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the WILD BEYOND the WITCHLIGHT

the CLOISTERED COVE

Expanded adventures for Chapter 3: Thither


THE CLOISTERED COVE

Credits
Writing: Dan Kahn @FrictionlessDan
Editor: Nicole Mastrodomenico
Cover Art: Nicole Mastrodomenico
Cartography: Onedaygm
Redcap & Pixie Art: Dr. Mapzo

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2021 by Daniel Kahn and published under the Community Content
Agreement for Dungeon Masters Guild.

2 | CREDITS
Introduction Adventure Hooks

W
The following are a few scenarios to lead characters to the
ill of the Feywild, Leader of the Getaway Cloistered Cove and engage with this adventure.
Gang, is believed by some to be the liberator
of Thither. With a warm heart and hidden Building Trust
haven, Will saves lost children from the clutches of The party is likely to visit Little Oak and meet the Getaway
Skabatha Nightshade. However, Will’s dark prologue and Gang once they learn about them from Nib at Nib’s Cave.
true identity is a history known to very few. When his past As written in The Wild Beyond the Witchlight, Will of the
comes back to haunt Will’s present, what will the heroes Feywild is very quick to trust and help the party on their
make of the future? quest, providing them with the secret to accessing the
Wayward Pool without much convincing. Instead, when
What's this all about? the party arrives at Little Oak, you can have Will of the
Chapter 3: Thither is the second portion of Prismeer Feywild be more reticent to help them and ask for the
described in The Wild Beyond the Witchlight. Each of party’s help first.
the locations presented in this chapter can be explored In this scenario, Will’s best friend, a pixie named Bella,
quickly, outside of Loomlurch. This mini-adventure aims was captured by an evil redcap who goes by the name
to add a new location, the Cloistered Cove and integrate Big Red. Will figures that Big Red is likely using Bella
it seamlessly into the flow of the chapter. At this location, as bait and fears showing himself, lest Big Red have no
characters can partake in some tactical combat (or find more use for Bella and do her harm. Will asks the party
clever ways to avoid it), engage more deeply with Will of to venture to the redcap’s lair, a downed airship at the
the Feywild, and potentially even rescue a guide to Yon. Cloistered Cove, and save Bella by any means necessary.
Possibly the most iconic NPC in Thither, Will of the In exchange, Will can provide the party with the secret to
Feywild has thwarted Skabatha Nightshade at every turn. approaching the Wayward Pool.
Charming, childlike, and abundantly good, this rapscallion
harbors a dark secret. While a source of dramatic irony Looking for a Guide
for the DM, it’s rather unlikely that Will’s evil past will be If the party is looking for a guide, you can use a similar
revealed. scenario to the Building Trust hook, but instead have Big
This supplement aims to expand (and potentially Red be holding Squirt, the oilcan, hostage in his lair at
expose) this backstory with a whimsical adventure. As the Cloistered Cove. In this scenario, Will feels a sense
always, it is up to you how much of the content you want to of loyalty to see Squirt rescued and states that Squirt has
use. It’s perfectly fine to use some parts of this supplement claimed to have navigated between Thither and Yon in the
while discarding others, or simply let the ideas presented past.
here inspire new ideas of your own. This supplement
Dark Dealings
assumes a party of 4-6 characters of 4th level with scaling
If the party makes a deal with Skabatha to capture Will of
options for higher levels.
the Feywild, she may recommend that they enlist the help
of Will’s nemesis, Big Red. She can provide directions to
Adventure Summary Big Red’s lair, suggesting that the party will need some
The party heads to the Cloistered Cove to confront Big muscle that can “do what needs to be done” if they’re going
Red, a fearsome redcap who lives in a crashed airship. to contend with Will and his gang. Skabatha is unaware
As they approach, they’ll find they must first contend of Will’s true nature: despite having a common enemy,
with Big Red’s companion, Squeamish, who can be she and Big Red are not necessarily allies, and he has not
found scrubbing the decks. After their encounter, the shared that information with her.
party can continue into the Captain’s Quarters to talk
to or fight Big Red. He would like to use the party to his
advantage, and will reveal the ugly truth about Will of the The Tale of Mugan the Oni and Big Red
Feywild’s past in the hope of turning the party against his As described in The Wild Beyond the Witchlight, “Will of
nemesis. Successful or not, Big Red will also attempt to the Feywild” is actually Mugan, an oni who used to do dark
deeds for Skabatha. This adventure deepens his backstory:
use the party to kill an awakened crocodile that has been
while working for the hag, Mugan did whatever necessary to
targeting him for some time. After contending with the ensure the children he snatched made it to his employer. He
crocodile, the party will once again get the opportunity to killed without care as a means to an end. To his surprise, one
talk to Big Red, who above all else wants to bathe his hat particularly merciless murder spawned a vicious redcap from
in the blood of Will of the Feywild, and will do whatever it the bloodsoaked feywild ground. The creature desired nothing
takes to accomplish his goal. more than to bathe in the blood of his maker Mugan, an
obsession that has not abated in the many years he has spent
hunting the oni.
Now known as ‘Big Red,’ the redcap remains tirelessly driven
to complete his destiny. Due to their blood connection, Big
Red was not fooled by Mugan’s transformation into Will of the
Feywild and so the two continue to play cat and mouse, battling
when Big Red gets too close and resuming the chase when Will
inevitably slips away.
In one brutal encounter, Will cut off Big Red’s hand and fed
it to a giant crocodile, who enjoyed the taste of the redcap so
much that it has stalked him ever since. With one eye watching
his back and the other trained on Will, Big Red will not waver
from his goal. He has taken up a lair in the Cloistered Cove with
his companion, a redcap known as Squeamish, plotting his
revenge in a crashed airship named “The Never Landing.”

INTRODUCTION | 3
(Persuasion or Deception) check, Squeamish stands
Running the Adventure down and offers to introduce them to Big Red if they come
aboard. This check is made with advantage if the party is
The adventure begins as the party makes their way
aware that Squeamish is apprehensive to shoot.
towards the shore northeast of Little Oak on the map of
If negotiations fail and the party insists on boarding
Thither.
the ship or initiates combat, Squeamish fights until
reduced below 10 hit points and then flees to S2. Captain’s
The Cloistered Cove Quarters. Squeamish makes attacks with disadvantage
When the party reaches the beach, you can read the on targets within 5 feet of him that are missing hit points
following: due to his fear of blood. If Squeamish is killed, Big Red is
not particularly mournful, though may feign sadness if he
The dense forest gives to a sparkling white-sand beach, gentle
feels like it may help him get what he wants from the party.
waves crashing along its shores. The pristine water stretches
Slippery Deck. The deck is so polished that it is quite
far into the distance where it becomes enveloped in mist. A slippery for creatures without iron boots like the redcaps.
massive winged ship lies old and broken near the high-tide Creatures that move more than half their movement speed
mark; the wings are torn, the mast has been toppled, and the on a turn while on the deck must succeed on a DC 10
hull looks to be worse for wear. Weathered paint on the side of Dexterity saving throw or fall prone.
Barred Door. The door to S3. Crew’s Quarters is barred
the bow reads “The Never Landing”.
from the deck side with an iron bar the redcaps installed
The Never Landing, a once magnificent plane-traveling to keep the crocodile out. It can be removed easily as an
airship from an unknown world, crashed while flying over action from the deck side.
Prismeer quite some time ago. The ship is now the lair of
Big Red (generally found in S2. Captain’s Quarters) and
Ballista
his companion Squeamish (generally found scrubbing the
Large object
decks S1. Airship Deck).
Armor Class: 15
Beneath the water, lurks a giant awakened crocodile. Hit Points: 50
The crocodile is lightly obscured by the water and can be Damage Immunities: poison, psychic
spotted with a successful DC 20 Wisdom (Perception) A ballista is a massive crossbow that fires heavy bolts. Before it
check as it watches the party’s movements. The crocodile can be fired, it must be loaded and aimed. It takes one action to
neither leaves the water nor attacks, and flees if attacked load the weapon, one action to aim it, and one action to fire it.
out in the open. Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one
target. Hit: 16 (3d10) piercing damage..
C1. Airship Deck
When the party gains a vantage point to see atop the ship,
you can read the following: C2. Captain's Quarters
When the characters enter this room, you can read the
While the exterior of the ship is in disrepair, the deck appears following:
well-kept, aside from a few spots of lichen that cling to the
A large navigational desk sits front and center within the
railings. A shine of polish coats the wooden surface as a short
captain’s quarters. The space is unkempt as if occupied by
creature in a red cap dances and sings with a mop in hand.
someone who has no time for cleaning, the workspace messy
You can read or sing the following lines if the party gets with maps and scrolls, the bed along the far wall unmade,
close enough to hear Squeamish singing:
and barrels throughout the room untidily stacked. The most
“Scrub the deck the captain said, striking feature of the room, however, are the sheets of
For we set sail by mornin’ parchment nailed all along the walls, covering every available
Don’t yee cross swords with Big Red, space. Each prominently reads: “Wanted: Will of the Feywild!”
Consider this yer warnin’! If Big Red has not been alerted to danger, he is seated
Yo ho yo ho consider this yer warnin’!” at his desk, glaring at a crudely drawn map of Thither.
Big Red has a wiry mustache and wears the blood-stained
Squeamish, the redcap, scrubs the decks each day, as
feather of a giant swan in his lavish red cap. Instead of
pollen and spores blow in from the forests of Thither and
a left hand, he sports a magical grappling hook. If the
coat the grounded airship. The dark transformations of
party is accompanied by Squeamish, Big Red greets them
Thither have had a strange effect on Squeamish, making
cordially with overt sweet talking pleasantries. If he is
him afraid of blood. Luckily he discovered that soaking
on guard, Big Red blows out the candle illuminating the
his hat in anything red (such as berries or wine) has been
room and hides behind the desk, ready to strike the first
able to sustain him from winking out of existence without
creature that comes near.
requiring any actual killing. Nevertheless, Squeamish is
Negotiations. Even if the captain is on guard, he is
fiercely loyal to Big Red and will defend him at all costs.
open to negotiating with the party. In negotiations, Big
Although he is supposed to keep watch, Squeamish tends
Red’s priorities are killing Will of the Feywild (who he
to be rather engrossed in his made up sea shanties. The
solely refers to as Mugan) and killing the crocodile, but he
party can sneak up on Squeamish with a successful group
would be satisfied with simply bathing his hat in the blood
DC 14 Dexterity (Stealth) check.
of whoever crosses him. If the party is willing to talk,
If Squeamish spots the party trying to sneak up on him,
Big Red offers them a deal: Should they be looking for
he runs to the nearest ballista and threatens to shoot. A
Bella or Squirt, Big Red offers to release his prisoner in
successful DC 9 Wisdom (Insight) check reveals that he
exchange for Will of the Feywild’s location and the slaying
seems apprehensive to attack. If the party claims to have
of the crocodile that haunts him. With a successful DC 15
peaceful intentions with a successful DC 12 Charisma
Charisma (Persuasion) check, Big Red can be convinced

4 | RUNNING THE ADVENTURE


The Cloistered Cove N
C2

C1

C4

N
C3

to accept just one of the two outcomes. He will gladly join on a DC 12 Constitution saving throw or fall asleep for 1
the party in hunting down Will of the Feywild, but try to minute.
kill Will rather than bring him to Skabatha Nightshade. Treasure. Big Red carries a copper key, which unlocks
Big Red knows how to access the Wayward Pool just as the desk. He carries a hand-hook of grappling. On the desk
Will of the Feywild does, but will not tell the party under is a crude map of Thither that clearly marks the locations
any circumstances until he is led to Little Oak. of Loomlurch and Nib’s Cave, as well as roughly shows
The Reveal. Through talking with Big Red, the party the location of the Wayward Pool. Scribblings indicate
may infer that Mugan is Big Red’s name for Will of the that Big Red has been looking for a tree called Little Oak.
Feywild. If the party asks who Mugan is, Big Red chuckles Inside the desk are three garnets worth 100 gp each and
and confirms that Mugan and Will are one in the same. a minor magical compass that always points towards the
Before he shares his key piece of information, he wants to largest structure within 100 miles (while characters are
make sure that the party will not steal or interfere with his in Prismeer it always points towards the Palace of Heart’s
kill. Once satisfied, Big Red can relay that he was created Desire).
by Mugan the oni, who is masquerading as Will of the Scaling. If the party is 6th level, increase Big Red's hit
Feywild. Big Red does not know the full extent of Will/ points to 120.
Mugan’s alignment shift and explains to the party that
“Will” is the true villain of the story and a child snatcher. C3. Crew's Quarters
Because Big Red believes this to be true, any Wisdom When the party enters this room, you can read the
(Insight) check reveals his honesty. following:
Double-Cross. Unless Big Red has absolute trust
This dark area is strewn with bones and debris. Hammocks lie
that the party will deliver him to Will of the Feywild, he
attempts to deceive them. After negotiations, he tells the tangled and in tatters, floating on the surface of the water that
party that his prisoner is kept in the crew’s quarters, has infiltrated through the hull. The water sloshes faintly with
which is why they are barred. This is a clever lie, which the tide, stirring the stale air.
can be sussed out with a successful DC 15 Wisdom
The awakened giant crocodile broke into this area long
(Insight) check. Big Red knows that his nemesis crocodile
ago through a large hole near the stern of the ship. If it
has been able to gain access to the ship through a hole in
sees anyone entering the Crew’s Quarters, it swims into
its stern and will surely snap at the party if they are foolish
this area and hides in the dark water until it can strike.
enough to get close.
The crocodile can be spotted with a successful DC 20
Tiny Prisoner. If the party is looking for either Bella (a
Wisdom (Perception) check. The crocodile is willing to eat
pixie) or Squirt, they are being held captive inside of the
anything that comes near, but particularly hungers for the
desk. Any prisoners are bound by rope (restrained) and
taste of Big Red, whose hand it tasted so long ago. It was
gagged so they cannot speak.
originally awakened by an eladrin druid who was killed by
Locked Desk. The desk is locked and trapped. Big Red
Zarak from the League of Malevolence.
keeps the key on him at all times. The lock can be picked
Double Cross. If the party enters this room having
with a successful DC 14 Dexterity check using thieves’
been double-crossed by Big Red, the redcap shoves the
tools. A creature that attempts to unlock the desk without
last character of the party into the room and bars the door
the proper key triggers a trap that sprays sleeping gas
from the outside.
into the room. Each creature in the room must succeed

RUNNING THE ADVENTURE | 5


Awakened. The first time a character hits the crocodile
with an attack, it audibly yells “Ouch!” If reduced below 30
Troubleshooting
hit points, it verbally surrenders saying, “No more! You’re If the party is combat-prone and fights Big Red before
not the one I want!” If the party spares the crocodile, or he reveals Will’s identity, you can have him use the
suggests a truce, it accepts without much convincing. The information as a bargaining chip for his life or have
crocodile explains that it desires to eat Big Red above all written notes about Will in his journal.
else and will assist the party in any way if they can help
make that happen. The crocodile will end hostilities at any
point if the party communicates peaceful intentions with
a successful DC 14 Charisma (Persuasion) check. The
check succeeds automatically if they suggest an alliance
against Big Red. If asked about Will of the Feywild, the
Magic Items
crocodile has no opinion other than that he sounds tasty. Hand-Hook of Grappling
Barred Door. While the door is barred from the deck Weapon (special), rare
side, it must be broken open with a successful DC 20
This grappling hook can either be held in one's hand or
Strength check. Creatures with a combined Strength
affixed to the end of one’s arm where a hand might be. The
score of 30 or more succeed automatically. If the door is
hooked end is attached by a retractable chain and opens
opened, the crocodile goes straight for Big Red if he is in
like a mechanical claw. The hook is a martial ranged
view.
weapon with a range of 20/40 feet.
C4. Storage
Beneath the grate on the deck of the ship is a storage area. Grappling Hook. When you take the attack action, you
Big Red and Squeamish occasionally use the supplies for can make a ranged weapon attack with the grappling
their needs and Squeamish keeps things organized. hook in place of one of those attacks. The hook functions
Treasure. The storage area contains all manner as an improvised weapon. On a hit, the target creature
of survival equipment including four backpacks, four is grappled (escape DC 13). While grappled in this way,
bedrolls, blankets, a 10-foot chain, a climber’s kit, a a creature’s speed isn’t reduced, but it can move only in
crowbar, two healer’s kits, a hooded lantern, 6 pitons, 50 directions that bring it closer to you. As a bonus action,
feet of silk rope, two two-person tents, a spyglass, and two you can pull a creature grappled by the hook 20 feet closer
waterskins. as long as it is Large or smaller. You can grapple only one
creature at a time with the hook. The hook can also be
Conclusion fired into heavy objects allowing you to lift or pull yourself
off the ground. The hook can support 500 lbs this way.
Depending on the party’s goals and methods, the
adventure could conclude in a number of ways.
Befriending the Crocodile. The crocodile has no
further interest with the party beyond eating Big Red. If
put in a room with Big Red by itself, the crocodile makes
quick work of eating Big Red with or without the party’s
involvement. Once it is satisfied in this regard, it parts
ways with the party never to be seen again.
Defeating the Crocodile. If the party is double-crossed
by Big Red, but manages to slay the crocodile, Big Red
claims the betrayal to be a test of their skills, but desires
no further combat. Regardless of his betrayal, Big Red is
happy to release the captives in exchange for the location
of Little Oak. As a last resort, Big Red may use a captive
as a hostage to get the party to comply. Regardless of if
a truthful location is given, Big Red tracks the party’s
footprints back to Little Oak where he may make an
attempt on Will of the Feywild.
Defeating Big Red. If Big Red is defeated, the party can
rescue any captives from his desk with the copper key and
return to Little Oak. Squeamish surrenders if Big Red
is defeated and swears he won’t hunt the party or seek
revenge. If the party defeats Big Red without killing him,
Big Red heads to Loomlurch in an attempt to unite with
Skabatha Nightshade against the party who he claims are
sympathizers of Will of the Feywild. The party may face
this foe again later in the chapter at your discretion.
Befriending Big Red. If Big Red convinces the party
to turn on Will of the Feywild, he and Squeamish travel
with the party back to Little Oak and prepare for a nasty
fight. Big Red is sure to say to the party, “Leave the killing
blow to me.” The redcap is true to his word and tells the
party how to access the Wayward Pool once they arrive
at Little Oak. It’s up to you if Will or Big Red prevail if the
showdown occurs without the party. This scenario has big
consequences and implications for the vibe of Thither.

6 | RUNNING THE ADVENTURE


Creatures Squeamish
Small Fey (redcap), Lawful Neutral

Armor Class 14 (natural armor)


Big Red Hit Points 45 (6d6 + 24)
Small Fey (redcap), Lawful Neutral Speed 25 ft.

Armor Class 14 (natural armor) STR DEX CON INT WIS CHA
Hit Points 90 (12d6 + 48) 18 (+4) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 9 (-1)
Speed 25 ft.
Skills Athletics +6, Perception +3
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 13
19 (+4) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 14 (+2) Languages Common, Sylvan
Challenge 3 (700 XP) Proficiency Bonus +2
Skills Athletics +7, Deception +5, Perception +4
Senses darkvision 60 ft., passive Perception 14
Hemophobia. The redcap has disadvantage on attack rolls against
Languages Common, Sylvan
targets missing hit points within 5 feet of him.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Iron Boots. While moving, the redcap has disadvantage on
Dexterity (Stealth) checks.
Flourish. The redcap adds its Charisma modifier to the damage
roll for its rapier attacks (included in the attack). Outsize Strength. While grappling, the redcap is considered
to be Medium. Also, wielding a heavy weapon doesn’t impose
Iron Boots. While moving, the redcap has disadvantage on disadvantage on its attack rolls.
Dexterity (Stealth) checks.
Outsize Strength. While grappling, the redcap is considered Actions
to be Medium. Also, wielding a heavy weapon doesn’t impose Multiattack. The redcap makes three attacks with its wicked
disadvantage on its attack rolls. sickle.
Actions Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 9 (2d4 + 4) slashing damage. If the target is a
Multiattack. The redcap makes two attacks with its wicked rapier creature, the redcap can choose to deal no damage with the
and one with his hand hook. attack to disarm the target. The target must succeed on a DC
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 Strength saving throw or drop one item it is holding on the
Hit: 11 (1d8 + 6) piercing damage. ground.
Hand-Hook. Ranged Weapon Attack: +5 to hit, range 20/40 ft., Ironbound Pursuit. The redcap moves up to its speed to a
one target. Hit: 6 (1d4 + 4) piercing damage and the target is creature it can see and kicks with its iron boots. The target must
grappled (escape DC 13). Until the grapple ends, the redcap succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4)
cannot grapple another target this way. bludgeoning damage and be knocked prone.
Ironbound Pursuit. The redcap moves up to its speed to a
creature it can see and kicks with its iron boots. The target must
succeed on a DC 15 Dexterity saving throw or take 26 (4d10 + 4)
bludgeoning damage and be knocked prone.
Giant Awakened Crocodile
Huge Beast, unaligned
Bonus Actions
Armor Class 14 (natural armor)
Reel. The redcap moves a grappled creature up to 10 feet closer Hit Points 85 (9d12 + 27)
to itself. Speed 30 ft., swim 30 ft.

Reactions STR DEX CON INT WIS CHA
Parry. The redcap adds 2 to its AC against one melee attack that 21 (+5) 9 (-1) 17 (+3) 10 (+0) 10 (+0) 7 (-2)
would hit it. To do so, the redcap must see the attacker and be
wielding a melee weapon. Skills Stealth +5
Senses passive Perception 10
Languages Common, Druidic, Sylvan
Challenge 5 (1,800 XP) Proficiency Bonus +3

Hold Breath. The crocodile can hold its breath for 30 minutes.

Actions
Multiattack. The crocodile makes two attacks: one with its bite
and one with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 21 (3d10 + 5) piercing damage, and the target is grappled
(escape DC 16). Until this grapple ends, the target is restrained,
and the crocodile can't bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not
grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage.
If the target is a creature, it must succeed on a DC 16 Strength
saving throw or be knocked prone.

CREATURES | 7
Icewind Dale: Rime of the Frostmaiden

Dan Kahn
Adventure
I hope you’ve enjoyed the content in this
supplement. If you find any errors, have a good
idea, or just want to get in touch, you can reach
out to Dan Kahn at [email protected].
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