The Face of Evil
for 4th to 7th level characters
Mushrooms
Dryad
Hand carved pipe
Underground lake
a conflict of interest
Awakened dove - with levels of Ranger
As the trees part and you approach the clearing, the pungent, fecund smell of wet earth assails your nostrils, growing stronger as you approach a once-mighty oak. The blackened, bare-limbed tree has begun to list eerily to one side, thrusting up mounds of glistening earth like a skeletal hand clawing its way out of the grave.
DM’s Background
The ancient oak has the unfortunate distinction of not only being home to a dryad, but also of driving its roots so deep into the earth that it has tapped an underground lake that is home to a thriving colony of myconids. Spores from the colony have worked their way into the water and up through the roots, bringing dangerous hallucinogenic mushrooms to the surface. Tree, dryad, and myconids now form a crazed microcosm. There is, in fact, no evil at work here; but will the arrival of the adventurers spell doom or salvation for Nature’s innocents?
The myconid spores have instigated many interesting effects. First and formost, their rapport spores have suffused the area, making it difficult for even the dryad to resist the effects of their other spores. Most notably, she has gone quite mad from their hallucinogenic spores. Crazed, but ultimately innocent, she spends her time in varying degrees of bliss, stupor, lust, and rage.
This adventure is best for good-aligned PCs and their wisdom, judgement, and alignment will be tested. There is guidance for them here in the form of an awakened dove (Rgr4) given sentience through prolonged contact with the rapport spores. Like the party, however, the ranger-dove is likely to see a conflict of interest here: is there no way to salvage tree, dryad, and myconids, all?
Hooks
The simplest way to set this adventure is to drop it into the path of the PCs the next time they travel through the woods. You may try a similarly traditional approach by allowing the PCs to overhear a story (perhaps told by a sole “survivor” of the dryad) of a dangerous flesh-eating witch that has taken residence in the old wood. The story is vague—necessarily so as it is relayed by a dazed survivor—but if the PCs are persistent, some woodcutter will be able to direct them towards the old oak. Even if the PCs bypass this hook, you can still drop the encounter on them as they leave town.
The Approach
As the players get closer to the oak tree they may spot or hear (DC15) a white dove cooing softly in the uppermost branches. Before they round the tree they will hear the dove’s song echoed beautifully (but somehow eerily) on some kind of flute. Eventually the PCs will spot the dryad, leaning against her tree, playing on a set of ivory hand carved pipes. Even at a distance, the pipes are clearly carved from hollow bones, and as the party watches, the dryad will take her knife and absently pluck a bit of marrow from one of the pipes. Now the party may spot (DC20) two or three odd-shaped mounds, the fungus-covered bodies of other fallen adventurers. After a moment of fiddling with her pipes (and ignoring the PCs) she will call out, “Dance!” As she plays her pipes, the bodies of the fallen adventurers will rise as zombies (fungus zombies, though the PCs are unlikely to realize this-- Knowledge (nature) DC25) and begin an awkward dance.
Call to Action!
In all likelihood the PCs will be ready to act by now. Give them free reign to act as they please, keeping in mind this eventual desired outcome: At some point, the dove will fly down to distract them, calling out “Peace!” or “Flee!” as necessary (see below). Below is a list of additional events with which you can pepper this encounter:
1) The dryad will attempt to charm a PC. She may attempt this even if there is no combat, though there is no malice in her attempt—merely madness and lonliness. She’ll choose the most muscled and least armored target first, followed by any lightly armored target, then an armored target, and finally an unarmored target. The dryad will treat the encounter as a game, coyly hiding behind the tree, running, laughing and giggling. NOTE: Both the dryad and the tree benefit from protection from elements: fire—a potion-like effect bestowed on them from the myconid sovereign below.
2) The mushrooms will raise an alarm. On the first round after hostilities begin (which could even include raised voices, threats, or anything that would alarm the dryad) the myconid colony will be aware of the threat. On the second round the tree will release a cloud of hallucinogenic spores that will affect everyone within a 30’ radius of the tree as if with a confusion spell. Note: This can get deadly, fast, if the PCs attack each other. At the DM’s option, if the dryad has not been attacked, she may well try to charm hostile PCs to end any hostile confusion conflict; the mushrooms can also unleash pacification spores.
3) The dove’s animal companion will return to protect the dryad. The dove has befriended a wild boar that came frequently to the tree to nibble on the mushrooms. As a result of the dove’s guidance and the shrooms, the boar has the “warbeast” template (+3 Str, +3 Con, +1 Wis, +1 HD, +1 Spot and Listen, CR3). The boar should arrive a few rounds after combat starts (if necessary). You may also have the fungus-zombies attack, if desired.
4) The dove will intervene directly. He casts his one spell for the day, entangle, centering it on the tree so as to protect it from all sides. As stated above, the dove will call out, “Peace!” and “Flee!” He knows a few choice words in Common, Elven, and Sylvan, but for the most part is accustomed to communication through rapport spores and cannot speak. The dove will eventually flee if persistently attacked.
Ending the Hostilities
The hostilities can end in several ways. The PCs may be defeated or driven off, or the dryad may be slain, both of which could be considered a failure, and worth little XP. The presence of the dove and the mushrooms all around should convince the players that there is more at work here. By approaching peacefully the PCs should be able to search the tree and the soft ground around, which will eventually give way to a sinkhole that leads to the underground lake.
Climbing down the rotten, fungus-eaten roots of the oak, the PCs should shortly encounter the myconids. They may well choose to wipe out the myconids (and if the ranger-dove is with them it will elicit cries of sadness and pity). Granted, this is not an easy fight—the myconid sovereign alone is CR7 and he will be attended by numerous lesser myconids. Even so, unless the PCs have some means of reversing the damage done to the tree by the fungus, the dryad and her tree are likely still doomed.
The best solution revolves around the dove. If the PCs approach the myconids peacefully, they may be invited into rapport with them, so that they can more easily communicate. The myconids will make clear that they have no intention of relocating, happy as they are with their lake. At some point the dove will interject, now fully able to communicate. He will explain his existence, with only foggy memories of his happy life before with the druid, but a strong sense of having “woken up” after spending time around the mushrooms.
Leave the answer for the PC's to discover: The dove will mention his awakening almost in passing ("Tis sadness indeed to awaken to life with my beloved only to see her wither away...") With a little more probing, the PCs should find that the myconid sovereign is able to create the awaken effect through special spores.
With luck and clever diplomacy, the PCs may be able to convince the sovereign to fully awaken the oak itself. Oak and dryad may then uproot and relocate to another portion of the forest, leaving the myconids to their lake. In time, the dryad and her oak will return to health.