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The Green Maiden and the Troubled Treasure

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The Green Maiden and the Troubled Treasure

Life finds a balance wherever it may, even in the lightless depths. Few of these creatures would be considered “natural” by surface dwellers, but a new equilibrium takes hold in the dark beneath.

Nature there is not, by default, cruel. It is persistent. Flora and fauna thrive on any fuel life leaves behind, whatever it may be.

Once Elaine, Now…?

Elaine “the Treasure” Vistheri was a human treasure hunter of some renown, pursued for her talents and her alluring, intimidating appearance. She rarely had trouble recruiting allies looking for fame and fortune, but her tempestuous personality and daredevil vanity made few lasting relationships.

One of her hunts found her coming to blows with a team of adventurers in a deep cavern, unwilling to continue toward one of her precious wonders. She pressed on, sure that she could recruit suitable replacements in one of the rough-and-tumble cities below.

Instead? She fell into a pit in the dark and died. There was no great monster chase, no beguiling spell. She stumbled, slipped, and met her end in a hot gas vent.

Elaine’s story ends there, but it’s not the end of the story. A new creature rose from the pit, still lovely, but calmer and quieter. She searches for the reason why this woman was so alone and so angry, despite such high self-regard.

Born to a muddle of memories, needs, and a mystery to unravel, this new creature continues along Elaine’s path. Perhaps finding this “precious wonder” will satisfy what remains of Elaine inside this vessel. Perhaps new allies will be the real prize. After sifting through the mind of the fallen, what was Once Elaine is unsure.

A Typical Quest

Once Elaine seeks a magic item of great worth, but ambiguous power. She knows its rough location and has an arcane compass that points to the latent power of the object. She wears a hood to hide her strange hair after a poor initial encounter, while trying to recruit adventurer types to help her.

She is calm, quiet, and usually peaceful, but defends with a cold practicality if needed. The treasure is in the ruins of a duergar temple, and some few survivors may lie in wait. Once Elaine has no qualms about killing them.

Upon completion of the quest, Once Elaine explains that she and many like her were cultivated by a maiden with green, glowing eyes, and that everything in Elaine’s memory tells her that “stealing” bodies is monstrous and evil.

This new Elaine doesn’t feel like a monster but to be sure, she must hunt the Green Maiden to defeat her, or come to understand why she shouldn’t.

Linger Lichen

This Plant creature has an inhuman intelligence, inhabiting any recently dead host it can find. Once it does inhabit a creature, it inadvertently picks up its host’s memories and desires and attempts to make sense of them. This often sends the linger lichen on a quixotic quest to fulfill the last ambition of their host, so that the lichen can understand the mind it is now attached to.

Once the host’s desires are met, the body begins to expire and the linger lichen must find a new host within a week.

LINGER LICHEN

Medium Plant, Typically Neutral
Armor Class 14
Hit Points 26 (4d8 + 8)
Speed 30 ft., climb 30 ft.

STRDEXCONINTWISCHA
16 (+3)14 (+2)14 (+2)10 (+0)13 (+1)7 (−2)

Damage Immunities Poison
Condition Immunities Blinded, charmed, frightened, paralyzed, poisoned
Skills Athletics +5, Perception +3
Senses Blindsight 60ft. (blind beyond this radius, unless possessing a host), any senses its host body possessed in life, passive Perception 13
Languages Any languages possessed by its current vessel; telepathy 5 ft. (touch)
Challenge 1/2 (100 XP)                  Proficiency Bonus: +2

Linger Growth. Linger lichen roots and grows inside a recently deceased Humanoid. After 1 minute, the nervous system and all body hair of the host is replaced by thin, white strands of lichen. The body no longer rots and the linger lichen gains temporary hit points equal to the dead creature’s maximum hit points, which last until lost to damage. It also gains access to the memories and primary desires of the host and feels compelled to honor them.

ACTIONS

Consume. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d10 + 1) necrotic damage, and the linger lichen gains temporary hit points equal to the damage dealt, which cannot exceed the maximum hit points of its host. If the lichen doesn’t have a host, the attack deals an additional 3 (1d6) necrotic damage instead.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Magic Items

These magic items can be found in the depths.

WITCH’S PITCHER

Wondrous Item, Rare

This pitcher plant tends to grow alone, near or within zones of wild magic. If harvested, it can be held out as a reaction to being targeted by a spell of 3rd level or lower. The pitcher causes the spell to fail, with no effect, but traps the magic in its pitcher.

If crushed as an action, the spell stored within the pitcher may be cast upon a target within the spell’s normal range, using the statistics and save DC of the original caster. Casting a spell in this way destroys the plant. The witch’s pitcher can hold a spell for up to 1 week before the plant consumes it.

LIGHTSHY

Wondrous Item, Uncommon

This five-petaled black flower can only grow where no light can find it, feeding on residual heat and magic. In the presence of light, it immediately creates a sphere equivalent to the darkness spell, centered upon itself for 1 minute. Afterwards, its petals turn a bright, glowing white. If eaten, a single petal grants a creature darkvision for 120 feet for the next 24 hours.


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