Previous   Next   Contents   Maps   Cover

The Fifth Facet

Here's to woman! Would that we could fall
into her arms without failing into her hands.

- Ambrose Bierce

This facet shows Chardath's love for his sister and hatred of all other women. Here, travelers see a reflection of the domain lord's first true love, Esmerel, who scorned him and broke his heart. The terrain resembles the garden in which Chardath would meet his beloved.

Marble's body - or a reflection of it, at any rate - is also here. In all this terrible land, only the memory of Marble is innocent and pure. She lies on a plush bed, the region around which feels comforting and safe.

Females who travel into this land become the victims of Chardath's attention. In his mind, only Marble is sweet and virtuous. All other women pale in comparison and must be destroyed.

Entering the Facet

As soon as the characters make their way into the Fifth Facet, the Dungeon Master should read the following text aloud:


You have found your way into the heart of a garden teeming with flowers, shrubs, and vines of every description. A variety of sweet odors perfume the air, some so delicate that they pass almost unnoticed, others cloying and overwhelming. Tiny insects and bumming bees move about, apparently uninterested in you as they go about their labors.

One could easily believe that you had found your way home again, except for the fact that this garden stretches languidly out beneath a blood red sky.


Mood and Atmosphere

At first, the Dungeon Master should portray this place as an idyllic one. The flowers all smell good, the temperature is warm and pleasant, and the insects don't sting. The very fact that there is nothing wrong here may well scare the average adventurer to death.

As events progress, the garden can become less kindly. One of the characters might prick himself on a thorn. A little later on, the insects might start to sting and bite, becoming truly bothersome. In the end, when Esmerel attacks, the plants themselves become deadly enemies.

The same holds true of the Ladies of the Garden, young women who inhabit the garden of Aggarath (see their complete description at the end of this section). They begin as harmless, sylvan beauties similar to nymphs. Their voices are delicate and musical, their eyes bright and attentive, their every gesture alluring and enticing.

As the hours pass, however, they grow gradually more sinister. Although their physical form remains unchanged, the Dungeon Master can describe them in harsher, more stark tones. By the time they reach the zenith of their evil, they can be likened to hunting cats and other dangerous but beautiful animals.

Exploring the Facet

As the characters look around the garden, they find that it seems to go on forever. As with so many other places in this domain, it does not really matter which way the party goes because the facet is the same in all directions.

Ladies of the Garden

After the characters have explored for a few minutes, the Dungeon Master can introduce them to the inhabitants of this place. He should single out one of the characters, preferably a male with high Charisma and an eye for the ladies, and read the following narrative aloud:


A sudden movement catches your eye. Just ahead, through a tangle of vines spotted with delicate indigo blossoms, you notice the slender silhouette of a beautiful woman. The instant that your gaze touches her slender shadow, however, she sprints away, moving with the swift agility of a deer through the lush foliage.


If the hero acts quickly, he can give chase to the young woman. The character has time to sound an alarm, but if he pauses for more than that, the girl escapes.

The Clearing

Assuming that the heroes pursue the woman, they find their quarry far too fast and elusive to catch easily. She knows the garden too well and is as sure-footed as a cat.

After a few minutes of flight, however, she leads the heroes to the center of the garden (insofar as a boundless place can have a center). If the heroes do not chase the woman, or if they decide to abandon the pursuit, they come upon the clearing through their wanderings.

The following narrative describes what the characters find at this point in the chase:


The young woman darts about, seeming to leave no trace of her passage through even the thickest foliage. Still, your determination appears to be paying off. You are just about to overtake her when she plunges out of the garden and Into a wide circular clearing.

This place is euen more beautiful than the rest of the garden, if that is possible. At its center stands a delicate bed carved of slender white wood and draped with an ornate silk canopy. All of the flowers on the plants ringing the garden face inward here, looking like eyes that cannot turn away from the elegant bed.


As soon as the heroes hear this description, the girl stumbles and falls. This event gives them a chance to catch her before she can get to her feet and run away again.

If they were not chasing the young woman, they come across her here. She is carefully plucking flowers and adding them to a bouquet she carries. Her attention is focused on her task, so the heroes can prevent her from running off.

Should one of the characters take the time to examine the bed, he discovers that a beautiful woman lies on it. She is Chardath's sister, Marble, as she appeared before her murder. The following description can be read aloud when one of the heroes looks beneath the canopy:


Beneath the silken folds of the canopy lies the slender body of a lithe young woman. Her hair is long, straight, and coal black. Her delicate features are set carefully in an almond-shaped face of milky skin. Her hands rest folded across her chest, almost as if she were lying in a coffin.

She wears an elegant white nightgown, sewn from lace so fine that it could almost be mistaken for spider's silk. A band of silver encircles her brow, holding an odd-shaped ruby upon the center of her forehead.


Conversations With the Lady

If the characters are not complete barbarians, they eventually should be able to win the trust of the woman they pursued. Like all the Ladies of the Garden, she is shy but very trusting in her lawful good phase. She eagerly spins the following tale for the characters:


"I am sorry that I ran off," says the young lady in a musical voice, "but you frightened me. I thought, perhaps, that you were servants of Esmerel. I feared that you had come to kill me and harm the sleeping princess.

"Now that I know the truth, I will call my sisters. We shall tend to your wounds and make you comfortable. But you must be careful: If Esmerel learns that you are here, she will come for you."


In the wake of this conversation, the young lady indeed calls for the other Ladies of the Garden. She does so by giving a sweet bird call that carries musically through the air. Over the course of the next few minutes, another four women emerge. Some are fair and some are dusky, some have auburn hair and some are graced with strawberry tresses. The only thing that the Ladies of the Garden have in common with each other is that they are all stunningly gorgeous.

Casual conversation with them reveals that they are simple folk. They live in the garden, picking flowers, eating the fruits that grow here, but do no work of any sort.

The Sleeping Princess: The body of Marble, whom the Ladies call the "sleeping princess," lies on the bed at the center of the clearing. If the heroes have experienced the events of the adventure Castie Spulzeer, they should recognize her. If they have not, they may have seen her beneath the ruby surface of another facet (probably the first or seventh).

Marble cannot be awakened. The Ladies of the Garden oppose any attempt to move or disturb her. They feel it their duty to protect the sleeping princess until she wakes up. If they must, they attack the heroes (no matter what their alignment) to protect their charge.

The Enchanted Ruby: The gemstone upon Marble's brow is the enchanted ruby of this facet, a five-sided stone. The Ladies will not allow the heroes to take it, however, and turn on them if it is stolen.

Esmerel: If the heroes ask about Esmerel, they hear all sorts of terrible things about her-most of them untrue. Some of the Ladies say that she has six arms and devours the flesh of the living. Others insist that Esmerel is beautiful, but that her kiss is death itself. One asserts that she can transform herself into a giant spider and poison her enemies with a lethal bite. The Dungeon Master can add other descriptions to this list, but each should clearly hint at a female monster the characters may know about (a medusa, for example). The only type of description they should not hear is the correct one: Esmerel is a harpy.

Another consistent aspect of the stories is that Esmerel will come for the heroes as soon as she knows they are in the garden. How long this might take, none of the Ladies can say.

Time Passes: The heroes should have the chance to spend a few hours in the company of the Ladies. During this time, they are treated like kings. Any wounded characters receive special teas that heal 1d8 points of damage. At every turn, the Ladies are helpful and sweet. If any of the heroes seems the least bit open to a romantic encounter, he finds no resistance from the beautiful Ladies of the Garden.

Throughout the party's visit with the Ladies, the Dungeon Master should describe them in terms that will lead the players to believe they are nymphs, dryads, or other sylvan creatures. At no time should the heroes be given any reason to suspect the Ladies of the Garden might be dangerous foes. The Dungeon Master can reinforce this facade by role-playing them as timid, shy, and demure in all their dealings with the visitors.

If the heroes mention that they would like to find a way out of the garden, the Ladies look confused. They know of no way out of the garden; further, they have given no thought to the matter of how the heroes managed to get into the garden. Still, the Ladies seem glad to help the adventurers search for a way out. Nothing comes of these endeavors, but they give the Ladies a chance to take long, romantic walks among the flowers with the heroes.

In the event that the heroes offer to stay and help destroy Esmerel, the Ladies of the Garden flood them with gratitude. To be free of that horrible woman would be the finest thing they can imagine. They gladly assist the heroes in creating weapons, traps, and otherwise making ready to battle their hated enemy.

Maleffluent

At some point during their time with the Ladies of the Garden, the heroes receive another message from their mysterious ally. In this particular one, their mentor accidentally gives something of his nature away:


"I have never understood the human interest in romance and passion, but that is the force that shaped the land in which you now travel. Beware, for a great enemy watches your every move."


Esmerel Attacks

After about ten hours, well after the Ladies of the Garden have become chaotic evil, Esmerel arrives to kill the intruders. This encounter begins with the following narrative:


The sudden cry of a hunting bird echoes through the garden. Shril and piercing, it rings in your years long after it has ceased.

Looking to the sky, you see a horrific sky. Swooping down out of that expanse of crimson is a creature with the wings and talons of a bird and the body of a ravinshingly beautful woman. Her hungry eyes seem to lock with yours as she licks her snarling lips.

With another stirdent cry, she plunges into a dive, her talons outstretched.


The Battle Unfolds: As soon as Esmerel releases her cry of attack, the Ladies of the Garden are revealed for what they are. They cast off their demure natures and lash out at the adventurers - At the same time, every female character in the party must make a saving throw vs. spell. Those who succeed are unaffected by Esmerel's charm ability and can act normally. Those who fail their saving throw, however, join the Ladies of the Garden and turn upon their male companions - For the time being, female characters charmed by Esmerel are assumed to be chaotic evil, although they do not suffer the normal penalties associated with an involuntary alignment change.

The Dungeon Master should play up the surprise of this battle. When the Ladies turn on their companions, they should receive a significant bonus to their surprise roll. The Dungeon Master may determine the extent of this bonus based upon the details of the situation.

Should the heroes have been scattered by the Ladies, they must fight not only to survive, but also to link up again with the other members of the party.

If all this isn't enough to make a memorable battle, the Dungeon Master can bring some of the garden foliage to life. The heroes can find themselves suddenly confronted with just about any of the dangerous plants described in the Monstrous Manual volume.

Game Statistics

The heroes encounter two important creatures in the Fifth Facet: the Ladies of the Garden, and Esmerel - the reflection of Chardath's unfaithful lover.

The Ladies of the Garden: The Ladies have more or less the same game statistics as the vampyres presented in the Ravenloft Monstrous Compendium Appendices I & II.

Ladies of the Garden (5): AC 4; MV 12; HD 8+3; hp 43; THACO 11; #AT 3; Dmg 1d4/1d4/1d6 (claw/claw/bite); SA charm toxin; SZ M (6' tall); ML steady (12); Int exc (15); AL varies; XP 2,000.

Notes: SA - Bite victims must save vs. poison or be charmed as if by the spell. A -1 penalty is applied to the saving throw for every 2 points of damage (or fraction thereof) inflicted by the bite.

The Ladies of the Garden usually wait to strike until they can catch a victim unawares. With male victims, this is often a moment of passion. Female victims are often attacked during a quiet moment of intimate conversation.

When first encountered, however, they are of lawful good alignment. As time passes, they gradually drift until their alignment becomes chaotic evil. The following chart shows the progression of the Ladies' alignment change:

Time Passed    Alignment
0 to 2 hours Lawful good
2 to 4 hours Neutral good
4 to 6 hours Neutral
6 to 8 hours Neutral evil
More than 8 hours Chaotic evil

Esmerel: In life, Esmerel was a beautiful woman who came to Castle Spulzeer when her parents visited the gaming halls of that place. She had a brief summertime fling with Chardath, but threw him aside for a more entertaining companion. In Chardath's memory, she is reduced to the form of a harpy. It is worth noting, however, that while most harpies are ugly and revolting, Esmerel retains her beauty.

Esmerel (Harpy): AC 7; MV 6, Fl 15 (C); HD 7; hp 35; THACO 13; #AT 3; Dmg 1d3/1d3/1d6 (talons/talons/bite); SA singing, charm; SZ M (6' tall); ML elite (14); Int low (5); AL CE; XP975.

Notes: SA - As soon as she enters battle, Esmerel croons a terrible song. All female characters must save vs. spell or be charmed. Failure means the character becomes chaotic evil and joins Esmerel's side in battle. The character returns to normal immediately upon the death of the harpy or the cessation of her singing.

Personality: evil and vicious.

Esmerel attacks visitors to the garden on sight, raking with her talons and biting with her filthy jagged teeth.

Exiting the Facet

The heroes can escape this facet only by defeating Esmerel and the Ladies of the Garden. After the harpy dies, any surviving Ladies collapse as well. Their bodies melt away like water and flow into the ground. Seconds later, a circle of light (a conduit) appears in the spot where each body fell.

Though some of the Ladies may be slain before Esmerel, the conduits will not open so long as Esmerel is alive. Her death triggers the appearance of the portals; the bodies of the Ladies determine their locations.

The following table indicates the facets to which these conduits lead:

Pool
Number
   Destination
Facet
1 9
2 10
3 1
4 6
5 11

Previous   Next   Up

Hosted by uCoz