A Beltane to Remember Part 3.The Beltane Ball

The players, having weathered the Storm In a Conference room and rescued the princesses from the dual kidnapping attempts at the Beltane Fair, have now reached the pinnacle of the Beltane festivities, a grand ball hosted by their friends and patron Fredrick and Aoibheann. Things seem to have calmed down in the castle, but the storm has not yet reached its peak. Forces that threaten to ruin the ball are converging on the castle. Will this be A Beltane to Remember or a disaster in the making?

The first dance of the ball

Background

For weeks, the kingdom’s upper crust has been buzzing with anticipation for the Beltane Ball at Castle Sliberberg. Centuries have passed since the last grand ball graced the halls of Sliberberg, and the anticipation is palpable. Every noble in the kingdom, from the lowliest baron to the most esteemed archfey, is eager to witness this historic event. Moreover, there is a tacit understanding that this ball is much more than your standard holiday affair. Beltane is a favorite date for young ladies to debut into a kingdom’s social scene. Everybody knows this ball is a debutante ball, and Queen Aoibheann is one of the debutantes. Indeed, she is both a debutante and the hostess, and she has spared no quarter or expense to make this ball memorable.

However, beneath the veneer of celebration, other forces are at play, their intentions far from festive. Duchess Muirín has been prepping for this day for a while. She plans to upstage Queen Aoibheann and sweep Fredrick off his feet before the night ends. She has planned meticulously for this day and spent a fortune stockpiling Philter of Love and dozens of other magic items for this very day. She’s going to have Fredrick to herself one way or another.

Perhaps even more interested in the outcome of this night, her heart a cold ember in her chest, is Aoibheann’s mother, Ailénach. The ancient fey queen has never forgiven the house of Mountainheart for their supposed betrayal, the centuries of resentment festering like a poisoned wound. The fact that her beloved daughter, her precious Aoibheann, has returned to being of flesh and blood and back with the scion of the house is a slap in the face she cannot ignore, an insult that burns like acid. Fortunately for her, the Beltane ball has become such a complicated affair, a swirling vortex of politics and romance, that both monarchs’ attention on their domain has faltered, their eyes fixed on the glittering spectacle. Under the cover of the festivities, she has snuck an army into the capital city, a shadowy tide flowing through the streets, with plans to raid the Beltane ball, kill Fredrick, and bring her daughter and granddaughters back to the Hexmires, where they belong, under her control.

Gameplay Note

If you are running this as part of the Beltane To Remember Trilogy, this adventure starts 30-50 minutes after part 2. Assume that the players have healed up to full HP through various means but have not recovered spell slots or any other consumable resource.

The Guests

Fredrick

Outfit: Noble blue velvet suit with silver embroidery, a flowing cape clasped with a large, ornate silver brooch depicting a wolf’s head, and a simple but elegant silver crown.

Mood/Behavior: Slightly nervous about hosting his first ball in centuries, but trying to project an air of regal confidence. He frequently glances at Aoibheann, seeking her reassurance. He might occasionally absentmindedly adjust his cape or touch his crown, a subtle sign of his unease. He’s also trying to hide his teenage-like excitement.

Aoibheann

Outfit:  An elaborate, shimmering pink ball gown made of spun moonlight silk, adorned with delicate floral embroidery and sparkling dewdrop-like gems. She wears a silver tiara with tiny, animated butterflies that flutter around it. She has all the “princessy” accessories she could add, including long, sheer gloves, a pearl necklace, and enchanted glass slippers.

Mood/Behavior: Excited and radiant, eager to make her first big splash on the social scene as Queen. This is the debutant ball for her and her daughters; she wants everything to be perfect. She moves with a graceful, almost ethereal quality, her eyes sparkling with anticipation. She also closely monitors Fredrick, especially when he interacts with other guests.

Fionnuala

Outfit: An elaborate, emerald green ball gown of shimmering silk, with intricate patterns of woven silver thread that resemble vines and leaves. Her hair is styled in an elegant updo, adorned with delicate silver combs and a few strategically placed, subtly glowing emeralds.

Mood/Behavior: She enjoys being at the party, moving fluidly between various groups of nobles to catch up with her numerous godchildren and acquaintances. She maintains a poised and gracious demeanor, but her eyes often dart around the room, assessing key individuals’ political landscape and reactions. There’s a subtle air of calculation beneath her charm.

Muirín

Outfit: A form-fitting pink mermaid ball gown that shimmers with an almost otherworldly iridescence, accented with golden embroidery that resembles scales. She wears golden stiletto heels and a twisted gold tiara, accentuating her (artificially) youthful appearance. Her hair is styled in an elegant updo, highlighting her (false) beauty.

Mood/Behavior: She is focused on getting Fredrick alone to flirt with him and slip him a Philter of Love. She does her best to avoid the players and Aoibheann, often making excuses to move away from them. Her smiles seem too practiced, and her eyes betray a hint of desperation and cunning. She is overly attentive to Fredrick, complimenting him at every opportunity.

Sultan Zahak of Qualdia

Appearance: Their appearance shifts depending on their date.

  • If with a man: A beautiful, bronze-skinned elf in an almost stereotypical Arabian princess outfit – a flowing, silken gown adorned with jewels, a delicate veil, and ornate gold jewelry.
  • If with a woman: A bronze-skinned elf dressed as an Arabian prince – a richly embroidered robe, a turban with a magnificent feather, and a curved scimitar at their side (likely ornamental).
  • They subtly shift ages and species to better match their date’s preferences, becoming younger or older, or adopting minor features of their species.

Mood/Behavior: Determined to enjoy the ball to the fullest, they stay glued to their date, insisting on participating in every dance and activity. They are possessive and somewhat jealous, becoming annoyed if the players try to cut in or if their date interacts with anyone else for too long. They exude an almost overwhelming charm and enthusiasm, sometimes to the point of being slightly overbearing.

Consul Algernon Tinkerwell

Apparent Origin/Look: Distinguished gnome with meticulously groomed white beard, wearing a tailored clockwork-embellished suit of deep blue velvet. Several small gears visibly turn on his lapel and cuffs. He sports a pair of elegant, lens-magnifying spectacles perched on his nose. Mood/Behavior: Keenly observant, occasionally adjusting his spectacles to examine interesting individuals. He speaks with a precise, slightly high-pitched voice, often peppered with technical jargon. 

Quirk/Notable Detail: Carries a silver-plated pocket watch that chimes with an intricate melody every few minutes. He occasionally pulls it out to check the time with an air of great importance. Possible Interaction Hook: Wants to court the players as potential patrons of the inventors of Ginkdimblid. Tries to strike up a conversation about the cutting edge of adventure supplies

Prince Leopold von Rosenburg

Apparent Origin/Look: Youthful human with a rakishly handsome appearance, sporting impeccably tailored attire in the latest Rosenburg fashion – perhaps a vibrant teal jacket with elaborate silver embroidery and tight-fitting black trousers. He has carefully styled auburn hair and a confident, almost theatrical air. 

Mood/Behavior: Charming, attentive, and engaging in conversations, particularly with influential nobles. He carries himself with a certain practiced elegance and a hint of playful arrogance. 

Quirk/Notable Detail: Always wears a single, exquisitely crafted rose-shaped brooch on his lapel, which subtly changes color depending on his mood (currently a diplomatic, neutral ivory). Motivation/Agenda (Brief): To subtly assess the political landscape of New Mountainheart and lay the groundwork for future trade agreements or alliances regarding Rosenburg’s fashion exports. He is also currently single and not in a serious relationship due to a recent incident that he refuses to discuss.

Possible Interaction Hook: Compliment the players’ attire (or subtly critique it), inquire about their influence with the royal family, seek their opinions on the latest trends in Rosenburg, or ask one of the player characters to dance.

Other Familiar Faces

Several of the players friends and allies from the Liberation of Sliberberg are the ball. These include

  • Tansy Fleetfoot
  • Guildmaster Aoife Goldspire
  • Commander Tamsin Ironshoal
  • Dean Gwilym Cwmwllyd
  • Lady Aisling Bellefontaine
  • Commodore Riona Byrne
  • Duke Lorcan Ó Ceallaigh
  • Panthor Silverhoof
  • Countess Caitríona mac Uathach

What’s their Face?

The players might decide to talk to a random person, or you might want to introduce a few new Mountainheart nobles, foreign dignitaries, or merchants. If so, roll on this table or select whatever elements make an interesting encounter.

d20Apparent Origin/LookMood/BehaviorQuirk/Notable DetailPossible Interaction Hook
1Regal fey with antlered headdressAloof and disdainfulTrails a faint scent of pine needlesMight offer a cutting remark about mortals
2Cheerful halfling with braided hairEager to pleaseCarries a basket overflowing with pastriesCould offer the players a treat
3Stern dwarven with a long, waxed beardIntensely seriousConstantly polishes a small axeMight need help with a “security matter”
4Giggling pixie with iridescent wingsPlayful and mischievousLeaves a trail of sparkling dustMight try to play a prank on the players
5World-weary human in travel-stained clothesQuietly observingHas a map rolled up in their pocketCould be looking for someone or something
6Elegant fey with vine-缠绕 clothingDreamy and distractedWhispers to unseen entitiesMight mistake a player for someone else
7Nervous gnome fiddling with gearsAnxious and fidgetyKeeps dropping small mechanical partsMight need help fixing a device
8Boisterous half-orc with a booming laughJovial and outgoingTells loud, often inappropriate jokesMight try to include the players in a game
9Mysterious figure cloaked in shadowSecretive and watchfulTheir face is always obscuredMight offer a cryptic warning or clue
10Sophisticated human in fine silksConfidently socialWears an ostentatious jeweled ringCould be looking for a powerful ally
11Earthy gnome with mossy bootsCalm and contemplativeCarries a potted plant everywhereMight offer wisdom about the local flora
12Energetic satyr with panpipesLively and flirtatiousOccasionally bursts into song or danceMight try to charm or seduce a player
13Haggard human with wild, staring eyesParanoid and suspiciousClutches a tarnished amuletMight accuse the players of ill intent
14Graceful elf with silvered hairCalmly observantHas a single, perfect white flower in their hairMight offer a philosophical observation
15Gruff pooka in surprisingly formal attireGrumbling and impatientKeeps checking an old-fashioned pocket watchMight be waiting for someone or something
16Child-like fey with wide, innocent eyesCurious and inquisitiveAsks many direct and sometimes odd questionsMight become attached to one of the players
17Well-dressed human with a forced smileTrying too hard to be friendlySweats slightly despite the cool airMight have a hidden agenda
18Tall, silent figure with glowing eyesIntimidating and reservedNever blinksMight be an enforcer or bodyguard
19Festive dwarf with tankards on their beltRowdy and celebratoryOffers drinks to everyone they meetMight challenge the players to a drinking contest
20Melancholy fey with drooping wingsSad and withdrawnSighs frequently and looks forlornMight be in need of comfort or assistance

Running the Ball

The ball is divided into several phases dictated by the dances in the ballroom and the great patio. Each phase lasts for roughly 20 minutes of real-world time. During dance, the players can take one of the following options.

  • Dance if they have a partner
  • Mingle with one of the other guests or a group of guests
  • Observe the guests
  • Do something else (e.g., get refreshments, leave the ballroom to explore other parts of the castle, try to eavesdrop on a conversation, etc.)

There’s a brief intermission between each dance to let the guests refresh themselves. During the intermission, the players can mingle, observe the guests, or do something else (e.g., get refreshments, try to influence an NPC, attempt a skill check related to the ball, etc.). The intermissions are also good opportunities to introduce new events or plot points.

The events of the ball

Below is one possible sequence of events that happens at the ball between the ball’s start and the attack on the castle. You do not need to follow this exact sequence of events and play the act by ear, but it is the recommended sequence.

Mingling with the guests

Music: Passacaglia by Handel

A palpable energy vibrates through the grand ballroom, a symphony of hushed whispers and the rustling of silk gowns, punctuated by the sharp, clear notes of a string quartet tuning up. The air is thick with the mingled scents of beeswax candles, the heady perfume of a thousand Beltane blossoms – hawthorn, marigold, and rowan – and the faintest hint of expensive cologne. Crystal chandeliers blaze overhead, their light dancing across the polished marble floor and the shimmering fabrics of the arriving guests. Heralds announce each new arrival, their voices booming across the hall and momentarily silencing the gentle hum.

Let the players mingle with the guests for a little while until they are comfortable socializing. When you think the time is right, describe the players as hearing a commotion from the entrance hall. When they naturally see what is going on, read the following aloud.

The crowd around you stares with dumbfounded disbelief at the latest arrival as the confused herald announces, “Duchess of the Isles and Coasts, her grace Muirín Uisceanna and her daughter Aeliana. Walking up the carpet and clearly reveling in the attention is Aeliana, except she is wearing the sort of clothes her mother favors, an elaborate pink gold mermaid style ball gown swishes with every step, her arms, neck, and ears sparkle with jewelry, and a pearl tiara graces a complicated updo. Held close to her shoulder is a 1-year-old mermaid with Aeliana’s red hair, wearing a matching outfit, who looks pretty confused by all the attention she’s getting.

Muirín makes quite a splash with her entrance

Muirín confidently strides through the great hall towards the ballroom. However, when she sees the players, she veers in another direction. Until the arrival of the noble family, Muirín makes sure that the players are nowhere near her; they are the biggest threat to the success of her plan. However, the players can get glimpses of her through the crowd, interacting with several of the younger members of the peerage. The players observe the unsettling perfection of Muirín’s transformation. The haughty tilt of her chin is gone, replaced by a warm, almost unnervingly approachable smile. She adopts a regal bearing, similar to Aoibheann’s, but with a subtly exaggerated grace. She even seems to mimic some of Aoibheann’s characteristic gestures, like a slight tilt of the head when listening intently, or a gentle touch to the arm while speaking. Still, these actions feel strangely artificial, like a poorly rehearsed performance. If the players make a DC 15 insight check, they realize she deliberately tries to force herself to be like Aoibheann.

Arrival of the Royal Family

The arrival of Fredrick and Aoibheann

When the players have enough time to mingle and observe Muirín’s new personality, the initial mingling part of the ball ends, and the royal family enters. Read the following

A fanfare sounds, and the music stops. Everybody turns to the doors. A herald in blue and silver clears his throat and announces, “Their royal majesties, King Fredrick Von Mountainheart and Queen Aoibheann Von Mountainheart.” Two servants open the door, and the crowd gasps when they see the couple. Frederick looks regal in a blue suit with silver details, a red cape with a silver clasp around his neck, and his crown upon his head. He is trying his best to project regalness but is a little nervous. But Aoibheann is positively radiant. She wears an elaborate pink ball gown that shimmers like a constellation of stars in the light of the chandeliers. Her silver tiara sparkles like the moon, and a pearl necklace with a single blue stone twinkles at her neck. She has wrapped her arm demurely around Fredrick’s elbow. Elsewhere in the crowd, you spot Duchess Muirín looking shocked and annoyed at being upstaged by the queen.

After the guests have overcome their awe, Fredrick and Aoibheann give short speeches—nothing too long or formal. The speeches receive applause from almost everyone in the ballroom except Muirín. 

The royal couple then walks across the ballroom to where the players are gathered. However, as the royal couple greets the players, Muirín cuts in on the conversation.  She greets Fredrick with a bubbly, energetic greeting, with a slight flirty flourish directed at Fredrick, confirming that she is Duchess Muirín and the infant she has been carrying around is Aeliana. Both Frederick and Aoibheann are shocked by Muirín and Aeliana’s transformation and ask why Muirín giggles and says that she wanted to make a fresh start with Frederick, wipe the slate totally clean; she not only looks young, but she has also had her memory of the last 22 years removed. Now she can participate in the new youthful energy of the court, and Lillabella has a new friend her age to play with. It is almost like that dreadful first meeting with Fredrick never happened.

The rest of the exchange quickly devolves into Muirín answering questions about her transformation and recent activities while subtly flirting with an increasingly flustered Fredrick. If it wasn’t clear before, make it abundantly evident now: Muirín is trying to be Aoibheann, and failing spectacularly. Fredrick, visibly uncomfortable, shifts from foot to foot, his smile strained. He glances at Aoibheann, a silent plea for rescue in his eyes, but she seems equally frozen by the bizarre spectacle. The players, too, find themselves increasingly sidelined, their attempts to interject met with a dismissive wave from Muirín. You can almost see the gears turning in Fredrick’s head as he desperately tries to find a polite way out of this increasingly bizarre conversation. If the players suspect that something is up, have them make a DC 12 Insight check. On success, they realize that Muirín is trying to seduce Fredrick, but she is coming on too hard; despite her best effort, she cannot pull off the same style of fairytale princess that Aoibheann naturally does.

The first dance

Music: Blue Danube

The lilting strains of the Blue Danube waltz fill the ballroom, a signal for the first dance. Frederick and Aoibheann, their faces betraying a shared desire to escape the clutches of Muirín’s unsettling charm, interlock hands. With a practiced grace, they glide onto the polished dance floor, their movements a mirror of practiced elegance. Most other couples follow suit, their gowns swirling like vibrant blossoms in a gentle breeze. Muirín watches from the sidelines, her frustration a palpable tension in the air. Leopold von Rosenburg, however, remains seated, his gaze fixed on you with an unnerving intensity. In a quiet corner, Algernon Tinkerwell and Fionnuala are engrossed in a hushed conversation, their brows furrowed in concentration.

Prince Leopold. Prince Leopold noticed the exchange between the players and the royal couple and decided to try to build rapport with them. He will try to converse with any player who does not join the first dance. The conversation will start with small talk about trends and fashion in SLiberberg. Rosenberg will eventually transition to inquiries about local politics and the player’s role in the current government. There is a 1 in 4 chance he becomes infatuated with a female Player character.

Algernon Tinkerwell and Fionnuala. Algernon Tinkerwell and Fionnuala are talking about a certain citizen of Ginkdimblid, an inventor by the name of Thistlewick who helped created the prototype of the magic sucking device.

The first intermission

As the final notes of the waltz fade, the dancers gracefully retreat from the dance floor, forming small, chattering groups around its perimeter. The air, still alive with the lingering melody, is now punctuated by the clinking of glasses and the soft murmur of conversations. Servants, their movements precise and practiced, begin to circulate through the crowd, offering trays laden with sparkling drinks and delicate finger foods. The scent of champagne mingles with the sweet aroma of pastries, creating a heady atmosphere of celebration.

Muirín. Muirín will take a pair of champagne glasses from one of the orbiting servants. She will dose one with a potion of eagle’s splendor and the other with one of her Philters of Love. She waits until Frederick is separated from Aoibheann and the players and then offers her the spiked drink, using her charm to convince him to drink as part of a toast to new starts. The potion effect takes hold immediately. If the players succeed on a passive perception of 13, they spot Muirín giving Fredrick the drink, but have no way to know that his drink has been spiked. If Muirín cannot get Fredrick alone this intermission, she will try each intermission until she succeeds.

Marigold Makes a Scene. During the first intermission, Marigold comes running into the ballroom, obviously upset, and her dress is streaming with mud. She makes a beeline for her mother or godparent, whichever is closer. When she arrives, she explains that one of the boys pushed her into one of the flower beds, ruining her pretty dress. If Aoibheann is the one Marigold runs to, she smiles and takes her daughter by the hand to get her dressed and cleaned up.

Algernon Tinkerwell. Fionnuala makes an introduction if the players have not introduced themselves to Algernon Tinkerwell. Algernon wants to talk to the players about inventions his people could provide or create to benefit adventurers. The conversation quickly turns into him asking questions about the players’ adventures or, more specifically, how to make items to overcome past challenges.

Fionnuala. After the introduction, Fionnuala moves to a knot of 4 of her godchildren.

The Second Dance

The music swells, and the couples again take to the dance floor.

Music: Voices of Spring

Prince Leopold. If Prince Leopold has become infatuated with one of the player characters, he asks her to dance. After the dance, he will not stray far from her side.

Muirín. If Fredrick drank one of the Philter’s of Love, he would invite Muirín out for a spin on the dance floor.

Aoibheann. Aoibheann is absent during this dance; she is still dealing with the mud incident.

Algernon Tinkerwell, wiping his brow with a grease-stained handkerchief, seems satisfied with his answers and hobbles over to get something to drink, his mechanical leg whirring softly with each step.

The Second Intermission

Muirín and Fredrick. Muirín, feigning a need for ‘alone time’ with Fredrick, subtly leads him away from the ballroom. The players can spot their exit with a DC 9 passive perception check. Otherwise, they discreetly slip out of the ballroom with only a few foreign guests and the chaperons at the children’s ball noticing the departure.

Fionnuala. After making the rounds of her older godchildren, she wants to check in on Aoibheann. She seeks the players out, hoping that they know where Aoibheann is. If they tell her about the mud incident, Fionnuala deduces that Aoibheann is likely forcing the boy who pushed Marigold to say sorry at this time, and heads out to the garden.

Aoibheann. At the end of the third intermission, Aoibheann returns with Fionnuala and immediately seeks out Fredrick. If Fredrick is not in the ballroom, she looks around confused.

The Third Dance

The music swells, and the couples again take to the dance floor.

Dance Waltz from Sleeping Beauty by Tchaikovsky

Aoibheann. Continues to search the ballroom for Fredrick

Prince Leopold. If Prince Leopold has become infatuated with one of the player characters, he once again asks her to dance

Algernon Tinkerwell. He is talking to one of the dukes about an overly complicated contraption that will help with farming.

The Third Intermission

Aoibheann. If Fredrick drinks one of the Philters of Love and leaves the ballroom, Aoibheann asks the players if they know where he is. If they tell her about Muirín leading Fredrick out into the garden, she says she feels bad and asks the players to accompany her. Otherwise, she asks the players if they would help search for her wayward husband.

  • The players can make a DC 13 persuasion check to talk with the other guests to learn where Fredrick went, and they point out into the garden.
  • Once the players are out in the garden, they see the area where the children’s ball is being held. Asking with minders and nannies reveals that Fredrick and Muirín went off towards the far side of the lake.
  • The fourth dance starts by the time they find Muirín and Fredrick

The Fourth Dance

The music swells, and the couples again take to the dance floor.

Music: The Waltz of the Flowers  by Tchaikovsky

A compromising scene. If Fredrick drank one of the Philters of Love and left the ballroom, the players find him and Muirín in a compromising scene. Read the following aloud.

Secret rendevous

You find Fredrick and Muirín in a strand of blossoming cherry trees at the edge of the garden’s lake. They are locked in a passionate embrace against the trunk of one of the cherry trees, their bodies pressed together. Frederick’s jacket is on the ground, and Muirín is in the process of unbuttoning his shirt. The laces of her dress are undone, revealing her teal blue bosom. Their movements are urgent, and their faces flushed with desire. “Oh my god, Fredrick, what are you doing?” shouts Aoibheann in shock at the scene. The pair turns towards you, their faces masks of embarrassment and annoyance. “Isn’t it obvious,” said Muirín with a seductive, wicked grin, “Fredrick wants me now, like he should have 22 years ago, so run along home, dirt princess, it’s time for him to get a taste of a real, refined lady.

Aoibheann quickly deduces from Frederick’s behavior that he is under the effect of an enchantment and correctly guesses that he drank a Philter of Love. She casts dispel magic on Fredrick to end the effects of the charm. When the charm ends, Fredrick is momentarily confused and mortified at what he was doing. He thrust Muirín away and shamefully slinks back to Aoibheann’s side while apologizing for what he just did. Aoibheann will have none of it; she knew he was being affected by magic, but he should have kept her guard up around her.

Princess fight. With her plan to charm Fredrick with magic and lure him into a compromising position thwarted, Muirín moves on to her hastily concocted plan C: She is going to try and convince Fredrick that she is far better for him than Aoibheann ever could be. She will sexily slink over to Fredrick, her movements feline and deliberate, and hook her arm possessively under his right arm, her fingers tracing patterns on his skin. “Come with me, darling Freddy Weddy,” she purrs, her voice a silken whisper, “I understand you, I cherish you, and my love burns for you with a passion that Aoibheann could never hope to match.”

Aoibheann, her eyes flashing with anger and hurt, hooks her arm under his other arm, her grip firm and possessive. “Don’t listen to her lies, Fredrick,” she says, trembling slightly, “I am your wife, the mother of your children. I love you with every fiber of my being; our bond is sacred. Think of our daughters, Fredrick. What message would it send to them if you chose this… this delusion over your own family?”

Frederick looks from one woman to the other, his face a mask of confusion and inner turmoil. He clearly does not want to choose, torn between his love for Aoibheann and a strange mix of pity and fear for Muirín’s obsessive infatuation. Both Aoibheann and Muirín turn to you, their faces pleading, their eyes filled with desperation. “Tell him, [Player Names],” they say in unison, their voices echoing in the tense silence, “who does he truly belong with?”

It is up to the players to handle this high-tension scenario and prevent it from becoming a catfight between Aoibheann and Muirín. Let them use any roleplaying trick, spell, or check to defuse the situation.

Roleplaying the love triangle

  • Aoibheann
    • Aoibheann will call Muirín a crazy, self-obsessed homewrecker who has lived her whole life assuming that Fredrick will fall into her lap the moment he lays eyes on her. 
    • She points out that Muirín is a fraud, and any resemblance to her is her acting the part to get Fredrick to fall in love with her.
    • She reminds him that she was so desperate for him to love her, she drugged him and was about to make him have sex with her so she could blackmail him.
    • She says that Muirín was once her favorite among the noble children, seeing how vain and entitled she acts now, she wonders how she could have been her favorite
    • She also tells Fredrick to consider their daughters and what choosing Muirín would do to them.
  • Muirín
    • Muirín will make pointed comments about Aoibheann not loving him as much as she does because she did not reveal herself to him during her 500-year absence. If she really loved him, he would do something.
    • She calls her out on her seeming inaction during the Murtagh Affair. She could have saved her beloved if she had not been too busy being a patch of dirt.
    • She reminds Fredrick that he once nearly fell for her, that was no fraud, and here she is again, just like she was at that first faithful meeting, willing to forgive what he did to her.
    • Muirín will also call Aoibheann plain, and the queen of one of the most powerful kingdoms in the Feengrenze should have a beautiful queen like her.
    •  He will also comment on how tragic it is for little Aeliana to grow up without a father and how Fredrick would be a wonderful father for her.

Party Crashers

Just as the confrontation between Aoibheann and Muirín threatens to devolve into a cat fight (or, depending on how well your players did, seems to be close to resolving amicably), the sounds of screaming echo through the garden in the general direction of the castle gate. Read the following.

Suddenly, the sounds of screams echo throughout the garden. They are coming from the direction of the castle driveway and quickly getting closer to you. Suddenly, you find yourself in your adventuring gear. A pair of gasps announces that Fredrick is wearing his gleaming silver plate armor, complete with his massive sword and shield. Fionnuala’s voice echoes in your head, “No time to explain, get back to the castle. Warriors from the Hexmires are attacking.” Aoibheann and Muirín release their shared object of affection, and the looks they exchange make it clear that this is nothing more than a truce while Fredrick deals with the greater threat.

Frederick leads the players towards the castle’s main entrance, where they find a pitched battle. Dozens of redcaps, hobgoblins, centaurs, and mages are clashing with the castle’s guards and knights of the various guests. The defenders are slowly being driven back inch by inch towards the castle’s entrance and the gardens. Frederick throws himself at the nearest mass of enemies.

Griffon knight attack. 

Just as the players charge into the fray, their path is cut off by a squad of 3 hobgoblin griffin knights, and their commander crashes down in front of them. The commander states matter-of-factly that her ladyship Ailénach An Draíocht has commanded him and his men to take the heads of Fredrick’s faithful hounds (implying the players are the hounds) before he and his men charge. The knights use their mounts’ superior mobility to avoid being flanked and to focus down one pc at a time, focusing on spellcasters, healers, and squisher classes like rogues and rangers.

After the battle. 

The battle is over once the players deal with the knights sent to deal with them. Frederick’s bold charge turned the tide, and the army, not expecting to deal with the legendary eternal prince at full strength and a collection of the most powerful magic users in the kingdom, turned tail and fled through the gate. Fredrick returns to the player, asking them if they are alright and if they know where Aoibheann is. 

If the players help him search for her, it does not take long to hear her and Muirín back at each other’s throats. This time, they blame each other for the attack on the ball. Muirín blames Aoibheann for her mother’s seeming insanity and says that if she were to go back home and let her have Fredrick, this attack would not have happened. Aoibheann blames Muirín’s little stunt with the Philter of Love for distracting her just enough for her not to notice the army marching upon the castle. Despite Fredrick’s pleas for them to stop, the argument quickly devolves into a catfight. It will be up to the players to pry the noblewomen off each other, and they will not stop name-calling and struggling to break free. Have them make a strength or athletics check DC 14 to pry the two women off each other. Failure results in one of the women getting loose and tackling their rival.

The Wish

As the players hold the struggling nobleman, they hear a familiar voice cry, “What is the meaning of this?” Fionnuala steps into the little nook where the fight between Aoibheann and Muirín was taking place and demands an explanation for why the players are manhandling her goddaughter. As her player or Fredrick explains, her disapproval grows. At the end of the explanation, read the following.

Fionnuala sighed, her voice heavy with disapproval. “Unbelievable,” she says with a sneer to Aoibheann and Muirín, “to think two grown women are fighting over a man like two tots with a dolly. I cannot let this continue now or ever.” She sighs again and says, “I can cast wish one more time today, Frederick, Aoibheann and Muirín, I give this wish to you three but know this, by the rules of the fey if thou receives this gift you each will be obligated to pay me back in kind at a date of my choosing. And Muirín knows this, I will not simply hand you the marriage that belongs to Aoibheann out of love for my favorite godchild. None present shall leave this spot until you three decide how to resolve your issues.

When Fionnuala finishes her decree, the players quickly find that her command is literal; their feet are stuck to the floor. Also complicating is that Aoibheann, Muirín, and Fredrick are miles apart in their desires. 

  • Frederick wants Muirín to understand that she will never have his heart, move on, and hopefully become friends with Aoibheann. 
  • Aoibheann would prefer that reality change so she returns when Muirín is a baby. That way, she would not have developed this unhealthy obsession with Fredrick in the first place.
  •  Muirín is still dead set on being queen, one way or another; she doesn’t care about how; she just wants to be Frederick’s wife and queen. 

It will be up to the players to break the deadlock and get the three to agree on a wish that will accommodate everyone.  When the three have finally decided on a wish, read the following.

“So be it,” says Fionnuala. With a wave of her hand, your vision fills with magical sparkles that slowly grow to encompass all your vision and every other sensation. When they are faded, you are back in the ballroom, in your formal attire. The ball is in full swing as if everything that transpired, the confrontation between Aoibheann and Muirín, the attack on the castle, never happened.

Possible wishes. Here are a few suggestions for the possible wishes and outcomes. The wish changes reality, so Aoibheann and Muirín’s new situation has always been the case. How those changes affect the kingdom beyond the obvious is an exercise for you and your players to resolve. 

  • The two queens. If the wish was for both Aoibheann and Muirín to be Fredrick’s queens, the players find Aoibheann and Muirín fighting over the next dance with Fredrick, although it’s more sisterly rivalry than catfight between romantic rivals. They are dressed like Aoibheann was earlier, except Aoibheann’s is pink and Muirín’s is aquamarine. Both wear tiaras. If the players ask any other guests, they get a long, implausible story about how Fredrick ended up with two queens. It will take some time before the two queens can live peacefully under one castle roof.
  • A Fredrick for Muirín. The wish changes reality so that Fredrick has a twin brother named Admiral Klaus Von Mountainheart. Reality has changed so that Fredrick and Klaus have always been brothers, with Klaus being duke of the Isles and Coasts and serving as the Admiral for the Royal Navy. The brothers are identical in personality, temperament, and appearance, except that Klaus has white fur. Moreover, Klaus has always been Muirín’s husband. Muirín is initially hesitant about her new husband, but once Klaus proves himself as charming as Fredrick, she is delighted with the results. All the animosity she has towards Aoibheann vanishes instantly, and she embraces her new sister in law.
  • The Mirror Kingdom. The wish changes reality so that there are two versions of New Mountainheart: one for Aoibheann and one for Muirín, in two separate universes, each with its version of Fredrick. Muirín and Aelaina disappear from this universe, and a new Duchess of the Coasts and Isles takes her place. The royal couple and the players learn that the realms are connected by a mirror in the castle parlor. It turns out that the two kingdoms are perfect mirrors of each other, except for who Frederick’s consort and children are. Muirín is as happy as can be with her new life. Her lingering animosity towards Aoibheann is long gone, and she even suggests that they arrange playdates for Lillabella and Aeleina.
Fredrick has his hands full with two queens to please

Conclusion

The players quickly learn that nobody in the ballroom, other than themselves, Aoibheann, Muirín, and Fredrick, remembers anything about the attack on the castle, as if the last two hours never happened. When they approach Fionnuala, she gives them a sly smile and a wink and says she has no clue what they are discussing. However, it quickly becomes apparent that the wish, whatever Aoibheann, Muirín, and Fredrick decided upon, has been granted. In fact, nobody, other than those present when the wish was granted, remembers reality being any other way.

The rest of the ball goes off without a hitch. The smiles on the guests’ faces clearly indicate that this is truly a Beltane ball to remember, capped off with an epic fireworks show. Have the players describe how they spend the rest of the night. 

The next morning, the magic of Beltane seemingly fades into nothingness. Workmen start breaking down the decorations and the stalls. The guests begin to leave, and there seems to be a sense of lost wonder in the air, like there will not be a Beltane that could rival this one. The guests at the castle start to leave one by one. Zahak is the first to go and makes an elaborate farewell to their date, inviting them to come to Qualdria to visit, and disappears in a cloud of smoke. If he develops a romantic interest in one of the PC, Prince Leopold gives them a token of his affection before they leave. 

Fionnuala is the last to leave. The departure is tearful and involves the princesses giving lots of hugs to Aunty Fionnuala. Before she goes, she reminds the players of what’s at stake with their contract, promises them she will have a suitable territory to serve as their fief shortly, and will contact them if she needs their help with a grand undertaking.

Appendix New Stat Blocks

One response to “A Beltane to Remember Part 3.The Beltane Ball”

  1. […] on our question of canon ending is A Beltane to Remember Part 3: The Beltane Ball. To review the adventure, we saw newly youthened try to seduce Fredrick during the Beltane Ball, […]

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