Elvenrast
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North-West of the Stormlands lies a valley called the Elvenrast. Protected by the surrounding mountains and Hills this is the perfect place for resting, protected against the storms coming from the South-East. The great clearing, surrounded by large and old trees is constantly used by travelers to the point that it is uncommon to be alone. On a small Hill behind the clearing some old and overgrown stones can be found, ruins of days long gone with fragments of elven text on them.
Quest
Part 1. Meet the Campers
The moment the heroes arrrive at the beginning of the campaign at Elvenrast they will meet the following NPC's:
- Valdos Coldwatchson. Merchant for simple Items (See his entry) and his sweet daughter Garlinda, called Gary. Make her lovable. He will tell them that he searches for a better life far away from the place where his wife died after the Soul Plague. He will introduce the players to his daughter Bernadetha. She is a brat but very lovable.
- Lesley Whilms, a studdering student wizard disciple cloathed in black and gold who will be drunk at the time even though he is 12 years old. He will be easy to rob. He also sells scrolls and other thing. He will carry and additional Bag with him, additional to what he usually sells with the following content: Scroll of Fireball, Scroll of Banishment, Scroll of Protection from Evil and Good and a sealed Scroll with a Noxic Seal: "Mr. Whilms, transport the 3 scrolls to Kornwall. Deliver them as follows: 1x Scoll of Banishment and 1x scroll of Fireball to a traveling merchant called Otoku. 1x Scroll of Protection from Evil and Good to the Mayor of Kornwall. The Scrolls have already been payed for! Don't mess this up, again..."
- Camp Guards: 2 Guards and a Veteran are staying here to make the camps is save. Their amror shows the quest of Kornwall: A Black weed on yellow ground. They complain about being understaffed since the Militia of Kornwall has dwindled in numbers. The Veteran has complained about this. That's why he has to work the un-glamorous position of protecting the camp.
Part 2. Find the Shrine and rest
A path behind the camp leads into the hilly and forested part of the valley. At the end the heroes find 4 glowing, mossy Stone pillars with different signs on them and a ritual dwell made of stone. The players will have a small encounter, find some information and even items.
When the heros try to touch the stones (Investigate) a bunch of twig blights come to live from the moss.
The Pillars and the Dwell
The moment you touch one it starts glowing stronger while the others loose their glow. The person touching get's the feeling these stones hold power that can be mentally unlocked by succeeding a task in their head, the other stones seem to loose their power though. The Pillars Show a symbol connected to their purpose (See below). The Moment one player uses the effect, the other pillars become useless for a week.
1. Pillar of the Bear - 1-2 Bears a charging out of the forest (+2 Ac's) attacking every non Minotaur creature until they are dead. Minotaurs are just attacked if they keep on attacking the bears. The strong fur can be used to create a "Strong fur cape" (Attunement +1 Ac) using Leatherworkers tools without Money (DC 12).
2. Pillar of the Cave - Touch, rumbling of falling stone can be heard in the near forest, a cave must be behind fallen rocks, Athletic DC 12: The revealed cave has fungy forming words at the entrance: "Pick one and be gone". Find "The Book of lost History, Crown of Nature, Spiked Gauntlets or the Historic Monocle (Items/Artifacts of the Stormlands). They just can take one before the cave throws them out.
3. Stormcloud Pillar - Religion DC 12: A storm starts within the next minutes including strong winds and heavy rain. (Resistence to fire damage and disadvantage on ranged attacks).
4. Sun and moon: The clouds disappear allowing sun and moon to shine (Clear Sky - No darkvision needed during the night).
5. Broken Dwell - Repair the dwell and poor some blood in it (Trap): The Blood Witch Coven will be able to use blood spells against you at all times. (Example: Scry).
Part 3. Fend of the Bandits
During the night everyone falls asleep (No discussion). The heroes will wake up from the commotion in the camp. The camp is attacked by an overwhelming force. Garlinda, daughter of Valdos, will get kidnapped by bandits. A priest hooded in red will take her and ride away on a Giant Goat in a southern direction, following the path to Kornwall. The moment the red hooded cleric disappears with the child the heroes can win the fight.
The Bandits with flee south on the path to Kornwall or north-east into the forest. Both ways can be used to find them.
Part 4. Find the Kidnappers
The moment the Bandits flee, Valdos will task the players to find his daughter Garlinda, offering everything he owns and more. If the players accept they can follow the bandits immidiatly or finish the long rest, making it more difficult for it will rain the the next day if they don't influence the weather with the Sun and Moon Pillar (See above).
They have 1 day to find the Fishingwell Tavern finding clues on the way there.