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Ruins of the city of Talis

The Sparkling Rune owner Felver Quorug Zanybar Felben tells adventurers about the ruins of an ancient city Talis in the Reaching Woods near the River Reaching. The city belonged to Talfir an extinct race of humans who once dwelt in the lands that later became known as the Western Heartlands. They originated in the great forest of Shantel Othreier and may have shared lineage with the modern Tethyrian race.
Religious scholars suspected that the Talfir were responsible for introducing many of the gods of the Faerûnian pantheon to the world, most notably the deity Tempus. No one knew what happened to the Talfirc, they disappeared centuries before. Felver has found some information in one of the books he recently bought that there was a church of Tempus in Talis. He believes that part of the church could still be intact and could still have some artefacts or Red tears.
Red tears or Tempus weeping are teardrop-shaped crystals with a glossy surface, vividly colored fiery orange, cherry red, or blood crimson. Legends say they were the tears of lovers left behind after their sweethearts perished in battle, stained by the blood of the fallen.
Tempus was the greater god of war in the Faerûnian pantheon. The dogma of the Lord of Battles was primarily concerned with honorable combat, forbidding cowardice and encouraging the use of force of arms to settle disputes. His holy symbol is a flaming sword behind a shield. Felver asks adventurers to find the ruins of Talis and bring back the red tear or any other artefacts from the church.
Forest
  • When travelling through the forest adventurers will come to a more mysterious yet peaceful area of the woods. A Dryad will greet them asking what they are doing here and where they are travelling. She will tell them about these ancient woods and that they and the city they're looking for belonged to Talfir an extinct race of humans. And that there's been evil dwelling deeper in the woods.
  • Depending if adventurers are friendly to the Dryad she might give them a blessing - Inspiration or Bless.
City Garden
  • When approaching adventurers will notice corruption that has spread in the forest. The forest is darker there creating dim lighting.
  • Shadows are lurking among the ruins/trees: 100x2x1.5 = 300xp/300 medium 3x2lvl. 100x3x1.5 = 450xp/450 hard 3x2lvl or 100x3x2 = 600xp/450 medium 3x3lvl?
  • Loot: if they try to investigate the ruins/houses they will find a half broken wall statue which has a left Bloodstone (50 GP) engraved in it. Will require a knife/tool to take it out (dexterity check?)
Church of Tempus
  • At all corners of the altar there is a sword as a pillar, and at the front of the altar there is a shield with a sword. At the back of the altar there is a Tempus dogma:
Be fearless,
Never turn away from a fight,
Obey the rules of war.
  • DC 10 perception of the altar they notice that the altar is not out of one but out of multiple smaller stone blocks.
  • DC 15 investigation of the altar they notice that there is some kind of mechanism within the altar and the altar could open at the top.
  • DC 15 history/religion they can remember Tempus is a god of war and its holy symbol is a flaming sword behind a shield.
  • DC 15 perception searching around look at the remaining walls notice a barely visibile wall carving of Tempus holding a flaming sword.
  • The solution is to put all the sword pillars aflame. Then the sword at the front of the altar also becomes aflame and the stone knight statue becomes alive and attacks anyone there protecting the red tear.
  • Knight 700xp/675 hard 3x3lvl. (if they come level 2 then HP 42?)
  • Once the knight is defeated the altar opens and there is a small chest with red tear in it 20 larger electrum coins (worth twice as much as GP).
  • Fear: one creature within 30 ft. that fails DC 13 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success.
Hag's Lair
  • When approaching adventurers will again notice more corruption that has spread in the forest.
  • 4 Vine Blights are guarding the lair.
  • Hag lives in a hut that is a ruin modified with a leafy roof on top and wooden planks for a door.
  • Green Hag approaches them when they get close to the hut first vines. She casts Illusory Appearance to look like an old hooded human lady with grey hair and slightly hunched back. DC 20 Investigation check to discern that the hag is disguised.
  • She uses mimicry to talk with them. She pretends to be an old herbalist who is after losing her husband and children to the war decided to move to the woods. In these woods she finds interesting herbs that she trades in towns. DC 14 Insight check to tell that her voice is an imitation.
  • She tries to lure them closer to the cabin closer to the Vine Blight to try kill them.
  • Green Hag 700xp/675 hard 3x3lvl. (if they come lvl 2 then HP 62?)
  • If the hag is killed and adventurers try to explore the hut there is an animated Rug of Smothering protecting the treasures. 450xp/450 medium 3x3lvl. 450xp/450 hard 3x2lvl.
  • Loot in the hut: Perfume of Bewitching (common), Walloping Ammunition (common).
Going back
  • if they go back the same way they will be approached by the same Dryad thanking that they helped vanquishing the shadows and eased the burden of the forest. If they are friendly and nice to the dryad she invites them to visit a shrine of Eldath, the Green Goddess.
  • If they agree they travel for couple of hours deeper into the forest and other Dryads join them. At the shrine there are calm pools where they can rest and bathe. If they do so, they hear Eldath's blessing in their mind. They can get each of three charms: Charm of Heroism, Charm of the Traveler's Haven, Charm of the Fates.

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