Seanghráinne

Myths and Legends returns with a very twisted take on Cinderella for just in time for Easter. In my version of the story, our Cinderella Stand in Seanghráinne made a deal with a hag and got something much different than she wished for in the process, a time loop that will not end until she goes to Spring Masquerade Ball. Naturally, the players end up stuck in the time loop as well and they will need to help poor mistreated Seanghráinne get to the ball.

Adventure Background

In the flourishing kingdom of Mountainheart, nestled amid majestic peaks and enchanted valleys, the arrival of spring is celebrated with a grand ball hosted by the royal couple. As heroes of the realm, the players receive coveted invitations to this prestigious event, where nobility from far and wide gather to revel in the season’s magic.

Among the attendees are the notorious Baroness Bríghid Caolánthor and her two daughters, Ealasaid and Aoife. However, conspicuously absent from the guest list is the baroness’s stepdaughter, Seanghráinne. Condemned to a life of servitude, Seanghráinne’s dreams of attending the ball seem shattered.

As fate would have it, while running an errand for her stepmother in the bustling town of Sliberberg, Seanghráinne collides with the mysterious and half-blind crone, Aunty Gormlaitheach. Intrigued by the girl’s fine breeding and the injustice she faces, Aunty offers a sympathetic ear. Seanghráinne, desperate for a chance at happiness, shares her life story with the empathetic hag.

The turning point comes when Seanghráinne, in a moment of longing, makes a seemingly innocent wish: “I wish for the chance to attend the grand ball at Castle Sliberberg tomorrow night, to experience the joy and enchantment of the event.”

Aunty Gormlaitheach, true to her nature as a trading hag, seizes the opportunity. She strikes a deal with Seanghráinne, offering to grant her wish in exchange for the thing the girl holds most dear. The bargain is struck, and Aunty takes her fee—the ability to read books.

Unbeknownst to Seanghráinne, the hag’s interpretation of the wish is far more literal than she could imagine. Aunty Gormlaitheach grants Seanghráinne the chance to attend the ball by weaving a powerful enchantment—a time loop. Seanghráinne now finds herself trapped in a repeating cycle, with infinite chances to attend the ball, and the loop will only end when she successfully experiences the joy and enchantment of the grand event.

A Beautiful Day

As dawn breaks over the picturesque kingdom of Mountainheart, the air is filled with the sweet scent of blooming flowers and the promise of a joyous day ahead. In the heart of Sliberberg, anticipation hangs thick in the air as nobles prepare for the grand royal ball, a celebration marking the arrival of spring.

As the sun’s first rays touch the spires of Castle Sliberberg, your eyes flutter open to the gentle melody of birdsong. Today is no ordinary day—it is the day of the enchanted ball, a gala that promises elegance, magic, and a chance for dreams to come true.

Encounter Details:

  • Roleplay Minutia: Encourage players to roleplay out the details of their characters’ day. From morning routines to errands and appointments, let them immerse themselves in the intricacies of their daily lives.
  • Errands and Appointments: Players should invent various errands and appointments for their characters. These could include shopping for elegant attire, visiting a jeweler for accessories, seeking advice from a wise sage, or participating in a cultural event.
  • Record Everything: The DM should take detailed notes on each player’s interactions, decisions, and the events of the day. This information will be crucial when recreating the initial day after the time loop begins.
  • Introduce NPCs: Introduce notable NPCs in Sliberberg, such as merchants, artists, and fellow nobles, providing opportunities for roleplaying interactions.
  • Time Passage: Allow the day to progress naturally, keeping track of the passing hours as the characters prepare for the evening’s grand event.

The Grand Spring Masquerade Ball

As the towering gates of Castle Sliberberg swing open, you step into a world of enchantment. The grand hall unfolds before you, adorned with cascading tapestries, sparkling chandeliers, and the rhythmic echoes of a thousand footsteps on the polished marble floor. The air is alive with the soft strains of a harp, and the flicker of magical lights dances across the walls, casting a radiant glow upon the assembled guests.

The great hall is a symphony of color, with elegantly dressed nobles and esteemed visitors from across the realm, each hidden behind the exquisite masks that lend an air of mystery to the occasion. The atmosphere is charged with anticipation as the music swells, and the guests gracefully twirl across the dance floor. This is the Grand Spring Masquerade Ball—the pinnacle of nobility, magic, and celebration.

Encounter Details:

  • Mingling with Guests: Allow the players to interact with other guests, engage in dance, or partake in the festivities. Create an immersive atmosphere as they explore the grandeur of the ball.
  • Nature of the Encounter:
    • Party with Male Characters:
      • Baroness Bríghid Caolánthor interrupts conversations with male characters, introducing her daughters. The daughters flirt unabashedly, attempting to attach themselves to the male characters.
    • Party with Mostly Female Characters:
      • The daughters pick on the character who seems the most out of place, making snide comments loud enough for the player to hear. If confronted, a confrontation with the Baroness and her daughters ensues.
    • Party with No Female Players:
      • The sisters make mean comments about one of the characters they deem uncouth, such as dwarves or half-orcs, to the other female guests. This can lead to potential confrontations.
  • Unpleasant Atmosphere: The encounter with Baroness Caolánthor and her daughters is deliberately unpleasant. They exude an air of superiority, and their behavior is calculated to cause discomfort among the party.

As the grand spring masquerade ball at Castle Sliberberg progresses, the night unfolds with a mix of enchanting melodies, graceful dances, and the gentle hum of animated conversations. The magical ambiance casts a spell over the assembled guests, creating an atmosphere of elegance and celebration.

Amidst the revelry, Duke Riain’s son, Ciarán, emerges as the undisputed center of attention. His charm and charisma draw the gaze of every young lady present, making him a sought-after companion on the dance floor. The air is alive with laughter and the joyous cadence of music, creating a momentary respite from the earlier tensions.

As the clock strikes 1:00 am, signaling the approaching end of the ball, the players decide to bid their farewells and make their way home. The streets of Sliberberg, now quiet and bathed in the soft glow of moonlight, witness the return of the heroes of the realm.

The night was, for the most part, uneventful, allowing the players to reflect on the intricacies of the grand ball. Ciarán’s popularity, the social dynamics, and the unsettling encounter with Baroness Bríghid Caolánthor and her daughters linger in their thoughts as they retire for a well-deserved night’s rest.

The time loop begins

As dawn breaks once again over the city of Sliberberg, the players find themselves waking up to the familiar melodies of the birds and the soft glow of the morning light. The atmosphere is uncannily similar to the previous day, as if time itself has hit a reset.

The tapestry of the morning unfolds with eerie familiarity. The scent of blooming flowers, the rustling of leaves, and the distant hum of city life paint a hauntingly identical picture. As you rise from your slumber, a sense of déjà vu grips your senses.

Encounter Details:

  1. Identical Events:
    • The events of the day unfold precisely as they did before, mirroring the players’ actions, conversations, and decisions from the initial day.
    • Encourage players to recall their interactions, the errands undertaken, and the appointments made, reinforcing the illusion of a perfectly replicated day.
  2. Individual Realization:
    • Each player, at some point during the day, experiences a moment of clarity, realizing that they are reliving the same day.
    • This realization might come during a familiar conversation, a déjà vu-inducing sight, or when attempting to alter the events but finding them stubbornly unchanged.
  3. Shared Awareness:
    • Once each player has independently realized the time loop, the group should naturally gravitate towards regrouping and discussing their newfound awareness.
    • The players share their observations, confirming the repetition of the day and understanding that Märchenweltgrenze holds them in a magical time loop.

Tracking Aunty Gormlaitheach

With the party being seasoned adventurers at level 11, divination spells become their first choice in finding the source. However, the elusive Aunty Gormlaitheach proves to be a step ahead, shielding herself with an amulet of proof against detection.

The divination spells, though unable to directly pierce the hag’s protective barrier, manage to cast a spotlight on her general location. The threads of magic woven into the fabric of Märchenweltgrenze guide the players to a nexus of enchantment—the Sliberberg goblin market.

At the entrance of the market, seated behind a makeshift table cluttered with curious trinkets, maps, and worn parchment, is Nig, the elderly goblin. Nig, a keen observer of the comings and goings within the market, is known for his meticulous record-keeping. The players approach him, seeking confirmation of Aunty Gormlaitheach’s presence.

Nig’s eyes, sharp despite his age, meet the gaze of the players. His crooked grin reveals a mouth full of mismatched teeth as he nods knowingly. “Aye, Aunty Gormlaitheach, she’s not left since yesterday evening.”

Searching the goblin market

As you traverse the twisting tunnels and shadowed chambers beneath the hill of Sliberberg, the air becomes thick with the scent of mysterious bargains and clandestine dealings. Welcome to the Goblin Market—a labyrinthine marketplace where the intangible is tangible, and the unusual is an everyday occurrence. Fey of questionable virtue ply their trade, exchanging dreams, memories, and stranger things in the subterranean depths

Skill Encounter Details:

Objective: Gain 6 total successes to learn that Aunty Gormlaitheach is currently engaged in a routine game of cards at the seedy tavern known as the Shadowhaven Alehouse.

  1. Investigation (DC 15):
    • The players gather information from the market’s denizens, trying to discern the recent activities of Aunty Gormlaitheach.
  2. Perception (DC 12):
    • Searching for subtle signs or symbols that might lead them to the crone, the players navigate the crowded market.
  3. Arcana (DC 18):
    • Delving into the magical currents of the Goblin Market, the players attempt to sense any lingering traces of Aunty Gormlaitheach’s unique magic.
  4. Deception (DC 14):
    • Blending in with the fey crowd, the players subtly inquire about Aunty Gormlaitheach without drawing attention.
  5. Persuasion (DC 16):
    • Engaging in friendly banter with a talkative fey merchant, the players coax out details about Aunty Gormlaitheach’s recent movements.
  6. Insight (DC 14):
    • Observing the interactions and expressions of the Goblin Market denizens, the players look for hints regarding Aunty Gormlaitheach’s location.

Consequences:

  • Success (6 total successes): The players discover that Aunty Gormlaitheach is currently at the Shadowhaven Alehouse engaged in a card game.
  • Failure: For every failure the players lose 30 minutes in their pursuit, and a random encounter with hostile inhabitants of Underhill unfolds.

Random Encounter (Hostile Inhabitants):

  • Creatures such as mischievous imps, shadowy sprites, or belligerent goblin traders.
  • Combat ensues, and the players must navigate the hostile encounter to continue their search.

Shadowhaven Alehouse

As you push open the creaking door to the Shadowhaven Alehouse, a wave of raucous laughter, clinking tankards, and the pungent scent of exotic brews assaults your senses. The dimly lit tavern is a smoky den filled with a motley crew of fey—shady figures huddled in corners, trolls nursing tankards, and towering Fomorians casting watchful glares. The air crackles with an undercurrent of mischief and secrets.

In the corner of the bustling tavern, beneath the flickering glow of enchanted lanterns, sits a sequestered table. Aunty Gormlaitheach, an ancient goblin crone with half-blind eyes and gnarled features, engages in a high-stakes card game with three other hags. Two trading hags, their faces etched with wisdom, exchange knowing glances, while a green hag scowls at the interruption

Encounter Details:

  1. Aunty Gormlaitheach’s Demeanor:
    • Aunty Gormlaitheach appears nonchalant, playing her cards with a wily grin. Her demeanor is a curious mix of mischief and sagacity.
  2. The Trading Hags:
    • The two trading hags, ancient and wise, welcome the players with a cackling enthusiasm. They are eager to indulge in conversation, seemingly unfazed by the tension in the air.
  3. The Green Hag:
    • The green hag, clearly irritated by the interruption, glares at the players. Her presence adds an edge of hostility to the atmosphere, and her gaze feels like a cold wind cutting through the room.
  4. Aunty Gormlaitheach’s Revelation:
    • When asked about the time loop, Aunty Gormlaitheach leans back, revealing the glint of mischief in her eyes. She candidly admits to her deal with Seanghráinne Caolánthor.
  5. Guidance for the Players:
    • Aunty Gormlaitheach truthfully informs the players that breaking the time loop requires fulfilling Seanghráinne’s wish.
  6. Fey Atmosphere:
    • Throughout the encounter, the fey atmosphere in the Shadowhaven Alehouse remains palpable. The players sense the weight of unspoken deals, hidden desires, and the constant negotiation of intangibles within the fey underworld.

Infiltrating Caolánthor Castle

As you approach Caolánthor Castle, its gaudy exterior clashes with the surrounding landscape. The mismatched fairytale elements seem to vie for attention, creating an ostentatious spectacle atop the small hill. Even from a distance, the castle exudes an air of bad taste in its decorations. The early afternoon sun casts long shadows across the sprawling structure, emphasizing the challenge that lies ahead.

Upon closer inspection, you notice the castle is adorned with wards that shimmer with magical energy. Caolánthor Castle, home to Baroness Bríghid Caolánthor, is well-protected against the whims of magic users. A platoon of feyblade knights, vigilant and ready, patrols the walls

Encounter Details:

Main Gate:

  • Challenge: Sneak past the guards stationed at the castle’s main gate without alerting them.
  • Skill Checks:
    • Dexterity (Stealth) DC 15.
    • Intelligence (Investigation) DC 13.

Entrance Hall:

  • Challenge: Traverse the entrance hall where magical wards are in place to detect unauthorized magic use.
  • Skill Checks:
    • Dexterity (Acrobatics) DC 16.
    • Wisdom (Perception) DC 14.

Patrol in the Halls:

  • Challenge: Navigate the castle’s interior while avoiding detection by a roaming patrol of feyblade knights.
  • Skill Checks:
    • Dexterity (Sleight of Hand) DC 18.
    • Constitution (Athletics) DC 15.

Consequences:

  • Detection: If the players are detected at any point, the feyblade knights will be alerted, and they must retreat to avoid a confrontation. On the next attempted infiltration the dc for all checks will increase by +2. Failed checks will stack with every failed run until the time loop resets
  • Successful Infiltration: Successfully navigating all three points allows the players to reach Seanghráinne’s location undetected.

Player Options:

  • Creativity: Encourage players to use the environment creatively, such as hiding behind tapestries, climbing walls, or utilizing distractions.
  • Team Coordination: Emphasize the importance of teamwork in coordinating movements and actions to minimize the risk of detection.

Meeting Seanghráinne in the Castle Pantry

As you quietly navigate the labyrinthine halls of Caolánthor Castle, you find yourselves led by intuition and whispered hints towards the castle’s pantry. As the heavy wooden door creaks open, the scent of fresh vegetables and the rhythmic peeling of potatoes reach your senses. There, amidst sacks of provisions, stands Seanghráinne, dressed in a scullery maid’s uniform, her expression a mix of surprise and trepidation.

Description:

  • The castle pantry is dimly lit, filled with the earthy aroma of vegetables and the clinking of kitchen utensils.
  • Seanghráinne, clad in a tattered scullery maid’s uniform, peels potatoes at a worn-out table, surrounded by crates and sacks.
  • Her hands move mechanically, but her eyes betray a hidden state of panic and uncertainty.

Dialogue:

  1. Seanghráinne (looking up, surprised): “Oh! What brings you here? Did you… did you manage to find a way through the castle’s defenses?”
  2. Player Inquiry:
    • Players Ask About the Time Loop:
      • Seanghráinne (nervously): “I suspected it was Aunty Gormlaitheach’s doing. Everything was normal until I woke up, and suddenly my stepsisters didn’t remember a thing. It’s like the world reset, and I’m stuck here peeling potatoes.”
    • Players Offer Help:
      • Seanghráinne (with a glimmer of hope): “Help? Oh, I would be eternally grateful! But I have my chores, the guards are watching, and even if I could leave, I don’t have a dress or an invitation to the ball.”

Getting Seanghráinne to the ball

The players face a time limit to accomplish three main tasks—overcoming Seanghráinne’s chores, dealing with the guards, and acquiring the necessary garments, invitation, and transport for the ball. The clock is ticking, and the ball begins at 7 pm. Each task requires a specific amount of time, and the players must manage their time effectively to succeed.

Splitting Up:

  • The players can split up to tackle different tasks simultaneously, allowing them to address multiple challenges at once.
  • Each player or group of players is responsible for one specific task during a time block.

Time Loop Resolution:

  • The time loop ends at 3 am, and the players wake up. They retain knowledge and insights gained from the previous loops.
  • Players can adjust their strategy based on past experiences, optimizing their approach to tasks.

Seanghráinne’s Chores

Objective: Assist Seanghráinne in completing her chores before the time limit expires, maintaining discretion to avoid detection by Baroness Bríghid and her step sisters.

Chores List:

  1. Polishing Silverware (20 minutes): Players use Dexterity (Sleight of Hand) DC 15 to delicately polish intricate silverware without making noise.
  2. Sweeping the Hall (15 minutes): Players employ Dexterity (Acrobatics) DC 13 to swiftly and silently sweep the grand hall without disturbing dust.
  3. Arranging Flowers (25 minutes): Players use Wisdom (Nature) DC 16 to skillfully arrange flowers, creating a visually pleasing display.
  4. Setting the Dining Table (30 minutes): Players employ Intelligence (Investigation) DC 14 to set the table with precision and elegance.
  5. Cleaning the Fireplace (20 minutes): Players use Strength (Athletics) DC 12 to efficiently clean the fireplace without leaving a mess.

General Rules:

  • Each chore requires a successful skill check to complete.
  • Players can choose to attempt multiple chores simultaneously, but each check must be made independently.
  • Failure results in repeating the chore, consuming additional time.
  • The total time spent on chores should not exceed the allotted 6 hours.

Special Rule: Discretion Checks:

  • After completing each chore, players must make a group Charisma (Stealth) DC 14 check to maintain discretion and avoid being seen by the stepmother and stepsisters.
  • Failure means detection, requiring players to redo the last chore and deduct additional time.

Outcome:

  • Success: If players complete all chores within the time limit, Seanghráinne gains free time, and the players move on to the next task.
  • Failure: If chores are not completed within the time limit, the players must retry the skill encounter in the next time loop, adjusting their strategy based on past experiences.

Dealing with the Guards

Objective: Devise a plan to incapacitate the guards, ensuring they remain subdued until Seanghráinne returns from the ball.

Scenario:

  • The castle is guarded by vigilant feyblade knights who must be neutralized without drawing attention.
  • Killing or severely injuring the guards is not an option, as it would raise suspicion.

Time Usage:

  • The DM allocates time based on the complexity of the chosen plan.
  • A well-thought-out plan with a high chance of success may take less time than a riskier or more elaborate scheme.

Possible Challenges:

  • Guards have heightened senses and magical abilities, requiring additional checks to overcome their perception.
  • Time constraints may limit the players’ ability to experiment with different plans.

Consequences of Failure:

  • If the guards are alerted, they will be on high alert, making future tasks more challenging.
  • Seanghráinne’s chances of attending the ball without suspicion may be jeopardized.

Success Outcome:

  • Guards are successfully incapacitated without raising suspicion.
  • Players move on to the next task with the assurance that Seanghráinne’s path is clear.

Roleplay Opportunities:

  • The players can interact with castle staff or other residents to gather information or create opportunities for their plan.
  • Encourage creative problem-solving and reward inventive solutions.

Securing a Dress

Objective: Acquire appropriate garments, including a dress and accessories, for Seanghráinne to attend the ball.

Options:

  1. Crafting a Dress:
    • Players use Intelligence (Tailor’s Tools) or seek the assistance of a skilled seamstress to craft a dress from scratch. Time: 3 days (3 time loops), Cost: 50gp.
  2. Modify an Existing Dress:
    • Players search for or already possess a suitable dress, then use Intelligence (Tailor’s Tools) to modify it to fit Seanghráinne. Time: 6 hours.
  3. Shopping for Accessories:
    • Players explore the city to find or purchase the necessary accessories, including a mask. Time: 2 hours, Cost: 30gp.

Time Usage:

  • The DM adjusts time based on the chosen option and the complexity of the plan.
  • Crafting a dress takes the longest but allows for customization.
  • Modifying an existing dress is quicker but may limit options.
  • Shopping for accessories is a shorter task but requires successful purchases.

Roleplay Opportunities:

  • Interaction with tailors, seamstresses, or shopkeepers.
  • Negotiating prices or finding creative ways to acquire the necessary materials.

Note on Item Persistence:

  • Items stored on the players’ person, such as in a Bag of Holding, remain with them from loop to loop.

Securing an Invitation

Objective: Obtain an invitation for Seanghráinne to attend the ball.

Options:

  1. Male Plus One:
    • If the party includes a male character, he can bring Seanghráinne as his plus one without additional effort.
  2. Forging an Invitation:
    • Players use Intelligence (Forgery Kit) to forge an invitation. Time: 1.5 hours, Cost: 15gp, DC 18.

Time Usage:

  • The DM adjusts time based on the chosen option.
  • Bringing Seanghráinne as a plus one is the quickest option.
  • Forging an invitation takes longer but provides an alternative solution.

Securing a Carriage

Objective: Acquire a suitable carriage and transportation for Seanghráinne to attend the ball.

Options:

  1. Party-Owned Carriage:
    • If the party already owns a carriage or has access to one, no additional time or cost is required.
  2. Plus One’s Carriage:
    • If Seanghráinne is the plus one of a party member who has a carriage, no additional time or cost is required.
  3. Securing a Carriage:
    • Players use Intelligence to track down and secure a suitable carriage. Time: Varies, Cost: 500gp (includes carriage, horses, coachman, and footmen).

Time Usage:

  • The DM adjusts time based on the chosen option.
  • Using a party-owned or plus one’s carriage is the quickest solution.
  • Securing a carriage involves additional time and financial investment.

Consequences of Failure:

  • If the Intelligence check to track down a carriage fails, the players lose the ability to provide transportation for Seanghráinne, impacting her attendance at the ball.

Success Outcome:

  • The players secure a carriage, ensuring Seanghráinne has proper transportation to the ball.

The Moment of Truth

Objective: Alleviate Seanghráinne’s fears and convince her to attend the ball.

As the appointed hour for the grand ball approaches, you find Seanghráinne in her room, a beautiful gown adorning her, and a mask in her hands. However, the joy that should accompany this moment is clouded by a palpable sense of anxiety. Seanghráinne paces nervously, her eyes filled with uncertainty. As you enter the room, she looks up with a quivering voice.

“I-I don’t know if I can do this. What if they laugh at me? What if I embarrass myself? Is this even worth it?”

Dialogue Options:

  1. Encourage Confidence (Charisma):
    • Use Charisma (Persuasion) DC 14 to reassure Seanghráinne of her worth and beauty, emphasizing the excitement of the ball.
  2. Share Personal Stories (Wisdom):
    • Use Wisdom (Insight) DC 16 to share personal or inspiring stories that resonate with Seanghráinne’s fears, showing her that everyone faces doubts.
  3. Empathy and Understanding (Charisma):
    • Use Charisma (Empathy) DC 14 to express understanding of her fears, acknowledging the pressure but emphasizing the support she has.
  4. Invoke Curiosity and Excitement (Intelligence):
    • Use Intelligence (Persuasion) DC 16 to highlight the unique experiences and wonders awaiting Seanghráinne at the ball.

Time Usage:

  • The DM determines the time spent based on the chosen dialogue option.
  • The encounter should allow for an emotional moment but should not delay Seanghráinne excessively.

Consequences of Failure:

  • If the players fail to alleviate Seanghráinne’s fears, she may decide not to attend the ball, leading to potential disappointment.

Success Outcome:

  • Successful reassurance convinces Seanghráinne to attend the ball with renewed confidence and excitement.

Return to the ball

As Seanghráinne makes her entrance into the grand hall, a hushed awe blankets the room. All eyes turn to her, captivated by the ethereal aura she exudes. Her natural grace and timeless beauty cast a spell upon the gathered attendees, momentarily leaving them enchanted by her presence. The air seems to shimmer with admiration as whispers of admiration ripple through the assembled guests.

After a brief yet profound pause, the crowd parts, creating an invisible pathway for her to traverse the grand hall. It is in this moment that Ciarán Riain, the young scion of the Riain family, senses an irresistible allure and gracefully steps forward. Breaking the enchanted stillness, he becomes the first to extend an invitation, offering Seanghráinne the honor of the first dance. The atmosphere, already charged with anticipation, takes on a new energy as the two figures gracefully waltz into the heart of the celebration, setting the tone for an enchanting evening.

Distracting the Stepfamily

Objective: Keep Seanghráinne’s stepfamily away from her during the ball. Achieve 8 successful checks to ensure she can enjoy the evening without interference. The stepsister uses the noble stats from the monster manual and the stepmother uses the fey noble stat block

Options:

  1. Charm and Flattery (Charisma):
    • Use Charisma (Persuasion) to engage the stepfamily in conversation, diverting their attention away from Seanghráinne.
  2. Create Diversions (Dexterity):
    • Use Dexterity (Sleight of Hand) to orchestrate small distractions or create minor incidents that draw the stepfamily’s focus elsewhere.
  3. Spread Rumors (Intelligence):
    • Use Intelligence (Deception) to subtly spread rumors or misinformation that distracts the stepfamily, leading them away from Seanghráinne.
  4. Invoke Sympathy (Charisma):
    • Use Charisma (Performance) to engage in heartfelt conversations or performances that elicit sympathy, making the stepfamily more inclined to stay away.
  5. Engage in Polite Banter (Wisdom):
    • Use Wisdom (Insight) to engage the stepfamily in polite banter, subtly steering their conversations away from Seanghráinne.

Consequences of Failure:

  • If the players fail to achieve 8 successful checks, Seanghráinne’s stepfamily may become suspicious or actively seek her out.

Success Outcome:

  • Successfully divert the stepfamily’s attention for the required 8 checks, allowing Seanghráinne to enjoy the ball without interference.

As the grand ball reaches its zenith, the clock strikes midnight, casting a subtle shadow over the enchanting festivities. Seanghráinne, mindful of the impending departure of her stepfamily, gracefully excuses herself from the dance floor. With a fleeting smile to Ciarán Riain, she slips away, her heart pounding with the urgency of time.

Ciarán, captivated by her presence, senses the sudden departure and, spurred by curiosity and a growing fascination, attempts to follow. However, the labyrinthine halls of Castle Sliberberg play tricks on his pursuit. The echoing footsteps of Seanghráinne lead him on a chase that becomes increasingly elusive.

In a moment of heart-wrenching inevitability, Ciarán reaches the castle gate just as it swings shut. Seanghráinne, her identity shrouded in the anonymity of the night, leaves him with only a lingering memory and a solitary slipper. Lost in the grandeur of the castle courtyard, Ciarán is left to contemplate the enchanting mystery that briefly graced his world.

The Next Day

As you open your eyes to the gentle light of morning, a profound sense of relief washes over you. The ethereal enchantment that bound you in the time loop has dissipated, leaving you free to embrace the new day. The air is crisp, and the world around you feels refreshingly real, no longer trapped in the rhythmic repetition of the previous day.

The players are now free of the time loop and free to do whatever they please. However, by noontime, they run into a familiar face.

Later in the day, as you gather yourselves and reacquaint with the normal flow of time, a poignant scene unfolds. At your proverbial doorstep stands Ciarán Riain, his countenance marked by a mix of determination and heartache. Clutched in his hands is the missing slipper.

Objective: Interact with Ciarán Riain and decide how to handle the situation with the missing slipper.

Options:

  1. Reveal the Truth (Honesty):
    • Disclose the details of the time loop and Seanghráinne’s predicament, offering an explanation for the mysterious girl’s disappearance.
  2. Assist in the Search (Investigation):
    • Use Intelligence (Investigation) to help Ciarán identify the owner of the slipper, aiding him in his quest to find the mystery girl.
  3. Conceal the Truth (Deception):
    • With a more secretive approach, use Charisma (Deception) to mislead Ciarán, diverting his attention from the true circumstances.
  4. Empathize and Console (Charisma):
    • Use Charisma (Persuasion) to console Ciarán, offering empathetic support for his romantic pursuit and encouraging him to move forward.

Consequences:

  • The chosen option affects Ciarán’s perception of the situation and potentially alters the narrative of the story.
  • Disclosing the truth may lead to gratitude or resentment, depending on Ciarán’s reaction.
  • Aiding in the search may strengthen or strain the party’s relationship with Ciarán.

Outcome:

  • The encounter concludes based on the players’ chosen approach, shaping the aftermath of the ball and influencing Ciarán’s fate.

The Glass Slipper

As you lead Seanghráinne into the room, the atmosphere tightens with tension. The baroness, clad in regal disdain, demands an explanation for your intrusion, her eyes narrowing with suspicion. Seanghráinne, standing with a quiet resolve, is visibly uneasy under the scrutiny. Ciarán, hopeful yet anxious, awaits the moment of truth—the fitting of the glass slipper.

Encounter Overview: The baroness, seizing the opportunity to assert her authority, attempts to thwart Seanghráinne from trying on the slipper. The room becomes a battleground of rhetoric, wit, and determination. Any skill checks the players can conceive of are allowed, with the DM setting the DC based on the creativity and effectiveness of their chosen approach.

Objective: Ensure Seanghráinne has the opportunity to try on the glass slipper and prove her identity to Ciarán.

Options:

  1. Persuasion (Charisma):
    • Use Charisma (Persuasion) to appeal to the baroness’s sense of reason, emphasizing Seanghráinne’s right to try on the slipper.
  2. Deception (Charisma):
    • Use Charisma (Deception) to weave a convincing narrative that distracts the baroness from Seanghráinne’s true identity.
  3. Intimidation (Charisma):
    • Use Charisma (Intimidation) to assert the importance of Seanghráinne’s presence, compelling the baroness to relent.
  4. Sleight of Hand (Dexterity):
    • Use Dexterity (Sleight of Hand) to subtly create a distraction or manipulate the situation in Seanghráinne’s favor.
  5. Insight (Wisdom):
    • Use Wisdom (Insight) to read the baroness’s intentions and tailor your arguments to exploit any weaknesses in her resolve.

Roleplay Opportunities:

  • Baroness Bríghid:
    • Play her as a stern and authoritative figure, determined to maintain control over the situation.
    • Showcase her disdain for Seanghráinne and her skepticism regarding the glass slipper fitting.
    • Allow for moments where the players might uncover potential vulnerabilities or triggers that could influence her.
  • Step Sisters:
    • Portray them as haughty and condescending, eager to join their mother in undermining Seanghráinne.
    • Use snide remarks, dismissive laughter, and petty insults to emphasize their antagonistic roles.
    • Allow for potential moments where the step sisters may react to the players’ attempts, escalating or diffusing the tension.

Baroness’s Wrath

As the glass slipper effortlessly graces Seanghráinne’s foot, a moment of poignant triumph fills the room. Ciarán, overwhelmed with joy, embraces her with tears welling in his eyes. However, the stepmother’s patience wears thin, and her disdain transforms into a callous command.

Baroness Bríghid: “Enough of this charade! Guards, rid us of these intruders and restore order to my castle!”

The air crackles with tension as three formidable fey knights emerge, their eyes ablaze with an otherworldly fervor. Ciarán, determined to protect Seanghráinne, readies himself for the impending clash.

Combat Overview:

  • Enemy: Fey Knights (x3) – CR 4
  • Ally: Ciarán Riain – Fey Noble

Objective: Defeat the fey knights and overcome the baroness’s wrath.

Adventure Conclusion:

As the final fey knight falls, the room echoes with a profound silence. Baroness Bríghid, unable to stomach the consequences of her actions, collapses in shock. The stepsisters, recognizing the shifting tides, retreat with little more than a whispered acknowledgment of defeat. The aftermath of this tumultuous night, however, echoes far beyond the castle walls.

Narration: Word of Baroness Bríghid’s ruthless actions and her threat to the Riain family line spreads like wildfire. King Fredrick, outraged by the scandal and moved by justice, swiftly intervenes. Stripping Bríghid of her titles, he bestows them upon Seanghráinne, recognizing her as the rightful heir. The stepsisters, their status tarnished, find themselves compelled to serve Queen Maeve as handmaidens, a fate once unthinkable.

Future Prospects: Ciarán Riain and Seanghráinne, united through adversity, find solace in their love. Engaged to be wed, their future together promises a tale of love and triumph over the trials of Märchenweltgrenze. The kingdom undergoes a transformation, embracing justice and rewriting its narrative, as the once-oppressed Cinderella becomes its reigning lady.

Appendex new stat blocks

Fey Noble

Medium Fey, Neutral

Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.

STR 10 (+0)
DEX 12 (+1)
CON 10 (+0)
INT 11 (+0)
WIS 14 (+2)
CHA 16 (+3)

Skills Deception +5, Insight +4, Persuasion +5
Senses Darkvision 60 ft., Passive Perception 12
Languages Sylvan
Challenge 2 (450 XP)

Fey Ancestry. The fey noble has advantage on saving throws against being charmed and can’t be put to sleep by magic.

Innate Spellcasting. The fey noble’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: druidcraft

1/day each: charm person, faerie fire

Actions

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Eldritch Charm. The fey noble targets one humanoid it can see within 30 feet of it. If the target can see and hear the fey noble, it must succeed on a DC 13 Wisdom saving throw or be magically charmed for 1 hour. The charmed target obeys the fey noble’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success.

Description: Fey nobles embody the grace and allure of the Feyrealm, carrying an air of enchantment wherever they go. While their physical prowess may not match that of other fey creatures, their innate charm and eldritch abilities make them formidable in social encounters. Typically found in the courts of the Feyrealm or as emissaries between fey and mortal realms, fey nobles navigate the delicate balance between magic and diplomacy with finesse.

Trading Hag

Medium fey, neutral


Armor Class 17 (natural armor)

Hit Points 105 (14d8 + 42)

Speed 30 ft.


STR 12 (+1) | DEX 16 (+3) | CON 16 (+3) | INT 18 (+4) | WIS 14 (+2) | CHA 16 (+3)


Skills Deception +8, Insight +6, Persuasion +8

Senses darkvision 60 ft., passive Perception 12

Languages Common, Sylvan

Challenge 9 (5,000 XP)


Innate Spellcasting. The trading hag’s spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The trading hag can innately cast the following spells, requiring no material components:

  • At will: detect thoughts, mage hand
  • 3/day each: charm person, invisibility
  • 1/day each: modify memory, suggestion

Mystical Bargain. The trading hag can offer boons and small wishes in exchange for items, memories, or skills that are of great value to the petitioner. The trading hag can only grant requests that are within its power and aligned with its neutral nature.

Limited Telepathy. The trading hag can magically communicate with any other creature within 60 feet of it that can understand a language.

Magic Resistance. The trading hag has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The trading hag makes two attacks: one with its claws and one with its chilling touch.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 1) slashing damage.

Chilling Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d8) cold damage.


Legendary Actions

The trading hag 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. The trading hag regains spent legendary actions at the start of its turn.

  • Chill of the Fey. The trading hag uses its Chilling Touch.
  • Mystical Manipulation (Costs 2 Actions). The trading hag casts a spell it knows on a creature it can see within 60 feet.
  • Withdraw. The trading hag moves up to half its speed without provoking opportunity attacks.

Trading hags, also known as trading crones, bargaining hags, or simply crones, stand apart from most hags in their unique approach to sustenance. Unlike their malevolent counterparts, trading hags feed off intense feelings of attachment to items, abilities, or memories. Appearing as extremely wizened old women, they embody neutrality to the point of ambivalence.

Trading hags thrive on making deals, viewing it as their primary means of obtaining sustenance. They favor literal interpretations of agreements and adamantly insist on the fairness of any deal they make. Unconcerned with the consequences beyond the transaction, they often prefer mobile lairs to avoid backlash from communities affected by their literal interpretations.

In Märchenweltgrenze, these enigmatic creatures navigate the borderlands between the Material Plane and the Feyrealm, offering bargains that leave those who partake in them with unforeseen consequences. Those who seek deals with trading hags must tread carefully, as the crones’ definition of fairness might not align with the mortal understanding.

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