Please see Briar Rose - Part 1, if you have not read this the below may be very confusing!
Once your adventurers have traversed the Bramble Forest and received a quest or two along the way, either to free or kill Briar Rose, or simply to loot the palace of its treasures, they will find their way out into the Slumbering Kingdom.
Upon leaving the bramble forest, the players must roll a D6. If they get an even number, “Uonaidh, Queen of the Faeries” can see through their eyes. If they get an odd number, “The Devil” can see through their eyes. If a fairy is present, their actions are being watched.
Here in Part 2 the Players face the slumbering palace and its gardens. As this is a lite scenario the palace has not been set out room by room, instead key NPC’s and rooms will be detailed and it will be up to you to come up with extra rooms and lay it out the elements provided how you like.
Player Goals
If you are struggling in the beginning of Briar Rose to know what goals to give your players here are the some ideas:
- Uonaidh would like the players to enter the palace and release the fairies that the Queen captured long ago.. She cannot herself and will not tell the players why.
- The Devil requires the players to wake or kill Briar Rose to release the kingdom from Uonaidh’s curse.
- Treasure. A noble knows of the palace and would like the players to bring back any treasures found there, including faeries.
- Monarchy, the surrounding lands can't crown a new King or Queen without knowing what has happened within the palace.
The Devil
“So if you meet me, have some courtesy
Have some sympathy and some taste
Use all your well-learned politesse
Or I'll lay your soul to waste.”
- The Rolling Stones, Sympathy for the Devil
Uonaidh owes a tithe to the hell. The creature who rules over hell has many faces and many names; they appear in different cultures under a number of guises, what is consistent is their demand for souls and her complete dominion over the sinful and corrupted. The Devil, like the Queen of the Faeries, enjoys swapping gifts in exchange for souls.
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| He seems trustworthy. |
What they do not enjoy is when they are outsmarted. Uonaidh has managed to make it easy for herself plucking a slumbering mortal from the Slumbering Kingdom and handing it over to the devil in return for her immortality and reality bending cosmic power. This is too easy and not enough of a torment for Uonaidh, according to the Devil. Tithes should be a source of guilt or despair for the giver, and the slumbering knights and nobles of the palace are nothing to Uonaidh. His goal of course being that Uonaidh one day cannot fulfill her tithe and gives her his soul. The soul of a faerie queen is worth the world.
The Devil wants Briar Rose woken or killed, releasing the palace from Uonaidh’s curse and forcing the Faerie queen to play by The Devil’s rules, not her loopholes. Due to Briar Rose’ innocence and the fact that Uonaidh technically has not actually broken any contract, he is not able to directly interfere.
But The Devil is very convincing and deals can be made.
The Devil can appear at anytime you feel they fit. They can be a man, woman, child, dog or Puck. I enjoy the idea of the devil being very much like the devil depicted in The Rolling Stones, Sympathy for the Devil. Suave, fashionable, unpredictable and deadly. They appear outside of time and space; so can be from any time zone much to the confusion of your characters.
Please note, attacking the devil does result in immediate death or banishment to Hell (which could be a scenario in itself).
The Valley
The palace lies within a valley. It is surrounded on all sides by a beautiful garden. Around the gardens, field and farmsteads some of which have burnt down a long time ago. A river runs through the valley and gardens. The bramble forest surrounds the palace and most of the valley.
The fields are overgrown and wild. Wolves from the nearby forests roam among the wheat; they have grown fat and hungry for human flesh after devouring sleeping goat herders, farmers and soldiers. Animals have been unaffected by the sleeping curse and horses run wild in the fields in herds chased down by an occasionally over confident mountain lion. These animals the players might encounter as they move from the bramble forest down into the valley.
The animals here dream-like. They have been contorted by Uonaidh’s magic and the dreams leaking from the minds of the sleepers. Their fangs are massive, their claws are serrated and their eyes glow with green fae magic. Even the sheep have fanged teeth and will charge players foolish enough to climb into their fields.
Corpses and skeletons lie in the road where someone fallen asleep and been savaged by beasts. A group of sheep in the road gathered around a dead sheep herder might appear innocent enough, until the sheep turn on the party and charge with bloody muzzles and murderous bleating.
The Slumbering Gardens
The gardens have been left to expand and grow; nightmarish plants have taken root outside of the palace and the bramble thorns from the bramble forest have sneaked into the flowerbeds. Below are some of the plants that the players might encounter in the garden. They will also be susceptible to the "Fairy Dust" from the Bramble Forest if they come across any corpses of soldiers or gardeners.
Grasping Thorns - These vines covered in hooked thorns snake out within the thick grass searching for prey. They belong to a bulbous red mother plant with large petals covered in long needles used to suck the viscera from the bodies of anything it catches. 1D6 HP, 1D6 Constricting Vines, AC 14. They attack in groups of two or three, and the Mother plant is has 10 HP, 1d6 Bite attack, AC 16. The Mother Plant cannot move.
Rank Cabbage - A twisted yellow plant whose petals have a strange sweaty texture. If disturbed, the Rank cabbage will emit a toxic plume of noxious gases designed to ward off predators. The smell is foul and lingering. Anyone within range will need to make a Save vs. Poison/Non-Magical effects. If inhaled, the Rank Cabbage gases will cause the body to go into spasm after a day, and eventually after two days will lead to the expulsion of all bodily fluids from every orifice, beginning with vomit, ending on the third day with the throwing up or defecating of vital organs. This can stopped if an elixir is made with the leaves of the Rank Cabbage or an alternative method of curing poison is found.
Giant Hogweed - A strange mass of green leaves and white flowers. If touched, a Save vs. Poison is needed or the Giant Hogweed will cause the skin to burn and melt away from the muscle doing 1D6 ever hour until the sap is removed. Attempting to wash off the sticky sap with normal water will result in the effect doubling to 2D6 damage. Holy water, oil, blood or urine will remove the sap easily.
Angel Trumpet - A beautiful flowering plant with trumpet shaped flowers either yellow or orange in colour. The Angel Trumpet emits a soft, sweet lullaby from its flowers which entice players to drink its nectar. Save vs. Magic is needed to avoid the temptation. Upon drinking from the Angel Trumpet, the player will need to roll a D4. 1-2 will result in the player falling unconscious for 1d20 hours and when they wake they will have access to the Sleep spell, once, for 24 hours. This is temporary, upon use the spell is forgotten. If the player rolls a 3-4 then they will become unconscious and their body will enter a murderously psychotic state for 1d20 hours in which the character will attempt to kill and devour anyone in sight.
Bleeding Hearts - A tree has grown out of the sleeping bodies of seven nobles who were walking in the garden when the queen's curse hit. They fell asleep, tangled together and the tree spread its roots and branches through their bodies. They are still alive and sleeping. Their hearts dangle, still beating, from tree branches. Plucking a heart will kill the sleeper. If the heart is burned or dried out and consumed it acts as a curative for all poisons.
Reverse Valerian - A black flowering plant that grows in the shadows of trees. These black flowers let off a rancid smell. They are Reverse Valerian and despite their ominous appearance are fairly harmless. When mixed into a potion they will cure victims of Sleep and can be used to wake those affected by Uonaidh's curse. Once one flower is plucked, however, the remaining flowers on the plant wilt and die.
The Courtyard
The courtyard is filled with beautiful coaches which have been abandoned. Footmen and drivers still lie slumped beside these coaches, sleeping peacefully. Their clothes have rotted and their hair is matted from the elements having battered them. Some of these individuals have suffered, over the hundred years, from frostbite on their fingers, ears and noses.
Some of the chariots contain silver and gold, or a noble or noblewoman who didn't have time to get out before falling asleep.
The Main Hall
The main hall in the palace has a beautiful grand staircase with red carpeting leading up to the second floor. Here, a row of soldiers on either side of the carpet have all fallen in their Armour and their spears in a heap. One or two are canoodling in their sleep and some might mutter something. Due to sleeping in armour for over a hundred years, they have sores and nasty bruising.
Small winged gray creatures with orbed heads crawl over the armour. They are roughly two foot in height and hover with bees wings. Their mouths are comically large and would appear hilarious if it were not for the rows of gnashing hooked teeth within. They have no eyes and two large nostrils. They have three fingers on each hand with hooked nails which they use to pull the teeth out of the sleeping soldiers and deposit them in grimy satchels which barely cover their minuscule private parts.
A couple of these fairies are trying to convince another to go up the stairs. It refuses and looks up the stairs in terror.
No fairy will go up the staircase.
Tooth Fairy
HP 6, HD 2, Armor 12, Morale Low.
Hooked Bite: 1d4.
Tooth Missile: The tooth fairy will abandon its hoard in favour of its life if it feels threatened. It will fire the teeth it has collected at adventurers. This is more gross and a distraction than an actual attack.
The Banquet Hall
From the main hall, the players might find themselves in The Banquet hall. The hall has been set out for Briar Rose sixteenth birthday celebrations. Flowers, Standards and Banners, and great tables of food have been laid out. Guests crowd the dance floor and have fallen asleep bid dance leading to quite a few broken bones and tangled slumbering bodies. Occasionally, one or two of the sleepers will scratch themselves in their sleep or roll over. They are dressed in elegant clothing which is old and rotting. The food on the tables, on the other hand, is still as fresh as the day it was cooked and steaming hot.
There is plenty of riches here. Golden cups, silver purses and jewelry.
If the players eat any of the food they must make a Save vs. Magic or they will be unable to leave the palace.
The Kitchen
The kitchen staff are all asleep. Some have been burned or scalded after falling asleep mid preparation. Some serving staff have fallen asleep on the platters they were serving. The players can find a number of herbs and utensils needed for cooking.
If the players eat any of the food they must make a Save vs. Magic or they will be unable to leave the palace.
The Servants Bedrooms
There is not much of interest in this room. Some of the servants are asleep. In one bed, two servants have fallen asleep midway through sex, having been caught by a valet who was in the process of scolding them when he fell asleep midway through and face-planted the floor.
The Main Library
The main library is filled with wonderful books and grand bookshelves which stretch up to the ceiling. The players can find classifications of faeries or any short fairy-tales that you might like to include. A search roll will reveal a book containing the story of "Sleeping Beauty" written by Uonaidh to help her minions keep the palace in check. This will reveal that the spinning wheel is the source of the great sleep and how it can be destroyed.
Here, one of Uonaidh's Banshees lurks in the darkness. She has been tasked with protecting The Spinning Wheel.
A bookshelf of books about faeries and the Dione Sidhe hides a secret vault behind it. A search roll or a confession by the Banshee will be needed to open it.
Banshee
Beautiful ghostly woman who is either accompanied by Tooth Fairies or has a heavy pregnant belly which will split and birth Tooth Fairies if needed. She has the ability to melt into the shadows and sneak attack.
She might be convinced to speak if a tooth fairy is captured or a fairy is accompanying the players. She is loyal to Uonaidh and will not tell the players about The Spinning Wheel out of choice.
AC 16 HP 25
The Queens Vault
A great vault can be found behind a bookshelf in the main library. A set of twisting stairs leads down into blackness. Below, is a room that stretches on and on for miles. Here, piles and piles of spinning wheels have been stacked. Some of these piles of spinning wheels have been burned. On the piles, small red roses grow.
A single ivory spinning wheel stands in the center of the room surrounded by a mountain of burned spinning wheels.
The Spinning Wheel
A Save vs. Magic is needed if within 10 foot of the spinning wheel. The spinning wheel will encourage any player who saves to prick their finger. If they do, one of the below effects will occur.
- The adventurer has pricked their finger and their soul is forfeit. They will be collected by Uonaidh and gifted to the devil who will take them to hell. They are this years tithe payment.
- The victim collapses into an endless sleep. Nothing can rouse them from their slumber. Not only do they sleep, their dreams manifest physically outside of their body. Weather changes around them, monsters form out of the shadows and reality distorts.
- The adventurer falls unconscious briefly then wakes. Upon waking, any idioms or expressions said by the character will now happen as if they have been wished. So if someone says "That hit me like a tonne of bricks" the wall of the palace might very well fall on them.
- The adventurer falls deeply in love Uonaidh and is entirely devoted to her; their one driving wish is to receive a kiss from the faerie queen.
- The faerie queen falls deeply in love with the adventurer; they will not know this unless they meet her and she will actively attempt to have the adventurer kidnapped and brought to her.
- The adventurer explodes in a shower of fairy dust which other adventures will need to roll a Save vs. Poison to avoid ingesting.
The spinning wheel is worth 1000 Silver Pieces, however, anyone who looks at it will need to make Saves, including NPC's who want to purchase the spinning wheel.
If the spinning wheel is destroyed then this will release Briar Rose from her sleep. The spinning wheel cannot be chopped up, burned or destroyed by an conventional means. The spinning wheel can only be destroyed if Briar Rose pricks her finger on it again.
Upstairs
The upstairs hallway is plain and dusty. Servants and soldiers can be found sleeping here. There may be more tooth fairies depending on how quickly the players have progressed through the adventure.
Fairies avoid the upstairs and any fairy with the party will refuse to go up.
The Creeping Nightmare
Once or twice during the hundred year slumber, a few princes and noblemen have come to claim Briar Rose as a bride and attempt to remove her from the palace. This has created The Creeping Nightmare. This is a terrible amalgamation of any prince or nobleman who has ever tried to harm, remove or kiss the sleeping Briar Rose.
The Creeping Nightmare moves from room to room on the upper floor via the ceiling. It is a grotesque gelatinous form of flesh, blood, thick ropey veins, many mouths and bits of sword and shield stick from various parts of it. It has no eyes and is alerted through sound. It will travel to the adventurers location if they are particularly loud.
It consumes fairies and the tooth fairies are terrified of it.
Armour 16/18, HP 35/40 , Morale: High, 1d6/1d8 biting and swiping damage.
Explosive Viscera: Upon death, The Creeping Horror explodes in a shower of acidic gore and sharp bone. Anyone within a 10 foot radius will need to make a save or take 1d6 damage.
Briar Rose - Part 3
Due to the length of this blog post, Briar Rose - Part 3 and the final installment will be available next week. This will include:
- The Palace Upstairs
- The Display Room - A terrifying display of faeries
- The Queen's Fate
- Briar Rose Chambers
- The "Happy" Ever After - A Faeries Promise and a Hellish Outcome


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