Flowers at night Plot in Tremanac | World Anvil

Flowers at night

This is a D&D adventure set in the world of Tremanac. It is intended for 4-6 level 6 characters. If you are a player, don’t read any further.  

Summary

A group of adventurers are sent to retrieve some seeds from the Phelposi Valley. There are several combat encounters and a few chances for role-playing if the group decide to gather information before heading out. There is an optional puzzle to solve which can lead to treasure or another quest.

Region

This adventure is set in the southern part of Kaara and starts in the town of Chirin-on-Dimar in the 220th year of the fourth age. From there the adventure moves to the south-east and the Phelposi Valley.

Chirin

Kingdom of Caresnas and Surroundings
Chirin-on-Dimar is an independent town run by an elected council. It is built on both banks of the Dimar and controls access over and along the river. The town has a reasonable range of shops including
*Literally a crematorium run by the Church of Merial.   Chirin is a little short on adventuring groups at this point after three teams were almost totally wiped out while they tried to clear the Olion Mines of spiders (220 / 08 / 23 - Mines Reopened).  

Phelposi Valley

This valley is about 3 days travel to the south east of Chirin. The Vyr runs through the valley with a range of plants growing along it's banks. Although the ground may be more fertile than some areas closer to Chirin it has yet to be settled. This is due to the frequency with which the Vyr floods and the profusion of predators. The flooding used to be more predictable, but in the mid 180s the pattern of rainfall changed and the average level of the Vyr dropped.   The valley is irregularly patrolled by the Eastside Lancers from Chirin as they seek to deter any bands of Thri-kreen from travelling further north. In addition to that insectoid menace roving packs of gnolls are occassionally encountered in the area.  

The Adventure

Chirin

Sullivan's

Tbe adventure starts in Sullivan's on the afternoon of the 2nd Midum. The tavern is quieter than usual as many of the regular patrons are out dealing with issues in the nearby villages. The owner of the tavern, Sullivan Keeper approaches the group about a job.
I'm sorry to bother you while you are taking a break but I have a proposition for you. The Patrol have sent an urgent request for a job and, as I'm sure you can see, there isn't anyone else available. Would you mind taking a look at this? He hands over a piece of paper with a few sentences on it.
The Chirin Patrol requests aid in acquiring an ingredient for a potion that is crucial to an ongoing investigation. 3 seed heads from the Nocturnal Olisteria plant are required by the evening of the 9th Midum at the latest. This plant is believed to grow in the Phelposi Valley, approximately 60 miles to the south-east of Chirin. 15 gold pieces will be paid to the first group to deliver the seed heads.
A DC 14 Intelligence (nature) or Wisdom (survival) will allow the party to remember the following about the plant
A small plant with purple, bell shaped flowers and serrated dark green leaves. It is quite small, generally not reaching more than a foot in height. The plant has no known medicinal properties. It is known to grow in the Phelposi valley. As might be gathered from the name it only flowers at night.
Getting a 19 or higher will also allow the group to remember that
There are a few variations on the Olisteria. They can grow close together and it is virtually impossible to tell them apart unless they are flowering. Other variations on the Olisteria include the Royal Gleam (light blue flowers) and the Annaleath (yellow flowers).

 
 

The Right Corner

If the party need information on the flower then they would likely be directed to The Right Corner. This bookshop, located in South Gate district of Chirin, is run by Perfin Searcher, a halfing who makes more money as a loremaster than a bookseller.   Perfin can supply information on the valley and the flower, though not for free. He will charge 5 silver for information on the flower and 2 silver for information on the valley.
  • In addition to the information on the flower that can be recalled for the knowledge check above, Perfin will also share that the plants typically grow close to bodies of water like lakes or rivers.
  • In addition to the information about the valley in the region description Perfin will also warn the party about the presence of SWARM OF NERLATH in the waters of the Vyr. These eel like fish will attack anything that enters the water so care should be taken when crossing the Vyr.

  •  
     

    Lancer Barracks

    If the party want to learn about threats in the valley, then the barracks and stables of the Eastside Lancers is close to Sullivan's. Gaius Lancer is looking after the barraks at the moment while he waits for his ribs to heal. He will welcome a distraction from his duties and will be happy to tell the party about some of the threats in the valley.
    • Thri-kreen remain a regular threat in the area. This does make it easier for new lancers to be able to get the materials needed for their armour but the roving bands can spell trouble for anyone not prepared for them.
    • Hyenas and Gnolls have been sighted in the area. Normally they aren't much of a threat to a well equipped group but a few weeks ago the lancers did come across the remains of an expedition that appeared to have been attacked by Gnolls.
    • There is some strange beast wandering around in the area. At first they thought that a deer had somehow strayed very far south but according to Kerrin, one of the lancer scouts, the stride pattern is wrong. There is talk amongst the lancers that it could be a kind of demonic hyena, and there is a five gold bounty to whoever can kill the beast and bring it's head back as proof.
    Passing a DC 15 Intelligence (nature) check will allow the party to work out that the beast is a leucrotta.
     

    Travelling

    The journey to the valley will take about 3 days. During this time there are a few optional encounters.

    Ankheg Attack

    This enounter occurs as the party on travelling along the dirt tracks that pass for roads in the area.
    Ankheg attack by Tanai Cuinsear
    As the party move through an area they may notice (DC 15 Wisdom (perception)) that the ground appears dug up in places, as if giant moles had been at work. This may provide them enough warning to be prepared for the attack that comes from underground, otherwise they will be surprised as three ankhegs erupt from the earth. The ankhegs will emerge right next to party members and immediately try to bite them.   If the ankhegs are targeted by ranged attacks they will either burrow back underground or use their acid spray. The safest place for the party is behind or atop the rocks.
     

    Nighttime attack

    This encounter occurs at night when the party have made camp in some ruins, it being the best option available. Much of the ruins, which date from the third age, are broken and overgrown but there are a few bits of wall standing. The map assumes the party are setting up tents and a campfire. The ruins have been picked clean by previous groups of adventurers so a search of the location will not turn up anything interesting.   An attack will come at around 2 glasses (hours) past midnight. A group of 4 gnolls and a gnoll fang of Yeenoghu will attempt to attack the party's camp. The fang will direct the other 4 gnolls to attack any sentries with their bows before it leads the charge into the camp. They will attempt to be subtle in their approach but at the first sign that the rest of the adventureres are waking up the gnolls will give up on stealth. If the fang is killed the other gnolls will try to flee.
    Nighttime Ruins by Tanai Cuinsear

     

    The Valley

    Exploring the Valley

    The party will either need to explore the valley or use magic to locate where the Olisteria is growing. A DC 12 Wisdom (survival) check will allow the group to find a suitable location in about four hours. If they fail the check it will take twelve hours to find a suitable site. The valley has umeven ground, with numerous small rises dotted with large rocks. Near to the Vyr there is an abundance of plant life which blankets the ground. Various animals can be heard scurrying through the growth which is tall enough in places to provide cover for larger beasts or people.   A DC 13 Intelligence (nature) check will let the party work out that the Vyr used to run higher than it currently does, though it will be clear that is still floods regularly.   The Olisteria will be found near a hill on the banks of the Vyr. The hill is on the far side of the Vyr (as are the plants the group need) and there is what appears to be a collapsed tent atop it. The Vyr is about twenty foot wide at this point, but there are some rocks sticking out a little upstream of the hill which may provide a way across. Crossing the slippery stones will require a DC 14 Dexterity (acrobatics) check. On a failure a character will fall in the water and may be attacked by a SWARM OF NERLATH. There are 3 swarms in this part of the river. The map in the Encounter at the Hill can be used for the crossing and any encounter with the fish.   There are several varieties of Olisteria growing in the vicinity. It will only be possible to tell which seed heads to harvest at night when the Nocturnal Olisteria's flowers open. The group could of course harvest any seed heads and claim they are from the Nocturnal variety. In this case they will still receive the reward, but Sullivan is unlikely to offer jobs in the future and there may be an outbreak of lycanthropes in Chirin.
     

    Camp atop a hill

    At the top of the hill the party will find a camp.  
    As you reach the top of the hill a foul stench assaults your sense. You see the remains of a campfire and the tattered scraps of tent beside which is the decaying body of a large four-legged beast lying atop a humanoid corpse. The beast looks like something out of a nightmare, seemingly cobbled together from a variety of other creatures. Most of it's body appears to be that of a hyena, but the shape of the head is more reminiscent of a badger. The creature's legs belong to neither animal, seeming to have more in common with a deer.
    If the party spoke to people in Chirin about the threats in the valley they may have gathered enough information to know that this is a leucrotta. If they didn't then a DC 15 Intelligence (nature) check is needed to determine what it is.   The dead human is wearing bright yellow armour though this may be difficult to see until the leucrotta has been moved off the body and the armour cleaned off a bit. The armour is the Ochre Carapace, which while not magical is distinctive enough to be reasomably well known in Chirin. A successful DC 14 Intelligence check will allow the group to equate the armour with Phillipa Venture. If the party remove the human's helm they will find that the deceased was a woman, probably in her mid-twenties. Aside from the wounds inflicted by the Leucrotta there are numerous scars that tell of a life spent fighting. A successful DC 15 Wisdom (Medicine) check will reveal that the woman has been dead for a little over a week. The body seems to be have been left alone by scavengers due to the offputting stench from the Leucrotta.   A cursory search of the body and the camp will reveal:
    • Heavy crossbow.
    • 12 crossbow bolts.
    • Shortsword with a grey blade and a burned and cracked leather grip.
    • Bedroll.
    • Dagger.
    • Spade.
    • Bucket.
    • 2 waterskins.
    The sword will show as magical (evocation) from a detect magic. It is Ignitar and it might communicate with whoever picks it up.
    A more detailed search ( DC 12 Intelligence (investigate) ) check will also reveal:
    • 3 silver pieces.
    • Silver necklace featuring two tiger eye gems.
    • Paper (5 sheets).
    • Ink, and quills.

     

    Compass Puzzle
    In amongst the belongings are several notes and a wooden and glass device. The device consists of a rectangular piece of polished dark word that is about 4 inches long. A circular glass container is attached to the wood about a third of the way along, which contains a length of metal floating in liquid. The circular container has 100 small notches at regular intervals along with numbers along the edges and there are two parallel black lines visible inside it. A DC 13 Intelligence (survival) check is needed for a character to remember that this is a waypointer. These expensive items are almost exclusively made in Filishar.  
    According to Perfin these documents were old in the time of the empire. If I can find this place I'll be rich
    Compas puzzle by Tanai Cuinsear
    A DC 13 Wisdom (Survival) test is needed to work out how to use the waypointer. If the party follow the directions they will find that the two tallest hills are at 28 and 51, and that a hole has been dug 240ft away in direction 75. If a person identified the device as a waypointer then they can attempt a DC 18 Intelligence (history) check to remember that older devices (pre-fourth age) used a different number tick marks on the devices.
    A loremaster like Perfin Searcher back in Chirin could also supply this information, but it isn't necessary for this adventure.
      The solution of where to dig is to adjust the numbers to account for using a split for 180 rather than 100. This can be calculated from converting 28 and 51 to 50 and 92 or a loremaster could be consulted. The group will find the treasure if they go 240ft in direction 42 using the waypointer.   Digging and searching for the unknown treasure will take about 3 hours of manual labour if the entire group join in. What they find will depend on whether you want this to be a totally stand alone adventure or if it should lead on to another quest.
    My group managed to locate the right spot to dig but only after several failed attempts. They were running out of time so abandoned the search till they had another opportunity to visit the valley
      ONE OFF TREASURE
    The party uncover a heavy metal box. There are three locks securing the lid in place. One on the side opposite the hinges and two others on the sides. The locks are badly rusted and will need some work with oil before there is any chance of opening them. Each lock requires a DC 17 Dexterity (Thieves tools) check to open. A failure by 5 or more results in a lock breaking and becoming unpickable. Breaking open the chest requires a DC 18 Strength check. Due to the rusting a Knock spell has a one in four chance of breaking a lock rather than opening it.   Inside the box the party will find:
    • 5 scrolls (2 Disguise Self, 1 Knock, 1 Silent Image, i Invisibility).
    • A pearl (Pearl of Power).
    • Gold ring set with a lapis lazuli.
    • Bronze mask set with hematite.
    • Tarnished silver hair pin.
    • A rotten bag containing 67 silver pieces and some precious stones ( 3 carnelain, 2 jasper, 2 eye agate).
      ONGOING ADVENTURE
    Phelposi Panel by Tanai Cuinsear
    The party reach solid rock. Set in the rock is a metal hatch wide enough for a person to climb through. There appears to be no lock but the hatch is held fast by something. To one side of the hatch is a small panel with large buttons. Each button has a letter or number on it. The hatch and panel are protected from spells like knock and divination magic. There are too many possible combinations for the passcode to be entered by luck.
      If the group make it back to town and speak with Perfin at The Right Corner then he may sell them Phillipa's documents which will shed some light on how to open the hatch.  
     

    Encounter at the Hill
    This encounter may occur at several points after the party find the hill. If the party decide to cremate Phillipa or make a campfire they will attract the attention of the monsters.
    My party decided to deliberately lure in the monsters with a large pyre
    Phelposi Battlemap by Tanai Cuinsear
    If the party don't draw the monsters in then the encounter will occur while they are harvesting the seed heads.   Monsters
    This encounter involves a fight with:
  • 3 Leucrotta.
  • 4 Gnolls.
  • 2 Hyenas.
  • For smaller parties (4 or less members) you may want to remove one of the Leucrotta.   Setup
    The encounter will start with the Leucrotta attempting to lure the party into an ambush. Since these creatures can mimic other creatures' voices they will try to trick the party into thinking that there are people being pursued by monsters. Using the rocks and plants for cover the Leucrotta will pretend to be two people who seem to be running from Thri-Kreen.
    Female VoiceCome on, keep moving, we're almost to the river.
    Panicked Male VoiceWe won't make it, they're coming too quickly.
    Female VoiceYes we will. Look there's that hill we passed before. Just a bit further.
    Panicked Male VoiceNo we'll have to make a stand here. HELP. ANYBODT.
    Female VoiceWhat good will that do, oh fine. HELP. TRI-KREEN ARE AFTER US. HELP.
      If the monsters fail to lure out the party they will attack openly, spreading out to try to cut off any avenues of escape. If they do spread out they will move as 3 groups, with a leucrotta leading each group.
    3 Leucrotta
  • 1 Leucrotta, 1 Gnoll, 1 Hyena.
  • 1 Leucrotta, 1 Gnoll, 1 Hyena.
  • 1 Leucrotta, 2 Gnolls.
  • 2 Leucrotta
  • 1 Leucrotta, 1 Gnoll.
  • 1 Leucrotta, 1 Gnoll.
  • 2 Gnolls, 2 Hyenas.
  • The plants, rocks, and small rises make it hard to see the approaching creatures (DC 12 Wisdom (Perception) to notice the hidden creatures). If they are noticed the monsters will make use of the rocks as they approach to ensure they can't be shot at. The monsters preferred tactics are for the gnolls to start off with shooting any prey from cover. The leucrotta and gnolls then move in to close combat. The Leucrotta will adopt hit and retreat tactics while the gnolls will initially take the dodge action, waiting for an opporunity while the hyenas are sent to get behind the prey. If the hyenas fall the gnolls may switch to making more attacks and trying to flank the prey. If all the Leucrotta fall then the gnolls and hyenas will retreat.  
     

    Back to Chirin

    If you have time you can always throw in another random encounter on the way back to Chirin, but there is no need to do so.

    Reporting in

    On arriving back in Chirin the party should go to deliver the seeds to Sullivan. Sullivan will pay for the seed heads (15 gold pieces) if the group have brought them back in time. He will pay nothing if they are too late. Sullivan will only pay for the requested number of seed heads. He won't buy any more. Any attempts to intimidate or threaten Sullivan will cause him to call for aid from other adventurers in the tavern and may also attract the attention of the guards.   Leucrotta heads can be turned in for a bounty (5 gold pieces) at the Eastside Lancer barracks.   If the party mention the body to Perfin or Sullivan they may learn that:
    • The dead adventurer was called Phillipa Venture.
    • She had a brother, Leon Baker, who runs a store by the market in East Side .
      If the party mention finding Phillipa's body to Perfin then they may also learn that:
    • He had warned her not to go out there on her own.
    • She had some old documents given to her by her aunt.
    • He was given the documents as part of his deal with Phillipa.
    • He is willing to sell them to the group for 5gp. These will be necessary if you the group found the hatch rather than the treasure.
    • Phillipa's documents.
    • Letter to Phillipa.
    • He will spread word that he has the documents in a few weeks if the party don't decide to purchase them.

     

    Non-Player Characters

    Sullivan Keeper

    Sullivan Keeper is a human in his mid fifties who runs a tavern in Chirin. His inn is well known in mercenary circles as the best place to pick up contracts Sullivan tends to speak in short sentences, making each point as clearly as he can. He is respected for his judgement and honesty by both mercenaries and those leaking to employ them.  

    Perfin Searcher

    Perfin Searcher is an elderly halfling who make his living as loremaster and bookshop owner. He has an incredible breadth of knowledge and is more than happy to delve into further detail, for the right price.  

    Gaius Lancer

    Gaius is a human male standing about 5'11". He has short cut brown hair, light brown eyes, and tanned skin. As a member of the Eastside Lancers he is clean-shaven and clearly keeps himself in shape. A fairly talkative sort with a deep voice, Gaius is usually more than happy to talk about some of the things the lancers encounter in the south.
    Related Characters
    Related Organizations
    Related Locations
    Related Session Reports
    Colours of text
    Notes from when I ran the adventure
    Read this aloud
    Months and Days
    Most cultures in Tremanac use a 14 month calendar. Each month has 25 days and aligns to the lunar cycle, with a new moon at the start of the month and full moon in the middle of the month. There are 8 days in a week and 24 glasses in a day. See Calendar Months and days for more details.
    Books
    This adventure makes use of Leucrottas which van be found in Volo's Guide to Monsters or Monsters of the Multiverse. Variantions on Gnolls come from the Monster Manual.
    Maps
    The battlemaps and the header were created in Dungeon Alchemist, and the region maps were created in Wonderdraft.
    Campaign
    This adventure was part of the Chirin campaign, with the main difference between the one-off version and a campaign one being that a group finds treasure rather than the hatch which leads to the next adventure.
    Low Reward
    Games in Tremanac tend to use lower costs than in the standard D&D ruleset (typically 1/4 of the value). As a result rewards tend to be lower. It is also expected that adventurers will make money on the side from each job by selling seized gear or harvesting useful parts from monsters. Jobs like this won't make a perty rich, but completing them may open the door to future gainful employment.
    Need for Seeds
    A dangerous mixture has reawakened the long dormant curse of Lycanthropy in some of Chirin's Shifter population. Although the mixture is no longer being distributed several people have afflicted with the curse. An experimental potion to suppress the symptoms may be their only hope, but it must be taken before the next full moon (12th/13th of the month).   If the group fail to deliver the seeds or deliver seed heads which are not from the Nocturnal Olisteria then there will be an outbreak of lycanthropy in Chirin.  

    Dark voices

    This muddy brown liquid is distilled from a gland harvested from a leucrotta. It must be introduced directly into the victims bloodstream to be effective. The victim experiences voices in their head, which at best make it hard to concentrate, and at worst have been known to drive them to give in to their darker impulses. The effect last for an hour. DC 14 Wisdom saving throw. On a success Disadvantage on concentration checks. On a failure Disadvantage on concentration checks and considers everyone around them to be enemies who must be slain.
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    Cover image: Flowers At Night by Tanai Cuinsear

    SWARM OF NERLATH CR: 1

    Medium beast, neuttal
    Armor Class: 13
    Hit Points: 15hp (6d8-12) 6d8-12
    Speed: 0 ft , swim: 35 ft

    STR

    8 -1

    DEX

    16 +3

    CON

    8 -1

    INT

    1 -5

    WIS

    6 -2

    CHA

    2 -4

    Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, restrained, prone, stunned,
    Senses: Darkvision 60ft. Passive Perception 8
    Challenge Rating: 1 ( 200 XP)
    Proficiency Bonus: +2

    Swarm The swarm can occupy another creature's space and vice versa. The swarm can move through any gap large enough for a single Nerlath.   Water breathing. The swarm can breathe only underwater.

    Actions

    Bites Melee weapon attack: +5 to hit, reach 0ft, one creature in the swarm's space. Hit 12 (3d6) 3d6 . If the swarm has less than half it's hit points then it does half damage. On a hit the swarm also inflicts bleeding bites.   Bleeding bites. Nerlath bites don't close easily. A creature that takes damage from the swarm's bites will continue to lose 1 hp at the start of each of it's turns. The damage increases by 1 for each additional bite taken by the creature. The bleeding can be stopped though a successful DC 10 Wisdom (Medicine) check or magical healing.

    These tiny brown eel like fish infest the river Vyr in south east Kaara. They move around in groups preying on other fish and any animals that stray into the water. The bites from these fish contain a substance that stops wounds from closing and as blood from a bite drips into the river it tends to attract more Nerlath.   A skilled poisoner can extract the substance that stops bleeding, but getting enough to make an effective coating for a weapon requires several swarms worth of Nerlath.

    Suggested Environments

    Nerlath are most commonly found in the river Vyr that runs through the Phelposi Valley.

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