Part 3: A Home for Everyone Plot in The Ring of Fire and Dragons. | World Anvil

Part 3: A Home for Everyone

Structure

Conflict

Once party enters the monastery, they can only leave by destroying the stone golum, or finding the solution to controlling it - something the abbot probably had.   They are opposed by the necromancer, who is also trying to find a way to controll the golum. He is focused on ressurecting the abbot, but has not yet succeeded

Rising Action

1. local large preditor/scavanger attacks. Having eaten it's last meal several days ago, and unable to leave, it is HUNGRY. once defeated, party may find picked over remains of necromancer's horses.   2. Trade show: set up in cavornous semi enclosed area, maketplace style. About 45 people perished here; mostly business people, assistants and apprentices. One or two ghosts that can communicate rationally with the party, but have limited knowledge of what really happened. several more in enless loop of terrifying events. At night several poltergeists, and at least three specters haunt this area.   3. Conference rooms: Many groups of attendees barracaded themselves in here. Traps, curses, roaming claws and skeletons. Again, the rare ghost that can relay some info. Also haunted at night by ghosts of attendees.   4. attendee dorms: mostly abandoned, but some individuals holed up or perished here.   5. Monk's quarters: nasty vermin; spiders, rats, bats etc. maybe a wyvern in the cortyard? haunted ibid   6. Abbot's quarters: possibly some clues, possibly the abbot's ghost who swings between madness and sanity, possibly brother silver (t) or brother leech.

Climax

The cathedral of the gray. dedicated to all gods everywhere. guarded by roaming bands of undead, set there by necromancer to keep any visitors out.   Necormancer is busy either summoning devil to gain information, or trying to raise abbot in order to talk to him.

Falling Action

After defeating necromancer, they either find the abbot's ghost and he gives them info, or they can fight their way out.

Resolution

heros exit with lots of dubious treasure.

Relations

Allies

abbots ghost (when sane)

Neutrals/Bystanders

ghosts

Adversaries

necromancer
Plot type
Chapter 5: Monastery of the Gray Monks
Parent Plot
Related Characters
Related Organizations
Related Locations

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