The First Quest Plot in The Broken Realms | World Anvil
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The First Quest

The adventures guild is aware that a peace summit is about to occur between the Eastern Republic and the Western Empire, they hear whispers that something is about to go wrong. Although they don't know what is about to go down, they suspect that peace talks are about to be sabotaged. They need a group of unknown adventurers to make sure that peace talks go well; but first, they need to make it there. Under the guise of transporting merchant goods, the adventurers head off on their first quest to the Temple of Peace from Windrun.

Plot points/Scenes

Inciting incident: a guild headmaster at one of the halls outside of Windrun receives a letter just as he is about to lock up the guild hall. He re-opens the guild hall for the night and sends out an urgent request for a group of adventurers to protect a merchant caravan. The party meets with the caravan leader, is informed that they are transporting high quality gourmet foods, and they are payed half of the fee in advance (30 gp).   Rising action: The party travels down the road while being harassed by a group of goblins. It is a single group, that will pursue the party until they make it to the next town. The goblins will use hit and run tactics and won't stay in combat for more than 5 turns, the group of goblins will maintain the losses that they receive over time, and injured goblins will either be removed from battle or will heal one hp per day depending on the severity of the injury. The players can make a survival/nature check to track the goblins back to their own camp (this will be easier once the party is in the plains) and they can plan an ambush, if the goblins are ambushed they will retreat after 3 turns (or once things go poorly enough) the party will receive additional loot and the surviving goblins won't attack the party again leaving the rest of the travel to be safe.   During one of the skirmishes, a box that the party is transporting is knocked over. It spills open to reveal precious gemstones. (Be flexible to party chaos). If the party tries to take any of the gemstones, the caravan leader will attack them non-lethally. The caravan leader will then try to persuade them to continue with the group and tells them that they will be graciously compensated. Caravan leader will sleep next to the box with the gemstones in it after this event.   Climax: Just before reaching town, the party encounters one last goblin ambush. This time the goblins have learned from their previous mistakes and are now using tactics specifically to counter the party. This encounter will have all remaining goblins within the group as well as one hobgoblin. The hobgoblin has a legendary action where, on his turn, he can shout a command and all goblins within a 30 foot radius circle originating from him use their reactions to follow his orders. These orders can range from "attack, dodge, move (uses only half their movement)". If they win, they win. If they are defeated, a horn sounds and guards from the town over comes to aid them.   Falling action: The players are allowed to rest and recuperate while in the town. The caravan leader pays for their inn expenses, and the players have one to two days of downtime to explore the city and pursue their interests.   Resolution: The players reach the Holy city and are payed the rest of their gold as well as an uncut diamond worth 100 gp (the diamond can be cut to increase the value to 300 gp).
Plot type
Quest

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