No Heroes, No Problems: Western Route 1 Plot in Mad Faerun | World Anvil
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No Heroes, No Problems: Western Route 1

-If the players survive the inn crashing into an unknown location in Shadowfell, they must decide where to head next -The can either head North, South, East, or West. This will dictate what event will occur next -If the players do not choose a direction to head within a timely manner, a group of mercenaries sent by Acererak will appear to capitalize on the weakened players -This is the story of the Western Route

Structure

Exposition

The players head towards the far off forest to the West. This forest, the Lost Forest, is full of gnarled trees and spiky bushes. The the tall, twisted oak trees blot out most of the light leaving the forest perpetually in twilight during the day. There are many trails that wind there way through this dense forest. The players stumble on a trail that lead them to a place of great evil. As they continue down the road, they can notice that the trees become more and more lifeless. Some of these trees also appear to have contoured faces in the bark. They eventually see a small clearing through the breaks in the tree line. They will see a very old manor standing in the middle of this clearing surrounded by a stone fence that is currently closed. The air reeks of death and evil. As they enter the grove, the main gates swing open. This is an invitation. If they enter the grounds they will see approximately 17 statues that resembles different people from different walks of life.

Conflict

As they approach the manor doors, they crack open and a figure steps out. This is the manor butler, Gerald Hammothway. He informs them that the master of the house is intrigued by them. However, she will not see them yet. Gerald tells them that his master is quite powerful and knows they are in need of something. He is not aware of what nor does he care to know. His master has designed a game for them to participate in to win an audience with her.

Rising Action

Gerald will give the players a scroll that indicates the game they must play. He also tells them that they don't have much of a choice. They can either play the game and win or they will wander aimlessly in the Lost Forest. This is due to the fact that the master of the house, Lady Verna Scarlett, is a vampire and controls this small portion of the Shadowfell.

Climax

The players play the game indicated in A Game of Vampires and Mortals.

Falling Action

The players complete the game put to them and earn an audience with Lady Verna. She congratulates the noble heroes for playing her game. She has been quite lonely since she murdered her husband Lord Hermin. She tells the players that she knows they need to find a portal home. She can provide just that to them. However, she demand a price must be paid. She wants the souls of 1-2 of the party members. She wishes to eternally set them into stone in her front garden but, not before she feeds on their soul causing it to fall from its former glory. Apparently the souls of heroes can cause individuals to increase their power within the plane. She is willingly to also sweeten the deal a bit. She knows where Acererak's phylactery is. She will give that information nigh freely. Just with the small additional cost of a sacrifice of a living virgin in her namesake.

Resolution

The players can decide what paths they take. If Verna is swooned by any of the players she might just give the crital information about Acererak away freely. She will let them leave her domain if they choose to refuse her deal. Even if it will give them a small bonus to stats while the person lives.

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