Both this encounter and the location in DQ3 that inspired it are based on Aesop's fable of the Honest Woodcutter - a fable that, while obscure in the Anglophone world, is apparently popular in Japan for whatever reason, as I've seen many references to it in Japanese media. If I was to play Drive-By Theologist, I must speculate if it has to do with the concept of sacred natural sites and genius loci fitting quite well into the framework of Shinto. Because of this, it's possible that your players may be familiar with the story, which could make the solution too obvious. However, I have provided a subversion on the formula if that's the case, or if you think it sounds more interesting.
The Honest Adventurer
This encounter can be placed anywhere - in the wilderness, in a dungeon, or perhaps even on the outskirts of a town. Because it is dependent on the actions of the PCs to trigger, it is helpful if you drop hints in rumors told by townsfolk at a nearby settlement. They should allude to the location of a sacred spring, in which dwells a spirit who has been known to bestow enchanted objects to those who drop things in the water. These townsfolk will also know the spirit is a stern judge of character and will only aid the generous, honest, and virtuous.
If the PCs drop an item - any item - into the spring, its guardian spirit, a nymph named Aurea, will emerge. She will introduce herself as the guardian of the pool, and present the PC who made the offering with an item. This item should be related to whatever was dropped in the pool, but a superior version. For instance, if a weapon was dropped in the pool, the nymph should present a magic weapon of the same type. If it was an offering of coins or jewels, the nymph should present the same amount of treasure in a more valuable denomination (ex. a diamond in exchange for a ruby, or a purse of 50 platinum coins in exchange for a purse of 50 gold coins). The idea is that whatever is presented should be more valuable to the PC than what was offered. Use your judgment here. To hopefully limit misinterpretation by the players, it should be clear that the item is not merely the original item enchanted by the spirit, but a different object - for instance, if the PC drops an ordinary longsword in the pool, the spirit may present a +1 longsword with a jeweled hilt, looking distinct from what the PC had.
Aurea will explain what she holds in her hand, describing it and any magical properties it may have. She then asks the PC if this item was what they dropped into the pool. In reality, though, she knows it is not the right item, and she wishes to test if the PC will get greedy if they have the opportunity to lie their way into loot. If the PC answers "yes," the spirit will curse them for their disreputable nature and descend into the pool without giving them anything. Searching the pool will reveal no trace of the spirit or any items.
If, however, the PC truthfully answers that the item being offered was not what they dropped, Aurea will tell them they have passed the test. She presents them with both the original item and the treasure she tempted them with as a reward.
Aurea can only be summoned once per PC. If, however, she notices someone who passed her test before present among the party, she will realize the PCs are attempting to exploit her for treasure. She will not give them anything, and condemns them for their greed.
One variation on this encounter is to make Aurea's test a bit more subtle. In this variant, if a PC claims that the more valuable item the spirit presents them with is theirs, and/or if the party attempts to milk her test for more items, Aurea gives them the treasure without asking any questions. Tell the player to mark down the item the nymph described on their inventory. However, make a note as the DM that Aurea secretly placed a curse on the item to punish the PC for their greed. The item instead behaves as a cursed variant of whatever the nymph offered - for instance, the +1 longsword with a jeweled hilt actually gives -1 to rolls to hit and to damage (adjust any numbers your players announce for their rolls accordingly - it's more fun if you don't tell them the new result and let them figure out what's happening themselves); the platinum coins disappear once given to a merchant, leading them to accuse the PCs of deceit. If they return to the spring, Aurea will explain the curse and take the items off the PCs' hands, telling them she hopes they learned a lesson about what their greed will get them, but will not give them the useful versions of the items.
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