The Trees of Madness
RoomDCC 103 · p.8
Open source p.8Area 1-8 – The Trees of Madness
A high iron fence with a gate at each entrance encloses three tall, skinny trees with willowy branches and tiny purple leaves. The flagstones beneath them are covered heavily in dead leaves and a pleasant spicy scent pervades the air.
PCs taking the time to look carefully notice a long sword and skull partly concealed by the fallen leaves, and there are other bodies not visible but otherwise without arms or possessions.
Walking on the leaf litter of this garden raises clouds of dust containing a psychotropic compound capable of causing wild hallucinations and potentially violent psychosis. As the PCs cross the garden, they each should make a DC 12 Fortitude or Willpower save (whichever is easier). Those failing checks should roll on Table 1-1: The Nature of Madness to see the consequences.
Table 1-1: The Nature of the Madness
Roll Result
2 PC has a vision of the nine-armed goddess, Narafaltha. She tells them about the existence of the Demon Seed under the manor (but no specific details) and asks that her statue (area 1-13) be restored to the undercroft. PC may ask her a single question to aid in this process before losing contact and gains a to rolls asking Narafaltha for divine aid, permanently.
3 PC finds themselves in long conversation with a beloved relative, long deceased, which cannot be remembered afterward, but now feels a sense of resolve. (+ to Personality attribute)
4 PC has a vision of their future as an adventurer. They must tell the judge what class-based task they are succeeding at doing in the vision ( to an ability (e.g., Strength) associated with the class).
5 PC gains a sense of clarity and insight, noticing something important during a critical juncture in this adventure, at judge’s discretion.
6 PC must make a DC 10 Fortitude save or fall into a trance. May make a DC 10 Fortitude save once per turn to break the trance (automatic if removed from the area).
7 PC is attacked by a psychic version of themselves. Roll for initiative and fight to the death.
8 PC has a vision of their future as an adventurer going very wrong. They must tell the judge what class-based task they are failing at doing in the vision ( to an ability score associated with the class).
9 PC gains an audience with an infernal power. Negotiations ensue and the character wakes up turns later holding a contract written on human skin. The PC gains Luck permanently but must complete a difficult task for the power (judge’s discretion).
10 The PC is driven mad by their visions and gains horrifying strength ( to Strength modifier, hp). Judge takes the wheel and plays them as NPC who immediately attacks nearest PC and will continue to kill until stopped. The condition is permanent.
Judges should note that the leaf dust will not have these results beyond the first use. Thereafter, the dust acts as a soporific, causing those using it to fall into a deep sleep for days.