Introduction
A brisk fall wind dances through the air. The sun hangs lower in the sky, as the sunder decent of the winter darkness creeps upon the shortening days. Golden rays dance across fields of wheat and corn, the sweet, nostalgic smell of decay and woodsmoke hangs in the air. The town of Greendale (Campaign), a quaint agricultural and travel through town located in the kingdom of Lenthir, realm of the horse lords, is hosting the renowned annual festival of Therion, celebrating the harvest.
The festival of Therion is a major event for the town of Greendale, driving traffic from several significant surrounding fiefdoms. Dwarves from the ironfell travel down to trade minerals and jewels. The elves of Lirithal make the journey through the deep, magical dark of Gloamwood forest to share magic, wisdom, and update accounts of human affairs. The halflings of the Greenfell seek barley and berry for their various meads and wines, of which they hold a certain fondness. Various humans from the northern kingdom of Vanguard seek provisions before the coming harsh winters.
For this week, Greendale turns from a haphazard farming town to a roaring celebration. The scent of spiced cider and roasting meat fills the air as you weave between festival stalls. Dwarven hammers ring against metal in rhythmic demonstrations while elven silk catches the afternoon light. Halfling laughter mingles with the clip-clop of horse hooves on cobblestone as merchants hawk their wares in a dozen different accents. Stalls are set in the market square for trade and barter. The inn, a hot commodity, is always brimming with patrons. Campsites and caravans surround the city, wherever a spot can be found in the rolling hills. Longstanding tensions and feuds between families, houses, and races come to a standstill in this brief moment of collaboration and exchange.
The town comes alive with a collaboration of music, comedy, and show from bards and performers across Eldara. The elves teach masterful skills with their refined weaving and sewing techniques. The dwarves graciously take over the smithy’s forge in order to demonstrate new techniques to forge iron and steel into new levels of strength, a notion in which the farmers greatly appreciate.
Amidst all this joyous chaos, one figure moves with deliberate calm through the crowded market square.
Vale Oakheart, a monk warrior belonging to the way of mercy, gently parades around the market square of Greendale. You are at peace. Your innate connection to the forces of life, both from the weave, and from within, feels stronger than ever. So many beings. So many origins. So many different connections to the weave, and the Ethyri. All of whom are at peace. Delight inflates the magic of life, you feel as if you are literally swimming in a sea of peace and tranquility. The magical energies of a hundred different souls—elven, dwarven, halfling, human—pulse around you like gentle waves. Each heartbeat, each laugh, each moment of joy adds to the symphony of life you sense through the Weave. For a moment, you close your eyes and simply… breathe.
As you take a moment, close your eyes, and breathe, taking in the pure serenity, you feel a gentle hand on your shoulder. (Pause for a reaction)
You see a gruff city guard, a watchman, low in rank and military prowess, but sufficient enough for a peaceful town such as Greendale, looking at you intently. “Good sir, I will need you to come with us, if you will”
(RP actions)
The city guard brings you to what you assume are the barracks. A small affair, simple wooden structure. Slightly larger than most domiciles of the area, and well taken care of. The guard beckons you inside a simple door.
(RP actions)
As you enter the room, you recognize this as a mess hall of sorts. A simple, long wooden table, seeming to fit around 12 watchmen at any time, takes up the center of the room. A large hearth encompasses the far wall, with a fire that seems to be in need of more wood dwindles. Along the wall are tapestries, representing the various house crests of the serving watchmen. You see weapon racks along the perimeter walls, holding spears, shields, and short swords.
(perception check for robert)
- Possibly see a thin layer of dust adoring the weapons and armor. You surmise that the weapons have not been moved or polished for quite some time.
Sitting on the benches along the table, Five figures sit , each clearly chosen for reasons beyond mere coincidence. Their eyes turn toward you as you enter—some curious, others calculating.. (As i get to you, please describe your character)
- At the head of the table looks to be the Captain of the watch, signified by his more formal and robust armor, gilded with silver, and the green crest of an eagle adorned on the chest of his leather armor.
- To his left, you see sitting a lady elf. You recognize the sigil of the house of light on her shoulder.
- Next to this elf, you see an unobtrusive figure, recognizing the individual as a ranger, due to the unique mottling of their cloak.
- (Give me an arcana check w/advantage) Farther down, you see a peculiar, and alarming sight to your eyes. An individual bearing the markings of death and darkness sits, foreboding.
-
If passed, you sense an astral presence in the life force of this individual. Though she looks to be an elf, you can tell her heritage is one of uncommon, if not downright forbidden, decent.
- On the other side of the table sits a gaunt figure, thin, but with razor sharp eyes. You can tell this individual is well studied, and has a strong connection with the weave. A wizard, perhaps?
- Finally, next to the wizard, you see an individual who makes you double take. An orc, a creature of ravage and violence sits, well postured. Polite. Astute. And the most surprising… bearing the markings of the way of the hand. An orcish monk…?
The group sees, staring back at them, a man of small and simple stature. Most recognize him as a monk.
Captain Aldrich shuffles in his seat, and begins to stand. His weathered face shows the strain of a man facing his first real crisis in years. ‘Six of you,’ he mutters, studying each face in turn. ‘Against what we’re up against… it’ll have to be enough. Nigel, bar the door. What I’m about to tell you doesn’t leave this room.’
“Yessir, at least of those we were able to find. Do you think they’ll be enough?”
“We shall see. Sit down monk, we have some business to discuss.”
(RP and improv from here)
First lead: “The vault manager, Mensarius squirrely one he is, brought this information to us. Speak with him, he may have more details.”
Session Overview and Goals
Complete Investigation Phase (60-75 minutes) The Real Trail - Finding the Bandit Camp Party needs 3+ clues to locate Thornvale Glen camp Clue Sources & What They Reveal:
A - Elven Traders (at silk & jewelry stall)
“The forest spirits whisper of corruption near Thornvale Glen. Wildlife flees south, something unnatural dwells there.”
B - Halfling Shepherd (at livestock pen)
“Lost sheep last week. Found this torn festival ribbon caught on thorns, with wolf tracks - but wolves don’t usually come this close to town.” Shows ribbon heading north
C - Suspicious Bank Customer (multiple witnesses)
Bank Manager: “Kept asking about moving festival proceeds, had pine needles on his cloak” Tavern Keep: “Smelled like wilderness camping, hands scratched from brush” Guards: “Same fellow was asking about our patrol schedules”
D - Inn at The Third Onion Tavern (if they investigate the suspicious person’s room)
Rough map showing escape routes all leading away from High Watch ruins, smell of pine on paper, ranger may be able to track him, leads to High Watch ruins
False Leads & Encounters
- The Ruins of High Watch (East of town) Hook: “Strange lights and sounds from the old ruins” Reality: Young necromancer trying to resurrect his dead cat
Encounter: He attacks with Skeletons on sight. Will try to stop combat before he dies. Investigating his area shows a journal where he mentions avoiding the southern marches of the Gloamwood until the festival is over.
Combat: Nervous apprentice + 4 skeletons (15 min fight) Roleplay: Frightened kid who admits his “evil magic” if persuaded
- The Hermit’s Cabin (South of town) Hook: “Woodsman saw armed figures at old geezer’s cabin” Reality: Paranoid hermit hired mercenaries to guard himself Encounter: The Hermit’s Cabin
Combat: 2 hired mercenaries Puzzle: Hermit speaks in riddles but has seen bandit scouts
Investigation Mechanics Time Pressure: Each false lead = 30-45 minutes game time, dawn attack approaches Success Condition: 3+ real clues = party can locate Thornvale Glen camp Failure Condition: Too many false leads = bandits attack town at dawn instead Ready to run!