The Village of Kelna Plot in Etrius | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

The Village of Kelna

Plot points/Scenes

ACT 1:
As the PCs approach Kelna they notice that the town is full of halflings and gnomes and the majority of it appears to be designed for those races. The entire town is decorated in gold and yellows with most people wearing something of those colours if not entirely dressed in them. The townsfolk are very busy as it is Midsummer, a day of rest and worship. Everything has groaned to a halt as people put aside their responsibilities and obligations for one day, the only place open is the tavern and even the usual gambling is forbidden. Singing and chanting can be heard from an assortment of tents that have been erected around Kelna by the local clerics and priests. They are holding services to Pelor, god of sun, light and healing.
In the afternoon a feast is held in the town square with free food for all. Kelna and the priests work together to prepare everything and offer it to anyone who comes along. The priests even take some to the main road that passes nearby and offer their plates to travellers. “A starving man is not a wise one,” “The sun gives freely, and we do as well.” The rest of the day is spent relaxing and socialising with the town. The priests use this time to bond with the townspeople and offer their healing services to the needy.
ACT 2:
Merth will approach the PCs with a solution to their problems. He needs "something" gotten rid of and will trade a favour for a favour. Will ask the PCs to burn and destroy a specific house, reassures there will be no one in there just some things that need destroying. Merth will suggest that the reason for needing this done is to settle a dispute that he would rather not give details about.
The PCs will run into a small complication trying to burn down the building but it is only a minor set back. When Merth notices that the PCs have done the deed (by seeing the fire, or the general chaos or the loud noises of people trying to put a fire out) he will congratulate them on a job well done. Reveals that Gyles has been staying in Kelna for a few weeks now helping the town alchemist, Wilros and directs them to his house.
Wilros' house is abandoned and looks like someone left in a hurry. Investigations of the room lead to the PCs finding a large wall map of the surrounding area, a few broken ink vials which were knocked over and 4 pieces of paper scattered around the room. Small ink blotches mark where the papers are hidden. The paper is a cipher which will tell PCs where Gyles is when solved.
Vigenere Cipher. TSVE DGIEU IWZER LGH JRDW
gbv kug tzmc xwmv labv jcnse  

BEEN FOUND. KELNA NOT SAFE
125 597
  Keyword: SORRY - 1915181825
Freddy will help them solve the cipher when certain skill checks are made. With the cipher solved they should realise that there are coordinates and use the wall map to look up where they are. That must be where Gyles has run off to.
  ACT 3:
Gyles' Hideout is within the woods near Kelna. PCs will navigate a short distance and come across a gold dragon wyrmling that is patrolling the area around Gyles' Hideout. Once the PCs deal with the wyrmling they can enter the Hideout. Gyles will be more trusting once he recognises the PCs but if he sees Freddy all trust will disappear. Gyles is on high alert so anything suspicious will initiate combat. PCs are able to convince him to tell them what is going on and allow them to help him.
Gyles will either willing tell PCs the Sphere's location or they can use other methods to gain information from him. Regardless the PCs learn Gyles has entrusted the Sphere to the local priests that are located in the mountains. There will be an opportunity to discuss things with Gyles and gain more information on his reasoning before they leave.
After a small walk back into town they quickly locate the path towards the Shrine. It is getting late and the townsfolk are winding down their celebrations, many are resting or even sleeping around the town square. There are some official looking halfling and gnomes near the building the PCs burned down. A team are sifting through the wreck trying to discover any information they can and starting to clean it up properly. Most of the priests have already gone back towards the Shrine, some bringing the sick with them to continue healing throughout the night.
PCs will need to infiltrate the Shrine and somehow acquire the Sphere. Many different ways to do so, Freddy will encourage the most creative option. The priests will not trust random adventurers since Gyles had instructed them to not allow anyone access to the Sphere. Sphere will be in a Brighthand Magic Lock Box. It will be necessary to get someone to open the box or find another more creative way. By investigating the Shrine they will notice Brighthand sigils and their creed engraved upon a stone shield. PCs should learn about their abandoned fortress to the south of Kelna.
Once the Sphere is in their possession, PCs can return to Jahida at their leisure using the Door of Teleportation, Freddy will encourage them to go back asap. PCs have a choice in who to return the Sphere to, King Aldin, King Zahir, Jahida or to keep it themselves. Freddy will not idly stand by if they choose any choice other than Jahida. It is possible to trick Freddy and ditch him, especially considering he views the PCs as incompetent fools.
Plot type
Questline
Related Characters
Related Organizations
Related Locations

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!