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1. River Peaks Village

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All players are sat in the Rusted Nut. This tavern is the center of town and the main meeting place of the small community. It is dusk and most of the town appears to have gathered. The following conversations are heard:

"Did you hear about Laura? Her mum caught her sneaking out to see the Goodwins boy!"
"No Way!"

"Sam Tomkins said he thinks the Princess must be dead"
"If that were true Zanis would be parading her body around."
"Shhh. KING Zanis. You don't know who might be listening!"

"We are just going to have to sell Daisy. He have no other options to cover the tax."
"If we do that there will be nothing left for us to eat"

"But why isn;t she back yet? She knows those woods, she can't have gotten lost."
"She will be back. Stop worrying."
"But what about Mr Larkin, David. Or Mrs. Drew? They can't all be getting lost!"


An older man stands up and calls everyone to attention. Nathan Mere is the unofficial town leader. Normally in charge of farming operations and keeping the peace; he is now heading the effort to save the town from starvation.

"I have been told that the neaby Temple of Eldath, which was destroyed last year, was home to a secret Grove. Inside this grove is an ancient Holy Tree. Legend says that if a seed from the tree is planted, it will bring Eldaths presence to the darkest of places. Only one seed is produced every 100 years, and the new seed is due to be produced in 2 days time. This will not be easy to find, even if it does exist. Will anyone volunteer to go and find this seed and save our town for good?"

A few voices shout out from the crown. Nathan attempts to gain followers. Hope Players volunteer.

Rewards on offer: Small amount of gold. Rooms for life. Friends for life.

Players can stay the night.

What Zephyra Knows at the start of the Campaign:

The leader of your Druidic circle Heather Moonleaf came to you and told you of the blight infecting Riverpeaks Village. She tells yo there may be a way to bring life back to the crops before the town starves.

The Nearby Temple of Eldath houses a sacred grove. The sacred grove protects a healing spring; siad to restore health and cure sickness in all those that drink it. The spring resides directly below a large oak tree. This oak tree, having spend its whole life fed by these healing waters, produces 1 magical seed once every 100 years. This seed is said to be able to heal the lands in which it is planted, restoring crops and rejuvenating all plant life for hundreds of years.

King Zanis’ Army attacked the temple as it made its way through the lands removing any sign of Eldath. Thankfully however the temple is cleverly protected and though the temple was severely damaged, the grove was not accessed by the ruffians.

She also warns you that getting the seed will not be easy. The goddess’ followers put in place a number of trials so that only those who followed the goddesses teachings of peace and nature would be able to enter.

She instructs you to head into the village of Riverpeaks to tell them of this artifact and to try and gather some aid in retrieving it for them.

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On the Journey:

8 hour walk North East to the Temple.

Along the road, everything is dead and dry, even though the sky always looks like it is about to rain. The road is quiet and without any life at all. A few bushes containing poison berries. 

Tutorial level: A starved Dire Wolf attacks the party: AC 14. HP37, +5, 2d6+3. 200xp

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In the Temple:

The temple is in the other side of a small lake. The trees around it are scorched, splintered and dead. The ground is littered with waterlogged pages, fabric and smashed ceramics. all the objects are trodden into the mud. The temple is surprisingly small. The front doors of the temple are broken and hanging open via some sort of fire ball. With a high perception role the players may notice that some of the objects littering the ground are bits of skeletons picked clean by predators.

Players hear: 'Oh no, they are back, everyone hide." The woodland carvings on the outer walls of the temple are alive. The carved nymph guards the true entrance to the temple and she must be convince to let them in. The nymph will tell them of the challenges and to follow the teachings of Eldath.

Room 1 - Peace - 300xp

Cave like room with door opposite bearing the word 'Peace' in druidic. two large spectral bears stand in front of the door. If attacked they will attack back but cannot themselves be hurt. If they are not attacked the players are free to walk through the door. Bear cubs will pop out to play.

Room 2 - Trust - 100xp

Small platform, and iron bridge leading across a waterfall. Bridge is an illusion, the door leads to nothing. Jumping/falling into the water causes a bubble to bounce up and protect you. Carrying you along the river, whose walls are lined with nature paintings. Bubble pops to allow players to enter through the next door. Loot: Pack containing 30g, a blissful beacon tiara and soggy rations. 

Room 3 - Learn - 200xp

Door opens on a clearing with 4 desks and a blackboard. each desk has a pair of funny looking spectacles on them. Blackboard reads 'password: _ _ _ _ _ _ _' - S I L V A N U S. Letter found: The pond, Bird Bath, Apples, Glasses. Keeping glasses: +1 to perception, -1 Persuasion.

Room 4 - Balance/Elements - 200xp

Massive room. Corridor wraps around a massive glass dome contains the grove in a glowing purple light. There is a large ornate gate weaved out of vines blocking the way. 4 female statues flank the gates, each with their hands cupped in front of them. Players may notice the detailed 'elements' at their feet. if something is placed in their hands the eyes will flash. if it is a symbol of the elements they will stay lit. 
Possible loot: gems can be plucked out of statues eyes: ruby, emerable, opal and saphirre. worth 20g each.

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The Grove:

When entering, the first one through the doors will be charmed 3 times by @Delilah.

"Adventurers, please, you must help me. Duskthorn pixies have captured the mother tree and the seed is near to its birth. I fear they are trying to corrupt it."

2 paths of cobbled together broken weapons lead into the forested Grove. Traps along the way: Entangle, Shoot Trees, Hidden poison pit'

Magic river.

Party decisions: either fighting Delilah or 7 Pixies.


While the party are chatting by the tree, feeling very tired, they notice that the black ooze is bubbling up around the tree.

They fairies have an idea. They can expend their total magical essence to give the healing magic a boost. (party may or may not know what this means). They ask the party to help them with their healing magics as any small boost could make the difference.

Please, help us to maintain the circle. What we are about to do is going to be very difficult and if we should fail we need you to maintain the magic. We cannot risk the seed being corrupted; who know what it could do when planted!


If the magic works, you should be able to pluck the seed and have your Priest of Eldath plant it to restore life to wherever you need it.

Whatever happens, you must promise me you will not let the magic circle break!

The fairies start chanting and each cut their palms. 1 pixie will deflate then send a pulse of magic through the ring with a small explosion of sparkles.

A vine monster thing will appear each time a fairy is used up. Zefera and Lia cannot break the circle so the others must fight it.

As the last fairy explodes, the black sludge is cleared and Delihlas scream can be heard. She attacks them again.

Once defeated the seed can be taken, it emits a faint glow and it warm to the touch.

If a fairy is killed before its power can be used, the seed will not be fully healed and will cause baddies when planted.

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On the road home…

Horse is dead and very much eaten or gone depending on if it was tied up.


On the path home, you hear quiet sobbing and loud laughter up ahead. (horse and cart)

2 thugs, 4 guards, an elven man (Soonli), woman (Zara) and little boy (Tovi) chained walking behind the cart. In the cart are some barrels players may recognise.


The Elves are being taken to Ulis as slaves as they did not have passes. The Thug/Guard combo is a familier site. The elves will be exchanged for gold.


Conversation: ‘I still say Gord that we should have just killed the elves and gone for the priest, these elves will barely cover travelling costs’

‘The priest in Thumble Way was only a rumor, these elves are illegal and will fetch 20g each! Now shut it i’m in charge’

‘Eh eh eh we’s gonna be rich Tom, i betcha we can find more elves on the way. I gots a nose for it see, can sniff out their stink from a mile away’

…..


If attacked, Gord will try and take the Tovi hostage. If freed the family may try to escape to Windrivver Isle.

Game starts at 11am mid way through the 11th Month

Party arriving back in town and it is completely deserted with the smoking remains seen from the southeast side of the town.A few broken barrels and things are about town. A few doors have black crosses painted on them, and these houses seem to show some damage. A few splatters of blood about.

The tavern door has been smashed off of its hinges.
Bar keep Henry is trying to put the inn back together and can tell the whereabouts of Nathan, but that he is in a bad way.


The thugs marched into towns with the guards. Knocking on and down doors to see if there were any so called traitors to the state. They demanded to see all the elves passes; even when they had them they painted on their doors and ruffed them up. Then they got to Soonli’s place. His passes hadn’t arrived yet. Nathan told them that the passes were on the way; that Soonli and his wife were of importance to the town and tried to stop them taking them to Ulis. Mentioned the cider as a bribe which is why they knocked down the door in here. Anyway, They couldn’t care less and just wanted their money. When Nathan stood between them they stabbed him. The palace guards stabbed him! Took the Family, cider and left - smashing a few windows on the way out for good measure! Now the rest of the Elves are packing up, trying to move out of Thelran, who knows how long their passes will keep them safe!


Nathan’s house is right on the edge of town. There are a few drops of blood leading up to the door.


Daughter Sara (30/f/HE/bossy) will open door cautiously and reluctantly let them in. Nathan tucked up in bed, looking very pale and feverish.


He doesn’t know about a cleric of Eldath exactly. Rumours of one in Thumble way acting as a back street healer. Rumours of a few in Owens wood. They originally fled to Thelran shores or into the Urthadar desert to get boats out of the country - a few may still be there.

Hopefully returning with the Seed and cleric of Eldath, the cleric can then begin the ritual to bring back life

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