Adventures

You might also like

Download as txt, pdf, or txt
Download as txt, pdf, or txt
You are on page 1of 2

The Emerald Gods

Part I: The forgotten island

Menace: 3 - Challenging

Objectives:

- Stand in good praise with Francis Yorwick


- Enter the inner forest
- Find a safehouse
- Secure supplies and strategic resources
- Follow the inner roads to the Emerald Cities

Aberdeen's finest (or so its said) are send on a expedition to a dangerous island:
Samaral Piatra. A place of legend that has been raided by decades without result,
has now become the new fixation of the Houses of Wanderers, and particularly by the
House of Stars. A good dozen of undesirables, idealists and prisoners are being
routed up and send to the island in hopes of finding and surviving the inner roads
that lead to the Three Citadels. To do so they must challenge and brave the wild
that has overcome the whole island. Will someone thrive in the conquest of the
Emerald Citadels?

Characteristics:
- Many high walls, broken, torn down but secured by tribes of humanoids. The Gates
are tightly shut. Any attempt to open them will summon the surrounding groups.
- The Forest, unchecked by lumberjacks and the like, has devoure most of the old
stone roads and the smaller settlements, it's a dangerous place to go for it's easy
to lost the way amidst the tall green trees.
- There are to be found some towers, barracks and storehouse still standing, though
it would be a surprise to find them unnocupied.
- The attent can be rewarded, the Island has seen many attempts to conquer it with
such as many failures. The bodies of the would-be explorers may be found, or their
remains at least. Perhaps some still have some valuable on them.

Scene 1: Yorwick seeks able hand, and has found the players to be an unexpected
asset. Their goings and comings with the local peronalities has left them in an ill
position with many groups, their's is a fragile situation and Yorwick has an
excellent proposition. Work for him and time will pass and people may yet forget
their wrongs.

Scene 2a: The dissembarking.


Standard.
Clues: A wild land, rough. There are many old paths abandoned. Old buildings peer
out between the woods. The Emerald cities loom tall in the far centre of the
island, they may be used to direct their travels. Streams join into the sea at many
points.
Objectives: Find the inner land, traversing the wild and the old walls and trying
to save their resources for the long journey.
Adversaries: The other groups. Savage beasts that roam for food.

Scene 2b: The Walls of Old


Standard/Ascends to dramatic.
Clues: The high doors seem operational but wasting. The tall walls are
unsurpassable in an easy manner but there are too many holes in it. There are bones
scattered around and markings both in stone and wood. Distant cries tell of the
inhabitants of the zone.
Objectives: Pass the crumbling defenses of the Old Civilization, survive at all
costs.
Adversaries: The white apes. Xyssthyss Valleywatcher, the leader of all the tribes
of white apes.

The Emerald Citadels: One of the few places of faith for the Whispering Stranger.
This land was one of might but it fell beneath the weight of it's own secrets.
There are no shortage of mad monks still roaming around the abandoned halls,
mumbling their secrets to the wind.

You might also like