D&D 4E creating a homebrew 4e adventure path

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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
 
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Chapter 1

Chapter 1: Lambeurs by Night
In which the PCs attend a clandestine meeting to learn of their quest, and are assailed by the river hag Hyvilda whose coming bodes ill tidings. They join a contentious town meeting about recent disappearances later that night, facing the consequences of their encounter with the hag.

Flowchart
.............The Hag’s Proposition – Chasing the Hag – The Hag’s Lair (7)
..........................|.........................|........................................
..........................|...........The Cursed Fisherman (2).....................
..........................|.........../......................................................
.............Town Meeting – The Good Witch (1) / The Briarmaze (4).....
..........................|...........\......................................................
.........The Fiddler’s Game.....The Great Debate – Arrested! ..............

Council Interrupted
Thunder booms on the northern horizon and lightning bathes the land in hues of lavender and indigo as the sun sets. You are led by Arnth, the grizzled forester who selected you for this clandestine meeting, up the steep slopes overlooking Osprey Lake. The recent rains make the slick slope rough going, and you are watched by chortling ravens perched in the oak trees that seem to smirk at your struggles.
Arnth points to torchlight ahead, “We near the sacred burial grove. There Morae, daughter of Maerwyn, wisdom of Lambeurs awaits you. Leave your weapons outside the grove and observe the rules of the wisdom’s traditions – the spirits will be watching us closely tonight.”
Cresting the peak of the hill, you find a clearing in the oak trees ringed by lit torches. At the center is an old crone with a warm yet weathered face standing before a massive charred tree, still half alive. A young red-haired woman, apprentice to the crone, nods to you silently, motioning you to follow her. Arnth unbuckles his axe and bow, performing ablutions in the small censer of holy water before following the apprentice into the grove, proceeding clockwise around the charred tree.
If no PC has the “Guardian Messenger” hook, then a messenger from Galeay is present.

PCs can make a DC 20 Insight check to determine that the red-haired apprentice is under a magical charm effect. She has been charmed by Hyvilda the River Hag and is carrying a Hag’s Eye, which allows Hyvilda to penetrate the protection circle.

Morae asks each PC to declare their name and why they have come once they are gathered before the charred oak. Relying on the power of the charred oak (see below), Morae realizes any lies told and asks Arnth in private to keep an eye on the lying PC.

Once all are gathered, Morae speaks:
Here we gather to invoke the spirits of our ancestors, who watch over us and guide us. Many buried here were killed during the witch hunts, and so we honor their memory that the mistakes of the past not visit themselves on our children. Also, we honor Arnth Taures’ forefathers buried here.” The old woman sighs, her breath visible in the autumn air as the last of the sun’s light retreats across the lake. “Now we call upon them as our witnesses to keep what we say secret, to go to our graves with us, that our people be safe from the inquisition. Messenger, will you speak?
_________________________________________________________
THE CHARRED OAK
A great charred black oak, split in twain as if by lightning, seems to heave as if scarcely breathing and its few living branches rustle without wind.

Property
Anyone who knows the charred oak’s secret (see below) gains a +20 bonus on Insight checks to detect lies told in its presence.

Lore
Arcana 14: The grove is a circle of protection against hostile magic and scrying, judging by the inscriptions and charms hanging in the trees.
History 14: The oak was once the dwelling place of the fey spirit Eiruel, who fell in love with a logger who taught her human ethics. When her beloved died in a logging accident, Eiruel made her grove a burial shrine. Over the years, the people of Lambeurs began bringing their loved ones who were closest to nature there.
Nature 14: The lightning-struck black oak is one of the elder trees of the forest, likely once a dryad’s hiding place. That it clings to life and is inhabited by jays, sparrows, and squirrels suggests the dryad, or a piece of her essence, may still be alive.
Religion 14: It is said the funerary spirit Eiruel watches over the grove, and that on Samhain the spirits of the buried ancestors come to dance and make merry with her. Eiruel was punished to be a keeper of the dead after seducing a mortal man and killing his wife – a crime for which the gods split her dwelling tree with lightning, killing her.

Secret
Once the dwelling place of the dryad Eiruel, who was in love with Arnth’s great grandfather, the oak was struck by lightning summoned by Zakrina the Kingmaker Hag as punishment for protecting the dead of Lambeurs (who the hag sought to raise). While the wounds to her tree killed the dryad, the charred oak remembers the upright honest character of Eiruel, and it responds to conscious lies told within the grove, emitting a groan and cracking of limbs.
Morae knows this, but keeps it secret to keep both the charred oak’s power to herself, and to protect the honor of Arnth’s family.
_________________________________________________________

The Guardian Messenger may deliver the message as they see fit. Otherwise, an NPC messenger shares the following:

“A dragon attacked the crown prince of Galeay during the autumnal royal hunt. Several brave huntsmen died defending the prince; their sacrifice was not in vain, for the dragon was defeated. The prince’s councilors revealed the dragon was summoned by Vale witches. Inquisitor Alhuron has been sent with a contingent to investigate the matter, and has been authorized to perform a witch hunt if need be; indeed, he is quite eager to do so. The inquisitors were three days behind me.”
Morae addresses the PCs:
“Too long have we suffered at the hands of witch-hunters driving our people into hysteria. We must keep the inquisition from running unchecked on our lands. Arnth has gathered you brave souls to whom I entrust this task:
Bring the witch – or witches – responsible for the summoning into custody before the inquisitors arrive. Do not, in attempting to avert a witch hunt, be tempted to start your own pogrom – subtlety will be needed for the witches of the Vale are cunning and numerous. If you succeed, the town council can compensate you…unofficially…with either 100 gold crowns each or a lakeside homestead, and you will have done a great service for the town of Lambeurs and the Vale. Will you undertake this responsibility with the ancestors as our witness?”
Once the terms are finalized, give the PCs the Preventing the Witch Hunt quest card.
Morae asks her assistant Rhozai to retrieve a box of charms for the heroes. Rhozai moves to the box and then suddenly freezes in place and begins breathing heavily. The caw of ravens accompanies a sudden cold snap and hard rain falls to the earth as a piercing cackle echoes through the trees. Morae hisses, “How can this be? The hags are banished!”

_________________________________________________________
THE HAG’S PROPOSITION
Trigger: Accept Preventing the Witch Hunt Quest
Hyvilda the river hag proposes the PCs take up arms against the inquisitors with her.

Environment: Heavy rain, 40’ diameter clearing with oak stump in middle, 100’ away from cliff (60’ above lake)
Allies: Arnth, Morae (her Strength is depleted by the sight of Hyvilda so she is helpless to act in this encounter)
Enemies: Hyvilda, Merrow Gaffer, Merrow Harpoon Hunter, Merrow Skulk
Special: Any who brought weapons within the sacred grove are cursed by ancestor spirits if they aren’t Good-aligned – their weapons break on their next strike and the offenders can’t sleep until making restitution to the angered spirits.
XP:
Next: Town Meeting (Ch.1) or The Hag’s Lair (Ch.7)
_________________________________________________________

In a flash of lightning you make out a hunched woman covered in otter pelts, fishbone jewelry, and anchor ropes at the south edge of the grove. Water rolls down her hideous face as if she had just stepped out of the lake. She smiles ruefully, noxious vapors rolling off her tongue. “You do too little, yearlings. This fishbone stuck in the throat of your community must be dislodged – pandering to the Inquisitor’s ‘justice’ is just honey balm weakening our resistance. We must intercept the inquisitors before they unleash havoc upon the Vale. Leave this poor tired wisdom to her rantings…all that will save Lambeurs now is the blade.”
Morae, though debilitated by the hag’s nauseating aura, speaks with deep conviction. “Fear not this hag, for her hexes cannot pierce the power of this sacred circle. Sowing discord so young in your return, Hyvilda? I see your banishment has taught you little.
Note that Hyvilda flirts with any Good-aligned male PC with a Charisma 17 or higher. An Insight check (16) reveals her flirtation conceals longing and desperate hope. Indeed, she believes this hero might be the one to free her and her sisters from their curse.

If the PCs refuse Hyvilda’s offer, she uses this strategy:
Round 1: Casts an entangle spell, and orders her merrow minions to steal the PCs’ weapons (“since these yearlings have no stomach for battle, avail them of their arms!”). If attacked the merrow engage in combat, but otherwise will retreat.
Round 2: Calls upon the swarm of fiendish ravens to retrieve her hag eye, and retreats.

If the PCs attack, Hyvilda uses this strategy:
Round 1: Orders merrow to defend her and gives Arnth the evil eye.
Round 2: Retreats and binds a PC to her with anchor rope, jumping over the cliff edge and attempting to drown PC below.

If the PCs pursue Hyvilda, they lose her at the water’s edge where she and her merrow servitors dive into the lake. To continue the pursuit, the PCs must make an Acrobatics or Athletics check to reduce the damage of the 60’ dive, and then swim through the rainstorm in frigid waters. Each check the PCs make to close ground, they must also make an Endurance check (10) against cold and fatigue, with the Difficulty cumulatively increasing +2 with each check. A failed Endurance check incurs a -2 cumulative penalty on chase checks. Encumbered PCs suffer -10 on chase checks to swim.

CHASING THE RIVER HAG
Skills: Athletics
5 Not only do you drop out of the chase, but you immediately begin drowning. Any nearby ally can help you, but must drop out of the chase to do so.
10 You are losing ground, and must make an Athletics check (12) to avoid drowning. You can choose to drop out of the chase to stop drowning.
15 You’ve kept up with the hag long enough to see that she is heading toward an island shaped like a mare’s head. If you choose to continue following you and your allies gain +2 on your next checks. (cumulative)
20 You’ve managed to triangulate or otherwise reduce the distance you must cover, gaining +4 on your next check. You are able to call out to your allies to keep them on track, granting them +2 on their next checks. (cumulative)
25 You have kept pace with the hag and reach the entrance to the caverns underneath the mare’s head shaped island she has fled to. You can create a signal for your allies to follow, granting them +4 on their next checks. (Go to the Hag’s Lair in Chapter 7)

If Hyvilda drowns a PC, she takes the PC to her lair to perform an enchantment ritual. Unless the other PCs rescue their fellow by sunrise or the abducted PC manages to outwit Hyvilda, the abducted PC becomes Hyvilda’s servitor, gaining the Fey-Touched template (and becoming amphibious with a warped form).

If the PCs accept her offer or are open to negotiations, Hyvilda asks them to organize the strongest team they can to ambush the inquisitors – hinting that the one who summoned the dragon could be a great ally – and meet on Selkie’s Road at the abandoned barge tomorrow night. See Chapter 9: Confrontation at the Bridge.

Rather than be left out of the dialogue completely, Morae pleads that they instead venture to the Everautumn and barter with the Faerie Queen for the Ritual of the Misty Veil (hiding the path to the Vale for the inquisitors), rather than draw blood. See Chapter 5: Into the Everautumn.

Treasure:
Morae gives the PCs the following charms to aid them in their quest, provided they haven’t agreed to fight alongside Hyvilda:, talisman of good luck (+1 saves for one encounter daily),witch stone cord (spell resistance 2 for one encounter daily), healing potion (grants free healing surge), and a number of waterbreathing charms equal to the PCs’ numbers (breathe water for one encounter daily).
 
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Character Hooks

Character Hooks
Each player must choose a hook for their PC, providing an incentive for them to adventure. A PC can earn experience by fulfilling the personal quest associated with their hook - each hook provides 3 levels of XP award; a PC can only benefit from each of these levels once. So the maximum a PC can earn from a heroic-tier hook is 600 XP. Hooks also provide suggestions for customizing your PC to suit the adventure.

Chosen of the Firebird
Born under the sign of the Phoenix, you were raised in seclusion to study the prophecies of its resurrection. According to sacred texts, six dragons will awaken before the coming of the Phoenix. You fear the premature awakening of Nehurix will trigger other less benign dragons into awakening and have come to help those suffering in the wake of Nehurix’s return and prevent further awakenings. You know Nehurix could have killed the crown prince in a fair fight – something is fishy about the story that the crown prince’s huntsmen defeated a dragon.
Notes: You receive visions of the Phoenix, and may spend an action point at certain points during the adventure to gain extraordinary insight or power.
Personal Quest: Learn what has become of Nehurix (100). Ensure that the summoner can’t awaken further dragons (200). Aid anyone harmed by the dragon’s awakening despite great sacrifice (300).

Guardian Messenger
Sibling to the serving-maid Wyetha who bore the crown prince Eydanus’ illegitimate son Arslein, you did not just come to the Vale to warn of the inquisitors, but also to ensure that Arslein remains safe and his blood ties to the throne of Galeay undiscovered until the time comes when he is ready to claim his birthright. Recent intelligence reports that rebels have learned Arslein’s identity and are planning an assassination or abduction. Arslein’s caretaker is the witch Sedemay who lives near the Hag Marsh. While you are a fierce opponent of the crown prince and have loyalties with the rebels, you have sworn to help your sister.
Notes: As Wyetha and Arslein are half-elven, you must be human, half-elf, eladrin, or elf. You were given a horse from the prince’s stables to accomplish your mission.
Personal Quest: Keep Arslein from harm’s way (100). Prevent discovery of Arslein’s royal heritage (200). Prevent assassination of Arslein despite great sacrifice (300).

Hag-Ridden
Your dreams are plagued by nightmares of a hag whispering in your ear and riding you like a horse through moonlit forests. A sense of impending doom fills you, as if the hag holds the reins of your destiny and guides you toward an unspeakable fate. At the same time, you understand hags’ motives and know that they suffer from an ancient curse, and use you to help them end their imprisonment.
Notes: Sleep provides you no rest; until your curse is broken you are dazed. Moreover, any time a hag speaks a trigger word, you suffer a -6 to Will saves against her powers. However, you may take 20 on all Insight, Diplomacy, and Bluff checks against hags.
Personal Quest: Learn the secret of the hag’s curse (100). Escape being hag-ridden (200). Aid others tormented by the hags despite great sacrifice (300).

Haunted Wanderer
The child of a witch, you were stricken with wanderlust and have never been able to settle in one place. Your mother was burned at the stake for witchcraft, and you show signs of having “the gift.” Arriving in the Vale, you hope to unearth clues about your mother’s past…and break the family curse. You weaseled your way onto the team chosen by the village elders in order to get closer to the witches.
Notes: You must take the Witch-Blooded feat, and your family is cursed – work out the details with the Narrator.
Personal Quest: Learn who your mother was and how she met her demise (100). Visit the site of your mother’s burial and honor her (200). Break the family curse despite great sacrifice (300).

Order of Saint Tabitha
Watchdogs of the Imperial Inquisitors, the Order of Saint Tabitha was founded by iconoclastic man and women of faith devoted to defending those accused of “heresy”. The order provides safehouses for victims of the inquisition, catalogues gross offenses, and fights for the fair trial of “heretics”. As a faithful member, you have been sent to keep an eye on Inquisitor Alhuron and protect the innocent Vale folk.
Notes: You must be trained in Religion. The order gave you a Celestial Icon of Justice to aid your quest. However, because of the animosity between your order and the inquisition, all inquisitors have a base reaction of unfriendly toward you.
Personal Quest: Record any misdeeds of the inquisitors (100). Ensure that no innocents are harmed by the inquisitors (200). Aid innocent targets of the inquisition despite great sacrifice (300).

Sacrificial Lamb
Always outspoken against the empire, your family dances dangerously close to sedition. On a dark and stormy night you were abducted from your home by three cloaked men, each with one eye tattooed. Blind-folded, you were taken to the lake where you could hear others crying for mercy as torches were lit and arcane words uttered. You were to be fed to a summoned dragon by the occultists! Miraculously you escaped in the middle of the ritual, fleeing to the woods. Collapsing on the cold earth exhausted, your mind reeled. You had to stop these men who had violated the sanctity of your home!
Notes: At certain points, you recall familiar sounds or places which you experienced during your abduction. However, overpowering memories require you to make a Will save or leave you dazed, confused, or staggered.
Personal Quest: Learn why the abductions occurred and who was responsible (100). Go to the site of the summoning ritual to regain your memory of the event (200). Prevent further abductions by the occultists (300).

Star-Crossed Lover
Your heart has been captured by the haughty witch Gretchith, who may be responsible for summoning the lake dragon. You know she despises the crown prince and wishes a return to the halcyon days of the Witch-Queens, but you don’t think she’s the murderous type. She remains cool to your affections, claiming she can only love the one who retrieves her heart locket. If it looks like she is guilty, you may use your cunning to steer the team in the wrong direction or you may attempt to redeem her wicked ways.
Notes: Gretchith has given you a talisman of witches’ fortune.
Personal Quest: Protect Gretchith from harm (100). Retrieve Gretchith’s heart locket (200). Protect Gretchith from the inquisition despite great sacrifice (300).

Vale Witchguard
Native to the Vale, you were chosen by village elders to find the witch responsible for summoning the lake dragon. Your family has long been friends to witches, hiding them during witch-hunts past and helping them vanquish supernatural threats; witches have given you the honorary title “witchguard”. You are loathe to cause the witches harm, and would like to see the inquisitors driven out of the Vale forever. However, you also faithfully observe the traditions and decisions of the elder Vale witches.
Notes: You must be trained in Arcana. The base reaction of all witches in the Vale toward you is friendly.
Personal Quest: Prevent harm from befalling the witches (100). Aid the witches in hunting down or preventing threats to the Vale (200). Prevent persecution or death of the witches despite great sacrifice (300).

Verdant Knight
Having sworn fealty to the Everautumn Queen, you have joined the bewitched ranks of her “Verdant Knights”; you may have been enchanted or have your own reasons. You are sent to discover who summoned the lake dragon and bring them before the Queen. In return you will receive a boon from the queen, such as pardon for an offense, removal of a curse, information on an abducted human child, permission to court one of her fey entourage, or even freedom from service.
Notes: You know of the Avel Wold portal to the Feywild. If you wish you may take the Fey-Touched template.
Personal Quest: Reveal the dragon summoner’s identity (dead or alive) to the Queen (100). Determine the intentions of the Everautumn Queen (200). Bring the dragon summoner for judgment before the Queen (300).
 

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