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3. Journey to Thelran Shores

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Post Ritual

Elda Clockwork is collapsed on the side, surrounded by the flowers that start to drift away in the wind. Wenzel Del-Cooper runs over to her and she is fine just very worn out. The towns people start emerging from their homes, and a great cheer builds up around you all. Nathan Mere appears, using a walking stick with his daughter Sara close to his side and he goes to each of you giving you as strong a hug as he can manage with tears in his eyes, insisting you all stay for a few days to rest and celebrate. 
    Kids start running around picking strawberries and crushing them into their hungry mouths. Adults start picking apples and pears from the trees, breaking open melons and cucumbers. some of the slightly more sensible start gathering potatoes and squashes up to take home.  A few of the villagers start up playing some music, Henry brings out a barrel of beer he was saving for a special occasion and the party starts up in full swing. You are all completely swamped by people wanting to thank and congratulate you; kids wanting to know how you did it.       In the crowd you do catch a couple of men helping Elda up and carrying her into the Tavern with Wenzel close behind.

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The next morning a package addressed to Seraphina Thornleaf appears outside of her bedroom door. The letter on top reads, in exceptional calligraphy:

Dear Seraphina,

Thank-you for your letter and I appreciate you recognising our honour; too often my guild thought badly of for being 'thieves' yet we live by stricter a code than many others. 

You may be pleased to know your group caused quite a stir at The Hidden Pearl, our inside girl has revealed the Brentwoods stormed down their arresting anyone and everyone involved. Though i would suggest your Genasi friend lays low for a while. 

I am not quite sure you currently possess the heart for our line of work however if you ever return to Thimble Way, or find yourself in the capital; please do get in touch.

Please accept the enclosed as a gift. I do hope to meet you again.

Best wishes for the future,

N

The box contains the Scimitar of Speed (P199) and and a grubby severed hand. 

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At some point that day Elda will summon Rues and gift him Pearl of Eldath. and tell him about the after effects of the ritual. - Healing water, Fey creatures appearing from time to time, settling down of plant growth.

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Feenie's Visitor

The next day, or maybe the day after depending on how we are feeling...

A robin will speak to Zephyra requesting she return to the Silvanus Grove, when possible, and that she can bring her party if they wish to come, for she is needed for a new purpose. 

That afternoon, or during the packing stage depending on how quickly everyone gets going....

A loud shouting mach can be heard in the middle of the village. a mans voice rings out 'I demand you release her peasant. I know you and the elf have her captive and if you do not release her this instant i will set stallion on you and everyone living here'

'we haven't got anyone captive'

'do not lie to me! I saw her here and i shall rescue her from your evil grasp. Now release her and i will make your end quick!'

A blond armoured halfling riding a shining grey husky - golden saddle and all. Quinzor Highill-Tosscobble on Stallion.

The party must convince him that Feeny is not a prisoner. 

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Before Leaving

Wenzel will hand over a few magical herbs he foraged from around the pond:

  • 3x 1d6+2 healing herb (Sokka Grass)
  • 3x Antidotes to poison/desease (Mercy Root)
  • 1x amplies resurection magic (Tundra Safflower)

 In the centre of the woods, off of the main path - still all dead.

As the party approaches the large gate tree they hear a menacing growling. Zephyra knows this is the Grove Guardian who will let them pass once told they are all friends. The large dog will boop each person on the forehead and as they are booped the grove will be revealed. A collection of a dozen or so wooded houses that look like they have been grown out of the ground as the bases of trees. A trickling stream goes through the centre and sparkling multicolours fairys flutter about overhead provided light in the dark. This area is green; thoguh being winter only the evergreens and snowdrops are out making it look like a winter wonderland. The grove guardian will then paw at the gate tree. a portal will open and a tall, ageless elven woman will set through. 

Heather Moonleaf greets everyone.

  • Tells Zephyra how proad of her she is as she was watching their adventures
  • warns her to keep her head in her coming journey as she did see her resolve slip a few times
  • quest: there is an elemental imbalance towards Thelran Shores, similar to the imbalance she caused on Sarya Oris. Go and find the source; and help them.
  • Will give the party a bag of holding and 5 instant oak tree tokens.

On the Road

Back on the main road when the party approaches the party hears a whine like that of an injured dog. Upon approaching they will see it is Stallion with a paw torn and broken in a metal claw trap. you also notice these traps little a section of the path up ahead. with relevant checks the party will find blood spots and fragments leading off into the woods towards a cave.

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The Bandits

Mobs: Bandit LordBandit CaptainBanditArcher

Outside: a burnt out campfire, a few logs, a few scattered rags. 1x Bandit and 1x Archer

Room 1: Nooks and Corridor Bandit x1

Few few alcoves appear each side of the cave walls. remains of plinths. corners contain a load of filth and a kit (i.e belongings) and some general rubbish. 10 gold spread about it.

Room 2: Storage area Bandit x1

Rations, rope, empty glass bottles, a few knicknacks of no real worth. stores of cloths slightly bloodied.

Room 3: Cells (animals) Bandit x3

3 alcoves with makeshift bars in from of them. 2 contain wolves

Room 4: Human Cell

Cell containing a hungry looking dragonborn, fast asleep, with crooked glasses.

Room 5: Sleeping Quarters

6 doorways with hangings blocking the view. a+d+f are empty. B+c 1 sleeping Bandit each. e contains Bandit Captain

Room 6: Main room/loot/Bandit Lords throne/bedroom

large room, with a raised platform (using a ladder) in the far left corner and to the right. on each platform is an Archer, in the centre is a Bandit Lord. + Bandit as needed. Quinzor is tied up, bloody and asleep in the raised section to the right. his gear is in a pile near him.

Loot: Gloves of Missile Snaring (dmg 172) and Hat of Disguise (dmg 173) plus 50 gp, 16 pp

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The Lost Temple of Selune

 Mobs: GhostGhoulGhastSkeletonBoggleWill-o’-WispDire AnglerfishHerald of Rot

Room 7: Bridge over the lake

  • Past the rubble is a skeleton - no skull, arm reached out towards a half carved symbol on the floor. 3 drops.
  • Down the very dark swirling staircase, with beautifully carved reliefs of stars and constallations, and ships on the sea. more skeletons
  • At the base of the stairs is a landing which opens up into a large room, completely black. the walway infront is a bridge over some inky black water. containing Dire Anglerfish.
  • The bridge is broken with a gap of about 20 ft. (running Long jump = strength score in feet. Half without run up) more skeletons
  • door on your left, without jumping. 

Room 8: Contemplation Chamber

  • upon entering you can hear whispering and see ghostly figures moving about, getting up whispering about 'the person they rescued' getting looks from a ghost, sitting back down and returnign to silence on a loop. There are skeletons on the benches where the ghosts sit; again without skulls. Walls carved with feilds containg livestock. In the centre of the room is a groove and a small drieds out pool.

Room 9: Bedrooms

  • A room filled with bunks, long dusty. living under the bunks, surrounded by skulls, is Boggle. He can be friendly and show you around a little bit. speaks in squeaky individual words. 

Room 10: Bedrooms

  • More bunks. a sleeping ghost in a bed through her skeleton

Room 11: Solarium

  • Circuler room with the nights sky projected against the ceiling. a lone ghost sits in the centre, looking around 'where are you Anthol'. After entering the room a Ghast apears. 

Room 12: Kitchen

  • Rotten kitchen, Boggle helping himself to some mushy slime.

Room 13: Banquet Hall

  • large table, dishes laid out. skeletons at various points. Ghosts laughing and chatting, cheering for another soul saved.

Room 14: Library

  • Rows and rows of dusty religious texts. a skeleton sits at a desk, where its ghost is reading.

Room 15: Reading Room

  • Two Ghouls roam, moaning. 

Room 16: Prayer Room

  • 5 skeletons lying on the floor. their ghosts praying for help from Selune, for the evil that as grown below.

Room 17: Robing Room

  • racks of religious robes.

Room 18: Central Temple Room

  • a number of skeletons lying on the ground
  • Herald of Rot
  • Loot: Potion of Water Breathing (dmg 188), +1 Weapon (dagger) (dmg 213), Portable Hole(185)

The Ambush

 Elky, Wifi ( Wolf) and a group of Archer s  will ambush the party on the road. Hopefully this goes well.

 

The Village

  • Their very own Priestess of Meillikki  Nellotie Elris, who can scry. She scrys on the road. (Meillikki is closely associated to Eldath) i.e. Diviner. If the party picks up on this she can attempt to scry for Lia. However she can also advise she seeks out a true creature of Meillikki.
    • She will advise Lia to approach a sacred meadow of the goddess. Her friends are welcome - but be careful who you trust. If the goddess does not believe in the intentions of all those present she will not send an agent out to help. 
    • The meadow is permanently filled with colourful wildflowers: Heathers, large Daisies, poppies, bluebells, foxgloves and thistle. 
    • The guardian of the grove will test the party: a wolf will be chasing a foal around the meadow, eventually injuring it. The party must save the foal without killing the wolf to have the unicorn reveal itself.

 

  • Taking in those who need it. Their numbers have been growing.
    • Originally the small village was a happy place. Once King Owen died, and the princess escaped, Zanis knew Elky was one of those who helped her. He sent an army into the village intending to slaughter them all and to gather information. However Meillikki warned her followers and most were able to escape and hide in the woods. Since then a lot of the towns people fled, fearing another attack. However the army has either been too preoccupied, or believe the village to be completely abandoned. 
    • Due to this, those remaining couldn't simply wander into town. They have instead been scavenging the land - and robbing any palace/noble carts that go by on the road. They generally target treasure carts and trade them in for supplies however they have also stopped a couple of slave caravans; hense most of the population here being elven.
    • Tovi is one of the children, with his mother Zara - Soonlil has moved onto Thelran Shores to see if they can secure passage.
    • Ekly can reveal that it is unlikely he will return with good news, if he returns at all. 

 

  • Nellotie Elris announces that a Caravan train, baring the royal crest will be passing through; and Elky starts gathering the forces to help take it. KnightIllusionist
    • 3 carriages: in front is a carriage containing 10 manacled elves headed for Thimble Way. The second is a carriage filled with treasure items. The Third contains a young Lady: Lady Elizabeth Beaumont.
    • Malcer will know Elizabeth as he was friendly with her older brother Daniel. Lia may recognise her as he came across Daniel and her while she was performing in the castle. 
    • Treasure Present: 400 cp, 6000 sp, 1600 gp, 120 pp, Crystal Rod inlaid with Copper (250 gp), Small Carpet (250 gp), Silver Cloth Sash (250 gp), Electrum Sickle (250 gp), Gold Choker (250 gp), Platinum Torc (250 gp), +1 Ammunition (20 arrows), Potion of Fire Breath, Rope of Climbing

 

  • The Giant Owl swoops down over the small village every night, looking for lose children to carry away to its nest. 
    • The villagers haven't had the time to go and take it out at the source. and when it swoops down the arrors do nothing other than chase it off. 
    • The party might chose to go and deal with it.

 

  • If it becomes relevant Nellotie Elris knows of a strong potion that can wipe a week of memories from a persons mind. Though it would require ingredients to be gathered:
    • Chimera Blood
      • lives around a tar pit. Filled with acumulated gold and treasures. Black pudding creatures also patrol the area.
    • Bottled Sleep (bronze dragon) from South Tipping
      • Nellotie knows of a dragon, she can go and source the breath
    • Emerald Cudweed (Deep within an owlbear cave)
      • Cave of owlbears, with a giant owl protector

A black, burnt out crevice in the woods.

Fire Elemental x lots. Use up some spells for later. No rest possible in the woods. Giant Fire Beetle pester.

About a mile into the grove a stone shack stands in the middle. Inside of it lives an older woman Sybillia and Kindle : half of her is horribly disfigured and burnt. She has a toddler (Kindle) who is completely red skinned and the source of her burns.

Valdron Krauss, going by the name of Hamlin will appear after initial introductions have been made.

Road Encounters

Red Dragon Wyrmling

Owlbear x2

Gnoll x7

Giant Owl

Dryad and Satyr x4

Elk x4 and Giant Elk

Treant

Unicorn

Side Quests

Zephyra's Kidnapping: While having a moment with nature, attempted kidnapping. Chief Poacher Success. Knocked out. Wake up an unknown amount of time later. In the back of a cart with another man, looks to be about 30 and has quite a bruised face. He is called Hurcle Guard. He was once a guard in the kings army but he tried to flee as he didn't agree with what was happening. You are both in the back of a locked carriage and need to find a way to escape. The longer it takes, the further away from the group you are getting. As the sun starts setting the carriage will stop. The poacher will come round and poke some bread and water through the bars in the door. Have his own dinner next to the fire and then go to sleep. 

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