After a long, hard day of traveling the party comes across a halfing with a cart caught in the mud. He is in need of assistance to free the cart.
If the party helps him and repairs the cart he will invite them to the wedding he and his fellow travelers are going to.
After continued travel to about an hour past sunset, the party hears the rousing sound of music and merriment coming from just off the road. They find a large group of tents and many bonfires setup around with a handful of guards watching the perimeter.
Wedding between Nicolle (Human Male) and Claricia (Female Halfling)
- Upon arriving the party is immediately invited to attend the wedding ceremony, that was being held up waiting for Jacquot.
- The party may spend a few moments talking or introducing themselves to various members of the family before choosing a side to sit to.
There are dozens of people in attendance at this wedding, so feel free to make up any characters as you see fit for both families. A could place to start to build tension in the scene is to have the Halfling family be very rowdy, drunk and celebratory. The Human family may be much more reserved and feel uncomfortable with the ceremony. As the evening progresses, perhaps certain members of the family will "loosen up", perhaps with the party's assistance.
- The bride (Claricia) – very nervous, worrying about everything and at some point late in the evening sneaks up to a member of the party to ask them to take her away in the middle of the night. She is terrified of being married. Her new husband is actually a wonderful man, she is just afraid of "growing up" and settling down
- The groom (Nicolle) – a bit nervous and drunk. Celebrating, but genuinely seems to be a wonderful young man.
- The father of the bride (Anthoine) – One of the only Haflings at the party not enjoying himself. He complains non-stop about how much this is all costing him.
- The mother of the bride (Amelot) – is either crying about losing her baby or fussing over something at the wedding.
- The parents of the groom (Jacques and Odelina) – happy and enjoying themselves, most likely because they’re running up the bar tab which is being covered by the father of the bride.
- During the ceremony anyone in the party may try to convince either of the parents that they are capable of conducting the wedding ceremony or adding their additional blessing. Per +17 at dis-advantage if not a Halfling or Cleric.
- Once the ceremony is over, invite several NPC's from the party to invite various members of the party to dance. This is an opportunity to throw in a "horn-dog" grandmother, a flirtatious young boy/girl who is way too young, a drunk individual who wants to know all about the party's adventures, the aunt who is suspicious of why the party is here, or any other character of your creation/
- As the evening progresses there are several ability contents or competitions that the party may choose to participate in.
- Somewhere on the campground will be a large tent setup for smoking. Inside will be a fortune teller (Danśe) who the party can make friends with and have their fortune told for free. The fortune that is told is insignificant. She is in fact a Warlock who a fiend patron. For every fortune told she hands out a small scroll with a glyph carved into into it. She instructs the individual to trace the glyph onto a floor or a door as a protection warding and upon the next new moon it will active releasing a number of monsters identified on a 1d6 below. She is very naive and does not know what she is handing out and even if told, insists that her patron would never do such as thing.
- 1 Imps
- 3 Imps
- 2 imps+ 2 Quasits
- 2 Spinded Devils
- 2 Hellhounds
- 1 Shadow Demon
- Strength: Wrestling match where participants are shirtless and oiled. If one of you wishes to participate they may succeed in consecutive strength checks of increasing difficulty (per DM's discretion) and may not use any magic items for this competition. Reward: Heart of the Sleeveless
- Dexterity: Competition to scale a 30' wooden pole. The first person to scale the pole without using magic gains the item on the top of the pole. If one of you wishes to participate they may succeed in consecutive dexterity checks of increasing difficulty (per DM's discretion) and may not use any magic items for this competition. Reward: Fortune's Flower
- Charisma (Performance): A dashing young man is dancing and singing near the food and drink at the event. He is joined in a song with several other people. If one ore more member's of the party join in and actually sing the song below. If they they each will be rewarded. Reward Singing Stein
Tip: Consider throwing various alcoholic beverages, some magical if you so choose at the party throughout the party to impact the potential competitions above.
Cup of Mead Song Lyrics
I rose up in the morning and I felt a dire need,
To dream away the dreary day and down a cup of mead.
I felt the sting of honey bees, from last night's revelry, I'm looking for the honey that'll cure my soul's disease...
I drank another cup or two, and sleep did close my eyes,
A nightmare of a desert dry and not a girl for miles,
I dreamt I saw a waterfall, a waterfall of mead,
I need another cup or six, to clear my memory...
So brother won't you roll another barrel to the bar?
And pour another cup or two so I can soak my heart !
These were all taken from Griffon's Saddlebag, and I highly encourage you to check them out for additional resources on these items and more. https://www.thegriffonssaddlebag.com
Heart of the Sleeveless
This vest is made from a luxurious, silky material that seems to always make the wearer appear more fit. The clothing gently hugs the wearer, redistributing weight and muscle to flatter and accentuate their physique. It seems to deflate sadly once taken off. While worn, the fabric’s color changes with the wearer’s mood or flash of emotion. Refer to the table below for the vest’s colors when under different emotions. While unworn, the fabric’s color becomes a muted blue.
- Anger Red
- Anticipation Orange
- Joy Yellow
- Love Lime
- Fear Green
- Sadness Blue
- Disappointment Indigo
- Disgust Purple
- Jealousy Black
- Surprise White
These magic flowers are said to bring good luck and are often given as gifts at weddings. You can use an action to pull off and drop one of the flower's five petals. When you do, there is a 5% chance that the petal glimmers in a flash of light as a rune is burnt into it, recreating the effects of the augury spell. When it does, 1d6 new fortune's flowers grow at that petal's location after 30 days if the ground is suited for growth.
The plant has no seeds and can't be re-potted for travel. An unpicked fortune's flower regrows one flower every year. Once picked, the flower can survive up to 7 days before it withers and dies.
While this pewter stein holds at least a sip’s worth of potable alcohol, the face adorning it comes alive to sing songs based on the kind of drink. The stein is not sentient, but does have a pleasant singing voice. If there are multiple steins in the same room, they can sing together in harmony if they have the same drinks within them. The stein sings songs slightly out of key if the drink inside is poisoned, which can be heard following a successful Wisdom (Perception) check as determined by the GM.
If there are multiple kinds of alcohol within it, the stein either alternates between song types or does its best to combine their various lyrics. Example drink Type of song Wine Ballad Rum Sea Shanty Ale Drinking song.