**Veil of Moss: The Forgotten Trial of Stone Wings**
Setting: The Verdant Grove
The players find themselves in a richly overgrown grove known as the Verdant Grove, a magical forest located deep within the Whispering Woods. Towering treetops filter sunlight into a dappled emerald glow, and the air is thick with the scent of damp earth and moss. Ancient stone monoliths bearing faded runes stand amongst thick underbrush that seems almost alive, reaching towards the sky.
The grove holds a secret: an old trial conducted by the legendary Stone Wings, a now-extinct order of winged beings said to be the guardians of nature and magic. The trial is said to bestow extraordinary abilities upon those who successfully complete it, including the ability to commune with nature and unlock hidden powers. However, the trial was lost to time, and those who seek it out seldom return.
The current situation within the Verdant Grove is dire; a group of corrupted animal guardians have begun to tear through the foliage, terrorizing any visitors. The party must restore harmony to this sacred trial site by defeating the twisted creatures, solving the trials, and unearthing the hidden power that resides here.
Setup: Discovering the Grove
As the players make their way through the forest, they find an entrance to the Verdant Grove, indicated by a stone arch overgrown with moss and vines. Within, they encounter a series of unusual sights. Strange shadows flicker between the trees, and the sound of a low, haunting melody beckons them deeper into the grove.
At the center of the grove is a large stone platform, carved with intricate depictions of the Stone Wings soaring among the clouds. Nearby, they discover a history-etched obelisk:
"Only those with pure hearts may tread the path of Stone Wings. Do their trials and know the whispers of the woods, or face the fury of the untamed shadows."
Before the players can ponder its meaning, they are ambushed by corrupted versions of woodland fauna:
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Corrupted Faerie Hares: Agile and deluded rabbits with glowing red eyes. They attack in swarms, using their unexpected speed to dart in and out of the shadows, nibbling at the characters’ ankles and disorienting them with an infusion of wild magic.
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Cursed Oak Spirits: Spirits of ancient oaks that have been twisted by dark magic, they emerge from the ground, roots grasping at the players' feet. They can deal necrotic damage and attempt to grapple characters, pulling them into entangling roots.
Defeating these creatures will require teamwork, utilizing area spells to control the hordes, while melee combatants defend against the advances of the cursed oaks.
The Trial Begins: The Trials of the Guardians
With the corrupted guardians defeated, the players stand before the stone platform. This is the first trial: the players must call upon their wits and connection to nature to activate the trial. They can either approach this through a series of checks:
- Nature Check: Identifying the runes etched in the stone while connecting them to their understanding of the old order.
- Arcana Check: Attempting to conjure ancient energies to reveal the hidden patterns.
- Persuasion Check: If someone has a background in druidic lore or speaks to the spirits of the grove, they can attempt to influence the environment.
Upon succeeding, the stone platform resonates with energy, and a shimmering light reveals the entrance to the next area—a vine-covered passage leading deeper into the grove. The stone wings of the ancient trial spirits manifest on the platform briefly, possibly guiding the players should they still need assistance.
As they enter, they encounter The Labyrinth of Vines, a sprawling maze filled with misleading pathways and illusions. Here, the players must navigate without becoming too disoriented.
The Labyrinth's Puzzles & Traps
Within the Labyrinth lies:
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Glistening Pools: Some pools contain magical waters that offer clarity but come with volatile side effects if touched. Players must make saving throws to avoid confusion if they dip their hands into the water.
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Choking Vines: Certain paths are laden with thorny vines that unravel when triggered incorrectly, dealing damage to those who fail a Dexterity saving throw.
The players must work together, overcoming this area by using skills such as Perception, to deduce hidden paths, or Thieves' Tools to navigate traps, and if any of them are agile, they may even attempt acrobatic maneuvers to traverse the entanglements.
At the end of the Labyrinth, the players arrive at the second trial’s site, where they are challenged by The Guardian of the Mist, a large spectral wolf that protects the essence of the grove.
Confrontation: The Guardian of the Mist
The Guardian of the Mist is a formidable foe, its body composed of swirling mist and glowing threads of moonlight, blending seamlessly into its surroundings. It watches the intrusion carefully, and as the party approaches, it demands the players prove their worth through dialogue.
The players must make attempts to convince the Guardian of their genuine intentions, calling upon their past actions for credible evidence. The Guardian poses riddles and philosophical questions regarding nature and balance, such as:
- “What grows stronger with sacrifice and can’t exist without it?”
- “Which part of nature thrives in darkness yet brings light to life?”
If they answer correctly—perhaps leveraging their skills in Wisdom or Insight—the Guardian may allow passage or reveal a vulnerability in its mist veil.
If the players fail or choose to attack, the Guardian becomes hostile. It summons wisps of fog that deal psychic damage and can even blind players. The battle requires the team to understand their surroundings, finding angles to strike while dodging swift waves of foggy claws.
Upon defeating or winning the trust of the Guardian, the players are bestowed with the knowledge of the third trial and are granted a blessing: the ability to speak with natural creatures briefly.
Resolution: Restoring the Balance
After overcoming the Guardian, the grove’s energy shifts, becoming vibrant and alive once more. Paths once overgrown are cleared, and small creatures resurfacing from their hiding spots cautiously approach the players.
Before leaving the grove, a final vision appears of the Stone Wings, flitting through the trees, gifting the players with:
- Feather of the Stone Wings: An item that allows the user to cast Feather Fall once per day.
- Nature's Embrace: A boon that grants a temporary skill proficiency in nature or animal handling for a limited time, enhancing their communion with the gardens.
As the players step through the looming stone archway, they leave the Verdant Grove behind, knowing they restored balance to a sacred place long forgotten. The grove will now long flourish once again, but their deeds will echo within its whispers, forever celebrated by its guardians and the spirits they have restored. Each player receives experience for overcoming the trials, resolving the conflict, and navigating through the depths of nature’s complexity.