TEXT: THE WRATH OF SNAIL GOO
  THE WRATH OF SNAIL GOO
  
  THE WRATH OF SNAIL GOO
  THE WRATH OF SNAIL GOO
  O
  nce upon a time, a servant girl was entrusted
  with two silver rings with which a prince
  intended to marry his beloved. She travelled
  with a caravan of adventurers through the
  deep woods, but the woods grew angry at her
  dark thoughts, for she intended to steal the
  silver rings and marry the prince herself. The
  woods struck out at her caravan with
  numerous green-eyed monsters, and all but the servant girl
  were killed while she hid under the heavy wheels in the mud.
  When finally it was safe to emerge, she knew she would not
  last long in the dark, deep woods. She built a shelter, ate what
  little rations she had left, and wrapped herself up in the
  meager blankets she had salvaged. When morning came and
  she was not dead, she found berries left at her feet, and these
  berries did satisfy her hunger.
  A white dove came to her and declared that he had given
  her the berries and protected her from the dangers of the
  forest at night. He told her he was the real prince of the land,
  and the one who had summoned her was a false prince, a
  usurper. To depose this prince, the white dove planned to
  swap the silver rings with two cold mercury rings, which
  would reveal the false prince's true face and restore the white
  dove to his true self. Unfortunately, these mercury rings were
  held by the evil Snail Goo, the hag who had transformed him
  in the first place.
  The servant girl, now madly in love with the white dove and
  planning to marry him herself, agreed to the plan. She would
  enter the abode of Snail Goo, answer no questions, and pluck
  the rings from the hag's very fingers. The white dove led her
  where she needed to go.
  There, nestled deep in the woods, was a mechanical snail
  the size of a house that blustered and sputtered with smoke.
  The servant girl made her way inside, and there she saw the
  hag Snail Goo, who very much resembled a snail herself. The
  hag was an ugly little woman with a spiral shell and with
  stalks for eyes. The hag demanded from the servant girl, "Why
  are you here? What do you want?" but the servant girl knew
  not to answer a hag. She searched the hag's fingers for a ring,
  but found none, and then saw that the two mercury rings
  were worn on the hag's two eye stalks. She leapt upon the
  hag, shrieking, and tore the mercury rings from her eyes.
  The servant girl returned to the white dove with her prize,
  intending to ask him to marry her. She gave the white dove
  one of the rings in her possession. The white dove, covetous
  of the other ring, flashed his green eyes, pecked out the
  servant girl's eyes, and stole the second one for himself.
  What he did not realize was that she had offered him her
  silver rings, not mercury. As the servant girl bled to death,
  blind, cold, and heartbroken, he squawked with fury that she
  had failed him. The servant girl sank into the mud. So too,
  secretly, did the mercury rings upon her fingers.
  PARTY LEVEL
  PARTY LEVEL
  This quest is best suited to an 8th level party.
  QUEST SUMMARY
  QUEST SUMMARY
  The party are approached by a white dove wearing two silver
  rings on his ankles. He claims that he has been transformed
  into a dove by an evil hag, Snail Goo, who binds him with her
  two mercury rings. He asks the party to steal them from her.
  When the party arrives at the mechanical snail hut, Snail
  Goo is in a blind rage and attacks on sight. She has lost her
  two mercury rings and blames the party. When she finds that
  the party has not stolen her rings, she performs a witchy spell
  to reveal the white dove's influence. She tells the introductory
  story to the party. Snail Goo does not help the party further, as
  she cannot travel far from her mechanical hut, which moves
  very slowly.
  The party seeks out the final resting place of the servant
  girl, finding her in the form of a shrieking banshee. If the
  banshee is soothed and the mercury rings discovered buried
  in the mud, the white dove attacks them. When defeated, the
  white dove transforms into a horrific green-eyed monster.
  DM PREPARATION
  DM PREPARATION
  Read the Brothers Grimm story The Old Woman in the
  Wood
  Prepare the following foes. All foes except swarms of
  ravens are included in this document for reference.
  Snail Goo
  Mercury Snails
  The Unmarried Servant
  The White Dove and The Green-Eyed Dove
  Rock Gnome (IW 189) Mercury Berserkers (IW 220)
  Swarms of Ravens (MM 339)
  CREDITS
  CREDITS
  Written by William Rotor
  Artwork by Anastelfy (cover art and Mercury Snail art) and
  Tithi Luadthong (The Unmarried Servant art)
  GMBinder by /u/iveld
  Blackthorn Dark Theme by /u/blckthorn
  2
  
  CALL TO ADVENTURE
  CALL TO ADVENTURE
  The party is approached by the White Dove while travelling
  through the Feywild.
  The White Dove asks the party to steal two "Mercury Rings"
  from the hag Snail Goo, which will restore him to his true
  form as a handsome prince.
  The White Dove gives the party a white feather, a sign of
  trust.
  Before you, a white dove flutters down from the
  canopy and alights upon a muddy tree branch. The
  dove frantically cleans off the mud from its wings and
  speaks to you in fluent Sylvan, cooing and cawing.
  "Please, you must help me! I have been cursed by a
  witch in the woods, the one known as Snail Goo. Do
  you see the shackles on my legs?"
  Upon each of its two ankles is fitted a silver ring.
  "Yes, they were fitted on me by the evil Snail Goo! I
  was once a prince, and now I am only a white dove.
  These silver rings cannot be removed without the use
  of the Mercury Rings. Please, sneak into Snail Goo's
  snail hut, just up ahead, and steal the Mercury Rings
  to end my curse! Go quickly! This forest is liable to
  consume a dove like me! Oh, gods, I can hear them
  coming for me. I must alight! Meet me back at this tree
  stump when you have the two mercury rings."
  With that, the white dove flutters away. You hear
  the thundering and crashing of terrible beasts up high
  in the canopy. Hopefully the dove will be alright.
  DISTRUST
  DISTRUST
  The party will likely attempt to remove the silver rings from
  the white dove's ankles. It shrieks in horror if they try it.
  "No, no! You do not know what will happen! I could
  die if they are removed!"
  If the party removes them anyway, the dove uses its mimicry
  trait to mimic the sound of a witch cackling. It then dives
  down into the mud, dirtying its otherwise lustrous white
  wings. Then, it flies away, cackling madly, leading the party to
  Snail Goo's hut.
  This is, of course, only theatrics. The party can discern that
  the white dove is misleading them with a successful DC 18
  Wisdom (Insight) check. If its deceptions are uncovered, the
  white dove attacks immediately (see The White Dove Fight)
  and the party can then meet Snail Goo and complete the
  remainder of the quest.
  If the dove's deceptions are unrevealed, it asks them to do
  the following task.
  THE SNAIL HUT
  THE SNAIL HUT
  Any Wisdom (Survival) check takes the party to Snail Goo's
  hut. A result of 15 or higher reveals that the hut's slime trail is
  poisonous and deals 5 (1d10) poison damage on contact.
  The snail hut is enormous, the size of a mansion,
  made up of interlocking clockwork machinery that
  expels foul-smelling green lubrication. Various bolts
  and portholes along its spiral plates seem to clank in
  and out of place as it trundles along. Clear tubes of
  quicksilver pump liquid metal coolant through its
  gears. You can see an unnatural yellow and blue glow
  emanating from within the hut.
  The snail hut turns its massive clockwork head to look at the
  party, but seems largely disinterested. It continues moving
  very slowly. A DC 10 Intelligence (Investigation) check reveals
  that its machinery is gnomish in origin.
  Ask the party how they intend to sneak inside. Some
  suggestions are included below.
  Disguise. The party can walk right up to the front door and
  walk in if they are disguised as gnomes or snails. All they
  need to do is succeed on a DC 14 Charisma (Deception)
  check.
  Pry Open. The metal plates are quite loose and can be pried
  open with a successful DC 14 Strength (Athletics) check.
  Teleportation. If the party has access to teleportation magic,
  such as misty step, teleport or transport via plants,
  portholes in the side of the hut offer a way in, and there are
  elements like mushrooms and sigils from within that allow
  any sort of teleportation available.
  Wait for an Opening. Periodically, a gnome wielding a
  hammer will emerge from within the hut and poke around
  the outside to make sure the snail hut is still functioning.
  Breaking any part of the snail hut will ensure this happens
  quickly. A DC 14 Dexterity (Stealth) check will allow a party
  member to slip into the hut unnoticed while repairs are
  being done.
  If a character fails a roll to get into the hut, Snail Goo spots
  them through a scrying sensor in the snail hut's eye stalks and
  immediately teleports the whole party inside the shell.
  FIGHT WITH SNAIL GOO
  FIGHT WITH SNAIL GOO
  There's no opportunity to be stealthy inside the shell. The
  whole party is here.
  Snail Goo assumes the party is here to steal her Mercury
  Rings. She is hostile.
  Her Mercury Rings have already been stolen.
  If killed, her hut falls apart at the seams.
  If spared, she casts legend lore on the white feather given
  to the party by the White Dove, which reveals the backstory
  of the servant girl.
  The metal plates slam shut behind you. The snail hut
  is bigger on the inside than the outside. Its shell is
  hollow and bristling with metal plates. Mushrooms
  growing in cracks in the plating glow with blue light.
  3
  
  You can see smaller mechanical snails sliding up and
  down the inside walls of the shell. Their own shells
  are painted with the portrait of a gnome. Several
  other gnomes tinker with a few mechanical snails
  which seem to have broken down.
  The hag, a horrifically ugly little green gnomish
  woman wearing a metal snail shell, turns her head to
  lock eyes with you. Most frightening of all, her eyes
  squirm at the ends of slimy stalks.
  "Come to steal from me again, have you?" she
  cackles. "You know what they say. Measure twice, cut
  once!" The shell begins to rock. Her gnome
  companions grab hammers. The mechanical snails
  converge on your location.
  Roll initiative. You can save time by using the pre-rolled
  initiative scores below. The participants of this fight are ...
  Snail Hut Lair Actions (20)
  3 Mercury Berserkers (14)
  Snail Goo (6)
  4 Mercury Snails (3)
  SNAIL HUT LAIR ACTIONS
  SNAIL HUT LAIR ACTIONS
  Snail Goo will first use her Retreat lair action to protect
  herself. After that, she'll use any of her lair actions in any
  order she pleases. If her mercury berserkers need some help,
  she'll use her Shake action to give them advantage against
  any party members that fall prone. She'll use the Empower
  action to get more tries out of slow if she can't affect anyone
  with it or if she loses concentration. Her Slime action is best
  used later in the battle to be paired with her rays of sickness.
  Slime the group, then blast anyone who isn't already
  poisoned.
  MERCURY BERSERKERS
  MERCURY BERSERKERS
  The hammers are gnomish tools. You can describe them as
  bristling with gears and metal plates, a hyper-specialised tool
  that also is good for smashing heads. The berserkers wield
  their hammers with two hands, dealing 1d10 damage rather
  than 1d8.
  Their main goal is to protect their beloved Snail Goo, and a
  secondary goal is to protect one of the Mercury Snails, one
  that they personally built. If the party attacks a mercury snail,
  have one of the mercury berserkers launch themselves at
  them in a frothing rage, screaming something about "I built
  her with my own two hands, you son of a bitch!"
  The fun of the mercury berserkers is their unpredictability.
  Play them just as surprised by the actions they take as the
  party members. Have your Wild Magic Surge table (PHB 104)
  on hand.
  You can name them after their Mercury Action list: Knee
  Knocker, Slippery Slick, and Little Big Guy.
  MERCURY SNAILS
  MERCURY SNAILS
  The mercury snails do nothing except approach the party
  intimidatingly slowly and spread poisonous slime. They'll use
  their slam attack if they're in melee range.
  You can shock the party by having a mercury snail on the
  ceiling retreat into its shell and then drop down, smashing to
  the floor right in front of them, totally unharmed.
  SNAIL GOO
  SNAIL GOO
  Still angry about having her mercury rings stolen from her,
  Snail Goo assumes the party is here to finish the job and is
  therefore extremely hostile to them.
  She moves quite slowly. Her modus operandi is to slowly
  work her way up the inside of her snail hut's shell, where in a
  few rounds she'll be totally out of reach, all the while slinging
  spells. She'll usually take the multiattack action to cast a
  spell, then Retreat into her shell to gain access to her shell
  immunities.
  The best way to deal with Snail Goo's Retreat ability is to
  use the Ready action to trigger a reaction attack when she
  emerges from her shell. Acid, necrotic, psychic, and radiant
  damage are effective. She has resistance to poison, but not
  immunity, so that's not the worst option either. A party
  member can intuit which damage types she likely has
  immunity to by using an action and succeeding on a DC 15
  Wisdom (Insight) or Intelligence (Nature) check.
  You can start Snail Goo off with flesh to stone, but you
  might want to wait until later in the fight for a more dramatic
  impact for that killer spell. She'll use slow liberally, as if it
  completely fails she can cast it three times. If she's
  concentrating on slow or flesh to stone already, she'll sling out
  ray of sickness.
  Her Slam attack is used only if she doesn't have slow or
  flesh to stone remaining, she's got someone within melee
  range of her (in which case her ray of sickness would be made
  with disadvantage), and she can't move away. She'll try and
  avoid that scenario whenever possible.
  Since she can still move while she has taken the Retreat
  action, she'll happily incur attacks of opportunity while in her
  shell, which is great for Snail Goo for two reasons. First,
  opportunity attacks are usually physical attacks, which she is
  immune to while in her shell. Secondly, if they've used their
  reaction to attack her shell, they can't use their reaction as
  part of a Readied attack for when she emerges from her shell
  and isn't immune to physical attacks anymore.
  Stealing the Mercury Rings
  Stealing the Mercury Rings
  A party member can use their action to make a DC 10 Wisdom
  (Perception) or Intelligence (Investigation) check. On a
  success, they realize that the mercury rings are simply not
  here in the hut.
  Reducing Hostilities
  Reducing Hostilities
  A party member can use their action to attempt to calm Snail
  Goo's hostilities. This will move Snail Goo from Hostile to
  Indifferent, ending the fight. To do so, they must cater to one
  of Snail Goo's characteristics, and then succeed a DC 14
  Charisma (Deception, Persuasion, or Intimidation) check.
  4
  
  As a free action, a party member can make a DC 14 Wisdom
  (Insight) check, revealing any or all of Snail Goo's
  characteristics as the DM decides.
  SNAIL GOO
  SNAIL GOO
  SNAIL GOO
  Personality. I'm a wicked little tinkerer who prefers to stay
  locked up in my home all day because modern life is just
  too fast-paced for me.
  Ideal. Why can't everyone slow down for an old woman? Is
  that so hard?
  Bond. My last memories of my husband are the snails with his
  portrait painted on their shells and our two mercury
  wedding rings. The rings have been stolen. I'm devastated.
  Flaw. I've spent so long in my hut with only my snails and
  these crazed berserker gnomes as company that I have
  trouble interacting with normal people.
  PEACEFUL ENDING
  PEACEFUL ENDING
  If the fight ends peacefully, Snail Goo can cure the poisoned
  condition with lesser restoration and restore a creature
  affected by flesh to stone with greater restoration.
  When it becomes revealed that the party was asked to steal
  the mercury rings by the white dove, Snail Goo casts legend
  lore based on the dove's description.
  Snail Goo's eye stalks roll back to reveal the milky
  whites of her eyes. From her tear ducts she extrudes
  tendrils of smoky incense. She speaks forth a legend,
  one that did not happen so long ago.
  Read out this quest's introductory short story to the party.
  Once upon a time, a servant girl was entrusted with
  two silver rings ...
  Snail Goo thinks she knows where the servant girl died, but
  she can't come with the party. She and her minions must
  remain in her snail hut, which moves very, very slowly.
  VIOLENT ENDING
  VIOLENT ENDING
  With Snail Goo and her minions dead, the snail hut falls apart,
  leaving the party standing out in the open amidst a heap of
  scrap metal.
  Searching through the scrap metal allows the party to loot
  the following items, but does not reveal any mercury rings.
  They were never here to begin with.
  2 scrolls of slow
  1 scroll of ray of sickness
  3 nonmagical gnomish warhammers
  1 inert mercury snail, still intact, which can be reactivated
  and made a companion with a successful DC 14
  Intelligence (Tinker's Tools) check. It's hollow, so it doesn't
  weigh very much and can stick safely to backpacks.
  The White Dove meets up with the party on the forest path. Go
  straight to the fight with the White Dove.
  FIGHT WITH THE SERVANT
  FIGHT WITH THE SERVANT
  The servant can be dug up in a muddy clearing.
  She has transformed into a vengeful banshee that wears
  the two Mercury Rings.
  If killed, the White Dove demands the Mercury Rings.
  If spared, she apologises and warns the party of the White
  Dove.
  Snail Goo's directions lead straight to a dead end, a small
  muddy clearing. Digging into the mud reveals the body of the
  servant girl, only a few days old. Unearthing her remains
  summons forth her vengeful banshee, The Unmarried
  Servant. This banshee is immediately hostile.
  Mud is wiped away from flesh. You've found a corpse,
  still in the early stages of decomposition. Just as you
  realize what you have unearthed, from the servant
  girl's body rises a horrific ghost, hair wild and matted
  with mud, skin that shines with quicksilver, and eye
  sockets that strain with cold fury. She reaches out a
  hand to you, two mercury rings on her fingers, and
  wails with the agony of her untimely demise.
  Roll initiative. You can save time by using the pre-rolled
  initiative score below. The participants of this fight are ...
  The Unmarried Servant (21)
  THE UNMARRIED SERVANT
  THE UNMARRIED SERVANT
  The Unmarried Servant has rolled highly on initiative and
  begins with a wail. She can use her wail and also attempt to
  bestow one of the mercury rings on a party member.
  When she tries to bestow a ring, roleplay her as fumbling
  blindly, grabbing wrists and hands and fingers, desperately
  trying to pass the ring onto someone, anyone else.
  She only uses her Steal Item action if she has no more rings
  to give. At that point, the fight is essentially over as she has no
  more damaging abilities. You can end initiative early at this
  stage if you wish.
  The damage immunities of Snail Goo should have gotten
  the party to think about their damage types when facing
  enemies. The Unmarried Servant is immune to cold, necrotic,
  and poison damage, and she's resistant to nonmagical
  weaponry, acid, fire, lightning, and thunder, which is
  somewhat similar to Snail Goo's immunities. She also is
  immune to most negative conditions.
  One major weakness of The Unmarried Servant is her
  blindness. This means that the best method of killing her is
  magical weaponry, as party members have advantage on all
  attacks against her and it bypasses her immunities.
  Some other quirks of fighting the Unmarried Servant
  include ...
  Her Mercury Rings are physically on her person. As they
  contributed to her becoming a banshee, her quicksilver
  skin allows her to wear them.
  The rings actually have no effect on her! She has no
  abilities that allow her to score critical hits, and she's
  immune to poison and the poisoned condition.
  5
  
  Don't forget that if she fails to steal an item, she incurs an
  attack of opportunity from whoever she was trying to steal
  from.
  Since it hasn't yet been 10 days since she died, she can
  actually be revived mid-battle with raise dead or more
  powerful resurrection magic! The banshee returns to her
  body, and she wakes up. If she isn't wearing a Mercury
  Ring, she'll desperately try to put it back on so she isn't
  killed again in one minute by the poison damage.
  Reducing Hostilities
  Reducing Hostilities
  The party can convince the banshee to stand down by
  appealing to her characteristics and then taking an action to
  attempt a DC 12 Charisma (Persuasion) check, causing her to
  become indifferent on a success.
  THE UNMARRIED SERVANT
  THE UNMARRIED SERVANT
  THE UNMARRIED SERVANT
  Personality. I've always hated being a servant girl. I know that
  I'm destined for more than this. I have to be.
  Ideal. I wish that I could marry rich to escape my poor life.
  Bond. I was killed by the White Dove. The curse of the Mercury
  Rings and the devastation I felt when he betrayed me have
  twisted my soul into a screaming blind banshee.
  Flaw. I see marriage as the end all and be all, and haven't
  thought about how I could seek fulfillment in other ways.
  Her name, if the party thinks to ask, is Sylvia Matrian. In life,
  she was a human commoner (MM 344).
  PEACEFUL ENDING
  PEACEFUL ENDING
  An expression of horror and regret passes across her
  face, and she settles down into the mud, utterly spent.
  "I'm sorry," she whispers. "I'm sorry."
  The servant confirms the hag's story of the betrayal of the
  White Dove. She asks the party not to harm the White Dove,
  for she still believes he is a prince. She can change him.
  (she can't change him; he's an asshole)
  VIOLENT ENDING
  VIOLENT ENDING
  With one final shriek of sadness and regret, the
  banshee evaporates, and the servant girl's soul is
  forfeit to the wind. The Mercury Rings are yours for
  the taking.
  The White Dove swoops down and demands that the party
  give him the Mercury Rings immediately. Doing so would be
  harmful to anyone who is wearing the rings, due to their
  curse, but he doesn't care.
  FIGHT WITH THE WHITE DOVE
  FIGHT WITH THE WHITE DOVE
  The White Dove demands the Mercury Rings.
  If his request is denied, he attacks the party.
  If defeated, he transforms into the Green-Eyed Dove, a
  dangerous monster.
  Peace was never an option.
  The party might return to the White Dove in a few separate
  scenarios. Again, they can discern the white dove's true evil
  nature with a successful DC 18 Wisdom (Insight) check if they
  think to make one.
  "Oh, thank the gods you made it! Tell me, do you have
  the mercury rings? Am I saved?"
  Snail Goo has been killed and the Mercury Rings have not
  been found. The White Dove curses Snail Goo for her
  trickster ways. He stresses that the curse is still not lifted
  and makes a theatrical show of considering his next
  options. Then he leads the party to where the servant girl
  died, claiming that she was once Snail Goo's servant and
  must have stolen the mercury rings before she escaped.
  Once the party retrieves them from the banshee, the White
  Dove demands that they immediately hand over the rings
  and attacks them if they don't comply.
  The Mercury Rings have been recovered from the Unmarried
  Servant. The party will certainly know of the White Dove's
  true nature by now. He does not suspect that they know and
  demands that they give him the rings. When they don't, he
  attacks them, shrieking that they are just as useless as that
  nameless servant girl.
  At some point, a fight with the White Dove is inevitable. Roll
  initiative.
  This fight occurs in two parts.
  THE WHITE DOVE
  THE WHITE DOVE
  In the first part of the fight, only the White Dove is hostile to
  the party.
  The White Dove (13)
  The White Dove can only really do one thing, which is to peck
  the party. He'll do that even if it's certain he'll be ganged up
  on and reduced to 0 hit points quickly. There's a fun bit of
  roleplay where his eyes flash green to reveal his evil nature
  when he attacks, but this doesn't have a significant
  mechanical effect.
  Instead of pecking the party, you can have the White Dove
  use phantasmal force where he summons a ring that slowly
  begins to squeeze around a party member's finger,
  threatening to sever it. This is all in their mind, but still deals
  1d6 psychic damage per round.
  His Mimicry trait is used as part of his deception but won't
  be relevant to the fight.
  Importantly, don't use his silver rings until the second
  phase, as he only has two of them and his transmogrification
  ends any negative effects targeting him anyway.
  6
  
  Go to the second phase immediately when he is reduced to 0
  hit points. He'll take his first turn as the green-eyed dove
  when initiative count 13 rolls around.
  THE GREEN-EYED DOVE
  THE GREEN-EYED DOVE
  In the second part, the White Dove transforms into the Green-
  Eyed Dove, a terrifying monster.
  The Green-Eyed Dove (13)
  3 swarms of wicked pigeons, using the swarm of ravens
  (MM 339) statblock (4)
  Immediately when he transforms, he summons three swarms
  of wicked pigeons, each with wicked pinprick green eyes.
  They'll take their first turn when initiative count 4 rolls
  around.
  He gains the ability to cast both phantasmal force and take
  another action on his turn. He can still peck, but he'll use
  inflict wounds unless there's a magic-suppressing effect. He'll
  use his Steal Item action to steal a mercury ring if nobody is
  wearing it. His phantasmal force will take the form of a white
  dove that the target is convinced is the "real" enemy trying to
  escape. He'll lead them away, pecking them with the illusion
  for 1d6 psychic damage a turn while he focuses on the others.
  If targeted with a magical effect, he'll use a silver ring at the
  start of his turn. He actually doesn't know that these rings are
  magical. Play up his surprise as the ring melts away, and then
  his smug satisfaction as he realizes that he is freed from a
  magical effect. If you stress that using the ring destroys it, the
  party might strategically avoid using concentration debuffs on
  him just so he won't have an opportunity to use the second
  ring. That way, they can take it for themselves once he's dead.
  PEACEFUL END
  PEACEFUL END
  The dove will attempt to escape if he manages to steal both
  Mercury Rings. If he can't, he'll fight to the death.
  It may be tempting to try to peacefully resolve the situation
  by marrying the servant girl and the white dove, but he'll just
  try to kill her and take her ring for himself. Again. He
  absolutely cannot be trusted.
  VIOLENT END
  VIOLENT END
  With its last breath, the dove coos a vile curse upon
  your family names, and then dissolves into disgusting
  green bile that sinks into the earth. This wicked
  creature has finally met its end.
  Left behind are the unmarried silver rings if they haven't
  already been used by the dove. These rings were enchanted
  by the anguish of the servant girl as she died. They allow the
  wielder to end the concentration of spellcasters targeting
  them with a spell, but they're one use only.
  QUEST COMPLETION
  QUEST COMPLETION
  After defeating the White Dove, the party can level up upon
  their return to civilisation.
  The party has had the opportunity to gain a few magic
  items (the four rings featured in this quest). The Mercury Rings
  are cursed, but the Unmarried Silver Rings are not. There is
  also loot from the snail hut if Snail Goo is killed: some spell
  scrolls and an inert mercury snail.
  Snail Goo can be a useful ally for the party if her favour is
  won. She travels all across the Feywild, albeit quite slowly.
  There is surely some practical use for her services.
  7
  
  STATBLOCKS
  STATBLOCKS
  Lair Actions
  Lair Actions
  While within Snail Goo's snail hut, Snail Goo can activate one
  of the following lair actions on initiative count 20. She can't
  use the same lair action two turns in a row.
  Empower. Snail Goo casts a spell from her innate spellcasting
  list with a casting time of 1 action.
  Protect. Snail Goo takes her Retreat action.
  Shake. Every creature other than Snail Goo must succeed on a
  DC 15 Strength save or fall prone.
  Slime. Every creature other than Snail Goo must make a DC 15
  Constitution saving throw. On a failed save, a creature takes
  5 (1d10) poison damage and becomes poisoned until the
  end of its next turn. On a successful save, a creature takes
  half damage and isn't poisoned.
  Spell Descriptions
  Spell Descriptions
  FLESH TO STONE
  FLESH TO STONE
  FLESH TO STONE
  "Slow and steady wins the race!" she cackles. Thick,
  caked-over layers of slime begin to form over your
  body, restricting your movement. If you don't break
  out soon, you'll never move again.
  LESSER/GREATER
  LESSER/GREATER
  LESSER/GREATER
  RESTORATION
  RESTORATION
  RESTORATION
  "Oh, fine, just take a few deep breaths and quell that
  rapid heart." She places her sucker lips upon your
  wounds and sucks the sickly bile from your body.
  RAY OF SICKNESS
  RAY OF SICKNESS
  RAY OF SICKNESS
  "Not everyone is so eager for a slow death!" she
  cackles as she sprays slime from her eyeballs.
  "Slow down!" she cackles, letting loose a bolt of
  iridescent mercury.
  SLOW
  SLOW
  SLOW
  "Let's take it real molasses-like!" she cackles as she
  produces a droplet of molasses from her tear duct.
  "Why don't you stop and smell the roses?" she
  cackles, excreting slime.
  8
  SNAIL GOO
  Small fey, chaotic neutral
  Armor Class 18 (natural armor)
  Hit Points 78 (12d6 + 36)
  Speed 10 ft., climb 5 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  5 (-3)
  16 (+3)
  15 (+2)
  19 (+4)
  11 (+0)
  Damage Resistances poison
  Skills Perception +7, Tinker's Tools +7
  Senses passive Perception 17
  Languages Druidic, Gnomish, Sylvan
  Challenge 5 (1,800 XP)
  Innate Spellcasting. Snail Goo's innate spellcasting ability
  is Wisdom (spell save DC 15, +7 to hit with spell attacks).
  She can cast the following spells innately.
  At will: ray of sickness  
  3/day each: slow, lesser restoration  
  1/day each: flesh to stone, greater restoration, legend lore
  ACTIONS
  Multiattack. Snail Goo casts a spell. She can then make a
  slam attack or take the Retreat action.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 10 (2d6 + 3) bludgeoning damage.
  Retreat. Snail Goo retreats into her shell. While in her
  shell, she benefits from her Shell Immunities listed below.
  She emerges from her shell at the start of her next turn.
  Snail Goo Shell Immunities
  Damage Immunities. cold, fire, force, lightning, thunder;
  bludgeoning, piercing, and slashing
  
  MERCURY SNAIL
  Small construct, chaotic neutral
  Armor Class 18 (natural armor)
  Hit Points 39 (6d6 + 18)
  Speed 5 ft., climb 5 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  5 (-3)
  16 (+3)
  8 (-1)
  10 (+0)
  3 (-4)
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses passive Perception 10
  Languages understands Gnomish but can't speak
  Challenge 3 (700 XP)
  ACTIONS
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
  Hit: 10 (2d6 + 3) bludgeoning damage.
  Slime. The snail excretes slime which covers a 10-foot radius
  area around it and lasts for 1 minute. A creature that starts its
  turn in the slime must make a DC 13 Constitution saving
  throw. On a failed save, a creature takes 22 (4d10) poison
  damage and is poisoned until the start of their next turn. On a
  successful save, a creature takes half damage and isn't
  poisoned.
  Retreat. The snail retreats into its shell. While in its shell, it
  benefits from its Shell Immunities listed below. It emerges
  from its shell at the start of its next turn.
  Mercury Snail Shell Immunities
  Damage Immunities. cold, fire, force, lightning, thunder;
  bludgeoning, piercing, and slashing
  
  Choose one of the following sets of mercury actions for each
  mercury berserker.
   
  10
  MERCURY BERSERKER
  Small humanoid (rock gnome), chaotic neutral
  Armor Class 14
  Hit Points 58 (9d6 + 27)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  17 (+3)
  7 (-2)
  12 (+1)
  7 (-2)
  Damage Resistances bludgeoning, piercing, and slashing
  Senses passive Perception 11
  Languages Gnomish, Sylvan
  Challenge 4 (1,100 XP)
  Gnome Cunning. The berserker has advantage on all
  Intelligence, Wisdom, and Charisma saving throws against
  magic.
  ACTIONS
  Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit: 7 (1d8 + 3) bludgeoning damage or 8 (1d10
  + 3) bludgeoning damage if used with two hands.
  Mercury Action. The berserker rolls 1d6 and takes the
  corresponding action in its set.
  Knee Knocker
  Knee Knocker
  1: Charge. The berserker targets a creature it can see at
  minimum 20 feet from it and moves up to its speed
  towards it, then makes a warhammer attack against it if in
  range. On a hit, the target takes an additional 11 (2d10)
  damage and, if the creature is Large or smaller, it must
  succeed on a DC 11 Strength save or be knocked prone.
  2: Challenge. The berserker challenges a creature within
  60 feet of it that can see and hear it. The target must make
  a DC 11 Wisdom saving throw. On a failed save, the target
  has disadvantage on attack rolls against creatures other
  than the berserker, and it can't willingly move further away
  from the berserker. Whether the target succeeds or fails,
  the berserker can then make one attack.
  3: Flurry. The berserker makes three attacks with its
  warhammer.
  4: Power Strike. The berserker makes one warhammer
  attack, and its to-hit bonus is +7. On a hit, the berserker
  scores a critical hit.
  5: Rejuvenate. The berserker regains 10 hit points and
  gains 10 temporary hit points.
  6: Teleport. The berserker magically teleports up to 120
  feet to an empty space that it can see. If it teleports to
  within 5 feet of a creature, it can then make one
  warhammer attack against that creature.
  Slippery Slick
  Slippery Slick
  1: Snail Shape. The berserker transforms into a mercury
  snail. Its equipment melds into its new form and it retains
  its Intelligence, Wisdom, and Charisma scores, as well as
  its hit points. It can immediately take one of the snail's
  actions. The berserker reverts to its original form when it is
  killed or at the beginning of its next turn.
  2: Escape. See the Knee Knocker actions.
  3: Rally. The berserker calls to two allies that can hear it.
  The targets can immediately use their reaction to make a
  weapon attack. If they do so, they have advantage on the
  attack roll.
  4: Rejuvenate. See the Knee Knocker actions.
  5: Teleport. See the Knee Knocker actions.
  6: Wild Magic Surge. The berserker rolls on the Wild
  Magic Surge table (PHB 104), with the following changes.
  A result of 21-22 instead refers to any effect originating that
  requires the target to make a saving throw.
  A result of 27-28 instead allows the berserker to make one
  melee weapon attack as a bonus action each round.
  A result of 33-34 instead maximises the damage of the next
  attack the berserker hits with.
  A result of 59-60 or 99-100 instead replenishes all of the
  berserker's hit points.
  Any ongoing effects end after 1 minute or when the
  berserker dies.
  Little Big Guy
  Little Big Guy
  1: Snail Shape. See the Slippery Slick actions.
  2: Challenge. See the Knee Knocker actions.
  3: Frighten. Each hostile creature within 30 feet of the
  berserker that can see and hear it must succeed on a DC 11
  Wisdom saving throw or become frightened until the end
  of the berserker's next turn.
  4: Grow. The berserker becomes a Large creature until the
  end of its next turn, gaining advantage on Strength saving
  throws and ability checks and a bonus 1d10 damage on its
  warhammer attacks. The berserker then makes one
  warhammer attack.
  5: Power Strike. See the Knee Knocker actions.
  6: Wild Magic Surge. See the Slippery Slick actions.
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  11
  THE UNMARRIED SERVANT
  Medium undead, neutral
  Armor Class 14
  Hit Points 90 (20d8)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  18 (+4)
  11 (+0)
  10 (+0)
  11 (+0)
  14 (+2)
  Saves Wis +2, Cha +4
  Skills Sleight of Hand +6, Stealth +6
  Damage Resistances acid, fire, lightning, thunder;
  nonmagical bludgeoning, piercing, and slashing
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened,
  grappled, paralyzed, petrified, poisoned, prone,
  restrained
  Senses passive Perception 5
  Languages Sylvan
  Challenge 4 (1,100 XP)
  Blinded. The servant can’t see and automatically fails any
  ability check that requires sight, except for those she has
  proficiency in. Attack rolls against the servant have
  advantage, and the servant’s attack rolls have
  disadvantage.
  Incorporeal Movement. The servant can move through
  other creatures and objects as if they were difficult
  terrain. She takes 5 (1d10) force damage if she ends her
  turn inside an object.
  ACTIONS
  Multiattack. The servant uses her wail, if available. She
  can then attempt to bestow a ring.
  Steal Item. The servant makes a contested Dexterity
  (Sleight of Hand) check with a creature within 5 feet of her.
  If she wins the contest, she steals one item of her choice
  from the target's equipment that it isn't wearing or
  carrying in its hands. If she loses the check, the target can
  take an attack of opportunity against her.
  Bestow Ring (2 Uses). The servant bestows one of her
  mercury rings onto a target within 5 feet of her, placing
  the ring on its finger and dealing it 22 (4d10) poison
  damage. The target can avoid being bestowed the ring by
  succeeding on a DC 14 Dexterity saving throw. If the ring is
  not bestowed, the servant does not expend a use.
  Wail (1/Day). releases a mournful wail, provided that she
  isn’t in sunlight. This wail has no effect on constructs and
  undead. All other creatures within 30 feet of her that can
  hear her must make a DC 12 Constitution saving throw. On
  a failure, a creature drops to 0 hit points. On a success, a
  creature takes 10 (3d6) psychic damage.
  Mercury Ring
  Mercury Ring
  ring, rare
  While wearing this ring, you roll on the Wild Magic Surge
  table (PHB 104) whenever you score a critical hit. Any
  spells or effects produced have a save DC of 10. If the effect
  references a feature you don't have, such as spellcasting or
  sorcery points, you instead become poisoned until the
  start of your next turn.
  If you are married to the owner of the other mercury ring,
  you can roll twice and take your preferred result.
  Cursed. After putting on this ring, you fall under its curse.
  While cursed, if you take off the ring, you immediately
  become poisoned and take 4d10 poison damage, plus an
  additional 1d10 poison damage for each minute you fail to
  put the ring back on. When you put the ring back on, the
  poisoned condition ends. The curse persists until dispelled
  with magic such as remove curse or a new creature wears
  the ring, in which case the curse passes to them.
  
   
  THE WHITE DOVE
  Tiny beast (shapechanger), chaotic evil
  Armor Class 14
  Hit Points 35 (14d4)
  Speed 10 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  19 (+4)
  10 (+0)
  13 (+1)
  15 (+2)
  18 (+4)
  Damage Immunities bludgeoning, piercing, and slashing
  from nonsilvered weapons
  Skills Deception +6, Perception +4, Sleight of Hand +6,
  Stealth +6
  Senses passive Perception 14
  Languages Sylvan
  Challenge 1/2 (100 XP)
  Innate Spellcasting. The dove's innate spellcasting ability
  is Charisma (spell save DC 14, +6 to hit with spell attacks).
  He can cast the following spells innately.
  At will: phantasmal force  
  1/day: scrying
  Mimicry. The dove can mimic animal sounds and
  humanoid voices. A creature that hears the sounds can tell
  they are imitations with a successful DC 16 Wisdom
  (Insight) check.
  Unmarried Silver Ring (2 Uses). At the beginning of his
  turn, the dove can choose to end the concentration of all
  creatures targeting him with magical effects. Doing so
  destroys one of his silver rings.
  Transmogrification. When the dove is reduced to 0 hit
  points, he transforms into to his true form, The Green-
  Eyed Dove. Any excess damage isn't carried over, and all of
  his conditions and any effects targeting him end. His
  innate spellcasting and Silver Ring features are shared
  across his two forms.
  ACTIONS
  Peck. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 6 (1d4 + 4) piercing damage. The dove's green
  eyes flash when it makes this attack, revealing its evil
  nature.
  Unmarried Silver Ring
  Unmarried Silver Ring
  ring, rare
  While wearing this ring, at the beginning of your turn, you
  can choose to end the concentration of all creatures
  targeting you with magical effects. Doing so destroys the
  ring.
  The ring has no effect if you are married.
  THE GREEN-EYED DOVE
  Huge monstrosity (shapechanger), chaotic evil
  Armor Class 14
  Hit Points 119 (14d12 + 28)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  19 (+4)
  15 (+2)
  13 (+1)
  15 (+2)
  18 (+4)
  Damage Immunities bludgeoning, piercing, and slashing
  from nonsilvered weapons
  Skills Deception +7, Perception +5, Sleight of Hand +7,
  Stealth +7
  Senses passive Perception 15
  Languages Sylvan
  Challenge 6 (2,300 XP)
  Innate Spellcasting. The dove's innate spellcasting ability
  is Charisma (spell save DC 15, +7 to hit with spell attacks).
  He can cast the following spells innately.
  At will: phantasmal force  
  1/day: scrying
  Mimicry. The green-eyed dove can mimic animal sounds
  and humanoid voices. A creature that hears the sounds
  can tell they are imitations with a successful DC 16
  Wisdom (Insight) check.
  Unmarried Silver Ring (2 Uses). At the beginning of his
  turn, the dove can choose to end the concentration of all
  creatures targeting him with magical effects. Doing so
  destroys one of his silver rings.
  ACTIONS
  Multiattack. The dove casts phantasmal force. He can
  then take any action below.
  Inflict Wounds. Melee Spell Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 33 (6d10) necrotic damage.
  Peck. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 11 (3d4 + 4) piercing damage.
  Steal Item. The dove makes a contested Dexterity (Sleight
  of Hand) check with a creature within 5 feet of him. If he
  wins the contest, he steals one item of his choice from the
  target's equipment that it isn't wearing or carrying in its
  hands. If he loses the check, the target can take an attack
  of opportunity against him.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Into Wonderland/Bonus Quests/The Wrath of Snail Goo - Light Theme.pdf