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Chapter 2: The town of Windrest

Chapter 2: (The town of Windrest)


Ancient history:

Ages ago, this area was home to the Nekrós, an ancient cult that practiced necromancy for hundreds of years. They brutally conquered the surrounding towns and villages and captured their inhabitants to be used in their vile and evil rituals. They were finally confronted by an army of the sacred light seekers. The two forces clashed in an epic battle that lasted several days. The leader of the light seekers was a powerful cleric named Lux Magna. After the destruction of the cult Lux spent several months cleansing the Nekrós ritual site. He left behind a powerful and ancient crystal orb. The orb would protect against the powers of necromancy and the return of the undead as well as the heinous energies summoned by the cult. He cast a powerful spell and  hid the entire site in a place between the planes of existence. 

Now:

The rich Lord Hastings rules over a large town called Windrest with a fair but firm hand. Lord Hastings is a generous ruler making sure that the townsfolk are well taken care of and that everyone is treated fairly. People with mal intent know not to linger in this town for long. Things in Windrest have been calm and peaceful for many years. 

Lord Hastings son Tarth is a bit of a spoiled brat and a clumsy buffoon. He hasn't learned what most would consider “life's lessons”. He is eager to impress his father but without much thought or contemplation. He makes bad choices on a daily basis but recently he has made a choice that will change the fate of this town forever. 

The people of the town suspect Tarth of having something to do with the recent phantasmic events in and around the town of Windrest. He was seen frantically running back to town shortly after the sky filled with an ominous green glowing flash over a nearby ancient graveyard, one week ago. 

Ghosts have been disrupted from their rest, wandering the streets at night, terrifying the locals. Skeleton warriors of a long lost battle roam the countryside once again. Zombies rise from the local graveyards seeking vengeance for some unknown transgression. Something ancient and truly dark has awoken in this land.


Approaching the town:

Late in the day, as the wagon crests a hill, the town of Windrest comes into view. As the wagon descends the hill a sharp chill slices through you. A thin veil of erie mist forms on the hills surrounding the town and slowly creeps in. As you get closer you hear whispers in the air.

The main road takes you to a branch in the road. The road to the right takes you into the town and you quickly see the town’s center. At the town's center you see a statue that looks much older than the town itself, worn by years of weather and erosion. The statue depicts a man with a large beard wearing cleric's robes holding a large staff in one hand while the other seems to be commanding something to stop. 

Characters that succeed on an (DC15) Intelligence (Arcana) Check: Sees a resemblance of Lux Magna in the statue. Remembering some vague details about his quests against the undead in a time long ago.   

Characters that cast detect magic on the statue (DC15) can sense a slight aura of radiance magic coming from the statue. 

The characters can clearly see Lord Hastings manor at the other end on a slight hill overlooking the town. The people of this town seem skittish and on edge. The shops are closing up even though the sun hasn’t gone down yet. You see kids being ushered into homes, shutters and doors being closed and locked. 

If the characters try to interact with the town’s people they are polite but short. They urge the characters to see Lord Hastings at the manor as soon as possible.

When the characters start to head towards Lord Hastings manor read: 

Suddenly a chill sweeps in and you can see your breath in the air. You hear someone speaking but you can’t make out what is being said. As a shiver streaks up your spine you see several ghosts float up out of the ground all around you. 

Adjust the number of Ghosts to match the party's size. 

  As the characters make their way across town they soon approach the large grey stone fortified manor. The manor is surrounded by a stone wall with an iron fence on top. The gates to lord Lord Hastings' manor are open with two guards at either side of the entrance. 

The characters will need to park the wagon here if they have not already done so. 

Guards: 

Halt! What business do you have here? 

If the characters show the note that Lord Hastings wrote or mention the fact that they were summoned here by Lord Hastings the guards will let them pass with no trouble. 

If the characters try to rush past the guards or otherwise ignore their demands for information they will yell out “ To arms” and 8 more guards will show up. (DC) 15 Charisma or intimidation checks will be needed to proceed without a fight breaking out. 

When the characters get to the front door of the manor the door slowly opens as they approach. You see a well dressed but also well armed guard opening the door for you. He welcomes the characters inside. “ Lord Hastings awaits you in the grand hall “.  

As the characters pass the well dressed man at the door any character with a passive perception or passive Arcana  of (10) notices that the man is wearing a Protection from Evil and Good magic necklaces to ward against evil forces.  

The characters walk down a long hallway that leads to the grand hall. There are many paintings hanging in the corridor of what look to be generations of family members. As the characters reach the grand hall read:

The grand hall is a large room with high white ceilings with a large iron chandelier hanging from the middle. There seems to be an extra amount of candles and lamps in this room flooding every corner with light. You notice many holy symbols throughout the room to ward off the undead. A distinguished well dressed man with a white and black beard stands in the middle of the room.  

Lord Hastings:

Welcome friends! May I assume that you are members of the Blackwood family? 

Lord Hastings goes on to explain what has been happening in the town as of late:

About a week ago the ghosts started to arrive in the town. At first we thought it was just one house that was haunted. Our local cleric tried to rid the house of the ghosts and it seemed to work for a night. Then the hauntings seemed to happen every night in a different home. Now the ghosts roam the streets of the town every night terrifying and possessing anyone that ventures out. In the last several nights we have noticed skeletal soldiers roaming the hills outside of town.

I have some idea of how this may have started.

Tarth!.. Tarth! Get in here.  

A young man comes into the grand hall looking at the floor. He shuffles his feet as he approaches Lord Hastings then trips and falls right into him. Lord Hastings grabs the young man by the collar of his shirt and pulls him up straight. Tell them! Tell them what you told me about the graveyard!

Tarth continues to look at the floor while he speaks.

Tarth:

Well.. I may have met someone in the old graveyard not far from here. She was very beautiful.. She asked me to step inside a portal and fetch a little orb. She promised me that father would be very proud of me for getting it. 

She opened a small portal and when I stepped inside there was a very large room with a greenish glow. There was an altar at the other end of the room. The orb was sitting on the altar and behind the altar was a giant door with an eye. When I grabbed it I heard a loud voice call out in a language I didn’t understand. From behind the altar Ghosts and spirits began to rise and chase me. I ran towards the portal as fast as my feet would take me. As soon as I dove into the portal the woman tried to grab me and take the orb. I ran back to my father as fast as I could. 

Lord Hastings asks the characters to seek out the woman in the graveyard and return the orb to the altar from where it was taken. 

Lord Hastings:

Holds out his hand to reveal a small crystal orb. I beg of you, please take this and place it back on the altar. My son will show you the way.  

He asks them to travel at first light because he feels it’s too dangerous to travel at night when the undead have the advantage. He wants Tarth to lead you to the graveyard. 

He offers the characters rooms for the night and whatever provisions they need. As the characters try to fall asleep they hear occasional screams in the night.  Characters take a long rest.  

All of the characters have a dream about fighting Ghosts and Specters in some deep dark hall when a wave of ice flame fills the room and they hear a loud screech that wakes them.



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