Stormborn
Explorer
At the end of the last session the PCs reached 11th level (all except for the warlock who had to be reincarnated a few sessions back) and were given, via an allied NPC, an oracle.
They were directed to return to the Druid's home and consult the Elder for guidance (they are seeking their missing mentors and trying to find out who is hunting them). The Druid is a Tauren/Minotaur from a tribe that lives in an area of low hills and plains. His people worship nature spirits of which the chief is the moon. They currently only build what is in harmony with nature, but once built great stone cities and monuments. Some of the surrounding cities still bare their mark after thousands of years.
So I was thinking that they can get the information they need from either the Elder or from something that the Druids have bound. On the one hand the Elder only gives up the info to a Druid of the Inner Circle, which would require the party Druid to undergo an initation trial that the other PCs could go along on as "sacred companions." On the other hand the Druids could have bound an ancient spirit who can reveal the information, and the PCs have to then endure the corrupted creatures around the vault where it is kept. A third possibilty is the PCs undergo a vision quest, so the actual adventure could be almost anything but still result in them getting the info they need.
So, what I need are either suggestions for what to include in such an adventure or an actual adventure that could be made to work. They have just finished an extended adventure where they fought maurauding giants unleashed on the Warblade's homeland to draw her and the party in. So a lot of stand up fighting. I want to have something that will involve more skill use (especially traps as we have not had any in a while, social encounters, etc) and some interesting combats against foes that use something other than the brute tactics of ogres and giants.
Any thoughts?
They were directed to return to the Druid's home and consult the Elder for guidance (they are seeking their missing mentors and trying to find out who is hunting them). The Druid is a Tauren/Minotaur from a tribe that lives in an area of low hills and plains. His people worship nature spirits of which the chief is the moon. They currently only build what is in harmony with nature, but once built great stone cities and monuments. Some of the surrounding cities still bare their mark after thousands of years.
So I was thinking that they can get the information they need from either the Elder or from something that the Druids have bound. On the one hand the Elder only gives up the info to a Druid of the Inner Circle, which would require the party Druid to undergo an initation trial that the other PCs could go along on as "sacred companions." On the other hand the Druids could have bound an ancient spirit who can reveal the information, and the PCs have to then endure the corrupted creatures around the vault where it is kept. A third possibilty is the PCs undergo a vision quest, so the actual adventure could be almost anything but still result in them getting the info they need.
So, what I need are either suggestions for what to include in such an adventure or an actual adventure that could be made to work. They have just finished an extended adventure where they fought maurauding giants unleashed on the Warblade's homeland to draw her and the party in. So a lot of stand up fighting. I want to have something that will involve more skill use (especially traps as we have not had any in a while, social encounters, etc) and some interesting combats against foes that use something other than the brute tactics of ogres and giants.
Any thoughts?
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