Sessions:
1. If you have a ranger/druid/bbn/shaman in the group (or someone else with an unnaturally high nature check) they notice some oddities on their first outing. Nothing too weird, but maybe they see some birds flying south/north (opposite direction for the weather). At first, they might think this is some sort of danger coming in that direction, and when the check it out, they come to a clearing and see nothing out of the ordinary.
a. Possible additions in this might be some rumors in the tavern – maybe some of the farmers have noticed a distinct drop in produce quality and they’re blaming that retired adventurer that lives outside town. “She’s one’o them tyflungs, you know..”
b. The PC’s move along what story you want to weave around this….
2. In the following sessions, it’s very apparent she had nothing to do with this, and it may just be a random occurrence, but they get wrapped up in some other sort of more pressing issue…. Orcs. The weather is affecting their way of life, too. What little farming they do has failed, causing them to begin raiding again…something that hasn’t happened in many years. The party will have to stop this incursion.
3. The PC’s will probably level sometime around this point, from fighting orcs. Don’t directly point out that the raids are due to the weather until their final encounter with them. Have them beat back a number of attacks, save a town or two, and maybe help funnel some supplies to a neighboring town. For a late summer wind, it seems to be chill, the previous nature person, or someone with high religion could assume this is an omen for bad things to come… Definitely throw in an ambush or attack to back this up.
4. Once the heroes take the fight to the orcs, they’ll come across the orcish lands. Being that they don’t revere Melora at all, they were the first to suffer. The land is dry and arid, and animals are emaciated and dying. Here a primal character could possibly perform some rituals to help them, (I believe there’s a really good druid one that causes instant growth) and might be able to avoid future fighting in lieu of helping the orcs.
5. Now, the PC’s are definitely aware something is going on with the weather. They don’t know what, so they’ll need to investigate. If the party has a wizard/invoker/bard or any other class that may have a quorum, they should consider going to speak with their master/teacher/study group. They would likely find that monsters are encroaching ever-closer to towns/cities along the way. These creatures should be weaker than normal, as they’re starving, cold, etc… Unfortunately, so are the townsfolk, so they still require aid of the heroes.
6. Once they have time to do some investigation, break it down according to knowledge type. If it’s a cleric/invoker, they should get a cryptic message or prophecy, talking about hunting, etc.. (I would really draw on the story of Ceryneian Hind for this, but keep it vague). They should get information that doesn’t really make sense, but may give them a clue where to go next. If it’s arcane, maybe they summon a devil to get the information, and the devil’s all too excited about this mess… This information could lead them in the proper direction, or along another plot-point you wish to pursue.
7. By this time, the party should be close to leveling again, and are now seeing clear signs of abnormal weather (maybe a tornado where it cannot exist, the prey/predator issue above, or high temperature days in late fall/winter, followed by snow, followed by a gross vegetation growth, with plants/food springing up and rotting in the course of hours/days.) The party, after gaining further information has learned they should seek out the Fey Court, home of the Eladrin, to see what they know of the disaster. Unfortunately, finding access to the Feywild during the wild hunt proves to be challenging (probably met with Eladrin opposition at the easiest entrances).
8. Once within the Feywild, they should find the weather to be quite reasonable for the plane. After all, Corellon protects this realm and is outside Melora’s direct influence. Gaining audience with the fey court should be near impossible. They’re focused on the wild hunt and are reeling from the primal euphoria they gain during this time. This would be a perfect time for the Formorians (or a weaker opponent) to strike. The most powerful Eladrin are off on the hunt and cannot protect their realm. The heroes step in and defeat the would-be assailants, which in turn, grants them audience with the Court.
9. With the defeat of the formorians, leveling is probably likely, and they’ll be coming close to either getting their paragon path, one of the last powers, or reeling close to their epic destiny. This should begin to show in the players and how the NPC’s act and talk to them. The fey court should be divided on the issue with Melora. Some might believe the wild hunt should be halted to help the heroes, where others won’t have it. The skill challenge here should represent what the ultimate outcome is, as it has serious repercussions.
a. If the Fey court choose to forestall the wild hunt, it could anger the gods, primal spirits, or prove to be some massive undoing in the eladrin (I always like the idea that the wild hunt is some way they keep their very primal nature in check, and remain themselves. Choosing to ignore it may cause the eladrin to revert to a more primal state, or become something else, entirely…) Of course, I am assuming this is done by an outside source wanting to kill Melora, not sure what your plans are… With the wild hunt on hold, the true culprit may make a move against the party, showing his hand. This could be another god, though I think it makes more sense to be a primordial, or a powerful demon, etc… not really a deity.
b. If the wild hunt continues, then possibly an urging from one of Melora’s exarch’s, weakened by her goddesses state could begin to point them in the right direction. They have little time, and they need to find a way to free Melora, stop the hunt, and defeat the badguy…
10. With the true culprit identified, the party must act swiftly, as either option above leaves them with little time to save the eladrin or Melora. [[[It seems as though the Drow would probably make a good supreme villain here. They benefit from either outcome, as they’d defeat their hated enemies the Eladrin, or with Melora’s death, they cause endless destruction to the material plane, all without being discovered as the primary villain.]]]
a. What to do? To save Melora, they need to figure out how she was polymorphed, and they can’t just ask her, as the demiplane she is on is in a constant state of extreme weather flux (making that wild hunt all the more enticing) So they’ll have to take on the drow (at this point, it should be at least clear who might be the one behind it) and get them to undo the spell.
11. I like the idea of the drow pulling strings, if it’s a high level game, she should be hanging out in the demonweb, protected by Yochlols and other minions of Lolth. IF it’s a lower level game, then a high priestess who uncovered an artifact that caused this. Regardless, the party will need to confront her, and that won’t be easy. Either option requires them to leave the Feywild and focus on another enemy quickly, before Melora or the Eladrin fall.
12. Once they’ve successfully made the journey, they can take on the drow and her minions, retrieve said macguffin, and make their way back to the Feywild. They’ll probably have leveled around this point.
13. Getting into the feywild now, is even harder.
a. If the Eladrin continued the wild hunt, they’re not about to let the heroes in to interfere again, meaning the party would have to get quite crafty. If the game is high enough level, I like the idea that the heroes bargain with Avandra, or one of her exarchs, to grant them passage.
b. If they held off on the hunt, the feywild should be looking very bleak right now. With the constant strain coming from the demiplane Melora is on, and the fact that the eladrin, especially the court, are suffering from their decision, they’ll likely have to contend with a very dangerous realm. Possibly making the Eladrin some sort of monster would be a good choice, giving them a “zombie” like battle through the dying forest-plane.
c. Finally, they’ll have to confront the court one final time, requesting admittance to the demi-plane. This place should look like a mini elemental chaos: Blizzards, rain, winds, snow, ice, hail, you name it. Traversing through this place should be a nightmare, and they still have to “catch” Melora. She is still a goddess, just in animal form. Battling back hordes of animals protecting her, along with trying to catch a creature that can outrun arrows. If they succeed, the wild hunt can continue, and hopefully the PC’s can be involved in some way.
14. If they continued the hunt, the heroes will have to find another means of accessing the demi-plane, (possibly through a portal, or disguise, what-have you) and will have to interfere with the hunt. They’ll be forced to battle with the Fey Court and their champions, while trying to save Melora. This could be one epic battle. If the heroes succeed, they also become champions of the wild hunt.
15. Regardless, they will eventually save Melora. Once they do, they can perform the ritual and free her from her prison. Upon doing so, she escapes the plane and returns to the material plane to begin setting nature right.