Vildon's Request Plot in Etrius | World Anvil
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Vildon's Request

Vildon is in Qudib, avoiding the political fall out from the PCs actions. Our PCs have heard he enjoys his spare time in the seediest hookah lounge in the city and head there. Vildon has something he needs help with and a bag of gold to convince people to agree to any of his whims.

Plot points/Scenes

Plothooks  
  • Syl is told there is a nobleman in Qudib who is looking to buy something like this amulet. This leads to Vildon.
  • Fen heard that Vildon is in Qudib and learns where he likes to spend his time.
      Quest Summary  
  • Vildon is in Qudib for what appears to be pleasure/getting away from Pleres.
  • When party interacts with him he will convince them to help him with finding his "business associate" Grif. Offers much gold.
  • Vildon directs party to a temple located within Quiet Forest.
  • Party travels to and through forest, meeting a zombie hoard on their way to the temple.
  • Party can discover/locate craftsman for Quest Staff Of The Summer Court as a side venture while in Quiet Forest.
  • Party ventures through Temple, many traps and fights along the way and evetually comes upon Grif who has warded himself in the final room.
  • Party recognises Grif and gets to choose how to deal with him, get all the answers and whether their opinion of Vildon changes.
  • Regardless party goes back to Vildon and makes their final decision on who to side with. Grif ends up dead either way and Vildon escapes to fight another day.
  • Party goes back to their house to find Freddy there ready to give them Quest Beggars Cant Be Choosers.
      Beginning the Quest  
  1. Vildon can be found in seedy hookah lounge, quite high and relaxed speaking with a group about the politcal turmoil and it's effects on the economy.
  2. He recognises some of the party members as the ministrels from the King's Dinner. Happily invites them to share hookah with him and talk.
  3. Vildon doesn't want to directly answer any of parties questions since he is hyperfocused on finding his "business associate" Grif.
  4. Grif seems to have disappeared and hasn't been heard from in weeks. Vildon is afraid something bad has occured and looks to lose much money and reputation if Grif is not found.
  5. Offers party a lot of gold to locate Grif and gives them directions to where Vildon thinks he may be.
      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 party gets closer to temple they will see more and more death and decay and notice a thin fog.
  5. After 4 successful navigation checks party can see temple in the distance but notices heavy fog and awful smell in the air. Party can choose to avoid fog/smell safely making it to temple. Otherwise Zombie Hoard Encounter (700)
      Temple of Eldath   See Scene Article     Finishing Up  
  1. If the party chooses to travel back to Vildon with Grif (either as captured or as comrades) they must travel back with Random Encounters. Can also divert to do Quest Staff Of The Summer Court
  2. Bringing Grif to Vildon triggers a confrontation between them allowing the party to really get all the details of the situation while they both yell and accuse each other.
  3. Party now has the opportunity to pick who to side with. Vildon: party is asked to deal with Grif and gain as much information about amulet as they can. It is hinted at that Grif should die and failure to do so will invoke consequences. Grif: engage a disappointed Vildon in Boss Encounter. (Exp to be decided) Unwinnable battle. Vildon will eventually wipe the party expressing displeasure at not being able to work with them further. Kills Grif while everyone is fading into unconsciousness.
  4. Party wake up in their house. Freddy is in their kitchen waiting. He has been tailing them and explains that they were carried back here. Freddy tells them he has a job for them opening up Quest Beggars Cant Be Choosers.

Relations

Allies

Freddy

Neutrals/Bystanders

Grif

Adversaries

Vildon
Cursed Priest and Priestess

Backdrops

Locations

Vildon's favourite lounge is dark and dingy. It smells strongly of local alcohols and hookah. The lounge is badly ventilated so the air is thick with smoke. It feels like the entire place has been filled with odd bits of furniture, chairs, lounges, cushions, tables and even a few large beds. All draped in many colours of fabric to help cover up how old everything is. There are a few doors that lead to food and drink preparation areas and employees can be seen going in and out of them. Most of the servers are women in suggestive clothing. It is difficult to see further than a few meters in front of you as the only lighting are small oil lamps randomly placed on the walls or tables. It is clear that the staff cut corners when cleaning up, if they do at all.
Plot type
Questline
Subplots
Related Characters
Related Organizations
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