an ethnicity of human kind that believe
  they once emerged from exile deep underground when
  the spirit Masauwu (the Skeleton Man) invited them to
  join him. They emerged from a place known as Shippapu
  and they have long flourished in the relatively bountiful
  region known as the Pasocada Basin.
  Azuposi Names
  Azuposi may be known by a single name. Some take a
  family name if they are frequently exposed to Faerûnian
  allies. Since the arrival of Sozarro over a century ago,
  this practice has become slightly more common. 
  Male Names. Ahote, Aponivi, Cha'akmongwi, Chochmo, 
  Honani, Honaw, Kele, Kolichiyaw, Kwahu, Len,
  Machak, 
  Moki, Nukpana, Pimne, Sikyatavo, Wemilat 
  Female Names. Abey, Ahusaka, Benquasha, Chenoa, 
  Dyani, Etania, Fala, Huyana, Kachine, Meda, Mitena, 
  Nitika, Olathe, Sakari, Taborri, Tarsha.
  Minnenewah
  Men and women whose origin lies in the Spirit Realm,
  the Minnenewah were brought to the mortal world on the
  back of the Thunderbird and they promptly diverged into
  the hundreds of tribes that now inhabit or wander the
  Unole and beyond.
  Now bound to this world, the Minnenewah still
  maintain ties to the Spirit Realm that gives them a drive
  to return and speak with the wise spirits of their
  ancestors. While many diverge in core beliefs, there are
  some universal truths that gives the impression that the
  Minnenewah are all truly One People.
  People of Spirit and Dream
  Sages draw similarities between the spirit folk of Kara-
  Tur and the Minnenewah, and in many ways they are
  alike. Minnenewah behave like humans, but are much
  more connected to the Outer Plains region known as the
  Spirit Realm.
  Though separate tribes have different means of doing
  so, each knows of some method of either entering the
  Spirit Realm, visiting in it an astral form, or at the very
  least communicating with ancestors and spirits who
  reside within.
  Some Minnenewah eat a mystical cactus that grows in
  the wilds to enter the Spirit Realm in a trance. Others
  can simply dream their way to the Spirit Realm. The
  tribe of horsemen known as the Chic'Epona actually ride
  horse-like beings that can take them to the Spirit Realm
  fully in person.
  Divergent Culture
  Legends hold that when the Thunderbird carried the
  Minnenewah upon its back to Anchôromé it became very
  hungry. Knowing that the benevolent Tabladak would be
  angered should it dine on its charges, the Thunderbird
  warned the early Minnenewah of its impending desire.
  When they arrived at Mount Dodaliv, the Minnenewah
  spread to the corners of the Unole and beyond to avoid
  the Great Spirit. This divergence has led to many tribes
  and many different ways of life. Though they share a
  common ancestry, the Minnenewah have developed
  mostly independently of each other.
  Minnenewah Names
  Minnenewah tribes have different naming conventions,
  but all are given a name at birth. When they reach the age
  of adulthood, they sometimes take a second name that
  among some tribes is a reference to an animal spirit, or
  in others simply a reference to some great deed that the
  Minnenewah has accomplished or aspect of their
  personality. 
  Male Names. Achachak, Akecheta, Chochokpi, Etu, 
  Gawonii, Istaqa, Kajika, Knoton, Mahpee,
  Mantotohpa, 
  Nahiossi, Paytah, Shizhe'e, Shoemowetochawcawe, 
  Tuketu, Waban, Yanisin 
  Female Names. Altsoba, Bena, Dowanhowee, Fala,
  Genesee, Ituha, Kakawangwa, Kimama, Maralah,
  Ninovan, Odahingum, Quanah, Sitala, Tayanita, Usdi,
  Yatokya 
  Adult Names. Charging Bear, Coyote Chasing Deer,
  First to Dance, Golden Eagle, Oldbark Antelope,
  Screech Owl, Soaring Turkey Vulture, Worthy of Trust,
  Yellow Leaf
  Minnenewah Traits
  These abilities are common to all Minnenewah,
  regardless of tribe.
  Ability Score Increase. Your Constitution score
  increases by 1 and your Wisdom increases by 1.
  Age. Minnenewah mature at the same rate as humans
  and reach adulthood in their late teens. Many are
  expected to take the roles of adults at ages as low as 13
  or 14.
  11
  
      Alignment. Despite what is believed by many, not all
  Minnenewah are perfectly in tune with nature. They have
  no tendency towards any particular alignment, but
  chaotic or blatantly evil Minnenewah are typically exiled
  from their tribes.
  Size. Minnenewah are often lithe but muscular. They
  stand anywhere from 5 feet to over 6 feet tall. Your size is
  Medium.
  Speed. Your base walking speed is 30 feet.
  Spirit Subtype. Minnenewah have the spirit subtype,
  which means they can be affected by spells that
  specifically target spirits. Their close connection to
  human ancestry makes them humanoids, however, so
  they are also affected by spells such as hold person and
  charm person.
  Minnenewah Wisdom. You gain advantage on all
  Wisdom saving throws made against magic.
  Languages. Minnenewah speak the Minnenewah
  trade language and individual tribal languages. Those
  that have frequent contact with other cultures and beings
  tend to pick up smatterings of words from those
  languages at the very least.
  Subraces. Minnenewah have dozens of subraces
  which they call tribes, two of which are explored here.
  Kan'wita Tribe
  The Kan'wita first came to inhabit the region
  surrounding Kan'wita Falls only shortly after the
  Thunderbird dispersed the Minnenewah to the far
  reaches of Anchôromé. They encountered Lomahongva,
  or "The One Who Lives Below" and immediately gained
  the hiintcabiit's respect.
  Not long afterward, the Kan'wita were introduced to
  the Limitless Light and its resident glimmerfolk, whom
  after generations of interbreeding have brought the
  Kan'wita to the selection of powers they currently enjoy.
  Kan'wita tribesman appear in many ways as do most
  Minnenewah, but often have wildly abnormal hair colors
  such as bright blue, red, yellow, green or purple. Their
  single nimli orbits just at shoulder height and matches
  their hair color in appearance.
  Kan'wita Tribal Traits
  Minnenewah of the Kan'wita tribe have all Minnenewah
  traits, plus the tribal traits below.
  Ability Score Increase. Your Charisma score is
  increased by 1.
  Nimli. As Kan'wita, you have a single glowing orb that
  is an extension of your soul which orbits around your
  shoulders and head and cannot be affected in any way.
  You may use this nimli once between long rests to cast
  dancing lights, daze or flare using 8 + your Proficiency
  Bonus + your Charisma modifier for any necessary saves.
  The nimli disappears until you have taken a long or short
  rest after it has been used.
  Walk on Rainbows. Once between long rests, you may
  cast dimension door with the only difference being that a
  rainbow briefly forms connecting your originating and
  final positions. The rainbow lasts a turn and illuminates
  the area between destinations with bright light for that
  turn plus dim light in an additional 30 feet beyond the
  path.
  Wappauge Tribe
  The Wappauge are a small tribe of Minnenewah who
  have given themselves over to darkness and shadow.
  They were once large in number and allied with a band
  of fey known as the puckwudgie, but they chose instead
  to throw in their lot with a band of ogres known as the
  caddaja. The caddaja were powerful but dim-witted, and
  the Wappauge believed they would make more greater
  allies than the diminutive fey.
  In the end, the puckwudgie were captured and killed,
  followed shortly after by most of the Wappauge who had
  underestimated the savagery of their new "friends."
  Because of their close connection to shadows and
  darkness, the Wappauge appear dusky and almost soot
  colored. They are the antithesis of the Kan'wita tribe in
  appearance and outlook.
  Wappauge Tribal Traits
  Minnenewah of the Wappauge tribe have all Minnenewah
  traits, plus the tribal traits below.
  Ability Score Increase. Your Dexterity score is
  increased by 1.
  Hide in Darkness. Wappauge gain advantage to
  Dexterity (Stealth) checks when hiding in darkness.
  Witness to Horror The Wappauge were once forced
  to watch the caddaja consume their families and people.
  This horror has given itself a racial memory that makes
  their will indomitable. Wappauge are immune to the
  frightened condition.
  12
  
  Monsters
  This section provides statistics for new monsters that
  appear in this chapter.
  Achiyalabopa
  The achiyalabopa were once a single being; a spirit of
  great power that some believe had a relation to both the
  Great Raven and the Thunderbird.
  The Great Spirit Achiyalabopa was one of the first to
  truly fall in love with the mortal races and all the
  potential for goodness that they stood for. Because of this
  love, it sacrificed its own divine nature in order to be
  closer to the mortal realm. To do so, it split itself into
  many creatures from the one so that it could keep its new
  mortal eyes on its chosen people (the Azuposi).
  13
  
  Wings of Radiance. The achiyalabopa appears as an
  enormous avian, though the species is known to vary.
  Some (like the image on page 86) take the form of a
  swan. Others have been known to appear as comorants,
  geese, or even the occasional massive gull. What they all
  have in common are their razor edged, beautiful rainbow
  colored wings. These wings contain what remains of
  their divinity and like a unicorn's horn, they are
  considered quite sacred.
  Only Azuposi of the absolute darkest nature (and great
  power) would ever think to harvest the wings of an
  achiyalabopa, but occasionally they will gift a brightly
  colored feather or two to a worthy hero. The feathers are
  rumored to hold great mystical powers.
  Coastal Guardians. The original Achiyalabopa was a
  Great Spirit of the coastal waters and as such, her
  descendants maintain an overprotective streak for such
  regions. The one way to anger an achiyalabopa to the
  point of attack would be to threaten its environment in
  some shape or form. This includes the many rivers of the
  Pasocada Basin in addition to the waters where the
  Metahel hunt. The Metahel have come to a mutual
  understanding with such creatures and try to respect the
  sanctity of the waters that are so crucial to their survival.
  An Achiyalabopa's Lair
  The achiyalabopa do not need rest or sleep, but they do
  tend to have a waterside cave which they can retreat to
  and store gifts or collected treasure. The most desired
  lair is typically found in a cave behind a waterfall,
  particularly if the falls are known for forming rainbows,
  which the achiyalabopa's presence can intensify greatly.
  Regional Effects
  The area within a mile of an achiyalabopa's lair might
  include any of the following magical effects.
  Waters are purified and cooled, negating all poisons
  or diseases within the region. Such waters are
  incredibly refreshing to drink, and almost have a
  sweet quality to them.
  Rainbows form very easily and their colors are
  intensified. Extra effects such as double rainbows are
  common and in rarer circumstances, colors not
  normally found in a standard rainbow are spotted.
  Normal animals are not aggressive to sentient
  creatures of a good alignment, but tend to be hostile
  towards those of evil alignments. They otherwise
  behave normally.
  14
  
  Caddaja
  The caddaja is a man-eating ogre that is thankfully not
  terribly bright, nor particularly willing to venture into
  populated regions. It is a vile, hairy beast that some
  believe have a relation to other hairy forest folk such as
  alaghi.
  Man-Eater. The caddaja are dedicated predators of
  sentient beings. They can subsist on deer, moose and
  other creatures of the forest, but prefer man-flesh over all
  others.
  Incredible Strength. Even for their already
  intimidating size, the caddaja is remarkably strong. They
  are known to have lifted small trees out of the ground to
  wield as a club when in pursuit of its favored prey.
  Luckily, the caddaja is not bright and it is frightened by
  both large groups of individuals and can be kept at bay by
  fire.
  Cursed Alaghi. The caddaja were once alaghi who
  succumbed to the whispers of dark spirits, and partook
  too often of the flesh of mankind and the minnenewah.
  Tabladak cursed the creatures with bodies and intellect
  that more closely matched their brutish and cruel
  behavior. The caddaja don't actually seem to mind their
  newer, more powerful bodies and after many generations
  they no longer remember their connection to the more
  peaceful Hairy Folk.
  Hiintcabiit
  The hiintcabiit is a serpentine creature with close ties to
  the elemental plane of water. It is not typically a hostile
  creature, but is demanding of respect and can be driven
  to violence should it be angered. Occasionally, an
  impressed hiincabiit will bestow its blessings and
  wisdom on worthy mortals.
  Elementals taken Flesh. Hiintcabiit in their natural
  form are great serpentine creatures. They are vastly wise
  and intelligent and know much about both the natural
  and spirit worlds. They are also capable of taking the
  form of water, and as such they are completely
  indistinguishable from whatever water surrounds them.
  This makes them nearly impossible to destroy, but they
  have come into conflict with other powerful elemental
  beings. Like all elementals, a hiintcabiit doesn't require
  air, food, drink or sleep.
  Control Waters. In addition to being able to take the
  form of water, hiintcabiit can control water naturally as
  well, using it to knock people off boats, bludgeon their
  enemies or even to cause droughts or floods were they
  inclined to do so.
  Respected Spirit-Beings. Hiintcabiit are universally
  respected among Minnenewah who know that the spirit-
  creatures can be sensitive, and often violent in response.
  Those who ply their waters often drop offerings in the
  lakes which they are known to inhabit. Turquoise is a
  favorite for the creatures, particularly stones and jewelry
  that has somehow been worked, showing that some effort
  has been put into the offering.
  15
  
  16
  
  Puckwudgie
  The puckwudgies are fey who were once great allies of
  the Minnenewah but were betrayed and have since
  caused no end to mischief. Many remain kind and
  goodhearted, but they have not forgotten what men are
  capable of. Others generally make of nuisance of
  themselves, and those who were most directly affected
  have become cruel and vindictive.
  Betrayed Fey. All puckwudgies are chaotic beings,
  known for their sense of humor and willingness to
  perform pranks on each other or particularly on mortal
  men and women. Puckwudgies were known to also help
  mankind (and the Minnenewah) in subtle ways. They
  would scare away predators with their arrows to protect
  lost children, water crops, kill pests and generally assure
  the good fortune of those they considered under their
  protection.
  A tribe of Minnenewah known as the Wappauge, led by
  a Bent Priest, betrayed their puckwudgie allies to a tribe
  of ogre-like beings nearly two hundred years ago,
  however. The ogres murdered and ate dozens of the tiny
  fey. In their cruel ignorance, the Wappauge believed that
  the ogres would make fine allies and that puckwudgies
  were nothing more than a nuisance.
  In the end, the ogres turned on the Wappauge and
  slaughtered them until only a few families remained.
  Varied Outlooks. The puckwudgies that survived the
  ogres scattered to the corners of Anchôromé, and they
  (rightfully) blamed the Minnenewah for the loss of their
  kin. To this day, solitary puckwudgie are at best of a
  neutral outlook, their tricks and comedy having become a
  true nuisance, but rarely deadly. These puckwudgie no
  longer lend their help to the Minnenewah or mankind.
  The worst of the puckwudgie have given themselves
  over to dark revenge. These fey use their fire arrows to
  burn down food storage, attract predators to regions of
  human habitation, and occasionally outright kill. The
  latter still remains rare among the puckwudgie and their
  fey sensibiliities for mischief usually overcomes
  murderous rage.
  17
  
  Wendigo
  The wendigo is one of the most feared horrors in all of
  Anchôromé, widely considered the epitome of the
  corruption of the mortal spirit. Many are servants and the
  children of the cruel spirit Pamola, but others come into
  existence on their own without the express will of He
  Who Curses on the Mountain. Most wendigo are created
  when one who is lost in the wilderness resorts to
  cannibalism before dying.
  Voice of the Winds. Wendigo do not just slay their
  prey. Their evil natures demand that they stalk travelers
  and the lost for days, often driving their quarry insane
  long before leaving their half eaten and frozen corpses
  atop a lonely mountain. When a wendigo is present in the
  lonely wilderness, the air is colder, the nights are longer,
  and the very wind seems to whisper of the horrors to
  come. Wendigo are spirits of the air as well as that of the
  cold, loneliness and cannibalism. When a wendigo is
  stalking prey, it always seems as if the creature is just off
  at the corner of the eye.
  Children of Pamola. Wendigo come into existence in
  a variety of means. Some are sired by the spirit Pamola
  himself, who blesses his children with great inherent
  magic, but whom also inherit his cruel nature. Invariably,
  all children leave their mortal tribes and homes and head
  northward or up into the frozen mountaintops. Kita'din is
  said to be the mountain home of Pamola himself, and
  while this may be uncertain, it is known to have at least a
  dozen of these terrible creatures.
  Undead Nature. A wendigo doesn't require air, food,
  drink, or sleep.
  A Wendigo's Lair
  Wendigo do not often remain in one place, but rather
  wander mountains, cold forests and tundra.
  Regional Effects
  The regional effects of a wendigo follow the creature
  within a mile radius of its location
  Temperatures are always colder and winds blow
  harder. Blizzards become commonplace.
  The wind constantly whispers describing horrors that
  will be visited upon those who can hear them.
  18
  
  The Limitless
  Light
  This portion of the adventure assumes that the PCs have
  set foot onto the Bridge of Rainbows and are ready to
  travel to a plane that is only known among the most
  eccentric sages and elders.
  Upon the Bridge of Rainbows
  The portal to the Limitless Light is known as the Bridge
  of Rainbows, or simply the Rainbow Bridge. Using the
  portal is in itself, an experience.
  When you step onto the Bridge of Rainbows, light
  suddenly intensifies, breaking into its component colors
  and into some that don’t yet have a name. You feel a
  sudden whoosh as if you’ve been whisked away by a
  powerful wind, but when you open your eyes again the
  sensation of motion has passed.
  You are standing amidst a clearing in a vibrantly colored
  forest. Transparent and blue crystals peak out amidst the
  trees scattered in the distance and flowers of all colors of
  the rainbow pepper the ground, each in perfect full bloom.
  Colors everywhere appear brighter and based on these
  first impressions, one could not be blamed to think you
  have been transported to the realm of the Fae or even
  Arvandor itself.
  19
  
  However, the sky above and the horizon immediately
  distinguish this location from anywhere else in the
  multiverse. Brightly colored auroras twist and waver in the
  distance and floating islands as far as the eye can see are
  interconnected with a beautiful and seemingly permanent
  rainbow bridge. Behind you stands a waterfall much like
  the falls of Kan’wita except that they are not nearly so
  grand in size, and the waters fall with the colors of the
  rainbow, somehow never intermixing even as they flow off
  into a distant river and eventually over the empty edge of
  the forest.
  You realize you are in fact, standing upon one of these
  floating islands, certainly the largest within sight.
  Slender, elf-like glimmerfolk emerge from the
  multicolored woods.
  The PCs will see a dozen glimmerfolk who look much
  like the Meda, but the variation is astounding. The
  glimmerfolk are beautiful beings, and all of exceptional
  charisma. There are 160 adult glimmerlings in this
  community along with 21 younglings. All are aware of the
  PCs presence, but most stay back in the forest. If any of
  the PCs are enthralled by the plane, the glimmerfolk
  kindly break the enchantment.
  The glimmerfolk have an excellent relationship with
  the Minnenewah of Kan'wita, but they are curious why
  they have not been visited in so long. The PCs' foreign
  appearances are also off putting and they will initially be
  indifferent towards the travelers.
  The elder who steps forward attempts to communicate
  first in the tongue of the glimmerfolk, then in the
  Minnenewah trade language. Communication will be
  difficult if there is a language barrier, but if the PCs hand
  him the letter of introduction from Halona, he becomes
  friendly and welcomes the party. The elder's name is
  Degotoga, and he responds that the name of his village is
  Kalieda.
  If the PCs' communicate their search for the
  puckwudgie Haaku and his kin, Degotoga says the
  following.
  I am sorry, but we cannot help you. The fey who came
  through the portal did not stay among us for long and we
  did not know of their thievery. They headed off many
  cycles past now and we do not know where they might be.
  Perhaps the dwellers know where they can be found now
  as they know all that occurs in the Limitless Light? You
  will find it hard garnering information from those ones,
  however.
  The Dwellers do not speak as you or I and those enigmatic
  beings will not communicate with you unless you can
  communicate in Versicolor. It is a language formed of
  changing colors that not even we of the Limitless Light
  can comprehend. The zoveri may be able to help you.
  Degotoga goes on to explain that the zoveri are able to
  speak Versicolor and might be willing to translate for the
  Dwellers. Their home, Lake Vividen, can be found 4 days
  travel towards Indigo Sky.
  The PCs are welcome among the glimmerfolk and may
  stay as long as they wish. Degotoga assigns them a guide
  to explain as much about the Limitless Light as the DM
  is willing to let the players' know. The PCs are fed
  delicious fruits of bright colors which can be found
  nowhere else in the multiverse. Unfortunately, such fruits
  will only grow under the auroras of the Limitless Light
  should the PCs hope to bring seeds home.
  When the PCs decide to set off, they are packed with
  provisions and provided a rudimentary map detailing
  travel times and directions for important locations.
  Random Encounters
  There is a chance of a random encounter on the
  Limitless Light and the PCs should roll once for each day
  the PCs travel using the Random Encounter Tables in
  PSC1 The Limitless Light. DMs may also insert their
  own encounters as the PCs travel from location to
  location.
  The Zoveri of Vividen
  Lake Vividen barely has a shore, it’s many hued waters
  filling the island to the edge like an irregularly bottomed
  bowl. It’s approximately 3 miles at its longest axis (Red
  Sky to Green Sky) and it is inhabited by a clan of zoveri
  unlike any found elsewhere in the multiverse.
  When the PCs set foot on the island read the following.
  When the glimmerfolk described Lake Vividen, they most
  certainly did not do it’s beauty justice.
  A shoreline barely ten feet across circumnavigates the
  lake whose colors somehow do not mix, remaining in
  striped bands of rainbow colors 10 feet across. The
  auroras above reflect in the multi hued waters giving them
  the sense of motion even though when you look closely
  the waters are quite still.
  You did not notice before, but as your eyes adjust to
  the sight you think you can make out a pair of eyes staring
  at you from within the lake.
  20
  
  Adventure Map
  The map of the Limitless Light has a scale which
  references days of travel by walking at a normal pace
  rather than using miles.
  Direction is referred to using the primary color of the
  auroras. For example, from Pellucidus to Spectra Grotto
  the distance is 4 walking days towards "Red Skies."
  From the Indefinite Churn to Lake Vividea, it is 8 days
  towards "Indigo Skies," and the return trip would also be
  8 days using "Yellow Skies" as a guide.
  Flying halves the time necessary to complete a trip and
  faster speeds can reduce times as well.
  21
  
  The chromatic zoveri are perhaps the most helpful and
  friendly creatures on the entire plane of rainbows.
  Having been stranded here long ago, their physiology
  might have changed in subtle ways, but their outlook on
  life and its value has not changed much since their home
  was Lunia.
  They are not stupid, however, and ten chromatic
  zoveri remain motionless and camouflaged just a few
  feet below the one spokesman that has revealed himself.
  The zoveri hails the PCs and likely to the PCs pleasant
  surprise, hails them in the Common tongue.
  Good day to you travelers and welcome to my home, my
  name is Zenystryx and Lake Vividen is my home and the
  home of my people. I know you are not of the Limitless
  Light and the nature of our waters must raise your
  suspicions, but know that they are safe to drink if that’s
  why you are here.
  Once Zenystryx learns that the PCs are not hostile, he
  tells the PCs that he has friends who would like to meet
  them as the others remove their camouflage and smile at
  the visitors.
  The PCs are free to explain the purpose of their visit
  and if they describe the puckwudgies to the zoveri, they
  will explain that the fey did indeed pass this way, with
  only a brief stop to drink from the lake waters. Zenystryx
  believes they headed towards Red Skies when they
  departed, moving directly towards Spectra Grotto. If the
  PCs wish to head that way and speak with the Dwellers
  who occupy it, the zoveri explains that they will need to
  be able to communicate in Versicolor.
  The zoveri are capable of speaking the language of
  colors by using their chromatophores, but this is not
  simply something that can be taught. Zenystryx
  sympathizes with their quest and offers to have zoveri
  crafters make an item that will assist in communication.
  Unfortunately, they will need to gather two components
  that will not be easy to acquire.
  The zoveri will require a feather from the Radiant
  Phoenix Amitole and a scale from an ancient prismatic
  dragon. He warns the PCs that both Amitole and
  Pellucidus the dragon can be testy at times and gathering
  either component will be difficult.
  The zoveri wish for nothing in return for their
  assistance but ask kindly if the PC would eradicate a
  nearby nest of prismflies that have been a terrible
  nuisance to other visitors. It is not required for their help,
  but the zoveri would be quite grateful. Prismfly honey, the
  zoveri tells them, might also be of some use to the
  players as well. It has protective qualities against life
  draining magic.
  Whether the PCs decide to travel to Pellucidus, Mount
  Brilliance or eradicate the prismfly nest (only a short
  distance away) the zoveri happily see the PCs on their
  way and wish them luck.
  The Prismfly Nest
  Prismflies instinctually put their nests in hard to reach
  places. Typically this means a floating island
  disconnected to the Bridge of Rainbows, but it could also
  just be on the side of a cliff or in the tallest of trees.
  This particular nest is 60 feet up on the side of a sheer
  blue crystal cliff. If the PCs approach it, they will see the
  glittering lights of the prismflies reflected in the crystal
  face.
  Three full prismfly swarms attack anyone who
  approches the nest. These prismflies bored holes in the
  crystalline peaks for their nest and the produced a honey-
  like substance that their are capable of creating in times
  of plenty.
  Once the swarms are defeated, the PCs will be able to
  enter their nest by crawling where they will only
  encounter some harmless glowing worm-like grubs and
  enough multicolored honey for ten applications.
  Prismfly Honey
  Potion, uncommon
  Prismfly honey absorbs some of the radiant energy of the
  plane and the creatures who produced it. If it is spread
  on the body, it is soon absorbed into the skin and the user
  will gain resistance to necrotic damage for a full 24 hours
  before it wears off.
  Pellucidus
  The ancient prismatic dragon Pellucidus has lived for so
  long he no longer cares to leave his lair. His concerns are
  mainly with comfort and guarding his treasure which is
  rumored to be enough to buy entire kingdoms.
  Hopefully, the PCs don’t let the rumors tempt them
  into directly assaulting the dragon as such a foolish
  errand would be suicidal.
  The dragon’s lair is deep in crystal caverns and he has
  a “colony” of dozens of ravids that follow his every
  command. Sometimes, when the ravids get too close to
  his hoard, parts of it come to life and many times the
  dragon has been forced to chase down his own treasure.
  In the past, the dragon has hired the wizard Tensil to
  locate some of his more elusive treasures and the two
  have become friends of a sort. Tensil is in trouble in his
  flying castle Prism Keep and the dragon knows it, but
  can’t be bothered to help personally.
  If the PCs approach his caverns, the dragon does get
  up long enough to threaten them at the entrance. The
  ancient prismatic dragon is accompanied by two ravids
  who flit about and might annoyingly animate items within
  the PCs possession.
  Like many things on this plane, the dragon is a
  beautiful thing to behold. It’s wildly sparkling and
  reflective scales should dazzle and enthrall the PCs.
  Know this humanoids, if you think to steal from me you
  will find yourself at quite the disadvantage.
  22
  
  With that warning he lets a bit of his prismatic breath
  spill from mouth.
  While not a bluff, Pellucidus is not rapacious or
  particularly violent. If the PCs do not initiate hostilities
  the dragon will respond in kind, though he frequently
  includes implied threats within his responses.
  So you wish to gather one of my scales. Your octopoid
  friends sent you on quite the errand. Scales such as the
  one you desire are not as common as one might think, as
  you can see my skin is fine and the scales so small as to
  appear smooth. The ones you seek are only found here,
  and here. Removing them causes me no small duress.
  The dragon briefly exposes his underbelly and the PCs
  can see that he speaks the truth. There is only a few
  scales bigger than a thumbnail on its entire body.
  Of course, I have been meaning to visit the wizard Tensil
  as I hear he is not well. Frankly, you mortals are always
  getting yourself into some kind of trouble. Why always so
  busy?
  Helping you would be less aggravation for me than
  helping him. Come back to me with proof that the wizard
  is safe and I shall remove a single scale for you. Then you
  can return to your waterbound friends.
  The dragon is honestly concerned for Tensil and figures
  that removing a scale, while causing him some pain, is
  less of an effort of traveling so far and leaving his
  precious treasure to the guardianship of the
  unpredictable ravids.
  The dragon will hold true to his word and should the
  PCs return with a written letter from Tensil it will groan
  and rip one of its larger scales from its underbelly. This
  causes the dragon a little bit of pain (and 1 hit point in
  damage), but it honors its word.
  The dragon will also see the PCs as a resource
  considering their obvious competence and might enlist
  them in the future to either hunt down errant, animated
  bits of treasure or possibly even more involved
  adventures (see Further Adventures for details).
  Prism Keep
  Getting to Prism Keep requires flight, because it is not
  connected to the Bridge of Rainbows.
  23
  
  Prism Keep in Dungeon Magazine
  Prism Keep was first introduced in the adventure of
  the same name in Dungeon Magazine Issue #45.
  Owning a copy of this magazine could help the DM
  expand the adventure should the PCs start to
  explore the keep. This is not necessary however,
  because Tensil greets the PCs once they all arrive
  and sets the PCs to their task immediately. 
  Tensil was just a young apprentice at the time the
  Prism Keep adventure was written but has since
  taken over his mentor's castle and become an
  archmage in his own right. This adventure takes
  place many decades after the original.
  It floats no more than 300 feet from an island occupied
  by a couatl named Ueman. If the PCs are flightless,
  perhaps the couatl would be willing to carry them over to
  the keep. The PCs will have to be brought over one at a
  time which will be exhausting to the Ueman, and he will
  require some compensation whether in the form of coin
  or a service yet to be named at a future date.
  Once the last PC arrives, the front doors swing wide
  open and a bedraggled elderly man motions to the party.
  Please! If you are here to help, come quickly! I cannot
  leave the Gem unattended for too long or it will split into
  its component parts and all I have wrought will be lost!
  Tensil will hurriedly guide the PCs through the entrance
  of the keep and beyond a main hall into a courtyard. All
  the way and without looking back, he will repeat "Do not
  touch anything and do not stray if you wish to stay alive!"
  Tensil is not kidding, he has trapped most doors with a
  glyphs of warding which do either 5d8 acid, cold, fire,
  lightning, or thunder damage. If they stick closely behind
  him, Tensil mutters the command word to bypass the
  glyphs as he heads towards the white tower.
  At the White Tower
  The White Tower is a glowing spire of white energy
  maintained by the power of the gem of Alarius. Read the
  following to the players as they enter the courtyard.
  A pedestal lies in the center of the courtyard with a head
  sized white gem laying atop it and white light flows from
  it in all directions. Near the pedestal there is a glowing ball
  of prismatic energy which is also siphoning some of light
  from the gem but there is some leakage of the color
  flowing into the air around it.
  Tensil walks towards the gem and starts making arcane
  gestures and the prismatic energy stabilizes. He sighs in
  relief tinged with a bit of exhaustion.
  Once Tensil has settled the magic of the gem, he will go
  on to explain his actions.
  I do not know who you are, but thank you for coming.
  Whatever you are here for, I will help you. I give you my
  word, if only you perform a small task which, as you can
  see I cannot do myself because my nearly constant
  attention is required here. I can barely sleep or eat and
  only my magic sustains me. You must help me, or Alarius
  will be lost forever.
  When Prism Keep was brought to the Limitless Light,
  the archmage creator of Prism Keep named Alarius
  became quite enamored of the plane. His soul would
  have traveled to Spectra Grotto had he not already had a
  connection to the White Gem, which Tensil now aptly
  refers to as the gem of Alarius. Tensil, who is Alarius'
  former apprentice, was unaware that his master had
  been trapped in the gem for so long, but the prismatic
  dragon Pellucidus realized it immediately the first time
  he saw the artifact.
  Destroying the gem would free Alarius' soul, but would
  also destroy Prism Keep, so Tensil has come up with
  another solution. He is in the process of creating a
  special type of golem known as a prsimatic golem which
  will also serve as a home for Alarius' soul. Tensil has
  spoken with Alarius' spirit and his former mentor greatly
  approves of the decision.
  The problem is the creation of such a golem requires
  an infusion of its composite energies that can normally
  only be found in Elysium. Tensil captured numerous
  creatures known as energons which could have provided
  the necessary power, but they escaped to the far corners
  of Prism Keep just as he released them from their prison.
  If he stops maintaining the arcane procedure which he
  has already begun, both the golem and Alarius' soul
  would be lost. He promises the PCs nearly whatever they
  wish if they agree to recapture the strange creatures.
  Tensil offers one of the following as a reward:
  A spellbook containing all the new spells in PSC1.
  These spells could then be added to a caster's spell
  list.
  A matching set of gems he once thought to use to
  construct his own White Gem, but abandoned the
  idea shortly afterward. Together this set includes a
  ruby, emerald, saphhire, jacinth, topaz and amethyst
  worth 12,000 gp total.
  A robe of scintillating colors.
  If the PCs agree, he gives them the rainbow crystal, a
  magical item that can create a rainbow bridge of its own
  (up to a distance of 1000 feet) that has been altered so
  that it can also absorb the life force of energons if they
  are reduced to 0 hit points.
  24
  
  Tensil explains that there is a xac-yel wandering the red
  tower, a xac-yij in the green tower, xap-yaup in the yellow
  tower, xor-yost in the blue tower, xon-yong in the orange
  tower, and the purple tower holds strange xag-az.
  Tensil also gives the PCs the passwords to temporarily
  disarm glyphs of warding throughout the tower and asks
  them kindly not to take advantage of his trust. If he finds
  any missing items, he will not reward them. It is not a
  good idea to make enemies with an archmage whose
  close allies include an ancient prismatic dragon.
  Fighting the Energons
  The enigmatic energons will be relatively straight
  forward fights for the PCs and they can rest between
  battles if they need to. Each energon uses a different
  form of energy attack which the PCs will know about
  ahead of time if they make a successful DC 15
  Intelligence (Arcana) check. Tensil can give them this info
  as well which could really help the PCs prepare for
  battle.
  If the energons are reduced to 0 hit points they are
  absorbed into the rainbow crystal instead of exploding
  because of their Death Throws ability. The crystal takes
  on a hue matching the captured energon or a swirling
  mixture of colors if it has captured more than one. Tensil
  needs each type of energon to complete the golem.
  Returning to Tensil
  When the energons are gathered and the PCs return to
  Tensil with a now white "rainbow" crystal, the archmage
  is ecstatic. He invites the PCs to "observe the return of
  his master" and the creation of a new life form.
  Tensil holds the glowing rainbow crystal between the
  white gem and the ball of prismatic energy and chants in
  an arcane tongue. The gem of Alarius pulls light from all
  around, gently darkening the room, and focuses it to the
  crystal which splits the light into every color of the
  rainbow. You smell the burn of acid, feel a cold chill, a
  wave of heat, a thrumming sound and taste the tang of
  electricity all simultaneously, but the feeling is not wholly
  unpleasant.
  Suddenly the light stops and before you floats a
  construct of pure luminescence. It turns to you and to
  Tensil and from nebulous being, you hear the words,
  "Hello my old apprentice, and good day to you too
  strangers."
  The ball of light is indeed a prismatic golem, but it also
  contains Alarius' living soul and has all of the spellcasting
  ability of the former archmage. Tensil makes good on his
  promise and also writes a letter describing the PCs' role
  in events.
  The party is welcome at Prism Keep anytime they should
  choose to visit. If the PCs return to Pellucidus, he too
  makes good on his promise and they may collect a single,
  scintillating scale the approximate size and shape of a
  shield.
  If the PCs grow weary of travel and make a successful
  DC 15 Charisma (Persuasion) check, perhaps Pellucidus
  even offers to fly them to the island of Mount Brilliance,
  negating any chance of random encounters along the
  way.
  The Radiant Phoenix
  Mount Brilliance first appears in the distance as a
  glowing bubble bathed in bright yellow-white sunlight
  and bereft of the luminous aurora of the rest of the plane.
  The island itself stands about ten miles in width, with the
  the mountain found directly in its center.
  Amitole sits atop the mountain bathed in the direct
  sunlight that comes from high above as she peers over
  her island kingdom. Couatls and glimmerfolk rainbow
  servants guard the way, but she quickly commands them
  to stand down when she wishes to converse with
  trespassers.
  She will know when the PCs arrive and of their quest
  to acquire her feather. The zoveri have not remained
  quiet.
  Two twin couatl named Teicuih and Teiuc will greet
  the PCs as soon as they set foot on the island and escort
  the PCs to an audience with the Radiant Phoenix.
  When they arrive read the following description.
  Standing at nearly 100 feet tall, the Radiant Phoenix
  Amitole herself sits before you and turns to regard you.
  She nods her head as if to acknowledge your presence and
  speaks in a melodious voice.
  Welcome travelers, be aware that I know of your quest. I
  surmise you did not suspect such a simple task would
  lead you to this, to me?
  I do not believe in accidents and you must know that
  fate has brought you here to help us where we cannot
  help ourselves. I believe this to be true, but I cannot stake
  the fate of the Limitless Light on my hunch.
  Are you ready to prove your worth? I shall supply you
  with what you need and much much more upon
  completion of your task..
  A great evil, and even greater chaos has found itself in
  the Limitless Light and we cannot approach it without
  becoming corrupted ourselves. That is something we
  cannot leave to chance.
  25
  
  To prove themselves, the PCs will have to destroy a
  nearby creature that is pure anathema to the Limitless
  Light.
  Renbuu, the Slaad Lord of Color has managed to
  summon a creature known as a nightwalker from the
  Negative Plane. This situation does not suit the
  nightwalker any more than it does the inhabitants of the
  plane and it has holed itself up underground on a nearby
  island.
  The island has evacuated and the gleaming blue
  crystals that once sat atop it have now turned dark and
  radiate necrotic power, something unheard of elsewhere
  on the plane. This all provides Renbuu with much
  amusement.
  Normally, an encounter with a nightwalker would be
  well beyond the ability of a party with the recommended
  levels for this adventure, but the nature of the plane gives
  disadvantage on damage from necrotic energy; the only
  type of damage a nightwalker causes. In addition, it has
  been fighting off the influence of the plane for many
  months now which has slowly been whittling away at its
  essence, giving the nighwalker half its normal hitpoints
  (146 hit points). Still, this could be a deadly encounter for
  PCs if they do not take it out quickly.
  Nightwalkers can be found in Mordenkainen's Tome
  of Foes and if you do not have access to this book,
  perhaps the creature could be replaced with a vampire
  and its vampire spawn. Two creatures that are equally
  miserable in a plane of pure radiance.
  When the creature (or creatures) are defeated, the twin
  couatls will once again return them to the top of Mount
  Brilliance where Amitole has already plucked a rainbow
  hued feather for the party. The phoenix goes on.
  Well done heroes, it is true that your coming has been
  prophesized! For heroes such as yourselves, you certainly
  deserve more than just the single feather. Please accept
  this gift. You will find it holds the gratitude of the very
  Limitless Light itself within.
  The couatl bring the PCs what appears to be an
  elongated crystal in the shape of a staff. It is mutlti-
  faceted and continually changes color along its length.
  This is a staff of prismatic might and it has the following
  powers.
  Staff of Prismatic Might
  Staff, very rare (requires attunement)
  This crystalline staff has smooth sides that meet at sharp
  edges, and it is colored with nearly every color of the
  rainbow. When it is being used as a weapon or to cast a
  spell, the air around it sparkles with multicolored light.
  It is nearly unbreakable despite its fragile appearance
  and it can be wielded as a magic Quarterstaff that grants
  a +2 bonus to Attack and Damage Rolls made with it.
  While holding it, you gain a +2 bonus to Armor Class,
  Saving Throws, and spell Attack rolls.
  The staff has 20 charges for the following properties.
  The staff regains 2d8 + 4 expended charges daily at
  dawn. If you expend the last charge, roll a d20. On a 1,
  the staff retains its +2 bonus to Attack and damage roll
  but loses all other properties. On a 20, the staff regain all
  of its charges.
  Power Strike. When you hit with a melee Attack using
  the staff, you can expend 1 charge to deal an extra 1d6
  radiant damage to the target.
  Spells. While holding this staff, you can use an action
  to expend 1 or more of its charges to cast one of the
  following Spells from it, using your spell save DC and
  spell Attack bonus: color spray (up to any level, 1 charge
  per level used), magic missile (up to any level, 1 charge
  per level, the missiles are all colors of the rainbow),
  prismatic spray (7 charges), or prismatic wall (9 charges).
  Before sending the heroes on their way, Amitole gives
  them a final warning.
  The zoveri will help you as they may, but communicating
  with the Dwellers in the Rainbow does not ensure their
  cooperation. They are a stubborn lot, that not even I have
  control over. Beware those creatures and do nothing to
  anger them. Good luck to you, and know that you are
  forever welcome at Mount Brilliance.
  Returning to Vividen
  The zoveri are happy to see the players return whether
  they return with the scale of Pellucidus and the feather of
  the Radiant Phoenix or not. The PCs must remain for a
  few days while the chromatic zoveri finish construction
  on the promised item.
  During this time, there are a number of adventures
  that the PCs might undertake and the zoveri provide the
  PCs with potions of water breathing if they would like to
  join them underwater during their wait. Refer to the
  "Further Adventures" portion of this book, create your
  own side quests, or go to the "Gone Fishing" encounter
  while they wait if the PCs grow impatient.
  Whatever the PCs choose to do, in five days the zoveri
  return to the PCs and present them with the chromatic
  shield of bright Lunia. The zoveri are quite proud of their
  creation which they started gathering necessary magics
  for the moment the players left them the first time. The
  shield is obviously formed of Pellucidus' scale, but it has
  been shaped and smoothed and it swirls with every color
  of the rainbow. It has an adamantine ridge that contains
  the colors which move as a reaction to sound
  26
  
  Chromatic Shield of Bright Lunia
  Shield, very rare (requires attunement)
  The chromatic shield of bright Lunia is created by the
  chromatic Zoveri of the Limitless Light who have named
  it after their gone, but not forgotten home in Celestia.
  The shield is framed in adamantine, but contains
  swirling colors that react to the speech of the holder.
  Words and sentences are continuously translated by the
  shield into the visual language of the Limitless Light
  known as Versicolor. When Versicolor is "spoken" to the
  wielder (who does not need to be attuned for this power
  to function), he may also understand the language as if by
  telepathy.
  The shield also functions as +2 shield which may cast
  color spray at 5th level once per day. For ten minutes
  after the color spray abiiity is used it loses its translation
  ability as it gathers its lost prismatic energy.
  Gone Fishing
  As a quick side encounter the chromatic zoveri might ask
  the PCs to capture some radiant coelacanths for them
  in a nearby saltwater lake. They are a delicacy to the
  zoveri and shouldn't be much of a challenge for the PCs
  who at worst might be affected by their color spray
  ability. However, the island which they stand upon is
  inhabited by a terrible prismasaurus which the PCs
  might come into conflict with should they go ashore.
  The zoveri provide the PCs with nets, and pay 50 gp per
  coelacanth captured, up to 15 for a total of 750 gp.
  Spectra Grotto
  Spectra Grotto is one of the most mysterious and holiest
  locations in the Limitless Light. The rainbow dwellers
  are legion here and can be found in the thousands. While
  the purple cliff faces that make up the grotto only stretch
  a few miles from end to end, they are infinitely large
  inside - a demiplane within a demiplane. They store every
  known soul deserving of an eternal reward that lived and
  died in the Limitless Light. These souls are stored in
  beautiful gems melded into the crystalline walls and
  connected to a different star in the sky below the islands.
  The standards for such a reward differ by culture, and
  not were pure in intention, nor good in alignment.
  When the PCs first arrive, two dozen Rainbow
  Dwellers will emerge from the grotto to block their way,
  each wildly flashing colors that appear almost frantic in
  nature. The wielder of the chromatic shield can verify
  that the dwellers are "screaming" warnings to stay away
  or suffer their wrath.
  One rainbow dweller, however, steps forward to the
  shock of the rest and speaks directly to the PC holding
  the shield.
  27
  
  You are of the Kan'wita, but do not appear as they do. I am
  the One-Within-the-Prism who cannot exist in that form
  here in the Limitless Light. Tell me how my friend
  Lomahongva fairs?
  The PCs might be confused at this point and if they don't
  figure out what it means, the rainbow dweller can explain
  or a DC 16 Intelligence (Arcana) check will let them
  realize that the rainbow dwellers can only exist on the
  prime in the form of a prism.
  This dweller was the object owned by the Kan'wita that
  convinced the hiintcabiit to part the falls. The dweller
  and water serpent must have had some type of
  friendship, thus the connection.
  The lone dweller flashes color towards the others who
  begin to disperse. The dweller motions for the PCs to
  follow but warns them not to touch any that they see, lest
  he be forced to perform his sacred duty and protect the
  grotto.
  When the PCs enter the caverns, the first thing they
  notice is that the inside is larger than it would have
  appeared from the outside, much larger in fact. There are
  millions of tiny gems twinkling along the purplish
  crystalline walls and the dweller lets them know that
  each represents a single soul that has passed on within
  the Limitless Light. Spectra Grotto is essentially the
  equivalent of heaven for those who lived and died within
  the plane.
  After a few minutes of walking, the PCs come to a
  blank wall and they can make out some shapes deep
  within the wall. If a PC puts his eye up to the translucent
  wall, he can make out the images more clearly. Fourteen
  tiny fey like creatures frozen with looks of horror stare
  back out at them.
  The missing puckwudgies have finally been found, but
  this is likely not the state the PCs had hoped to find them
  in. The rainbow dweller continues in Versicolor.
  When the fey first arrived, I welcomed them into the
  grotto as I have you, but unlike you, they did not heed my
  warning. I could not stop my brethren when the
  punishment was given. The fey took from the walls - a
  heresy too great for simple forgiveness.
  I can no longer help them, but they have not passed
  from life. We dwellers in rainbow take command from
  none but one. Perhaps you convince the Radiant Titan
  himself to free the fey? It would be no small deed and Riis
  is not known to suffer fools.
  Riis, the Radiant Titan, is the true power of the Limitless
  Light and it is true that he can command the rainbow
  dwellers to do his bidding. The dweller directs the PCs
  towards Prisme where Riis stands guard eternally, but
  warns them to be respectful to the wary titan.
  The Radiant Titan
  Read the following description when the PCs near
  Prisme.
  Prisme can be seen from a great distance and long before
  it, all islands disappear until only the Bridge of Rainbows
  remains. It stands wide here at nearly 150 feet by your
  best estimation.
  Below the Bridge, the stars are scant and the skies
  below dark, but above the auroras converge from all
  directions. The Dweller suggested that this was the center
  of the entire plane and seeing as how all the colors of the
  sky above meet here, you believe it.
  Prisme itself is beautiful. Titanic pillars of what appears
  to be marble hold up a massive dome. Where the colors
  meet above, white light is formed which shines down in a
  powerful beam to the dome.
  Though you can’t quite see it from this angle, there
  must be an aperture in the dome as the white light pours
  through and strikes the massive prism-like crystal for
  which the island is named.
  The light then pours down into its constituent colors
  once again and flows like water in seven evenly spaced
  bridges.
  Just as you marvel over finding the source of the very
  plane itself the sound of a massive bird assaults your ears.
  You look up and a bird nearly as large as the Rainbow
  Phoenix lands with a thud on the bridge, barring your way.
  This gargantuan bird is a chaos roc, the ally and
  sometime steed of Riis the Radiant Titan.
  The roc does not move to attack but does not let the
  PCs pass. The impasse only lasts a minute however as
  the Radiant Titan soon arrives.
  In steps equivalent to a hundred of your own, a 40 foot
  man of a statuesque build, glowing golden skin and
  multicolored hair not unlike that of the glimmerfolk
  bounds toward you.
  He stops before the giant bird and raises a crystalline
  sword threateningly.
  ”Mortals! Trespassers! Defilers and thieves! You have
  come to feel the edge of Crystal Lightning!”
  28
  
  It’s time for the PCs to speak and to do so without
  hesitation. Despite his bluster, Riis is curious what
  Primes might be doing here at the center of the Limitless
  Light where none have approached in many decades. It
  only takes a successful DC 10 Charisma (Persuasion)
  check to halt from attacking, but DC 15 noticeably calms
  him DC 20 will turn him downright friendly.
  Riis’ responsibility is a great one, and his guardianship
  protects the very plane itself. He dismisses the chaos roc
  who flies off to patrol the other bridges with an ear
  piercing screech once Riis calms down a bit.
  The Radiant Titan will not let the PCs pass under any
  circumstances but he is surprised to find out that the
  party has allied with Amitole and communicated with the
  rainbow dwellers.
  He will not command the dwellers to release the
  puckwudgies as he believes that “the balance has tipped
  towards chaos as of late within the Limitless Light and I
  shall not contribute to its growth. Already it plagues is
  and there is little I can do to stop it.”
  If the PCs ask or offer to help stop the chaos Riis
  laughs in a booming voice.
  You think to stop the chaos? Hubris is always the undoing
  of mortals. Were you not so overconfident in your
  insignificant abilities you would be so much better off.
  But...fine. Return Chyseria’s voice to her, and I shall
  command the dwellers to free your fey. She is Chyseria of
  the Luminescent Voice and it is soothing to me. I wish to
  hear it again.
  This deed will balance the chaos your fey have brought
  us. Do this, mortals, and know that you shall have the
  gratitude of the Radiant Titan!”
  If the PCs press Riis with questions he will sigh in
  exasperation but points them in the direction of Conil-A-
  Ald. Chyseria he says, is the queen of “the most beautiful
  city in all the multiverse.”
  Hints of Chaos
  On the way to Conil-A-Ald the PCs should have their first
  encounter that gives them a hint that all is not well in the
  Limitless Light.
  A blue slaad and green slaad have just killed a family
  of glimmerfolk and have started to feast on the corpses.
  This is likely the first truly horrific event the PCs have
  experienced on the Limitless Light and might be a bit
  shocking for what is generally a place of beauty.
  The slaad are happy to add more meat to their feast
  and attack the PCs.
  The Harp of Glass
  Conil-A-Ald can be heard before it is seen. Breezes
  carrying distant songs that give the listener a sense of
  longing and a resurgence of memories long forgotten will
  flow among the party. Soon afterwards, they will see the
  city lights, which even in a plane of radiance stand out
  upon the horizon.
  The city is open to all who wish to enter, but violence
  and thievery are strictly forbidden. There is no police
  force or standing army, but the population includes many
  powerful individuals who will not stand for disruptive
  behavior. The inhabitants love their city and will not
  allow its peace to be shattered by fools.
  Conil-A-Ald is a metropolis in the same category as
  cities like Baldur’s Gate. If the PCs are not in a rush to
  finding Chyseria, you might develop some side
  adventures for them, but remember that the city
  populace generally abhors violence. If the PCs draw their
  weapons or cast hostile spells without good reason, they
  will be asked to leave and never come back. Ironically,
  and somewhat hypocritically, this will be spoken with the
  threat of violence.
  There are all manner of creatures to be seen here and
  the DM is encouraged to expand upon it using the map of
  Conil-A-Ald. If the DM would rather the PCs not stray too
  far from their mission, Riis has sent word ahead
  regarding their arrival. They are greeted by the
  gynosphinx Kiya at the city entrance.
  1. Chyseria’s Handmaiden
  A regal creature the size of an elephant with a lion's body,
  large feathery wings and an almost human face regards
  the PCs approach and addresses them by name. She
  motions for you to follow and says only "*the queen
  awaits you in the Aureate Gallery"
  Riis is arrogant, stubborn and obnoxious, but he truly
  does have a soft spot in his heart for the lillend ruler of
  Conil-A-Ald, Chyseria and he has sent word ahead of the
  PCs' arrival. One of Chyseria's children has recently
  come under the sway of the foul Slaad Lord of Color
  Renbuu and abandoned the queen for the Indefinite
  Churn. Chyseria has sent her handmaiden, a gynosphinx
  named Kiya ahead to fetch the PCs and lead them to the
  Aureate Gallery.
  2. The Aureate Gallery
  This is the finest gallery of art in a city of artists and the
  collection inside is inestimable in price. Even the very
  walls themselves are made of gold and reinforced with
  adamantine bars and beams. Chyseria has brought the
  PCs here instead of her palace to give them a sense of
  what is at stake.
  When they arrive Kiya explains that Chyseria awaits
  them inside a set of golden double doors and takes her
  leave. Chyseria greets them in the gallery entrance.
  29
  
  The golden double doors open wide and bright light filters
  from the inside outlining what you first think is a partially
  nude woman covered only in gossamer. Then you notice a
  long, serpentine tail behind her and she flexes wide,
  feathery wings. The serpent-angel addresses you with a
  wide smile and says,
  Welcome travelers! Welcome to Conil-A-Ald - a name
  that in the tongue of folks long gone simply means the
  "Harp-of-Glass." As you can see my city is one of beauty
  and peace, yet today I welcome warriors such as
  yourselves for this is a dark day.
  Chyseria is the undisputed ruler of Conil-A-Ald but she
  rules with a light hand and the blessing of her people.
  Her concerns are mainly with the expansion of the arts
  and she offers to take the PCs on a walking tour of the
  gallery as she explains her circumstances to the party.
  On the walk, the players will see priceless artworks for
  the very best is kept here in this public gallery. She will
  pause in her conversation if the PCs seem particularly
  taken aback by a piece. If the PCs truly are interested,
  refer to the table Art of the Aureate Gallery table on the
  next page or make up your own pieces. Despite her
  current state of despair, nothing can prevent Chyseria of
  the Luminscent Voice from discussing some of her
  favorite artworks.
  If the PCs express an interest and genuinely roleplay
  this interaction with the lillend, grant each of them
  Inspiration.
  At the very far end of the gallery, Chyseria comes upon
  a final display and proceeds to break into tears. The work
  is a portrait of a harp made from colored pieces of glass
  that have all been fused at perfect angles to reflect light
  from an unknown source just above the display. Despite
  the two dimensional nature of the work, the clever piece
  appears as if it is three dimensional if stared at long
  enough. The work is a wonder to behold.
  Conil-A-Ald
  30
  
  Chyseria apologizes for her breakdown.
  I am so sorry, I have been able to look upon my daughter's
  work without these emotional outbursts for many cycles
  now, but the hope you bring makes it more difficult for
  me to bear. The piece you see before you is the actual
  Harp-Of-Glass for which the city is named. It was created
  by my first daughter, Aeshma, and she is the source of my
  sadness.
  Chyseria's eldest daughter has been afflicted with the
  chaos that has made its way into the Limitless Light. The
  queen explains that her daughter now serves a powerful
  creature of chaos known as Renbuu and likely will not
  return. Renbuu is a lord of the slaad of Limbo whose
  arrival on the Limitless Light has caused no end to
  suffering. Her youngest daughter Kalmiya is taking it the
  hardest, and she lies sick with despair in the Palace of
  the Sublime.
  The queen continues that she has sent many heroes to
  attempt to rescue her daughter, but none have returned.
  She would go herself, but she fears her duty to serve the
  city cannot be shirked, even for her daughter's sake. In
  any case, her daughter is a great warrior and Chyseria
  does not know if she would be any more effective at
  stopping whatever awaits in the Indefinite Churn.
  Powerful folks like the PCs, mortals who she claims have
  been foretold in the Prophecy of the Whirling Rainbow,
  are her only hope.
  Chyseria of the Lumescent Voice, Queen of Conil-A-
  Ald, and Celestial of the Arts, breaks down and begs the
  PCs to return her daughter to her.
  3. Palace of the Sublime
  This is Chyseria's palace and she and her remaining six
  daughters, dozens of attendants and a small guard of
  glimmerfolk veterans occupy its halls. Additional
  senmurv riding veterans patrol the skies above, ready to
  call upon reinforcements should the queen's family
  become the target of an attack. In order from eldest to
  youngest, Chyseria's daughters are Aeshma (currently
  with Renbuu), Mahanaim, Inasyah, Penemuel,
  Phounebiel, Ooniemme, and Kalmiya. Kalmiya currently
  lies sick with a debilitating depression upon a bed of
  feathers. The sisters' colorations all correspond to a
  particular color of the rainbow (red, orange, yellow,
  green, blue, indigo, violet) in order from eldest to
  youngest.
  There is no reason for Chyseria to bring the PCs to her
  palace upon their first meeting, but if they manage to
  break Renbuu's power over Aeshma and return her
  home, the lillends will all hold a great feast for the PCs
  here, whereupon they are presented the key to Conil-A-
  Ald as a reward. This reward is the figurative "key to the
  city" and confers both social and magical benefits.
  Art of the Aureate Gallery
  The following pieces of art can be found among dozens
  of others in the Aureate Gallery. Chyseria is happy to
  speak about them and tell stories of the artists who
  created them. Their worth in a pure gold piece value is
  difficult to estimate, but there should be no way for the
  party to get a hold of them. They are here for the public
  of the Limitless Light to enjoy, and the whole city would
  come down on any being so foolish as to attempt to steal
  one.
  Roll 1d8 if the PCs stop to admire a random piece.
  1d8 Artwork
  1
  The Rain Room. This entire room is meant to be
  walked through and experienced by the onlooker. It
  consistently rains drops of water as if the observer
  were in a storm, but every droplet is of a different
  color. The rainwater does not soak the observer nor
  the floor, disappearing before striking either. The stark
  white walls and floor offer a strong contrast. The artist
  was a brilliant, yet enigmatic glimmerfolk whose
  home was destroyed by a chromatic tornado.
  2
  The Golden Ammonite. The golden ammonite is a real
  creature that lives in the depths of many oceans on
  the prime and a sea elf from the prime has sculpted
  one in near perfect detail. The shell is obviously pure
  gold and the marble tentacles and eyes move as if the
  sculpture were alive.
  3
  The Countryside. Perhaps one of the most intriguing
  pieces comes from another demiplane and might be
  considered rather mundane were it not for its unique
  quality. The painting depicts an idyllic countryside in
  what could be a prime world, but the sky is a color
  that is completely undefinable. This is a new color
  that is impossible to describe with words, but can
  only be experienced. The artist is a prime wizard who
  has made it a point to visit endless demiplanes and
  managed to capture the essence of one of the planes
  he encountered along the way. This piece was a gift to
  Chyseria herself, with whom he had a brief dalliance.
  4
  The Hall of Waves. This unique piece was created by a
  powerful elemental being named Crystalle for whom
  Chyseria's daughter Phounebiel performed some
  service. The room is filled with tiny crystal balls the
  size of marbles and the floor continuously vibrates to
  the sound of music played from an unknown source.
  The marbles make incredible geometric patterns
  perfectly in tune with the music itself. The effect is
  mesmerizing, but not magically so.
  5
  The Contraption. Created by a gnome artificer from the
  plane of Elysium, this device is an amalgamation of
  abstract ideas and objects that have been brought
  together in one smooth whole. It is the size of a large
  horse, made entirely of copper, and belches forth
  harmless multicolored steam. Chyseria grumbles
  about the artist and remarks that his "experiments"
  have got him banned from the city, but this abstract
  piece remains his crowning achievement.
  31
  
     6   
  The Orrery. Chyseria claims this piece was created by
  a night hag who rebelled from the gloom of Hades.
  This hag grew to love art and actually formed a bit of
  a friendship with Chyseria, but she has not been
  heard from for over a century. She left the Orrery as a
  parting gift to Conil-A-Ald and its shockingly tolerant
  queen. The orrery depicts the planes of the great
  wheel in perfect motion and balance and moves of
  its own accord. The Limitless Light is included as a
  rainbow colored oblate spheroid that makes its way
  through the planes untouched. Chyseria exclaims
  that the position of the Plane of Rainbows is the one
  inaccuracy within the Orrery, included as a homage
  to the night hag's generous host.
  7
  Chupoclops. One of the few standard pieces of art in
  the gallery, the piece known as "Chupoclops" is a
  simple painting. It's subject matter is the source of
  much debate however, and Chyseria appreciates the
  amount of conversation it garners. Chupoclops is
  depicted as a titanic spider floating somewhere in a
  starless void. The black outline it is surrounded by is
  so dark that the spider's depiction appears to float in
  actual space. Chyseria knows nothing of the artist,
  and actually has troubles recalling where she
  obtained the piece in the first place.
  8
  Bubble Room. Chyseria has an innate love for children
  and has always believed that the best way to
  encourage the growth of art is to start its
  appreciation at early ages. The work in this room is
  her own, and it is meant to be experienced instead of
  simply observed. Countless multicolored bubbles
  flow from the walls in a 60 foot wide room where
  children are meant to frolic and play. Every time a
  bubble is intentionally burst it rings with a slight
  tinkling, to the endless enjoyment of the glimmerfolk
  and chroma children who currently occupy the
  chamber.
  To the Churn
  If the PCs agree to help Chyseria, she tells them more of
  her daughter, Renbuu and the Indefinite Churn. At this
  point, you may give the PCs all of the information about
  the slaad lord and his demesne found in PSC1.
  Aeshma, Chyseria concedes, initially went to Renbuu
  in a fit of anger. Of all the daughter's, she was the closest
  to the Chroma people whose city of Fractal was
  destroyed by Renbuu's arrival. Bent on vengeance, she
  instead fell victim to the randomness of the Indefinite
  Churn, and now sees Renbuu as the perfect "artiste,"
  serving him willingly. Chyseria believes that this is not
  truly her daughter's wish, and that she has been infected
  by chaos. She gives the PCs a map to the Churn and
  specifically where Aeshma's Lair, though she is unsure of
  what to expect once the PCs arrive.
  Chyseria begs the PCs not to kill her daughter but she
  realizes that they might have to otherwise incapacitate
  her in order to return her home. The queen exclaims that
  the PCs should not engage with Renbuu himself because
  the slaad lord is undoubtedly too powerful for them to
  overcome.
  The journey to the churn takes four days and if a
  random encounter is rolled for, replace each encounter
  with a combination of two different colored slaadi from a
  choice of red slaad, blue slaad, green slaad and gray
  slaad. Renbuu is very specific about his patrols and two
  of the same colors working together assaults his artistic
  sensibilities.
  As the PCs get closer, the Limitless Light will start to
  look more like Limbo, though with a hefty dose of vibrant
  colors mixed in with the churning chaos. Vibrant flowers
  grow and then melt away into colored dust, the sky grows
  black then almost blinding in coloration, and mundane
  creatures change forms at random intervals of time.
  32
  
  Aeshma's Lair
  Aeshma is Chyseria's oldest daughter, and perhaps the
  most hotheaded. For decades, she has seethed over the
  destruction of Fractal upon the arrival of Renbuu.
  Against the wishes of her mother she approached the
  Indefinite Churn with a half dozen chroma heroes.
  Renbuu and his slaad made short work of the chroma,
  but he captured the beautiful lillend instead of killing her.
  He has spent the past few years alternating between
  torturing the lillend and wooing her with his own
  appreciation for the arts. At a whim, he changes her
  beautiful red coloration to a variety of hues, and often
  garishly so. Eventually, he broke the celestial who has
  now come to see Renbuu as the greatest of artists and
  flesh as the perfect canvas.
  1. Entrance
  Aeshma's Lair is on an island in the Indefinite Churn
  which has remained relatively stable, but its surface
  suffers a permanent chromatic tornado. The tornado
  moves around the entire surface of the island at random
  and and turn the PCs remain on the surface, they are
  subject to both the bludgeoning damage and the color
  spray effect of the hazard.
  A cave entrance is plainly visible 50 feet towards the
  center of the island where a circular ramp leads down
  into the depths of the island. There are no guards at the
  entrance, but if the PCs make undue amounts of noise,
  the slaadi from area 3 will come to investigate. The
  tornado does not penetrate into the depths.
  33
  
  2. Teleportation Circle
  Renbuu sends slaadi minions to Aeshma through a
  teleportation circle or even occasionally visits personally
  via a teleportation circle that dominates this chamber.
  The circle works in both directions and leads to a
  chamber in Renbuu's Caverns. When the PCs increase in
  level, they might want to return to this room at some
  point to assault the slaad lord directly and end the threat
  of Renbuu once and for all. See the Further Adventures
  portion of this book for more details.
  The teleportation circle and its sigils glow with
  chromatic light, but otherwise function normally. Aeshma
  knows the proper sigils for both ends.
  3. False Chroma
  A few of the chroma heroes were infected with the chaos
  phage and have become slaadi. There are 3 red slaad
  here that have shapechanged into their chroma form.
  They attack first as chroma, hoping their humanoid
  forms cause enough confusion to start to gain an edge
  during battle.
  4. False Pillars
  Six glowing pillars of changing colors adorn this
  chamber evenly spaced from each other. The middle two
  are secretly prismatic ropers that attack intruders.
  These ropers are well fed and loyal to Aeshma. If she is
  convinced to return with the PCs to Conil-A-Ald, the
  ropers will not attack anyone who she accompanies.
  5. Guest Chambers
  Renbuu or visiting slaad rest within this chamber as they
  await the lillend. Its walls are adorned with three
  paintings and each painting shows prominent locations
  of the Limitless Light (Prisme, Mount Brilliance and
  Conil-A-Ald) but they are twisted and abstract. This is
  what Renbuu plans for the plane and if the PCs become
  aware of their nature by making a DC 15 Intelligence
  (Investigation) check, they realize the threat Renbuu
  poses. Riis, Amitole and Chyseria would all appreciate
  this bit of information.
  The artwork itself is well done, and would sell for
  1,500 gp each in Conil-A-Ald, though only to an eccentric
  buyer and one of the rare few that makes payments with
  actual gold.
  6. Aeshma's Chambers
  Aeshma hopes to create her own gallery within the
  Indefinite Churn similar to her mother's Aureate Gallery.
  In it, she will only display the artwork of her master
  Renbuu, and she is storing the first of his "masterpieces"
  here in her chambers. The work is on the northern wall
  and it displays a being known as a quesar. The quesar is
  a race of living contructs that Renbuu has found more
  than intriguing.
  The truth of the matter is that the work is not actual
  art, but rather an actual quesar named Ongkanon that
  Renbuu has trapped in this form. With a successful DC
  15 Intelligence (Arcana) check, the PCs will realize
  something is amiss as the quesar attempts to make small
  and subtle movements from his two dimensional
  perspective. A successful dispel magic can free the
  quesar, but the magic that created the painting is as
  strong as a 9th level spell and therefore the DC for the
  dispel is 19.
  The portrait weighs 5 lb. and the PCs could take it with
  them to try to free the construct later if they wish. PCs
  who are scoundrels could sell the painting for 5,000 gp,
  but if they free him, Ongkanon might become an ally for
  at least a time. He will most certainly assist in endeavors
  against the slaad lord who captured and imprisoned him.
  The rest of Aeshma's chambers are rather nondescript,
  with empty beds, benches and other furniture that is
  beautiful but not otherwise special.
  7. The Red Princess
  Aeshmas the lillend has scales which have always been
  redish in hue, but Renbuu has made every last inch of her
  body blood red using his ability to manipulate colors. She
  has been corrupted, but a major portion of the corruption
  is a magical compulsion.
  She stands in front of a statue of the slaad lord that
  contains a bit of his power and is flanked by two red
  slaadi. The lillend initially allows the PCs to speak, but
  cuts them off if they bring up Conil-A-Ald, her mother, or
  her duty to the Limitless Light. The normally chaotic
  good celestial now behaves much like her chaotic neutral
  master.
  Chyseria, my mother, knows nothing of the brilliance that
  is Renbuu! She claims to protect and admire the arts yet
  here in what fools call the Indefinite Churn, we have
  perhaps the greatest master to ever live. She is a hypocrite
  and cares nothing of what she claims. Can you not see it?
  You stand in the presence of genius.
  Despite her bluster, Aeshma is struggling against the
  chaos and the PCs can help her break her corruption, but
  it wont be easy. Allow the players to roleplay the
  conversation but in order to succeed they must make a
  successful DC 25 Charisma check, subject to the
  following modifiers.
  Discuss her youngest sister's depressed condition: +5
  to roll
  Discuss the threat to the Limitless Light as evidenced
  in the paintings in area 5: +3 to roll
  Renbuu's quesar artwork is obviously destroyed as
  evidenced by Ongkanon's presence: -2 to roll
  Repeatedly refer to Chyseria as the reason for
  coming: -2 to roll
  34
  
  If the check is failed, Chyseria puts her hand on the
  statue of Renbuu which causes a flash of brilliant light.
  This has the same effect as Renbuu's Color Burst
  legendary ability and the PCs each change into a
  different color or combination of colors. This has no
  game effect but can be startling. It is a good opportunity
  for the DM to be comedic in the color change and
  arrogant characters might be specifically targetted with
  polka dots, plaid patterns or zebra stripes.
  What is worse for the PCs is that the two red slaad
  also change colors and gain the greater power of of
  whatever type of slaad they become. Roll 1d6 for each
  slaadi. A result of 1-3 results in a blue slaad, 4-5 green
  and 6 is a gray slaad. If the roll results in two gray slaad
  the encounter will become quite deadly and you might
  want to consider this effect as the final event giving
  Aeshma a change of heart. At that point, she will join the
  PCs in battle, rather than fight against them.
  Conclusion - The Lillend
  The PCs could be defeated in this battle, but a generous
  DM might have her fall short of killing them. She is not
  yet as sadistic as her master and she might lock the PCs
  away long enough for Chyseria to hire additional heroes
  to mount their own rescue. In this case, the party will not
  receive the key to Conil-A-Ald, but can otherwise
  complete the adventure.
  Killing her daughter truly angers the lillend queen and
  she will not even give her blessing for Riis' assistance
  should the PCs behave so overly zealous.
  Assuming the PCs either convince Aeshma to return to
  her mother or incapacitate her and return her home
  forcibly, they have the eternal gratitude of Chyseria of the
  Luminescent Voice and her city. Aeshma eventually
  shakes off the compulsion (though some believe she has
  been permanently changed), and wizards of the Harp-of-
  Glass return her to her normal hue.
  Chyseria invites the PCs to join her at her palace
  whereupon Aeshma sees her favored little sister and they
  both embrace and break into tears. All seven sisters are
  together again for the first time in a number of years.
  Chyseria holds a grand feast at a time of the players'
  choosing, in case they want to complete their original
  mission first. At the feast she presents them with the key
  of Conil-A-Ald.
  The Key of Conil-A-Ald
  Wondrous item, legendary
  This crystalline key is 8 inches in length and refracts
  light like a prism. It is a beatiful item of art and even
  without its magic would be worth 10,000 gp. Only
  Chyseria of the Luminescent Voice, queen of the
  Limitless Light city of Conil-A-Ald can designate a being
  who is worthy of owning such an item, and she may do so
  to up to six people for each key. Currently, only one key
  exists.
  If you are a designated owner you do not need to have
  the key on your possession, nor be attuned to the key in
  order to enjoy its benefits. You must however, be within
  120 feet of the key. Inhabitants of the city are always at
  the very least indifferent to you and many who know you
  own the key will be friendly. You may stay at boarding
  houses and eat, drink and gather provisions for free or at
  severely reduced costs.
  The magic affects the owners in the following ways.
  Each owner is inspired to make one masterpiece of
  artwork, even if they have never made anything
  artistic in the past. If it is an item, it could be sold for
  1d10 x 1,000 gp, though it takes a week to create.
  Each owner gains advantage on a single Charisma
  check once every 24 hours.
  Once per month, the owners of the key must all agree
  to summon a lillend to fight on their behalf for up to
  10 minutes. This holds a danger however, because if
  the lillend is killed, the key shatters and all benefits
  are lost. Chyseria may make a new key for the former
  owners but they will have to explain their actions and
  perform a new task for her.
  Riis the Radiant Titan will allow the owners of the key
  to use a portal in Prisme to exit to the Prime Material
  Plane only as a favor to his friend Chyseria.
  Conclusion - Riis
  Like many titans, Riis is prone to major mood swings and
  the rescue of Chyseria's eldest daughter puts him in a
  spectacular mood. The auroras above Prisme swirl with
  added energy reflecting his jubilance and his chaos roc
  playfully dips through the lights.
  Riis congratulates the PCs heartily and says the
  following.
  When the Phoenix said the Prophecy of the Whirling
  Rainbow had begun, I did not believe her, but today you
  have proven me wrong. I too believe you are the
  prophesied ones, but I also do not think you are ready. For
  now, you should take today and enjoy. Step through the
  Rainbow Curtain to return to the Grotto. The dwellers
  know of your deeds and as we speak, they are freeing your
  fey.
  Return to me, my friends, when you are ready to face
  the threat of Renbuu and his minions of chaos. That day is
  not today, but still you have the gratitude of us all.
  Riis leads the PCs to a portal which transports them
  directly to Spectra Grotto where they are greeted by over
  a dozen rainbow dwellers.
  35
  
  Conclusion - Spectra Grotto
  The dweller of Kan'wita hovers in front of the others and
  addresses the PCs in Versicolor.
  So, Riis believes you to be the prophesied ones. I am not
  convinced, yet you have done the Limitless Light a service
  today and we honor our agreement. As the Radiant Titan
  has commanded, your fey are here.
  The dwellers speak the truth and the PCs have arrived
  just as the last is freed from imprisonment within the
  crystal walls of Spectra Grotto. Haaku, Owingeh's cousin
  and leader of the fey, steps forward to the PCs and bows
  reverently. The small fey mouths a silent "thank you" in
  humble tones.
  As a bit of a surprise, the rainbow dweller of Kan'wita
  falls also asks to return to the Prime with the PCs and
  claims that he can reopen the portal at Kaleida. When
  the PCs return to Kan'wita on the Bridge of Rainbows,
  the dweller returns to its prism form. the PCs might now
  notice that the prism of the dweller in rainbows can
  communicate still in Versicolor as they return it to the
  Minnenewah.
  Conclusion - The Fey
  The folks of Kan'wita are overjoyed at the return of the
  prism and even Meda smiles at their return. The colorful
  Minnenewah escort the PCs back through Aponi's gate
  (which they have to use her feather to open), and Aponi
  too is happy to see them. With the exception of Haaku,
  the puckwudgies remain silent for most of the trip,
  particularly while the Kan'wita escort them out of
  Kan'wita territory. They are solemn and depressed,
  understanding that their behavior has landed them in
  dire peril. Haaku will explain that they are ready to join
  their kin and the small fey begin to perk up as they get
  closer to Kin Elbhaz.
  At the pueblo town, fey and human alike are there to
  greet their newest neighbors. The Azuposi have built
  many new homes for the puckwudgies and the sight
  nearly brings tears to Haaku's eyes. When he sees
  Owingeh, the two embrace. The puckwudgie make good
  on their reward and hand over the medallion of medicine
  fire, promising tales of Esh Alakar when the PCs feel
  ready.
  Further Adventures
  Further adventures within the Limitless Light could most
  certainly follow a theme of stopping or destroying
  Renbuu and finding a home for the people known as the
  chroma. It is currently unknown what actually has
  happened to the city of Fractal itself. Have all the chroma
  been killed or are they just somehow displaced or in
  stasis somewhere?
  Characters in the teen levels will not be able to face
  Renbuu head on, but if the DM decides they are the ones
  spoken of in the Prochecy of the Whirling Rainbow,
  perhaps they return to the Limitless Light to end the
  slaadi threat once and for all.
  There are other possibilities for further adventures as
  well, particularly with the PCs knowing many of the
  major characters central to the power structure of the
  demiplane. PSC1 could help with additional ideas, but
  remember the plane is either infinite or near infinite in
  size. There could be as wide a variety of adventures e had
  here as there on on the Prime Material plane.
  Some mysteries to explore are the origins of creatures
  such as the prismasaurus rex and the prismatic
  coelacanth who both seem to come from an ancient age.
  Are they natives of the Limitless Light or are they
  translplants from somewhere else? In the 3rd Edition of
  Dungeons and Dragons, the prismasaurus was a
  different creature than the current prismasaurus rex, but
  there could be an entire collection of prismatic dinisaurs
  on some forgotten island in the remote regions of the
  plane.
  Beings known as the reigar from the 2nd Edition
  Spelljammer setting are also appropriate creatures for
  the Limitless Light. As arrogant as they are, reigar might
  have attempted to depose Chyseria of the Luminescent
  Voice in the past using modified esthetic ships with helot
  and lakshu troops. Perhaps they will try again.
  Don't be afraid to create your own encounters and be
  willing to be both as colorful and creative as you'd like.
  The Limitless Light is a sandbox for DMs to play in. In
  this case, the sand might just happen to be rainbow
  colored.
  36
  
  A rescue mission
  A rescue mission
  A rescue mission
  A rescue mission
  A rescue mission
  becomes a
  becomes a
  becomes a
  becomes a
  becomes a
  journey into a
  journey into a
  journey into a
  journey into a
  journey into a
  realm like no
  realm like no
  realm like no
  realm like no
  realm like no
  other...
  other...
  other...
  other...
  other...
  Foreign Land to Foreign Plane
  To the north and west of Faerûn there lies the
  distant continent of Anchôromé. It is a land of
  ancient secrets and remarkable cultures. The
  people of Anchôromé known as the Azuposi
  have long benefited from their friendship with
  fey who see to the continued prosperity of the
  Azuposi.
  Well now it is the fey who need help, and the
  PCs are the perfect heroes for the job.
  What starts as a simple errand becomes a
  grand adventure that traverses the breadth of
  the continent, through a beautiful waterfall
  and into a demiplane of rainbows and
  radiance. This demiplane is known as the
  Limitless Light, and it has problems of its own
  that only the players can fix.
  The PCs will need to bargain with a phoenix
  and a dragon, confront enigmatic creatures of
  rainbow, and even appease a colossal titan!
  Worst of all is the Indefinite Churn, a realm
  where Limbo has spilled in and corrupted the
  beauty to serve its master, the slaad lord
  Renbuu!
  What is Needed for Play?
  This adventure has intentionally been written
  to only require free products on DMsGuild
  along with the original slate of core 5e D&D
  products. Creatures and some character types
  are drawn from ANC1 The Anchôromé
  Campaign Guide, ANS2 Monsters of
  Anchôromé and PSC1 The Limitless Light.
  Of those, only PSC1 is required, and it can be
  found for free on DMsGuild. All other
  information from prior products has been
  copied here for convenience.
  A Final Note
  Like Anchôromé itself, the Demiplane of the
  Limitless Light is meant to be a sandbox and
  playground for new prospective authors. There
  is plenty within this book to expand upon and
  create your own adventures, whether it is in
  the new portions of Toril, or the demiplane. I
  am personally always glad to work with new
  authors and am grateful to those who use this
  product to create their own DMsGuild
  materials.
  If you are looking for advice or
  collaboration, feel free to email the author any
  time at the gmail account seethe75. Expansion
  in such a wonderful sandbox is only inevitable!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Maztica 5e/ANA3 - Journey Into Rainbow.pdf