Adventure hook: The missing caravans Plot in Shadowland | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Adventure hook: The missing caravans

Lusmos is growing quiet, and the Republic is starting to doubt whether it can stand by itself, or if it needs to be taken into the loving arms of said Republic. The weekly trading caravans between country and free state are regularly going missing, or being found on the road, broken and burned. Only the most well guarded caravans are surviving, and even the pilgrims of the Light are being attacked.

Plot points/Scenes

Scene 1: Investigating rumors around town. Checking in on old caravans will reveal several survivors, who reveal that they were attacked at night.   Scene 2: First camp Something is up. If watch is made, an animal is herded into camp. If no watch is made, an attempt on the food is made.   Scene 3: Adventures on the road. The group come across a larger caravan, unmolested. Trade can be made, and stories from other parts of the Republic can be discovered. Food can be purchased at high cost.   Scene 4: Bodies on the road Pilgrims can be found with puncture marks in their form. The party can learn of the pilgrimage or store it away for later.   Scene 5: Second camp The party Will be attacked by unrelated bandits, large in size but low in real danger. Think level 2.   Scene 6: Limping to the oasis. There is an oasis. There will be date trees there to possibly get supplies. If food was not bought on the caravan the party will be hindered. They will discover a pilgrim who made it this far, but they will be badly damaged. The group may learn about the fact that the caves around the world come up several places along the journey.   Scene 7: TBC   Eventually - Scene conclusion: The party will descend into one of the caves and discover an amphibious beast nest, with a tentacled creature that feeds on blood. The party can either return to town to guide a caravan through, or to head to the northmost Republic town to coax the caravan the other way.

Themes

Dusty wind, especially at night.

Components

Goals

Monetary: The Cult of Seudon will pay for a solution Moral: The port will be forced to reduce in numbers, ration or starve if nothing is done Exploration: It gets the characters out of the Port at least briefly

Hooks

1. There will be a notice at the adventure board about the missing caravans 2. If not 1. Then will come across limping in caravan if heading east. 3. Rumors at the tavern if they ask there. 4. Scarecity of food and supplies if they try to gain any 5. If a local you will be told directly.

Stakes

The town gets poorer, the Republic mobilises to take Port Lusmos by force. One caravan must pass through unmolested to succeed.

Cruel Tricks

One of the council members wishes to join the Republic and will attempt to tail the group, buffing the opposition and hindering the party should they not be found. Such things include wetting the campire, lacing the rations, and playing dirty moves on the incoming troupe.

Red Herrings

The party will be told of tension between the outcast races and the Republic, and also be told of the Temple in the swamp connected to the Deep and that things have been seen leaving it.
Plot type
Subplot

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!