The Gilded Cage: Secrets of the Ironwood Keep

Setting: Ironwood Keep

Ironwood Keep lurks in the depths of the enchanted Ironwood Forest, an ancient bastion built from the very trees that surround it. Its walls shimmer with an unfamiliar hue, as if the wooden planks were woven with threads of golden light. The keep is rumored to be both a fortress and a treasure trove, containing relics from a long-lost civilization that once thrived in the woods.

However, the enchantment has grown sinister, trapping those who wander within its borders. Folklore warns of spirits, magical beasts, and monsters fueled by the ancient curses of the forest. It is said that anyone who dares enter must bypass a series of fiendish obstacles to reach the heart of the keep and uncover its secrets.

Characters

  • Lady Elowen: A wise and alluring woman who claims to be the guardian of Ironwood Keep. Her powers over nature allow her to manipulate the forest around the keep. She seeks the party's help to rid the keep of a malevolent entity known as the Tangleweb Wraith, who has emerged to sow chaos.

  • The Tangleweb Wraith: An ethereal being that resembles a mass of shadows entwined with tree roots and vines. It is a protector of the Ironwood, twisted into a vengeful spirit. It can ensnare intruders, drain their life force, and weave illusions to confound them.

  • Woodland Guardians: Animated entities created from the forest's flora. They serve as protectors of the keep, attacking anyone who trespasses without consent. Their appearance is mesmerizing, emanating bioluminescent hues at night, and they can shift shape to confuse intruders.

The Goal

The players must enter the Ironwood Keep, navigate the magical defenses, and confront the Tangleweb Wraith. In doing so, they must also find the Heart of Ironwood - a powerful artifact believed to contain the spirits of the ancients. Only by restoring it can the curse be broken and peace returned to both the keep and the forest.

Entrance Into the Keep

As the players approach Ironwood Keep, they encounter an intricately carved archway entwined with gnarled roots and luminescent flowers that bloom only at night. In the air hangs a sense of foreboding. As soon as they step through the arch, the forest seems to thrum with life.

The archway closes behind them with a resounding thud, sealing their fate. They now have only one way to go: straight ahead into the darkness of the keep, where they will face the first challenge—a puzzle of light and shadow.

Puzzle of the Illuminated Path

The players find themselves in a dimly lit corridor flanked by walls adorned with faded frescoes depicting the history of Ironwood Keep. Sunlight emanates from a line of runes engraved into the floor, but only illuminating patches, leaving darkened areas that seem to pulse with malice.

Challenge: To proceed, players must step only onto the illuminated patches without stepping on the dark areas. If they step on a dark patch, they trigger an entangling roots trap that ensnares their legs.

Solution: Players must decipher a riddle inscribed above the threshold of the corridor:

"Step where the sun meets the earth, Where shadows dance and masks give birth. Balance your path between dark and light, And the keep shall reveal its plight."

As they decipher the riddle, a successful Arcana check (DC 15) reveals that they need to utilize certain light spells or magical items to brighten specific dark patches, creating a safe path forward.

Confrontation With Woodland Guardians

Beyond the corridor lies a grand hall lit by bioluminescent vines hanging from the vaulted ceiling. Here, shadows flicker, and sudden gusts of wind whisper through the air. As the players gather their bearings, the Woodland Guardians emerge from the shadows—tall beings made from branches and blooming flowers. They have mistaken the players for intruders led by the Wraith.

Guardians' Stats:

  • AC: 15
  • HP: 50
  • Attack: Vine Whip (Melee: +7 to hit, reach 10ft, 2d6 + 4 slashing damage)

Challenge: The players must either defeat the guardians in combat or persuade them to believe they are allies of the forest.

Possible Solutions:

  • Combat: Though the guardians are fierce, they are slow to act. Players can use spells like Charm Monster or Speak with Plants to attempt to communicate with them first, avoiding combat entirely.
  • Role-Playing Opportunity: Players can attempt to reason with the Woodland Guardians by speaking about Lady Elowen's request for help (DC 12 Persuasion check) or presenting offerings from their own journey in the form of flowers or seeds.

If they choose to fight, once half of the guardians' hit points are reduced, they retreat, realizing the party may not be the threat they thought.

The Heart of Ironwood: The Wraith's Domain

With the guardians either defeated or persuaded, the players are allowed to enter the inner sanctum of the keep, where the Tangleweb Wraith resides. The atmosphere shifts dramatically; shadows coil and convulse in patterns as chilling winds rustle, carrying the scent of decay. The heart of the keep lies before them, a pulsating orb of wood and magic hanging suspended in mid-air.

As they approach the orb, the Wraith emerges from the shadows, its voice echoing with both fury and sadness. It lashes out at the intruders, causing an area of the room to become difficult terrain, ensnaring players in a web-like burst of shadows and vine.

Wraith's Stats:

  • AC: 17
  • HP: 80
  • Abilities:
    • Shadow Drain (Melee spell attack: +6 to hit, reach 10ft, 3d6 necrotic damage and the target becomes restrained.)
    • Illusionary Veil (Once per encounter, the Wraith can cast Major Image to create duplicates of itself.)

The Final Confrontation

In the final battle, players must work synergistically to break through the Wraith's illusion and restore the Heart of Ironwood. They can use Radiant damage or healing spells to disrupt its connection to the keep.

Key Aspects of Combat:

  • The orb can be destroyed to weaken the Wraith but requires a successful DC 15 Arcana check to shatter it, sending shockwaves of light that can end the Wraith's ability to summon illusions.
  • Players can use teamwork—such as distracting the Wraith—while others attempt to sever its connection to the Heart.

As they work together to tackle the Wraith, they discover its tragic backstory: it was once the guardian of the forest which turned malevolent due to the repeated desecration of the natural order. Upon defeating or subduing it, players can choose to banish it or offer it redemption.

Resolution: Redemption or Banishment

If the players successfully subdue the Wraith, they may offer it a chance at redemption by restoring the Heart of Ironwood. With a successful Consecration or Greater Restoration spell, they can cleanse the dark essence, allowing it to find peace.

Outcome:

  • If cleansed: The forest flourishes, the guardians weep with joy, and Lady Elowen gifts the players with valuable relics—a potion of healing, a magical carrot that grants +2 to stealth checks in woodland areas, and the promise of safe travels through Ironwood Forest forevermore.

  • If defeated: The players may take the Heart of Ironwood as a trophy, but the curse of the malevolent spirit lingers, causing the forest's flora to wilt and seeping a dark energy into the surrounding areas.

Regardless of the outcome, the party leaves Ironwood Keep forever changed, carrying with them newly forged bonds and stories that will echo through the halls of adventurers for generations to come.