The General Plan in Serene's Lament | World Anvil
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The General Plan

Mostly used so I can add secrets to an article. Shh. This is for me.  
  1. Session 1   players met up, got some equipment including a Map and a Bag of Bounty (modified). As they traveled, they picked up on some signs.
    1. cut down trees
    2. they avoided a trap
    3. they fought 4 wretched sorrowsongs
    4. they saw a shadowy figure who fled
    5. they followed the tracks of some logs that were being moved which led them to a series of mound
    6. they found dark sludge near one of the mounds, leading somewhere else.
  2. Session 2   Players tracked the dark sludge to a large tree. Tree was mostly hollow. Players busted in. Under the tree, a strange cavern. In the cavern, senses were deadened and light was dimmed. Following through the cavern, the players reached a black wall of...something. They pushed through to find a large, spacious cavern, with a stone.....receptacle? In the receptacle, a dark sludge was pooled. The closer one got to the receptacle, the more senses were deadened. Upon touching the receptacle, one had to make a dc 14 wisdom saving throw or lose the ability to perceive entirely, until they stopped being in contact with the stone (generally someone else pulled them off. Ultimately, their entrance was discovered by the shadowy figure, who then proceeded to begin to summon wretched sorrowsongs from the dark sludge and attack them. They defeated the figure, tipped over the basin, and continued on to get a rest, outside the tree.
  3. Session 3   The party began by investigating the remainder of the cavern. They uncovered the 'living quarters' of the shadowy figure and investigated the room. Of particular interest was the bucket filled with partially digested bones and stomach fluid (for some reason). They discovered writing implements, but discovered no written words. They also found a secret passage from the living quarters to the large empty chamber. Subsequently, they left, and returned to the sight of the strange wooden pillars. They decided to dig up some of the pillars. Having done so, they discovered strange metal devices placed at the bottom of these devices. On one side, a coin with a strange engraving, on the other side, an odd glass half dome partially filled with sludge. On the glass side there appears to be a slight hole in the coin, though no such hole appears on the other side. Tide tested the coin by placing water on a broken glass side and holding it against the palm of his hand, and discovered that very quickly it painfully drilled into his hand. On the other pillars they found that it was also engraving the rune into the bottom of the pillars.   The group returned to Karth Green where they reported their findings. Eventually, they persuaded the residents that this is, in fact, a problem that needs to be dealt with, and have secured a group of 10 allies to head out and help clear out the pillars. In addition, they've set their sights on heading to an area where they might be able to learn more about what caused this.
  4. Session 4   Finish up festivities for Karth Green. Squad assembled, clears out the pillars. The players find the 'journal' in the cave. They get info about Yaryn, where the vellum for the journal was probably originated. They also learn about Ertai Cogni, Scholarium of mages, which might be able to reveal info about the journal, and Raygin, Library, which might be able to reveal info about the runes. The party levels up to 4, and prepare to head out.   Goryn -> leatherworker for Karth Green   yaryn -> vellum producing village near karth green  
  5. Session 5   Party head for Raygin. On their journey they encounter a mysterious fountain in a strange gazebo. A statue of a woman prepares to drink from the fountain, her clasp bears a faded symbol. The entire structure is covered in moss, vines, and greenery. The oculus has been overgrown, resulting in the light filtering through to be bathed in a green filter. The moss and vines will part, allowing people to enter/leave the structure based on their state of mind. Tide and Beau end up entering the structure, and respectfully drinking from the pool, which granted a d6 for d20 rolls for the next hour.   Also attempted to chase after a blood trail after a destroyed bridge.   The party was also ambushed by wild boars when they settled down for the night, but successfully fended them off.  
  6. Session 6   It's now day 3. They find Lawrence. Lawrence is operating out of Gouch, a nearby village (2 days away, not in the direction party is heading). Lawrence was injured, but managed to set a magical signal fire, which attracted the attention of the party. He informed the party that his companions had been taken by the spiders to their lair. The party went down a crack in the earth into a surprisingly worked and unnatural cavern. eventually, a crack in the wall revealed a second cavern. The party ventured into the spider lair. At the end, they found the cocoons which held the spiders prey. After a long drawn out battle, they successfully rescued the companions and managed to escape, though not without losing consciousness in the process.   Lawrence -> Human, slicked back black hair, brown eyes, pale skin, masc.   Dorth -> Dwarf, bald, fem. deep tan.   Morigan -> Elf, dark skin, short hair, masc.  
  7. Session 7   They delve into the ruins, pass a giant mill, and find giant double gates. They also catch a glimpse of an ethereal spider.
  8. Session 8   They continue on, find a lake with a super pure and clear water, nice and cool. It nicely carries light. In the center is an island via bridge. They go up the stairs to turn on the magical ruins, and then head downstairs to talk to Silva, an ancient spider-esque person.   They then head back to the double gates, where it turns out Beau is a descendant of the citizens of this place.
  9. Session 9   they enter and deal with C.Wasps. From the C.W.A, Central Wasps Authority  
  10. Session 10   They get to the library, meet Willie, learn about Arcadia.  
  11. Session 11   We break into the core, cause a bunch of stuff. Ubu pressed the button twice.

This article has no secrets.

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