The Sadre Region has its share of troubles.  The recent war of succession has left its army spread thin, a five year old on the throne and a paranoid regent practically ready to close the borders.  Slavery is legal, guards and law enforcement is sparse and easily corruptible and disappearances are getting to be uncomfortably commonplace.   Now add the fact that there's powerful tribes of monstrous humanoids on its northern borders and dangerous monsters in its forests and have demons camping out nearby and you have a kingdom that could use some help.  For this reason, adventurers find their way here to take readily available jobs for monsters slaying, town guarding and maybe the occasional dungeon delve.  The Laughing Fey forest is dangerous for sure, but there's plenty of fey and druidic ruins in its deepest parts just waiting to be<del>plundered</del>explored.<br/><br/>So adventurers coming to the region is nothing new, so few people are surprised when your party shows up at the Halmet of Monlen.  Whether by fate or mere coincidence, the six of you found each other while you prepared for an expedition into the forest.  Giving the local rumors of dangerous monsters prowling the forest a wise amount of respect, the six of you decided that since you were all going to explore the shrine<em>anyway</em>, you may as well stick together for protection from monsters or highwaymen that are rumored to be in the area.<br/><br/>Even with the road shaving off time, It took nearly six hours for the group to reach the Shrine of the Baleful fey, luckily unaccosted by adversaries along the way.  The bards had made it seem like the Shrine would be an imposing dungeon lined with traps to ward off intruders.  Instead, the party found an unassuming stone edifice, half buried in the dirt and so overgrown that it was a small wonder you managed to find it beneath the vines and plants.  Clearly this place hadn't been tended to in a very long time, not by human or fey.   Entrance into the shrine was simple enough, a small stone ramp descended a few feet into a large, circular domed area where the noon-day sun from a sky-light bathed a large circular altar in the sun's radiance... an altar covered in magic items.   Before you could say "Mission Accomplished", the loot was divided up and the each adventurer was beaming with pride at their new equipment.<br/><br/>Then people started to get sleepy...<br/><br/><br/>Our scene opens now on the party.  Each one of you remember falling into a blissful slumber but little more than that.   Your eyes open on the domed ceiling of the shrine yet again.  The ancient carvings covering the ceiling have long since worn away with age and sport beautiful lattices of hanging moss where there was once art.   The beam of light in the center of the room has shifted only slightly.  Maybe an hour has passed since you all fell asleep on the stone but something has... changed.  For one thing, you can't remember why you came here and you have no longer have a new magic item on you any more.  You can only barely remember where you are and even as you wake the memory of how you got here seems to be draining from your head...   At least you know who you are though.... or WERE.  I say were because your body has changed.   Though you feel just as physically capable as you did before, your limbs have smoothed like silk and your body has become more shapely, curved... and quite decidedly feminine.  Your voice too has gone right to soprano and you sound like different variants of the cute bar maidens you ran into in Monlen.  More disturbingly though, once every couple of minutes you think you can faintly hear a feminine voice... your voice?... just barely whispering in the back of your head... giving gentle suggestions on how to be more alluring to the opposite sex...<br/><br/>To make matters worse your clothing has vanished  (though it's actually in your respective backpacks/wherever you store your gear) only to be replaced by a tight fitting corset that looks like it's made of bark and leaves.  It hugs your features, accentuating the already feminine features you suddenly now possess.  Worse, your thin midriff is showing as the corset stops just shy of what looks to be a new skirt made entirely out of large leaves that only deigns to reach your mid-thigh before stopping.  A matching set of green stockings and a set of comfortable high heels that looks like they're made of bark completes the ensemble.<br/><br/>It's now up to the party to realize you're NOT all mysterious dryads who showed up out of nowhere and what the heck you're going to do about whatever the heck just happened to you.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">DC 10 Knowledge (Local)</div><div class="spoiler_body">The nearby thorp of Windal has an alchemist that makes the Laughing Fey Forest his specialty.  It's the closest town and could be a good lead.</div></div><br/><br/>((The minute specifics of how your character looks now is up to you.  Gender is negotiable but you do HAVE to look quite feminine and I need to know gender specifics for various reasons, all of which are horrible.))<br/><br/><br/><br/>(http://img.photobucket.com/albums/v603/Lighteria/PbP%20DnD/Sadre%20Region_zpsfnpyjk1q.png)<br/>(Hexes are 3 miles wide)<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Map Legend</div><div class="spoiler_body">Below is a list of general knowledge.   More can be revealed about a location with an appropriate knowledge check (Usually Knowledge (Local))<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Towns and Settlements</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">1. The Thorp of Windal</div><div class="spoiler_body">Fairly deep in the Sadre Reigon, Windal Village is a nice, quiet town on a lake  It's a convenient place to stop if you're going to be exploring the deep woods.  About the only house that doesn't look like a tiny shack is an alchemist's lab who is said to specialize in reagents collected from the forest.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">2. Nale Windmill</div><div class="spoiler_body">A large windmill on the edge of the lake.  It has the largest millstone you will probably ever see. </div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">3. The Hamlet of Monlen</div><div class="spoiler_body">A small, mostly agricultural hamlet that lies on the edge of the hill laden region to the south.  It lies nearby the famous Monlen Ranch, where the best milk in 5 kingdoms is made.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">4. The Town of Styrewood</div><div class="spoiler_body">Styrewood was the first village founded by the kingdom in order to make headway into the forests it was named after.  It has since grown into a prosperous town and serves as a great place for outsiders to pass through the kingdom if they fear to tread in the city for fear of persecution.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">5. The Village of Sumervale</div><div class="spoiler_body">Cropping up around a farming community that sends food to the city, Sumervale has since turned into a growing and prosperous village, popular with outcasts from the city and city dwellers that want to "get away from it all".  No it's not misspelled, the founder's surname was Sumer.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">6. The Castle City of  Arkam'sul</div><div class="spoiler_body">Home of the Palace of the Sadre Region's Regent, Arkam'sul is the largest city in the region.  It is also extremely well defended.  The regent treats the city more like a fortress than a city.   All the occupants of the city are born in the Sadre Region and outsiders and travellers (You) are required to have papers to enter the city are are looked upon with great suspicion.  Papers are only obtained by a select few that needs to sign loyalty oaths to the regent.  You might say the last war left them paranoid.  You would be right.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">7. Monlen Ranch</div><div class="spoiler_body">Famous in the region, the Monlen ranch is a very large establishment.  Most of the land here is pastures with grazing cows but there's also a modest amount of agricultural farming.  The milk here is popular for its taste.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">8. Andewar's Tower</div><div class="spoiler_body">Known throughout the land as a reclusive and eccentric wizard, Andewar has a large tower overseeing the border to the south where he performs magical experiments.  "Leave well enough alone" is everyone's general consensus of the place.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">9. Timberbrush Lodge</div><div class="spoiler_body">Home of the Timberbrush Trappers, these hardy hunters spend their days trapping game in the southern forests and swamplands.  Visitors are welcome here to rest and usually are greeted with fresh venison.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">10. The Iron Citadel</div><div class="spoiler_body">Standing on the border of the Sadre Region, the Iron Crag was erected to defend the kingdom from their hostile neighbors to the west.   Since the war with them ended, this monument of stone and steel now stands quietly in the fields, frequented only by lookouts and the occasional regiment that wants to get out of the city for training.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">11. The Feyfreind Enclave</div><div class="spoiler_body">In a secluded part of the forest, a large group of druids exist here, practicing strange magics and communing with the fey and nature.  They are wary of outsiders and vice versa but they keep Stonefang Pass safe for the reigon.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">12. Redinger Manor</div><div class="spoiler_body">Home of the rich baron who owned most of the lands to the west before it was bought up by the kingdom.  Officially, the kingdom still pays rent to the baron and he lives in a large, secluded manor near the forests.  Apart from being rich enough to afford more guards than most towns get, it is said that he holds montly parties where fine foods, fine wines and extravagant luxuries are available to his guests.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">13. The King's Mines</div><div class="spoiler_body">When a massive iron deposit was found here, the kingdom was quick to claim the mountain in the name of the regent and establish a massive mining operation.   Though they still today fight the occasional orc and dredge up terrible things from underground, the kingdom still digs out the iron here and it is the backbone of the region.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dangerous Settlements</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">14. Forest Whisper Shrine</div><div class="spoiler_body">Little is known about Forest Whisper Shrine.  It's very deep in the forest and rumor has it that satyres and fey creatures guard this place.   People have made up myths about the place, that it's a meeting place for the fey folk and ruled by a dryad queen.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">15. Slaver Camp</div><div class="spoiler_body">Slavery is not illegal; kidnapping people and taking them for slaves, however, is.  Hailing from the southern territories, roaming slavers sometimes set up camps in the forests off the roads and steal away the unwary to be sold on the market. It's an illegal operation, so they are mobile and quick to leave.  You only suspect they're in this area because of local rumor.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">16. ???</div><div class="spoiler_body">On the edge of the jungle and the swamp lies a large temple with dark spires and frightening, glowing runes.  Demons have been seen wandering in the area around the Spire and travelers are advised to stay well away.  It's lucky for everyone they're content with staying here.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">17. Orc Encampment</div><div class="spoiler_body">Since they were declared sub-human, violent and enemies of civilization, the orcs of the northern badlands decided they were going to roll with it.  They are known to set up encampments in the badlands to launch raids from.  Exact locations are prone to changing.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">18. Bramble Valley</div><div class="spoiler_body">A valley where giant, twisted roots form tunnels and traps.  Ever since a group of hobgoblins settled in Bramble Valley, even orcs have stayed away.  The strange, reclusive creatures have been rumored to be gathering up the local plant life (and locals) for twisted, shamanistic rituals.  Hopefully that's the bards being colorful with their stories.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">19. Orc Encampments</div><div class="spoiler_body">Scouts have shown that the orcs, with greedy eyes on the Sadre Region, have constructed a war fortress and set up several scouting camps in the badlands.  Though they make attempts to climb the mountains, most raids on the region fail and the mountain passes have been sealed off.  Still, they maintain a presence here and keep firm control over the region's sparse resources and treat any non-orc that passes by as a threat.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">20. Minotaur Village</div><div class="spoiler_body">No one has bothered to try and give this place a name since anyone who gets close is attacked.  Even the orcs steer clear of this place.   As the name implies, a large group of minotaurs have set up a village and fiercely protect the oasis of the badlands they call their home.  They venture into the mountains and occasionally one of them pops up in the foot hills.  The city usually sends a full regiment out to drive them back, such is how scary they are.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Natural Regions</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">21. Redspire Mountains</div><div class="spoiler_body">The mountains are nearly impassable and serves as a convenient barrier between the fertile Sadre region and the badlands to the north.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">22. Stonefang Pass</div><div class="spoiler_body">Named for the troglodytes that inhabited the caves but have since been wiped out, the pass is probably the only way non-mountain climbers could pass through the mountain range.  The entrance n the Sadre Region side is sealed shut with overgrowth and vines and strange plants cover most of the caverns, but the other end of the tunnel is unsecured.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">23. Laughing Fey Forest</div><div class="spoiler_body">The Fey forest have been a danger to travelers for a while.  The deeper you go, the more dangerous the place gets.   Mischievous fey frequent this place as well as other wild animals and bizarre plant-life .</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">24. Styrewood Forest</div><div class="spoiler_body">Probably the most tame place in the Sadre region, this forest, thankfully, has a lack of the more bizarre and dangerous flora and fauna that Laughing Fey forest has.  Poaching is illegal here.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">25. Morradil Forest</div><div class="spoiler_body">Again, safer and smaller forest than its cousin to the northwest.  Morradil Forest has mostly simple wild beasts ... as long as you don't tread too far and reach the swamp.  The closer you get to the swamp the more interesting and dangerous the wildlife gets.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">26. Zebberek Swamp</div><div class="spoiler_body">The swamp and nearby marsh are gigantic and frightening/weird beasts tend to crawl out of it.  Most wise people stay away from it.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">27. Demonwrought Pass</div><div class="spoiler_body">There was one day when the kingdom felt they needed to wipe the demons out of the Sadre Region.  It ended poorly.    A dozen platoons were lost to madness, curses and betrayal and the abandoned military camp now stands only as a warning to anyone going deeper into the marsh.</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ruins and Landmarks</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">28. The Shrine of the Baleful Fey</div><div class="spoiler_body">Rumored to house magical items of fey origin, there was rumored to be a magical fey armor here.  Most locals have a vague sense that it's dangerous.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">29. Darkwood Keep</div><div class="spoiler_body">During a territorial dispute, this keep was used as a military outpost.  It was abandoned for decades after the war ended and there have been rumors of a rogue wizard and band of monsters taking up residence in here.  Seems like a great place to get killed or worse.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">30. The Wild Tamers Workshop</div><div class="spoiler_body">Funded by the kingdom to gather plants from Fey Whisper forest, the experts and alchemists of the workshop set up a research lab where they could easily gather samples and watch the local wildlife.  Though they believed they were in a safe region, an attack by orcs who had made it through the mountain destroyed and plundered this workshop a few years ago.  It was abandoned.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">31. Swamp Hag Estate</div><div class="spoiler_body">10 years ago, a terrible Swamp Hag lived here.  With her powerful magicks she terrorized the local populations, stealing both supplies and young men from the villages to drag back to her lair.  Local militia were no match for her and she acquired enough supplies and strong backs to make a terrible estate, a large house full of twisted vines and swamp creatures.   Eventually though, the kingdom had enough and recruited a band of heroes to kill the hag off.  Though successful, the kidnapped people were never found and the estate stands overgrown and still home to terrible swamp things.</div></div></div></div><br/></div></div><br/>((Not everyone's done with characters it seems, so we'll slow-roll things a bit))