howandwhy99
Adventurer
Quickbeam vs. Howandwhy99
Obvious Snafu
The Dolphin King
Keen Scythe
All-Around Vision
Ex-Patriots
Worg
The Legend of Rianna
Setup: The players begin play with 1/2 level characters of themselves as school children of approximately the same age. While on a field trip to the local museum of art, one of the artists shown (named Clive Staples) has number of fantastical paintings and statues displayed. In an out of the way corner by a large painting (entitled The Dolphin King) sits a faun (satyr, no pipes) and two beavers (awakened). These are: Mr Tumnus and Mr & Mrs Beaver. Having mistaken them for statues, no one else has paid attention to these 3 other than the childhood PCs. The faun is whimpering and will explain their story. They are Ex-Patriots from their homeland of Rianna, having long ago come here to live with their late friend Jack. Now they can no longer return because each is too old to see the lantern in the painting; the key to the portal back. The canvas next to them is entirely filled by a dark and wintry forest. Of course, when the children look they see a lantern on a post neatly hidden in the painting. The faun will ask for the children to join hands, close their eyes and imagine the lantern, while he leads them on.
Background: Rianna is a magical forest land enslaved in eternal winter by the Ice Witch (Sor5, substitute Witch Spell List DMG p26). Through fear, trickery and with the help of Worgs and wolves she has ruled the forest and the fairie folk within. Some time ago, she petrified the worg, Kraulng, husband and pair-mate to Rogna (Worg, per MM184). The Ice Witch has now lost most of her wolf army to a rebellion led by Rogna. The forest creatures (dryads, nymphs, pixies, awakened birds, mammals, etc.) are in a state of perpetual fear. Blood and battle are a common site as the land grows ever colder. The Ice Witch has just lead a failed attack on the base of the rebellious Worgs and wolves and in doing so has had her most powerful weapon destroyed: the wand of petrification (wand of flesh to stone & reverse). There now seems no way to return any of the stone statues of creatures that litter the forest and the Witch's castle courtyard to normal. Enter into this obvious snafu, the PCs.
Events: After passing through the painting, the group will find no matching one on the other side. (play up the cold & wind). Tumnus & the beavers kindly lead them to the locations of their families' homes (cave & burrow) for tea, crumpets, warm clothes and homecoming festivities. The fairie only know the location of their homes and the Ice Witch's castle and will not be able to lead the PC's back to the lantern. Most of the forest is now treacherous and riddled with mysteries. (Use geomorphic mapping a la 1E Dungeoneer's Survival Guide).
From here on events can run according to the PCs actions, randomly or by DM fiat. It is suggested that the DM allow as many scenes as practical.
The fairie folk urge the children to help them overcome the tyranny of the Ice Witch and the Worg rebels. They will tell them the history of Rianna and how their king was overthrown by the Witch and how the Worg have rebelled. If the PC's accept, the fairie will arm them with weapons, armor and supplies.
If the children show some success, the fairie will also tell them of a secret prophecy. The Ice Witch has fooled Death by hiding his keen scythe (+1 keen). None of the fairie can now die while in Rianna, so the Witch has started to petrify those she doesn't like. It is believed that this scythe is the only weapon that can kill the Witch.
Wolves will most likely try hit and run tactics on the PC's when out in the forest during the day.
Other fairie folk will most likely run from the PC's (especially if they are armed) or will help them depending on their reputation with Tumnus and the Beavers and quickly it has had time to spread.
It is always possible that the PC's will find the lantern and a path leading back to their home world. While there is no picture frame, picturing in your mind the lantern and the post while walking past them should do the trick.
In the forest, the PC's can meet Rogna who will have her wolves encircle the group before speaking. For her, the PC's may either be one of the Witch's tricks, or some outsiders who found a way into the forest. (The forest is believed to be unending) Rogna would like to know a way to get out, but is not easily fooled, being smarter than the typical worg. She will begin an alliance, if the PC's possess the scythe and mean to kill the Witch or are savvy enough to prove their worth.
The Ice Witch can be met in either her castle or the forest. If outside, she will be guarded by worgs and in a sled pulled by wolves. She has been very paranoid since Rogna began the rebellion. She constantly wears her other powerful magical device: a tiara of all-around vision (works as a robe of eyes). This tiara keeps her from being surprised or flanked while in combat. It has been especially useful in circumventing worg attacks, because of their usual tactics [encircling]. She will be most intrigued by the PC's and try and trick them before attempting to capture them. She is very devious and will attempt to split the party, charm all or some, even using drugged sweets, if necessary. She would also like to know of a way out of the forest. (If one of the PC's has the scythe, see below).
Advancement: Depending on how the PC's behave they stand a good chance of beating the Ice Witch and freeing Rianna. As they chose more heroic and quick-thinking methods of dealing with their predicament, they are rewarded.
If PC's show acts of bravery in the face of danger: Advance their PC's into adulthood (1st level) before the actual fight begins. This reflects the ability to face their fears, even when vastly overpowered.
If PC's attempt to resolve danger peacefully:[ Have the shy fairie folk stand alongside them when they face the Ice Queen. This is indicative of the trust they have garnered.
If PC's perform some act of quick thinking: Reward them with a clue as to what their enemies' weaknesses are. (The Witch's blindness, Rogna's grief) An especially insightful fairie folk could pass this along.
If the PC's have successfully accomplished all three of these goals or somehow other story elements dictate it, continue on to the conclusion.
Conclusion: At some point (preferably twilight) the PC's will find a large treeless hill in the middle of the forest. At its peak lies a huge stone table with deep engravings along the side. On top of this table is the keen scythe. It was here that the Witch killed the old king and it was also here where she lost the scythe many years later. Because it is the means of her death, it has always been invisible to her, even while wearing the tiara of all-around seeing. Hence her paranoia.
Once the scythe is in the PC's possession, the fairie folk will accompany them to the Witch's castle. If Rogna and her pack are met on the way, they will attempt an alliance. The Witch's wolves will also give way. The Ice Witch will hide behind her door, lie, promise, and curse for anyway out. Once confronted by someone with the scythe, however, a strange thing happens. The scythe transforms into a being which obviously controls life and death. Above the crowd hangs the floating glowing form of the old king: a dolphin.
[*this should actually be someone's golden lion. Call it an obvious snafu
*]
As he is the possessor of both life and death, the king's form was embodied in the instrument which traditionally could be used for both. (harvesting food from fields, and well, death)
After this last episode, the snows melt and Rianna returns to its perennial summer. The Dolphin King will reward the PC's for their brave deeds and offers them royal titles. The Witch will be banished and the statues returned to life. If they wish, the PC's can even be shown the path to return to their original world. However, if they leave, they will find that they are children once again and almost no time has passed.
Obvious Snafu
The Dolphin King
Keen Scythe
All-Around Vision
Ex-Patriots
Worg
The Legend of Rianna
Setup: The players begin play with 1/2 level characters of themselves as school children of approximately the same age. While on a field trip to the local museum of art, one of the artists shown (named Clive Staples) has number of fantastical paintings and statues displayed. In an out of the way corner by a large painting (entitled The Dolphin King) sits a faun (satyr, no pipes) and two beavers (awakened). These are: Mr Tumnus and Mr & Mrs Beaver. Having mistaken them for statues, no one else has paid attention to these 3 other than the childhood PCs. The faun is whimpering and will explain their story. They are Ex-Patriots from their homeland of Rianna, having long ago come here to live with their late friend Jack. Now they can no longer return because each is too old to see the lantern in the painting; the key to the portal back. The canvas next to them is entirely filled by a dark and wintry forest. Of course, when the children look they see a lantern on a post neatly hidden in the painting. The faun will ask for the children to join hands, close their eyes and imagine the lantern, while he leads them on.
Background: Rianna is a magical forest land enslaved in eternal winter by the Ice Witch (Sor5, substitute Witch Spell List DMG p26). Through fear, trickery and with the help of Worgs and wolves she has ruled the forest and the fairie folk within. Some time ago, she petrified the worg, Kraulng, husband and pair-mate to Rogna (Worg, per MM184). The Ice Witch has now lost most of her wolf army to a rebellion led by Rogna. The forest creatures (dryads, nymphs, pixies, awakened birds, mammals, etc.) are in a state of perpetual fear. Blood and battle are a common site as the land grows ever colder. The Ice Witch has just lead a failed attack on the base of the rebellious Worgs and wolves and in doing so has had her most powerful weapon destroyed: the wand of petrification (wand of flesh to stone & reverse). There now seems no way to return any of the stone statues of creatures that litter the forest and the Witch's castle courtyard to normal. Enter into this obvious snafu, the PCs.
Events: After passing through the painting, the group will find no matching one on the other side. (play up the cold & wind). Tumnus & the beavers kindly lead them to the locations of their families' homes (cave & burrow) for tea, crumpets, warm clothes and homecoming festivities. The fairie only know the location of their homes and the Ice Witch's castle and will not be able to lead the PC's back to the lantern. Most of the forest is now treacherous and riddled with mysteries. (Use geomorphic mapping a la 1E Dungeoneer's Survival Guide).
From here on events can run according to the PCs actions, randomly or by DM fiat. It is suggested that the DM allow as many scenes as practical.
The fairie folk urge the children to help them overcome the tyranny of the Ice Witch and the Worg rebels. They will tell them the history of Rianna and how their king was overthrown by the Witch and how the Worg have rebelled. If the PC's accept, the fairie will arm them with weapons, armor and supplies.
If the children show some success, the fairie will also tell them of a secret prophecy. The Ice Witch has fooled Death by hiding his keen scythe (+1 keen). None of the fairie can now die while in Rianna, so the Witch has started to petrify those she doesn't like. It is believed that this scythe is the only weapon that can kill the Witch.
Wolves will most likely try hit and run tactics on the PC's when out in the forest during the day.
Other fairie folk will most likely run from the PC's (especially if they are armed) or will help them depending on their reputation with Tumnus and the Beavers and quickly it has had time to spread.
It is always possible that the PC's will find the lantern and a path leading back to their home world. While there is no picture frame, picturing in your mind the lantern and the post while walking past them should do the trick.
In the forest, the PC's can meet Rogna who will have her wolves encircle the group before speaking. For her, the PC's may either be one of the Witch's tricks, or some outsiders who found a way into the forest. (The forest is believed to be unending) Rogna would like to know a way to get out, but is not easily fooled, being smarter than the typical worg. She will begin an alliance, if the PC's possess the scythe and mean to kill the Witch or are savvy enough to prove their worth.
The Ice Witch can be met in either her castle or the forest. If outside, she will be guarded by worgs and in a sled pulled by wolves. She has been very paranoid since Rogna began the rebellion. She constantly wears her other powerful magical device: a tiara of all-around vision (works as a robe of eyes). This tiara keeps her from being surprised or flanked while in combat. It has been especially useful in circumventing worg attacks, because of their usual tactics [encircling]. She will be most intrigued by the PC's and try and trick them before attempting to capture them. She is very devious and will attempt to split the party, charm all or some, even using drugged sweets, if necessary. She would also like to know of a way out of the forest. (If one of the PC's has the scythe, see below).
Advancement: Depending on how the PC's behave they stand a good chance of beating the Ice Witch and freeing Rianna. As they chose more heroic and quick-thinking methods of dealing with their predicament, they are rewarded.
If PC's show acts of bravery in the face of danger: Advance their PC's into adulthood (1st level) before the actual fight begins. This reflects the ability to face their fears, even when vastly overpowered.
If PC's attempt to resolve danger peacefully:[ Have the shy fairie folk stand alongside them when they face the Ice Queen. This is indicative of the trust they have garnered.
If PC's perform some act of quick thinking: Reward them with a clue as to what their enemies' weaknesses are. (The Witch's blindness, Rogna's grief) An especially insightful fairie folk could pass this along.
If the PC's have successfully accomplished all three of these goals or somehow other story elements dictate it, continue on to the conclusion.
Conclusion: At some point (preferably twilight) the PC's will find a large treeless hill in the middle of the forest. At its peak lies a huge stone table with deep engravings along the side. On top of this table is the keen scythe. It was here that the Witch killed the old king and it was also here where she lost the scythe many years later. Because it is the means of her death, it has always been invisible to her, even while wearing the tiara of all-around seeing. Hence her paranoia.
Once the scythe is in the PC's possession, the fairie folk will accompany them to the Witch's castle. If Rogna and her pack are met on the way, they will attempt an alliance. The Witch's wolves will also give way. The Ice Witch will hide behind her door, lie, promise, and curse for anyway out. Once confronted by someone with the scythe, however, a strange thing happens. The scythe transforms into a being which obviously controls life and death. Above the crowd hangs the floating glowing form of the old king: a dolphin.
[*this should actually be someone's golden lion. Call it an obvious snafu

As he is the possessor of both life and death, the king's form was embodied in the instrument which traditionally could be used for both. (harvesting food from fields, and well, death)
After this last episode, the snows melt and Rianna returns to its perennial summer. The Dolphin King will reward the PC's for their brave deeds and offers them royal titles. The Witch will be banished and the statues returned to life. If they wish, the PC's can even be shown the path to return to their original world. However, if they leave, they will find that they are children once again and almost no time has passed.