Adventure: A Wedding and a Funeral

## Background

High above the murky waters of Loch Nathair, Ayara, Queen of the grand floating castle of Locthwain, is preparing for her 463rd wedding. Sixty years ago, her husband Sir Konrad Grimme ventured into the Heartwise, a magical portal of mysterious origin that whisks you away to the thing you desire most. His mission was to retrieve an ancient artifact, the Cauldron of Destiny, from wherever it lied hidden. He failed, and the portal closed twenty four hours later without him. Now every year, during a grand festival, she marries the brave heroes who venture into the portal in her name, so that on their return with the artifact, they will be rewarded with the Queen's titles, lands, and riches. But if the portal should close after the day's celebration, they are presumed dead and a given a noble funeral.

The portal opens at the stroke of midnight, and the evening's festivities have already begun!

## The Wedding Festival

Before the Heartwise opens, a grand celebration is held in the Great Hall of Castle Locthwain. Various socialites, party animals, and hopeful adventurers have gathered there to feast, make merry, and wed the Queen Ayara.

"*From wall to wall, the court of Castle Locthwain is festooned with decorative streamers and floral arrangements. At the far end, Queen Ayara soaks up the attention of her courtiers, waiting for the Heartwise to open at midnight. Behind her is a large portrait of her and her late husband Konrad. On a long table that spans the entirety of the Great Hall, succulent roasts and steaming pies are being heartily consumed by the festival crowd. A line of dancers has formed in front of tonight's entertainment, a group of traveling bards. In a corner of the hall, a small commotion seems to have broken out."*

## Queen Ayara Nathair

### Description

She is tall, slender, and strikingly beautiful. She wears a black-colored gown, and carries a jeweled dagger, her family's sigil, on her hip.

### Behavior

She is cold and aloof after so many husbands and funerals, but her 332 years of rule over the harsh land of Locthwain have given her a cutting wisdom. She is determined to retrieve the Cauldron of Destiny because she knows it can somehow be used to grant wishes. She wants to use it to revive her deceased husband Sir Konrad Grimme.

## Taggert Bogann

### Description

Taggert is relentlessly hairy. He has tufts of billowing black hair coming from his head, out of his shirt, and from his great feet. He wears a set of hide armor and wields a sling and shortsword. He is always flanked by his animal companion, a boar named Harley.

### Behavior

Taggert is braggadocious and threatening, thinking himself one of the great warriors of the land. He wants to win the Queen's riches to hire a mercenary army in order to drive out the lizardfolk raiders from his homeland.

The Queen is delightedly entertaining her close courtiers, but a DC 15 insight ability check will reveal she is disgusted by the noblemen and women, who she considers children due to their young ages. She will jump at the chance to change the subject if something interesting should present itself.

### Feast

The magnificent feast is uncharacteristic for Locthwain, which is a mostly poor, wretched land.

### Dance Floor

A group of bards called the Nightingales is serenading the crowd, and a rich older couple is struggling to get the moves right. If they are helped with a DC 13 performance ability check, they will thank them and ask if they are one of the suitors tonight, in which case they will gift them a potion of invisibility.

### Commotion

In one corner of the hall, a circle of wealthy noblemen has formed around a hairy halfling man and his pet, a boar. The halfling is loudly boasting and taunting the surrounding folk, who look to be adventurers trying for the queen's hand. He loudly proclaims, "First thing I'm gonna do is slit the throat of anyone who comes in after me! Heed my warning you scoundrels! I'm not working together with any of ya's!" If the players approach, he will call them out (because he sees them as the most threatening) and challenge them to a boast-off by launching insults. They can best him by succeeding on three Deception, Intimidation, Performance, or whatever may apply ability checks before he does. Some potential lines:

* "Your wrists are so thin I could use yer ulna as a toothpick!"
* "Your so scrawny ghouls ask you for dietin' advice!"
* "I could rip your shield in half with my teeth!"
* "Nice bow! Wouldn't want yer [high pitched] delicate fingers anywhere near a real weapon!"
* "I once slayed a serpent so big it could swallow a ship whole! I slashed meself out from inside the beast's stomach!"
* "I was born in a hurricane, and the winds died out as I took my first breath!"
* "I could hit a bandit's bastard son between the eyes from 600 paces!"

## Grey Mouse

### Description

A young, spry Tabaxi who has shrouded herself in a long grey cloak. Arcane tattoos on her wrists allow her to harness magical blades.

### Behavior

Grey Mouse is determined and secretive, but kind of heart. She doesn't like being in the spotlight, and is ashamed of her accent. She wants to win the Queen's hand in order to give her mother a life of peace after her caravan was plundered by lizardfolk raiders.

If the party bests him, noblemen will offer their sponsorship: A 20% cut of the riches you earn, but a bonus to aid your quest.

* A dwarf man named Germot Ironboot offers +1 weapons.
* A human woman named Tervina Stuppe offers +1 armor and shields.
* A high elf named Quelnas offers magical scrolls.
	+ 2 scrolls of Bless
	+ 2 scrolls of Enlarge/Reduce
	+ 2 Scrolls of Spider Climb

### Grey Mouse

Meanwhile, Grey Mouse will be checking everyone's pockets for anything useful, or simply to make her competitor's less prepared for the trial. A passive score or DC 15 perception check will notice her thieving as she conspicously bumps into people, at which point she will try to escape. If caught, she will spill her sob story, and if even that doesn't work, she will offer some stolen goods for her release: A scroll of darkness, and a potion of healing.

*"At the stroke of midnight, the bronze ring near Queen Ayara bursts into life, spilling dazzling light upon the hall. Ayara turns to the crowd: 'The time has come! Who among you will captivate my heart? Who among you will retrieve my prize? Step forward!'*

*Taggert spills out onto her feet. 'I'll be a donkey's arse if I'm not the one to bring back the Cauldron, your grace.' He flashes a menacing scowl towards the crowd, who nervously stay back.*

*Grey Mouse silently walks foward and curtsy's almost imperceptibly.*

*'With these rings are fates are bound together. Return with the Cauldron, and you shall be royalty! Now go!'*

*You hurl through a nightmarish kaleidoscope of colors towards your destination. But somewhere in the distance you hear a tittering voice: 'Is it that time of year already? Eeheeheeheee!' You feel the portal's magic begin to fray, and you are plunged into darkness. When you awake, you are stripped of your items and armor, and inside of a cell.*

### A: Digsite Camp

**A1 Prison**

*You are inside a sturdy cell made of iron bars. Outside, you see a lush forest made of manic yellow and red colors. A small fey creature jeers at you. "Sorry to l-l-lock you up like this, but the m-m-master insisted. Be still now. And don't even th-th-think of escaping! I'll knooow!" He then dashes away at lightning speed.*

The bars here can be bent with a DC 20 Strength check. Additionally, a DC 14 Investigation check reveals that some dirt has been turned about near one of the walls. They can attempt to finish digging through the partially formed tunnel, at a cost of two hours. If they don't escape within two hours, Vlina will arrive to harry them with a spear, slowly draining their hitpoints.

**A2 Squalid Hut**

This hut contains a small doll in the shape of a horrifying twisted creature. It vaguely resembles a giant. A DC 17 Nature check will reveal that it is a fomorian, a cursed race of giants.

**A3 Nasty Hut**

This hut contains several piles of bones, some of them humanoid. Tied to stake on the ground with a chain is a small Cu Sidhe disguised as a normal dog. It is friendly and will will not antagonize anyone unless attacked.

**A4** **Grimy Hut**

This hut contains one war pick and one quarterstaff.

**A5 Vlina's Hut**

*This hut's exterior is slightly more decorated. A terrible stench comes from within.*

Inside are three sets of manacles, a spear, and a pile of smelly furs. Rifling through the furs will reveal some disturbed earth. Treasure was buried here, including: three large golden coins, worth 100gp each, and a large ivory beardcomb, worth 50gp.

The other two huts have nothing in them.

**A6 Konrad's Quarters**

The door to this sturdily built earthen cabin is locked. DC 15 tools, DC 20 break.

*Inside you find the* *home of a madman. Strange pictograms are drawn all over the walls, chairs and tables are overturned, and a resting cushion in the corner is surrounded by bones. To one side, a writing desk leans against a wall. Papers covered in maddening script are overflowing from the drawers. There is a door in the back of the room.*

A DC 10 examination of the drawings reveals several pictures of giant-like creatures, various undead, and a goblet. Around the goblet are three huge skulls wearing crowns.

A DC 16 examination of the desk reveals an invisibility scroll among the nonsensical writings.

The door is trapped with a blast glyph of warding, DC 15 to see. Unless the command word is spoken, "Konrad", opening the door will zap the intruder with lightning, dealing 4d12 lightning damage if they fail a DC 15 Dexterity saving throw, or half on a success. Inside are two greater healing potions (4d4 + 4), a potion of poison that looks identical to them, a locket containing a portrait of Queen Ayara with ink scribbled on it, and an ancient, oversized crown. (Crown 1)

If the locket is examined with DC 15, you notice the portrait can be slid out. Behind it is written, "Always ride home swiftly, my daring knight. Ayara."

**A7 Lockup**

A DC 12 Unlock or DC 15 Break opens this door, which contains all of the players lost items as well as 50 feet of rope, 12 war picks, a crowbar, and a larder full of food.

**A8 Entrance**

This area leads to the inner digsite.

### B: Guard Post

*A babbling underwater spring runs through this chamber with unrecognizable architecture. A large twisted creature snoozes loudly against the far wall. Around the edges of the chamber, six skeletons strip away the surrounding stone tirelessly. Debris and bones are strewn across the floor.*

Creatures have disadvantage on stealth rolls made in this room due to the rubble.

**B0 Lever**

There is a lever in a crevice on the far wall next to the sleeping Fomorian. When pulled, the projections on the walls charge with energy. Walking through them requires a DC 13 DEX saving throw or you take 4d6 lightning damage.

**B1 Spring**

This spring bubbles gently as it flows down into the chamber then out the other side, plummeting downward in a waterfall. A DC 10 ability check reveals a small cavern in the waterfall shaft.

**B2 Dead End**

This collapsed passageway is dominated by a boulder that has fallen from the ceiling. A skeletal head pokes out from under it. Lifting the boulder with a DC 18 Strength check reveals the rest of the skeleton. A player may make a Sleight of Hand check with DC 12 to retrieve a ruby ring worth 150g from the poor soul.

**B3 Hidden Cavern**

After being teleported into room B, Grey Mouse scurried into the waterfall to avoid detection. She severely injured her ankle making her way into the hidden cavern, and only has 10 hitpoints. She is currently trying to regain her bearings to plot her next move.

Grey Mouse carries a Cloak of Displacement.

**B4 Shaft**

This damp sloping hallway fell out of use when they uncovered the spiral stair and the nearby springwater trickling through the stone has eroded it and caused the growth of glowing azure puffball mushrooms. Chains have been nailed into the 15-foot ceiling which can be used to climb downward. If a creature is within 5 feet of the floor and for every 5 feet they move in the shroomy zone, they must succeed on a DC 14 Constitution saving throw or take 4d6 poison damage.

Carefully searching the mushrooms will reveal a skeletal arm wielding a +2 scimitar and a crystal comb worth 200gp.

**B5 Stair**

### C: Central Room

*Five Fomorians, two Eladrin mages and nine skeletal miners busy themselves in this room. Along the walls and on the domed ceiling are paintings depicting titanic figures engaged in a great battle around a huge goblet. In the center, a scaffold has been erected. To one side of the room, a small chamber is filled with blue mushrooms. A great stone door with three depressions lies at the end of the chamber.*

The Fomorian gang are growing tired of digging, and are wary of Konrad since he has not left the latest chamber they unearthed in two days. If provoked, they will fight any intruders, but can be reasoned with, especially if the players offer treasure or an imprisoned slave. If they were warned, they try to ambush the players.

**C0 Campfire**

The Fomorians are eating roasted meat over a fire. The meat belongs to Harley, Taggert's Hog.

**C1 Spring**

The spring splashes into the room, before draining into an underwater aquifer. There is a small depression in the cavern wall if they follow the stream, where they find the skeleton of an escaped slave. He has manacles on his wrists, and a Potion of Strength (25).

**C2 Dead End**

This collapsed tunnel has nothing of interest.

**C3 Hidden Chamber**

Behind the poisonous azure puffball mushrooms is a secret wall which can be noticed with DC 12. Crawling through it leads to a narrow cavern, at the end of which is a ledge. The chasm is 40 feet deep, and leads to sharp stalagmites.

**C4 Naysayer's Hiding Spot**

This nest is where Naysayer goes when Konrad is busy. Searching it reveals an oversized crown (crown 2) twelve large silver coins worth 50g each, a crude wood carving of Konrad, and some weird-looking feywild berries. Naysayer will perk up if his hiding spot is discovered, and threaten to get Konrad, despite being cornered.

**C5 Large Tunnel**

This tunnel looks to be the original passage into a deeper room. A massive cave-in has rendered it unusable.

**C6 Big Door**

This door is the original entrance to the cauldron chamber. It can only be opened by the three titans who were sealed here: The brothers Astartes, Axios, and Antaeus. The three depressions on the door are shaped liked titanic palm prints.

**Development:** If the players did not find Grey Mouse, she will drop down from the hidden cavern and begin sneaking behind them.

### D: Excavated Cave

*This roughly-mined cave is a gruesome sight. Countless piles of bones line the edge of the walls, and the floor is stained with blood. Piled on top are broken or rusty picks, as well as tattered clothes and rusty armor.*

A DC 14 check reveals the giant's eyes are diamonds (six total) worth 75gp each.

**D1 Taggert's Hiding Spot**

After faking being slain, he was thrown into the piles of bones to be turned into an undead miner. His Boar Harley was cooked and eaten by the fomorians, and Taggert was forced to listen to the monsters eat his beloved friend. His spirit is broken and he is unable to fight. If discovered, he will remain bleeding and hopeless in the hiding spot unless he is healed and convinced to help. He will urge the players to rush through the portal when they find the Cauldron, because they don't stand a chance against it. "It has been whispering in my damned ears since I got here."

If he is not discovered, he will ambush the players during the fight with Konrad, consumed by grief.

Taggert carries a +2 battleaxe and a set of +2 hide armor, and a sling.

**D2 Elevator**

This crude elevator was erected to lower people down into the Cauldron chamber. Pulling a lever on the wall will cause the platform to rapidly descend.

### E: Cauldron Chamber

*This massive domed chamber contains three titanic decaying skeletons embedded in the far wall with long white beards still attached to their skeletal faces. The one on the left wears a crown, but the other two's heads are bare. Carved mythical figures and titanic heroes all look down towards the center of the chamber solemnly. Following their gaze to the middle of the chamber, Konrad raves and babbles to two Eladrin mages while he paces around and around a huge silver goblet filled with blood. (The Cauldron of Eternity). You feel choking dread enter your body when you gaze upon the object. A swirling green portal floats in the air several feet behind it that Konrad seems oblivious to.*

Konrad confronts the players. He has in the past two days slaughtered almost all of his remaining miners and sacrificed their hearts to the Cauldron.

* "My prisoners? I thought my servants would have taken care of you."
* "You know nothing of me, I am merely a vessel, a vessel for the Cauldron!"
* "So many hearts, I don't understand! Why won't it work! Why?!"
* "Decades? Impossible."
* "Huh? They've come to take you from me? No... No, I won't allow that.

At Initiative 0 each turn, the Cauldron will force every player to make a Charisma saving throw with DC 12. If they fail, a shadow is spawned from the Cauldron.

**Development:** If not recruited, Grey Mouse and Taggert will join the fray, fighting the players to gain control of the prize.

**E1 Titanic Guardians**

These titans were sealed here with the Cauldron to keep its power from bringing ruin to the multiverse: The brothers Axios, Antaeus, and Astartes. Their power is weakened substantially unless the two crowns are returned to the heads from which they are missing.

**E2 The Cauldron of Destiny**

* ***Corrupting Aura:*** The Cauldron bears an ancient evil sentience that infects those around it with madness. It has Intelligence 12, Wisdom 17, and Charisma 21. The Cauldron knows the secret to granting a wish, but encourages those around it to sacrifice random hearts to sow chaos.
* ***Heart's Desire:*** By sacrificing the heart of someone you hold dear into the Cauldron, you are granted one wish. The wisher must succeed on a DC 21 Charisma saving throw or their alignment becomes evil and they are affected by lasting madness. Afterwards, the Cauldron loses this ability for one year.
* To turn the cauldron inert, the three crowns of power must be returned to the titan's heads. The cauldron cannot be destroyed. If left in the chamber without restoring the guardians, it will begin to spread corruption to all of existence.

## The Return

*As you are whisked through the portal, you emerge to a dancing and partying crowd. One by one, the party guests stop their activity and begin gazing slack-jawed at your return. Queen Ayara, after a moment of shock, says the party is over. She motions for you and her guards to join her in another room.*

**If the players returned with nothing,** she will listen to their tale with great interest, before rewarding them with a reward of 200gp each for returning with news.

**If the players returned with the Cauldron,** she will order her guards to seize the players and imprison them as she is stricken with mad desire for the artifact. She will attempt to decipher the means to make it function, but ultimately never succeed due to the only person dear enough to her being Konrad. The Cauldron will corrupt her mind, and eventually her kingdom.

**If the players returned with Konrad,** she will tearfully embrace him, saying she had thought of him every night since he disappeared through the Heartwise, and that she realizes now the quest was foolish since she already had everything she could ever want. Konrad is still stunned, but now that the Cauldron is no longer influencing his mind, he is beginning to remember his past. She awards each of the players a grand lordly estate in Lochmere.