Fool's Grove - Myth-Weavers Lethe


Fool's Grove


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Game Description

In a time long before the current age of the world, fomorians began magical experimentation with myriad life forms, fey and otherwise, to produce nefarious guardians and soldiers. Such experimentation inevitably results in successes and failures. Loath to part with their failed experiments without sowing some form of wickedness, the fomorians devised mystical prisons for their underwhelming monstrosities. These they built upon or near the surface of the world, where their castoff pets could do harm to the fomorians’ enemies.

These “prisons” are dens of madness and confusion. Little, if anything, can be expected to make sense within them. The adventuring site of this scenario—the so-called Fool’s Grove—is no different.

Herein are all manner of monsters with little attention paid to their logical distribution or support. But as is common in fantasy milieux, fey magic is afoot, and the mundane considerations of logic and ecology need not be given a thought. That said, the prison does provide food for its inmates, of a fungal variety, and water, too. The monsters do not quarrel since they have, over time, simply become accustomed to the camaraderie of one another.

Adding to the chaos of the place is the intrusion of the Gnome and his pet, the badger Francis. Through guile and perverse charm, this infamous character has not only broken into the Fool’s Grove, but he has befriended the monsters therein. He has, in fact, become their de facto leader.

Fool’s Grove is a far-flung tract of wilderness in a dangerous forest on the borderlands, and it is well known to the local humans, and humanoids, but avoided by all but the most foolhardy adventurers (such as your characters!). Adventurers come to this locale, of course, due to rumors of fabulous fey treasures locked away within it. Some others receive lies about the danger of allowing the grove to continue to exist, probably from some power-hungry noble (fey or otherwise!) who will, no doubt, take credit for the ultimate depopulation of the area without bloodying his hands. One such reason might influence your player characters to (foolishly) set off for Fool’s Grove.


Running the Fool's Grove Delve as a first time GM!

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