Here we are, round two! I picked room 22, a forested room in a dungeon.
Click here to read Matt's full post and see all three maps.
22. The Faerie Queen’s Thicket
Small animals frolic among all the trees. Under the largest tree is a white brocade blanket, upon which sits a elderly woman. On noticing the party, she sings out:
“Come out, come out,
“I am the mistress of scrying.”
As the characters approach her, she issues a warning:
“Come and sit,
“There is a place for all here,
“But don’t drink the water.”
The reference to water refers to room 15. She offers the characters food and drink. Consuming the food and drink of the Faerie Queen will restore 1d6 hit points and remove any curses or poisons. Characters may be reluctant to partake of the Faerie Queen’s provisions, but it is safe.
If asked about other rooms, the Faerie Queen will produce a crystal ball and describe them. The only limitation to scrying is if the characters have not be there, they might not understand. If characters look at the crystal ball, they see nothing but cloudiness.
The woman is reluctant to leave room 22, but the party can convince her to leave if they promise to take her out by the shortest route. If the party deviates from the shortest route, she will teleport back to her seat in room 22.
If they return to her, she will sing:
“This is my home,
“And you have been banished.”
No food or drink will be offered this time, and if the characters consume it, they will die in 24 hours. There will be no pain, only a sudden feeling of certain doom.
If any character takes the crystal ball, the Queen will vanish and that character will take her place.
The Goblin’s Henchmen’s rule is in effect, 300 words, less 1 for fun. This post draws on DMB’s song Don’t Drink the Water.