The Lost Heart Plot in Tremanac | World Anvil

The Lost Heart

This is a D&D adventure for 4-6 level 8 characters. If you are a player stop reading here.    

Summary

The party are hired by Martin Hatherol to locate the Heart of Tulivor. His scribes have found some clues as to it's location and the group are to head to Reismill to follow them up. On arriving at Reismill the party will find that the residents are missing which may add an extra goal for them to complete. There are four main locations for the party to visit, with clues to lead them to the next location each time. Each of these locations has a potential combat encounter,

Region

Reismill
Reismill is a small village that sits at the southern edge of the Griboli Forest. It isn't claimed by any of the larger towns which suits the residents who tend to be an independent lot. A few traders make the journey to the village to acquire some of the rarer fruits and herbs that can be found in Griboli, bringing with them farm tools and other sundries that the villagers couldn't otherwise obtain.
 
Griboli Forest
This large jungle in the middle of the continent of Mocar is best known as the location of Siantrin Tower. While it is known that there are an assortment of ruins that have been reclaimed by the jungle, there has been little interest in braving the dangers of Griboli Forest in return for uncertain gains.
Ruins near Reismill
A map provided by Martin Hatheroll showing the location of various ruins
Library of Zertin
A reclusive set of scholars once occupied this location. They were researching ancient history and built this library to hold their collection of knowledge on a site known to house ruins of a previous age. No resources could be spared to protect the library at the start of the years of darkness so it was abandoned to the slow decay of time.
Library of Zertin by Tanai Cuinsear
Hythea Tower by Tanai Cuinsear
Hythea Tower
Once a watchtower for a nation that contested the area, this building was taken over by a hermit reputed to have a deep understanding of the outer planes. The hermit was called Sergio Rasmus. After the hermit died of old age, various followers of his teachings made pilgrimages to the tower.
Fallen Leaf Monastary
This structure was home to an order of mystics who believed that enlightenment could be found through mastering an affinity with one of the elements. The original name came from the teachings of one of the masters who claimed that only in surrendering and allowing yourself to be carried away like a leaf falling from a tree could one begin to understand the flow of the elements. The members of the order were killed when they refused to pick a side during a conflict in the area. Following their deaths, the monastary was supposedly cursed and the name changed from Falling Leaf to Fallen leaf.

Fallen leaf Monastery by Tanai Cuinsear
Peia-Bor Temple by Tanai Cuinsear
Peia-Bor Temple
This multitiered structure has served as the focal point for various religions over the years, with each claiming the structure while they were in the ascendancy. It has passed through so many hands that the original builders are long since forgotten. None of the new nations have extended their reach this far into the jungle so it has been unclaimed since the years of darkness.

The Adventure

Meeting with Martin

The party are invited to a meeting with Martin Hatherol at the Grinning Panther in Atherood. If any of the party were involved in the search for the The Serpent Ruins then Martin's greeting may vary depending on how well they did.
Good day to you all, please take a seat and order a drink. As you know I have a job proposal for you, and I'm sure it will take us a little while to go through the details.   As I'm sure you are aware I have an interest in collecting historical objects for my collection. One of my scribes recently came across some information that may provide a clue to one such object - the Heart of Tulivor.
  Martin will share several faded pieces of paper and the map of the forest. If asked about the locations in the forest he will provide the information in the above region section.  

Reismill

Exploring the Forest

There are 4 main locations that can be visited in the forest. Distances between them (and the bridge) are listed in the following tables.
Reismill distances by Tanai Cuinsear
  Each location has a document which shows where the heart was moved next. There are documents at each location so you can choose which should be the last one depending on where the party start.   When it comes to crossing the river, the location with the bridge has the easiest crossing point. Anywhere else on the river is more dangerous due to the width and current. At eigth level the party likely have some means of crossing without incident but it will depend on how the characters are built.   The forest is a dangerous place, and you can increase the difficulty of the adventure by adding in a few random encounters while the group are travelling.
The Tower
The ruins of the tower stand in a small clearing that hasn't been fully reclaimed by the trees. The upper floors of the tower have collapsed completedly but the ground floor is at least partially intact. A successfuly DC 13 Intelligence (investigate) check will reveal a trapdoor beneath the rubble. The trapdoor is stuck and will need a DC 20 Strength (athletics) check to open.
When I ran this search section I made it possible for the players to find things on the map without needing a search check, but it needs a 3D virtual tabletop to work.
Map for Hythea tower by Tanai Cuinsear
Just after opening the trapdoor the party will be attacked by four Shadow Panthers (use stats of a displacer beast). One of the beasts will creep out of the undergrowth to the west and try to lure the party into an ambush by the rest of the pride. The beasts will try to use the trees for cover if the party use ranged attacks against and will try to gang up on weaker seeming members of the party when possible.   The underground section has a few old and faded pages and a few locked chests. One of the pages still has some legible writing.
I was confronted with a most challenging problem. A true test of my theories! The heart of a celestial, devoid of power and able to contain unfinished spells. Could I return it to it's former state?   After 3 weeks study I determined that I could. Celestials after all are driven by the noble ideals of the upper planes. When I worked out the spell used to supposedly drain it of power, that provided me with a key to how to unlock it. This raised the question of should I do this?   The one who set me this problem is no worse than many others, and restoring this heart would have greatly enhanced my own reputation. But given the uses the heart has been put to in the past, on both sides of the moral divide, I couldn't go through with it.
— A faded page found in an underground room
  If this is the last location to be searched then one of the chests will hold the heart (DC 12 Dexterity (thieves tools) to open). Otherwise it will hold a clue for one of the other locations. Further searching will also reveal:
  • A pouch with 40 silver and 30 gold coins.
  • A bag of gemstones. 3 onyx, 3 citrine, 3 jasper.
To send the party to the monastary they will find this note.
I have communicated my failure to restore the heart's power and it is now going to be moved on so that it can be examined by others. I suggested that masters of elemental power would be a good next step. This is obviously the wrong course, but it seems that my deception hasn't been detected.
— A faded page found in a chest.
  To send the party to the Library next use this note:
I have communicated my failure to restore the heart's power and it is now going to be moved on so that it can be examined by others. There is no way the obsessives at zertin will spare time for this so I've suggested it be sent there.
  To send the party to the temple next use this note:
I have communicated my failure to restore the heart's power and it is now going to be moved on so that it can be examined by others. I feel wholly unqualified to decide what to do with this so I've suggested it be sent to the sun-priests. Let's see if they can make a decision for once.
 
 
The Bridge
If the party go to the bridge they will find that it has collapsed. An Intelligence (investigate) check DC14 will reveal that it was deliberately destroyed. Despite this the location of the bridge is the narrowest point for a crossing so the party may wish to make the attempt here.   The river is home to several crocodiles that will attack the party if they attempt to cross through or on top of the water (if using waterwalk or similar spell). The crocodiles won't pay attention to anyone flying over. If the crocodiles do attack it will be in the middle of the river.  
 
The Library
The remains of the library sit close to the lake and most of the structure has long since collapsed. Trees and plants grow through the rubble from the collapsed building. There is little to see on the surface but a successful DC 12 Intelligence (Investigate) check will reveal a basement under the rubble. Clearing away the debris will take about an hour if the entire party take part (increase the time by 15 mins for each person less than four). Anyone taking part will need to make a DC 11 Constitution saving throw to avoid suffering a level of exhaustion. This check should be made 45 minutes into the excavation.   As the group are finishing the excavation (or an hour after starting if that is sooner) they will be attacked by three large crustaceans that resemble giant lobsters. They will emerge from the from the lake and start by attacking whichever character holds the most magic items. These crustaceans are chuul, and assuming they are defeated the party may notice a large grey whale like creature briefly surfacing far out in the lake.
Map of Zertin by Tanai Cuinsear
  With the combat out of the way the group can explore the underground chamber which has a number of chests, crates and broken furniture. If this is the last location to be searched then the heart will be in one of the chests, otherwise the group will find a book which appears to be a catalogue of items at the library. Much of it is faded but the following entry is still legible.  
Item 863 - Heart of Tulivor.
2 inches across, ovoid, made of deep red material. Reputed to be the heart of a celestial. Insufficient evidence to confirm that claim, and material is hard and unyielding so unlikely to be of the same composition as when it was in the chest of a celestial. Reports indicate object can store spells, but used to be more powerful. Study requested by local authorities. Early tests have confirmed magical nature, but efforts to increase it's power or restore reputed abilities have failed.
  Pinned to the page is a note indicating where it was sent next. To send them to the temple:
Study on hold following discovery of new tablet at site. Item returned to local authorities for transport to spiritualist centre.
  To send them to the tower:
Study on hold following discovery of new tablet at site. Item sent to Sergio for further study.
  To send them to the monastary:
Study on hold following discovery of new tablet at site. Since it involves some kind of energy the item has been sent to the followers of the Fallen Leaf.
  Aside from the book a successful DC 14 Intelligence (investigate) check will reveal:
  • 5 blank undamaged books.
  • A pouch with 18 silver coins.
  • 2 scrolls of identify.
  • A pencil which gives off a magical aura (Smoke Pencils).
 
 
The Monastary
A stone wall surrounds a pavillion and 4 low buildings. There is an iron gate leading inside, though it appears to be locked. There are 4 low stone platforms between the buildings with coloured flagstones. Each platform is a different colour (red, blue, white, green). The buildings and cobblestones on the ground look to be in good repair with no sign of the surrounding trees and plants taking over the compound
This location has a simple puzzle or a dangerous encounter depending on how the party approach it. Some of that will be down to whether they are used to some fights being unwinnable.
Map of Fallen leaf monastary by Tanai Cuinsear
If the party enter the monastary an elemental will form on each of the coloured platforms.
  • Red - Fire Eleemental.
  • White - Water Elemental.
  • Green - Earth Elemental.
  • Yellow - Air Elemental.
The elementals will attack anyone inside the compound immediately. They will only move outside the compound if they receive attacks from outside the walls. If an elemental is destroyed a new one will form on the corresponding platform the following round.   Looking carefully through the gates or over the walls the party may notice 4 objects and several books dotted around. The four objects are:
  • A sword by the pavillion.
  • An axe by the training dummies.
  • A staff leaning against the nearest building to the gates on the right.
  • A shield resting against a wall of the building furthest from the gates on the left.
Each of these objects appear ceremonial and are not suited for use in combat. The elementals will stop forming and any existing ones will fade away once each object is placed on the correct platform. Hints to the correct platform can be found in the four books lying around inside.  
Picture on cover
Element
Phrase inside book
Sword
Fire
I prepare your food and consume it. Where I rage, town's and fields are detroyed.
Axe
Earth
Steadfast and defiant I may seem unchanging but the other three are ever seeking to reduce me.
Staff
Air
You cannot see me, but I am there. The fires of life are nothing without me.
Shield
Water
I take the warmth from your veins, and seek to crush you into nothingness.
  Potentail Heart location. If this the last location then the heart will be in the chest in the back right corner of the building nearest to the training dummies (back left corner of the compound from the gate).   If this isn't the last location then there will be one of the following notes in the chest depending on where the group have yet ot visit.   To send them to the tower:
We were asked to look at a strange oval shaped rock to see if there was anything we could do to repower it. Why we were asked is a mystery as it has no relation to any of core elements. In any case it has been sent over to the crazy sage to the west.
  To send them to the library:
We were asked to look at a strange oval shaped rock to see if there was anything we could do to repower it. Why we were asked is a mystery as it has no relation to any of core elements. In any case it has been sent over to the zertin scholars who may have more luck with it.
  To send them to the Temple:
We were asked to look at a strange oval shaped rock to see if there was anything we could do to repower it. Why we were asked is a mystery as it has no relation to any of core elements. Mathias thinks he feels a connection to the higher planes so we have sent it to the sun-worshippers in the north-west.

 
The Temple
This buildings in this location are surprisingly intact. A low wall (about 5ft high) surrounds a group of buildings. A single set of iron gates allow entry inside. Inside the wall are five low buildings, contructed from stone with tile roofs.  
This is intended to be the final location with a tough battle. As mentioned elsewhere, it doesn't have to be but it worked fairly well as a last battle in my game.
  The temple is a multilevel structure occupied by Locelie. While the temple was ruined by years of neglet it has been at least partially repaired thanks to the efforts of the villagers abducted from Reismill.   The prisoners (10 left alive) are being kept under guard in the temple. Their will has been broken and they won't dare to fight back againts the Locelie, however they haven't been captives long enough to be in the same state as the captives found during The Serpent Ruins. If the party attempt to negotiate with the locelie or give the locelie a break from combat then the prisoners may be used as hostages.
Map of Peia-Bor Ground floor by Tanai Cuinsear
Peia-Bor second floor by Tanai Cuinsear
Peia-Bor Top floor by Tanai Cuinsear
There are 6 Locelie in the temple:
  • 1 Leader (Yuan-ti Abomination).
  • 3 Warriors (Yuan-ti Malison).
  • 2 infiltrators (Yuan-ti Pure bloods).
The Locelie will attack the party on sight. They will prefer to use their bows if they can, though each only has 20 arrows. They will make extensive use of the low walls around the temple, standing up to take a shot and crouching behind them the rest of the time. If their health falls below half they will retreat inside the temple. The low walls that surround each level of the temple are sufficient to grant half-cover while standing behind them, or 3/4 if crouched behind them.   Potentail Heart location. The locelie are unaware of the heart's location. If the heart is to be found in this location it will be in a secret chamber beneath the temple. A successful DC 13 Intelligence (investigate) check will reveal the hidden entrance. If looking on the map the entrance is beneath the rug in the room with the stairs on the ground floor.   If this isn't the last location to be visited then the party will find a note in the secret chamber. To send the party to the library:
After much prayer and consultation with agents of Seyr we have learned that the limitations of the heart's power lie in the magics that have been forced through it. Though it may pose a risk we do not have the influence to refuse the demand that it be repowered so it is being sent to the scholars of Zertin.
  To send the party to the tower:
After much prayer and consultation with agents of Seyr we have learned that the limitations of the heart's power lie in the magics that have been forced through it. Rasmus may be able to work out how to get it working again, but at least he can be trusted to do the right thing.
  To send the party to the monastary:
After much prayer and consultation with agents of Seyr we have learned that the limitations of the heart's power lie in the magics that have been forced through it. While their heathen beliefs do not align with ours those at Fallen leaf may hae further insights.

 

Conclusion

If things go well the party will have rescued the villagers of Reismill, and recovered one (if not two) valuable objects.   The people of Reismill will be grateful for being rescued but they don;t have coin to pay the adventurers or even food to share. What they can offer is access to rare plants and herbs that may be beneficial to the party.   Martin will pay for both the heart and the emerald if that was found. Delivering these items to him will also ensure he will want to hire the party for another expedition.

Non-Player Characters

Martin Hatherol

Martin Hatherol is a well known collector of historical and magical artefacts. He has a reputation for paying well and holding up his end of a deal. Martin is a 6ft tall human with lightly tanned skin and shoulder length dark brown hair. He has narrow brown eyes and habitually wears a small circle of glass over his right eye. He favours clothes cut in the latest fashion, though he will avoid any style that has excessive ornamentation.
Colours of text
Notes from when I ran the adventure
Read this aloud
 
Maps
The combat maps and images were created in Talespire. All four maps are available as a talespire board at https://talesbazaar.com/board/853 .  
A second bite
While not necessary to play first, some events in this adventure may be influenced by how well a group did in The Serpent Ruins. If the large Locelie escaped with the emerald then this adventure will give the party a second chance to recover it.  
Metagaming
Some groups may decide to metagame and go straight to the location they think is the last one. To account for this there are clues to be found at each location which point to the heart being moved to one of the other locations. This allows you to keep them moving (or cut down the length of the adventure), only letting them find the heart once they have visited enough locations.  
The heart
About two inches across, the heart is a red ovoid with many irregular flat surfaces. it feels and weighs as if it is made from stone. It is enchanted to be undetectable by divination magic.  
Potential future story hooks
There are a few things left unanswered in this adventure to set things up for a few further adventures.
  • What are the Locelie up to? World domination obviously but the actual plan hasn't been made clear yet.
  • What were the creatures from the lake doing? Even if a mysterious shape didn't appear in the lake. the creatures that emerged and attacked may raise some questions.
  • Related Locations
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    As usual the region map was created using Wonderdraft. The battlemaps and related images are from Talespire. The Talespire board with all four maps is available at https://talesbazaar.com/board/853 .


    Cover image: The party's camp by Tanai Cuinsear

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