Earning Trust

Quest Giver
Eliastra

Quest Goals
The Circle cares for a Cervidae, a fey unicorn of sorts, but they haven’t seen her for five days and are concerned about her whereabouts as she’s never been absent for more than a day or two at a time before.

Important Locations

 * Druid Colony
 * Duskhollow

Important NPCs

 * Eliastra
 * Janvir the Elder
 * Adwyn Courts
 * Destin Courts
 * Kaitsyl and Barris Stonefoot
 * Louissa Prenav
 * Bertrand Prenav
 * Deni Tumble
 * Salodan Hamir
 * Melusine Villeta

Resolution

 * “Good” Outcome As a reward, the druids give the adventurer and their companion(s) 100 gp, a Figurine of Wondrous Power (Silver Raven; DMG page 170), and a Cloak of Protection (DMG page 159). At the DMs discretion, they also learn one druid cantrip of their choice.  Upon their return to the druid colony (if they go back), Janvair will have researched parts of Garren’s past. A few more details from Garren’s backstory, especially revolving around the Spellplague and Garren’s place in history, can be revealed to the PC and Garren from Janvair’s report.  Eliastra will ask to more closely examine Garren’s crystalline condition.  She holds both of his hands in hers and her eyes roll back in her head in a trance. Several seconds pass as her eyes shift back and forth in her head, her senses delving deeper into Garren’s person. She emerges a few moments later, somewhat out of breath, and looks into his eyes with great concern. “I fear that your condition places you in grave danger.”  She then looks to the PC and explains that she can’t fully understand the magic that is both imperiling and protecting Garren, but she believes even more strongly now that they should remain close together  as it seems his safety relies on proximity to the amulet. If they are willing to make the journey, she has a wise friend, a wizard, a few days’ travel down the road, who might be able to help both of them.
 * “Bad” Outcome If the party turns on the druids instead, they will see the powerful werebears, under the light of the full moon, defend their homes from panicked villagers. They will not harm anyone unless given no other choice, but they would like the opportunity to carefully gather their belongings and travel to a different area of the forest. As they leave, the forest itself darkens and the atmosphere changes. The townsfolk, and the party, should hurry back to Duskhollow before whatever evil that intends to replace the peaceful werebears settles in.  On the way back to town, the werewolf who attacked Destin one month before stalks the villagers, picking off a few here and there to join her pack. The PC and Garren narrowly escape this assault; it should feel close, but not so much that the PC actually takes on a fully grown werewolf.  As the town recovers from their decisions and accounts for those who are missing, they come to understand that subduing the forest will not be as simple as they had thought. What is more, the werewolves surrounding them are growing in number and seem to have a plan.  In terms of Garren and the PC’s next steps, if it seems appropriate to the DM, Adwyn can explain what Eliastra was able to relay to Garren from herself and Janvair in the previous section. Otherwise, as they set out from the town, they might happen upon the wizard Eliastra would have alerted them to, though it will not be as easy for them to gain his trust and assistance.

Rewards/Loot

 * 100 gp, a Figurine of Wondrous Power (Silver Raven; DMG page 170), and a Cloak of Protection (DMG page 159).