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The Lute of Shara

Intro:

After years of tales and whispers, rumours of the legendary Shara's String Quartet is true. With the lyre of Shara being discovered beneath the ruins of Maerah. Now the whole music community is in a state of panic searching for the remaining three instruments.   You catch wind that the lute is hidden away in the fields surrounding Oralyn. The hunt for the instrument is on. Where will you look? What will you do with it? Will you be the first to reach it? Only time will tell in the race for the string quartet.    

Motivation:

There is several reasons why you or the party as a whole may be looking for the legendary string instruments, which are believed to possess strong magical possibilities. If you are struggling to think of a personal motivation then you can always use the table below for inspiration.  
  1. You are a bard who must simply awe and gaze at the beauty of this incredible instrument and hear the euphoric tones one can only dream of.
  2. A legendary artefact this well known would be worth a lot of gold to the right kind of people, or even on the black market.
  3. Your rivals are after the ancient instrument and knowing the sorts of person/people they are you cannot let this powerhouse of a relic fall into their hands.
  4. This is the first step in a long plan to becoming the greatest musician in all of history. With the power of magic, you will be unstoppable.
  5. The hopes of wielding such an instrument might finally give you the attention from your lover who will do anything to impress.
  6. You have already required one of Shara's string quartet and the desire to complete a set is too strong to resist.

Random Encounters:

Travelling between points of interest leads to higher chances of something unexpected to happen. Roll 1d6 for every half day travelled, if 1 is rolled then use the random encounter table or come up with something else entirely.    
  1. Gillan Rebels (Battle)
  2. Burnt tree nursery (Explore)
  3. Veteran hunter & their apprentice (NPCs)
  4. Nature watchers (NPCs)
  5. Fallen cart surrounded by Loose Fumes (Battle)
  6. Ruined temple (Explore)
 

Points of Interest:

 

Lhoria Mansion:

This old and abandoned mansion is covered in dead roots and dried up moss staining its once white stone brickwork. Rumours have it that the place is haunted by the previous owner Lhoria who fell at the hands of a creature inside the mansion.   Now the building has some new residents in the form of the Gillan Rebels, who plan to use the lost instrument of Shara to complete their plans against the surface dwellers. Inside the mansion a stack of barrels and crates are piled up with various weapons and treasures jumbled together. Roll 1d6  
  1. A dirty shovel 1d4 damage
  2. Rope 30ft
  3. Gold coins, 11gp x number of players
  4. Scimitar 1d6 damage
  5. Corrabac shell chestplate +2D
  6. Scroll of Inflict Wound
  Gillan Rebel (Scimitar) - HP 12, DS 12, B+1, Melee 1d6   Gillan Rebel (Seaweed Whip) - HP 12, DS 12, S+1, Ranged 20ft 1d4   Gillan Rebel (Shaman) - HP 12, DS 12, M+1, Shape Water Spell, Fog Cloud Spell

Melodic Tunnels

The entrance to this underground location is based in the fields surrounding Oralyn, with resonators circling above and the faint sound of choral singing being played from the rabbit burrows that scatter the ground. A single archway lies at the centre of this field with various buttons lined up on the side. If pushed in the correct order, the archway will reveal a staircase leading into the Melodic Tunnels.   Winds whistle through near perfect holes carved into the walls playing dissonant notes and creating a sense of unease. Candles encased in glass orbs hang from the ceiling to light the way through various rooms full of traps, puzzles and ghosts of chaotic bards.   At the end of it all is a small theatre, and floating above a wooden pedestal is the legendary Lute of Shara. Strings are vibrating in the winds causing the ghosts to spawn . You arrive just in time to see your rivals have also made it to the theatre allowing for a final showdown to grab the lute. The lute of Shara is capable of summoning upto 4 additional bard ghosts to assist in performing a piece. The ghosts are at the command of the musician and last as long as concentration is kept.   Bard Ghosts - HP 13, DS 13, M+1, Cold Touch, Horrifying Visage, Charm Spell

Oh-Wae-La Manor House

Lord Oh-Wae-La and his wife Lady O-Lo-La are known in the area for two things. Their love for music and putting on extravegant parties. So it is no surprise that upon finding this manor house preparations are in full swing for the evening party that will host several nobles and high class party members. With a special performance from a renound Gillan flautist.   The manor itself has many rooms each filled with one unique and expensive item put on display to impress party guests. A prime location for any good thief or a rebellious group looking to make a statement. Roll 1d6  
  1. Two wooden hands dressed in white gloves and a silver ring on each finger
  2. Medium orb of pure moonstone
  3. A polished bow string with silver lining
  4. An embellished leather-bound book filled with autographs of famous musicians
  5. A shield engraved with Oh-Wae-La's family crest
  6. A golden goblet with violet garnets closed in a glass case, enchanted with the same charm as a decanter of endless water

Qi-Yu Nature Reserve

The nature reserve has been around for many years, being home to several endangered or extinct flowers and fauna. Its large overgrown trees and unkept cobbled paths allow for all kinds of strange and dangerous life to blossom. Potential encounters, roll 1d4  
  1. Gillan Rebels (Battle)
  2. Takknir (Battle)
  3. Forgotten coin pouch, 1d20 x number of players = gp
  4. Mortar & Pestle
  In this thick forest area, there is a single man being chased by a Takknir. In his pockets is various materials and ingredients perfect for brewing potions and elixirs. If saved he may offer the party a selection of bottles and vials in his pocket as a reward.   Takknir: HP 12, DS 12, Fly, Sting, Swarm

Servant Village

Right in the centre of the collection of higher class citizens of Oralyn, this village is home to the many servants who make a living waiting on the wants and needs of each manor and mansion. As such, the village is well maintained and the people are mostly happy, being treated well by employers and paid a good wage.   Those not employed by the manor houses tend to the farms or the local tavern, often greeted by travellers heading into the city or cart drivers making routine deliveries. Due to the busy life that the villagers lead, there are a brilliant source of rumours and information. Roll 1d20   1-3: A one man band is looking for the legendary instrument of Shara but doesn't seem the adventuring type
  4-8: No one has lived in the old mansion for years, but recently there has been noises and lights coming from the place. People think the spirit of Lhoria has returned
  9-11: There use to be a hunter in the area, there was nothing they couldn't catch. But they have gotten too old now and the word is they have a new apprentice
  12-15: Lord Oh-Wae-La is all excited about his latest party. Saying he has hired one of the best musicians this side of Cytal
  16-18: People are on unsettled by Gillan at the minute, saying something about taking revenge on surface dwellers
  19-20: The curious jellyfish creatures known as Resonators keep flying North West of the village, there is nothing out there as far as anyone knows

Veteran's Shack

Seemingly out of place, a simple shack with stone walls and a thatched roof sits on the landscape of the open hills. As you get closer you start to notice scorch marks on the ground and chalk powder marking the dirt.   The shack is surrounded by various wards and sigils to deter strangers from entering the shack. Most of the wardings are some kind of fire trap. If successful in making it through the magical minefield, you will have to open the door with an arcane lock.   Once inside the party may find a small but cozy living quarter, with various items hung on the wall as decorations. Roll 1d8  
  1. Spear
  2. Animal Hide
  3. Potion Bottle
  4. Crossbow
  5. Bear Trap
  6. Potion Bottle
  7. Animal Head
  8. War Axe
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