A History
During the
Age of Creation, arcanists were everywhere, with arcane inventions and technologies coming to such power that it was the underpinning of society.
Manomancy was one of the three cores of magic during such days. It was at the core of allowing cities to float across the skies of the world.
The Shatter changed all that. Practitioners of all three cores of magic were all wiped out by those aiming to destroy mortal life, leaving the arcane secrets lost to time.
In 647 AR,
Threadwalker's Grove was discovered, an ancient monastery that was locked in time under some hills within the
Uskia Plains of
Fieldas. In the first expedition, some regions of the monastery's depths exposed the ancient research related to the Manomantic arts. However, due to a dangerous cult of ancient creatures who had taken root in the depths of the caverns further advancement into the ruins was abandoned.
While several attempts have been made to delve deeper into the Grove, they have all been stopped by the cult and the many creatures based deep within the caverns. But with the call of a powerful divine artifact still in the minds of those who first delved into the ancient landmark.
Potential Plot Hooks
Regardless of their reason for coming to the Grove, all characters will have set off from the local town of Artenya. In the town the locals have become wary of the monastery having local traditions that bring them luck from the place.
In the town of Artenya, each of you have come across the amulets that each person wears, you also learned that they were designed by local artisans. Their rectangular form has strange ancient writing on it. Each person claims that the writing is a different kind of ward against the powerful magical evil that resides within the caverns under the monastery.
Anyone who wishes to purchase an amulet can do so within the town for a small amount of gold. However, there is no magic to its creation, it is just a superstition that is held be the people of the town.
A Path Once Hidden
The players start the adventure walking up the path towards the monastery. During this time, if they are unfamiliar with each other, they should introduce themselves to each other. They should also consider how much information they want to reveal to other players about their motives for investigating the Grove. You should also introduce the information that they have been given to bring them to this place. Work collaboratively with the players to figure out this information.
Regardless of if the players are new to each other, or have been adventuring together for many months or years, read the text to the side aloud to introduce the setting to the players.
As you walk up the winding dusty road towards the Threadwalker's Grove, you feel a faint chill hit the wind. While some may consider this to be a coincidence, the chill can be felt right down to your bones. Something about this place feels off.
Anyone who is well versed in the arcane arts or natural world can make a check and notice that the flowers and trees do not seem to sway in the wind. On a high success, the player notices that they seem not to mvoe at all, as if completely frozen.
Approaching The Grove
Upon approaching the Grove, characters are noticing the ruined nature of the monastery, and yet the vibrancy with which the many plants at the centre of the monastery are preserved. All of the plants that are flowering in the middle of the Grove are completely frozen again, but also are strange and unlike anything that has been seen in the realm since before
The Shatter.
As you approach the crater of the Grove, you notice a vast number of flowers and trees that are growing within the ruined walls. A central dias of pristine plants proliferate back for easily 20 or 30 feet. Each seems to glow with a faint arcane energy that seems to thrum from the plants. The cracked stone tile of the floor looks extremely weathered, with many of the tiles having come loose and giving way.
After the central dias, you can see a large set of doors carved into the wall, intricate designs lining its frame. From a distance, you can't read any of the inscriptions on the door, but you can see the faint glow that they hold. In front of the door stands a tall humanoid statue that shows an undescript humanoid wielding a bow drawn out towards the ruined front entrance where you arrived.
This area is set up for a potential fight depending on how you wish for your players to proceed within the adventure. The creature is a
Manomantic Temple Guardian. There are two potential activations for the creature: touching the door, or touching the statue. In either case, the creature immediately attacks the party. Though with a high success on an attempt to charm or persuade the creature could convince it to return to its initial stasis.
It is recommended that you do not skip this fight if players are at higher levels in their current tier of play. However, at lower levels, it may be good to give players an idea of how intense the adventure is.
At the end of the fight, or if the fight is not used, the door to monastery opens. They open to a spiral staircase that leads down into the ground by about half a mile.
The stairway seems to step down for an eternity. The sconces that line the wall seem to magically illuminate as you pass them. Faces line the walls, seemingly showing depictions of those who came before. Happiness, longing, sadness, joy, all depicted among the faces of the dearly departed. Yet, their visage looks extremely lifelike.
T h i s i s a s e k t i o n o f o u t o f k h a r a k t e r i n f o r m a t i o n
The next few sections of this adventure will contain a number of example rooms that can be encountered on that layer and a short description of what players can find there. This is to help pacing of the dungeon and also include flexibility as to what is contained within the dungeon. At the end of the section will be a final encounter within the level, this is highly recommended for players to encounter as they help drive the narrative structure of the Grove and its unusual inhabitants.
e v e r y f l o o r s e k r e t a n r o o m i s u n i k u e
The First Floor
As you approach the wooden door at the base of the stairs, you notice a strange damp smell that would indicate the age of the caverns you are approaching, but as soon as the smell hits your nostrils it turns sweet, like a childhood memory that fills your mind. Its pleasant for the moment, until it overwhelms your senses, becoming overly pleasant, heartache filling your frame.
Comments
Author's Notes
This adventure is incomplete. The hope is to continue tinkering on it as I go. Eventually it will be converted into a final published adventure that is still to come.