The Wild Beyond The WitchlightisDungeons & Dragon’slatest adventure. Set in the mystical Plane of Faeries - best known as the Feywild - players follow the whimsical antics of theplane-jumping Witchlight Carnival. This adventure offers countless opportunities to embrace the unconventional and ridiculous - a far cry fromThe Curse of Strahd. However, capturing the fantastical nature ofThe Wild Beyond The Witchlightis no easy feat.

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The Feywild

The Wild Beyond The Witchlightmodule provides a myriad of information and support. It introduces new tips and tools for Dungeon Masters, allowing them to run the adventure smoothly. Even so, running this module is a daunting task that requires much time and effort. Fortunately, there are those willing to offer aid to those in need. With the guidance of developers and Dungeon Masters, this endeavor becomes much more manageable.

Updated June 09, 2025, by Christopher Anaya:The Wild Beyond The Witchlight module has been out for a considerable period. With time comes new tips, tricks, and strategies for running this whimsy and wondrous adventure. Many of which come from Dungeon Masters who have seen The Wild Beyond The Witchlight to completion. Others come from members of the Dungeons & Dragons franchise itself. Regardless of their source, these tidbits of beneficial advice will grant Dungeon Masters the knowledge and insight needed to make their adventure come to life. In addition, a concise summary of The Wild Beyond The Witchlight lies below, granting aspiring Dungeon Masters a look into this wild adventure. This guide is for the intended use of Dungeon Masters. As such, players should not read any further lest they ruin an otherwise astounding tale.

The Feywild Palace

The Wild Beyond The Witchlight

The Wild Beyond The Witchlightfollows the tale of the Witchlight Carnival and their shenanigans throughout the Feywild. However, a trio of hags known as the Hourglass Coven threatens not only the carnival but the Plane of Faeries itself. They have frozen the archfey Zybilna and her court, plunging the realm into an even more unstable state. Should the Hourglass Coven fulfill their wicked machinations, the Feywild will lose its whimsical nature and become something far more sinister. It is up to a ragtag group of adventurers to defeat the trio of hags and restore Zybilna to her rightful place. Thus, restoring the Plane of Faeries to its chaotic and fantastical state.

Study The Feywild

The Wild Beyond The Witchlighttakes place primarily in the Feywild, making it the first adventure ever to do so. As a result, the averageDungeons & Dragonsplayer may not know much of thisrealm of existence. So, it is a Dungeon Master’s responsibility to learn anything and everything about the Feywild. This information is required to understand the adventure in its entirety.

At the very least, Dungeon Masters should know of this realm’s connection to the Material Plane and the Shadowfell. Doing so allows them to understand the story behind the Witchlight Carnival and the Feywild’s history. Without this knowledge, there will be an overall lack of depth and much confusion in the story. So, before runningThe Wild Beyond The Witchlight, Dungeon Masters should study the Feywild.

Fairy-like Creature With A Blade

Embrace The Whimsical

The Wild Beyond The Witchlightis a diametric opposite toThe Curse of Strahd. While the latter emphasizes gloom, doom, and death, the former embraces the whimsical. Everything from the Witchlight Carnival to the Feywild itself lacks rhyme or reason. Instead, all that exists inThe Wild Beyond The Witchlightis good nonsensical fun with a hint of danger.

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Therefore, Dungeon Masters must stray away from the serious tone of other adventures. They must be open to players' mischief and nonsensical ideas. Dungeon Masters should emphasize the wackiness of this adventure rather than contain it. However, if they cannot, then maybe they should try another module instead. Not every adventure suits a Dungeon Master’s preference, and that is okay.

Show Off Magic Items

The Wild Beyond The Witchlight offers numerous ridiculous yetpowerful magic items. Each object accurately reflects the incomprehensible nature of the Feywild. They are equally wondrous, mystical, and dangerous as the realm in which they reside. Moreover, these magic items are abundant, being present as early as level one. Thus, Dungeon Masters have many chances to present this adventure’s many magical objects.

Revealing magic items frequently will emphasize the Feywild’s otherworldly atmosphere. In addition, it will grant players more opportunities to cause mayhem and have fun. So, whenever appropriate, Dungeon Masters should gift their players a magic item respective of their level. Even something as simple as Pixie Dust is enough to inspire awe and evoke chaos.

Fairies In A Mushroom Village

The Wild Beyond The Witchlightincludesseveral character optionsunlike anything seen before. There are two new backgrounds: the Feylost and the Witchlight Hand; and two new races: the Fairy and the Harengon. Each addition has direct ties to the adventure and the Feywild itself. Therefore, Dungeon Masters should ensure that their players are aware of these new options.

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Carnival Hands

Having characters with a solid connection to the story is remarkably helpful. This relation makes plot hooks easier to follow, and it streamlines the adventure overall. So, Dungeon Master’s should do their best to advertise and explore these character options. However, nothing should be forced upon players as it could ruin their fun and tarnish their security.

Introduce Non-combat Options

The Wild Beyond The Witchlighttakes a different approach to adventuring. Rather than simplyhacking and slashingthrough every encounter, players can utilize diplomacy instead. As a result, the adventure lends itself to more roleplaying opportunities. However, most players' first instinct is to brutalize anything and everything that they deem to be a threat.

To take advantage of non-combat options, Dungeon Masters should notify players beforehand. Without knowledge of these passive alternatives, players may never get a chance to utilize them. Moreover, every decision can lead to vastly different outcomes. So, Dungeon Masters should introduce non-combat options before the adventure and do their best to remind players of them.

Giant Treant

Utilize New Monsters

The Wild Beyond The Witchlightintroduces many new wondrousyet lethal monsters. Most of these creatures are fey and other strange oddities of the Witchlight Carnival. Regardless of their origin, each is a delightfully deadly addition toDungeons & Dragon’sever-expanding list of monsters. So, it is only appropriate for Dungeon Master’s to present these creatures whenever possible.

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Moreover, these whimsical monsters add depth to the Feywild and the adventure as a whole. Before this module, fey creatures - and the like - were scarce, and those that did exist were lackluster. Now there is a multitude of peculiar monsters that favor the silly and whimsical. Therefore, Dungeon Masters must utilize these creatures throughout the adventure.

Keep Track Of Emotions

The Wild Beyond The Witchlightutilizes the Feywild’s strange connection to emotion throughout the adventure. The prevalent mood of the characters within the story will influence the world itself. Positive emotions inspire beauty and peace, while negative emotions evoke unpleasantness and madness. The module comes with a mood tracker that Dungeon Masters should use constantly.

Since emotions play a critical role in the adventure, keeping track of them is vital. Thus, Dungeon Masters should take note of every encounter and its general mood. A pleasant discussion with a carnival hand will positively influence the world, while a heated argument with another player can negatively impact the world. Following this mechanic adamantly will ensure that the Feywild’s emotional connection is accurate.

Fey Among Monsters

Review The Rules Of The Feywild

The Feywild is a plane without rhyme or reason, yet there is some semblance of order among the chaos. Such control exists through the adherence to a set of guidelines, the Rules of Hospitality, Ownership, and Reciprocity. These laws hold a significant deal of sway in the Feywild. A breach of these rules can result in punishment ranging from mild (public disdain) to extreme (death) penalization.

These rules are a significant part of the Feys' lives and the Plane of Faeries. As such, the peculiar inhabitants of the Feywild exercise these guidelines vehemently and impose them upon others. To depict this accurately, a Dungeon Master must understand the Feywild’s Rules of Hospitality, Ownership, and Reciprocity well.

The Wild Beyond The Witchlight Feywild Castle

The Rule Of Hospitality

A hospitable host must receive the utmost kindness and respect from guests. In turn, the host must care for and protect guests to the best of their ability.

The Rule Of Ownership

One’s property is theirs and theirs alone. Anything voluntarily gifted to another cannot be reattained without its new owner’s permission.

The Rule Of Reciprocity

A gift received must be repaid, regardless of how small or insignificant it may be. Favors and other gestures of kindness may fall under this rule.

Review Roleplaying Cards

The Wild Beyond The Witchlightincludes many helpful sections and tools for Dungeon Masters, new and old. However, the most beneficial aids are roleplaying cards. These little note cards display general information about NPCs, including their alignment, personality traits, ideals, bonds, and flaws. With these roleplaying cards, Dungeon Masters can easily play out and refer to NPCs.

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The Wild Beyond The Witchlight Cover Art

However, using these cards to their full potential requires Dungeon Masters to review them. Having a basic understanding of an NPC allows them to get into character with little effort. From there, Dungeon Masters can practice acting out each NPC using the roleplaying cards as a baseline. Moreover, they can remind themselves ofpertinent NPC characteristicsshould they forget.

Refer To The Story Tracker

The Wild Beyond The Witchlighthas a sectiondetailing the adventurefrom beginning to end. This part of the module is called the story tracker, and it proves to be indispensably helpful. However, many Dungeon Masters may forfeit this tool in favor of their notes. While notes are recommended, referring to the story tracker helps prevent future confusion and mishaps.

Preferably, during every break or even at the end of a session, Dungeon Masters should refer to the story tracker. Doing so allows them to maintain pacing with little to no effort. Moreover, the story tracker helps Dungeon Masters understand what will happen as the adventure progresses. So, using notes in conjunction with the story tracker is immensely helpful.

Large Spider Telling A Story

Have Fun With It!!!

The Wild Beyond The Witchlightis likelyDungeons & Dragon’smostfun-filled adventure yet. With the ridiculous antics of the Witchlight Carnival and the chaos of the Feywild, amusement is a guarantee. So, Dungeon Masters should stress less and roll with the joyful insanity of it all.

Roleplay each character energetically, utilize the wackiest of foes, grant extraordinary magic items, and embrace the supernatural nature of the Feywild.The Wild Beyond The Witchlightis the only adventure - for now - that allows and encourages this zany madness, so enjoy it!