Fables and Legends returns with an adaption of Hansel and Gretel. The story of Hansel and Gretel is already pretty twisted when you think about it. It becomes a whole lot more twisted when you know the history behind the story
I recently learned, via this video https://www.youtube.com/watch?v=_J6UYePC40w from the folks at Extra History, that the story of Hansel and Gretel is believed to have its origins during the Great European Famine of 1315. To paraphrase the relevant portion of the video, for approximately 12 years, persistent heavy rain and unseasonably cold summers destroyed whole harvests of wheat and other staple grains of the medieval diet. What was harvested did not properly ripen and rotted in storage. Livestock either froze to death, died of sickness, or starved to death due to a lack of animal feed.
Rumors and Urban Legends of people resorting to cannibalism were pretty common in this period. There were persistent stories of parents abandoning their children in the woods when the food ran out and of children being tempted into homes by promises of food only to be killed and cannibalized. These elements would be later merged into the recognizable story of Hansel and Gretel.
With a story that is already pretty dark when you know the history behind it, I just needed to create an encounters for it. Now lets take a trip to the dark and foreboding boughs of Drochdúlra forest where a band of hags stalks a fantastical castle.
Adventure background
In the town of Ceolachan, nestled at the edge of the mysterious Drochdúlra Woods, a haunting tale circulates among the locals. Whispers of warning pass from generation to generation, cautioning children to steer clear of the dark and foreboding glades that make up the ominous forest. Few who venture into Drochdúlra ever return, and the air is thick with an unspoken fear that blankets the village.
Curiosity often gets the better of the town’s youth, luring them into the woods on dares or driven by an irresistible desire to uncover its secrets. However, those who enter the ominous realm rarely emerge again. Little do the townsfolk know, Drochdúlra Woods is the dwelling place of Mother Morana, the malevolent hag matriarch, and her five sinister daughters. The forest itself is a colossal trap, carefully designed to ensnare the unsuspecting and guide them towards the heart of the woods – a seemingly innocent gingerbread castle.
The gingerbread castle, however, is a deceptive facade, concealing a trap within a trap. Those unfortunate enough to enter become unwitting prey for Mother Morana and her insatiable daughters’ hunger. The most recent victims include the mayor of Ceolachan own son, Alistair, and daughter, Elowen.
Quest Hooks
Cursed Curiosity: Locals from surrounding villages, affected by the sinister aura emanating from Drochdúlra Woods, seek the aid of adventurers. The players, drawn by tales of the ominous forest, decide to investigate the curse plaguing the region, leading them into the clutches of Mother Morana and her daughters.
Starting the Adventure.
When the players reach Ceolachan read the following
As you arrive in the village of Ceolachan, the air is thick with an unsettling tension. The cobblestone streets wind through quaint cottages adorned with ivy, and the townsfolk cast cautious glances at the ominous Drochdúlra Woods on the outskirts. The sky above is overcast, adding an eerie ambiance to the atmosphere.
Before you can acclimate to the surroundings, a well-dressed puca with rabbit-like features swiftly approaches, his eyes betraying obvious signs of worry. He bows slightly, introducing himself as the mayor of Ceolachan. His voice quivers as he urgently asks, “Good travelers, have you seen my children? A little puca girl, Elowen, with her bright emerald eyes and a mischievous smile. Her brother, Alistair, a young lad with a shock of auburn hair and a playful demeanor. They’ve been missing for a whole day, and I fear they may have ventured into the treacherous Drochdúlra Woods. Would you be willing to enter the forest and search for them? I beg of you, bring them back safely.” The mayor’s desperate plea hangs in the air, leaving you with a sense of foreboding and a pressing need to uncover the mysteries hidden within the dark glades of the ominous forest.
The mayor, with a heavy heart, begins to share more details if the players inquire further. He explains that despite the stern warnings from all the adults in Ceolachan, the allure of Drochdúlra Woods remains irresistible to the children. The townsfolk, well aware of the ominous reputation surrounding the forest, strictly forbid the younger generation from going anywhere near it. Still, tales persist of daring dares and bouts of curiosity leading the children into the dark glades.
According to the mayor, it is exceedingly rare for those who venture into Drochdúlra Woods to ever return. The haunting stories circulate throughout the town, and nearly every resident knows someone who disappeared within the ominous forest. There’s a pervasive sense of unease, and even approaching the edges of the woods can evoke a strange feeling of being beckoned into its depths.
In a desperate plea, the mayor promises the players a substantial reward for their assistance. Among the offerings is an old magic sword, carefully kept within the town hall. The mayor explains that this enchanted weapon has been a treasured heirloom, passed down through generations, and its mystical properties could aid the players in their quest to navigate the dark secrets of Drochdúlra Woods
Drochdúlra Woods
Drochdúlra Woods looms before the players, its foreboding canopy casting a dim light over the twisted trees and tangled undergrowth. The air is thick with an oppressive stillness, broken only by the occasional creaking of ancient branches and the distant calls of unseen creatures. Shadows dance eerily between the gnarled trunks, creating a sense of perpetual dusk.
As the players step into the woods, an unsettling hush envelops them. The twisted branches overhead seem to reach out, casting elongated shadows that play tricks on the mind. The ground beneath is uneven, covered in a layer of damp, decaying leaves that release a faint, earthy scent with each step. The pervasive silence is periodically shattered by the distant hooting of owls and the rustling of unseen creatures in the underbrush. After the players take a few steps into the woods read the following.
As you venture deeper into Drochdúlra Woods, a peculiar sensation begins to tug at the edges of your consciousness. It starts as a subtle whisper, a beckoning call that resonates with an otherworldly allure. The air takes on a dense quality, and the shadows seem to dance with a life of their own.
Your instincts may warn you to turn back, but an inexplicable force pulls you forward, deeper into the heart of the ominous forest. It’s as if unseen hands gently guide you, enticing you to uncover the secrets concealed within the dark glades. The sensation is both eerie and enchanting.
The relentless tugging sensation persists as the players traverse the dark and misty depths of Drochdúlra Woods for an hour. The twisted trees seem to close in on them, and the mist grows denser with each step. To resist the allure and turn back requires a Wisdom check (DC 14), as the enchantment attempts to cloud the rational minds of the adventurers. Additionally, finding the way back through the shifting maze of misty woods demands a Survival check (DC 16) to navigate the confusing terrain.
As the tension in the air reaches its crescendo, the players suddenly emerge from the dense forest into a bright and sunny clearing. The transition is almost surreal – the mist dissipates, revealing a scene that sharply contrasts with the ominous atmosphere of the woods. Read the following

The mist lifts as you step into a surreal, sunlit clearing. Before you stand a small gingerbread castle, its sugary spires reaching toward the clear blue sky. A drawbridge spans a moat filled not with water, but what appears to be thick syrup, its golden hue reflecting the sunlight.
The castle exudes an almost whimsical charm, and the air is filled with the sweet scent of baked goods. Butterflies flutter around the vibrant flowers that dot the clearing, and the distant laughter of unseen children echoes in the warm breeze. It’s a scene that defies the foreboding nature of the woods you left behind, leaving you to wonder if this gingerbread haven is a sanctuary or another layer of the mysterious trap within Drochdúlra.
The Gingerbread Castle
Although this gingerbread castle seems friendly and inviting nothing with the fey is what it seems. The castle is in fact a trap created by Mother Morana and her brood for the unwary centuries ago. Once a victim cross the drawbridge there is no escape as living candy horrors attack. The victim is then brought to the dungeons to be fattened up on frosting and eventually eaten by coven. The coven in particular prefers the taste of child flesh.
Stickiness
The castle relies on stickiness to catch intruders Gooey candy traps and enemies coated in viscous substances impede movement and create a challenging environment. The stickiness clings to players, restricting their mobility until they take an action to remove it. The goo not only hinders movement but also attracts random objects, making navigation even more treacherous.
Mechanical Details:
- Movement Impairment: When affected by stickiness, a player’s movement speed is halved, representing the struggle to free themselves from the gooey substance.
- Persistent Effect: Stickiness remains on a character until they use an action to remove it. This action might involve a Dexterity or Strength check (DC 12) to break free from the clinging goo.
- Object Attraction: Characters covered in sticky substances attract random objects in the environment. These objects might include loose candies, small decorations, or even lightweight furniture, creating an added layer of chaos.
- Combination Effects: The stickiness can be combined with other effects, such as fire damage or poison. For example, a sticky character passing through a flaming trap might suffer additional fire damage or a poisoned enemy covered in goo could spread the poison to adjacent characters.

1. The courtyard
As the heavy drawbridge falls behind you, the gateway slams shut with an ominous thud. The courtyard ahead appears deceptively serene, adorned with vibrant candies and whimsical decorations. However, the air is thick with an unsettling stillness, and the candies lining the path begin to stir.
Suddenly, several hulking figures made of marshmallows rise from the ground, their bodies coated in hardened candies that clink with each lumbering step. In the center of the courtyard, a large fountain brimming with sticky syrup reflects the dim light. The marshmallow brutes fixate their gaze on you, their intent clear as they advance, seeking to push you into the syrup-filled trap.
Encounter Details:
- Enemies: 4 Marshmallow Brutes
- Terrain: Courtyard with a sticky syrup-filled fountain in the center.
- Objective: Survive the encounter and defeat the marshmallow brutes.
- Additional Elements: The fountain provides an opportunity for strategic use. Characters pushed into the syrup may find their movements further restricted.
The marshmallow brutes will attempt to push the players into the fountain to restrict their movements. Once stuck in the fountain they will then beat them until they are unconscious before dragging them to the dungeons
2. The Great Hall
Entering the grandiose Great Hall, you find yourself surrounded by a spectacle of sweets and enchanting decorations. The walls are adorned with lollipops, and the floor is intricately patterned with vibrant candies. The air is infused with the scent of frosting, creating an illusion of a delightful haven.
However, as your eyes adjust to the sugary splendor, movement catches your attention. Emerging from the confectionery surroundings are more marshmallow brutes, their bodies adorned with colorful candies. Alongside them, gingerbread soldiers strategically toss hot candy blobs, creating patches of stickiness on the floor. The brutes, acting in tandem, attempt to push you into the syrupy traps while forcing sticky comrades together.
Encounter Details:
- Enemies: 3 Marshmallow Brutes, 2 Gingerbread Soldiers
- Terrain: The Great Hall adorned with sticky candies, frosting,
- Objective: Defeat the marshmallow brutes and gingerbread soldiers, navigating the sticky battlefield.
The gingerbread soldiers will hang back and try to use their Candy Toss to restrain the players focusing on melee fighters and Sticky Patch to block flanking attempts. The Marshmallow brutes will try to push players into sticky patches, the sticky walls or into players already affected by sticky.
3. Hags kitchen
Stepping into the Hags’ Kitchen feels like entering a nightmarish realm within the gingerbread castle. Unlike the whimsical sweetness of the rest of the structure, this room is a stark contrast – cold, metallic, and devoid of the sugary decor. The air is thick with the acrid scent of bubbling syrup and the intense heat from the roaring ovens.
In the center of the room, a fat elf boy sits in a cage, tears streaming down his face, and his mouth caked with frosting. The large ovens emit a fiery glow, and a cauldron atop a blazing fire bubbles with viscous syrup. Emerging from a pantry, a hag wielding a massive knife strides forward. Morgara, the third daughter, commands several gingerbread soldiers, ready to defend the grotesque kitchen.
Encounter Details:
- Enemies: Morgara (Hag Daughter), 3 Gingerbread Soldiers
- Terrain: The Hags’ Kitchen with large ovens, a bubbling syrup cauldron, and a captive elf boy.
- Objective: Rescue the elf boy and defeat Morgara and her gingerbread soldiers.
Morgara will hang back from the fight and use the charm person and sleep spell to keep the players at bay. A search of the room turns up a jar of energizing gumdrops on one of the shelves, a cookbook filled with macabre recipes that require a child as the primary ingredient and a skull amulet worth 50gp.
The cage can be broken with a few good swings of a weapon. The elf boy’s name is Wilfred He is about 7 years old. He looks up with wide, frightened eyes as you draw near. His mouth is visibly caked with frosting. His voice trembles as he speaks. He will explain that he has been captive for a long time, he does not know how long. As for the frosting, he explains that it was all they had to eat in the dungeon was frosting.
4. Candy Soldier Workshop
As you enter the Workshop, the air is thick with the scent of molten candy and the clinking of metal tools. Large vats of bubbling, colorful liquid line the room, their contents resembling molten sweets. At a long worktable, Morganna and Mordreda, two of Mother Morana’s daughters, engage in a heated argument. Tools and implements for crafting candy creations are scattered around, and a crate filled with cherry bombs sits in the corner.
“We need more children to feast upon!” Morganna’s voice echoes through the workshop. “Sending our soldiers into the villages is the quickest way. They can snatch them up and bring them here!”
Mordreda, her sister, retorts sharply. “No, we need subtlety! I suggest laying trails of enchanted candy outside the woods. The allure will draw them in willingly, like lambs to the slaughter.”
As they bicker, you notice the vast vats of molten candy and crates filled with cherry bombs, ready to be deployed. The sisters seem too engrossed in their disagreement to notice your arrival.
Encounter Details:
- Enemies: Morganna (Hag Daughter), Mordreda (Hag Daughter), 2 Molten Candy Slimes,
- Terrain: Workshop with molten candy vats, tubs of materials, a worktables, and scattered tools.
The room is filled with large vats of molten candy. A player or the hags can use an action to spill the contents of the vats onto the floor. This creates a 15 by 15 puddle of sticky molten candy. Furthermore, there are baskets and tubs filled with cherry bombs. As an action, a character can throw the bombs. They detonate after two turns. Cherry bombs stick to sticky surfaces and characters. Searching the workshop uncovers about 300gp worth of alchemical reagents
5 Alchemy lab
Entering the alchemy lab, the air is thick with the acrid scent of various concoctions. Morwenna, one of Mother Morana’s hag daughters, is engrossed in her work, surrounded by marshmallow brutes assisting in the potion-mixing process. Shelves and tables are laden with an array of flammable and sticky materials. The room is a chaotic symphony of bubbling cauldrons, hissing vials, and the occasional grunts of marshmallow brutes.
Encounter Details:
- Enemies: Morwenna (Hag Daughter), 4 Marshmallow Brutes
- Terrain: Alchemy lab with flammable and sticky materials.
- Objective: Defeat Morwenna and her marshmallow brute assistants.
The walls of the alchemy lab are filled with potions in glass bottles and jars. Many of which when broken will cause the sticky status effect and many are flammable. Sticky characters will take an additional 1d4 fire damage when set alight in this room. In addition, any character that is pushed into the shelves will break the bottles and gain the stick status. The Marshmallow brutes will try to push the characters into the shelves. A search of the room uncovers 4 random common potions, enough materials to make a poisoner kit and alchemist’s tools, and some creepy jewelry on Morwenna’s corpse worth about 80 gp
6 castle garden
As you step into the enchanting castle garden, the air is filled with the sweet aroma of candy vegetation. Morna, the youngest hag daughter, is diligently harvesting candy vegetables, her attention focused on the task at hand. The garden is a kaleidoscope of colors, with sticky tomatoes hanging from vines and pumpkins exuding a sugary fragrance. Morna looks up, her youthful visage concealing a darker, mischievous gleam in her eyes.
Encounter Details:
- Enemies: Morna (Hag Daughter), 2 Candy Slimes, 3 Gingerbread Soldiers
- Terrain: Castle garden with sticky candy vegetables (can be thrown for sticky effects).
- Objective: Defeat Morna and her minions while navigating the sticky terrain.
The vegetables in this garden are candy shells with a gooey center. Stepping in any of the candy vegetables will cause a sticky effect. Furthermore, the players can throw the vegetables to inflict stickiness on Morna and the gingerbread soldiers. A search of the greenhouse reveals a 24 minus the amount the players use ripe candy vegetables that can be used as hand grenades or eaten to restore 1d4 hit points and 40gp worth of creepy jewelry.

7. Dungeon
Descending into the dungeons beneath the castle, the air becomes colder and more oppressive. The once festive atmosphere is replaced by the grim reality of iron-hard gingerbread walls and indestructible candy cane bars. As you explore the dungeon, a heartbreaking sight unfolds. A dozen children, aged between 4 and 12, are confined within cells. Their once vibrant faces are now marked by fear and frosting stains their mouths.
“Help us, please!” cries a young voice from one of the cells.
Among the captive children, you recognize Elowen and Alistair, their eyes pleading for rescue. Patrolling the halls are candy slimes and gingerbread soldiers, guardians of this dark dungeon.
Encounter Details:
- Enemies: 2 Candy Slimes, 3 Gingerbread Soldiers
- NPCs: Elowen, Alistair, and a dozen captive children.
- Terrain: Dungeon cells with indestructible candy cane bars and iron-hard gingerbread walls.
After the fight read the following
With the candy slimes and gingerbread soldiers defeated, a sense of relief washes over the dungeon. The children, once caged in fear, rush towards the candy cane bars, their faces hopeful. They press against the bars, their small hands reaching out as they collectively beg for freedom.
“Please, mister! Let us out! We promise we won’t go near the forest again!”
However, as you inspect the cell doors, a grim realization sets in. There are no doors. The candy cane bars extend seamlessly from the gingerbread walls, and the children confirm your suspicions.
“The bars just appeared when they threw us in here. There’s no way out! Please, you have to help us find a way to escape!” their voices harmonize in a desperate plea.

8. Morganna’s Bedroom:
- The entrance to Morganna’s room is marked by a heavy, velvet curtain woven with dark symbols. Upon entering, the room is shrouded in an unnatural twilight. A large cauldron bubbles with mysterious concoctions, and a tattered canopy bed dominates the space. The air is thick with the scent of arcane herbs and enchantments.
- Treasures:
- Occult Tapestry: A mysterious tapestry depicting otherworldly symbols. It radiates a faint magical aura. (Sell for 75 gold)
- Crystalized Moonlight Earrings: Delicate earrings that emit a soft glow reminiscent of moonlight. When worn, they grant advantage on Charisma (Persuasion) checks. (Sell for 100 gold)
9. Morwenna’s Bedroom:
- Morwenna’s room is cloaked in shadows, illuminated only by flickering candlelight. The walls are adorned with skeletal motifs, and a dim fireplace casts dancing shadows. A skeletal cat, preserved with dark magic, rests on a plush rug. An ornate mirror reflects an eerie visage.
- Treasures:
- Spectral Cat Figurine: A small, translucent figurine of a cat. When activated, it summons a spectral cat familiar for one hour. (Sell for 70 gold)
- Candle of Dark Divination: A black candle that, when burned, provides cryptic visions of the future. (Sell for 60 gold)
10. Morgara’s Bedroom:
- Morgara’s chamber is filled with the aroma of decaying flora. A menagerie of carnivorous plants lines the room, their tendrils reaching out ominously. The bed is obscured by a canopy of thorns, and the walls are adorned with unsettling paintings of dark, mystical landscapes.
- Treasures:
- Thorn-Enchanted Crown: A crown adorned with thorns that radiate a subtle aura of protection. Grants resistance to piercing damage while worn. (Sell for 90 gold)
- Cursed Floral Bouquet: A bouquet of enchanted flowers. When given to someone, it subtly influences their emotions. (Sell for 50 gold)
11. Mordreda’s Bedroom:
- Mordreda’s room is draped in deep shades of midnight blue. A massive, twisted tree grows from the center of the room, its branches adorned with enchanting crystals. The bed is adorned with silken sheets, and an ancient tome lies open on a ritualistic altar. The air crackles with latent magic.
- Treasures:
- Arcane Crystal Prism: A multifaceted crystal prism infused with arcane energy. Holding it reveals glimpses of hidden knowledge. (Sell for 80 gold)
- Midnight Orchid Perfume: A small vial of perfume with an alluring fragrance. When applied, it grants advantage on Charisma (Deception) checks. (Sell for 60 gold)
- Shadowbound Quill: A quill made from shadow-drenched feathers. Writing with it reveals hidden messages written in an ethereal script. (Sell for 70 gold)
12. Morna’s Bedroom:
- Morna’s room presents a facade of youthful innocence with pastel hues and delicate furnishings. A canopy bed is adorned with fairy lights, and the walls are decorated with vibrant artwork. Stuffed animals and whimsical trinkets fill the space, creating an illusion of carefree adolescence. However, upon closer inspection, a subtle undercurrent of eeriness becomes apparent. The stuffed animals seem to watch with beady eyes, and the artwork takes on an unsettling quality. Despite the apparent innocence, Morna’s room conceals a darker enchantment beneath its youthful exterior.
- Treasures:
- Innocence’s Illusion Toy Box: A magical toy box that produces illusions of innocent scenes. Can be used to distract or deceive. (Sell for 50 gold)
- Enchanted Mirror Compact: A handheld mirror compact that reveals hidden truths. Can be used to detect illusions. (Sell for 70 gold)
13. Mother Morana’s lair
Entering Mother Morana’s lair, you are immediately captivated by the mesmerizing sight before you. A cascading waterfall of molten candy, thick and sticky, plummets from above, splitting into two separate streams. The air is filled with the rich, sickly-sweet scent of the confectionary cascade. Mother Morana herself stands at the center of the room, a formidable hag with an aura of dark magic that permeates the lair.
Encounter Details:
- Boss: Mother Morana
- Terrain: Mother Morana’s lair with a sticky molten candy waterfall.
- Objective: Defeat Mother Morana and navigate the challenging terrain.
The molten candy rivers are burning hot and will deal 1d4 fire damage to all characters who enter the river or start their turn in the river. Any character who enters the river must take a dc18 dexterity check or become sticky.
Mother Morana will use Compelling Presence, suggestion, and Lair Action: Sticky Torrent to force the players into the molten candy rivers and use Candy Projectile to keep them stuck up if they succeed on the dexterity check to remain unstuck. She will then use Fireball and Magic Missles spells when all the players are stuck to blast the players.
When Mother Morana is defeated read the following.
As Mother Morana’s lifeless form crumples to the ground, a profound silence descends upon the lair. In an unexpected turn, the fantastical candy architecture surrounding you begins to lose its enchantment. The once vibrant and sweet structures morph into mundane, crumbling stonework, and the two cascading streams, once molten candy, now flow with somewhat brackish water.
The transformation ripples through the castle, revealing the reality beneath the magical facade. The air loses its saccharine aroma, replaced by the earthy scent of damp stone. What was once a surreal dreamscape of confectionery wonders now stands as a dilapidated fortress, the magic that sustained its illusions now dispelled.
As you traverse the maze of crumbling rooms and corridors on your way back, the very fabric of the enchanted realm unravels. The once vibrant hues fade into muted grays, and the echoing footsteps resonate with a sense of finality.
Emerging into the courtyard, you find a scene vastly different from what you left behind. The children once held captive in the hag’s dungeons, now stand in the open, their eyes wide with a mixture of fear and wonder. The transformation of the castle has released them from their magical imprisonment.
The reality of the world asserts itself, and the children gaze upon their surroundings with a newfound clarity. The enchantment was broken, they await your return, their expressions transitioning from uncertainty to gratitude. The once treacherous castle courtyard now serves as the stage for their liberation.
Concluding the adventure
As the adventurers stand in the transformed courtyard, surrounded by the echoes of a crumbling castle that once harbored dark enchantments, a sense of accomplishment washes over them. The children, freed from the clutches of Mother Morana’s magic, look to the heroes with expressions of gratitude and relief.
The enchanted realm, once vibrant and surreal, now stands revealed in its true form – a dilapidated fortress hidden within the heart of the foreboding Drochdúlra woods. The remnants of sticky substances and traces of candy illusions linger, fading into the reality of crumbling stonework and brackish water.
The heroes have thwarted the sinister plans of Mother Morana and her hag daughters, breaking the cycle of children being lured into the gingerbread castle. The transformation signifies the release of the forest from the malevolent grip that holds both reality and illusion in a delicate balance.
As the adventurers guide the children out of the now ordinary castle courtyard, the sun begins to pierce through the dense canopy of Drochdúlra woods. The once foreboding forest now appears less ominous, its shadows yielding to the warmth of daylight.
Returning to the village of Ceolachan with the children in tow, the heroes are greeted as saviors. The grateful mayor, his heart heavy with the fear of losing his kin, expresses profound thanks. The people of Ceolachan, now freed from the specter of the enchanted forest, begin to rebuild their lives with newfound hope.
As the heroes stand in the village square, the mayor, filled with gratitude, approaches them with a heavy purse clinking with the weight of gold. The metallic glint of the coins catches the sunlight as the mayor presents the reward for their valor. Alongside the substantial sum of 100 gold pieces, the mayor carefully unveils a finely crafted longsword (at the dm digression it can be either the Witchblade Sword or the Witchbane Sword).
Appendix
Monsters
Gingerbread Soldier Medium humanoid (gingerbread), neutral
Armor Class 12
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR 12 (+1)
DEX 14 (+2)
CON 12 (+1)
INT 8 (-1)
WIS 10 (+0)
CHA 8 (-1)
Skills Athletics +3
Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 1 (200 XP)
Candy Toss. The gingerbread soldier can make a ranged attack to throw a hot candy blob. On a hit, the target takes 7 (2d6) bludgeoning damage and must succeed on a DC 11 Dexterity saving throw or be affected by the Sticky status effect until the end of its next turn.
Sticky Patch. The gingerbread soldier can create a 5-foot square patch of stickiness on the ground. Any creature that moves through the area must make a DC 11 Dexterity saving throw or be affected by the Sticky status effect until the end of its next turn.
Actions
Multiattack. The gingerbread soldier makes two Candy Toss attacks.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Description: Gingerbread soldiers, animated by enchantment, patrol the gingerbread castle with unwavering dedication. They are equipped with the ability to toss hot candy blobs at their adversaries, creating a sticky mess upon impact. Additionally, they can strategically create patches of stickiness on the floor, hindering the movement of intruders. These CR 1 creatures add a layer of tactical challenge to the gingerbread castle, forcing players to contend with both ranged attacks and strategic terrain manipulation.
Hag Daughter Medium humanoid (hag), neutral evil
Armor Class 15 (natural armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR 12 (+1)
DEX 14 (+2)
CON 12 (+1)
INT 16 (+3)
WIS 14 (+2)
CHA 10 (+0)
Skills Deception +2, Insight +4, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan
Challenge 3 (700 XP)
Innate Spellcasting. The hag daughter’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: mage hand, minor illusion, prestidigitation
3/day each: charm person, sleep, disguise self
1/day: crown of madness, mirror image
Darkvision. The hag daughter can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. She can’t discern color in darkness, only shades of gray.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) slashing damage.
Seductive Whispers. The hag daughter whispers enticingly to one creature within 30 feet of her that can hear her. The target must make a DC 12 Wisdom saving throw. On a failed save, the target is charmed for 1 minute or until it takes damage. While charmed, the target is incapacitated and ignores the sticky effect.
Summon Candy Minions (Recharge 5-6). The hag daughter magically summons 2d4 candy minions (use Gingerbread Soldier statistics) to aid her. The summoned creatures appear in unoccupied spaces within 30 feet of the hag daughter and act on her initiative. They remain for 1 minute, until they are reduced to 0 hit points, or until the hag daughter dismisses them as a bonus action.
Description: The hag daughters of Mother Morana are cunning and alluring figures, skilled in the arcane arts. They use their enchanting spells and seductive whispers to manipulate and charm those who venture into the gingerbread castle. With the ability to summon candy minions and a disregard for the stickiness that plagues the castle, they serve as formidable adversaries.
Marshmallow Brute Large humanoid (marshmallow), neutral
Armor Class 11 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 30 ft.
STR 16 (+3)
DEX 10 (+0)
CON 14 (+2)
INT 6 (-2)
WIS 10 (+0)
CHA 6 (-2)
Skills Athletics +5
Senses passive Perception 10
Languages —
Challenge 2 (450 XP)
Mallow Slam. The marshmallow brute makes a melee attack against a target within 5 feet. On a hit, the target takes 10 (2d6 + 3) bludgeoning damage and must succeed on a DC 13 Strength saving throw or be pushed 10 feet away from the brute.
Cushion Resilience. When the marshmallow brute takes falling damage, it reduces the damage by 1d6.
Actions
Sticky Grasp. The marshmallow brute attempts to grab a creature within 5 feet. The target must make a DC 13 Strength saving throw. On a failed save, the target is restrained until the start of the marshmallow brute’s next turn.
Mallow Charge (Recharge 5-6). The marshmallow brute charges up to 20 feet in a straight line. If it hits a target with its Mallow Slam on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone.
Description: Marshmallow brutes are hulking, sumo-like creatures made entirely of marshmallow. Despite their soft appearance, these creatures are surprisingly agile and aggressive. They use their bulk to slam into enemies, pushing them around with sticky force. Although they lack the innate stickiness of other castle inhabitants, their Mallow Slam and Sticky Grasp abilities make them formidable opponents, especially when combined with the castle’s sticky environment.
Molten Candy Slime Medium ooze, unaligned
Armor Class 8
Hit Points 45 (6d8 + 18)
Speed 20 ft., climb 20 ft.
STR 16 (+3)
DEX 6 (-2)
CON 16 (+3)
INT 1 (-5)
WIS 6 (-2)
CHA 1 (-5)
Damage Immunities fire
Condition Immunities blinded, charmed, deafened, frightened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages —
Challenge 2 (450 XP)
Sticky Pseudopod. On a hit with a melee attack, the molten candy slime can apply the Sticky status effect to the target until the end of its next turn.
Fiery Burst. When reduced to 0 hit points, the molten candy slime explodes in a burst of molten candy. Each creature within 10 feet of the slime must make a DC 13 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.
Sticky Trail. The molten candy slime leaves a sticky trail in its wake. Any creature that enters the area must make a DC 13 Dexterity saving throw or be affected by the Sticky status effect until the end of its next turn.
Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) fire damage. If the target is a creature, it must succeed on a DC 13 Dexterity saving throw or be affected by the Sticky status effect until the end of its next turn.
Description: Molten candy slimes are amorphous creatures composed of sticky, molten candy. Their fiery nature makes them both a threat in melee combat and a hazard to approach. With each pseudopod strike, they leave behind a trail of stickiness, creating a treacherous path for those who follow. Additionally, their explosive demise poses a risk to any nearby creatures, making them a formidable adversary within the gingerbread castle.
Mother Morana, Hag Queen of the Sticky Abyss
Medium humanoid (hag), chaotic evil
Armor Class 16 (natural armor)
Hit Points 180 (19d8 + 95)
Speed 30 ft.
STR 18 (+4)
DEX 14 (+2)
CON 20 (+5)
INT 16 (+3)
WIS 16 (+3)
CHA 18 (+4)
Saving Throws Str +8, Con +9, Wis +7
Skills Arcana +7, Deception +8, Perception +7
Damage Resistances Fire
Senses darkvision 60 ft., passive Perception 17
Languages Common, Giant
Challenge 10 (5,900 XP)
Innate Spellcasting. Mother Morana’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: detect magic, magic missile, vicious mockery
3/day each: fireball, suggestion
1/day each: darkness, polymorph
Sticky Manipulation. Mother Morana can manipulate the sticky molten candy in her lair to her advantage. As a bonus action, she can cause the sticky rivers to flow in a direction of her choice, affecting the terrain within 60 feet of her.
Candy Projectile. Mother Morana can hurl molten globs of candy at her enemies. As an action, she can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 4d6 fire damage and must succeed on a DC 16 Dexterity saving throw or become covered in sticky substance, reducing their movement speed by half until they use an action to remove it.
Compelling Presence. Mother Morana can use her voice and presence to influence the actions of others. As an action, she can force one creature within 30 feet to make a DC 16 Wisdom saving throw. On a failed save, the target must move up to its speed in a direction of Mother Morana’s choice on its next turn.
Actions
Multiattack. Mother Morana makes two Candy Projectile attacks.
Hag’s Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing damage.
Lair Action: Sticky Torrent. Mother Morana can cause the sticky molten candy to surge forward in a torrent. All creatures within a 20-foot cone in front of her must make a DC 16 Strength saving throw or be pushed back 10 feet and become covered in sticky substance.
Legendary Actions
Mother Morana can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.
Move. Mother Morana moves up to half her speed without provoking opportunity attacks.
Candy Projectile. Mother Morana makes one Candy Projectile attack.
Compelling Gaze (Costs 2 Actions). Mother Morana uses her Compelling Presence ability.
New items
jar of energizing gumdrops
- Description: A small, intricately decorated jar filled with 1d10 large magical gumdrops. gumdrops a cookie from this jar allows a spellcaster to restore a random expended spell slot.
- Usage: When a character eats one of the enchanted cookies, roll a d4:
- 1-2: Restore a 1st-level spell slot.
- 3: Restore a 2nd-level spell slot.
- 4: Restore a 3rd-level spell slot.
Witchbane Sword
Weapon (longsword), rare (requires attunement)
The Witchbane Sword is a formidable longsword imbued with enchantments specifically designed to combat spellcasters.
- Attack Bonus. This sword is a +1 weapon, enhancing your accuracy and damage rolls.
- Spellcaster Advantage. When attacking spellcasters, you have advantage on attack rolls.
- Extra Damage. Against spellcasters, this sword deals an additional 1d6 damage on a successful hit.
- Attunement. To attune to the Witchbane Sword, you must spend a short rest focusing on its anti-magic properties.
Witchblade Sword
Weapon (longsword), rare (requires attunement)
This finely crafted longsword, known as the Witchblade Sword, resonates with magical energies that offer both protection and arcane prowess.
- Attack Bonus. This sword is a +1 weapon, enhancing your accuracy and damage rolls.
- Charges. The Witchblade Sword holds 1d6 charges that replenish daily at dawn.
- Arcane Abilities. As an action, you can expend one charge to cast any of the following spells:
- Mirror Image: Creates illusory duplicates of yourself, granting disadvantage to attackers. (Costs 1 charge)
- Blink: Allows you to briefly step into the Ethereal Plane, becoming harder to target. (Costs 2 charges)
- Mage Armor: Conjures a magical protective field, increasing your AC. (Costs 1 charge)
- Attunement. To attune to the Witchblade Sword, you must spend a short rest focusing on its magical properties.

