The stolen clock Plot in The shielded realms | World Anvil
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The stolen clock

Aaron Vendaan, stationed tavern owner from the Moonlit sword, has gotten complaints about a missing clock. Apparently the clock was stolen by goblins who snuck into the city. The problem is that two people claim ownership it. They both put a bounty on it, but are not willing to work together. The players can only give the artifact to one of them, and who's actually telling the truth?  

Background

  Goblins have stolen a magical clock that forecasts the weather for the next year. The two people claiming ownership of the clock are rival farmers Goren Trasys and Dain Ollert. They have a history of rivalry and bickering, and in their old days anything is enough to start another fight.  

Investigation

  If asked in private, Goren will tell the PCs that the clock has his family name written on it. If he believes the PCs are on his side, he will let them investigate his farm for goblin tracks. But he is grumpy and a bit paranoid, so any indication that they work for Dain will have him suspicious and hard to talk to. If he gets angry the PCs will get thrown out of the farm with a door in their face.   If asked in private, Dain will also say the clock has her family name on it. She is less paranoid then Goren, but far more likely to get sidetracked with an angry rant or talking about her niece. She will let the PCs investigate her farm, but refuses to talk to Goren.   If asked about thing while in the same space, they will spend most of that time fighting each other instead of bein helpful. If asked why they hate each other, they will start insulting each other. if asked this in private, they will simply say they have history.   On both farms, the PCs will find goblin tracks leading the same direction, out of town and into the forest. If the players search anywhere else, they will find tracks leading from most houses, like they were searching for something everywhere. It's hard to tell if there were any tracks leading to the town hall, but definitely around the tavern. No one else in the city heard anything, except Old Woman Josie, who swears she heard them stealing her sock last night. They can find tracks going between the two farms as well.  

Following the tracks

  After following the tracks into the forest, the player with the highest passive perception will notice that about seven goblins have come from the city.   Following the goblin track, the players eventually the players meet three goblins. They are arguing about what way to go, but none of them have the clock. They are arguing about going after the others, or going back to find (read: steal) more food from the village. The goblins will defend themselves if they feel threatened, but if the players succeed in convincing them they're not a threat, they might be willing to talk. Any mention of the clock will have them suddenly be in a hurry to go back to their lair, argument forgotten. The goblins know: their group of eight goblins (including their hobgoblin leader) have stolen a magical clock, on order of their clan of about thirty's chief. Where their camp is. They know the clock is going to help them grow food back home, but not how. They know they are not supposed to tell anyone about the clock. The leader is in the lair. The two other goblins in their party are on their way back to the camp with the clock. They will be back with it soon, and meet up with the partys leader and two more goblins. If the players seem like a threat to the lair or the chief, the goblins will attack. They will also attack if the players say anything about goblins being evil, being associated with the Moonlit swords or about having hurt goblins around here before.   On the way to the goblin lair, the players may meet more goblins in groups of three or two, before finding it.  

The goblin lair

  Once in the lair, the players see six small stick huts in a vague circle with one in the middle. The middle one is bigger then the others, and has smoke coming out of a little pipe. About five or six goblins are walking around, doing things and arguing. All of them have small knifes.   If the players have decided to befriend the goblins and convinced them to lead them to camp, they will get their leaders attention and ask him what he thinks. The leader is a little bigger and stronger then the others. The players can befriend him with a high roll on a charisma check, but if they mention the Moonlit swords or anything else threatening to goblins, he will insist they leave right now, if they don't he will order all the goblins to attack.   If the players arrive alone, they can sneak in with a high stealth roll. If spotted, the goblin who sees them will yell to get the leaders attention. The players need a high charisma roll or deception check to convince them they are no threat. If they fail, the goblin attacks.   It is possible, but hard to convince the leader to give the PCs the clock. He can be threatened, or the PCs can make a bargain.   The clock is hidden in a chest behind the door of the big hut. In this chest they can find (one for each PC +2) GP, as well as five copper and three silver. They also find three fox bones, eight black feathers (raven), a suspicious looking tooth the size of a fingernail, a single very large blue feather and a necklace with glass beads in a rainbow pattern.   If the Goblins give up the clock freely, either as a gift, a bargain or under threat, they will only give up the clock, nothing more unless pressed. The goblins are eager to have the PCs leave, but nervous about them knowing where the camp is.   The clock is made of copper, and has the name "Sordow" engraved on its underside. The way back to town is uneventful unless players have too much time or make up something on their own.  

Back at the tavern.

  When the get back to the tavern, Aaron is relived to have them back in one peace, and will heal any injury. He then tells them that since the pay is exactly the same, they will have to decide who to give it to for themselves. Or not, when he remembers the name thing. When he sees the name Sordow, he seems confused before yelling over to Rarner whos sitting on a table with another human named Jerry. When Rarner hears the name Sordow is on the clock, he starts laughing. He tells Aaron it's "that damn family, I swear. Ight I'll go get them for you love" before walking out the door, still snickering.   Aaron seems to understand, and will explain most things the players might ask about Rarner.   Goren and Dain arrives first, and starts arguing again. Shortly after Christon arrives, looks as his cousins and sighs loudly while shaking his head. Rarner comes with him, still snickering, walks up to Aaron and wispers something that makes Aaron smile.   Christon then walks over and sits down. He takes one look at the clock, sighs again and explains. Christon pays the sum of the adventure without complaint, but asks intently for details about what exactly had happened. He seems happy to hear it if the goblins won't likely come back. He wants to know what they found in the lair, and if he hears about the blue feather, he asks to see it. Seeing the feather, he seems to relax considerably, but will not answer any questions about it.

Plot points/Scenes

The adventure begins, like so many do, as you meet in a tavern. In a small town called Edgevein, in the kingdom of Druf-Pan. Edgevein is a farming village, most of the residents are either farmers, fishers or craftspeople. The town is surrounded by cornfields. To the south is a forest known by locals as the firtran woods. A river runs through the town, big enough for locals to make a living off of fish and trade up and down the river. The town is barely bigger than a village. For the most part the townspeople live an easy, calm existence here. But in a country like this, its hard to find anywhere without some adventures.

Themes

Learning through actual game. Learning the basics and setting expectations. Giving a standard game to make twists better when they come. Teach the importance of roleplaying, and avoid murder hobo-ing.
If players are awkward about roleplaying, give them small rewards when they do
Plot type
Session 1 for what's hopefully a new group

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