A Beltane To Remember Part 2: The Beltane Fair

Greenleaf Poles are a classic symbol of the holiday

The Storm in a Conference Room has passed, and now the players have earned a well-deserved day of fun and relaxation with their goddaughters—or maybe they are just in the eye of the storm. Sliberberg may be bedecked with flowers and decoration, its air filled with the sweet perfume of the season and joyous sounds of celebration, but something seems off. Ominous events and omens keep crawling out of the woodwork, and is somebody watching the heroes? It’s time to hit the fair and have a Beltane to remember. 

Background

Frustrated by her failed attempts to win Fredrick over the last few months, Muirín started to fixate on her age, specifically, how different she is from the picture-perfect fairytale princess she was in her teens. During their first encounter, this version of her captured Fredrick’s romantic attention, likely due to her resemblance to Aoibheann. Fredrick’s faithfulness, however, quickly ended that. With this in mind, she and her teenage daughter Aeliana set sail to the Summerhaven luxury spa and resort in Tír na Trághadh, the ultimate vacation destination in the Feengrenze, for a supposed mother-daughter spa trip, a chance to start their relationship all over again. The spa treats everything that could ail a person, including age. Three weeks later and a fortune’s worth of gold was spent on regression and memory manipulation therapy, and the results speak for themselves. Muirín is the stunningly pretty teenage heartthrob she was 22 years ago, and, more importantly, she has almost no memory of the last 22 years or Fredrick’s violent rejection, the perfect rival to Aoibheann for Fredrick’s heart or so she belives. More importantly, she has been studying Aoibheann’s behavior in hopes of replicating it all the better to mold herself into Fredrick’s perfect match.

Now, transformed and brimming with youthful confidence, she sails back to Sliberberg, eager to showcase her renewed allure at the Beltane Ball. However, cracks are starting to appear in her master plan. As a teenager, Muirín was always driven by her whims with barely any self-control. The city’s annual Beltane Fair, the biggest in the Feengrenze, has proved too great a temptation for the newly youthened duchess. She considers it a shame that her precious little Aeliana cannot join her, but showing up to the Beltane Fair with a baby in tow would give away the game to her rival Aoibheann.

The morning of the Fair

If the players accepted Aoibheann’s request in the last chapter, she asks them to return to the castle early tomorrow morning. The next morning, when the players arrive at the castle, read the following:

The morning sun warms the stone of the castle steps where Aoibheann and her three daughters await you. Aoibheann, radiant in a pink gown embroidered with vibrant floral patterns, wears a silver tiara intertwined with a delicate flora wreath, a gossamer veil shimmering in the light. Whimsy and Marigold, adorable in matching lavender frocks and Easter bonnets, bounce with excitement. Lillbella, squirming in the nursemaid’s arms, is a vision in a white sundress of silk and lace, a matching baby bonnet framing her face. Aoibheann rushes to greet you, her smile warm as she says, ‘I cannot thank you enough for this.’” Whimsy and Marigold, mirroring their mother’s affection, hug their respective godparents. 

Once the hugs and greetings subsided, Aoibheann’s voice filled with gratitude, and she thanked the players again for offering to escort her daughters to the Beltane fair. She presents them with a brochure detailing the day’s events and attractions, with maps of the various neighborhoods in the city, and a coin purse with a bit of spending money just in case the princesses want to buy something. She also provides a diaper bag with everything needed for Lillabella’s care and introduces the royal nursemaid, Jannet. As a final flourish, a royal carriage, an elegant open-top design drawn by four magnificent white horses, trots into view. Aoibheann beams, explaining that the carriage is theirs for the day.

Before the players leave with their royal charges, Aoibheann stoops down to eye level with her two eldest daughters. She asks them to behave for their godparents, and Marigold and Whimsy promise to be good. She kisses each of them and waves as they and the players pile into the carriage and down the driveway to the city.

Running the Beltane Fair

The Sliberberg Beltane Fair is among the largest in the Feengrenze. The whole city is turned into a massive fairground, with festivities spread throughout. The player characters’ day with their goddaughters starts at eight o’clock and ends at 5 pm; until then, the players can explore the city’s vibrant tapestry of celebrations. However, the players’ freedom is somewhat curtailed; the princesses have strong opinions and, despite their promises to Aoibheann, are unafraid to voice their displeasure with whines and stomping feet.

Roleplaying the princesses

Aoibheann reraising Whimsy and Marigold has had some effect on their personalities—not much, but enough to create noticeable differences between how they are now and during the Plot of Mama’s Precious Villages.

  • Whimsy: Four-year-old Whimsy is the pink-loving girly girl of the three princesses. Her personality could be generously described as hyperactive; she is incredibly restless and curious and can barely sit still. She loves arts, crafts, fashion, magic, and music, and will dash off when she sees something she likes while begging the players to keep up with her. She tries to keep her promise to her mother, but sometimes, her curiosity gets the better of her, and she wanders away from the player’s side. However, she will always stay within the sight of the players. She will also make her displeasure and boredom known when the players indulge in Marigold’s interests through complaints, sighs, and grumbling.
  • Marigold: As part of Aoibheann’s reraising strategy for the errant princesses, Marigold is now three years old. She is princess-obsessed and does her best to act like a princess despite barely being out of potty training. She speaks with a noticeable lisp on the letter r. She loves fairytales, storytelling, jewelry, and theater. However, she is the least well-behaved of the three princesses. She throws tantrums when she does not get her way or when things are not going right, and she will grumble and pout through any event that appeals only to Whimsy or the players. Of the three princesses, she is the most likely to wander away from the players during the fair events without them noticing.
  • Lillabella: Lillabella is 16 months old. She acts like any baby her age would, crying when upset, trying to reach out to things that capture her attention, and giggling when she is happy. She loves cuddling with her parents and godparents, colorful, shiny things, and baby toys. She also adores her sisters; left to her own devices, she will follow them wherever they go. Whenever her sisters are not getting along, Lillabella gets tense and may eventually start crying. She is by far the best-behaved of the princesses, betraying an intelligence akin to a child of Marigold’s age. She began talking months ago; she knows about a dozen simple words and is surprisingly adept at combining those few words into more complicated concepts.

The Princesses’ mood

Whimsy and Marigold glare at each other while LIllabella looks on bemused

Despite the promise of participating in the day’s festivities, Marigold and Whimsy are already in a bad mood over their mother’s outfit choice for the day’s outing. Whimsy is upset that she cannot wear her favorite color, pink. Marigold is upset that her dress lacks princessy elements like puffed sleeves or multiple layers. Neither is happy about being dressed alike, and when their mother is not looking during the opening scene, they glare at each other. It will be up to the players to keep the princesses in good spirits.

Each princess has a mood score from 1 (ready to throw a tantrum) to 8 (thrilled). Adjust their score accordingly when an encounter states a change in a princess’s mood. Marigold and Whimsy start the day at 4, and Lillabella at 5. If Whimsy’s or Marigold’s mood score reaches 1, that princess wanders off, triggering the Two-Sided Kidnapping encounter. The event descriptions list how each event affects their mood.

Random Encounters

Of course, a massive citywide fair is a magnet for shenanigans of all descriptions. As the players escort their young charges through the day’s events, feel free to sprinkle in a few of these encounters to liven things up (and potentially give the players who prefer fighting something to do).

D12 Events

  1.  A Goblin Mastermind and three goblin tricksters (see Appendix) pick-pocket 400gp worth of stuff off the players and then run off into the crowd, taunting the players to catch them (Skill Challenge/Chase) 
  2. A friendly Treant lumbers aimlessly through the crowd, lost. He is asking anyone who does not flee  from him directions to the flower and Garden show (Roleplaying/Navigation)  
  3. A malfunctioning shield guardian is stuck in a loop trying to execute a simple task. The scene it is causing is humorous in a way. (Observation/Roleplaying) 
  4. A fight has broken out between two mages, and they are flinging spells in the middle of a crowded street (Combat/Environmental Hazard) 
  5. Free samples, a group of teenage girls is circulating through the crowd with baskets of something and handing out samples (Roleplaying/Minor Interaction) 
  6. The players run into somebody they know, and they want to catch up on all time, much to the princess’s displeasure; their mood drops by 1 (Roleplaying/Social)
  7.  Wild magic shenanigans. Roll once on the Wild Magic Table in the Player’s Handbook (Random Event/Environmental) 
  8. A bardic duel is underway between a young copper dragon and an elven bard. The dragon is losing and seems ready to throw a tantrum (Observation/Potential Interaction) 
  9. A group of young mages is playing aerial broom ball above the street. A group of spectators has gathered to observe the game (Observation/Environmental)
  10. A group of drunk foreigners is causing a scene. The group consists of 6 berserkers, 12 pirates, or 10 veteran warriors (Combat/Social) 
  11.  The players run into a gang of green and black dressed soldiers from The Hexmire, consisting of a mage and 3 veteran hobgoblin warriors. (Combat/Social)
  12. The players notice one or more rough-looking selkies watching them from afar. They disappear into the crowd before the players can catch them. (Omen)

Fair Events

The Beltane Parade

  • Time: 9 am
  • Duration: 1 hour
  • Location: Elmwood Hall (Alteburg)
  • Mood Changes: The mood of each princess increases by 1

Both Whimsy and Marigold insist this is the first attraction they visit. If the players refuse to take them to the parade, the mood of all the princesses falls by one, and Whimsy and Marigold spend the next hour whining and complaining. The parade follows a route from Slibermond to Pixie Court, and the players can choose to watch from anywhere. However, Panthor Silverhoof, ever the ardent royalist, has arranged for the royal family to watch the proceedings from the steps of Elmwood Hall. A note on one of the maps in the pamphlet Aoibheann gave the player said that the best place to watch the parade is there. 

When the players and their charges arrive, Panthor, resplendent in a ridiculously ornate outfit, raises a perfectly sculpted eyebrow at the sight of the players with the princesses. ‘Well, well, well,’ he booms, his voice laced with theatrical surprise. ‘If it isn’t our esteemed heroes… on babysitting duty? Quite the change of pace, wouldn’t you say?’ He chuckles, a hearty sound that echoes across the steps, but his eyes twinkle with genuine curiosity. The parade arrives on the High Street shortly afterward.

Read or paraphrase the following:

The distant sounds of clanging bells and a rousing brass band fanfare herald the parade’s approach. The music grows louder, more vibrant, as the procession turns onto High Street, a riot of color and sound. At the front of the parade, a dozen witches of the Silver Moon Coven fly over, showering the crowd with flower blossoms. Behind them is a collection of fantastical floats, a giant, animated mushroom, a miniature flying castle, and a shimmering rainbow carried by a group of sylphs. Interspersed between the floats are various performers: stilt walkers dressed as towering trees, jugglers tossing glowing orbs, and acrobats performing daring feats—the air crackles with energy and excitement.

Gossip Slinging. Panthor leans in conspiratorially, his eyes gleaming with curiosity. ‘So, lads and lasses, what happened in that little meeting with Fionnuala the Fair? I’m dying for all the juicy details!’ He listens intently as the players recount their meeting. 

After they finish, Panthor shakes his head slowly, his expression shifting to thoughtful concern. ‘I’ve heard old folk tales of the reign and downfall of Faolan the Mad, even performed a few plays about it myself,’ he murmurs, ‘but I never suspected that he was imprisoned deep beneath our blooming feet. Still…’ He pauses, his gaze distant, ‘something about this situation doesn’t sit right with me. The snake of Loch Slanach doing charity work is inconceivable.’ Whimsy and Marigold will not tolerate Panthor’s remark about their new favorite person, and both chastise the thespian for speaking ill of Aunty Fionnuala.

The fair Midway at Pixie Court

  • Time: 10 am – 4 pm
  • Duration: Variable
  • Location: Pixie Court (Alteburg)
    • Mood Changes:
      • Winning a game: +1 to the mood of the princess who played.
      • Losing a game: -1 to the mood of the princess who played.
      • Player mishap: +1 to the mood of any princess who finds it funny, -1 to the mood of any princess who is concerned or upset.

The main lawn of Pixie Court Park, just beyond the greenleaf poles, is a vibrant tapestry of color and sound. Tents in every hue imaginable line the perimeter, their flags snapping in the gentle breeze. The air is filled with the excited shouts of children, the rhythmic clang of a hammer striking a bell, and the tantalizing aroma of popcorn and spun sugar. Upon seeing the many amusements set before them, the princesses beg the players to let them play games. Here are a few games they might encounter:

GameDescriptionSkill CheckSuccessFailureMood Change
Ring TossToss rings onto pegs to win a prize.DexterityPrincess gets the grand prize.Princess gets a consolation prize.+1 if the princess wins a grand prize, -1 if they only get a consolation prize and want the grand prize.
Balloon PopThrow darts to pop balloons.DexterityPrincess pops a specific balloon with a good prize.Princess pops a balloon with a bad prize.+1 if the princess wins a good prize, -1 if they get a bad one.
Duck PondPick a duck from the pond to reveal a prize.WisdomPrincess picks a lucky duck.Princess picks an unlucky duck.+1 if the princess wins a good prize, -1 if they get a bad one.
High StrikerRing the bell with a hammer.StrengthThe player rings the bell.The player fails to ring the bell.+1 if a princess enjoys watching a player succeed, -1 if a princess is upset by a player failing, or if the player hurts themselves trying.
Magical MazeNavigate a small maze with shifting walls.IntelligencePrincess solves the maze quickly.Princess gets lost in the maze.+1 if the princess enjoys the mental challenge, -1 if they become frustrated.

Fashion show at the Magic Wardrobe Boutique

  • Time: 10:30 am
  • Duration: 45 minutes
  • Location: Zollstock (Alteburg)
  • Mood Changes. Whimsy’s mood increases by 1, and Marigold’s falls by 1

The Magic Wardrobe is the city’s premier boutique, where clothes choose their wearers. Everybody who enters looks even more stylish than when they went in. Naturally, Whimsy wants to see the show more than anything. When they arrive, the show is about to begin. Stylish outfits are strutting their stuff down the catwalk as though unseen models wore them. Whimsy is delighted to behold the new dresses, especially the children’s line, while Marigold is visibly unhappy. Through the crowd, the players spy a familiar face. Read the following

Amidst the crowd of star-struck show attendees, you spot Aeliana looking positively radiant. She is wearing a golden mermaid dress with a matching bonnet and more necklaces, earrings, and bracelets than you can count. She notices you and glides over to you. “Well, fancy meeting you here,” she says with a sweet smile and a giggle.

The “Aeliana” the players are talking to is her mother, Muirín. Muirín has been out of the public eye since her return to her 18-year-old self and her return to the city. She is well aware that she needs to keep her new youthful appearance a secret until the Beltane Ball for her plan to steal Fredrick away from Aoibheann to work, but with the Beltane Fair in full swing, she could not resist. The Beltane Fair is the perfect excuse to go out on the town and make a new first impression on all the city’s movers and shakers, including players. She engages the players in friendly small talk. 

Aeliana looks so much like her mother when she was a teenager that the players cannot tell the difference by visual inspection. However, the players will be able to know that there is something off about the “Aeliana that they are talking to.

  • Aeliana is a sweet, demure wallflower living in her mother’s shadow, while Muirín has always been a prima donna. As a teenager, she adopted a persona inspired by fairytale princesses, and the mental aspects of her regression have caused that aspect of her personality to return with a vengeance. While Muirín is an expert at playing whatever persona she needs to charm her quarry, she occasionally slips up when trying to be sweet and demure and falls back into the princess persona. When she does slip, she speaks with elaborate, flowery language and overly dramatic gestures that Aeliana would never use.
  • Aoibheann and Aeliana have formed a genuine friendship since Aoibheann’s return, often sharing confidences and supporting each other. Muirín, however, has always viewed Aoibheann as a rival and a threat. Her facade cracks when she learns that the players are here babysitting the princesses as a favor from the queen. Her voice might become clipped and icy, and she might make a snide remark about Aoibheann’s ‘common’ tastes or the ‘bratty’ princesses, perhaps muttering something like, ‘Honestly, all that royal fuss… and those children are utterly tiresome.’
  • During the Liberation of Sliberberg, the players rescued Aeliana, an act that sparked a deep crush in the young woman for one of the player characters. In the months since, she has subtly tried to turn this crush into a full-blown romance, perhaps by sending shy gifts or suggesting private walks on a nearby beach. Muirín is entirely unaware of this. If the object of Aeliana’s affection has made plans for the holiday or the week after with the real Aeliana – perhaps a picnic or a private concert – Muirín will be entirely caught off guard, stammering and struggling to invent a believable excuse for her ignorance.

If the players make a DC 15 insight check, they realize that the Aeliana they are talking to is likely a fake. However, Muirín will politely excuse herself if she senses the players are on to her ploy. As an extra bit of foreshadowing, you can have Lillabella say something like, “Ali-na no Ali-na” to clue the players in that something is up.

Street performers in Zollstock Circus

Zollstock Circus
  • Time: 11:15 am – 3:15 pm
  • Duration: Variable
  • Location: Zollstock (Alteburg)
  • Mood Changes: Up to the DM

Zollstock Circus lives up to its name; the roundabout draws circus performers to itself like moths to a flame. The roundabout buzzes with energy, a delightful cacophony of jaunty lute music, booming laughter, and the hawkers’ calls echoing off the colorful facades of the surrounding restaurants. The aroma of exotic spices from a nearby restaurant mingles with freshly baked honey cakes and the faint, almost magical, scent of sawdust and illusion. It’s the perfect place to grab lunch with the princesses and enjoy the ever-changing spectacle.

d6Performer
1A gnome juggling glowing orbs while riding a unicycle.
2A human bard singing traditional ballads, accompanied by a magical harp.
3A pair of pooka clowns performing slapstick comedy and pratfalls.
4A trio of dryads is performing an interpretive dance using the plants and trees in the area.
5A dwarven strongman bending iron bars and lifting heavy objects.
6A half-elf wizard performing illusions and minor transmutations.

GM Note: This is an improv-heavy encounter! Lean into the absurdity of the performers, use silly voices, and encourage player interaction. If you can get the players (and princesses) to genuinely laugh, award +1 mood to each princess!

Qualdian merchants Bazaar

  • Time: 9:30 am – 4:30 pm
  • Duration: Variable, raffle drawing at 4
  • Location: The Grand Fey Marketplace (Lower Ward)
  • Mood Change: No change in the princess’s Mood, although if the players or Lillabella win the prize, they get a kick out of the absurdity of the situation

Qualdrian merchants, sent by Sultan Zahak himself, have erected a lavish pavilion that dominates a corner of the marketplace. Its silken canopies, in vibrant shades of crimson and gold, billow in the breeze like the sails of a desert ship. The air hums with the exotic strains of an oud and a qanun, played on unfamiliar instruments, and the rich, cloying scent of frankincense and myrrh hangs heavy, creating an atmosphere of opulent mystery. They are holding a raffle with a mysterious grand prize, whispered to be one free wish granted by Zahak himself, who some say is secretly among the fairgoers, disguised in everyday clothes.

The Bazaar. The bazaar is a sensory overload: a dizzying maze of tables piled high with goods from far-off lands. Saffron, cardamom, and star anise fill the air with fragrant aromas, while bolts of shimmering silks in emerald, sapphire, and ruby hues catch the light. Intricate jewelry crafted from mithril and enchanted stones gleams alongside strange artifacts. A stall near the entrance tempts with skewers of sizzling spiced meats and sticky, honey-drenched sweets dripping with nectar. While the princesses are more interested in the raffle, the vibrant atmosphere and the promise of a unique treat might still capture their attention.

Raffle Drawing. As the clock strikes four, a hush falls over the bazaar as the merchants prepare for the raffle drawing. A Qualdrian merchant, dressed in elaborate robes, dramatically draws a ticket from a large, ornate urn. The winning number is called out, and a cheer erupts as one of the players’ little group is declared the winner! Roll a d10 to determine who wins the prize. The prize is a chance to be Zahak’s date at the Beltane Ball at Castle Sliberberg.

Petting Zoo

  • Time: 10 am – 5 pm
  • Duration: Variable
  • Location: Pixie Court (Alteburg)
  • Mood Change: All the princesses’ moods increase by one if they can stay as long as they want. Marigold’s mood will fall by one if the players try to pry her away from the unicorn foal.

Menagerie in a Bottle, a high-end pet store specializing in miniature versions of various beasts and monstrosities, has outdone themselves with the Petting Zoo at Pixie Court. The air buzzes with the delighted squeals of children and the soft bleating of…well, everything. The large pen is a riot of miniature animals: kitten-sized lions and tigers playfully batting at each other, an elephant the size of a piglet trumpeting for attention, and zebras the size of goats nibbling on proffered carrots. But the real draw is the collection of magical creatures: fluffy owlbears the size of hamsters, purring displacer beasts the size of housecats, and a shimmering unicorn foal with a coat like spun moonlight. Upon seeing this menagerie, Whimsy and Lillabella’s eyes widen, and they beg the players to let them loose. Marigold is initially concerned about getting her dress dusty until she spots the unicorn foal, and her eyes light up.

The princesses have a grand time cuddling the various furry creatures. However, Marigold becomes utterly obsessed with Daisy the Unicorn foal, refusing to let anyone near her. She hugs the creature possessively, a determined glint in her eye. Other children begin to whine and complain, creating a minor social crisis. Making Marigold release the unicorn will require a DC 15 Persuasion check or a promise to do something Marigold wants (perhaps skipping another activity to spend more time here). 

Flower Crown Making in Pixie Court Park

  • Time: 10 am – 12 pm
  • Duration: 30-45 minutes (per crown)
  • Location: Pixie Court (Alteburg)
  • Mood change. All the princesses’ moods increase by at least 1 or 2 if the players’ attempt at creating flower crowns is particularly bad or good.

Beneath the shade of the Greenleaf Pole, long benches are laden with colorful blooms. The air is sweet with their fragrance, a heady mix of honeysuckle, roses, and exotic, unidentifiable blossoms. This is the flower crown-making station, and Whimsy and Marigold, upon spotting it, practically drag the players over, eager to create their own souvenirs.

Making Flower Crowns. Players can create flower crowns by first making an intelligence or wisdom check(player’s choice), DC 15 to pick out a combination of flowers that will work together, and a DC 12 sleight of hand check to weave the flowers to the wire frame so that they do not fall out—normal Success results in a fairly bland crown. A natural one on either check results in a truly disastrous crown. Perhaps the colors clash horribly, or the entire thing collapses when placed on someone’s head, showering them in petals. The princesses will giggle with delight at the spectacle. A natural 20, on the other hand, produces a crown of breathtaking beauty. The flowers seem to glow with an inner light, and the arrangement is exquisite. The princesses will be genuinely awed, and perhaps a bit envious.

Greenleaf Pole Dancing in Pixie Court Park

  • Time: 12:30 pm – 1:30 pm
  • Duration: 1 hour
  • Location: Pixie Court (Alteburg)
  • Mood change. Whimsy mood increases by 1, and Marigold’s mood decreases by 1.

The fair’s centerpiece is the Greenleaf poles in the park’s center. All ages are welcome to join in the dances. Marigold and Whimsy, their eyes sparkling with anticipation, are eager to try the maypole dance. Just as the players arrive, the event organizers are setting up for a dance for younger children, complete with tutorials for first-time dancers. Marigold’s first dance goes poorly, despite her best efforts. She cannot get the hang of the steps, and she sulks back to the players, arms crossed, and refuses to try again. The players can attempt a DC 15 charisma check to convince her to try again. Whimsy, however, has a blast, skipping and twirling in time to the lively music.

Greenleaf pole dancing. If any players want to try the dance for themselves, have them make a DC 12 Performance check. A success means they gracefully skip and weave in time to the music, becoming a part of the vibrant spectacle. A failure, however, results in a comical display of clumsiness. They might trip over their feet, get tangled in the ribbons, or simply be completely out of rhythm, much to the amusement of everyone watching. Marigold’s mood, surprisingly, does not decrease if the players make a fool of themselves; she might even find it funny.

Horse Ride at Pixie Wood

  • Time: 10 am – 5 pm
  • Duration: Variable
  • Depends on what happens during their horse ride

Marigold and Whimsy have been relentlessly petitioning their parents for their own ponies for months. So naturally, the horse ride through the Pixie Wood calls out to them like few other attractions at the fair can. The horse ride starts at a temporary corral at the edge of Pixiewood, where riders get their choice of awakened ponies and horses and follow the trails through the whimsical fairy neighborhood. Whimsy chooses a playful brown and cream colored pony named Strawberry, and Marigold decides to ride a bold white foal named Snow. Encourage the players to describe the appearance and disposition of their chosen mounts, focusing on details like coat color, markings, and personality traits. Janet decides to stay at the entrance to the forest with Lillabella.

Riding through the woods. Once the princesses exit the corral, they immediately trot off into the Pixiewoods, seemingly forgetting their promise to behave for the players, and they quickly disappear from view, their laughter echoing through the trees. The players must make a DC 15 Wisdom (Survival) check to keep up with the princesses, navigating the winding paths and whimsical flora. If the players keep up with the princess, the rest of the ride goes without issue, and Whimsy and Marigold’s mood increases by 1 as they enjoy the shared adventure.

Dark Fey Ambush. If the players fail to keep up with the princesses, the idyllic sounds of the forest will be shattered by a scream coming from the northern part of the woods. Rushing to the source, they find one or both princesses surrounded by a menacing group: a hobgoblin captain, and four Bugbear Stalkers.

This band of fey, subjects of Ailénach, queen of hexes, has been sent to disrupt the Beltane Ball later in the day and abduct the queen and princesses. The princesses wandering off has given them the perfect opportunity to strike.

The goons will attempt to grab the princesses off their ponies, relying on their teleport scrolls for a swift escape once they have Marigold and Whimsy in hand. The princesses, terrified but not without spirit, will do whatever they can to resist, kicking and screaming as their ponies rear and whinny in distress. The goons will fight fiercely, but they are ultimately cowardly. Once they have spent two-thirds of their total HP, they will flee, leaving behind the princesses.

If the players save Marigold and Whimsy without either princess sustaining any injuries, their mood increases by two as they shower the players with gratitude and affection, hailing them as their heroes. However, if either of the princesses is hurt during the encounter, they receive a permanent penalty for their mood until they experience an activity that aligns with one of their core interests.

The Camp. If the players save the princesses and decide to search the area, they discover a small camp among the trees. The camp consists of a dozen small tents and large fire pits surrounded by the detritus common to military camps. If the players search the tents, they discover several dozen quivers of arrows, several sickles, several dozen vials of blood, about 30 days’ worth of rations, a few odd bits of armor, and 14 scrolls of teleport. They will also discover several encrypted documents. If they decipher it using magic or a DC 18 intelligence check, they discover they are holding a set of elaborate plans for an attack on Castle Sliberberg.  If the players can deliver these plans to Castle SLiberberg by 4pm, they will gain several benefits during the dark fey attack in Act 3. 

However, Whimsy and Marigold will not appreciate the players taking time to snoop around. They will loudly whine and complain the entire time, and most certainly will not be on board with the players sending them back home.

Silver Moon Coven Bake-Off

The players being swarmed by their many fans
  • Time: Judging starts at 1:45 pm, Cafe open for lunch at 10:50 am
  • Duration: 1 hour 15 minutes
  • Location: SLiber Mond (Lower Ward)
  • Mood Change: The Mood of each princess increases by 1

Every Beltane, the renowned Tansy Fleetfoot hosts a baking competition at her bustling café. She also offers free lunches to all, courtesy of her cafe and bakery, which always draws a massive crowd. The players will likely bring the princesses here if they get hungry. 

Unfortunately for the players, as a special surprise for this year’s competition, Queen Aoibheann was going to be one of the judges, an obligation she cannot fulfill since she is stuck with Fredrick and Fionnuala, hammering out the details of multiple diplomatic agreements between New Mountainheart and Loch Slanach. The competition was heavily advertised as having a special guest judge. As the players arrive, the crowd wonders who the special VIP judge is and assumes it is the player characters.

As the players approach Silver Moon Way in Slibemond, the air grows thick with the mingled scents of warm sugar, spices, and fruit—a symphony of baking aromas that could tempt even the most jaded palate. Colorful banners snap and ripple in the breeze between the quaint, slightly crooked buildings, and the street teems with vibrant energy. Long tables, groaning under the weight of meticulously decorated cakes, rustic pies, and delicate pastries, create a mouthwatering spectacle. The sounds of cheerful chatter and boisterous laughter blend with the clatter of cutlery and the high-pitched squeals of delighted children, creating a lively backdrop. They hardly have a moment to take in the scene when the crowd surges toward them, eager to meet the heroes they believe are the VIP judges.

Read the following:

A wave of faces, a sea of adoring eyes, crashes over you. Excited shouts and a cacophony of praise erupt as the crowd surges forward, hands reaching out, voices overlapping in a desperate bid for your attention. “It’s them! The heroes of Sliberberg!” someone shouts. “The Liberators!” cries another. 

You’re pulled in a dozen directions at once, signatures demanded on napkins and aprons, strange questions hurled your way (“Is it true you can talk to badgers?”), each moment stretching into an eternity. Only when the throng finally recedes, leaving a trail of scattered papers and lingering excitement, do you realize Whimsy and Marigold are gone, vanished amidst the chaos.

Where did the princesses go? During the confusion, Whimsy and Marigold slipped away toward the competition tables, drawn by the smell of freshly baked cakes and pies. If the players split up to search the crowd or if they make a DC 10 Perception check, they find the princesses in the company of Tansy Fleetfoot and the jolly, plump, and grandmotherly Agatha Ironrassin, happily eating little slices of chocolate raspberry cake.

When Tansy notices the players, her usual scowl replaced by a warm, genuine smile, she beckons them over with a gentle wave, offering them slices of the same cake. It’s a startling transformation; the famously abrasive archwitch treats the princesses with almost motherly tenderness, her voice soft and playful. Even more surprisingly, the princesses seem comfortable in her presence, chattering happily and even calling her ‘Aunty Tansy.’

Tansy’s usual scowl is replaced by a warm, genuine smile that softens her features, and her voice, usually sharp and curt, is surprisingly gentle, almost melodic. She seems genuinely delighted to see the princesses, her eyes twinkling with amusement and affection, and a playful tone enters her voice, almost as if she’s a doting aunt rather than a powerful archwitch. She confirms that she has been in and out of Castle Sliberberg several times a week to tutor the princesses in their innate magical archfey powers, which is how she knows them. She also confirms that the princesses have been quick learners and the best pupils she has ever had, which leaves the princesses beaming with pride. Furthermore, she asks the players and their young charges if they want to take the queen’s place as the judge for the bake-off. The princess will beg the players to let them be the judge for the competition.

What the witches know. While judging the competition, the matrons strike up a friendly conversation about what happened yesterday. They confirm the following bits of information:

  • They confirm that everything Fionnuala said about her past is accurate and that the Feengrenze is Faloan’s prison.
    • Interestingly, they do not elaborate on how they know these facts.
    • If asked why they did not mention this sooner, they respond that their oaths and contracts prevent them from leading anyone to their destiny; they can show the way, but nothing more.
    • They also confirm that Fionnuala’s plan to leech off the energy produced by Faloan has a good chance of working. Still, a flicker of unease crosses Tansy’s face as she adds, ‘The real question is what she will do with all that magical power. We know Fionnuala, and she’s not one for half-measures. Power like that… it could corrupt even the best of us.’
  • They also confirm what Fionnuala said about the prison failing. They have been monitoring the situation for months, and what they have seen is not good.
    • They reveal that the prison’s magical bindings are weakening, and Faloan will be free in two years, maybe less.
  • They reveal in an off-handed way that one of the effects of magic that forms Faoan’s prison is that Archfey never ages, and Whimsy, Lillabella, and Marigold will never grow a day past their current ages.

A warning. Before the players and their charges leave, both witches fix the players with a grave look, warning them to be vigilant. “You are the children of destiny,” they say, “but even destiny’s children can stumble.” They offer no further explanation, leaving the players with a sense of unease.

The Beltane Tourney

  • Time: 10:15 am – 12:45 pm
  • Duration: 2 hours 30 minutes
  • Mood Change: Marigold’s mood will increase by 1, and Lillabella’s will decrease by 1. Whimsy and Marigold’s moods increase by 2 if the players participate in the tournament.

Every year, the highlight of the Beltane Fair is the grand tournament held at the Pixie Court stadium, a well-maintained tournament field and small horse racing track located on the edge of Pixie Court. The tournament is a significant event, a point of pride and celebration for SLiberberg, drawing a large and boisterous crowd from across the city and the surrounding areas. The wooden bleachers surrounding the field groan under the weight of the boisterous crowd, a sea of colorful clothing and excited faces. Even the box seats are filled with the city’s elite, their jewels glittering in the morning sun as they eagerly await the spectacle. Fortunately, the royal box is available for the players and princesses.

The Beltane Tourney is a showcase of martial prowess and theatrical combat. While outright killing blows are forbidden, the tournament encourages various combat styles and techniques. Disabling attacks, grappling, and using non-lethal magic are permitted and often celebrated, resulting in an exciting and surprisingly brutal display of skill and artistry. The emphasis is on control, strategy, and showmanship, reflecting the fey tendency towards dramatic displays.

If the players decide to bring the princesses, the event will have markedly different effects on each of them. With her dramatic nature and love of spectacle, Marigold will be enraptured by the fairy-tale-esque duels, her imagination soaring with each clash of steel and flash of magic. Whimsy, ever energetic and playful, will find the tournament somewhat engaging, her attention drawn to the colorful displays and the crowd’s energy. Lillabella, however, will be frightened by the shouting and the loud noises, perhaps highlighting her relative youth and sensitivity. The princesses’ reactions allow the players to engage with them, offering comfort or sharing in their excitement.

Participating in the Tournaments:

The tournament is open to anyone who dares to enter, including the players. It is structured as a series of one-on-one combat encounters, testing the skill and endurance of each participant. Each match consists of three rounds, with victory determined by which combatant has the most HP remaining at the end of the third round. To ensure the safety of the participants, healing potions, provided by the tournament organizers, are available to patch up wounds between rounds. This allows for resilience and encourages fighters to push their limits.

The tournament is organized into a structured bracket, consisting of five rounds: two preliminary rounds, a quarterfinals, semi-finals, and a final round. Each round pits the players against a combatant from the associated round table for that round, increasing in difficulty as the tournament progresses.

Tournament bracket:

First round

d4Fighter
1Goblin boss
2Spy
3Pirate
4Dryad

Second round

d6Fighter
1Druid
2Bandit captain
3Goblin Mastermind
4Priest
5Centaur trooper
6Berserker

Quarterfinals

d5Fighter
1Hobgoblin Captain
2Veteran wairror 
3Hobgoblin Captain
4Another player

Semifinals

Guard captain, tough boss

Finals

The final match is against a Gladiator or another player, depending on whether more than one player joins and makes it to the final round.

The Beltane Mini Regatta

Time: 2 pm – 4 pm

Duration: 2 hours

Mood change: Unless some of the players are participating in the race, Whimsy, Lillabella, and Marigold’s mood goes down by 1; otherwise, it goes up by 1

The air crackles with excitement as the Beltane Mini Regatta prepares to begin. The riverbanks are thronged with cheering crowds, their voices a mix of anticipation and friendly rivalry. Colorful flags snap in the breeze, and the scent of river water mingles with the aroma of festival food. This isn’t just a race; it’s a spectacle! The current favorite to win this year’s regatta is the SLiberberg Free Navy team and their leader, Riona Byrne. Unfortunately, the princesses are not interested in boats in the least bit, and unless the player participates, they will find the whole affair boring.

Participating in the Regatta. Players can join any of the other teams or form a team. If they form their own, they’ll need to make a few quick checks to secure a boat and at least 6 team members. Assume that all the NPC team members use the pirate stat block.

The Course: The race is challenging. It starts with a straight sprint down the Silverflow, requiring skillful navigation around other river traffic. Then, it enters the bustling city harbor, where teams must contend with waves, unpredictable currents, and the packed crowds’ cheers (or jeers). Finally, it’s a dash back to the mouth of the river, a test of endurance and teamwork.

Every member of every participating team makes the following three checks

Round 1: Strength (Athletics) race down the river

Round 2: a water vehicle check to handle the waves in the harbor

Round 3: Constitution check to stay strong until the end

To determine which team wins the race, add the total check result for each team for each stage; the one with the highest score wins that leg of the race. The team that wins two out of three wins the race; otherwise, roll a d20 to determine who wins in a photo finish.

You can roll the results for the other teams ahead of time..

Ginkdimblid Consulate Innovation Show

A captivating collection of curious contraptions awaits in the Ginkdimblid Consulate Innovation Show
  • Time: 11 am – 1 pm
  • Duration: 2 hours
  • Mood change. The princess’s mood does not change unless something they find humorous happens.

The Ginkdimblid gnomes, renowned (and sometimes ridiculed) across the Feengrenze for their intricate and often unpredictable contraptions, have erected a temporary exposition hall in the Coláiste Draoidheil’s quad. The air within crackles with a chaotic symphony of whirring gears, hissing steam, and the occasional clank of metal on metal. The hall is a marvel (and perhaps a testament to the gnomes’ questionable engineering), a sprawling glass-roofed structure barely containing the sheer volume of strange devices. Brass pipes twist and turn like metallic vines, wires snake across the floor in a colorful tangle, and weird, alchemical smells – a mix of ozone, oil, and something vaguely resembling burnt sugar – hang heavy in the air.

Whimsy’s eyes light up at seeing a gnome demonstrating a series of intricate music boxes, each playing a different, oddly catchy tune. She’s particularly fascinated by the ‘Phono-Gnome,’ a clockwork-powered phonograph that plays tinny renditions of popular Feengrenze ballads. Marigold, meanwhile, is captivated by a self-changing magic lantern. Its beam projects vibrant images of classic fairy tales, each scene shifting with a soft, magical poof.

A familiar face. Among the crowd of inventors and gawkers, the players spot Master Thistledown, the city’s resident master of Chronomancy, demonstrating a chrono reversal field by playing catch with himself. When the ball hits the field, it sends it backward in time right back to Master Thistledown’s hand. If the players meet him during the events of The Liberation of SLiberberg, he greets them as repeat customers and starts a conversation about old times. The conversation seems innocent enough, filled with polite inquiries and reminiscences. However, a flicker in his eyes, a slight pause before a word, hints at something more. He comments about ‘your upcoming… expedition… to the Scraplands,’ or asks if they are ‘ planning on enjoying their stay in… Qualdria… before they even arrive.’

Well, that was unexpected. At some time during the event, one of the inventions inevitably malfunctions humorously. The exact nature of the malfunction can be determined randomly, or you can choose one that best fits the tone of your campaign or the players’ sense of humor. Here are a few possibilities:

  • The Phono-Gnome Meltdown: The clockwork mechanism begins to spin wildly out of control, causing the arm to flail and shatter the delicate recording discs. The resulting cacophony is a bizarre blend of shattered music and splintering wood, culminating in a shower of sparks and a puff of smoke that smells suspiciously like burnt hair.
  • The Self-Changing Lantern’s Rebellion: The magical enchantments on the self-changing lantern go awry, causing the projected images to become increasingly bizarre and nonsensical. Fairy tale characters morph into grotesque parodies of themselves, the colors shift and pulse erratically, and the accompanying narration becomes a garbled stream of gibberish.
  • The Chrono Reversal Calamity: Master Thistledown’s chrono reversal field destabilizes, creating a localized time anomaly. Objects and people within the area might briefly flicker in and out of existence, experience moments of accelerated or reversed aging, or find themselves caught in a repeating time loop. This could lead to slapstick situations, such as a gnome inventor getting stuck in a loop of repeating the same phrase or a device briefly transforming into its future (or past) version.
  • The Unforeseen Automation: A complex, multi-stage contraption designed to automate a simple task (like buttering bread or polishing boots) goes haywire. Instead of performing its intended function, it performs increasingly ridiculous and unrelated actions, such as juggling eggs, painting portraits of nearby gnomes, or attempting to fly with oversized, flapping wings.
  • The Alchemical Accident: One of the gnome inventors demonstrated a new alchemical mixture with flashy lights and colorful smoke. The mixture became unstable and exploded in a shower of multicolored foam, covering everyone nearby in a sticky, sweet-smelling substance that caused their hair to stand on end or their clothes to change color.

The malfunction should be visually striking, audibly chaotic, and have some element of surprise or absurdity. The gnomes’ reactions—whether they are comically flustered, surprisingly unfazed, or even secretly pleased by the unexpected chaos—can add to the humor of the situation. The princesses’ reactions, whether delighted peals of laughter or wide-eyed astonishment, can also help set the tone.

Musical Fairytale Theater at Elmwood Hall

  • Time: 2:45 pm
  • Duration: 1 hour 30 minutes
  • Mood Change: All the princesses’ mood goes up by 1

Panthor Silverhoof, ever the patron of the arts, is using the holiday to experiment with a new style of theatrical production, musical theater. Panthor’s amateur players group, The Fledglings, will perform a musical retelling of various fairy tales to test the format during the fair. Entrance is free for any group with at least one child. Naturally, Marigold will want to go. Whimsy hesitates, but if the players reassure her with a DC 10 charisma check, she will acquiesce and go to the play.

The slightly worn but still vibrant velvet curtains reveal a stage bursting with color – mismatched backdrops, slightly tilted trees made of painted cardboard, and costumes that seem to have been assembled from every imaginable fabric. The music, a mix of traditional Fey melodies and surprisingly catchy tunes, fills the hall. The young men and women strutting their stuff on stage, clearly giving it their all, occasionally miss a step or forget a line, but their enthusiasm is infectious. The princesses, initially hesitant, are soon wide-eyed and captivated, their faces lit by the stage lights. A quick glance around the hall shows that every other child is equally enthralled, lost in the magic of the performance. When the show ends and the cast takes their bows, the applause is deafening, a testament to the power of storytelling, even when a little rough around the edges.

SLiberberg Flower and Garden Show

  • Time: 9 am – 5 pm
  • Duration: Variable
  • Mood changes: Whimsy’s mood increases by 2, and Marigold’s will decrease by 2 unless the players find a way to engage her. If they do, Lillabella’s mood will also increase by 1.

Every Beltane, the city of SLiberberg, known for its abundant greenery and the residents’ passion for gardening, hosts a grand Flower and Garden Show at the Queen’s Botanical Gardens in Pixie Court. The Queen’s Botanical Gardens, typically a meticulously manicured space, is transformed for the show. Vibrant displays overflowing with blossoms of every imaginable color and shape, some of which seem to shift and change before your very eyes. There are gravity-defying vines that climb in impossible spirals, luminous fungi that cast an ethereal glow, and carnivorous plants that snap at passing insects (and occasionally, unwary fingers). The air is thick with the heady perfume of a thousand exotic blooms, mixed with the earthy scent of rich soil and the occasional whiff of something… less identifiable.

Whimsy has been eagerly anticipating this event for months. Her eyes widen with delight at every new display, and she skips from exhibit to exhibit. Marigold, however, is less than thrilled. While she generally appreciates beauty, she finds the abundance of flowers and the focus on plants boring. Moreover, she hates the idea of getting her pretty dress dirty, which is something often gardening entails. For the duration of the player’s stay at the flower show, her mood decreases to two with all the grumpiness and complaining that implies.

Changing Marigold’s Mind: The players must find a way to engage Marigold unless they want her to ruin Whimsy’s time at the show. Have the players suggest ways to improve Marigold’s mood and make the show fun for her. More importantly, have them try their suggestions and act out Marigold’s natural reaction to the suggestion. Let them try anything they can think of, and if necessary, let them use checks.

Kronenhöhen Street Derby

  • Time: 3:30 pm
  • Duration: 1 hour
  • Mood Change: If the player competes in the race and finishes, the princess’s mood increases by 1; otherwise, their mood does not change

One of the most anticipated events of the Beltane Fair is the Kronenhöhen Street Derby, a thrilling (and slightly chaotic) horse race that winds its way through the opulent ward at the top of Sliberberg. As the crowds gather, the air buzzes with anticipation, their voices a rising tide of excitement. Kronenhöhen, with its ridiculously impractical fairy-tale palaces and switchback avenues, provides a stunning, if somewhat hazardous, backdrop for the race.

The event draws dozens of would-be jockeys from across the kingdom and beyond – ambitious nobles in brightly colored silks, daring commoners riding sturdy workhorses, and even a few eccentric Fey astride fantastical steeds. All are eager to compete for the substantial 200 gp purse and, more importantly, an invitation to the exclusive Beltane Ball at Castle Sliberberg. For many, this is a chance to rub elbows with royalty, impress potential patrons, and navigate the convoluted world of Fey politics.

The racecourse is a winding, treacherous route that takes full advantage of Kronenhöhen’s unique architecture. Imagine:

  • Narrow cobblestone streets: Horses thunder past towering palaces, their hooves echoing off the ancient stones.
  • Switchback avenues: Riders navigate hairpin turns, jostling for position as the crowd roars from balconies overhead.

The atmosphere is electric. Cheering crowds line the streets, vendors hawk fantastical treats, and nobles make extravagant bets from their balconies. The air crackles with excitement and a hint of danger as the riders push their mounts to the limit.

Participating. If one of the players has a horse (or manages to acquire one), they can enter the race. This is a test of horsemanship and daring, as the course is as unpredictable as the Feengrenze itself.

The player must make three increasingly difficult Animal Handling checks to complete the race, representing the challenges of the course:

  • DC 13: The Start and the Straightaway: This check represents the initial burst of speed, navigating the crowded starting line, and the first stretch of the race.
  • DC 15: The Switchbacks: This check represents the rider’s ability to handle the tight turns and elevation changes of Kronenhöhen’s switchback avenues.
  • DC 18: The Obstacles and the Finish: This check represents the rider’s skill in navigating the unexpected obstacles of the course and maintaining control and speed as they approach the finish line.

The outcome of the race depends on the player’s success:

  • Triumphant Finish (Success on all three checks): The player crosses the finish line in the top 10, and a roar erupts from the crowd. 7!
  • Respectable Showing (Success on one or two checks): The player finishes farther back in the pack, a decent showing given the difficulty of the course. 
  • Disastrous Spill (Failure on all three checks): Disaster strikes! The player is thrown from their horse in a dramatic spill, the crowd gasping as they tumble. They are lucky to escape with only minor injuries, a humbling reminder of the dangers of the Derby.

Wild’s Artifact Exposition

  • Time: 12 pm – 3 pm
  • Duration: Variable
  • Mood Change: Depends on the DM’s rating of the players’ descriptions

At the Alteburg in Alteburg Ward, the courthouse serves as the venue for an exhibition of various “artifacts” of dubious safety recovered from the Wilds. Each item on display was “recovered” by adventurers on recent expeditions into the less-traveled (and often sanity-bending) regions beyond Sliberberg’s immediate environs. Given the nature of the Feengrenze and the Whimwhirls, these artifacts are not what they seem.

The princesses, in that delightful stage of childhood where curiosity trumps caution and everything is a source of wonder, find the various strange items on display utterly fascinating. Lillabelle babbles and points, Marigold gasps dramatically at the “sparkly bits” on one item, and Whimsy peppers the nearest adult with questions.

The Alteburg has been filled with strange artifacts from other worlds

What is this doohickey?

The princesses, having already decided that the player characters are fonts of all knowledge due to their adventurer status, choose to test this theory. They will “ambush” the players, tugging on their sleeves and demanding explanations for the strange objects. They will persist with their inquiries, their voices a mixture of childish excitement and imperious demand, until they receive a “satisfying” answer. What constitutes a satisfying answer is, of course, up to the princesses (and the DM), but generally involves a combination of:

  • Confidence: The players must sound like they know what they’re talking about, even if they’re completely making it up.
  • Intricacy: The more complex and fantastical the explanation, the better.
  • Humor: A good dose of absurdity is essential.
  • Engagement: The players should involve the princesses in the explanation, asking them questions (even rhetorical ones) and encouraging their imagination.

The players must provide an explanation, in character, for each item. The goal is to be humorous and imaginative, weaving a tale of adventure and wonder (or ridiculousness) around each mundane object.

The Artifacts

Print out images of the following items (or find suitable substitutes):

  • A VCR
  • A Walkman
  • A Bicycle
  • A cordless drill (minus bits)
  • A window AC Unit
  • The most random appliance or toy you can think of (a Furby, a Roomba, a rotary phone – the more incongruous, the better)

When the princesses drag the players over to explain an artifact, flip over one of the pictures. The players then have a limited time (perhaps a minute or two) to develop a convincing (and hilarious) explanation.

Mood Change

The princesses’ moods change depending on how well the players perform.

  • Positive: If the players provide entertaining and imaginative explanations, the princesses are delighted, and their mood increases significantly (perhaps by 2).
  • Neutral: If the players’ explanations are lackluster or unconvincing, the princesses remain politely interested and unchanged in mood.
  • Negative: If the players are dismissive or unable to explain, the princesses may become frustrated and disappointed, and their mood may decrease (perhaps by 1). They may also become more persistent in questioning, following the players, and demanding answers.

Shopping in the Market Grove Bazaar

  • Time: Any Time
  • Duration: 1 to 3 hours
  • Location: The Grand Fey Marketplace (Lower Ward)

Typically, Market Grove Bazaar is the city’s principal marketplace, a sprawling, vibrant hub where almost anything imaginable can be bought and sold. It’s a place where the mundane and the magical intertwine, where a hardworking human artisan might set up shop next to a fey selling enchanted trinkets. However, during the Beltane Fair, the marketplace undergoes a transformation. It is set aside for merchants specializing in seasonal and luxury goods. It turns into a dazzling spectacle, a sea of colorful dresses, glittering jewelry, whimsical toys, delectable sweets, and countless other delights. The air buzzes with excitement, the scent of exotic perfumes and freshly baked treats mingling with the sounds of bartering and laughter. Aoibheann gave the players a purse with 300gp case the princesses wanted to buy anything, and all three princesses are open to perusing the merchants’ wares. 

As is often the case with siblings, the initial harmony quickly dissolves into a cacophony of demands. The only point of agreement among the three is a shared desire to visit the toy Bazaar set up in front of Gleamspark Toys, a shop renowned throughout SLiberberg for its fantastical creations. Beyond that, a schism forms. With her boundless energy and love for all things beautiful, Whimsy wants to shop for new dresses, envisioning herself in a swirl of silk and lace. Marigold, ever the dramatic one, is drawn to the allure of jewelry, dreaming of adorning herself with sparkling gems and intricate designs.

A standoff ensues between the two older sisters, each digging in her heels and refusing to give an inch. The players must split up to cater to the princesses’ desires. However, adding a layer of complexity to this already challenging task is the matter of the princesses’ preferences. Each princess, in her own unique way, has formed a bond with her respective godparent, and she will only go with the group that includes that favored individual. This means the players will need to carefully coordinate their shopping trip, ensuring that each princess feels attended to and cherished.

Shopping Events and Omens

During the Beltane Fair, the marketplace is more than just a place of commerce; it’s the heart of SLiberberg, a melting pot where all walks of life converge. Fey and mortals, nobles and commoners, locals and travelers from distant realms all mingle amidst the colorful stalls and bustling crowds. As such, it’s also a place where the city’s undercurrents, the whispers of intrigue, and the first hints of trouble can be felt.

As the players split up and navigate the crowded bazaar, they will not only deal with the princesses’ whims but also encounter glimpses of the larger events unfolding in SLiberberg. For each hour they spend perusing the stalls (up to a maximum of three), they should roll once on the following Events and Omens table. These encounters offer clues, foreshadow future events, or add to the city’s rich tapestry.

d6Event
1A wisen little man in a red cap and iron boots(a redcap) rudely barges through the crowd, nearly shoving one of the princesses before disappearing back into the crowd. You could have sworn you smelled blood.
2You spot Aeliana off in the distance by jewelry displays or clothes racks. Surprisingly, the demure and shy Aeliana is surrounded by a crowd of fawning sycophants and revels in the attention.
3You stumble across a crime scene in a secluded bazaar. Somebody was hacked to bits with a bladed implement, leaving a massive pool of blood and a trail of blood droplets.
4You suddenly notice that a hobgoblin in a large straw hat, green tights, and a leather jerkin has been following you at a distance for some time. You turn to confront the hobgoblin to find that he has vanished into the crowd
5You hear rumors in the crowd about the sudden disappearance of Duchess Muirín after her vacation. There are suspicions of foul play of one sort or another
6You notice a bunch of foreign mercenaries, mostly goblinoids, making a scene at one of the impromptu restaurants in the marketplace. The goblinoids wear a strange black and green uniform.

Mercantile Opportunities

The Beltane Fair offers a unique opportunity for acquiring valuable goods at surprisingly affordable prices. Stalls overflow with everything from masterfully crafted weapons to enchanted trinkets, all available at prices that would drop a seasoned merchant’s jaw.

Discounted Equipment:

Expensive equipment, including martial weapons and armor from the 2024 Player’s Handbook, can be found at significant discounts.

Item/Equipment TypeDiscountExample Price
Martial Weapons25%Longsword: 11 gp
Plate Armor15%1350 gp
Other Expensive Equipment (50 gp+)10%

Magic Items:

Common and uncommon magic items from the Dungeon Master’s Guide are readily available at their standard list price.

  • Availability: Roll a d20 at the start of each hour the players spend shopping. On a 10 or higher, a new selection of common and uncommon magic items appears.
  • Rare and Very Rare Items: Even a whisper of more potent magic is in the air. Each hour, roll a d100. On a roll of 90 or higher, a single rare or very rare magic item is available at its list price. What that item is is up to the DM.

A Two-Sided Kidnapping.

Two gangs of kidnappers one princess

If one of the princesses wanders off or the players manage to get through the entire fair while satisfying the princesses, the two gangs of kidnappers make their move.

If one of the princesses wandered off, read the following.

You hear a scream from an alleyway up ahead. You rush forward in time to witness one of the princesses surrounded by two gangs of ne’er-do-wells and ruffians. One group consists of tough-looking selkies, their eyes gleaming with the cold, predatory light of the deep ocean, and the other is a group of fey creatures led by a hobgoblin, his face a mask of grim determination, his eyes burning with an unsettling intensity. They are arguing with each other.

Read the following if the players manage to get through the entire fair without the princesses wandering off.

As you are about to return to the carriage for the final time, a gruff voice shouts, “Hold it right there, ya mangy dogs.” Out of the shadows, a group of tough-looking selkies emerges, their eyes gleaming with a predatory light, led by a hulking brute with a warhammer and several wicked-looking grims snarling at their heels. The supposed leader laughs and says, “We don’t want any trouble, mate, just hand over the princesses and you can go on your merry way.” Before you can answer, another voice calls out, “Stand aside, you knaves, the princesses are our quarry.” Behind you, a tall, imposing hobgoblin knight steps forward, his green and black, ornate armor gleaming in the fading light. Several mystical-looking goblins flank him, their eyes glowing with strange power, and a contingent of vicious-looking redcaps, their iron caps stained a disturbing crimson. “Sod off, mate,” shouts the brute, “We were here first and our client promises she’d skin us alive and use our skin to make a nice coat if we return mpty handed.”

The first gang of kidnappers of a tough boss and nine selkie pirates sent by Duchess Muirín to make the princesses disappear, permanently. The second group is a Hobgoblin captain from the hexmarches, and his four bugbear stalker minions and a hobgoblin mage were sent to capture the princesses before the main assault on the Beltane Ball at Castle Sliberberg. Ailénach might hate her son-in-law, but she loves her daughter enough to spare her granddaughter.

Kidnapping interuptus. The two groups will continue to argue about who will get to kidnap the princesses for about a minute. If the players are canny, they can use the time to either sneak away from the scene, discreetly rescue the princess in peril, or get a surprise round.

Three-way melee. Once the fighting starts, any semblance of order quickly dissolves into a chaotic three-way melee. Selkies snarl and slash with their wicked blades, while the Hexmarch Fey unleash bursts of dark magic, and the Redcaps cackle as they try to get close. The Hexmarch contingent will flee once their knightly leader is dead or incapacitated, using teleport scrolls or other magical means to escape. Muirín’s pirate mercenaries, driven by the very real fear of their Duchess, fight to the death.

Back to Castle SLiberberg

Read the following aloud.

As the last rays of the Beltane sun cast long shadows, the royal carriage rumbles wearily through the gates of Castle Sliberberg, the sounds of the fair fading behind you. In a shaded corner of the garden, near the long, winding driveway, Aoibheann and, surprisingly, Fionnuala are seated, their silhouettes elegant against the backdrop of blooming flora. They sip from delicate, ornate glasses, their expressions a mixture of anticipation and regal composure, seemingly waiting for your arrival. The carriage halts, its wheels crunching on the gravel. Before you can extend a hand to assist, Marigold and Whimsy burst from within, a whirlwind of excited chatter and flailing limbs, dashing to embrace their mama. This joyous reunion is followed by the unexpected sight of Fionnuala, her usual stoicism momentarily abandoned, swooping over with an almost maternal grace to start cuddling Lillabella, who, oblivious to any underlying tensions, revels in the attention, gurgling and reaching for Fionnuala’s face.

Once the flurry of hugs subsides, Aoibheann rises gracefully from her ornate chair, her colorful dress rippling like a gentle wave. She turns to the players, a warm smile gracing her lips, and her voice, like the gentle chime of a bell, expresses her gratitude. ‘Thank you once again for taking my darlings to the fair. I trust they were… well-behaved?’ Her eyes twinkle with amusement as she gestures for you to recount your day. Encourage the players to recount the story of their day at the fair. The princesses, still buzzing with energy, interject with their own versions of events, their voices overlapping in a delightful cacophony. The princesses will tell very different versions of the day’s events depending on their mood. If a princess is happy (mood score greater than 4), they recounts the day’s events with excitement and shows off the souvenirs they got from the fair to Aoibheann. IF the princess’s mood is bad, they grumble and complain about what happened. Regardless of the princess’s moods, Aoibheann delights in recounting their adventure until the players get to the part about Aeliana’s strange behavior, the omens in the marketplace, and the attempted kidnappings of the princesses. She is visibly concerned about these omens, but Fionnuala reassures her that it is nothing to worry about. With 4 of the most powerful archfey in the grenze, herself, Aoibheann, Fredrick, and Zahak, it is laughable to think that anything truly bad will happen today, especially to, quote, “My lovely Little Beauty’s precious princesskins.”

Fionnuala’s assurances do wonders to lift Aoibheann’s mood, though a flicker of unease still lingers in her eyes. ‘I shall speak with Fredrick once he is out of the bath,’ she says, her voice thoughtful. ‘But for now…’

She claps her hands together, her tone becoming brisk and decisive. ‘It is time for the princesses – and you all – to prepare for the ball. I want this event to go off without a hitch, and frankly, you all smell like a day’s worth of excitement.’

At her words, several maids appear, their movements swift and efficient, to escort the protesting princesses away to a well-deserved bath. Despite their earlier exuberance, the princesses now voice their objections, their complaints echoing down the hall as they are led away.

Aoibheann then turns her attention back to the players, her gaze sharp and probing. She makes pointed inquiries about their preparations for the ball, her eyes assessing their attire and grooming. Any player characters who seem lacking in their preparations receive disapproving glances from both Aoibheann and Fionnuala, who, with a shared sigh and a roll of their eyes, decide to take matters into their own hands, with a subtle wave of Fionnuala’s hand and a nod from Aoibheann, a shimmer of iridescent energy washes over the offending player, their clothing transforming into elegant garments, the scent of wildflowers replacing any hint of grime. Have the players describe their new fancy garments and their characters’ reaction to the transformation. For their part, Fionnuala and Aoibheann find the reactions amusing and offer to do the same for all the characters, after all, it’s quicker this way.

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