Mama’s Precious Villages

Alright, the first adventure of the new year, with the heavy tones of the Liberation of Sliberberg in the rearview mirror, I want to do something fresh, something lighthearted, something weird. I want an adventure that will make the players laugh a little at the absurdity of the situation they find themselves in. I want to make a fresh take on the comedy tropes of the babysitter’s nightmare and the Badly Battered Babysitter. I created Whimsy Glade and Marigold Meadows a year ago as part of an encounter pack and been trying(to mixed success) to write an adventure starring the pair. I think I got it this time, by putting them squarely in the antagonist role.

Background

The Feengrenze and the Feywild are realms known for their odd occurrences and strange sights, but by far, the most curious are various bits of living geography roaming both lands. From wandering hills, talking streets, and towns with rich lives of their own, these animated pieces of geography wander the Feengrenze and the feywild

Whimsy Glade, Marigold Meadows, and Lilabelle Hollow are three such living settlements. These three young settlements, innocent and full of life, have spent their days wandering the valleys of New Mountainheart under the guardianship of their beloved adopted mother whom they called Mama. Even during the turbulent months of the Murtagh Regime, Mama ensured their carefree lives.

However, with Murtagh’s downfall, something has changed. For a few months, Whimsy, Marigold, and Lilabelle have not been able to feel Mama’s gentle embrace. Her comforting presence feels far away in the city of Sliberberg. Driven by longings, they have decided to make their way toward the capital of New Mountainheart to see their Mama and understand what has happened.

The adventure begins

The adventure begins one morning with furious knocking at the doors to their residences. Opening the door, they find a breathless messager from the court of King Fredrick and Queen Aoibheann. The royal couple requests their presence to help resolve an unusual situation. The messenger says that the royal couple is waiting at the Alteburg’s western wall.

Upon arrival in Alteburg, they are escorted to the top of the wall, where they find the royal couple waiting for them. A crowd of curious onlookers gathered just outside the city walls, adding to the mystery.

Read the following

Fredrick seems visibly relieved at your arrival. “My good friends,” he says as he rushes forward and embraces each of you. “It is so good you came so quickly; I do not know who I could trust to resolve this… mess.” Queen Aoibheann seems to be standing beside him and gives you a warm smile, though there’s a mischievous glint in her eyes as she nods in greeting. Fredrick points out across the farmland to several clusters of buildings that have appeared outside the city walls. “I need your help dealing with that,” he says.

He explains that the three villages outside appeared overnight. His scouts report the villages themselves seem to be arguing with one another. His scouts have reported that two of the villages are exchanging passive-aggressive and childish insults about each other using signage that magically rearranges itself into sentences and words. There have also been reports of shoving matches between the two villages. The third is apparently crying, with its single sign displaying an unbroken string of “WAAHH” occasionally interrupted by short complaints in baby talk.

The three mysterious new villages

During Fredrick’s explanation, Aoibheann seems surprisingly stoic and does not interject; however, a player with a passive perception of at least 11 will notice her stifling giggles behind her hand. If players inquire about her reaction, or if the conversation continues long enough, Aoibheann finally bursts into laughter.

If this happens, read the following:

With a sweet smile, Aoibheann begins to explain, “The three villages beyond the walls are named Whimsy, Marigold, and Lilabelle. They’re my adoptive daughters.” She pauses and, her expression turning somewhat regretful, “With all that has been happening -the uprising, rebuilding, setting things right, I might have been a bit inattentive as a mother. It seems they’ve come to find me, which is rather sweet”.

There is a sparkle in her eye, and she gently grasps Fredrick’s hands. “This might be the perfect opportunity for them to meet their father.”

Fredrick, who has been listening in stunned silence, starts to wobble, his face shifting to one of mounting shock and realization. “I… I am a father,” he whispers just before he faints.

After the players help Fredrick back to his feet, he regains his composure. He apologizes and explains that he was overwhelmed by the notion that the dreams he and Aoibheann had as children have come true. Aoibheann smiles and asks the players if they want to meet her daughters.

The feuding villages

The players accompany the royal couple to the villages. Curiously, a group of maidservants accompanies the royal couple. The maidservants are carrying various pieces of clothing. The maids are carrying 2 little dresses with matching coats: one pink with white accents, one purple with silver accents, a white infant’s snow suit, three pairs of stockings and Mary Janes in various sizes, and three little tiaras.

Read the following when the players enter the space between the three villages.

You stand between the three villages on the small patch of pasture between them. To your left is a village of pink alpine-style cottages, each decorated with flower boxes and neatly trimmed white fences. Various signs bear phrases like, “Oh” yeah, well, you not sparkly enough to be a princess,” in various bright colors and big letters.

To your right is a village of fairytale houses featuring turreted roofs, faux drawbridges, and banners. “I “know you are, but what am I, you meany,” is emblazoned across the signage of the village storefronts and street signs

In front of you is a small hamlet of rustic cabins and humble cottages. A single sign at the entrance alternates between WAAH and “Big sis push me.”

The residents of all three villages stand around, looking confused as they watch the unfolding arguments.

The two villages to the left and right of the player stop bickering once they realize that Aoibheann is standing between them. They immediately start clamoring for her attention, and their signage becomes a plea for attention. The one in the front simply “cries” harder.

“My darling, please calm down. There is no need to fight,” she shouts, “especially in front of your papa.” The revelation that their father is in front of them naturally draws the attention of the older settlements, and as if to confirm their father’s identity, Aoibheann gives Fredrick a peak on the cheek. Both villages turn their attention to Fredrick. They pepper him with questions and pleas for attention, Fredrick is quickly overwhelmed by the girls.

Aoibheann turns to the players and asks them help Fredrick keep Whimsy and Marigold occupied while she comforts Lilabelle, especially given what she will have to do. Fredrick is too confused and overwhelmed by the situation to make much sense of it, so he lets the players lead.

Babysitting the Villages

With Aoibheann now busy doing something to Lillabella hollow it is up to the players to come to Fredrick’s rescue and keep the girls occupied.

The Villages’ Abilities. Whimsy and Marigold, despite having somewhat opposing personalities, share several abilities. They can teleport at will, rearrange the layout of their buildings, fences, trees, and decorations, move at great speeds across the landscape, and use limited telekinesis, akin to casting multiple Mage Hand spells simultaneously. Furthermore, they have the following spells prepared:

Whimsy Glade’s Spells

  • Cantrips: Prestidigitation, Mage Hand, Minor Illusion
  • 1st Level (8 spell slots): Tasha’s Hideous Laughter, Charm Person, Silent Image
  • 4th Level (1 spell slot): Fabricate

Marigold Meadows’s Spells

  • Cantrips: Thaumaturgy, Mage Hand
  • 1st Level (8 spell slots): Faerie Fire, Charm Person, Entangle, Silent Image
  • 4th Level (1 spell slot): Fabricate

Whimsy Glade. The village on the left introduces herself as Whimsy Glade and proudly declares that she is “the older sister,” being about four years old in settlement terms. Whimsy is an energetic and playful girly girl who adores arts, crafts, magic, and music. She is ecstatic to learn that her father is an artist.

When role-playing Whimsy, emphasize her boundless imagination, impish nature, and hyperactivity. She has a short attention span and frequently shifts focus mid-sentence. She insists that everything be colorful and chaotic, craves attention and praise from Fredrick and the players, and constantly begs them to play with her. Have her invent games and change the rules on a whim, challenge the players to draw contests, give one of them a spontaneous makeover, or compete with them in decorating the village. If a player is a bard or proficient in a musical instrument, she will beg them to perform, dancing along as her houses and streets sway to the beat.

Whimsy gravitates toward players who share her love of magic, design, and music, favoring bards, warlocks, and arcane spellcasters, as well as characters with the artisan, charlatan, or entertainer backgrounds. She will insist that these players stay with her whenever attention shifts to Marigold.

Marigold Meadows. The village on the right introduces herself as Marigold Meadows and excitedly declares that she is “almost as big as Whimsy,” being about three and a half. She adores princesses, fairy tales, and sparkling jewelry. She lights up upon learning that her father is a hero king and that the fairy-tale castle atop the Silver Mountain belongs to him and Mama.

When role-playing Marigold, portray her as an adoration-seeking prima donna with a flair for the dramatic. She insists on being called Princess Marigold at all times and demands gestures of devotion, including kneeling and grand declarations of admiration. She constantly begs Fredrick and the players to tell her stories about their adventures and asks them to act them out with the help of her townsfolk. If a player is a fighter or paladin, she will ask them to demonstrate combat moves or engage in swashbuckling mock battles.

Marigold favors players who embody fairy-tale hero archetypes, including fighters, barbarians, rangers, clerics, and paladins, as well as rogues with the swashbuckler subclass and characters with the noble, soldier, sailor, acolyte, or wayfarer backgrounds. She will insist that these players play with her rather than Whimsy.

Fredrick. Once the players have settled the girls down and started playing, Fredrick begins to enjoy the company of his “daughters.” He is overjoyed to have such sweet girls, but as a new parent, he indulges their every whim and seems oblivious to their misbehavior.

Darker Elements. As the players interact with the girls, introduce subtle but noticeable hints that Whimsy and Marigold are not as innocent as they seem. These undertones should be clear enough that players do not require a check to notice.

  • If ignored for long enough, the sisters will start another shoving match between their villages, pushing their houses and streets into each other in frustration.
  • Both villages treat their residents like toys. Whimsy makes villagers model dresses she has designed, while Marigold forces her townsfolk to act out fairy-tale scenes.
  • Neither girl will let the other join in on their playtime with the heroes, nor will either of them want to play with the other
  • If ignored for too long, the girls act out. Marigold will sulk and pout when Whimsy gets the spotlight, eventually throwing a tantrum. Whimsy, in turn, grows bored when Marigold is the center of attention and starts playing increasingly disruptive pranks on players and Marigold’s villagers. Both will try to disrupt the other’s playtime with the players by “shouting.”

A loud pop echoes through the air, and when you look up, the hamlet of Lillabella Hollow has vanished. Walking back toward you is Aoibheann, cradling a confused 14-month-old baby girl in an infant snowsuit. The baby looks unmistakably like Fredrick and Aoibheann’s child—she has Fredrick’s pointed ears and black hair, along with Aoibheann’s big brown eyes and warm sienna-toned skin.”Darling,” Aoibheann says softly, “Meet your youngest daughter, Lillabella.”Fredrick’s eyes light up with delight upon seeing his youngest daughter. He gently tickles the Lillabella with a wide grin, making her giggle softly.

Fredrick Von Mountainheart and Aoibheann with their ‘first born’ daughter.

At that moment, Whimsy and Marigold start to “shout” through their signage. They both eagerly beg Mama to do what she did to Lilabelle to them. However, after a few pleas they start to throw insults at each other, each one thinking that they should be the one that gets to be a real girl first.

Aoibheann tries to explain to her daughters that she can only change reality like this once per day, and they will have to wait until tomorrow before they can become princesses. Neither of them listens, and the two villages start another shoving match. She sighs at the sight of her daughters fighting and says it best that they work it out of their system before she transforms them, too; Fredrick agrees, although he is clearly very new to being a parent. Since Whimsy and Marigold have taken a liking to them,  the royal couple asks the players to watch the sisters and make sure they do not get into trouble while they return to their duties and prepare bedrooms for the girls. Aoibheann attempts to explain this to Whimsy and Marigold, using her powers to amplify her voice in hopes that they will listen if she speaks loud enough. Still, the girls are too busy taunting and shoving each other to notice until Fredrick, Aoibheann, and Lillabella depart. As the royal couple leave, the sisters beg Mama and Papa to stay with them.

Role Reversal

Whether the players want to be babysitters or not, Whimsy and Margold have other plans for them once the royal couple leave. The two start bickering about why Mama and Papa left and why they did not take either of them. Read the following

Whimsy and Marigold continue to scream at each other, their signage spelling out their taunts and insults in big block lettering. After a few moments of rapidly exchanging petty insults, the girls agree. “Mama loves Lillabelle more than us,” says Whimsy, “or else Mama would take us with her.”

“Stupid baby always ruins everything,” says Marigold, her signage showing anger and frustration. There is a pause, and the lettering turns whistful: “I am going to make Mama a special gift. She will love me; then I will be a real princess and get to live in that castle on the mountaintop.”

“Not if I give her a present first,” shouts Whimsy.

There is a pause, and the sisters simultaneously say, “It’s a contest then. Whoever gives Mama the best gift will get to live with them at the castle.”

There is a sudden sensation that both of the villages are looking at you, and their expressions suggest that they see you not as babysitters but as toys.

The sisters have decided to use the player characters as champions in this little game. Each village will call out to their favorite player characters and try to bribe them into joining their side with promises of gifts. If the players try to explain that Aoibheann’s reality-changing power can only be used once a day or try any other appeal to reason, the girls either ignore them or indicate they don’t care; they made up their minds, and nothing will stop them.

If the players refuse or try to leave, Whimsy and Margold will not let them get away. Each village will try to box in their favorite player characters by teleporting about and rearranging buildings and fences to form enclosures. You should let the players try to get away and suggest skill tests they could try to evade the girls, but you should make it clear that it is a futile gesture at best. Once each of the villages has its team, they teleport away to gather what they need for their gifts.

Whimsy and Marigold’s misadventures

From here on out, the adventure and the party diverge into separate paths, Marigold’s Quest and Whimsy’s Quest. Ideally, the players, in two groups of two, would, have separate sessions to complete the three tasks that each of the girls have planned before the finale.

Roleplaying the Sisters

From this point onward, you should make it clear tot he players that Whimsy and Marigold were on their best behavior when Fredrick and Aoibheann were around. In truth, both girls are selfish, spoiled brats, and you should try to emphasize this fact. They demand that the players listen when they speak and do things their way. If The players refuse to obey the girls’ orders, they throw tantrums, they will scream at the players through their signage, and use their ability to rearrange themselves to toss the players around as if they were dolls in the hands of a giant toddler. If the players comply with the girl’s demands, they become joyful, even ecstatic, and may reward players with small gifts. Overall, make it clear to the player that they are nothing more than toys to Whimsy and Marigold.

Marigold’s Quest

Marigold’s First Request: Steal the Sapphire Tear of Zahhak

The palace of the archfey Zahhak al-Dhahab

When the world outside Marigold Meadows fades back into existence, you see a city of adobe walls with shining domes of tile, brass, and gold. The air is hot and dry, and the people wear flowing white outfits. Marigold buildings have changed to reflect the local architecture. The store window in front shifts to say, “Okay, champions, your first task is to collect for me the Sapphire Tear of Zahhak from the royal treasury of Zahhak. The treasury is somewhere in the western wing of the palace. Make sure you don’t get caught.”

Marigold Meadows has transported herself and the players to the palace quarter of the city-state of Qaldira on the island of Lysandor. If the players try to protest, she clarifies that they are not going home until they get her the things she needs to make her gift.

Infiltrating the Palace: The royal treasury of Sultan Zahhak al-Dhahab is deep within the off-limits western wing palace of Qaldira. The players can enter the outer courtyard, the grand entrance hall, and the throne room without fuss. However, to enter the passages away from the public part of the palace, they will need to think on their feet. Four veterans patrol the courtyard, 14 guards and two veterans are in the entrance hall, and a pair of knights guard the throne room.

  • Combat Option: If combat starts in any of the three public areas, start a timer (d4). When the timer reaches zero, the guards from the other two areas join the fight.
  • Stealth Option: Players must create a diversion to bypass the veteran guarding the door to the western wing. A DC 16 Stealth check is required to proceed unseen.

Alternative Entrance: Players can search for open windows or balconies. A DC 15 Perception check (advantage with a spyglass) reveals an empty room. Scaling the wall to enter requires a DC 17 Athletics check (advantage with climbing gear).

Stealing the Sapphire: The treasury is guarded by two veterans. After dealing with them, players find the Sapphire Tear displayed on a plinth. Removing it triggers a magical alarm, prompting an urban chase sequence through the palace and city back to Marigold. Once within Marigold’s borders, she teleports away, leaving confused guards behind.


Marigold’s Second Request: Retrieve EverIce from The Eye of Ice

A lode of everice

When the world outside Marigold Meadows fades back into existence, you are suddenly hit with a brutal wave of cold and howling snow-laden winds. The landscape around you is one of pure white as the blizzard howls around you. The store window in front shifts to say, “Your second task is to retrieve me some never-melting EverIce from the Eye of Winter. I’m pretty sure there is some nearby.”

Marigold has teleported the players to the heart of the Eye of Ice, a never-ending whimwhirl-induced blizzard in the cold half of Dunkelmeer. The extreme cold and heavy precipitation rules from the 2024 Dungeon Master Guide are in full effect.

Preparation: While it was the middle of winter back in Sliberberg winter in Tir Na Calite is nothing compared to the howling blizzards of the eye of ice. Without proper gear the players’ search is doomed to failure and death.

  • The players can spend an hour searching Marigold and talking with her residents to find enough winter gear to obtain winter gear.
  • Players must prepare for extreme cold. Without proper gear, they must make Constitution saving throws with disadvantage.

Searching for the EverIce:

  • Players must pass a DC 14 Survival check to navigate the terrain. Failing adds an extra hour to the search.
  • On the second failure, players are ambushed by three winter wolves who fight until each has 1/4 hit points remaining.

Extracting the EverIce:

  • Located in a glowing blue crystalline formation encased in thick frost.
  • Requires a DC 18 Strength (Athletics) check to break the ice without damage or a DC 16 Arcana check to magically weaken it.

Escape the Blizzard:

  • Visibility drops to nearly zero as the blizzard intensifies.
  • Players must make DC 17 Survival checks to return safely.

Marigold’s Third Request: Collect Diamonds from the Forge of a Salamander

When the world outside Marigold Meadows fades back into existence, the air is scorching hot and choked with ash. You can see magma flowing down a nearby mountainside of black stone. The store window in front shifts to say, “Your final task is to go into the cave behind you, kill the monster within, and take his diamonds.”

Marigold now sits upon the burning plateau of the isle of Brennende-Steiner, right outside a cave in a volcano. A stream of lava flows out of the cave mouth. If the players express reservations about entering the cave, Marigold simply rearranges herself and pushes them inside.

The Salamander’s cave

Inside the Cave:

  • The cave contains multiple pools of lava, a salamander working at an anvil, and a hellhound chewing basalt.
  • Upon seeing the players, the salamander shouts “Thieves!” in Ignan and attacks.

Lava Pools:

  • Radiate heat within 10 feet. Players take 2d6 fire damage per turn if within range.
  • Direct contact with lava deals 4d6 fire damage and ignites players for 1d6 fire damage per turn until extinguished.

Treasure: The salamander’s forge has dozen small diamond and roughly 1000 gp worth of silver and gold ingots and 25gp and 50gp and 100gp gemstones.

Returning to Marigold:

  • When the players return, Marigold is giddy with excitement.
  • She asks for the items and casts Fabricate, turning them into a sparkling tiara.

Whimsy’s Quest

Whimsy’s First Request: Acquire Some Mirage Bloom Pigment from the Bazaar of Echoes

The bazaar of Echos

When the world outside Whimsy fades back into view, you see nothing but sand as far as the eye can see. The sun beats down like an angry red eye, and the air sizzles in the heat. Despite the deserted surroundings, you can hear people talking—or, more specifically, haggling. You turn to see a bazaar half-buried in a sand dune.

The store window shifts: “Okay, my assistants, your first task is to acquire some rare Mirage Bloom Pigment from the Bazaar of Echoes. Good luck, and don’t let them trick you too much!”

Whimsy has teleported the players to the heart of the Lysandian deserts, to the entrance of the notorious goblin market located in a ruined mausoleum known as the Bazaar of Echoes. Like most goblin markets, far more is for sale than what can be held, seen, or even understood, and the vendors rarely accept money for their wares.

The Bazaar of Echoes. Once the players enter, they find the bazaar teeming with colorful shoppers—beastfolk, fey nobles, animated mannequins, and even shadowy figures wrapped in robes that don’t quite touch the ground. The air hums with magical energy, and shadows flicker unnaturally as deals are struck and bargains sealed.

Finding the Pigment .Fortunately for the players, there is one merchant with Mirage Bloom Pigment. The stall belongs to a goblin in a turban adorned with peacock feathers and a mustache so long it brushes the ground, named Jasper the Collector.

Jasper’s Price. Jasper is intrigued by the players but quickly grows serious when they ask about the pigment. With a sly grin, he says: “Ah, Mirage Bloom Pigment… rare as a star’s tear and twice as fickle. For this treasure, I require… a memory. Not just any memory—a treasured one. Give me something precious, and you can have the pigment.”

Jasper hands them a Memory Bottle—a glass vial with swirling mist inside—and explains how to collect the memory:

  • Surrender a Memory: Open the bottle and describe the memory aloud. Once finished, it vanishes from the speaker’s mind, and the bottle fills with a rose-colored liquid.
  • Steal a Memory: Trick someone in the bazaar into describing their memory and capture it. Requires:
    • Deception Check vs. Target’s Wisdom
    • DC 10 Sleight of Hand Check to hide the transfer.
    • Failure summons bazaar guards.

Whimsy’s Offer. If the players return to Whimsy, explaining the price, she volunteers to pay it. She tells the player to open the bottle and begins describing her memory:

This memory was from a long time ago when I was a brand new hamlet even younger than Lillabella. Mama lied over the landscape, her skin green and her clothing made from the fields and forests of the valley. I crawled over Mama’s body toward Mama’s head. She smiled, and I felt her embrace around me. She brought me in close and kissed my forehead, I giggled, and in response, she giggled. I felt warm happiness in every inch of my body.

Once Whimsy finishes, the Memory Bottle fills with rose-colored mist. However, she seems a little wistful afterward.

Attempting Theft. If the players attempt to steal the pigment, Jasper notices and raises an alarm. Start a timer 1d4. When the time reaches zero a Gladiator and 3 Thugs arrive. The guards fight until half their number are defeated or reduced to half HP.


Whimsy’s Second Request: Steal a Canvas from Victor Coppershean’s Studio

When the world outside Whimsy fades back into view, you are in a sizzling hot canyon. The walls of the canyons are lined with bronze, brass, and brick structures in a vaguely Victorian architectural style. You can hear the sound of gears, steam venting, pounding, and other sounds from the industrialized industry. Whimsy’s signage rearranges itself: “Okay, my assistants, your second task is to find a particular type of heat-resistant canvas used to make art in Mainspring; I think an artist lives nearby.”

Whimsy has teleported the players to the city of Mainspring, the home of the insular and conservative creatures known as the clockfolk, clockwork people who look like old-fashioned Victorian automatons and glass dolls and act like people from Victorian England.

Locating Victor’s Studio. The players must track down the artist in question. They can make charisma checks (persuasion or deception, players’ choice) DC 14 to ask the locals for directions to Victor Coppershean’s house. Success results in them getting accurate direction, failure results in them being sent in the wrong direction and at your digression, into an encounter. Regardless if the players succeed or fail, the clock folk discreetly comment about the strangers, and fleshfolk no less, in their city as they pass.

Breaking In. Victor Coppershean’s house is a small row house with a first-floor parlor turned into his studio. Upon arrival, the players find that the door is locked and nobody is home. If they peer into his front windows, the players can spot a blank canvas on an easel in the middle of the parlor-turned-studio.

  • Players must pick the lock (DC 15 with thieves’ tools) or break the window and climb through it.

Bad Timing. As the players exit the house with the canvas in hand, a patrol of the city constabulary consisting of four veterans strolls by. They immediately deduce that the players are thieves and order them to surrender for arrest.

  • The players must fight their way through the constables or flee.
  • The veterans fight until at half health, then retreat while blowing whistles.
  • Once the veterans start blowing their whistles start a timer (d4): When it hits zero, too many guards and veterans to fight converge on the players. Make it clear that the players have no chance of defeating that many guards and that their only option is to run. Start an urban chase using the chase rules on page 52 of the dungeon masters guide

Whimsy’s Third Request: Find a Subject for the Painting

When the world outside the village returns into focus, you are in the middle of a thick, deep jungle by a lake. It is hot and humid, and you can hear flies buzzing and tropical birds calling for each other. Whimsy’s signage rearranges itself: “Okay, my assistants, one last thing: I need a subject for my painting. I want you to look for a beautiful flower or landscape Mama has never seen before.”

Whimsy has teleported the players to the incredibly dangerous jungle half of Dunkelmeer. The players must explore the jungle to locate a suitable subject for Whimsy to paint.

Finding the Subject. Players can choose to go north, south, or east.

  • North: Jungle waterfall flowing into the lake.
  • South: Bird of Paradise.
  • East: Single orchid.

Encounters. Players must make a Survival Check (DC 14) to locate the subject. Failure leads to a combat encounter:

D6Encounter
12 Giant Alligators
22 Giant Apes
34 Ankylosaurus
4T-Rex
5Triceratops
6Pit with 4 Constrictor Snakes

After each encounter, players must make another DC 16 check to continue or face another encounter. Once the subject is found, players must make a DC 16 check to return safely to Whimsy.

Whimsy’s Painting. Once Whimsy has a subject, she uses Fabricate to paint a beautiful rendition of the subject that practically sparkles in the sunlight.

Back to Sliberberg

The world outside the village fades one last time, and when it returns, you find yourselves back in the snowy field outside Sliberberg. It is early morning, and across the field, the other village is visible. Suddenly, there is a rush of movement, and both villages are now touching.

“See this tiara I made for Mama?” Marigold signs excitedly. “I am going to win.”

“Mama is going to pick the pretty painting I created, and I am going to be the princess,” says Whimsy.

The two begin taunting each other, their words growing more hurtful until, abruptly, the villages “speak” in unison:

“Fight for me, my champions.”

You are thrust toward each other like children fighting with action figures.

Whimsy and Marigold, enraged at each other, force the players to fight as their proxies. Each round after combat begins, on initiative count 19 and 20, respectively, Whimsy and Marigold will mash any player character on their team that did not make an attack action into the player on the opposing team, dealing 1d6 damage to both. However, players are not required to fight each other seriously. Encourage players to aim attacks at those who can dodge or block and to dramatize their reactions to being “hit.” Play-acting the combat and making it comedic is key.

After three rounds, a familiar voice rings out.

The air shutters as Aoibheann appears, radiant and imposing, framed by the glow of the morning sun catching her chestnut hair. She strides forward with effortless grace. Her piercing brown eyes fix on the scene, and the earth seems to tremble faintly in response.

“What is the meaning of this, Whimsy and Marigold?” Aoibheann’s voice, tinged with frustration, echoes across the field.

The girls immediately lose interest in the “fight” and rush to their mother, presenting their gifts and demanding attention.

Aoibheann’s expression darkens as she tries to address their pleas. Finally, she shouts, “Enough!” A small earthquake shakes the ground, and the villages’ recoil.

“I spent the day and night dealing with the fallout of your little game! Zahhak was screaming at me about the kingdom’s heroes stealing one of his crown jewels, the Mainspring ambassador complained about my champions being a menace in his kingdom, and a fire giant jarl sent an irate letter about your babysitters killing one of his thralls! You endangered your babysitters every step of the way and are now mashing them together like dolls.”

“We’re sorry, Mama,” the villages sign.

Aoibheann fumes. “I thought I raised you better. Clearly, I need to start over with you two.” She snaps her fingers. The villages and Aoibheann disappear with a pop.

Aftermath

After that terrifying display of Aoibheann’s power, the players are probably wondering what to do next. Let them openly speculate as to what happened and what to do now for a few minutes. When they get close to deciding on a course of action, a messenger arrives and tells them that the Queen has requested their presence in the castle parlor.

Conclusion

As the player characters step into the castle parlor, the warm scent of lavender and fresh wool greets them. Aoibheann sits gracefully on a cushioned chair by the hearth, her hands deftly knitting a pink sweater. Lillabella toddles about, giggling as she chases a ball. Nearby, two new girls with wolf ears and Aoibheann’s medium skin play, one drawing with crayons and the other playing with a princess doll. The one with the crayons is four years old with blue eyes, braided brown hair, and a pink princess dress. The other is three years old, wearing a purple and silver fairy princess gown, black hair in pigtails, and blue eyes. Both wear tiaras.  When the two older girls spot the players, they quickly hide behind the couch, seemingly terrified of them. Aoibheann smiles slyly when she sees the players and greets them fondly. She then drags the two older girls from their hiding place and leads them by the hand to the players. Both girls look like they would rather be doing anything else instead of confronting the players.
Aoibheann steps forward with a warm, motherly smile, placing a gentle hand on each girl’s shoulder as she introduces them. “This is Whimsy,” she says, gesturing to the older girl with braided brown hair and blue eyes. “And this,” she continues, turning to the younger one, “is Marigold.” She sweetly says that the two of them have something to say and gently urges her daughters to tell them what they have to say. In the most apologetic little girl voices the players have ever heard, Marigold and Whimsy say they are sorry and beg them not to be mad at them.

Encourage the players to engage with the girls; this is the perfect opportunity for a little good-natured revenge for everything they put them through. While Aoibheann will not allow any harm to their daughters, the players are free to tease them, make them squirm with exaggerated scoldings, or playfully remind them of every tantrum and trick they endured. Whimsy and Marigold seem to become even more meek and apologetic with each scolding and taunting.

If the players ask Aoibheann what she did to them to make them much better behaved, she responds with a sly smile that she did not do much. She simply reraised each of them from birth. She made sure to be a better disciplinarian this time around and promised the girls that they would be princesses only if they were good. Whimsy and Marigold interject frequently, addressing the players as their uncles and aunties and seemingly trying to placate them.

Aoibheann apologizes once more for the chaos caused by her daughters’ antics and acknowledges the players’ challenges. With a graceful gesture, she presents them with 40 platinum pieces and a rare magical item (to be determined by the Dungeon Master).

Before leaving, Aoibheann sheepishly asks a favor—she wants the players to be her daughter’s godparents. She explains that her first three choices declined, Gwilym Cwmwllyd has too many godchildren to handle, Master Thistledown is somewhere else in time and space, and Tansy Fleetfoot declined in favor of the players. She emphasizes that being a royal godparent is an honor beyond measure among the fey; it is the only thing that any self-respecting fey, from pixies to hags, will offer for free and not expect anything in return; that is how great an honor it is.

As she speaks, Lillabella toddles to one of the player characters, preferably female, and gestures to be picked up. Once held, she gives big eyes and gestures that she wants a hug. Aoibheann giggles and says it seems Lillabella has chosen her godparent already. Not wanting to be left out, Whimsy and Marigold rush toward their respective champions and beg them to become their godparents. If the players agree, Aoibheann is delighted and kisses each player on the cheek. This grants them the Charm of Friendship as a token of her gratitude.

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