Campaign Plot in Guardian | World Anvil
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Campaign

Our heroes are flung deep into an unknown and terrifying world of monsters.   PREFERRED RACES FOR PCs: Human, elf, half-elf, dragonborn, dwarf, halfling, gnome, aarakocra, tiefling.

Plot points/Scenes

Premise: Setting out world and typical player experience. "You are in a world full of magic and monsters."
Scene 1: The party talks to their informant/employer, depending on their level of independence established in Session 0, who tells them about the Winking Eye, their frustration obvious. After telling what they know, which is little, and some banter, the party departs. Graddik the gnome, a sketchy guy who was very confused by the proximity of the mysterious item.
Scene 2: The party enters the cave of the Winking Eye. It's barren, rough, seemingly naturally formed. It ducks here and there through different passages, but there are no traps and no decorations, no signs at all that anyone except you has been here. Finally, they come into a plain chamber where the Winking Eye rests on its pedestal. The moment they decide to touch the Winking Eye, they are thrown into Guardian. (Their world is called Phae'dulin.)
Scene 3: The party is flat on their back prone, disoriented and immediately surrounding by screaming and chaos. The Winking Eye is gone. As you very quickly look around, you see that you're in the middle of a fight in a ramshackle village. You see humans fighting and killing drider, some of which are standing and fighting while some are running.   Amidst the chaos, it's difficult to grasp certain facts. With the proper Perception checks, one notices that the humans are all armored while few of the driders are, or that it seems like there are more driders running than fighting, or, most importantly, that you cannot understand the humans' speech, but you can understand the driders'. The land is contested land between Lake Voormith and the Fyrnalian Mountains.   But driders do not use weapons, they don't build towns.

The driders are terrified of you, though you realize you can understand them. If you approach the handful of attacking driders, they will despair and include you in their attacks while the humans dumbly include you as their own. You cannot kill all the humans, but you can kill all the drider. Humans are either Berserkers or Tribal Warriors. Driders are driders except with much fewer hitpoints, no spellcasting, no bite, and only one weapon.

-If you choose to fight with the drider, you will be forced to retreat and will meet the wounded Baeru

-If you choose to fight with the humans and kill the drider, the consequences will depend on the makeup of your party. If there is a human or elf in your party, the humans will treat you like mere backup, though they will act suspicious and poke at any dragonborn or tieflings. If there is not a human or elf in your party, they will become angry at your encroachment on their rightful kills and try to drive you off. Unlike the driders, you cannot understand them.

-If, instead of fighting, you choose to flee or find someone to talk to, you will meet the young Eneha, who is either hiding where you decide to hide or currently running when you are trying to find information. If you attempt to talk to a human, they will shake you off or stab you if you are too persistent. A friendly stab.

Thus we have a split in direction:

1. With the Humans: Comforted by familiarity though confused by the language barrier, the party decides to go with the humans.

2. With Neither Human Nor Drider: If you fail to persuade/coerce the drider you meet or simply flee from all action, you will be alone in the thick woods, which are especially tall/thick. You are on your own with no idea where you are. Improv from here! Mountains? To the village when the dust has settled? Find the river? You decide!   --------2a. If the party lingers too long aimlessly, a patrol of monsters will find them, discover their sentience, and begin to take them to the Overlook to show the Many-Headed Council.    

3. With the Drider: Unsure of the situation but wanting to prevent innocent(?) deaths, the party go with the drider, whether it be young Eneha or wounded Baeru as they flee their village. Both drider are terrified of your appearance and confused they can understand you and that you seem friendly to them. If you manage to persuade/coerce them, they will answer your questions or take you with them, half out of curiosity and half out of panic to be out of danger. Young Eneha will be easier to persuade/coerce than wounded Baeru, as she is far more curious and not in charge of others' lives.

Components

Goals

~2/8 gets to Many-Headed Council; 5/8 complete Many-Headed Council's quest; 6/8 end of campaign (what happens here? The Hand of Fate appears/complications of the Many-Headed Council's quest are dealt with.)

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