In the Background The Gifted is trying to end the war and fulfill their Ritual of Turnback to undo all the harm caused by the war. But to do that they need to bring the Artifacts to 3 different ancient arcane machineries called Titan Forges and fuel them with a vast amount of soul energy.
Parallel to that it seems a new threat, The Shaddowhammer appeared. Their mysterious goal also seems to involve the 3 Artifacts.
Major Plot Threads
Those are the Threads the Player need to solve:
Artifact of Life
As the players Embark on a mission to hunt a dragon they stumble on the City of Sturmklau. As they explore the City it is attacked and The Shaddowhammer tries to steal the Heart of the Forrest.
If the players gather the Heart of the Forrest, The Gifted has interest in them and wants them to bring it into their headquarter where they want to set the first stage of their ritual in Motion.
Overview
Artifact of Light
The party is offended a heist on the Lichtachte Cathedral.
The Players gather the Artifact of Light in an Heist on the Lichtachte Cathedral.
The The Gifted are searching for the Forge of Light which is located somewhere in The Basin. A recent excavation Site in the Mines uncovered this Secret, but the Information is kept shut by the Academy of The Triad.
Flowchart
Notes
The players plan a heist on the cathedral of Lichachte to claim Sundawn and maybe also some tressure.
Artifact is secretly stored in Lichtachte in the Cathedral of light
Artifact is carried to Sturmklau to Hatch a Dragon Egg. (Together with Heart of Forrest + Lesser Chaos magic, no titan no death) This Ritual is a Theory by The Gifted this will not work
Lost Hops in Duesternest roll a recruitment test and want the party to Rob the artifact vault
I am writing a DnD Adventure.
I want to structure my campain with Arcs Plots and Scenes.
What should I add in the description of the Arc?
give a Template Outline for a markdown description of a adventure Arc.
Researching in the Great Library (Scene)
If the Players want to find out about the Forges in the Great Library, they find out about a new excavation site in the Mines of Torar that found Ancient Ruins of Titans.
id: main-map
image: [[Map of the Basin.png]]
height: 500px
lat: 50
long: 50
minZoom: 1
maxZoom: 5
defaultZoom: 1
unit: days
Artifact of Chaos (Arc)
Coming into contact with followers of the Shaddowhammer the party gets hunted for the Artifact. As the Players search for the lost Princess Jaloren they can find the Forge of Chaos.
The player investigate The Shaddowhammer that have taken over the Temple of the Watcher and have started a ritual to open a Gate to the Abyss, to claim the Tear of the Archdevil.
Brought by Player (TODO)
Souls of the Dead
The Shaddowhammer hast been gathering Energy from the fallen soldiers in The Basin to fuel the Ritual. Players can gather aditional energy by visiting the Nosem.
The player dip their toes into the border of the afterlife and investigate the Nosem, a strange Folk of Atral being, that guide deceased souls through their unfulfilled ambitions.
Darkspear Troll is used by Shaddowhammer to Siphon Souls
The Turnback Ritual
For the last 20 Years The Gifted are building an Arcane Machine out of Stoalium that they think will lead to the resurrection of all fallen People in The Basin. The The Triad has been hiding the many shipments of Stoalium towards the Ritual Site.
When all Artifacts are brought to their respective Forges and the Seals are broken. The Turnback ritual will begin, leading to the release of Naruun, the old god of false promises. The Gifted Ones, believing they will revive every lost soul in The Basin, will unknowingly bring about Naruun's return and potential domination over the world.
As the ritual commences, a colossal Stoalium contraption built by the Cult beneath the city of Edschmied will start to channel the gathered soul' energy into each of the three forges.
It takes one week for the Prison of Naruun to break.
The party must race against time to not only prevent Naruun's escape but also find a way to destroy or contain him for good.
Optional Threads
Those are the Plot Threads the Players can optionally solve:
She promises him Naruun will be able to revive his daughter, but in reality he only leads to the freeing of the old God.
Volar starts with joining Iraia and Edard Combell to found the The Gifted
The Party can learn, that Volar is actually blinded by his grief and maybe can stop him by confronting him with the truth.
If the party manages to save Volar from the hag that seduced him, he will join the party and show them how to kill Naruun for good.
With the Stoalium metal and the power of a Titanforge they can sund the energy of a soulstone into Naruun and bind him to the world.
Secret Influence of the War
On many occasions conflict was instigated by Naruun to further his goals.
Historic Events:
All over the lands of The Basin you can find round tubical Caves that go deeper and deeper into the earth. In those Caves you can find a metal called Stoalium that sits bare in the center of the cave and is anchored through little tendrils to the wall of the cave.
In short, who controls the Stoalium supplies, has the upper hand in the Battle for The Basin. Because of that, for both sides, Controlling the Mines of Torrar, Herbstbog and Edschmied is the Key to Wining the war.
In Reality Stoalium is the remans of the nerves of Naruun and the power bolstering properties wear off at the most Critical Moment.
This leads to the endless war going back and fourth. With one party pushing right to the enemy's gate, but then loosing by a sudden turn of events.
The party can learn, that the Stoalium is the reason for this unending loop, that they can use to end the conflict once and for all.
TODO
Adventure Hook Plots
Those are starting Adventures that could get your group hooked into the Events of the Campain:
The party is tasked with retrieving one of the powerful artifacts (Heart of the Forest, Tear of the Archdevil, or Sundawn) for a mysterious benefactor. As they acquire and deliver the artifact, they slowly learn about its connection to ancient rituals and dark powers. This knowledge leads them on a quest to discover more about these artifacts and their potential consequences if used by those who seek to harness their power.
A Call to Arms
The party is recruited by either the League of Arathor or Defilers (depending on their alignment) to help in their ongoing war against each other. As they take part in battles and skirmishes across The Basin, they uncover hints about a hidden force working behind-the-scenes to manipulate both sides for their own gain. This revelation forces them to reconsider their loyalties and work together with unlikely allies to prevent a greater evil from rising.
Rumors circulate about a new threat emerging within The Basin: a mysterious cult called The Shaddowhammer. The party is hired by concerned citizens or an organization (such as League of Paranormal Researchers) to investigate this cult's motives and activities. As they delve deeper into this investigation, they discover connections between The Shaddowhammer, ancient artifacts, and dangerous rituals that could potentially unleash an unimaginable evil upon the world.
By following any of these adventure hooks, your group will be drawn into the intricate web of intrigue, deception, and danger that lies at the heart of Promises of Victory. Will they succeed in preventing the release of Naruun and restoring peace to The Basin, or will they fall victim to the false promises and manipulation that have ensnared so many before them? Only time will tell as they embark on this epic journey.
Comments
We'd love to hear how you've used this content in your own campaigns! Share your anecdotes and examples in the comments below to inspire and help other readers imagine the possibilities. Your input can also help us refine and improve the note structure for future adventure modules.
Comments
We'd love to hear how you've used this content in your own campaigns! Share your anecdotes and examples in the comments below to inspire and help other readers imagine the possibilities. Your input can also help us refine and improve the note structure for future adventure modules.