The Orafel ...First we need your help. The adventurers find themselves in among a small outside village (unnamed on maps, named locally Ibraim) who reported having lost a shipment of grain and wine. This is greatly problematic as the small village has had a failed harvest and requested this to make it through the cold spells of the land. They stole 7 bushels of grain and 7 barrels of wine. Please do what you can to collect all of it. Failure to do so will result in a reduction of your pay. Adventurers must investigate around. Outskirts of the city confirm it is goblins. Have to go out and fight goblins. Goblin13 fire damage 10 phys damage 6 phys def 3 magus def 2x strike (strike foe dealing 12 damage, then 12 damage) Fire bomb (throw bottle of alcohol and fire at foe, dealing 12 fire damage in a 3x3 block) Rock (throw rock at foe dealing 12 damage, if hit, 12 damage bleeding for 2 foe trn) Run and bash (run at foe dealing 24 damage, if miss, turn and hit them back with weapon dealing 24 damage) Goblin Lorde
Rally (1trn)(Blow horn, rally all goblins together increasing physical damage if you are a goblin by y for 3trn) Command (command multiple goblins to attack at the same time, up to 3, dealing x damage each) Run (run away from foe up to 5 blocks) Blocking flame (block with shield and toss fireball at foe dealing x damage) Should the players kill the goblins prior to chasing them into the goblin caves, there will be a dropped map leading them to the goblin caves. Goblin Dungeon: 1. Large Bronze Bell - A bell that has been attached to the wall. Intended on alarming people who come in. Might be able to avoid the guards ringing the bell in alarm and talk reason with them. The players are too powerful. 2. Chest - random item 3. Jerky (s)(14L)(It's salty, it's made of some mystery meat, but is it chewy! Staves off hunger) 4. Yo-yo (s)(10L)(Fun to play with. Can you do a loop-dee-loop?) 5. Barrel of Wine (h)(1 pint = 10L)(Contains the following amount in a cheap port wine: 220/248) 5. Barrel of Wine (h)(1 pint = 10L)(Contains the following amount in a cheap port wine: 219/248) 5. Barrel of Wine (h)(1 pint = 10L)(Contains the following amount in a cheap port wine: 201/248) 5. Barrel of Wine (h)(1 pint = 10L)(Contains the following amount in a cheap port wine: 214/248) 5. Barrel of Wine (h)(1 pint = 10L)(Contains the following amount in a cheap port wine: 200/248) 5. Barrel of Wine (h)(1 pint = 10L)(Contains the following amount in a cheap port wine: 155/248) 5. Barrel of Wine (h)(1 pint = 10L)(Contains the following amount in a cheap port wine: 203/248) 6. Group of drunk goblins 7. Group of drunk goblins 8. Bushel of Grain (h)(22K)(Giant bushel of grain, this will make for a ton of bread and tack, but is inedible in its current state) 9. Tub of dirty water (Very gross, has dirty water. Have the goblins been bathing in this or drinking it?) 10. Poop hole. They poo and pee here and it smells horrible. 11. An acrid smell that is so unbearable that animal sapiens can't even enter as it is too strong. Discovery: They see an overturned cart that has empty barrels and the cart itself is broken. Adventurer old in age has lost his rune blade and has heard of adventurers nearby who can help retrieve his rune blade Ebarnadicius, or known as Ebarn. (though this is a fake name, his real name is Abram the old adventurer)
Told to head to Gaan where the rune blade was last found. Abram's old rune blade. As the players leave the village, they hear from Abram the old adventurer: "Should you complete this quest, you will well become on your way to being feared by the gods themselves. Fare thee well, for I will not recognize you should you be successful in retrieving my fated blade." Potential encounters in Niseb: The Bog-Trotters: The party is being stalked by a group of swamp-dwelling bandits known as the Bog-Trotters. Lightly armored, barefooted raiders have adapted to moving silently through the swamp. They coat themselves in mud and reeds, blending seamlessly with the environment. Their leader is a wiry scarred man with a fishing spear who watches from the shadows. Name: Thavinfi Race: Elve female Level/Class: 6 TTB High monk Name: Wasor Race: Animal Sapien male Level/Class: 6 TTB High Dark Summoner Name: Roki Race: Magi male Level/Class: 6 TTB High monk Name: Jure Race: Animal Sapien female Level/Class: 6 TTB Great Fighter of Axe Name: Doif Race: Warrior male Level/Class: 1 TTB Great Fighter of Hammer Name: Tuyass Race: Human female Level/Class: 2 TTB Magus Ranger The story of Abram the old adventurer is that he was an adventurer of great reknown and the "Slayer of the God of Greed." The God of Greed is a fickle and grotesque God, but many favored his existence. The God had existed in the past and had given bountiful wealth to many factions. The God, while dead, is due to be reborn in the next 250 cert (11,122C) to recollect his essence which had been scattered to the ages. Potential encounters on the way to Gaan: The Vultures: As the adventurers make their way through the Alrem Swamp, the thick mist clings to their caravan, and the sounds of distant creatures ripple through the murky water. The wooden wheels struggle against the damp, uneven road when a group of robed figures appears ahead, standing in the path. They are well-dressed but weathered—cloaked figures with golden embroidery on their sleeves, and some of them wear half-masks resembling beaked vultures. They wave the caravan down in a gesture of peaceful trade, their hands away from their weapons. Opening Interaction: A tall, silver-tongued envoy steps forward, speaking with a measured, charismatic tone: "Ah, fellow travelers of fortune! What luck, finding merchants in such an inhospitable place. The swamp is not kind to those who traverse it unprepared. We are but humble seekers of wealth and knowledge—perhaps we could barter for goods… or stories?" They begin what appears to be normal trade negotiations. They ask about spices, relics, and rare items, but their real goal is uncovering information on Abram, the slayer of the God of Greed. The Questions Start: As the interaction continues, the Vultures start slipping in questions: “Tell me, have you heard the tale of a man who defied the divine?” “Legends speak of a slayer of gods, an old relic of the past. If he were still alive, where do you think he would be?” “They say his hands once held the very heart of Greed itself. Imagine the power…” If the players avoid answering, the Vultures remain pleasant but persistent. If they deny knowledge too firmly, one of the enforcers behind the lead figure places a hand on their weapon, as if considering a different approach. Potential Outcomes: They Buy the Lie – If the players play along as simple merchants and refuse to engage in talk of Abram, the Vultures eventually let them pass, but they may track them from the shadows, unconvinced. They Realize the Players Know Something – If the players slip up or get defensive, the Vultures’ tone shifts sharply. They demand information and may begin a hostage-style standoff, threatening to seize their caravan. A Sudden Attack – If the players insult them, show defiance, or refuse too harshly, the Vultures drop all pretense and attack, attempting to raid the caravan and seize their belongings. A Dangerous Deal – If the players offer a false lead, the Vultures may leave, but if they discover the lie later, they will come back with a vengeance. Factions: The Golden Empire Guild - A guild of merchants of city-states that relied on the God of Greed's favor had fallen into ruin overnight. The dynasties of kings and merchants crumbled as the fortune turned to dust, creating chaos and war among the Golden Empire Guild. The Vultures - Absense of the divine wealth control left a power vacuum, leading to the birth of the ruthless crime syndicates, self proclaimed "gold-prophets" or known as "Vultures", new dangerous trade empires that sought to control wealth through their sheer force rather than divine favor. Slave's Curse - With the God of Greed dead, those who were bound to the God of Greed's will found themselves free but broken. Many went mad, unable to function without the compulsion of the God of Greed's immense wealth. Some turned into hollowed-out wraiths, wandering aimlessly throughout ruined vaults. The Accursed Gold Hoarders - Some say that the gold left behind by the fallen god still carries his essence. It is cursed, bringing misfortune, paranoia, and ruin to any who hoard it. The wealthiest nobles and warlords may have vaults filled with his defiled gold, yet they live in constant fear over their own shadows. Upon travel to Gann, there is a the Gold Hoarders who have a huge manor that would know of the blade having made it to Vuuhkrai, but not without a likely fight scenario and/or entrapment to give the location of Abram. Players will come across a character named Tavalli of 3 feathers and is a very wealthy ultra-royalty magi that works for the Gold Hoarders. The locals will call the Accursed Gold Hoarders the Guild of Gold. The players can get information on the Accursed Gold Hoarders (locals call it the Guild of Gold, very wealthy and living in the largest manor) Guards hear the name Abram and the Guild of Gold would want to know. They are taken to the largest manor in Gann to meet with a representative to the guild of gold. They are a very powerful mage that will teleport them into a jail should they not provide information. They desperately wish to find Abram and capture him for what he has done. They even have a totema that has been corrupted at their own whims. The Avatar of the Guild of Gold is a tall, imposing human mage, draped in luxurious golden robes that gleam with power. Their face is sharp, calculating, and their eyes burn with a sense of cold authority. Standing in the grandest chamber of the manor, they exude an almost unnatural presence, as if the very air bends to their will. With a calm yet menacing voice, they demand information about Abram, their hands crackling with arcane energy. Their words carry an undertone of threat, and their fixation on capturing Abram is palpable, driven by both personal vengeance and the unstable magic they’ve crafted. Though the colossal Totema—a towering, armored behemoth of holy justice—remains out of sight for now, its presence is felt in the air, a looming reminder of the Guild's power and their unyielding pursuit of Abram. The Avatar of the Guild of Gold: Master Ariston Valdros, a commanding figure with an air of both noble grace and unrelenting power. He stands tall, his broad shoulders draped in intricate golden robes that shimmer with arcane enchantments, symbolizing his exalted position. His hair is silver, slicked back neatly, and his face is chiseled, with sharp features and a calculating gaze that seems to look through people rather than at them. His dark eyes, however, betray a hint of obsession and a deep, simmering hunger for control. A faint aura of magic hums around him, barely noticeable, but enough to unsettle even the bravest. His demeanor is cold and detached, yet beneath that stoic exterior lies a mind constantly at work, searching for his prey with relentless determination. Then told to travel to Vuuhkrai where the rune blade was last found. They hop on a boat: Beggar approaches them with the following information: "The guards will likely not fight if there is a beast to attack this vessel. I heard that a couple of ships went down and there had been stories. The guards said “Hold your blades! That creature reeks of the vault’s curse. If we spill its blood, it may reveal our hoard!” I don't know what it means by a vaults curse or nothing, but I at least know if we get attacked by a serpent or a dragon or something, well it's up to adventurers like you to help out! Guards won't touch it!" Fight midway on a ship: .4 magus def .1 phys def .5 water damage Sea serpent Foe is immune to damage except for a turn rotation if hit with lightning damage. Water Beam (target foe, strike in foe's direction a 3 block beam of water dealing x damage) Water Shield (block with a shield of water. If foe is using a physical object to attack, deflect that object. If foe is using thunder based damage, damage is not deflected) Biting Geyser (lunge at foe up to 6 blocks away biting with water pressure dealing x damage water) Base Water Spell Dive (1trn)(Dive under the water preventing being hit, heal for x, return above water at the beginning of turn) 12x Water elemental .4 water damage .2 phys def .4 magus def Water Whip (strike foe dealing x damage with whip, then strike again dealing y damage water) Water Beam (strike foe with a 1 block beam dealing x damage water to all foes in the line) Water Wall (block incoming attacks with a wall of water in front of you. If hit anyway, prevent x damage) Water Choke (grab onto foe choking dealing x damage water. If grabbed onto, foe has a 1/2ch. of being silenced for next action, must be within 1 block of foe) In Vuuhkrai: Upon entering the port: The ship groans as it settles against the pier, thick ropes flung to waiting hands and secured to barnacle-crusted moorings. You step off onto the wide, salt-stained planks of Vuuhkrai’s dock, where the city’s pulse immediately floods your senses—wood creaking under boots, gulls crying above, and the scent of brine, pitch, roasting fish, and distant spices hanging thick in the morning air. The dock stretches in both directions, a web of piers and gangways built from dark, water-warped timber, patched and reinforced in places with iron bands and magical seals. Beneath the slats, the sea laps hungrily, and here and there you glimpse glowing barnacles or strange marine runes etched into the pylons—wards against deepwater things. Crowds are thick. Sailors in heavy coats bark orders, carting crates and kegs; merchants argue over manifests; and dock priests in ochre robes move through with incense censers, blessing ships and checking for magical contraband. A line of blue-sashed port guards stands watch near a wooden archway leading inland, eyes scanning all who disembark. Above the dock, you can see the rise of Vuuhkrai proper—mighty timber-framed warehouses, tall watchtowers strung with lanterns and cloth banners, and behind them, the massive inner wall of the city itself, standing like a carved mountain wrapped in ivy and soot. District markers painted in gold-leafed lettering point travelers toward the commercial lanes, the temple roads, or the high ramp leading to the nobles’ causeway. And as the wind shifts, the city’s voice greets you: the clash of metal, the murmur of tongues from every corner of Niseb, the low drone of a far-off bell signaling a new tide. You’ve returned to Vuuhkrai. Not at its gates or its famous fountain this time—but through the sea, through toil and tide—and the city, vast and breathing, is here to meet you once more. must find The Golden Empire Guild - A guild of merchants of city-states that relied on the God of Greed's favor had fallen into ruin overnight. The dynasties of kings and merchants crumbled as the fortune turned to dust, creating chaos and war among the Golden Empire Guild. They still hold power in Vuuhkrai and are found in the wealthy district. Upon discovery that they are looking for Abram, they will be put into a small dungeon with slaves curse wraiths. Upon finding the Golden Empire Guild -- they will likely be thrown into a trapdoor to a prison when trying to get information. They must fight their way out and force the Golden Empire Guild for information. Upon being in prison after a few multa be greeted by a guard that wants to feed you a specific piece of bread badly. Inside has the following note:
Reads: "Round the corner of your most dominant arm, tomorrow morning, 1 multa ~L" Solution is in the morning on the right side of the prison facing out will have a small key to free yourself with. They likely need to be very careful when leaving and risk being put back in prison. Encounters in the Golden Empire Guild Prison: Golden Empire Guild Halberdman .4 phys def or .4 mag def .6 phys attack Hold the Line (block foe and cannot be moved unless hit first. If hit anyway, -x damage) Sunpiercing Thrust (thrust forward up to 3 blocks dealing x damage phys or light, if hit, roll 1/2ch. player is stunned for next 1 action) Sweeping Crescent (target foe and those to the right and left take x damage phys) Magicus Resistus (1trn)(create 4x4 block where allies and self inside block resist x magic defense) Stance Change (1trn)(Enter one of the following stances: Defensive Stance (increase phys def by x) Offensive Stance (increase phys dam by x) ) Golden Hook (1trn)(1/2ch)(cannot be countered)(Pull foe toward self dealing x damage phys upon success of roll) 2x stab (strike foe up to 3 blocks forward dealing x damage, then y damage) Slave's Curse Zombie - Old members of Golden Empire Guild who have succumbed to the desire of the God of Greed's gold. They are kept comfortable by embroiding them in gold. .7 phys def or mag def .3 magus dam Gilded Grasp (1/2ch)(Must be next to foe)(Grab at foe, if hit, foe loses x Lichen and deals x damage arcane) Hollow Opulence (1trn)(Barf out molten metal on floor dealing x damage fire into a 3x4 block) Voice of the God of Greed (1/2ch)(1trn)(The voice of the God of Greed speaks. Foes within 2 blocks of self will hear the voice of the God of greed to protect their treasure. Forces foe to try and collect things off the ground dealing x damage arcane and missing next action) Arcanus 3x Strike (Strike foe dealing x damage arcane, then y damage arcane, then z damage arcane) Bellow of Arcane (1trn)(for next 3trn increase arcane damage by x) Note 1:
In the note in common it reads: "I threw the warden's key down the drain to show the coxcomb whatfor. If you are reading this and hate him as much as we all do, don't tell him and entertain yourself a while." Also by Note 1 is a chest which contains all their equipment. Cannot teleport outside of the walls or doors. Must use Key 1 and Key 2 to get through the lock 1 and lock 2. Upon the exit, you will come across a guard who wanted the party to escape because of the corruption of the guild of gold. Serain the Goldsman (human male) (a mid-ranking logistics officer in the Guild of Gold, assigned to oversee supplies and internal audits at the prison. Helped the players escape. Did not realize they would kill everyone, despite this, he must leave town now) He will tell them to travel to the western province and ask the Icanim of Amei in an inn that would know where the blade is hidden. Told to go to the Western Province and ask the Icanim of Ko'Amei in an inn who would know its whereabouts. Told to travel to the Icanim Gate Told to go to Orafel. Orafel Dungeon