Advertisement
Guest User

The King's Secret

a guest
Nov 15th, 2024
146
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 44.47 KB | Gaming | 0 0
  1. Campaign: The King's Secret (Expanded V3.0 )
  2. Overview
  3. The kingdom of Valthara, once a beacon of prosperity, is now beset by a creeping corruption that is withering the surrounding forests and turning once-peaceful creatures into monsters. King Aric Everfall, beloved by his people, calls upon brave adventurers to uncover the source of this blight. However, as the heroes investigate, they find themselves entangled in a conspiracy involving an ancient cult, a forgotten pact, and the King’s dark past.
  4.  
  5. Setting:
  6. The kingdom of Valthara is a prosperous land surrounded by dense forests and rolling hills, with a temperate climate similar to northern Europe. The capital city, also named Valthara, is a fortified city with high stone walls, dominated by Castle Everfall. However, a sinister corruption is spreading through the surrounding forests, turning animals into monsters and withering crops. King Aric Everfall, beloved by his people, is desperate for help to uncover the cause of this blight.
  7. Theme: Dark secrets, ancient cults, and moral dilemmas. Players will have to navigate a web of conspiracy involving the King, the Queen, and a cult that worships an ancient forest god.
  8.  
  9. Hook
  10. The players are summoned by royal decree to the capital city of Valthara. King Aric Everfall requests their aid to investigate a strange corruption spreading through the forest. Rumors abound of a cult—known as the Order of the Withered Grove—being behind the plague. The King offers wealth and recognition in exchange for their assistance.
  11.  
  12. Expanded Plot Breakdown
  13.  
  14. Act 1: The Call to Adventure
  15. Objective: Establish the players in Valthara, introduce key NPCs, and begin the investigation.
  16. Quest: The Summons
  17. The players arrive at the gates of Valthara to find the city in turmoil. As they enter the bustling market square, they witness a rabid wolf, corrupted by dark magic, attacking citizens. After defeating the creature, they are escorted to Castle Everfall by Captain Elara Redthorn, who praises their bravery and brings them before King Aric.
  18. Meeting King Aric
  19. • The King appears desperate but sincere. He explains that strange occurrences have been reported in the forests surrounding the capital. Villages are under attack by twisted creatures, and crops are failing.
  20. • King Aric assigns the players to investigate three leads:
  21. 1. The village of Greenwatch, where villagers have gone missing with strange sigils found near the forest..
  22.  
  23. 2. The Ancient Ruins in the Blackwood Forest, where cult activity was reported, I.E. Scouts reported eerie chanting and unnatural growths near the ruins.
  24.  
  25. 3. A mysterious cloaked figure seen buying rare herbs in the city market allegedly linked to dark rituals.
  26. • After meeting King Aric, Captain Elara suggests the players visit the Bare Spoon to gather rumors.
  27. • At the tavern, they overhear conversations about strange sightings in the Blackwood Forest and the rising influence of the cult.
  28. • The players can interact with the elven bartenders, who share hints about recent visitors buying strange herbs.
  29.  
  30. Act 2: Unraveling the Mystery
  31. Objective: Guide players deeper into the conspiracy, with escalating challenges and hints of a deeper connection to the King.
  32. Quest 1: Trek Through the Blackwood Forest
  33. • The party embarks on a journey through the dense, eerie Blackwood Forest. As they traverse the forest:
  34. o They encounter mutated animals such as dire wolves and corrupted deer.
  35. o The players come across an abandoned campsite with notes hinting at dark rituals being conducted deeper in the woods.
  36. • The party faces a puzzle: navigating through a section of the forest where the trees seem to move, redirecting their path unless they solve the riddle of the ancient druidic runes carved into the trunks.
  37. • In the heart of the ruins, they find Lord Cedric Harrowvale (he was using Dark Magic to control the Treant), who reveals that he’s trying to stop the corruption by taking control of the forest god. He insists that King Aric is hiding a terrible secret. Cedric escapes, leaving behind cryptic notes hinting at a ritual performed by the King years ago.
  38. • Encounter: A corrupted treant attacks, believing the party to be invaders. Once defeated, it drops a sigil linked to the Order of the Withered Grove.
  39. Quest 2: The Village of Greenwatch
  40. • The players arrive to find the village almost deserted except for terrified survivors hiding in the church and a few wondering around a town that looks like it was in a recent battle.
  41. • The party investigates and discovers an underground cave system where cultists are performing sacrifices to a twisted tree that drips with black ichor.
  42. • They fight cultists and free captured villagers. The party finds a letter on a cult leader, signed by Lord Cedric Harrowvale, hinting at a ritual to be performed soon in the ancient ruins.
  43. Quest 3: The Ancient Ruins
  44. • The players travel to the ruins, where they face traps set by the cult.
  45. • In the heart of the ruins, they encounter Lord Cedric Harrowvale, who reveals that the cult’s actions are an attempt to control the Forest Guardian. He insists that King Aric is hiding a terrible secret that led to the corruption.
  46. • Cedric escapes after a brief skirmish, leaving behind cryptic notes and a seal bearing the King’s crest.
  47. Quest 4: The Mysterious Cloaked Figure
  48. • Back in Valthara, the players track down Mira Ashwood, an herbalist linked to the cult. She reveals that she was once close to the Queen and that King Aric made a pact with a forest god to save Valthara from a famine decades ago.
  49. • Mira tells them that the pact required a blood sacrifice every decade, which the King failed to uphold, leading to the corruption.
  50.  
  51. Act 3: The Rising Tension
  52. Objective: Players uncover deeper layers of the conspiracy, culminating in a confrontation with the King.
  53. 1. The Kidnapping of Key NPCs:
  54. o Captain Elara and Lady Althea Everfall (the Queen) are kidnapped by cultists as they try to uncover more information. The players must rescue them from a cult hideout within the city.
  55. o During the rescue, the players learn that the cultists are attempting to summon the Forest Guardian, a being that demands the life force of rulers who break their oaths. The cult plans to sacrifice King Aric to appease the forest god and stop the corruption.
  56. 2. Confrontation with King Aric:
  57. o The players confront King Aric with their findings. He reveals the truth: years ago, during a catastrophic drought, he made a pact with the forest god. In exchange for the kingdom’s prosperity, he was required to make a blood sacrifice of his firstborn son every decade.
  58. o The King’s secret: Lady Althea’s son, who supposedly died in an accident years ago, was actually King Aric’s child secretly sacrificed to uphold the pact.
  59. o However, the King failed to continue the sacrifices after his conscience caught up with him, resulting in the current corruption.
  60. 3. The Queen's Betrayal:
  61. o The players discover that Lady Althea Everfall was the one who urged Aric to make the pact. When Aric tried to break it, she sought out Lord Cedric to continue the rituals behind the King’s back.
  62. o The Queen is revealed to be the mastermind behind the cult's resurgence, manipulating Cedric for her own ends. This culminates in the castle Everfall’s throne room, where Lady Althea Everfall tries to sacrifice King Aric to end the dark magic corruption.
  63. 4. The Cult’s Plan:
  64. o Cedric Harrowvale, seeking revenge, discovered this dark secret and used it to blackmail the King. He believes the only way to stop the corruption is to continue the sacrifices, and he plans to use the King himself as the final offering.
  65. o The cult’s ritual culminates in the Castle Everfall’s throne room, where Cedric tries to sacrifice King Aric to complete the pact.
  66.  
  67.  
  68. Act 4: The Final Confrontation
  69. Objective: The players face the cult and the truth, leading to a climactic battle and moral choices.
  70. 1. The Ritual:
  71. o The final battle takes place in the throne room of Castle Everfall, where the cult attempts to sacrifice King Aric to complete the pact.
  72. o Lady Althea was the one who first pushed Aric to make the pact, knowing it would bring prosperity. However, when Aric tried to break it, she sought out Cedric to take control of the cult and save the kingdom her way.
  73. o Cedric Harrowvale and Lady Althea have summoned the Forest Guardian, a towering entity made of twisted roots and glowing green eyes.
  74. o The players realize that both the King and Queen are implicated in this dark conspiracy, and neither is truly innocent.
  75. 2. The Twist:
  76. o The players must decide whether to:
  77.  Stop the ritual, sparing the King but risking the kingdom’s destruction by the Forest Guardian.
  78.  Allow the ritual to be completed, sacrificing the King to stop the corruption.
  79.  Forge a new pact with the Forest Guardian, risking their own lives and souls in the process.
  80.  
  81. Campaign Conclusion
  82. Depending on the players’ choices, the story can end in several ways:
  83. 1. The King’s Sacrifice:
  84. o The players allow the ritual to be completed, sacrificing King Aric. The corruption recedes, but the kingdom is left leaderless, with Lady Althea and Cedric assuming power.
  85. 2. A New Pact:
  86. o The players negotiate a new deal with the Forest Guardian, sparing the King but requiring them to offer something significant — perhaps their own power, memories, or even a party member’s life.
  87. 3. Rebellion:
  88. o If the players expose both the King and Queen’s dark secrets, the citizens of Valthara rise in rebellion. The kingdom is thrown into chaos, with the players possibly becoming the new rulers or exiles.
  89.  
  90.  
  91. NPC List
  92. Key Story NPCs
  93. 1. King Aric Everfall
  94. o Race: Human
  95. o Class: Fighter Level 10
  96. o HP: 85, AC: 18
  97. o Skills: Persuasion +6, History +5
  98. o Backstory: The beloved ruler of Valthara who made a pact with a forest god decades ago. Now haunted by his past, he seeks to save his kingdom from corruption.
  99. o Personality: Stoic, burdened by guilt, but genuinely cares for his people.
  100. 2. Lady Althea Everfall
  101. o Race: Human
  102. o Class: Sorcerer Level 8
  103. o HP: 60, AC: 15
  104. o Spells: Charm Person, Dominate Person
  105. o Backstory: The cunning Queen who manipulated her husband into making the pact. She secretly controls the cult.
  106. o Personality: Elegant, manipulative, willing to do anything for power.
  107. 3. Captain Elara Redthorn
  108. o Race: Half-Elf
  109. o Class: Paladin Level 7
  110. o HP: 70, AC: 18
  111. o Skills: Intimidation +7, Athletics +6
  112. o Backstory: Loyal to the King but unaware of his dark past. She’s fiercely protective of Valthara.
  113. o Personality: Brave, honorable, but stubborn.
  114. 4. Lord Cedric Harrowvale
  115. o Race: Human
  116. o Class: Warlock Level 7
  117. o HP: 55, AC: 13
  118. o Spells: Eldritch Blast, Hold Person
  119. o Backstory: A noble who discovered the King’s secret and blackmailed him. Seeks revenge for a past wrong.
  120. o Personality: Bitter, vengeful, driven by a sense of twisted justice.
  121.  
  122. The Bare Spoon Tavern NPCs
  123. 1. Sylvara Brightleaf (Head Bartender)
  124. • Race: Elf
  125. • Class: Rogue Level 3
  126. • HP: 35, AC: 14
  127. • Skills: Stealth +6, Persuasion +7
  128. • Backstory: Sylvara moved to Valthara with her sisters after a dispute with their elven clan. She runs the Bare Spoon with efficiency and charm.
  129. • Personality: Witty, quick-thinking, always aware of her surroundings.
  130. • Quirks: Enjoys eavesdropping on conversations and has a habit of flipping a silver coin when nervous.
  131. 2. Liora Brightleaf (Mixologist)
  132. • Race: Elf
  133. • Class: Bard Level 4
  134. • HP: 32, AC: 13
  135. • Skills: Performance +8, Insight +6
  136. • Backstory: Liora is the creative mind behind the tavern’s exotic drinks. She learned her craft from wandering bards.
  137. • Personality: Playful, charismatic, and always smiling.
  138. • Quirks: She collects rare ingredients and often experiments with new recipes.
  139. 3. Thalia Brightleaf (Chef & Bouncer)
  140. • Race: Elf
  141. • Class: Fighter Level 5
  142. • HP: 45, AC: 16
  143. • Skills: Athletics +7, Intimidation +5
  144. • Backstory: Thalia handles the kitchen and ensures unruly patrons behave. She was once a mercenary before joining her sisters.
  145. • Personality: Tough, straightforward, with a soft spot for stray animals.
  146. • Quirks: Has a scar across her cheek from a past fight; known to make the best venison roast in the city.
  147.  
  148. Additional NPCs
  149. 4. Brother Thorne (Priest)
  150. o Race: Human
  151. o Class: Cleric Level 6
  152. o HP: 45, AC: 15
  153. o Skills: Religion +8, Medicine +6
  154. o Backstory: A devout priest who suspects the King is hiding something. Offers quests related to holy relics.
  155. o Personality: Pious, suspicious of authority, helpful to the party.
  156. 5. Mira Ashwood (Herbalist)
  157. o Race: Human
  158. o Class: Sorcerer Level 5
  159. o HP: 40, AC: 12
  160. o Spells: Cure Wounds, Detect Poison
  161. o Backstory: Once a close friend of the Queen, Mira now lives in exile. She knows much about the King’s pact.
  162. o Personality: Mysterious, insightful, protective of the forest.
  163. 6. Alistair Blackthorn (Merchant Lord)
  164. o Race: Half-Elf
  165. o Class: Rogue Level 6
  166. o HP: 50, AC: 13
  167. o Skills: Deception +8, Sleight of Hand +7
  168. o Backstory: A wealthy merchant with shady connections. He’s secretly funding the cult to destabilize the King’s rule.
  169. o Personality: Greedy, ambitious, with a silver tongue.
  170. 7. Tessa Moonshadow (Wandering Bard)
  171. o Race: Half-Elf
  172. o Class: Bard Level 3
  173. o HP: 28, AC: 13
  174. o Skills: Performance +9, History +5
  175. o Backstory: A bard who knows much of the kingdom’s lore and secrets. She can be found performing at the Bare Spoon.
  176. o Personality: Flirtatious, loves a good story, and always seeking new tales.
  177. Notable Locations in Valthara – ACT ONE
  178. 1. Castle Everfall
  179. Description:
  180. Castle Everfall is a grand, imposing fortress that dominates the city skyline. Its tall, gleaming white walls are reinforced with ancient runes for protection. The castle is both a military stronghold and the royal residence of King Aric Everfall. The throne room is adorned with tapestries depicting past victories, while the castle courtyard is bustling with knights and soldiers preparing for whatever threats may come.
  181. Points of Interest:
  182. • The Throne Room: Where the King holds court and meets with advisers.
  183. • The War Room: Contains maps, strategies, and the King’s advisors planning their next moves.
  184. • Royal Gardens: A serene place filled with rare plants and guarded by royal knights. It hides a secret entrance to an underground passage.
  185. • The Archives: A vast library containing ancient scrolls and records that could reveal secrets about the cult and the pact.
  186. Key NPCs:
  187. • Sir Darius Thornshield (Human, Knight Commander)
  188. o Class: Fighter Level 8
  189. o HP: 75, AC: 19 (Plate Armor, Shield)
  190. o Skills: Intimidation +6, Athletics +7
  191. o Backstory: The King’s most trusted general, Sir Darius has served the royal family for decades. He’s loyal to the crown but secretly questions the King’s recent actions.
  192. o Personality: Stoic, dutiful, but occasionally conflicted.
  193. • Lady Celeste Windsong (Elf, Royal Advisor)
  194. o Class: Wizard Level 7
  195. o HP: 45, AC: 12
  196. o Spells: Detect Magic, Identify, Arcane Lock
  197. o Backstory: A skilled mage who serves as the King’s chief magical advisor. She suspects that something sinister is brewing but keeps her thoughts to herself out of loyalty.
  198. o Personality: Calm, enigmatic, and a master of courtly intrigue.
  199.  
  200. 2. The Grand Bazaar – ACT ONE
  201. Description:
  202. The heart of Valthara’s bustling commerce, The Grand Bazaar is an expansive market where traders from across the kingdom gather. Stalls are packed with colorful goods, exotic spices, magical trinkets, and mysterious artifacts. It is a place where one can find almost anything—for the right price.
  203. Points of Interest:
  204. • The Alchemist’s Emporium: Run by the eccentric alchemist, Fenwick the Fizzler, known for selling potions with unpredictable effects.
  205. • The Blacksmith’s Forge: Managed by Borin Ironfist, a grumpy dwarf who crafts some of the finest weapons in the kingdom.
  206. • The Mysterious Trinket Shop: Operated by Madame Zara, who deals in magical items and enchanted curiosities.
  207. • The Central Fountain: The focal point of the Bazaar, often surrounded by performers and beggars. Rumor has it that hidden beneath the fountain lies an entrance to the city's underground tunnels.
  208. Key NPCs:
  209. • Fenwick the Fizzler (Gnome, Alchemist)
  210. o Class: Artificer Level 5
  211. o HP: 35, AC: 13
  212. o Skills: Alchemy +8, Investigation +5
  213. o Backstory: Fenwick was once part of the royal alchemical guild but was expelled for an experiment that went awry. He now sells potions that range from healing elixirs to questionable concoctions.
  214. o Personality: Energetic, slightly manic, loves to tinker with potions.
  215. • Madame Zara (Human, Merchant)
  216. o Class: Warlock Level 4
  217. o HP: 30, AC: 12
  218. o Spells: Detect Thoughts, Charm Person
  219. o Backstory: Madame Zara claims to be able to read the stars and see glimpses of the future. She’s known for providing cryptic advice to adventurers.
  220. o Personality: Mysterious, with a soft, whispery voice and piercing eyes.
  221.  
  222. 3. The Bare Spoon Tavern – ACT ONE
  223. • Description: Located near the bustling market square of Valthara, The Bare Spoon is a well-known establishment run by three elf sisters who have turned bartending into an art. The tavern is famed for its exotic drinks, live music, and lively atmosphere. It serves as a key social hub where players can gather rumors, rest between quests, and interact with various NPCs.
  224. A popular establishment frequented by adventurers, mercenaries, and traders; The Bare Spoon is a lively tavern located near the market square. The tavern is known for its welcoming atmosphere, delicious meals, selection of exotic drinks, and the three nude elf sisters who run have turned bartending into an art. The three elven sisters are well-connected and have eyes and ears in every corner of the city.
  225. Points of Interest:
  226. • The Common Room: A spacious area filled with wooden tables, where patrons gather to drink, gamble, and share stories.
  227. • The Back Room: Reserved for private meetings and frequented by shady figures.
  228. • The Stage: Often occupied by traveling bards, bringing in music, dance, and entertainment.
  229. ---EXTRA.
  230. MENU
  231. Menu of The Bare Spoon Tavern:
  232. • Elven Blossom Wine - A delicate floral wine that refreshes and calms the spirit.
  233. (5 gp)
  234. • Dwarven Stout - A heavy, dark ale that packs a punch. Favored by mercenaries.
  235. (3 gp)
  236. • The Greenfire Shot - A potent, magically infused spirit that glows green. (8 gp)
  237. • Honey-Glazed Venison Roast - Served with forest herbs and spiced potatoes.
  238. (7 gp)
  239. • Mushroom Stew - A hearty meal made from wild mushrooms gathered from Blackwood Forest. (3 gp)
  240. • Herb-Crusted Fish - Freshly caught river fish, baked with a crispy herb crust. (6 gp)
  241. • Midnight Pastry - A dark chocolate pastry filled with blackberry jam. (2 gp)
  242. • Bread and Cheese Platter - Assorted cheeses with warm, crusty bread. (2 gp)
  243. • Dragon’s Breath Tea - A spiced tea blend that is known to invigorate the drinker.
  244. (2 gp)
  245. • Bare Spoon Special - A mystery dish that changes nightly; patrons must take a chance! (4 gp
  246.  
  247. 4. The Village of Greenwatch - ACT TWO
  248. • Description: Greenwatch is a small, rural village located a day’s journey south of Valthara. Surrounded by dense woodlands and rolling hills, it was once a peaceful community known for its herbal gardens and skilled hunters. However, upon the players' arrival, they find the village in a dire state. Most of the homes and shops appear abandoned, with signs of a recent battle — scorch marks, shattered doors, and broken weapons litter the streets. The air is filled with an unsettling silence, broken only by the occasional creaking of a loose wooden shutter.
  249.  
  250. Atmosphere & First Impressions
  251. • As the players approach Greenwatch, the smell of smoke and decay hangs heavy in the air.
  252. • The gates are left ajar, and there’s no sign of guards. The village’s perimeter fence is partially destroyed, with claw marks and scorch marks indicating a violent attack.
  253. • Upon entering, the players see a few stray animals wandering the streets and hear faint sounds of sobbing coming from a nearby house.
  254.  
  255. Points of Interest in Greenwatch
  256. 1. The Abandoned Market Square:
  257. • Once a lively hub, the market now lies in ruins. Stalls are overturned, and food supplies are rotting.
  258. • Clue: The players can find a hastily scrawled note pinned to a market stall: “We couldn’t hold them off… the creatures came from the woods. The cultists... they brought this upon us.”
  259. • Searching the area may yield abandoned supplies, healing potions, or clues indicating the involvement of the Order of the Withered Grove.
  260.  
  261. 2. The Church of the Radiant Dawn:
  262.  
  263. • This sturdy stone church is the only building still intact. It’s currently serving as a refuge for the few remaining villagers.
  264. • Inside, the players find Brother Thorne, the village priest, along with a handful of terrified villagers, including children.
  265. • Brother Thorne reveals that the village was attacked by twisted beasts and robed cultists. The attackers came from the Blackwood Forest, capturing villagers and dragging them into the woods.
  266. • Quest: Brother Thorne asks the players to help recover a sacred relic stolen from the church — a golden sun-shaped amulet believed to ward off evil.
  267.  
  268.  
  269. 3. The Hunter’s Lodge:
  270. • This building is partially burned but still standing. The lodge belonged to the town’s best hunter, Galen Hawke, who fought against the attackers.
  271. • Encounter: As the players investigate, they are ambushed by a couple of cultists who stayed behind to search for survivors.
  272. • In Galen’s hidden stash, the players can find a journal with entries detailing sightings of strange figures in the forest weeks before the attack. It also includes a rough map showing the location of a hidden cultist camp in the forest.
  273.  
  274. 4. The Ruined Tavern: The Drunken Boar:
  275. • The once-bustling tavern now lies in ruins, with tables overturned and broken kegs spilling ale onto the floor.
  276. • Encounter: Here, the players encounter a lone survivor, Lorna Brightwood, a barmaid hiding in the cellar. She’s traumatized but can provide information about the cultists, describing them chanting around a grotesque totem they brought with them.
  277.  
  278. 5. The Village Square Well:
  279. • The well in the center of Greenwatch has been defiled. The water is tainted, making it undrinkable.
  280. • Clue: At the bottom of the well, the players can find remnants of cultist robes and a strange, pulsating root that seems to be the source of the corruption. Cutting it out may temporarily purify the water.
  281.  
  282. Notable NPCs in Greenwatch
  283.  
  284. 1. Brother Thorne (Cleric Level 6)
  285. • Description: An aging priest dedicated to the light of the Radiant Dawn. He’s fiercely protective of the remaining villagers.
  286. • HP: 45, AC: 15, Spells: Cure Wounds, Bless, Spiritual Weapon.
  287. • Backstory: Brother Thorne has been the spiritual guide of Greenwatch for decades. He believes the attack is divine punishment for the village’s past sins but will assist the players if they show goodwill.
  288. • Quest: Retrieve the stolen relic from the cultist camp in the forest.
  289.  
  290. 2. Galen Hawke (Ranger Level 4)
  291. • Description: The village’s head hunter, now severely wounded and hiding in the church.
  292. • HP: 30, AC: 14, Abilities: Longbow Attack (+5 to hit, 1d8+3 piercing), Hunter’s Mark.
  293. • Backstory: Galen fought bravely during the attack but was overwhelmed. He’s willing to guide the players to the cultist camp if they heal him.
  294. • Secret: Galen lost his family in the attack and is driven by vengeance.
  295.  
  296. 3. Lorna Brightwood (Commoner)
  297. • Description: A frightened barmaid who witnessed the cultists chanting and summoning creatures from the forest.
  298. • HP: 8, AC: 10.
  299. • Backstory: Lorna hid in the tavern cellar during the attack and can provide useful information on the cult’s activities.
  300. Quest: Clearing the Forest
  301. • Objective: This quest introduces players to the corruption spreading through the land and provides them with valuable clues about the cult.
  302. • Brother Thorne requests that the players cleanse the area near the village where cultists have set up a totem corrupting the forest.
  303. • The players venture into the Twisted Grove, a corrupted section of the forest where trees ooze black sap, and animals are mutated into grotesque forms.
  304. • Encounters:
  305. • Corrupted wolves and animated thorn vines attack the players as they get closer to the cultist camp.
  306. • At the camp, they must destroy the totem guarded by cult fanatics and a Corrupted Treant (HP: 60, AC: 15).
  307. • Rewards:
  308. • Upon completing the quest, Brother Thorne blesses the party with a Divine Amulet of Protection (+1 AC to the wearer) and provides directions to the Ancient Ruins in Blackwood Forest where the cult’s main hideout is believed to be.
  309.  
  310. Key Developments from Greenwatch
  311.  
  312. 1. Cult’s Involvement:
  313. • The players gather multiple pieces of evidence pointing to the Order of the Withered Grove as the source of the attacks.
  314. • Clues from Galen’s journal and Lorna’s testimony indicate that the cult is trying to summon the Forest Guardian using blood sacrifices.
  315.  
  316. 2. A Connection to the King:
  317. • The players find a torn piece of parchment in the cultists’ belongings with King Aric’s royal seal, hinting at a deeper connection between the cult and the royal family.
  318. • Brother Thorne reveals that years ago, King Aric made a pilgrimage through these forests, but no one knows what he did during that journey.
  319.  
  320. Moving Forward
  321. • After the events in Greenwatch, the players should feel a sense of urgency to uncover the truth behind the corruption. With new information pointing towards the Ancient Ruins and possible royal involvement, the next step is to venture deeper into the conspiracy, leading them to confront the King, the Queen, and the cult in Valthara.
  322.  
  323. Notable Location: The Ancient Ruins of Blackwood – ACT TWO
  324.  
  325. Description
  326. • Hidden deep within the dense, ominous Blackwood Forest, these ancient ruins are remnants of a long-forgotten civilization that once worshipped nature spirits and powerful forest gods. Now, the ruins have become a stronghold for the Order of the Withered Grove, who are using its secluded location to perform dark rituals in an attempt to control the corrupted Forest Guardian.
  327. • The ruins are surrounded by thick, twisted trees that seem to lean inwards, casting unnatural shadows over the crumbling stone structures. Vines creep over the moss-covered stones, while the air is filled with an eerie silence, occasionally broken by distant, unearthly whispers. The scent of decay and rot is pervasive, hinting at the malevolent magic that has taken hold of the place.
  328.  
  329. Points of Interest in the Blackwood Ruins
  330. 1. The Outer Courtyard
  331. • The players enter the ruins through a crumbling archway, only to be greeted by the sight of a once-grand courtyard now overgrown with corrupted flora. The ground is littered with broken statues of nature deities, defiled with cultist markings.
  332. • Encounter: As they explore, the players are ambushed by cult fanatics and twig blights emerging from the underbrush.
  333. • Clue: A desecrated altar contains notes in Infernal, detailing the cult’s efforts to weaken the barriers between the mortal realm and the forest spirit world.
  334.  
  335. 2. The Ritual Chamber
  336. • This underground chamber is the heart of the cult’s activities. It is filled with ominous chanting, and players can see robed cultists gathered around a glowing, corrupted tree sapling that pulses with dark energy.
  337. • The players must stop the cultists from completing a ritual that would further corrupt the surrounding forest, summoning monstrous creatures to serve the cult.
  338. • Boss Encounter: The cult leader here is Archdruid Zorath (a corrupted druid), who commands powerful nature-based magic and has several Corrupted Dryads under his control.
  339. • Clue: Defeating Zorath reveals a letter sealed with the royal crest, addressed to the cult, instructing them to accelerate their rituals. The letter is signed not by King Aric, but by Lady Althea Everfall, revealing her deep involvement with the cult.
  340.  
  341. 3. The Hall of Whispers
  342. • An ancient hall filled with murals depicting the pact between humans and forest gods. However, parts of the murals have been defaced, replaced with symbols of the Withered Grove.
  343. • Puzzle: Players must solve a puzzle involving stone alters inscribed with druidic symbols to unlock a hidden chamber. Solving it reveals a prophetic warning about a betrayal by a royal family member who would doom the kingdom.
  344. • Reward: Completing the puzzle also reveals a hidden compartment containing a Nature’s Heart Amulet (Grants +2 to Nature and Survival checks, and advantage against fey creatures).
  345.  
  346. 4. The Overgrown Sanctuary
  347. • This sacred space was once a place of healing, with ancient druidic magic still faintly lingering. The cultists have corrupted it, using blood sacrifices to taint the magic for their dark purposes.
  348. • Encounter: Here, the players face a Corrupted Treant (HP: 100, AC: 15) guarding the area, which is bound by dark rituals to obey the cult.
  349. • Clue: Upon defeating the Treant, the players can find a journal belonging to a repentant cultist who reveals that the corruption of the forest was triggered after King Aric broke his pact with the forest god.
  350.  
  351. 5. The Sealed Doorway
  352. • At the back of the ruins, there is a massive, intricately carved door sealed with ancient magic. It can only be opened using a combination of druidic runes found throughout the ruins.
  353. • Inside: The sealed chamber contains the skeletal remains of an ancient druid king who made a pact with the forest god centuries ago to protect the land. Here, players can find powerful artifacts, as well as a tome revealing the nature of the original pact that King Aric tried to replicate.
  354.  
  355. Key Developments from the Blackwood Ruins
  356. 1. Cult’s True Purpose:
  357. • The players discover that the cult is trying to bind the Forest Guardian to their will, using ancient rituals to corrupt the creature. The Guardian, once a protector of the land, is now a tool of destruction due to the cult’s influence.
  358. • Players also learn that Lady Althea Everfall is the true leader of the cult, using the corruption to force King Aric’s hand and strengthen her own influence.
  359.  
  360. 2. The King’s Secret:
  361. • The ancient tome and the letter with the royal crest reveal the full extent of the royal family’s involvement with the cult and the broken pact.
  362. • Players now know that Lady Althea is manipulating King Aric. She plans to use the corruption as leverage to take control of Valthara, presenting herself as the kingdom’s savior.
  363.  
  364. 3. Moral Dilemma:
  365. • The players must decide whether to expose the Queen’s betrayal to King Aric or use the information to negotiate their own terms with her.
  366. • Alternatively, they can choose to side with the cult (if they’re morally flexible) to gain access to powerful dark magic, at the cost of dooming the forest and its inhabitants.
  367.  
  368. Moving Forward
  369. • With the newfound information from the ruins, the players are now better equipped to confront King Aric, Lady Althea, or the cult’s remaining forces. The choices they make here will directly impact the final showdown in Valthara and the fate of the kingdom.
  370.  
  371.  
  372.  
  373.  
  374.  
  375.  
  376.  
  377. Key NPCs:
  378. • Sylvara Brightleaf (Elf, Head Bartender)
  379. o Class: Rogue Level 3
  380. o HP: 35, AC: 14
  381. o Skills: Stealth +6, Persuasion +7
  382. o Backstory: Sylvara moved to Valthara with her sisters after a dispute with their elven clan. She runs the tavern with a sharp wit and knows all the local gossip.
  383. o Personality: Witty, always with a smile but fiercely protective of her sisters.
  384. • Liora Brightleaf (Elf, Mixologist)
  385. o Class: Bard Level 4
  386. o HP: 32, AC: 13
  387. o Skills: Performance +8, Insight +6
  388. o Backstory: Liora crafts the tavern’s exotic drinks. She has a knack for getting patrons to spill secrets after a few too many drinks.
  389. o Personality: Playful, flirty, with a penchant for creating new concoctions.
  390. • Thalia Brightleaf (Elf, Chef & Bouncer)
  391. o Class: Fighter Level 5
  392. o HP: 45, AC: 16
  393. o Skills: Athletics +7, Intimidation +5
  394. o Backstory: Once a mercenary, Thalia now ensures that patrons behave while serving some of the best food in Valthara.
  395. o Personality: Gruff, practical, with a hidden soft spot for stray animals.
  396.  
  397. Additional NPCs for the Campaign
  398. 1. Brother Thorne (Human, Priest)
  399. • Class: Cleric Level 6
  400. • HP: 45, AC: 15
  401. • Skills: Religion +8, Medicine +6
  402. • Backstory: Brother Thorne serves the Church of the Divine Light in Valthara. He suspects the King is hiding something and offers quests related to holy relics.
  403. • Personality: Pious, kind, but suspicious of authority figures.
  404. 2. Mira Ashwood (Human, Herbalist)
  405. • Class: Sorcerer Level 5
  406. • HP: 40, AC: 12
  407. • Spells: Cure Wounds, Detect Poison
  408. • Backstory: Once close to Queen Althea, Mira fled to the outskirts after discovering the Queen’s involvement in dark rituals.
  409. • Personality: Mysterious, cautious, with a soft spot for the players if they show kindness.
  410. 3. Borin Ironfist (Dwarf, Blacksmith)
  411. • Class: Fighter Level 4
  412. • HP: 55, AC: 16
  413. • Skills: Smithing +9, Athletics +5
  414. • Backstory: A master blacksmith who left his clan to start a forge in Valthara. Borin is known for his temper but has a heart of gold.
  415. • Personality: Gruff, honest, but surprisingly sentimental about his work.
  416. 4. Lady Ysolde Ravenscar (Human, Noblewoman)
  417. • Class: Rogue Level 7
  418. • HP: 50, AC: 14
  419. • Skills: Deception +9, Sleight of Hand +8
  420. • Backstory: A cunning noble with connections to the underworld. She is secretly funding the cult to gain leverage over the King.
  421. • Personality: Elegant, ruthless, and always five steps ahead in her schemes.
  422.  
  423.  
  424. Puzzles Page
  425.  
  426. 1. Blackwood Forest Riddle Encounter
  427.  
  428. Setting: As the players trek deeper into the Blackwood Forest, they come across an ancient stone obelisk partially covered in moss and surrounded by gnarled, twisted trees. The obelisk has druidic symbols carved into it, and at its base is a weathered plaque with a riddle written in an ancient language. When the players approach, faint whispering fills the air, hinting that solving the riddle is key to proceeding.
  429. Riddle:
  430. "In darkness, I grow, yet shun the light,
  431. In the cold, I thrive with all my might.
  432. Feed me water, and I shall bloom,
  433. But without breath, I meet my doom.
  434. What am I?"
  435. Answer:
  436. "A mushroom."
  437.  
  438. Mechanics:
  439.  
  440. • If the players solve the riddle correctly, the forest responds to their words. The ground beneath the obelisk trembles, and the hidden roots part, revealing a concealed entrance leading to an underground chamber filled with ancient druidic relics.
  441.  
  442. Rewards:
  443.  
  444. • A Druidic Pendant (grants +1 to Wisdom checks in forests).
  445. • A Scroll of Speak with Plants, allowing the players to communicate with the forest to gain guidance or warnings.
  446.  
  447. Failed Guess:
  448.  
  449. • If the players guess incorrectly, thick vines suddenly animate, attempting to entangle them. Each player must make a DC 14 Dexterity saving throw or be restrained for one round.
  450.  
  451. Hint 1: Nature’s Clue
  452.  
  453. As the players ponder the riddle, they notice a cluster of mushrooms growing around the base of the obelisk. These mushrooms seem unnaturally vibrant compared to the surrounding forest floor. This visual clue can guide players toward considering fungi as a possible answer.
  454.  
  455.  
  456. Hint 2: Whispers of the Forest
  457.  
  458. If a player makes a successful DC 12 Nature check, they hear faint, mystical whispers that say:
  459. "I flourish beneath the shadows and decay, where the sun cannot reach but the earth sustains me."
  460. This hint emphasizes that the solution is something that thrives in darkness.
  461.  
  462.  
  463. Hint 3: The Elemental Connection
  464.  
  465. Players who inspect the surrounding area and succeed on a DC 14 Survival or Investigation check notice that the soil around the obelisk is damp and rich, ideal for fungal growth. Additionally, the air here feels slightly stale, hinting that whatever the riddle describes requires air to survive.
  466.  
  467.  
  468. Hint 4: The Ancient Druid’s Words
  469.  
  470. An NPC or spirit in the forest, such as a talking tree or a druid ghost, might offer this cryptic advice if the players ask for help:
  471.  
  472. "Life that emerges from decay, but without breath or water, it withers away."
  473. This further emphasizes the connection to mushrooms or fungi, which thrive in dark, damp environments.
  474.  
  475.  
  476. 2. The Hall of Whispers - Echoes of the Four Elements
  477.  
  478. Objective: Listen to whispering voices to solve a sequence puzzle involving four elemental altars.
  479.  
  480. Description
  481.  
  482. • The party enters the Hall of Whispers, an ancient, circular stone chamber. The room is dimly lit by flickering torches, and the air is thick with the faint sound of whispering voices. In the center of the hall stands a large, round platform with four smaller altars placed at equal distances around it. Each altar has a symbol carved into its surface, representing one of the four elements: Earth, Water, Fire, and Air.
  483.  
  484. • As the players approach the center, the whispers grow louder. The voices seem to be giving cryptic hints related to the altars, but they are difficult to discern amidst the echoing sound.
  485.  
  486. Clue:
  487. Above each altar is an inscription:
  488. Earth: "From the ground we rise, strong and still."
  489. Water: "Flow and adapt, ever-changing."
  490. Fire: "Burn brightly, with passion and force."
  491. Air: "Invisible, yet felt, swift and free."
  492.  
  493. There is also an inscription on the central platform that reads: "When the elements speak in their true order, the path forward shall be revealed."
  494. Mechanics of the Puzzle
  495.  
  496. 1. Listening to the Whispers:
  497.  
  498. • As the players explore the room, they can hear whispers coming from each altar. However, the whispers are too faint to understand fully without concentration.
  499. • Players can attempt a DC 12 Perception check to discern individual whispers from each altar.
  500. • Success reveals a single line related to the element:
  501. • Earth whispers: "Begin where all things take root."
  502. • Water whispers: "From the soil, I flow forth."
  503. • Fire whispers: "I consume what came before."
  504. • Air whispers: "I lift what remains to the skies."
  505.  
  506. Failure results in hearing garbled whispers, making it harder to figure out the sequence.
  507.  
  508. 2. Interpreting the Clues:
  509. • Players need to determine that the whispers are hinting at the correct order in which to activate the altars:
  510. Earth → Water → Fire → Air.
  511.  
  512. This sequence represents the natural cycle:
  513. Earth (roots in the ground).
  514. Water (flowing from the earth).
  515. Fire (consuming materials).
  516. Air (lifting the ashes skyward).
  517.  
  518.  
  519.  
  520.  
  521. 3. Activating the Altars:
  522.  
  523. • Once the players believe they have deduced the correct sequence, they must activate the altars in the order they determined.
  524. • If they activate the altars in the wrong sequence, the chamber fills with a blast of cold wind, causing each player to make a DC 14 Dexterity saving throw or take 1d6 cold damage.
  525.  
  526. 4. Solving the Puzzle:
  527. • If the players activate the altars in the correct order (Earth, Water, Fire, Air), the central platform begins to glow, and a hidden staircase opens beneath it, leading deeper into the ruins.
  528.  
  529. Rewards:
  530.  
  531. • A Crystal of Elemental Harmony (a magical item that gives the bearer advantage on saving throws against elemental spells).
  532. • A Druidic Scroll that details an ancient pact between the forest and the kingdom, providing crucial information for the campaign's plot.
  533. • A faint prophecy hinting at the betrayal within the royal family: "When the roots of the kingdom rot, a branch shall break the crown."
  534.  
  535.  
  536.  
  537. Traps Page
  538.  
  539. Trap 1: The Vine Snare Trap
  540.  
  541. Description: As the players explore a narrow corridor lined with ancient, overgrown roots, they inadvertently step on a pressure plate concealed beneath leaves. This releases a set of enchanted vines that spring from the walls to entangle them.
  542.  
  543. Trigger: Stepping on a hidden pressure plate.
  544.  
  545. Effect:
  546.  
  547. • Players must make a DC 14 Dexterity saving throw. On a failure, they become restrained by thick, thorny vines that emerge from the walls.
  548. • Restrained players take 1d4 piercing damage at the start of each of their turns until they free themselves.
  549. • Players can attempt a DC 13 Strength check or use a slashing weapon to cut themselves free. Other players can assist or try to sever the vines.
  550.  
  551. Clue to Detect: A successful DC 15 Perception or Investigation check reveals subtle lines in the floor and faint runes etched into the walls, hinting at the presence of a trap.
  552. Trap 2: The Shifting Floor - Illusionary Pit Trap
  553.  
  554. Description: The players enter a large room filled with beautiful, intricate mosaics depicting the elements. As they step deeper into the room, the floor suddenly gives way beneath them, revealing a spiked pit below. However, it’s an illusion designed to cause panic.
  555.  
  556. Trigger: Stepping into the middle of the room.
  557.  
  558. Effect:
  559. • Players must make a DC 13 Wisdom saving throw to recognize the illusion. If they fail, they perceive the pit as real and believe they are falling into it.
  560. • Those who fail the save will instinctively try to grab onto the walls or floor, wasting an action in panic.
  561. • If any player interacts with the illusory spikes, they take 1d4 psychic damage due to the intense, convincing nature of the illusion.
  562.  
  563. Clue to Detect:
  564. • A DC 14 Arcana check before triggering the trap reveals faint magical auras concentrated on the floor.
  565. • Players who carefully examine the floor with a DC 15 Investigation check may notice that the spikes beneath appear slightly translucent.
  566.  
  567. Trap 3: The Whispering Poison Dart Trap
  568.  
  569. Description: In a narrow hallway, the players begin to hear soft whispers urging them forward. Unbeknownst to them, the hallway contains hidden dart launchers enchanted to fire when they detect movement.
  570.  
  571. Trigger: Walking down the hallway or approaching certain sections.
  572. Effect:
  573. • The trap fires poisoned darts at any character who moves within range. Each character must make a DC 15 Dexterity saving throw. On a failure, they take 1d6 piercing damage and must also make a DC 13 Constitution saving throw or be poisoned for 1 minute.
  574. • The poison inflicts disadvantage on attack rolls and ability checks while active.
  575.  
  576. Clue to Detect:
  577. • A DC 14 Perception check reveals small holes lining the walls that seem unnatural.
  578. • Listening carefully with a DC 12 Perception check detects faint clicks or a slight change in air pressure when the darts are about to fire.
  579. Bypassing the Trap:
  580. Players can jam the holes or trigger the trap from a distance with a ranged weapon or tool.
  581.  
  582. Trap 4: The Elemental Gas Chamber
  583.  
  584. Description: The players enter a circular chamber with four elemental symbols on the floor: Earth, Water, Fire, and Air. As they approach the center, the doors slam shut, and colored gas begins to seep from the walls.
  585.  
  586. Trigger: Stepping on the wrong symbol or touching a pedestal.
  587. Effect:
  588. The chamber fills with a random elemental gas depending on which symbol was triggered:
  589. • Green Gas (Earth): Players must make a DC 14 Constitution saving throw or take 2d4 poison damage and be blinded for 1 minute.
  590. • Blue Gas (Water): Players must make a DC 14 Strength saving throw or be slowed (movement halved) as they feel like they are wading through water.
  591. • Red Gas (Fire): Players must make a DC 14 Dexterity saving throw or take 2d4 fire damage.
  592. • White Gas (Air): Players must make a DC 14 Constitution saving throw or take 2d4 thunder damage and be deafened for 1 minute.
  593.  
  594. Clue to Detect:
  595. • A DC 15 Arcana or Investigation check reveals faint scorch marks, moisture, or dust around the elemental symbols.
  596. • Players can find hidden vents if they succeed on a DC 14 Perception check, giving them a chance to block the gas flow or escape before it fills the room.
  597. Solution:
  598. Players can solve this trap by activating the symbols in the correct order (Earth, Water, Fire, Air) based on the elemental cycle to stop the gas.
  599.  
  600. Trap 5: The Cursed Roots Trap
  601.  
  602. Description: In one of the ruin’s overgrown chambers, players find what appears to be a treasure chest entwined in roots. As they attempt to open it, the roots spring to life, trying to drain their life force.
  603.  
  604. Trigger: Touching or attempting to open the chest.
  605. Effect:
  606. • Players must make a DC 14 Dexterity saving throw to avoid being grabbed by the animated roots.
  607. • On a failure, the roots latch onto them, and the player takes 1d6 necrotic damage per round as the roots sap their vitality.
  608. • Players can escape by making a DC 13 Strength check or by dealing at least 10 points of slashing damage to the roots.
  609.  
  610. Clue to Detect:
  611. • A successful DC 15 Nature or Perception check reveals that the roots are pulsing slightly, indicating some kind of enchantment.
  612. • The air around the chest feels colder than the rest of the room, hinting at something unnatural.
  613. Bypassing the Trap:
  614. Players who burn or sever the roots from a distance with fire spells or ranged attacks can disable the trap safely.
  615.  
  616.  
  617.  
Tags: dnd
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement