Part One: Shelter Lake, Festival of the Crown in Dromaria | World Anvil

Part One: Shelter Lake, Festival of the Crown


Read the following text to begin:
It is a grey cloudy day, but to the people of Shelter Lake that doesn't matter. At this early hour, the town is bustling with a unique and special energy. In celebration of the Festival of the Crown, blue, red, and gold decorations have been hung from windowsill to doorway throughout the Tritos Dominion in colorful tribute to their beloved kingdom. After six years of turbulence in the capital, finally someone has been crowned, King Ender Ramus!   In the center of town, a stage has been built where performers are already set up; music can be heard everywhere. Near the waterfront, two large carts of fireworks wait for night to fall. Children scamper around the wheels hoping to glimpse the treasures, as excited to see the lights as they are to hear them explode.   Colorful stalls line the streets, featuring games, candies, and toys for kids and adults alike. Along the main road and waterfront large stands have been erected for the main event, a jousting match with a grand prize of 5,000 gold coins, supplied by the Crown.   Come and join them in their celebration, welcome to the Festival of the Crown!


Welcome to Shelter Lake


Shelter Lake is a farming community in the Tritos Dominion. There is a fresh-water lake of the same name to the west and The Emerald Wood to the north. For many years, it has been an area of relative peace, but with all of the recent changes in the kingdom, there has been much instability and concern.   The Festival of the Crown has not been celebrated in almost 420 years. People are desperate for peace and unity, so they have come together to mark this special occasion in grand style with performances, fireworks, and a jousting tournament.

Shelter Lake
Shelter Lake is a farming community of the Tritos Dominion. Thanks to its distance from the capital, the town is both a common settling point for those wanting to get away, and the launching point for those looking to escape the simple life. The town rests in a lush countryside with The Emerald Wood to the north, green year round. To the west is a large fresh-water lake that the town shares its name with.   The well-traveled road that winds through buildings is split near evenly between stone and wooden foundations. After a fire generations ago, much of the town was rebuilt. This has led to a clear divide between what the locals call "Old Town" and everything else. None of that seems to bother the folk who live there these days. Either on your way in or out of Shelter Lake, as the road circles around the water, you will pass by friendly waves from boaters bobbing near the shore.


Experiencing the Town


The town of Shelter Lake is small but pleasant. The people here welcome visitors as it shakes up the normalcy of their daily lives. With the festival today everyone is excited. The town is set up to house games of all kinds. Any Civil Legion troops stationed here will also participate, expecting a day of peace and fun. There are a variety of people to meet, games to play, and locations to visit if the party desires to. Any questions about the area can be explained to the party through Elder Kierie Bastinade at the start of the adventure or Andias Teft as the adventure continues.


The Hanging Trout. The Hanging Trout is a humble two story inn built from the unique greenwood lumber of the nearby Emerald Wood. The first floor has a polished deep green bar and long hall tables. A small stage sits in the back corner, with a few stacked stools nearby. Fishing gear and prized catches line every inch of the walls. There are a total of six rooms on the second floor, all interchangeable, except the room at the end of the hall which holds a moderately nice suite.

The establishment was built by its owner Burton Talos, and is the newest building in town.

The Temple of the Hammer. A testament to Forn, this temple stands in honor of the history of the dwarves of the Tritos Dominion. It is a stone structure, separated into two major sections. The larger of the two is a foundry, serving the community of Shelter Lake. The second building is a museum, holding the history of the town.

The temple is run by Elder Kierie Bastinade, a priestess of Forn. She has served the community of Shelter Lake for almost 300 years and is the foremost expert on most things.

The Lake. Shelter Lake is the largest freshwater body of water in the Tritos Dominion and The Eastlands of Pathriam. The towns of Forhold, of the nation of Serawa, and Shelter Lake share the water. The lake is the basis for large fishing operations for both towns. Due to recent national conflicts, there have been border disputes over the area. Those who call Shelter Lake home keep it well-maintained.

Current Rumors and News


While in Shelter Lake if you want to explore rumors or events you may use the following:

Trouble in Tintown. Panic has descended upon Tintown. Some kind of plague has hit the city and rumors say that the Duke and Duchess have abandoned their citizens, leaving the Civil Legion there to find a solution to the issue. In truth the two left before the sickness, heading to visit Ania.

Struggles with Demand. Crop demand is too damn high! Farmers are struggling to keep up with the needs of the kingdom, and many of them are unable to afford the prices that buyers are commanding. The nobles and politicians are seeking any kind of solution to the issue.


Encounters in Town


There are a variety of characters in town for the party to interact with. Some of these characters will die in the dragon attack and are listed as Fated to Die. Lawmaster Andias Teft is outlined first due to his importance.

Lawmaster Andias Teft
Andias Teft (lawful good, human Lawmaster) faithfully serves the community of Shelter Lake, often journeying to more distant locals for check-ins. Assigned by the Baron of the region, Andias serves as Lawmaster for the area. He is considered by most to be loyal, idealistic, and adept at his duties. While there is not a large amount of crime in the area, Andias is often able to solve the few incidents that do occur.
Key Information: Andias is a central figure in this adventure and should be introduced before the festivities begin. When the dragon attacks he will be the voice of reason in an otherwise chaotic event. His drive to see justice for his community will lead the group on a dangerous mission to kill a dragon.
  Roleplaying Andias
Andias wants nothing more than to do right by the people he is meant to protect. Whenever Andias talks to the party he will be looking to understand their motives. He will speak to the players about their adventures, curious of their heroics. Nothing would please him more than having some helpful adventurers in the area for the more difficult tasks.   If the party began the adventure helping Elder Kierie Bastinade, Andias will express his gratitude and thank them personally. He hopes they enjoy their stay here and is certain he can find more work for them if they stick around.

Personality Trait. "Happy to help, but don't mistake kindness for weakness."
Ideal. "I put in hard work seeking to inspire it in others."
Bond. "I will protect my assigned city with my life."
Flaw. "I trust far too easily."

Elder Kierie Bastinade (neutral good, dwarf priest) is a loyal priestess of Forn who serves the community. Around 300 years ago she was ordained at The Temple of the Hammer located in Shelter Lake, making her its oldest resident. Possessing an impressive intellect and incomparable skill with crafts, Kierie's contributions to her community are immeasurable. She has played an integral role in Shelter Lake’s longevity over the centuries.

Roleplaying Kierie
If the party began the adventure helping Kierie she will speak their praises to the other townsfolk. She is a stubborn woman who treats everyone as if they were her own family.

Personality Trait. "If your own grandmother won't punish or love you, I will."
Ideal. "Follow one's calling and Dromaria will provide."
Bond. "I know the right path and will lead others to it."
Flaw. "I have lived long enough that I no longer care about niceties."

Sir Jane Troft (Fated to Die)
Jane Troft (chaotic good, human knight) was sent to Shelter Lake to guard the prestigious prize money for the joust. Sir Jane is a Knight of the Crown of Ania and has been faithfully serving her post for ten years. The last knight to be crowned by King Caraconne Tritos, she stands as a beacon of loyalty and honor at the joust.

Jane loves riding and will participate in the joust despite being the host.

Roleplaying Jane
If the party followed the adventure hook for Elder Kierie, Jane will have heard of the group's aid to local temple of Forn. Either way she will encourage the party to join in the joust in the afternoon. Jane is a knight through and through and will not accept any form of cruelty towards members of the town.

Personality Trait. “If you can unseat me I'll buy you a drink.”
Ideal. “Take care of others before you get yours.”
Bond. “My proudest achievement is my knighthood.”
Flaw. “I no longer wish to fight real battles, but I haven't told my commanders.”

Traegar (Fated to Die)
Traegar (neutral good, orc mercenary) stands out in an area filled with so many humans. Far from his home of Rakankrak's Den, Traegar has arrived in the Eastlands looking for work. He was originally wanting to take on the job for Elder Kierie. He will joke around with the party about joining them on their future adventures.

Personality Trait. "I have a good memory for faces and always remember a favor."
Ideal. "A sword held in service of others is the best use for it."
Bond. "I want to improve the lives of my people, even if I'm far from home."
Flaw. "My pride often leads me into trouble."


Gil Ivy
Gil Ivy (neutral good, ember citizen) is a grey and blue mottled ember man who is loving the festivities. He has made it his personal goal to make sure everyone in town has a crown of fire lilies for the event. Gil isn't particularly well known, although he does live in town.

Personality Trait. “If I smile others will too.”
Ideal. “Honor those who truly deserve it.”
Bond. “I strive to make people smile, even if I don't know them.”
Flaw. “I care too much about what other people think of me."


Nip Kipton (chaotic neutral, halfling gossip) is a local gossip dressed in nice clothes that never seem cared for. Normally he is found at the bar in the Hanging Trout but with the festivities, he can drink wherever he likes. Loud and boisterous Nip is notorious for spreading everyone's business.

Personality Trait. "I'm always looking for a new story."
Ideal. "Everyone has an angle, even my worst enemies."
Bond. “No one can out gossip me, I take pride in that."
Flaw. “I like to talk too much and can't keep secrets to save my life."




 

Festivities


When the festival begins, read the following:
Everyone and then some has gathered around a large series of stones on the outer edge of town. There is a continuously burning flame within the circle, and even some thirty feet away you can feel its heat.   Lawmaster Andias Teft stands near the Firepit with an unlit torch in his hand. When he speaks it is with formality and respect, "People of Shelter Lake today we celebrate the coronation of a new king. King Ender Ramus will serve our beloved Tritos Dominion with integrity and might. In honor of this wondrous occasion, we shall take part in a tradition that has not been seen in this kingdom in over 400 years.   Enjoy the games and booths set up. This afternoon Sir Troft will host a legendary joust worth 5,000 gold crowns!   For now though it is time to get started.   Raise your torches."   There is a shuffle as folks begin to hand out torches to everyone.   "This Firepit serves as a reminder of our past, a testament to what we can endure. In the name of Lothor, our great protector, light your torch."   One by one everyone moves toward the fire, lighting their torches.   "We begin this day in honor of the sun." Around you everyone repeats in unison.   "We begin this service in honor of our fellow countrymen." Once again everyone repeats.   "We begin this coronation in honor of our kingdom." There is a raucous applause.   "Out on the lake we have set the pyre. Whoever makes it there and lights it first is our first coronation day champion. Let the festivities begin!"
   

Lothor's Light


This is an ancient tradition that has not been seen in a very long time. Each village in the region has its unique version of it. The ancestor Lothor fought bravely to defend the world in its darkest moments. He was a beacon of light for the world to see. Here in Shelter Lake they have a race to see who will represent Lothor for the festivities.   The Goal: Traverse a path and light a pyre. In Shelter Lake this requires swimming across a portion of the lake, carrying a still burning torch.   Because everyone in the town has gathered, the race begins on difficult terrain. Many folks, especially the elderly, are only participating and not racing, but still clog up the area.   In total players have 200 feet of ground to cover and an additional 60 feet of water. Sportsmanship and fair play are encouraged. Whoever wins the race is rewarded with the Coronation Crown, crafted for the occasion by Elder Kierie Bastinade.

 

Vendors

There are a variety of vendors set up all around the town. Here are a few places that may be fun to visit:   Toys and Trinkets. This stall sells a variety of wooden toys and trinkets. Wooden swords can be bought for 1 sp each.   Pop Pop's Potions and Perfumes. All natural potions made without magic. There is one each of Oil of Slipperiness, Potion of Animal Friendship, and a Potion of Water Breathing. Players may purchase these for 50 gp each.   Meat and Pies. This stall is selling an assortment of freshly baked and smoked meats. They also sell pies for 4 cp each.   Sandy's Stains. A face paint booth with real tattoos.

 

Games

There are a variety of games going on around town. Here are a few that may be fun:
  Bass Races: Bass races take place all day long and townsfolk are always betting on the outcomes. Every contestant is assigned a fish and rolls 1d6 each round. Whoever rolls the highest total by the end of round five wins. Betting takes place after each round.   Greased Pig Wranglin': A pig has been greased up and let loose in town. Whoever catches it and holds it for a full round wins the pig. Roll a DC 15 Strength (Athletics) check at disadvantage to catch it.   Logsplitting: In a lumber town there is always wood to be split. Each contestant chops through as many logs as they can in five swings. Logs have a 10 AC and 10 hp. Each contestant is given a hand-axe (1d6 slashing damage). If anyone beats the reigning champ's record of 4 logs, they will win a Greenwood Axe provided by the Greenwood Mill.   Watch the Ball: A sallow looking man with nimble fingers has three balls and one cup. He will place the ball under the center cup and mix them around. Players may make a Wisdom (Perception) check against the man's +6 Dexterity (Sleight of Hand). Wagers may be set up to 5 gold each to a maximum total winnings of 50 gold.        

red-keep-ad-joust-rep

The Tournament


This is the culmination of the festival and everyone in town is excited to watch. Players are encouraged to participate and will be provided with mounts and lances. When it reaches the final round of the joust, before anyone rides, move on to the dragon encounter.   Sir Jane Troft, Traegar, Alexis Bettany, and Roland Chaucer will participate in the event.
Roland Chaucer (chaotic neutral, dwarven jouster) rides a trained ram. He is a mean man who enjoys playing mind games off the field.

Alexis Bettany (lawful good, human hedge knight) is a jouster for hire. She is an old rival of Jane Troft.
The rules of the joust are as follows:  
The first rider to score three broken lances or unhorse their opponent wins. In the event of a tie the joust continues until one participant takes the lead or someone is unseated. A jousting lance is destroyed when it hits. New lances are handed out and passes are repeated until one or both participants are unhorsed or three points are scored.   Attacks. Each jouster wields a shield (+2 AC if proficient) and a lance (1d12, use Strength for attack and damage rolls). On each pass, each jouster rolls an attack with their lance.   Hits. If a jouster is hit, they must make a ride check (see below) with a DC equal to the damage taken. On a failed check, they are unhorsed and lose the joust.   Ride check. A ride check is a Strength (Animal Handling) check.   Initiative. Attacks happen simultaneously, and it is possible for two jousters to unhorse each other.   Passes. On each pass, a jouster may attack normally, or choose one of the following maneuvers:

Reckless: +5 to attack, -5 to AC.
  Patient: -5 to attack, +5 to AC.
  Braced: -5 to attack, +5 to Animal Handling.
  High in Saddle: +5 to attack, -5 to Animal Handling.
  Eyes Up: +5 to attack. If you are hit, roll a d20. On a 1, you lose your left eye if you have it, and on a 2, you lose your right eye if you have it. On a 3-4, you gain a Horrible Scar, and on a 5-10 you gain a Minor Scar. (See the DMG p. 272 for the effects of these injuries.)

  Read the following at the start of the joust:
On the main road by the lakefront homes, wooden stands have been built opposite each other, facing the joust. People are stuffed into the seats, murmuring bets and excitement. Flags of crimson and gold are draped on every bit of visible wood, fluttering in the breeze. Down by the dirt packed road are lines of wooden lances and horses ready to ride.   Sir Jane Troft rides to the middle of the post atop her barded mare and yells to the crowd, "Let the joust begin!"
  To run the tournament each player who joins may enter the bracket where you choose or at random.   If your party has too many players, replace Roland or Alexis as needed. If your party does not have enough players add in townsfolk to lose to the other NPC participants.

  The jousting participants have the following statistics and employ their listed strategy:   Sir Jane Troft: AC 20, +8 to hit, +10 Animal Handling.
Sir Jane Troft adapts as needed, changing up her strategy.

Traegar: AC 12, +5 to hit, +5 Animal Handling.
Traegar jousts without strategy using his normal statistics.

Roland Chaucer: AC 17, +6 to hit, +7 Animal Handling.
Roland is reckless.

Alexis Bettany: AC 16, +6 to hit, +6 Animal Handling.
Alexis is patient.


The Dragon Attack


How to run this encounter.
The party is not intended to fight in this combat. Instead they are meant to deal with the events of an adult red dragon attacking as it occurs. This is a test of the party's survival skills, cowardice, or heroics.   A few specific NPCs will die as the dragon is first attacking but beyond that it is up to you which other characters you kill, if any.   Each round of combat there are multiple things the party can do to help themselves or others in town. The dragon takes the same actions no matter what is happening unless you choose otherwise. Its interest here is to destroy, claim the prizes from the festival, and if possible leave with dinner. It does not feel threatened by anything in Shelter Lake. As the rounds progress Andias will become more active in the events as outlined below.     Read the following as the final round of the joust begins:
The clouded sky parts momentarily, allowing the setting sun to peek through. Sir Troft rides out to applause, lance held high. Ripples of elation roll through the crowd in anticipation of the finale. This tournament has been more exciting than Shelter Lake had hoped for.   Explosions rock the air. At first there are a few pops and whistles, the whirring spin of a firework bright and red in the sky; then there is nothing but a cascading torrent of fire, broken stone, steel and bone. Screams of the dead and dying can be heard everywhere, horses yelling louder than man. You are no longer certain what is going on.

red-keep-ad-dragon-attack-rep


Begin by having everyone roll a DC 15 Dexterity saving throw for 3d6 fire damage or half as much on a success.   Afterward have each player roll on the chart below to see what has happened to them after the initial breath weapon.
Die Roll Effect
1 You are buried under rubble. A DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to escape. Each round stuck under rubble leads to a point of exhaustion.
2 There is a concussive blast that ruptures your ears. You are deafened for the next 24 hours.
3 Your ribs are broken. Whenever you attempt an action in combat, you must make a DC 10 Constitution saving throw. On a failed save, you lose your action and can’t use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting.
4 You are flung 30 feet in a random direction and knocked prone.
5 You are on fire. Take (3) 1d6 fire damage at the start of each of your turns until someone takes an action to douse the fire.
6 You are crushed in a stampede of people and horses. Roll a DC 15 Dexterity saving throw. On a failed save you take 3d6 bludgeoning damage, or half as much on a success.

Once the party has rolled on the chart read the following:
In the immediate aftermath of the explosion there is nothing but chaos. In the center of the field a charred body rides on a burning mount, the remains of Sir Troft toppling sideways to land with a crunch. Flames cover everything, the sound of burning muffled only by the cries of the injured.   A burst of wind temporarily parts the smoke swirling around you, giving rise to the undeniable smell of sulfur. Descending within the fire is a silhouette of death. Monstrous swept-back horns sit atop the head of a red dragon as it surveys the town. Its curved snout pours soot as it breathes, an inferno in its blazing eyes.
      Round 1
After everyone rolls initiative players may have the chance to notice details of the battlefield. Characters with passive perception of 13 or higher notice that besides Sir Troft, Traegar also lies dead near the center of the joust. They are also aware of any other people within 20 feet of them. Place nearby NPCs in dangerous situations, such as stuck under rubble, injured, or on fire.   In the first round the dragon will use its Frightful Presence ability while it searches for the prize money.

Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.   Round 2
In the second round the dragon will land to grab its gold. In doing so it will use its Wing Buffet to clear the smoke, spreading the fire further across the area. Players must make a DC 15 Dexterity saving throw or take 3d6 fire damage, or half as much on a success.   Andias will begin to yell orders from near the lake, issuing commands to move people to safety and begin a bucket brigade.

Round 3
In the third round the dragon will speak to the people of Shelter Lake, taunting them as it steals and kills. After it does so it will fly, breathing along the lake and causing burning steam to rise, dealing 1d6 fire damage from being scalded.   Andias will help any party members who are still in trouble. If no one is, he will begin moving rubble off of townsfolk, asking any of the PCs he sees for aid. Moving rubble requires a DC 17 Strength (Athletics) check.   Read the following when the dragon acts:
The dragon's voice is deep and cruel, a permanent snarl in its voice.   "This gold is a pitiful offering, but I expected nothing less. Let it be known, dragons have returned to claim what is rightfully ours. Let your survival this day be remembered as a testament to my.... generosity. I will reign as Scabrous the Pure did before me and you will serve."   A rush of wings beat in rhythmic waves as the creature takes flight across the lake. An ignition of golden flame reflecting off the water gives way quickly to the rise of scalding steam. Once again howls of pain rise above the echoes of destruction.
  Round 4
In the fourth round the dragon will begin its preparations to leave. In doing so it will land one last time, seeking to grab someone for dinner. The dragon will choose a spot near the players to do so, giving the impression that it may attack.   Andias will draw his blade but otherwise continues to help the adventurers, aiding townsfolk or providing healing if necessary.     Round 5
At the end of the round the dragon will grab a random NPC and take to the skies, leaving the battlefield.   Read the following as it does so:
Once again the beast takes to the sky, cinders and ash swirling in its wake. In the aftermath there is an immense quiet, filled with nothing but the sounds of fire and pain.
   

In the Aftermath

When the dragon departs, Andias, along with any other townsfolk who are capable, will begin the process of recovery. Fires will be put out and people will begin gathering the injured and dead. Eventually, when enough time has passed, Andias will approach the adventurers asking for their aid.   Information regarding the name "Scaborous the Pure" can be found in The Temple of the Hammer, kept by Elder Kierie Bastinade. The legend of Scaborous the Pure dates back thousands of years. The dragon once terrorized the area, claiming the land as its own. During its reign, the dragon lived beneath a place called The Red Keep, found to the northeast in The Cruel Wood. The Firepit, which started the Light of Lothor is said to be the result of Scaborous's fire.   Andias wants to go kill the dragon who attacked. He is confident that Baron Druceff and the Duke and Duchess will provide troops and gear to aid in the encounter. He is also aware of a powerful hero named Lobs who lives in Lolien. If they can recruit him, it will greatly increase their chances of success. He does not have a full plan yet, but once he talks to the Baron he is sure he can figure it out.   He does not have much to offer personally, but he is willing to promise the 5,000 gold crowns that the dragon took, along with anything else that can be found in its lair.   Once the group agrees, Lawmaster Andias Teft will lead the party to Dondarian in an attempt to hunt a dragon.  

The Quest Continues


To continue the adventure head to: Part Two: Dondarian, the Merchant City

Encounters between Shelter Lake and Dondarian can be found here: RKA: Encounters


Articles under Part One: Shelter Lake, Festival of the Crown


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