Main Storyline Plot in Órsiar | World Anvil
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Main Storyline

Possible Solutions: -Group finds and saves Oslo, the Shipwright from his prison on the Whirling Isles, making him the rightful jarl of Gealtador

Plot points/Scenes

ACT 1 Chapter 1: Arrival at Gloir Halsinn Port Town -characters introduce themselves and are introduced to Gloir Halsinn Port Town's wide array of attractions, the time is close to dusk and Tidefall is supposed to be happening soon, so today is the last day to catch a ride to Gealtador, which is the goal of all players for their respective reasons. -end up on the last ship to Gealtador by approaching a shifty crew-member at his post which is taking considerable coin for last passage (profiteering)   Chapter 2: The Pirates of Gealtador -As the seas rage in the background and the deck creaks beneath them. The players are in their private cabins, they are snuck up on by crew members who attempt to subdue them using nets and clubs. Each one is approached by one guy, and must make a DC 11 perception check to notice them coming. If they fail, they make a DC 15 dexterity check to avoid having a magical net thrown over them that suppresses cantrip casting. Each one gets to fight their own thug, and will exit their rooms after to see wtf is happening. THUGS ARE BANDITS -The group can investigate on the deck, investigate the main cabins, or stay where they are. Lazlo is out on the deck waiting for everyone to be rounded up and will investigate once he notices the 3 thugs not coming back -Lazlo has strong restraining magic. If they fight him, he will toy with them while he ponders whether or not to kill them and say they jumpped overboard as he hasn't in a while and is becoming "soft". Lazlo ends up restraining them using EVARD'S BLACK TENTACLES. They are taken deep beneath Gealtador into a cell to be appraised by a seer, to determine whether to use them as slaves or as magical fodder.   Chapter 3: The Curious Escape -While the guard is away, an eloquent man (Nicholas) comes along and offers to help the characters out of the prison in exchange for their help in a pressing matter concerning Orsiar, no time for introductions, but he tells them that there is a reason they are so unjustly locked up -Upon agreement, Nicholas informs them of his little pin trick that he's used many times to escape. The trick allows them out of the cell and they must continue to stealth check out and possibly retrieve their belongings. -If all goes well, Nicholas takes the group directly to his (favourite) meeting spot, if the group was spotted, Nicholas tells them to meet him there, as Nicholas is not much of a fighter, but he will try to trip up the guard on his way out   Chapter 4: The Set Up -Upon meeting at the meeting place, Nicholas informs the group of the main baddie: the councilor to the Jarl of Gealtador. He is corrupt and is the reason the group was imprisoned unjustly; to appraise them as humanoid product, as the councillor is digging beneath Gealtador and needs slaves to get the job done. What he hopes to find down there... no one knows but his very inner circle (Lazlo, -Nicholas brings the group together to fight a common enemy: the councilor. he is and will remain a huge problem until he and all of his contacts/assets are dealt with and his hold on Orsiar is weakened -the goal of the campaign is to bring down the councilor's covert empire by a) tracking down and dealing with each UNIQUE contact/asset on each of the other 7 holds, then culminating in the final storming of the councilors inner regime on Gealtador -The group must travel to each hold and deal with these as they become apparent or available, doing side quests all the while. The group is free to choose.   ACT CJORUNNHEIM -Upon arrival in Cjorunnheim, the group may not know where to find the tavern- The Crookback Inn. As they wander around, they are introduced to the city-on-stilts: Abhainduur. The air is misty and the waters beneath ebb and flow calmly. Shortly after they arrive, they can hear a deep mumble beneath the water. They now feel a curious urge to move toward the edge of town, toward the forest. They feel that this is where their destination is... If they trust this insinct, they find the Cjorunnheim Side Questline with Narsis and gain the trust/guidance of The River Lord who will direct them to the tavern next. If not, they can find the Tavern on their own and not get the Blessing of the RIver Lord.   [Blessing of the River Lord]: While on Cjorunnheim, gain advantage on all perception checks (The River Lord's grumble sounds in your mind when danger is near), Survival and animal handling (Most Cjorunnheim creatures can sense the blessing)   -Arriving at the tavern, they find Nicholas, who is playing cards with an old Crannogman. Nicholas introduces the Crannogman as Shaman Borri, an "old" friend. Together, they explain what Mograine's affiliats are doing to the Mistgrove, that they are defiling it to harvest its resources and have put up a magical barrier to block out all creatures of the forest. The group must infiltrate the mill and somehow disable the barrier to allow the Forest to destroy the operation. -"If you can bring the whole operation down yourselves, good... but it seems only fair that the forest gets a chance to carry out its vengeance. Bring down the barrier if you can... and let the forest do the rest".   -To infiltrate the mill, as they approach, two options become apparent to them. 1. Dirt path leading up to the main entry/exit of the mill. Heavily guarded but perhaps dupable 2. Check around the perimeter for more possible entrances. There are none in plain sight, but an experienced tracker may notice some skid marks leading from the Compound's wall to the river, which is discolored where the tracks meet it. this is where they have been dumping their waste, so the team can wait here for the next dumping to occur, ambush the workers, possibly disguise themselves and slip through the now open secret door.   Once inside, theyll have to gather information by whatever means necessary to find out how to destroy the compound or to bring down the barrier. A final boss wizard is the one upholding the barrier. So if they kill/persuade her, the shield will go down and The Forest Lord will take its revenge.   As the gold/brown barrier slowly dissipates like an evaporating resin, the sound of the breeze and leaves rustling fills your ears completely, as if its the only sound that exists in the world. As this sound becomes more and more powerful, you all turn to see out the window, a dense mist creeping towards the compound walls from the forest. Slowly, but surely, the mist encroaches until it, along with the loud sound of gales and leaves, stop abruptly just before the walls. Now, the air is thick with an unsettling silence, you can hear some workers down below you nervously asking each other "Whats out there?". Then, as if in answer to their fearful questioning, the face of a titanic stag emerges from the mist, coming into view at least 20 feet above the ground. Its eyes are milk-white and look down upon the compound, its skin is tree bark, with cracks lining its facial features. And its enormous crown of jagged antlers resembles tree limbs overgrown with vines and moss. As it stares calmly at the mill which defiled the forest, the sound of whats almost 3 deep, profound wind chimes fills the still air. Then, on the third and final chime, the stone walls of the compound explode as immense roots shoot through them from the mist, and the ground itself seems to erupt with more of them. With extreme speed, and cruelty, the roots shoot through the workers of the mill crushing some and ripping apart others, and you hear muffled screams as some are dragged beneath the earth. The roots smash through the building you're in and rush past you in all directions, but do not touch you. As the floor beneath you gives way, flat bark takes its place for you to stand on, and you're all slowly carried outside as the entire compound around you crumbles and is dragged to the depths of the earth. The platform moves to the edge of the forest, and stops you on the ground in front of the stag, who simply stares down at the three of you.   The group can now do whatever they like, afterwards, the Forest lord chimes happily at them, and canters away. When they turn around, they find the compound gone, as if it were never there at all, and in its place, just in front of them, a single baby tree with The Stag-lord's Visage helmet sitting between two of the branches facing them.   ACT FRYSTELD Upon arriving in a particular Fysteld inn- The Winter Rose- The players find Nicholas along with the innkeeper's children gathered around the hearth, the children chewing on spiced seal jerky while listening to Nicholas tell them a story about the dangerous and mysterious whirling isles in the southeast reaches of Orsiar. He finishes up his story with "And beyond the whirling rapids of those isles, the Jarl sailed hoping to rescue his beloved, though he was never to be seen again, his fate: a mystery to this day." to some gasps of the listening children. He addresses the players and greets them merrily, welcoming them to take a seat. After the formalities, they get down to business. Nicholas explains the nature of the Ore trade of Frysteld: The exchange of Glerite, a substance with extremely potent properties in the right hands, is an extremely lucrative business. Mograine's people, The Blackwood Company, have their fair share of hands in the purchasing of Glerite Ore. This doesnt concern Nicholas though, as Mograine is using all of this ore experimenting on how to properly smith it, to no avail thus far. Nicholas is curiously confident that Mograine won't find out the secret in this manner. The primary concern of the group, and what brings them to Frysteld, is that Nicholas has reason to believe that Mograine has a correspondent within the Blacksmith's Guild who is a soon-to-be journeyman of the guild which means that they will soon be taught the well-guarded secrets of Glerite by the masters. The goal of the group is to, therefore, root out this traitor to the guild by any means neccesary.   Nicholas has no idea who the traitor is, only that they are currently an apprentice, he also tells the group that there are records of the class in the archives. There are multiple concrete ways the group can find the traitor.   -The guild keeps records of every batch/class of apprentices in the archives beneath the guild hall. Getting access to these will allow the group to systematically check each apprentice. The front reception area of the Guild has many counters lining the sides of the hall, they can request access here by the persuasion of officiality, they can get help from Halgrim if they completed the Frysteld Side Quest, or they can attempt to sneak in. -Rubara Stonegavel, most attentive + well-liked for her honour even though she doesn't care about anyone, young adult female dwarf w/ thick nose, ginger braids and amber eyes, does not pay much attention to the other students but is adamant that she cannot disclose any information about her learning or her fellow students. -Girseg 'the Tall' Hafkord, 2nd most attentive and well-liked, young adult male half-elf (1/16 storm giant, 7/16 human) w/ blue eyes, tan skin and short cropped silvery-blonde hair, 7.5ft tall. States that there is no one who he thinks is suspicious, but that he dislikes the least attentive students for squandering an opportunity   -They can ask around about certain people, Halgrim would know each of them on teacher/student basis. Halgrim can point them to the most attentive/least attentive, most talented, and to the most social student. Other Guild masters are harder to get a hold of, but if they can persuade them/trick them into giving info, they can learn the same things. -Most attentive students
Plot type
Main Storyline

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