Campaign Overview
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In the backwater crownlands, the small hamlet of Villane rests between fields and rumors. Goblin raiders have begun harrying the farms, men and carts skittering in the dusk. A group of friends from a nearby village travels to Bedegar seeking adventure, unaware that their pact with fate will begin in earnest when the Blacksmith’s daughter is chased by goblins into a long-forgotten tomb—the Corinian Tomb, hidden in the wooded hills above Bedegar. This is their chance to prove themselves, rescue the innocent, and uncover why rumor and superstition whisper about an ancient power beneath the hills.
Setting
Bedegar sits as a rough-and-tumble waypoint between villages and markets. Villane is a quiet farming hamlet on the edge of unsettled lands; the Corinian Tomb lies in the limestone slopes to the north, its weathered doors barely visible amid vines and fallen stone. The era is a low-magick frontier: bright shields, sturdy axes, and stubborn hearts, where courage is often simpler than the truth.
The Main Quest
Pursue the goblin raiders, rescue the Blacksmith’s daughter from the tomb’s corrupted wards, and seal the Corinian Tomb so its dread influence cannot spread. To succeed, the party must navigate goblin politics, decipher old glyphs, and survive the tomb’s shifting corridors and relic guardians. Clues gathered in Bedegar hint that a Corinian relic—an Amulet of Wards—must be recovered and reactivated to lock the tomb’s wards again.
Side Quest (investigation)
A desperate cartographer’s journal found in Villane hints at a hidden passage beneath the tomb, guarded by a riddle and a star-map etched into the stone. Following these clues can yield a map fragment, granting safer passage and a bargaining chip with a wary cave-dweller who knows the tomb’s true history.
Adventures & Challenges
- Entering the tomb through a collapsing passage and solving glyphs that shift the halls.
- Guarded tomb wards, undead remnants of a cult, and goblin scouts who worship a shadowy patron.
- Moral choices: release a trapped guardian or press onward; spare or condemn a captured goblin who knows the tomb’s layout.
Ending & Rewards
Rescue the daughter, demolish or rebind the tomb’s wards, and return with the Amulet of Wards. Rewards include gold, a loyal Blacksmith’s grateful weapon, a potential ally in Bedegar, and a new legend to tell around fires: a tale of courage that outlives a single night. Players gain reputation in Bedegar, a trusted contact in Villane, and the whispered possibility of future expeditions to the hills.
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Player Characters
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