The Ownership of Greenmetal
The opening scene to the campaign to be played in session one.
The party are sat on a bench at the side of a path a couple of hundred feet away from Greenmetal. There are three routes into the village.
The path is safe but they will be spotted by a scout of the hanging tree and will be ambushed later down the line. A perception check of 10 will reveal that there are many footprints on the path implying it is heavily used. A 13 will reveal that there are footprints moving parallel to the path behind the treeline and bushes. A 17 will reveal that you are being tracked. A 21 will reveal that the tracker is wearing dark green robes modified with patches.
The second is a path through the woods but the opposition is a pack of wolves who would turn out to be the werewolf encounter.
The third is the rocky route where the party will be harassed by a group of bandits.
Upon reaching Greenmetal the party can explore the hamlet and have a look around the surrounding area, most people will be very wary of outsiders and unwilling to talk, but the stall owners will be very friendly as long as the party buy something from their stalls. The area is being haunted by the meelocks which will become plot points at a later point due to their connection to the mining village not too far away. This can be introduced buy the dreams being haunted when the party stay over.
The initial hook will be the party being contacted by the elder to go and investigate a silver mine shaft that was having some strange noises and thus the miners had abandoned it. The party will head up towards the mine facing an encounter with a couple of cultists and their dog who belong to the hanging tree, who due to their affinity with the traditional orders wish the mine to be left alone such that it cannot be used by the NAO for production of silvered weapons and ammunitions to be used to face their powerful magic.
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