This adventure is more suitable for parties lacking both heavy magic and healing. Magic such as flight would make this one too easy, and powerful magic healing makes the reward of this adventure less desirable..
Room One: Entrance and Guardian - There needs to be a reason why your dungeon hasn’t been plundered or why your adventurers are the ones for the job.
The Forest
Having found a manscript indicating that some Crystal Roses can be found in the Grove of Marcharin, the PCs have mounted an expedition to harvest the nectar of these priceless flowers, a source of the magical liquid - Tears of Ashaya - a rare and wonderful source of magical healing. The Tree is located in a wood populated by large numbers of The Green Ladies which has led to it being shunned by most people.
The Green Ladies will do their best to slay any intruders into this area, using low cunning to set up ambushes, either with themselves or any pets lent them by their queen. In addition, they will have made natural traps (generally spiked pits) to further impede intruders. Finding the tree itself is not difficult - it is a immense pine tree which can been picked out for miles.
Complication: The Queen of the Dark Wood is aware of the special nature of this area and if the PCs are a strong threat, will have sent some other Pets to aid her Ladies.
Room Two: Puzzle or Roleplaying Challenge - A trial that cannot be solved by steel alone.
Oaken Grove
The base of the tree is surrounded by a maze of Broad Oaks that contains lots of dead ends and the occasional dangerous plant. To add to the difficulty is that the tree was a Trailbane Pine before it was magically mutated to its current gargantuan size. The PCs will have a tough time navigating the relatively small maze, due to effects of the tree.
1. Aura of uncertainty Any divinations used within 300 feet of the tree will be wildly inaccurate due to an easily detectable aura of chaos.
2. Confusion The tree continually emits a cloud of fine pollen which serves as a minor neurosurpressent causing confusion and second-guessing making navigation and decision-making difficult.
3. Attraction Any withing 300’ of the tree will tend to come back to it. "Hey, haven’t we seen this tree before."
(groan). "Yep…"4. Magnetic Disruption The tree will throw off compasses and will act as magnetic north. PCs could use this property to avoid the tree if they are aware of it.
5. Discord Each time the tree is encountered (due to the Attraction, for example), those encountering it will be subject to increasing levels of magically induced frustration which will fray their nerves. At some point it may explode into violence, especially of the social dynamics of the group were strained to start with.
Room Three: Trick or Setback - Build tension through tricks and setbacks and give them a double-dose of gameplay such as more combat or another roleplaying challenge.
The Ascent
Climbing the tree is difficult - the massive branches are quite sparse - generally more then 10’ apart. The PCs will either need some means to attach themselves to the tree, or use grappling hooks or similar tools to work their way from branch to branch. The 5th property of the Trailbane , Discord, will likely also impede the PCs.
The tree is about 300’ high at the top, where the flowers located, requiring about 30 branch to branch transitions per PC, so dexterity, teamwork and climbing skills are essential. As for magical aids, the aura of chaos about the tree might lead to some undesirable side-effects.
Complication: The tree is occupied by Selvaks who will contest the climb.
Complication: The tree itself is occasionally dropping basket-sized pine-cones which might knock someone off the tree if struck.
Room Four: Climax, Big Battle or Conflict - The final combat or conflict of the dungeon.
The Guardian Owl
Mutated through the combined effects of the chaotic Trailbane Pine, and the divine nature of the Crystal Roses, an owl which had roosted here has been transformed into a powerful guardian who will not take kindly to being disturbed. It is only indirectly guarding the Crystal Rose, as it is unaware of it’s existence. It does, however, have a nest full of hatchlings which makes it highly territorial.
The owl, being able to fly, will engage in hit-and-run tactics. Its touch is electrified, causing significant extra damage and increasing the likelihood of a fall due to convulsion. Though not of the scale of a lighting bolt, the increased chance of a fall from this height is deadly.
The owl itself is now nearly 300lbs and has a huge 15’ wingspan. Its claws are razor sharp and have a crystalline appearance.
Complication: Inclement weather could start, making holding on to the tree and conducting combat that much more difficult. The Owl will be reckless due to the perceived threat to it’s brood.
Room Five: Reward, Revelation, Plot Twist - The dungeon is complete but what is it about this dungeon that made it different or memorable. What kind of mystery have they discovered, what kind of reward have they won, and what kind of information have they recovered?
The Rose
The Tears of Ashala can be derived from the holly-like plant found at the top. If the PC’s have slain the owl, they may also take the owlets as prizes as well, for they fully share their parent’s mutation and will fetch a pretty penny.
Complication: The guardian Owl’s mate, an even larger and now even more angry mutant owl can return - ideally at an awkward moment…
Complication: The Rose is not currently in bloom, but appear to be just about ready. The PC’s might have to camp out at the top of this very high tree for some time waiting for them to bloom.
Complication: Crystal Hornets are just a perfect natural hazard to add here, if desired.
New Submissions

There are times at night when you think the evil tree spirits are out to get you. They open their eyes. They reach for you, grasping for your soul. When you try to run, the very ground rebels, you trip and fall, often finding the branches reaching for you in the night air.