LegendThe Ball of the Moth Marchioness
Three dances, three oaths, and three chances to escape the ball.

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Enchanting Mask. Any creature that sees the Moth Marchioness for the first time on a turn must make a DC 18 Wisdom saving throw or be charmed by her until the end of its next turn. A creature that succeeds on its save is immune to this effect for the next 24 hours.
Wish Whisper. The Moth Marchioness can whisper a secret wish to a charmed creature; if that creature repeats the wish aloud, it must make a DC 18 Wisdom saving throw or become permanently charmed by the Moth Marchioness until a Wish or Dispel Magic spell breaks it.
Fey Leap. As a bonus action, the Moth Marchioness can teleport to an unoccupied space within 30 ft. that she can see, and bring along up to two willing creatures within 5 ft. of herself.
Multiattack. The Moth Marchioness attacks twice with her moth-wing dagger.
Moth-Wing Dagger. Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 8 (1d4+5) piercing damage plus 10 (3d6) psychic damage.
Butterfly Storm (Recharge 5-6). A swarm of glowing moths explodes from her cloak in a 20-foot radius. Each creature in that area must make a DC 18 Wisdom saving throw: on a failure, the creature is blinded and takes 21 (6d6) psychic damage; on a success, it takes half the damage and is not blinded.
The Story
You step through an arch of blooming thorns and land in the middle of candlelight and music: a ballroom, impossibly vast, crowded with dancers in iridescent masks who move not quite like people. A masked hostess with butterflies in her hair bows and sings the rules: three dances, three promises, eat nothing, do not lose your mask, and whoever reaches the stroke of midnight may carry a wish home.
But the clock never strikes midnight, for the Moth Marquise has frozen time so her feast need never end. Every guest who ever broke an oath now wears a mask that will not come off, and their names are forgotten, even by themselves. You feel it already: a thought slips away, a memory dims.
You must survive the deadly etiquette, pry information out of dangerous court intrigues, endure three dances without making a fatal promise, and discover the true name of the Moth Marquise, for a fey without a name has no power. Every misstep costs a piece of who you are.
At the final dance you force the clock toward midnight and confront the Moth Marquise with her own name, while behind every mask in the hall stands someone who once believed her smile and her wish. Succeed, and the ball falls silent and the mirror opens; fail, and you are given a mask that fits perfectly, forever, and the feast dances merrily on as if no one ever missed you.
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