Adventure 1

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Start of a DnD campaign.

Transcript of Adventure 1

  • An ancient, gnarled tree used for many years to hang convicted criminals hasbecome sacred to Yurtrus, the Orcish god of disease and decay. Now guarded by a clan of pale-painted Orcs in addition to the corpses that swing from its branches, it has become the source of a terrible plague afflicting the people of the nearby logging town of Ravensreach.

    Opening: Yeshelmaar, Halls of the Netynarch

    You have traveled far to reach the Great Dale, an isolated region in the distant northeast of the world. The reason for your journey is simple: a cry forhelp from a circle of nature-worshipping druids, and their promise of ancient treasures to anyone who answers.

    Now that you stand in the overgrown halls of the fallen Elven city of Yeshelmaar, where the druids have made their home, you certainly believe that they have amazing treasures. The place has a kind of sad beauty, its soaring ceiling and elegantly-carved walls gradually being crushed by tree roots and creeping vines.

    The druids are a quiet bunch, speaking only to offer you food and a place to sleep while you wait for other adventurers to arrive. They walk the ancient halls barefoot, some in forest-green robes and others in leather armor. As youwait to see what the druids want in exchange for their riches, you begin to meet the others who have traveled all this way.

    ((Two minutes for players to introduce themselves to party members))

    Finally, you are called to see the leader of the druids, the Netynarch. Tall and willowy, she stands at the center of the ancient hall, her crimson shawl flowing around her in a breeze you can't feel. A branch-horned headdress sits atop her head, clearly a mantle of leadership, and she holds an elegantly-carved staff in her hands.

    "I am glad that you have come," she says, her powerful voice echoing through the hall. "I know not if you wish to help the people of the Dale or if you merely seek the treasures of Elves long dead. In the end, it matters little; your task is the same. A terrible evil is stirring in the woods to the north, and other evils will follow in its wake."

    "Long ago, much of this land was ruled by the cruel Nar Empire. The Nar werepowerful wizards who bound demons to serve them, building terrible cities of

  • fire and dark stone. Eventually the empire was laid waste in a magical war; today the Nar are nomads, scattered and poor. But the demons they called still lurk in the ruins of their cities, waiting to escape."

    "My circle of druids long held watch over the fallen capitol of the Nar empire, Dun Tharos, in the Dunwood north of here. But we were driven out in a terrible battle, and without our magic the demons of Narfell are breaking theirbonds. Rifts to the Abyss, home of demons, are tearing open across the Dunwood and spilling untold horrors into the Great Dale."

    "In order to harness our magic to close these doorways, we sent two of our best ranger parties to locate and map the rifts. None of these scouts have returned, so now we turn to outsiders. In exchange for the treasures of our vaults, you must find the rifts and mark their locations. If you can find our missing rangers as well, you will be doubly rewarded."

    "Have you any questions for me?"

    ((Answer player questions.))

    "Very well. I recommend you begin your search in the logging town of Ravensreach, about a day north of here. Be cautious; the town can be a rough and tumble place, and they are no friends to our circle. But perhaps they have heard some news of our scouts or rumors that could lead you to the location of a rift."

    "From there, you could travel north to the trading town of Bezentil or east to our ranger outpost at Eastglade to seek further information. Ultimately, you will have to skirt the edge of the Dunwood, for the rifts are most likely to be found there. But I warn you: do not enter the Dunwood unless you have no other choice, and stay far from the ruined cities of the Nar."

    "Therein lurk terrible monsters the likes of which few have seen and lived to tell the tale."

    The druids give each group a mule loaded with supplies: fifty feet of rope, a grappling hook, lanterns and lamp oil for each person, and enough trail rations to last each person two days. They also point out two possible routes to Ravensreach, both of which involve crossing the Heartwood River: you could circle around to reach the nearest bridge, which will take longer but keep you dry, or you could cross the river at a low point, near the town sawmill.

  • ((Parties decide which route to take. Roll survival or Knowledge to keep from getting lost.))

    ((Either route leads to an encounter with an Orcish raiding party, either on the narrow bridge or while players are trying to ford the river.))