Encounter 2.1.1: The Journey Begins Plot in The World of Cartyrion | World Anvil

Encounter 2.1.1: The Journey Begins

This is the Opening Encounter of the first adventure in the "Stop the Poaching" adventure arc. it provides the necessary recap information from prior sessions and gives the party what it needs to decide on how they are going to tackel the problem before them - and how they are going to travel to where they need to go.

Preliminaries

The action will begin five days after the party returns from the Lizardfolk village with the testimony scroll. During this time, party members can perform any downtime activities they would like. The Pinnmans will not charge them for their rooms or meals, but they have to be paying for their drinks in the common room. If they have not already arranged for a cabin, suggest one.

Also, if it has not already been clearly defined, determine what armor, if any, party members are wearing; what weapons are available; what other items are to hand as well. Remind them that they have been staying at the Inn and hanging out in the common room all day (unless they've got other ideas.)

Amalthea Arrives

It has been five days since you returned from the Lizard Fens with the testimony scroll that the Lizardfolk chieftain gave you to bring back. Branwyne had told you when you returned that she would summon Amalthea so you could deliver it in person -- apparently this was Amalthea's wish as well according to the ranger co-owner of the Inn. Brynwyne told you a few days ago that she had sent word; now it was a matter of waiting. But apparently the waiting is now over -- Branwyne hurries into the common room from the back door of the Inn and beckons you to follow her. Amalthea has arrived.

The assumption is that the party will follow Branwyne out into the back yard space behind the Inn, but allow them to describe whether/how they finished thier food/drinks... what do they bring with them... etc.
You exit the Inn, following Branwyne into the open space surrounded by the main building, the Branwyne's home, and the cabins and stables. In the center of this space is a large oak tree. The trunk is a good 5' across; this is a truly ancient tree. Standing next to the tree, with one hand resting lightly on the bark, is a woman dressed in flowing, billowy robe that appears to be made of silk or some other fine fabric. The sun glints off the sheen of the fabric that is several shades of green. In fact, the fabric colors themselves seem to be shifting somewhat, but perhaps that is just a trick of the light. The woman is fair complexioned with hair the color of the Oak Tree's bark - and there is a greenish tinge to both skin and hair, though.

Recalling the Dryad - Castilia was her name - that you met at the Jenkins farm, you realize this woman could be a sister to that one, but the woman standing before you shows none of the shyness or hesitance that Castilia had demonstrated. The woman before you exudes confidence... and you also get the sense she wields considerably more magical power than the dryad you met a few weeks ago.

Introductions are in order... role play the small talk. Get the party to describe to Amalthea their trip to retrieve the message that one of them should now be holding and offering to the Dryad. After Amalthea receives it, and has a few moments to read it, she rolls it up and addresses the group.

The Fey's Dilemma

After reading the Lizardfolk eyewitness report, Amalthea rolls the scroll up and begins to speak to you all.

"So... it is as we feared. The little Fey living in the north are being targeted by the Humans, most likely those in the settlement they call South Lake, but that is only a guess. But why? What has changed? Humans have lived by the lakes to the north for almost fifty turnings of the seasons, and they have always respected the Fey Folk. We have suspected this, and the Elves have already approached the Elders of that town, but the Elders assured them that the townsfolk had nothing to do with whatever was happening. This testimony makes it clear that either they were lying, or they were unaware of what has been going on right under their noses. I trust you are aware of the contents of this testimony... Do you see any other way to interpret this information?"

Let the party discuss this a bit with Amalthea - and possibly Branwyne as well.

Recruiting the Party

Amalthea paused briefly before continuing.
"I must ask another favor from you all. I have heard of your willingness to help, and most importantly of your respect for the Fey Folk. My cousin Castilia has told me of your wisdom in resolving her problems and the gentle way you treated her Brownie friends. And the restraint you showed in your dealings with Harley the Leprechaun also speak well for you. Now it is the Fey themselves that need your help -- the tiny pixies and sprites that are disappearing from the land to the north. I ask you to journey to Spirit Lake. Discover why humans are hunting my helpless cousins. Stop it if you can. If you do this, you will be rewarded. I understand that gold coins are the customary payment for adventurers such as yourselves... though we do not use gold as a currency, I will see to it that you are paid in a manner appropriate to you."
Let the party discuss and negotiate. Amalthea will be prepared to pay each of the adventurers 25gp... Branwyne does a quick calculation to estimate that would mean about 15gp each after some expenses for room and board along the road.

Planning

Encourage the party decide what route they will take to get to Spirit Lake, and what tactics they will employ once they get there. Provide whatever guidance seems appropriate, but make sure the decisions are made by the party. There is no need to railroad anything here.

Provide the map of the region showing the towns and roads, and point out that the direct Forest route could be a difficult one (though not impossible).

There are several possible approaches one arriving. The party could attempt to discover and infiltrate whatever is going on. They could ambush human hunters in the forest. If they take the road, they will have future opportunities to fine-tune their plans based on info they may receive from NPCs along the way.

THIS ENDS THE CURRENT ENCOUNTER

NPCs/Statblocks Needed
  • Amalthea the Dryad
  • Branwyne Pinnman

Maps Needed
  • Region around the Inn (showing roads to Spirit Lake).
Plot type
Encounter


Cover image: The Inn from the Bridge over Daphinia's Stream by RPGDinosaurBob (with Flowscape)

Comments

Please Login in order to comment!
Powered by World Anvil