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Echoes of Past Glory

In this adventure/quest/arc the party is hired by The Arcane Alliance to clear out a newly discovered dungeon that is believed to be a remnant of Val'aar society.   Part 1 - Meeting with the alliance Part 2 - The long road or The dangerous seas Part 3 - The final stretch Part 4 - Eletheas

Plot points/Scenes

Intro - Meeting with the Alliance

Don't read the message below (it's a remnant from the previous version) it's just kept here to reuse the description of meeting quarters in Nightwell. Show Spoiler
      You've been summoned to the Alliance's Headquarters at the center of the Nightwell Academy's campus. When you reach the building you are greeted by a great stone building the size of a cathedral decorated across it's walls with beatiful stonework that would make any carpenter marvel. Before you stand two wooden doors 8 meters tall and 4 meters wide. As you approach the door's open and before you there appears to be a reception area. The receptionist, a short female half-elf looks up, greets you and leads you to a meeting chamber.   While you're being led there you hear a very intense discussion from an adjacent chamber that seems to be the biggest chamber of them all, the receptionist whispers you that Egon Stormwalker himself is currently holding a council meeting there.   You enter the room and before you stands a long table and after a couple minutes everyone is seated around.
You've come from far and wide, from many places around the world and for various reasons. You have been summoned to the Arcane Alliance Headquarters in River's Reach on the Vauxian coast. When you reach the building you will see a great stone building which contrast the seasoned wood around the other buildings. In the city most buildings don't have more then one or two floors but this one seems to be at least twice as tall as those in the immidate vacinity.   The wooden door is engraved with two wands crossing eachother with a glowing book as the backdrop. As you approach the door slides open automatically and you are greeted by a simple yet nice looking reception area. The receptionist, a male halfling looks up, greets you and leeds you to a meeting chamber.   You enter the room and beofre you stands a long table and after a couple minutes everyone is seated around.
      People at the table
  • Lara Willowpath, a female high elf. She is wearing a strict topaz robe(indicating that she is a professor) embedded with a sapphire(conjuration).
  • Esra Valdez, male human. He is also in robes, but these are instead a deep oceanic blue. To his right side hangs a brown leather bag.
  RP starts   Lara leads the small meeting, she knows a couple of things about this dungeon/location:
  • It's highly likely to be a remnant left by the Val'aar. She believes it to be some kind of vault guarding a treasure
  • It's located in the south of the island of Eletheas, deep in the golden south and off the mainland.
  • It's been taken over by monsters of varying nature.
  • The locals are aware of it, just not exactly its location
  Their mission:
  • Scout out the dungeon, ridding it of any monsters or other entities that would disturb research that the alliance wants to conduct there
  • Protect any books, tomes or other forms of written knowledge found there
  • Return to the Alliance's HQ in Nightwell when they are done to receive their rewards (she will offer them to take the Nightwell Teleport circle found in river's reach)
Rewards
  • Any treasure they found is theirs, although they are interested in identifying and inspecting any magical items they found there
  • 1500 GP in gem worth
  They have two options:
  1. Go by land either via foot or by horse & carriage (the alliance can provide this for a cheaper price than usual)
  2. Go on ship
Lara also mentions that the road is dangerous and if they are interested in making some extra coin they could perhaps try getting some mercenary business in escorting a caravan(or perhaps a ship if they're interested in that).

Structure

Exposition

You have been summoned by The Arcane Alliance after seeing an advertisement for skilled helpers needed for exploring a newly uncovered dungeon deep in the golden south and off the mainland of Vallaheim.
We begin in the city of River's Reach.  The port city houses great docks and the settlement never sleeps thanks to the bustling markets, some of which are even open at night. Most buildings are made out of oak or birch and they rarely go above 2 stories. Throughout the city there is a constant smell of the high ocean and a mix of smells from the markets selling everything from fresh fish to healing potions.

Backdrops

Locations

River's Reach

The Alliance teleport circle is situated in a hexagonal room around 1 meter then the 3-meter teleport circle. As you exit you are immediately hit by the smell of the ocean and the vision of a busy market, people going about their business. The locals are a mix of ethnically diverse humans from all over but in the markets, you also get greeted by a mix of various races, everything from elves to tabaxi, hobgoblins, dwarves, halflings and gnomes.   If the party's willing to shop, they can find just about anything they are interested in, when it comes to travel supplies or healing potions for that matter. Prices for healing potions:   Potion of Healing: 50gp Greater Potion of Healing: 225gp  

The silver rose

The silver rose is a medium-size wooden building in two stories and is a place where leaders/organizers of caravans go to look for protection. There will be listings on caravans that sometimes have not even arrived in River's Reach yet. As the players arrive there are three notices up on the board:   The first one seems newer and more proper than the rest:  

Mercenaries wanted

Contact: Markas Seawhisper In the coming days, the Harrier will set sail sailing towards the shattered isles and the golden south. We are however in need of mercenaries to protect us in the journey south. Specifics will be discussed. The journey is expected to take at minimum two weeks, depending on the weather.   Pay: 5gp per day and guard. 200gp extra on the successful arrival of the to Caleos. Extra for any threats you thwart
The second is a bit older and has some scratch marks around the edges:
 

Escorts needed

  Contact: Merry Locket We are a travelling group of merchants that want to sell and trade our wares from distant lands. The road south has proven to be quite treacherous and with the valuable goods we are transporting we don’t want to be the targets of bandits. Our next major stop is in goldguard.   Pay: 5gp/day + 1000gp on the arrival in goldguard
The third one is weirdly enough completely blank.  

The docks

  The west of River's Reach is taken up by the docks and the smell of the fresh salt from the ocean hits even harder, although now in combination with the smell of fish from fisherman both arriving and the markets around them. Searching for the dockmaster does not take very long.   Dockmaster Eric: Middle-aged human male, a little overweight. Wears a set of finer clothes decorated in a faint blue tone. He can point them to the Harrier.

Encounters

Meeting with Noel Zoston

Noel Zoston is a survivor from the destruction of the Berrafyl village Windshear. He is a skilled hunter and fled into The Trithian Dynasty. He spends his time off the roads and hunting for game, if the players are in need of someone to help he can swoop in and help them out. Be it while fighting bandits or something else. If not they could also meet in a tavern.   Appearance He has brown eyes, light brown hair that goes down to his shoulders. His skin is wrinkled with various scars and marks. On his back/at his side/drawn he has a very different looking bow. At his side he also a simple but elegant looking longsword at his side
Plot type
Campaign Arc: Treasures of the Past
Related Locations

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