As the last member of the party enters the room, things start to get blurry. You turn toward the door, but the room and everything in it seems to be growing so rapidly that the door moves a vast, unreachable distance away from your position. You feel that the fabric of reality has warped and then you black out.
The gentle breeze is crisp and pleasant, stirring through silver-bark trees and huge, blossoming bines. The night sky is clear, full of stars. A series of lanterns give off a soft glow and trail off in the direction of a path paved in white stones. Far brighter is the light from Throg's lantern, which sparkles on every surface. You can't remember how you got here or how long you've been here, but the place feels so pleasant, so serene, that you feel as though you could rest here forever, breathing in the night air and watching the light scatter through the foliage.
A voice alongside you cries out...
"Oh no! How did we get here? It exists? This is bad. This is very bad..."
It's Jekaena. You notice her and remember her name, but you don't feel like paying attention to whatever it is that she's saying. Ignoring her chatter, you get back to enjoying yourself and this place. Now she is chanting or something. Her voice seems to fade away, although maybe you're just getting better at ignoring her and focusing on what's important. But then, abruptly, she grabs both sides of your head and bring her face right in front of yours. Sparks of blue magic radiate from her eyes into you. And you start to remember what you were supposed to be doing. A flood of realization hits you. The Sylvan Epic. The quest to save the Heart of Welhallas. You'd gone inside a tree. Painstakingly, methodically, Jekaena intones...
"Snap out of it. We need to take action. Somehow, we've wound up in the Idyllic Copse, a place I didn't think was even real. Among the mages of my people there are those who specialize in magical traps to thwart invaders. These traps manipulate space and time, so our enemies find themselves wandering through mazes for centuries and then succumbing to old age once they've made it out. And some of the people I knew in school worked on deadlier traps. There was a legend of the ultimate trap meant only for the most dire threats of all: the Idyllic Copse. Somewhere in the Loren forest there was supposedly a perfect paradise, crafted with extraordinary magic. Containing beings too powerful to defeat, too dangerous to be allowed to walk free, they'd be endlessly satisfied, forever appeased by the splendor of their paradise. A prison without walls, chains, or guards, permanently entrancing its victims. I thought the stories were entirely factitious, a student prank. But this place matches the description of the Idyllic Copse in every way. And if the stories are even half-right, we're stuck in a place no one has ever returned from, and trapped amidst the most dangerous creatures that the people of Loren have ever found.
I figured out how to use my magic to counteract part of the psychological effect that this place has, but I can't do this for much longer. Figure out what we should be doing now. I'll hold this spell for as long as I possibly can..."