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Duskshore Adventures

Meriodarr Campaign: Adventures in Duskshore

Glarion Emissaries

Exposition

Emissaries arrive to tell of a new lord.  Raveh the scribe introduced. Solvej of Hayfarm explains that impostors has been caught before. 

Rising action

Proof of emissaries needs to be checked by a master scribe. He is hard to find. 

 Is it a forgery or not? No, the master scribe concludes.

The mayor, the only one with power, has to be convinced the emissaries are real (why?), but never leaves the Duskfort, and no outsiders are let in. 

 A new lord arrives with a strength of guards, enforcing the fort further.

 The emissaries are let out, but they prove to be enemies to Solvej (why?).

  False solution: Solvej must reach the gathering where the New Lord can be exposed for Toem as a threat, showing proof of that (what proof?).

Climax

The old emissary imposter attacks the gathering with flying monsters aiding him, plus magic powers. Solvej has been their ally all along.

  Choice: A. Protect Toem from the Imposter (A) or help topple him from the Mayor's seat (B). 

  Defend the nobility and New Lord (A), or fight them (B).

Falling action

(two outcomes)

A: The imposter is defeated and imprisoned, the magic and/or monsters countered. 

B: The Imposter and Solvej take control of the Duskfort, with the threat of the flying monsters (and the magic powers). 

Resolution

Hooks to adventures and end of character arcs for Solvej / Toem / Raveh.

  1. The Imposter is in prison, can be visited for learning of his kin: Karkions, and what their threat means for Coppaville. Raveh is rewarded for warning the nobility, and becomes overseer of the town. The New Lord moves to Duke’s Seat at the Crags. 
  2. Toem is in prison, and can be interrogated: hook to Sun-Shield or Crags mines-adventure. His son, Raveh, fled to regroup and gather power from sources outside Coppaville, to oppose mayor Solvej. The New Lord fled, his guard force defeated. But Glarion will hear of what has happened. The Imposter wants to fly home to the Salt Islands, their mission complete.

If White Nun, the Duskshore countryside adventure was played before, the Larkion makes a connection to the Black Cape-demon and PCs must go there (A) alone, or (B) with the Karkion.


White Nun, Black Deeds

Exposition

At the coast of Duskshore is the Monastery and fishing village.  The Black Cape is stealing from the nobility across the countryside, but giving to the poor.

  Raveh is clueless on how to find the monster. The White Nun of the Monastery is investigating.

Rising Action

The Black Cape starts killing people of power in villages, forts and camps.

  But, the Black Cape is only the White Lady thief, and flying monsters are the real threat. 

  Gurtred, the mother of Raveh and White Nun (and wife of Toem) is gathering the country-lords and helping Raveh (B) or opposes him (A).

  Gurtred has magic powers, summoning mist-monsters, and wants to kill the Black Cape.

Climax

Raveh controls the flying monsters and fights the mist-monsters, when Gurtred confronts White Nun.  Raveh …

  1. defends White Nun and tries to reason with his mother, but Gurtred does not care; Black had killed Solvej, her favored daughter.
  2. turns against his mother to take power to himself.

… But White Nun turns into a demon-version of her alter ego Black Cape.

  Gurtred’s powers are weakened by her son, and she ultimately falls by the hand of her daughter.

  Raveh’s winged monsters break free, leaving Raveh vulnerable to the demon, but the PCs defeat her, by (i) driving off the demon and saving White Nun, or (ii) killing Black Cape/ White Nun.

Falling Action

Open for the GM

Resolution

Hooks to adventures and end of character arcs for Raveh, (i) White Nun/Black Cape.

Can lead to Coppaville adventure, by going with Raveh there, and the source of flying monsters (the Cliffside Forest add-on).

If Coppaville was played before, a special ending with the Karkion showing up, reacting to (i) or (ii) in different ways.

Demon-clues lead to Salt Islands, or west, to realm 2 magic source. The GM choses what realm-demon this was. If Coppaville was played before, PCs go to Salt with Karkion.



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