Quickleaf
Legend
I'm distilling my pages of notes into a matrix-based heroic tier adventure path called "Wiches' Harvest", and I'm seeking input from the ENWorld community.
Please bear with the large amount of text. Of course, feel free to use anything in this thread for your home campaigns.
Calling Down the Moon
Part I of the Witches' Harvest Adventure Path (WH1)
A Heroic-Tier Adventure for 1st-3rd Level Characters
Introduction
Calling Down the Moon is designed for a group of 3-6 players, containing about 6 game sessions worth of adventuring which will take characters from 1st level to 4th level at the end. Set in the crumbling Karathian empire, within a bewitched backwater town, the adventure revolves around a dilemma – in order to prevent an inquisition of innocents, the PCs are asked to take into custody a guilty witch. In these fey-haunted lands, however, the past has a long shadow and nothing is as it seems. There are several possible endings depending on the course of action the PCs choose.
The Witches’ Harvest Adventure Path
The adventure takes place in the context of the Witches’ Harvest adventure path. It is followed up by WH2: Feast of Ravens and WH3: The Broken Throne. Depending on the course of action decided upon by the PCs, there are changes which carry over in the next adventures. Calling Down the Moon introduces the Crown Prince & Inquisitor-General as ongoing antagonists, sets the stage for rescuing the dragon Nehurix in WH3, provides a glimpse at the history of witches in the fallen empire, and presents a moral dilemma over the crown prince’s illegitimate son (who figures prominently down the road).
Adventure Hooks
Each player must choose one of the pre-generated adventure hooks provided in Appendix C, which provides their PC with an impetus for getting involved in the adventure, along with a personal quest providing ways to gain extra experience points, and suggestions for tailoring the PC to suit the adventure. These adventure hooks are referred to at various points throughout the adventure.
How to Run the Adventure
This is a faerie haunted detective story that puts time pressure on the PCs to perform their secret mission, with dire consequences for failure. The mystery can be enhanced by using investigative montages – quick cut scenes of individual PCs doing legwork necessary to uncover a piece of the mystery (e.g. one PC uses Intimidate to dangle an informant out a window, while another accesses a private library to take 20 on a History check). Keep close track of time during the adventure, as the inquisition arrives on Day 3. You can drive home the themes of looming disaster and being watched by describing a thunderstorm on the horizon or the murder of perching ravens which glare down at the PCs. Each encounter affects other encounters, altering the game experience as the PCs make decisions, giving the world vitality and depth. While there are elements of a traditional storyline, Calling Down the Moon encourages the players to come up with their own plans, to break the adventure’s mold. There is rarely a “right way” to resolve an encounter; instead, the consequences for various courses of action are presented up front and it is left to the players to choose. The adventure accomplishes this with “Encounter Boxes” at every encounter that describe which other encounters tie in with the current encounter, and how the current encounter might be different based on the PCs’ past decisions.
Adventure Background
Over three centuries ago, Prince Dahun, founder of the Galeay city-state, hunted down and killed the dragon Zatyraxa, stealing her egg as a gift for his unrequited love, the Everautumn Queen. Zatyraxa’s partner, the lake dragon Nehurix, became blind with rage, waging a war against Galeay which would have brought the nascent city-state to ruin if it wasn’t for the intervention of druids of the Laurel Lodge who bound Nehurix beneath Osprey Lake with ancient magic. For three hundred years, Nehurix slumbered beneath the lake, the druidic seals keeping the fearsome dragon from wrecking havoc on the land.
However, recently the seals were broken and Nehurix has been unleashed. Gretchith, an arrogant young witch, was lured by the river hag Hyvilda into performing the unbinding ritual. Their accomplices, rogues from the Crying Eye Thieves’ Guild, abducted several Lambeurs townsfolk as sacrifices for the dragon. Not realizing centuries passed while he slumbered, Nehurix roared in outrage at Prince Dahun’s crime (Crown Prince Eydanus’ distant ancestor), and flew to Galeay to kill the prince.
Crown Prince Eydanus’ plan to awaken and lure Nehurix to him was unfolding smoothly, and his wicked servitors lay a trap for the dragon. Why would the Crown Prince orchestrate this perilous attack on himself?
First, the Crown Prince is indeed a daredevil and is fascinated by fear and death – and what embodies these things more than a dragon?
Second, he set up his political adversary the Count Sephar by gifting him with the family’s heirloom brooch – a magical object imbued with a bit of Nehurix’s own life force. Sensing the brooch, Nehurix mistakenly killed the Count during a surprise attack, thinking he was the Crown Prince.
Third, the Crown Prince leverages the dragon’s attack as a “Palathari sponsored assassination attempt” to justify executing Palathari prisoners who have condemning information on him. Also, he leverages the dragon’s attack to crack down on a renegade griffon-mounted chivalric order, alleging they are harboring “aerial terrorists, born from a dragon’s stolen egg.”
Fourth, the Crown Prince intends to trade the bound Nehurix with the Rhugash King in exchange for a ritual which will further his plans to wipe out tieflings from Galeay, and ensure the pure Daravian bloodline reigns supreme.
Despite the ambush Nehurix proved a powerful foe, killing several of the Crown Prince’s huntsmen. Once the dragon was captured, Inquisitor-General Alhuron, driven by the death of his old friend Count Sephar and determined to carry on the legacy of his father, sets out to bring the dragon summoner to justice, fully intending to use the “assassination attempt” as a pretext for a witch hunt. The Crown Prince, concerned that Alhuron may instigate another revolt in the Vale, and equally concerned that his illegitimate son be discovered or hurt, sends a messenger to the Vale to forewarn the people of the Inquisitor-General’s coming.
Timeline
Binding of Nehurix (400 years ago)
Druids of the Laurel Lodge bind the lake dragon Nehurix beneath Osprey Lake when the dragon goes mad after the killing of his partner Zatyraxa by Prince Dahun of Galeay.
The Red River Years (26 years ago)
Inquisitors lead a bloody witch-hunt through the Vale, torturing and putting to death over half the witches of the Vale. The carnage ends when Whyden, an upstart watchtower lord, strikes a deal with Inquisitor-General Remnon to serve as “lord of the Vale”, in part to save Remnon’s illegitimate daughter Gretchith. Ironically, Gretchith’s mother Ceduain, Whyden’s wife, is the last witch executed. The healer Morae adopts Gretchith, and Remnon passes his post on to his son Alhuron on his deathbed.
Bastard Son (10 years ago)
Crown Prince Eydanus has an affair with his step-sister’s serving maid Wyetha, who bears an illegitimate son named Arslein. The Crown Prince arranges to have Arslein sequestered with the good witch Sedemay in the Vale.
The Drowned Ones (5 years ago)
Five townspeople vanish at Osprey Lake, becoming known as the “Drowned Ones”. Unknown to the rest of Lambeurs, they are abducted as servants by Shianes the naiad.
The Fiddler (1 month ago)
The Fiddler, a shadow fey, is summoned by Narasjha, the Crown Prince’s step-sister, to ensure Arslein never takes the throne, and sets in motion plans to abduct young Arslein.
Night Abduction (1 week ago)
Five townspeople are abducted by “scarred cutthroats” of the Crying Eye Thieves’ Guild and are sacrificed to the dragon Nehurix. In actuality, they are covertly rescued by the Drowned Ones (in the guise of crocodiles) as a bargaining chip to earn their freedom from Shianes the naiad.
Nehurix Strikes (5 days ago)
Nehurix, the lake dragon, awakens! He attacks the Crown Prince’s hunting party in an attempt to kill the prince, but a trap is set and Nehurix is taken captive.
Return of the Drowned Ones (3 days ago)
The Drowned Ones begin returning one-by-one to avoid suspicion.
The Message (present)
Messenger from Galeay warns of Alhuron’s mobilizing inquisitors to punish the Vale, and a secret council is convened to discuss apprehending the dragon summoner.
The Inquisition (3 days ahead)
The inquisitors arrive in the Vale (unless delayed).
Setting
For a description of Lambeurs and the Vale, see this post: http://www.enworld.org/showthread.php?t=215756
Please bear with the large amount of text. Of course, feel free to use anything in this thread for your home campaigns.
Calling Down the Moon
Part I of the Witches' Harvest Adventure Path (WH1)
A Heroic-Tier Adventure for 1st-3rd Level Characters
Introduction
Calling Down the Moon is designed for a group of 3-6 players, containing about 6 game sessions worth of adventuring which will take characters from 1st level to 4th level at the end. Set in the crumbling Karathian empire, within a bewitched backwater town, the adventure revolves around a dilemma – in order to prevent an inquisition of innocents, the PCs are asked to take into custody a guilty witch. In these fey-haunted lands, however, the past has a long shadow and nothing is as it seems. There are several possible endings depending on the course of action the PCs choose.
The Witches’ Harvest Adventure Path
The adventure takes place in the context of the Witches’ Harvest adventure path. It is followed up by WH2: Feast of Ravens and WH3: The Broken Throne. Depending on the course of action decided upon by the PCs, there are changes which carry over in the next adventures. Calling Down the Moon introduces the Crown Prince & Inquisitor-General as ongoing antagonists, sets the stage for rescuing the dragon Nehurix in WH3, provides a glimpse at the history of witches in the fallen empire, and presents a moral dilemma over the crown prince’s illegitimate son (who figures prominently down the road).
Adventure Hooks
Each player must choose one of the pre-generated adventure hooks provided in Appendix C, which provides their PC with an impetus for getting involved in the adventure, along with a personal quest providing ways to gain extra experience points, and suggestions for tailoring the PC to suit the adventure. These adventure hooks are referred to at various points throughout the adventure.
How to Run the Adventure
This is a faerie haunted detective story that puts time pressure on the PCs to perform their secret mission, with dire consequences for failure. The mystery can be enhanced by using investigative montages – quick cut scenes of individual PCs doing legwork necessary to uncover a piece of the mystery (e.g. one PC uses Intimidate to dangle an informant out a window, while another accesses a private library to take 20 on a History check). Keep close track of time during the adventure, as the inquisition arrives on Day 3. You can drive home the themes of looming disaster and being watched by describing a thunderstorm on the horizon or the murder of perching ravens which glare down at the PCs. Each encounter affects other encounters, altering the game experience as the PCs make decisions, giving the world vitality and depth. While there are elements of a traditional storyline, Calling Down the Moon encourages the players to come up with their own plans, to break the adventure’s mold. There is rarely a “right way” to resolve an encounter; instead, the consequences for various courses of action are presented up front and it is left to the players to choose. The adventure accomplishes this with “Encounter Boxes” at every encounter that describe which other encounters tie in with the current encounter, and how the current encounter might be different based on the PCs’ past decisions.
Adventure Background
Over three centuries ago, Prince Dahun, founder of the Galeay city-state, hunted down and killed the dragon Zatyraxa, stealing her egg as a gift for his unrequited love, the Everautumn Queen. Zatyraxa’s partner, the lake dragon Nehurix, became blind with rage, waging a war against Galeay which would have brought the nascent city-state to ruin if it wasn’t for the intervention of druids of the Laurel Lodge who bound Nehurix beneath Osprey Lake with ancient magic. For three hundred years, Nehurix slumbered beneath the lake, the druidic seals keeping the fearsome dragon from wrecking havoc on the land.
However, recently the seals were broken and Nehurix has been unleashed. Gretchith, an arrogant young witch, was lured by the river hag Hyvilda into performing the unbinding ritual. Their accomplices, rogues from the Crying Eye Thieves’ Guild, abducted several Lambeurs townsfolk as sacrifices for the dragon. Not realizing centuries passed while he slumbered, Nehurix roared in outrage at Prince Dahun’s crime (Crown Prince Eydanus’ distant ancestor), and flew to Galeay to kill the prince.
Crown Prince Eydanus’ plan to awaken and lure Nehurix to him was unfolding smoothly, and his wicked servitors lay a trap for the dragon. Why would the Crown Prince orchestrate this perilous attack on himself?
First, the Crown Prince is indeed a daredevil and is fascinated by fear and death – and what embodies these things more than a dragon?
Second, he set up his political adversary the Count Sephar by gifting him with the family’s heirloom brooch – a magical object imbued with a bit of Nehurix’s own life force. Sensing the brooch, Nehurix mistakenly killed the Count during a surprise attack, thinking he was the Crown Prince.
Third, the Crown Prince leverages the dragon’s attack as a “Palathari sponsored assassination attempt” to justify executing Palathari prisoners who have condemning information on him. Also, he leverages the dragon’s attack to crack down on a renegade griffon-mounted chivalric order, alleging they are harboring “aerial terrorists, born from a dragon’s stolen egg.”
Fourth, the Crown Prince intends to trade the bound Nehurix with the Rhugash King in exchange for a ritual which will further his plans to wipe out tieflings from Galeay, and ensure the pure Daravian bloodline reigns supreme.
Despite the ambush Nehurix proved a powerful foe, killing several of the Crown Prince’s huntsmen. Once the dragon was captured, Inquisitor-General Alhuron, driven by the death of his old friend Count Sephar and determined to carry on the legacy of his father, sets out to bring the dragon summoner to justice, fully intending to use the “assassination attempt” as a pretext for a witch hunt. The Crown Prince, concerned that Alhuron may instigate another revolt in the Vale, and equally concerned that his illegitimate son be discovered or hurt, sends a messenger to the Vale to forewarn the people of the Inquisitor-General’s coming.
Timeline
Binding of Nehurix (400 years ago)
Druids of the Laurel Lodge bind the lake dragon Nehurix beneath Osprey Lake when the dragon goes mad after the killing of his partner Zatyraxa by Prince Dahun of Galeay.
The Red River Years (26 years ago)
Inquisitors lead a bloody witch-hunt through the Vale, torturing and putting to death over half the witches of the Vale. The carnage ends when Whyden, an upstart watchtower lord, strikes a deal with Inquisitor-General Remnon to serve as “lord of the Vale”, in part to save Remnon’s illegitimate daughter Gretchith. Ironically, Gretchith’s mother Ceduain, Whyden’s wife, is the last witch executed. The healer Morae adopts Gretchith, and Remnon passes his post on to his son Alhuron on his deathbed.
Bastard Son (10 years ago)
Crown Prince Eydanus has an affair with his step-sister’s serving maid Wyetha, who bears an illegitimate son named Arslein. The Crown Prince arranges to have Arslein sequestered with the good witch Sedemay in the Vale.
The Drowned Ones (5 years ago)
Five townspeople vanish at Osprey Lake, becoming known as the “Drowned Ones”. Unknown to the rest of Lambeurs, they are abducted as servants by Shianes the naiad.
The Fiddler (1 month ago)
The Fiddler, a shadow fey, is summoned by Narasjha, the Crown Prince’s step-sister, to ensure Arslein never takes the throne, and sets in motion plans to abduct young Arslein.
Night Abduction (1 week ago)
Five townspeople are abducted by “scarred cutthroats” of the Crying Eye Thieves’ Guild and are sacrificed to the dragon Nehurix. In actuality, they are covertly rescued by the Drowned Ones (in the guise of crocodiles) as a bargaining chip to earn their freedom from Shianes the naiad.
Nehurix Strikes (5 days ago)
Nehurix, the lake dragon, awakens! He attacks the Crown Prince’s hunting party in an attempt to kill the prince, but a trap is set and Nehurix is taken captive.
Return of the Drowned Ones (3 days ago)
The Drowned Ones begin returning one-by-one to avoid suspicion.
The Message (present)
Messenger from Galeay warns of Alhuron’s mobilizing inquisitors to punish the Vale, and a secret council is convened to discuss apprehending the dragon summoner.
The Inquisition (3 days ahead)
The inquisitors arrive in the Vale (unless delayed).
Setting
For a description of Lambeurs and the Vale, see this post: http://www.enworld.org/showthread.php?t=215756
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