You should start your game in the laboratory, and the player's goal should be to get to the portal.
Two Moon Magery, Tea Room, and Otter Refuge
Bottom level: The ground floor of the tower is the Children of the Storm Otter Rescue. You can surrender orphans by placing them in the otter house on the pole, and they will be integrated with the pack by kind animal experts. You can play with the otters during scheduled visits, entering at the small door to the right of the stairs.
Second level: Ascend the stairs to reach the Two Moon Tea House, where fey delicacies are faithfully recreated, and can be consumed without that pesky "Don't Eat Anything in the Feywild" rule.
Top Floor: Bigger inside than outside, the mage towers appear to be cute and miniature, but in fact are large and forbidding, masked by their innocent lower levels, but chock full of evil laboratories, dark libraries, experimental spaces, extradimensional monstrosities, a dog kennel, and many dusty attics.
The Great Mortigorn's Private Laboratory
Wizard central is alive with activity tonight as Mortigorn the Great hosts all the most important mages in the order to this special ritual. The large rectangular room has a scuffed wooden floor and blue walls. Bright moonlight pours through the tall windows. Pneumatic tubes run across the ceiling, carrying missives and magic components to other areas of the Two Moon Magery. Wooden cabinets, counters and shelves line the walls, and are strewn with all sorts of alchemical implements: vials of colored liquid, beakers that steam with puffs of smoke, mortar and pestles, and bubbling alembics, all being fussed over and operated by a posse of mages. Their robes are not presentational -- these are work clothes for a serious bit of labor.
On the table in the center of a room, a pink Faerie Dragon is pinned by clasps and ropes, and a mage in a pointy blue hat leans over her, holding a scalpel. Above his head, there's a huge glass orb, waiting to receive and preserve whatever organs or fluids the mage extracts. The room is busy with movement and low murmuring, as the assistants clink glass and the wizards chant their awful verses.
The Nevergreen Woods
Hounds howl, and the two moons shine down throwing competing shadow patterns over the green forest floor. The woods smells of moss, the tang of sweat from forest creatures under strain, a recent rain, and the tantalizing proximity of fey magic. Here, round orange woodmelons grow on raised stalks, each one swaying and shaking, as if to point the way to safety. The path itself becomes a stream, becomes light and shadow, stretches through the woods, bordered with twisting vines and woody tendrils. The trees wriggle and shift, leafless. Fog spreads around the forest and turns the night colder, allowing a hiding place for friends and foes.
Portal to Kingdom Come
Safety. Sanctuary. The portal to the Feywild opens in huge pink blooms in a lavender haze. Intoxicating to breath it in, when even the air feels bright, and gives a tingle to fingertips, a bounce to every step. Beyond the magical arch that draws itself through the night, there is a world with a purple sky. Here a bright blue light illuminates a delicate tent of gauze and shimmer. Two tall lithe figures wait there, beckoning to the captive to come to their waiting arms. To look into it is almost to be beyond it, but it ripples in space, a rift in time.
Note: These enemies may appear separately or all together, and your player doesn't need to encounter all of them, unless time permits.
The Loyal Rescue Otter
These otters have no idea that there's anything untoward going on upstairs. They just know they were rescued as orphans, experimented on to make them larger and more deadly, and honestly that's all they have the will or the remaining mental capacity to know. In the otter hierarchy, mightier makes rightier, and these adorably vicious creatures are led by Womper and Guts, the two biggest otters of all. Who's bigger -- Womper or Guts? They measure it out on the daily, but so far neither has been able to definitively claim supremacy.
Combat: Loyal to the pack and to their wizard patrons (captors? ehhh...) they hunt in groups and swarm their enemies with bites and scratches.
Special Skills: They can hold their breath underwater for a ridiculous amount of time, and have been known to hurl rocks and bric-a-brac from the laboratory garbage chute.
Marty Throon
This rapier's for hire. Known to those who fear her as The Golden Rogue, those who write her checks as Marty Throon, and those who love her as Dear Mare, this mercenary halfling rogue is paid by the Two Moon Magery to defend its assets. She doesn't live in the tower, she doesn't like tea, and she has more love for the Hounder Hounds than the otter foundlings.
Combat: She's very sneaky, can hide behind a willow twig, and throws daggers in rapid fire.
Special Skills: She doesn't make herself visible around the actual tower at all, but she has ways of keeping surveillance live, and makes it her business to know who's coming and going.
Mortigorn the Great
Mortigorn the Great was fathered by a water genie, but his mother is an Eladrin. Naturally ungifted, bitter, and argumentative, this wizard has wrestled his powers from the world by any means necessary. In a way, he's proof that you can get ahead in this life by eating pixies and drinking hag blood. In another way, it's lonely at the top of the mage tower, and he doesn't make a practice of paying attention to his minions, or even associating much with his peers.
Combat: He controls water and fights with ice. When things get gritty, he's likely to just try to eat his enemies.
Special Skills: Mortigorn is actually an amazing chef, and a little known fact is that many of the pastries and delicate sandwiches available in the tea room are his own recipe and design. He relieves stress by creating in the kitchen, as his Eladrin mother taught him to do.
Roll a d6 after post #12. This plot twist can be introduced at any time, even right at the end.
1. Which Way?!
The PC loses the Faerie Dragon. If they are playing the Faerie Dragon, then one of the NPCs gets lost.
2. Romance Strikes!
The Faerie Dragon falls in love with the PC. If they are the Faerie Dragon, then one of the NPCs falls in love with them. This romance can be intense platonic affection.
3. Alignment Surprise!
The Faerie Dragon is actually evil! If they are the Faerie Dragon, then one of the wizards is revealed to have the opposite alignment than the one they're presenting.
4. Change the Goal Posts!
The portal to the Feywild is not actually compromised somehow. Not safe. Gotta make a new plan.
5. Tear-jerker Finale!
In order to save the Faerie Dragon, one of the rescuers must be sacrificed. If the player is the Faerie Dragon, then one of the NPCs must die to save them. If they are not the Faerie Dragon, then their PC must die. If this noble sacrifice is made before 47 posts have been written, the player can take over another character.
6. Dad? Is that you?
The Faerie Dragon is connected in some unexpected way with the PC's backstory. If they are the Faerie Dragon, then they are connected in some unexpected way with one of the NPCs.
Roll a d6 after post #24. This complication can be introduced at any time, even right at the end.
1. The Smile Remains
There's a grinning cat up in a tree, striped purple and black.
2. Chasms Aweigh!
A deep cave suddenly yawns in the woods.
3. This is Exactly What I Was Looking For!
A mysterious key is found.
4. Suddenly Seymour
A strange plant grows unexpectedly large.
5. Wake Up, Mr. Frodo!
Sam Gamgee arrives for a cameo.
6. Blow Winds, Crack Your Cheeks!
A sudden thunderstorm breaks its fury in the night.
Roll a d6 after post #36. This enemy can be encountered at any time, even right at the end.
Mortigorn the Great is evil enough to subvert dogs! These hounds track the fairy relentlessly, and on a one roll, the pack catches up. The PC can fight them or cleverly use a high pitched frequency or another creative solution to drive them away. The wizard is unkind, and one dog can be befriended on a successful animal handling roll, made with advantage if the PC thinks to offer food. The newly loyal dog will drive thee other two away and travel with the PC.
Root Walkers
Some of the wizard's life-stealing endeavers have caused large populations of plant life to die off. Some of those animated as undead and have ripped themselves up by the roots with an insatiable hunger for warm-blooded creatures. With a movement speed of 15 feet, it is easy to outrun them, however, they present as a blighted field of wilted plants and only open their lookers and attack when the PC is in grappling range. The PC can be alerted to the danger with a successful, specific perception check or nature check on these plants. If they fail, the Root Walkers allow them to get into the field, then they animate and try to grapple the PC and eat them alive.
Rogue Mud Golem
Created by the wizard for manual labor, this Mud Golem interacted with fey magic and became self-aware. It ran away from the evil wizard and now haunts the wilds around the tower. Do its callous ill-treatment at the hands of the wizard, it is afraid of people and can be aggressive and threatening, but can also be befriended. It may have relevant information about the wizard or the wilds or the portal, but with no mouth, the PC will need to find a creative way to communicate with it.
Devil Dealer
Small, smiley, bat-eared, and innocuous, this little fiend has a magical staff that lets them port to people in dire need. They will appear at a time when the PC feels desperate or cornered, offering help for a price. The offered deal should be genuinely helpful for the immediate situation, but have a monkey's paw component, and the PC would be wise to read the fine print.
Neuleth Alombera'el, Eladrin Bard
Neuleth may be exactly what he or she seems---a curious and adventuresome fey elf who found the portal from the other side and decided to go walk-about on the Prime Material. Mercurial as any fey, charming but also proud, he/she can be a great help or a hindrance depending on their mood and how the PC chooses to interact with him/her. At the DM's discretion, he or she might also be a secret ally of the wizard out to trick them or a love interest for the PC.
Fey Flower Elemental
This creature has come through the portal from the other side. It exudes an intoxicating scent! On a failed charisma save, the PC experiences a euphoric high and is subject to hallucinations at random, inopportune moments. At the DMs discretion, these visions can be genuinely prescient. This effect can be removed by the Fairy once the portal is reached, or the PC can decide to keep it, retaining the ability to see glimpses of the future.
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Rime of the Frostmaiden | What Can Good Girls Do for the Devil?
Nothing Ever Happens in the North | Coppernight Hold | Gates of Paradise
Anya | Mercy | Jane | Bingle | Josie | Strip-the-Willow | The Bwbach
The Amazing RPG Race | Exquisite Corpse
Last edited by lostcheerio; Jul 12th, 2023 at 11:40 AM.
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"He looked to the Kender for wisdom. If there was one thing she was good for, it was pearls of wisdom. Wisdom buried beneath twelve hours of stories about obscure relatives." -- Imveros
__________________
Rime of the Frostmaiden | What Can Good Girls Do for the Devil?
Nothing Ever Happens in the North | Coppernight Hold | Gates of Paradise
Anya | Mercy | Jane | Bingle | Josie | Strip-the-Willow | The Bwbach
The Amazing RPG Race | Exquisite Corpse
Oooh, now I'm really excited that I've only described Mortigorn vaguely and from a distance. I get to do a double alignment switch where the BBEG was actually a good guy trying to save the world from that dastardly faerie dragon.
Oh, my player is gonna be so pissed when he finds out.
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"He looked to the Kender for wisdom. If there was one thing she was good for, it was pearls of wisdom. Wisdom buried beneath twelve hours of stories about obscure relatives." -- Imveros
I cannot believe how kind the dice just were to me -- I rolled a 4 on the last obstacle table. My player is a celestial warlock who somehow has an imp as a familiar. I was hoping for a 4, and I got a 4. I am in shock.
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Rime of the Frostmaiden | What Can Good Girls Do for the Devil?
Nothing Ever Happens in the North | Coppernight Hold | Gates of Paradise
Anya | Mercy | Jane | Bingle | Josie | Strip-the-Willow | The Bwbach
The Amazing RPG Race | Exquisite Corpse
Now it's time for me to roll BD's post 24 complication (as if we haven't made that game complicated enough already)
Dice No whammy, no whammy, STOP!:
1d6
5
__________________
"He looked to the Kender for wisdom. If there was one thing she was good for, it was pearls of wisdom. Wisdom buried beneath twelve hours of stories about obscure relatives." -- Imveros
__________________
Rime of the Frostmaiden | What Can Good Girls Do for the Devil?
Nothing Ever Happens in the North | Coppernight Hold | Gates of Paradise
Anya | Mercy | Jane | Bingle | Josie | Strip-the-Willow | The Bwbach
The Amazing RPG Race | Exquisite Corpse
It's perfect! If he ends up leaving badger's game and I don't have another thread lined up for him to jump into yet, I can send him into an LOTR parody.
OR
Since he has decided that his character is collapsing and unable to move for ... reasons?... I could have Samwise appear right now with a rousing speech that ends with "But I can carry you!"
__________________
"He looked to the Kender for wisdom. If there was one thing she was good for, it was pearls of wisdom. Wisdom buried beneath twelve hours of stories about obscure relatives." -- Imveros
__________________
"He looked to the Kender for wisdom. If there was one thing she was good for, it was pearls of wisdom. Wisdom buried beneath twelve hours of stories about obscure relatives." -- Imveros
__________________
Rime of the Frostmaiden | What Can Good Girls Do for the Devil?
Nothing Ever Happens in the North | Coppernight Hold | Gates of Paradise
Anya | Mercy | Jane | Bingle | Josie | Strip-the-Willow | The Bwbach
The Amazing RPG Race | Exquisite Corpse
I am very lonely in STEAMPUNK GMs so I am invading
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DMing: Fey Ghosts of Saltmarsh DMed: Battle of the Bards, Banshee Bride, NPSG, Clockwork Sienna, The Witch is Dead Playing: Ozbox Souptoot Played: Fioravanti-Anya-Ripper-Malyth, Ingetrude Frostblossom, Myrrh the Burned, Primble Thorne, Ozbox, Ferrar, Burnapolia Bronkus
__________________
Rime of the Frostmaiden | What Can Good Girls Do for the Devil?
Nothing Ever Happens in the North | Coppernight Hold | Gates of Paradise
Anya | Mercy | Jane | Bingle | Josie | Strip-the-Willow | The Bwbach
The Amazing RPG Race | Exquisite Corpse
__________________
Rime of the Frostmaiden | What Can Good Girls Do for the Devil?
Nothing Ever Happens in the North | Coppernight Hold | Gates of Paradise
Anya | Mercy | Jane | Bingle | Josie | Strip-the-Willow | The Bwbach
The Amazing RPG Race | Exquisite Corpse