Adventure for Level 7 Characters
Situation. The Baron of the Boreal Ball, a minor noble of the Feywild, holds an unending ball in his ice palace. Behind the revelry, the ball is the scene for schemes and intrigues.
Hook. The adventurers receive a magical invitation to the Boreal Ball that teleports the group to the ball at the appointed time.
The adventure plays out over three dances. During each one, the characters can decide whether they dance, mingle, watch the dancers, or engage in some other activity. (The Manor map in appendix B can serve as a floor plan for the baron’s palace.) Each character has the opportunity to earn renown for the party (see “Renown” in chapter 3) by making a positive impression on whomever they’re interacting with—a potential Renown Score increase of 1 per character per dance. These guests pay particular attention to the characters:
Rude Interruption. After the second dance, the ball is interrupted by a Neutral Evil Hobgoblin Warlord named Varka, who is accompanied by a Hobgoblin Captain and five Hobgoblin Warriors. The hobgoblins are offended by the adventurers’ presence and attack them. If the characters defeat the hobgoblins, their Renown Score increases by 2.
Conclusion. After three dances, the Baron of the Boreal Ball appears. If the party’s Renown Score is at least 6, he bestows on each character a Charm of the Boreal Ball. This charm (see “Supernatural Gifts” in chapter 3) allows a character who has it to cast the level 3 version of the Ice Knife spell. Once used, the Charm vanishes. Each character also earns a bonus 1,700 XP.