Quest: Trouble in Alo Plot in Heka | World Anvil
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Quest: Trouble in Alo

Structure

Exposition

As they talk to Rane, the party encounters a harpy named Adrianne who murmurs to Rane, then flies off. Rane smiles at the group and tells them that he has a quest for them already, if they're willing to take it. They can take a long rest if they choose.   Rane explains that the town of Alo, small town that borders an area of the Niht near Henu Netjer, is facing some strange and sudden illness. They aren't sure what the illness is, but Rane has a strong suspicion something supernatural is occurring. The party is asked to help cure whatever is causing this illness.

Conflict

The party arrives to find the town mostly quiet. The two areas that DO have people in it are the inn and the temple.   Inn: A group of NPCs is sitting at the table, along with the old human fucker Ron. The NPCs are Torr and D'jana. They're bitching about their troubles with their livestock.   Bigger conflict: A traveler passed by a week ago in an old, dark wooden ship. He wore dark robes and spoke to noone as he passed through. Several days ago, villagers began to get ill for seemingly no reason. Frita tried to cure them but was unsuccessful- two villagers have died so far. Five more are sick when the party arrives- three humans, a halfling, and a half-elf. Most of the villagers are staying in their homes and trying to stay safe.   What's really happening: The traveller was a member of the cult of the black snake. He released a trapped wraith into the town, where it has now made it's home in the boarded up Watermill in town. It's using it's magic to poison those who drink or eat from the water of the river, slowly sucking up their energy.   The sick people will explain that they were doing their normal lives, going into detail. It turns out that most of them are either fishermen or wives of fishermen, though it may take some pressing to get to that conclusion.

Rising Action

The party can investigate the river, the watermills, and any other structures in Alo. They can also interrogate people around town and try to figure out where the source of the poison is, eventually leading closer and closer to the watermill (hopefully). If they take TOO long D'jana will fall ill and die, turning into a specter.

Climax

They make their way into the mill, where they find a Wraith has made it's home. OR Night comes, and the wraith comes out to attack them as they sleep in the Inn because it can sense them hunting for him.

Falling Action

They win, hopefully, and kill the wraith!

Resolution

Frita thanks the party for their help and gives them a small feast of food, the village celebrates and buries their dead. Return to Henu Netjer, where Rane congratulates them on a job well done and consoles them if they didn't do as good of a job as they could. Each party member gets 100 gold to spend as they'd like! From there, they can wander around Henu Netjer and make some friends, or whatever.
Plot type
Quest

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