Mini-Adventure, Elysia

You have found your way into the heart of a forest teeming with flowers, shrubs, and vines of every description. The air is heavy with the smell of jasmine and curcuma and other unidentifiable but equally rich scents, some so delicate that they pass almost unnoticed, others cloying and overwhelming. Butterflies chase each other around the branches and lazy bees drift somnambulantly from flower to flower, apparently uninterested in you as they go about their labors. Their buzzing comes to you in a sleepy wave, rising and falling in pitch like the roll of the sea. Under it is the sound of crickets and grasshoppers, an insistent whirring that is at the same time both frantic and curiously relaxing.

At first, the GM should portray this place as an idyllic one. The flowers all smell good, the temperature is warm and pleasant, and the insects don't sting. The very fact that there is nothing wrong here may well put the average adventurer on edge. As events progress, the glen becomes less kindly. One of the characters might prick himself on a thorn. A little later on, the insects might start to sting and bite, becoming truly bothersome. In the end, when the satyrs attack, the plants themselves become deadly enemies.

The same holds true of the Ladies of the Glen. They begin as harmless, sylvan beauties similar to the nymphs of legend. Their voices are delicate and musical, their eyes bright and attentive, their every gesture alluring and enticing. As the hours pass, however, they grow gradually more sinister. Although their physical form remains unchanged, the GM can describe them in harsher, more stark tones. By the time they reach the zenith of their evil, they can be likened to hunting cats and other dangerous but beautiful animals.

As the characters look around the forest, they find that it seems to go on forever. As with so many other places in this domain, it does not really matter which way the party goes because the pocket dimension is the same in all directions. They may walk for four hundred feet and then encounter the same tree again and again. Turning around they find themselves always back at the Glen.

After the characters have explored for a few minutes, the Game Master can introduce them to the inhabitants of this place. He should single out one of the characters, preferably a male with high M.A. and an eye for the ladies, and read the following narrative aloud:

A sudden movement catches your eye. Just ahead, through a tangle of vines spotted with delicate indigo blossoms, you notice the slender silhouette of a beautiful woman. Your pulse races as you watch her close her eyes and tilt her face toward the sun. A twig breaks under your feet causing her to jump and turn in your direction. She looks at you, a frightened rabbit in the midst of Eden. The instant that your gaze touches her slender shadow, she sprints away, moving with the swift agility of a deer through the lush foliage.

If the hero acts quickly, he can give chase to the young woman. The character has time to sound an alarm, but if he pauses for more than that, the girl escapes.

Satyr's Glen

Assuming that the heroes pursue the woman, they find their quarry far too fast and elusive to catch easily. She knows the forest too well and is as sure-footed as a cat.

After a few minutes of flight, however, she leads the heroes to the center of the forest (insofar as a boundless place can have a center). If the heroes do not chase the woman, or if they decide to abandon the pursuit, they come upon the glen through their wanderings.

The following narrative describes what the characters find at this point in the chase:

The young woman darts about, seeming to leave no trace of her passage through even the thickest foliage. Still, your determination appears to be paying off. You are just about to overtake her when she plunges out of the forest and Into a wide clearing.

As soon as the heroes hear this description, the girl stumbles and falls. This event gives them a chance to catch her before she can get to her feet and run away again.

If they were not chasing the young woman, they come across her here. She is carefully plucking flowers and adding them to a bouquet she carries. Her attention is focused on her task, so the heroes can prevent her from running off.

If the characters are not complete barbarians, they eventually should be able to win the trust of the woman they pursued. Like all the Night Winds, she is shy but very trusting in her initial appearance. She eagerly spins the following tale for the characters:

"I am sorry that I ran off," says the young lady in a musical voice, "but you frightened me. I thought, perhaps, that you were enemies of the King. I feared that you had come to kill me and harm the Glen." Her soft relieved laughter coaxes a smile from the PCs.

"Now that I know the truth, I will call my sisters. We shall tend to your wounds and make you comfortable. But you must be careful: If the satyrs learn that you are here, they will come for you."

In the wake of this conversation, the young lady indeed calls for the other Ladies. She does so by giving a sweet bird call that carries musically through the air. Over the course of the next few minutes, another four women emerge. Some are fair and some are dusky, some have auburn hair and some are graced with strawberry tresses. The only thing that the Ladies of the Glen have in common with each other is that they are all stunningly gorgeous.

Casual conversation with them reveals that they are simple folk. They live in the garden, picking flowers, eating the fruits that grow here, but do no work of any sort. They revere the King who made the Glen and the forest around it, but can tell no more than that. In conversation, the Ladies frequently mention the Lord of the Forest and Creator of the Glen. They believe this to be either the leader of the satyrs or the King himself, but they aren't certain if these two are one and the same or different.

If the heroes ask about the satyrs, they hear all sorts of terrible things about them. Some of the Ladies say that they rape and devour the flesh of mortals. Another consistent aspect of the stories is that the satyrs will come for the heroes as soon as they know they are in the glen. How long this might take, none of the Ladies can say.

The heroes should have the chance to spend a few hours in the company of the Ladies. During this time, they are treated like kings. Any wounded characters receive special teas that heal 2D4 points of damage. At every turn, the Ladies are helpful and sweet. If any of the heroes seems the least bit open to a romantic encounter, he finds no resistance from the beautiful Ladies of the Glen.

Throughout the party's visit with the Ladies, the Game Master should describe them in terms that will lead the players to believe they are nymphs, dryads, or other sylvan creatures. At no time should the heroes be given any reason to suspect the Ladies of the Glen might be dangerous foes. The Game Master can reinforce this facade by role-playing them as timid, shy, and demure in all their dealings with the visitors.

If the heroes mention that they would like to find a way out of the forest, the Ladies look confused. They know of no way out of the forest; further, they have given no thought to the matter of how the heroes managed to get into the forest. They have no knowledge of the Citadel or the painting. Indeed, they don't even know what those things are. Still, the Ladies seem glad to help the adventurers search for a way out. Nothing comes of these endeavors, but they give the Ladies a chance to take long, romantic walks among the flowers with the heroes.

In the event that the heroes offer to stay and help slay the satyrs, the Ladies of the Glen flood them with gratitude. To be free of those horrible monsters would be the finest thing they can imagine. They gladly assist the heroes in creating weapons, traps, and otherwise making ready to battle their hated enemy.

Optional - Wensir the Centaur: If GMs feel the characters will be outmatched by the Ladies and the Pucks, or just want to add variety to the adventure, run this encounter:

A heavy spear parts the brush not far from you. With slow, sure steps, a centaur plods into view. He sneers and rests his weapon on his broad shoulder. His dark eyes scan you up and down, suspicious but not yet hostile.

Winsir has a bad attitude. He’s contemptuous, rude, bitter, and a little mean. But is a true hero at heart. He believes he's been wandering the forest for a whole week, having been exiled to these cursed woods until he can return to his tribe with proof that he has heroically proven himself in battle. In truth, his tribe does not exist, and he has been wandering the forest for untold centuries since he was created along with everything else in it. He thinks very little of two-legged people, but he’s tired of these woods. If the PCs ask him for help in the coming battle, he will agree to fight by their side.

GMs should have Winsir fight nobly beside the heroes even when the Ladies betray them. Have him fight well, only to be ignominiously and tragically killed shortly after the battle has been won. Possibilities include:

No matter what the PCs do, do not allow Winsir to survive the final battle. After the PCs leave, Winsir will be resurrected along with everyone else with no memory of having died or achieving his cherished goal. He will wander the woods for eternity or until the pocket dimension is destroyed. 

After about ten hours, well after the nymphs' demeanor have changed, the Pucks arrive to kill the intruders.

The butterflies are agitated, fluttering their spangled wings so that shifting patterns. The papery rustle of their gentle commingling fills the whole glen.

The Battle Unfolds: As soon as the Pucks release their cry of attack, the Ladies of the Glen are revealed for what they are. They cast off their demure natures and lash out at the adventurers.

The Game Master should play up the surprise of this battle. When the Ladies turn on their companions, they should receive a significant bonus to their initiative. The Game Master may determine the extent of this bonus based upon the details of the situation.

Should the heroes have been scattered by the Ladies, they must fight not only to survive, but also to link up again with the other members of the party.

If all this isn't enough to make a memorable battle, the Game Master can bring some of the garden foliage to life. The heroes can find themselves suddenly confronted with just about any of the dangerous plants described described elsewhere. If they want an even greater challenge, have them battle the Satyr's leader, who being a Grim Haunter, is significantly more powerful.

Faerie Ring

Anyone stepping into this ring of standing stones feels a strange, giddy sensation. This magically induced emotion is a mind-affecting effect, and it has an equal chance of granting someone a +1 morale bonus or a –1 morale penalty on attack rolls and saving throws. (Roll d%: 01–50 grants the bonus; 51–00 grants the penalty). This effect lasts as long as the character remains in the circle and an additional 1d6 rounds after they leave it. A stone can be knocked over with a physical strength of 20, which immediately ends any active effects and enrages the Satyrs. The satyrs immediately attack the character who knocked over a stone.

Oak Trees

These oak trees are easy to climb (Climb DC 5), and their thick foliage grants concealment to creatures in their branches. They also make excellent vantage points for snipers. Anyone attempting to fire a longbow must either take a –2 penalty on attack rolls due to the awkwardness of firing from a sitting position or make a DC 15 Balance check each round to stand on a branch.

If the GM desires more of a challenge, the oak trees could be disguised Wood Demons.

Pool

There are usually several of the nymphs bathing in the pool, lathering their hair, clambering in and out, submerging in a flurry of bubbles.

This pool is shallow around the edges but deepens to 15 feet rapidly. Moving through the squares that make up the edge of the pool counts as moving through difficult terrain. Any character who travels more than 1 square into the pool must begin to swim.

"Nymphs" (Night Winds)

The nymphs usually wait to strike until they can catch a victim unawares. With male victims, this is often a moment of passion. Female victims are often attacked during a quiet moment of intimate conversation.

When first encountered, however, they are of good alignment. As time passes, they gradually drift until their alignment becomes Miscrent evil.

"Satyrs" (Pucks)

They wield crude cudgels and rusty weapons taken from previous victims; swords, axes, spears.

"Satyr's Leader" (Grim Hunter)

The heroes can escape this painting only by defeating the Pucks and the Nightwinds of the Glen. After the last Puck dies, any surviving Ladies collapse as well. Their bodies melt away like water and flow into the ground. Seconds later, a circle of light (a Gate) appears in the spot where each body fell.

Though some of the Nightwinds may be slain before the last Puck, the conduits will not open so long as the Pucks are alive. Their death triggers the appearance of the portals; the bodies of the Ladies determine their locations.

Optional Encounter: Should the PCs encounter Caspian in the Glen, either because the GM desires it or because they were unfortunate enough to make a bad encounter roll. In either case, the Night Winds and Pucks instinctively obey the divine presence in their simple existence, instantly recognizing him as the owner of the wood and the glen, and their true master. They also recall the name of their home: Elysia. It doesn't how many Nightwinds or Pucks the PCs have slain. Caspian resurrects them all with no recollection of their deaths at the hands of each other or the PCs.

Caspian appears on a makeshift living throne of woven branches and stacked boulders; a hulking antlered presence with blazing eyes. The Pucks and Nightwinds are drawn to congregate to it, bringing with them offerings of the Glen. The Nightwinds bring fruit and flowers, the Pucks the skulls of their victims.

"Kneel."

They bow, all of them. And then he speaks.

"Ladies, come."

The invitation is spoken softly. A dozen of the young Ladies of the Glen stream forward from near and far.

At once, the women are upon the deity, running their hands over and under his clothes, caressing his perfect face and muscular arms, and standing on the tips of their toes in order to kiss him fully and passionately. They do not so much as look at the PCs.

"Enough," he commands. "Ladies, sit at my feet."

Although there were between eight and twelve vying for position, there seems to be plenty of room for them to nestle at the feet of Caspian.

Each of the Pucks kneel on one of their legs, their hands resting upon their the pommels of their cudgels, axes and swords, their mouths mumbling and grunting primitive prayers to the one who made them.

It is then that the Pucks and remaining Nightwinds bring forth their final offering: the charred body of Winsir the Centaur!

Caspian waves his hand, saying "No. You may eat. Feast, my children."

They do. Nightwind and Puck both. Ripping out great chunks of the noble centaur and eating it with relish.

Treasure

1 A beautifully detailed holy symbol from the wood of the glade, loving shaped by the King himself.

2 Blessed feathers collected from the magical birds of the grove. Each magical bird is the size and shape of a sleek pheasant, and its golden feathers radiate with the light of the sun. A single feather glows with more

light than a multitude of candles or ten fireplaces, but does not radiate any heat, only the light of day — a single small feather is equal to three lanterns, a medium one to six lanterns and a large/long feathers equal to twenty lanterns — and all are practically weightless, can be covered by a small dark pouch, and glow with a brilliance of the which can reveal night-demons and hold vampires at bay for a distance of 100 feet (30.5 m). Best of all, the feather will radiate sunlight for 4D6x10 years after having been plucked

3. A beautifully crafted spear of iron-hard wood blessed with the ability to magically regrow in its wielder’s hand when thrown.

4 A bowl of nuts, berries and fruit that removes diseases and curses from those who are gifted a meal.

5 A shield of blackened dark wood with a beautiful woman’s face carved from a single piece of lumber.

6 A wooden flask that constantly refills with refreshing spring water from the dryad’s glade or gushes forth a stream when commanded.

7 A small pouch contains dark green acorns that explode when thrown yet don’t burn the forest.

8 A playing card encased in glass—it is part of a wizard’s mysterious spell embedded in the trees.

9 A set of shining gold and steel platemail taken from a intruder hangs from a tall tree, like a wind chime.

10 Several disks of flat tree fungus that shatter into sharp flakes and emit poisonous spores when thrown.

Common Item

1 Puck skull plant pots contain various herbs.

2 A collection of blunt axes with snapped handles dumped into higgledy-piggledly pile.

3 Wispy dresses of spider silk hang from a branch; the dresses crumble to dust, when touched.

4 Horse chestnuts are strung together on a leather thong.

5 A pouch of raisins that rot when taken from the glade.

6 Daisies and other flowers strung together in a long fragile chain.

7 Wind chimes of fulgurite that break in windy weather.

8 A book of songs now rotten and moldering, wrapped in a crumpled skeleton’s arms.

9 A small iron brazier that can—bizarrely—be worn as a hat; it currently only holds leaves and small twigs

10 A collection of rusted and rotten weapons and armor lie at the base of a hollowed tree.