Staff of the Summer Court Part 1 Plot in Etrius | World Anvil
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Staff of the Summer Court Part 1

Plot points/Scenes

Plothook  
  • Syl is advised by an artificer to seek out a particular craftsman to have him make a new grip for his staff. Directions given to Quiet Forest.
  • Can stumble upon Craftsman's Hut during Quest Vildon's Request by "failing" navigation to temple.
    Quest Summary  
  1. Syl is told he needs a new grip for his staff by a local artificer who gives him directions to Quiet Forest.  
  2. Party must travel to and through Quiet Forest until reaching Craftsman's Hut  
  3. Party meets Brar'Daelaror (Craftsman of the Holy Lily) Rae'Tyrnealtin (Children of the Divine Branches) while he attends to his garden.
  4. Dae is a very very old elvish druid, these are his family's lands.
  5. Honoured to work on such a beautiful staff with potential. 3 ingredients are needed.
  6. Terrible, evil magical beasts have come to the outskirts of Quiet Forest, hunt one of them down and bring back it's hide.  
  7. Travel into an abandoned Temple of my people and retrieve undead Ash and purified water from the spring inside.
  8. Once retrieved Dae performs a ritual to empower the staff and party wakes up to a +1 Staff.
    Beginning the Quest    
  1. During the week Syl has been asking around town for anyone who can help with his new staff.  
  2. Finds a skilled artificer who tells him what parts appear to be missing assuming the staff goes by normal rules.
  3. First is advised a new grip is most important. Can't go powering up a staff like this without a grip, you'll burn your hand off. Grip first, then unlocking untold power.
  4. Gives directions to a hermit craftsman he knows of who lives in Quiet Forest.
  Traveling
  • Party must travel out from the city to Quiet Forest. They may choose to hire a guide, horses, carriage etc at great cost. Just over a day's ride from city.
  • Party will be forced to camp at least once during this travel time. Random Encounter table rolled.
  • If party chooses to not rest properly they will be forced to rest inside Quiet Forest at higher risk to themselves.
    Quiet Forest
  1. Party must find their way through Quiet Forest.  
  2. It can be navigated by good nature/insight checks. Investigation checks may be used to work out directions. Survival checks may be used to track creatures paths at a risk of Creature Encounter
  3. If party chooses to aimlessly walk roll for Random Encounter including stumbling across either craftsman's house or temple.
  4. As they get closer to Hut party notices forest becoming more lush and beautiful and bright.
  5. After 4 "failed" checks they come across Craftsman's Hut in a beautiful glade that has a slight mystical quality to it.
    Craftsman's Hut  
  1. Brar'Daelaror Rae'Tyrnealtin is attending to his garden and greets the party asking what they are doing here.
  2. Party can ask for his help with fixing the staff which he gleefully offers after inspecting it.  
  3. Tells party three ingredients are needed, magical beast hide, undead ashes and purified water from Temple of Eldath.
    The Hunt    
  1. To find a magical beast party must go to Forest Outskirts and track one. Survival/Nature checks.  
  2. When successful party will find Manticore x2 After defeating them can skin for hide. Better results will be better rewarded.
  3. Undead are found in Temple of Eldath. Party must go locate some and burn them somehow and collect the ash. Roll 1d6 to decide which Undead are around.
  4. Purified Water needs to be collected from Temple of Eldath. The water within temple is putrid, party must find a way to purify it. Kitchen's hold a jug that will do so after solving puzzle. Can accept other answers if they appear sensible and within Eldath Lore.
  Finishing Up  
  1. Bringing back items will have Dae explain what he will do with them and perform a druid ritual.
  2. This is part crafting (hide and actual grip form) and part mystical (enchanting, purifying, sacrificing).
  3. Party has opportunity to rest while the ritual is performed. When they wake up in the morning it is done.
  4. Recieve +1 Staff of the Wilds. Good grip makes it easier to wield both for spell casting and melee.

Relations

Allies

Dae

Backdrops

Locations

Dae lives in Druid's Retreat, his name for the small glade his cabin is currently in. It is in a section of the forest which hasn't been tainted. It is a very beautiful clearing that appears to shimmer as if this patch of nature is somehow magical. The canopy opens up so that the sun can shine through and light up the entire clearing, bouncing off the many plants and flowers found within. Dae has constructed himself a small cabin which sits towards the centre of the glade, surrounded by his favourite flowers and plants that can be found in both the ground and many pots. Next to his cabin there is a cultivated garden filled with useful herbs that Dae uses in both cooking and healing. There is a place for a campfire with carved benches framing the space. It is equipped with a large pot and feels very inviting. There are no pathways to be seen, lush grass lines the entire glade and feels soft under foot. The clearing smells wonderful with all the different plants, flowers and herbs, unless you were familiar with nature all the different smells would combine into one pleasant aroma with subtle changes depending on your exact location. When Dae cooks his food it fills the glade with a herbal smell that makes stomachs rumble. In the early morning and late afternoon a chorus of birds is present with many other animal rustlings filling the air throughout the day.

Threats

Tainted Beast Monsters have been taking residence around Druid Retreat.
Plot type
Questline
Related Organizations
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