Plot Hooks

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thirdkingdom
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Plot Hooks

#1 Post by thirdkingdom »

I give out plot hooks. Lots and lots of plot hooks. Do not feel like you need to follow up on all of them, or that you cannot leave your current adventure to persue a promising rumor. This thread is for listing plot hooks.
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Re: Plot Hooks

#2 Post by thirdkingdom »

Here are the beginning plot hooks. In the future, I am going to ask you guys to add only the hooks you would like to pursue to this thread. It doesn't matter if you won't be able to do them all, if you see a hook that tickles your fancy go on and add it.

Fogors Isle, the densely populated island in the Windrush River, is home to many native Traladarans and, unlike the newer sections of Threshold, is a cramped, dirty place famous for its lawlessness. Even the city guard, reportedly, do not venture onto the Isle after dark.

A consortium of merchants is looking for a party to clear the Old Mill, on the northern tip of Fogors Isle, of a particulary pernicious infestation of giant insects. The group is offering a reward of 500 gp plus a bounty on insects killed. Completed by a rival party.

A large beast, possessing a foul temper and evil dispostion, has been terrorizing the logging camps north of Threshold. No one can say for certainty what manner of animal it is, but the beast has been responsible for the deaths of at least five loggers. The Baron has offered anyone who slays the beast an enchanted blade of ancient provence. Completed by party.

A rash of disappeances has been plaguing the town. Over the past two years, at least two dozen citizens have vanished. It is rumored that many of the disappeared were connected with the Thieves' Guild, so the guard has not made a concerted effort to determine the cause. Turns out a vicious gang of slavers and thugs -- part of the notorious "Iron Ring" -- have been trying to muscle out the Thieves' Guild.

The Gnomish caravan is due to arrive in Threshold on the 10th of Thaumont on its annual trip to the capital of Specularum. Two days of contests, festivities, and celebrations are planned, including contests of strength, archery, and intellect.

The merchant Clifton Caldwell is seeking a "Qualified Eviction Crew" to clear the castle he has recently purchased southeast of town. Completed by rival party.

A merchant named Sindar is looking for people to deliver a package north to the Darokin city of Selenica. Expired.

There are rumors of a labyrinthine system of caves near Castellan Keep, far to the northeast. It is said that in addition to humanoid threats there is a cabal of evil clerics located somewhere in the maze of tunnels.

A local cleric named Aleena has been reported missing while on an expedition to some newly uncovered caves. The Church of Karameikos is offering a reward for her return. First adventure for the party.
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Re: Plot Hooks

#3 Post by thirdkingdom »

I just realized I should have added this plot hook. From earlier, the armorer in Threshold told Lanny of a tribe of orcs, lairing a few days to the northwest, that have looted an ancient tomb and managed to come away with, along with other treasures, a magical shield.

In addition, Clifton Caldwell had hired a crew that managed to clear the first floor of his castle, but upon finding a magically sealed door into the lower levels ventured within and have not been heard of since. Caldwell is now searching for another party to find and rescue the firsst party.
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Re: Plot Hooks

#4 Post by frobozz »

The party learned from Father Varis that the bandit Crissos the Black has been causing some concern among the gnomish trade caravans to the north.
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Re: Plot Hooks

#5 Post by frobozz »

Quinthos of the northern elves comes from a small village a week to the north of the Threshold area. A few weeks ago (dating from Thaumont 8) a tribe of ogres moved into a cave system nearby and were now terrorizing the elves, shutting down the only road and cutting them off from the rest of the world. Quinthos was one of three who set out for help, travelling to Threshold.
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Re: Plot Hooks

#6 Post by frobozz »

Thordin encounterd a tinker who told the dwarf of a magic fountain he stumbled across some days north of Threshold. Guarded by a man made of stone, one sip from its waters made a man strong as an ogre. The tinker sold Thordin a map to the place for 75 gold coins.
I added this to the plot hooks since Thordin has already purchased the map.
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Re: Plot Hooks

#7 Post by frobozz »

Lanny met a gnome craftsman named Master Odo who told the elf of a number of barrows, the burial mounds of ancient kings, a day's ride north of Penhaligon. It is said there are a score or more of these mounds, each the resting place of a powerful king or warrior or sorcerer of old -- of the beastfolk that used to rule the land, they say -- and that some mounds open up into deeper caverns and corridors, that were ancient a thousand years ago or more.
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Re: Plot Hooks

#8 Post by frobozz »

Zoltar the Blind provided us with background information on some of the magic items we found (which might lead to plot hooks):

Arrows - "The fletching is that of an old Traladaran clan that lived about here. Rather than fight the Thyatian invaders, or adopt their ways, they fled north. Myraal is the Traladaran expert; he would know more if you wish to learn.

Addendum From Myraal: "This arrow bears the signature fletching of the Vorloi clan, which used to live in the area. By all accounts they eschewed worship of Halav and the others, preferring to bow down to other, more obscure and, in my mind, indifferent deities. It seems that as the Thyatians began to push north they came into contact with the Vorloi, who after long consultations with elders and priests decided to neither fight nor assimilate, but instead fled to the north. And their story ends there, I am afraid, which is a real shame, because the tales mention a certain chalice in their possession, an artifact from older times and forgotten days. As a collector of Traladaran antiquities I would pay dearly for such an item!"

Dagger - "The dagger is elf-made, by one Gheff One-Ear, of one of the southern tribes. He may still live, I know not. It is a bond-knife, forged to seal a deal between elf and man, long ago. I do not know who it was for, but it is enchanted to strike true and be thrown further than would otherwise be possible. Its name is Hedfan."

Wand - "It was made by the wizard Ganch of Pine, a friend of mine. He disappeared some five years ago on an expedition to the west, searching for a 'Lost Valley.' His spellbooks and several puissant items, this wand included, were lost with him."

Source: IC I, Page 37 and IC VI, Page 11
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Re: Plot Hooks

#9 Post by frobozz »

Village of Eagle's Nest

"Not many people travel through here, to be honest. I mostly keep the inn open serving meals and beer to the miners that work the mountain up there. They work for the big man around here, named Urisk. It was probably too dark to see when you all arrived, but he's got a big house -- almost a small castle -- just south of town. He keeps most of the men around here -- dwarves too, if you noticed -- busy mining tin. Treats 'em pretty good, too, if you ask me. And the musician? That's Red Sam. He's just a foreman in the mines, thinks he can carry a tune. To be honest, he can, too. At least compared to the rest of them."

Village of Jessup

The Necromancer's Tower

From the innkeeper: "That tower, now, is cursed! Everyone knows that. It's old -- don't know quite how old -- thirty, forty years ago this wizard moved in, claimed it as his own. Didn't bother nobody, least not at first, then folks started disappearing. Slow-like. One at a time, the old and feeble first. My own grandpa was taken. Then one day it stopped. The mage was never seen again; no one disappeared no more. Who knows what happened! We stay away, though, in case that wizard returns." Update: The spirit of Sasha, upon being released from her undead bondage, provided us the following information about the wizard: "The one who slew me so treacherously has long fled these lands. If you will slay him and bring justice to those he murdered, seek him far to the east."

The Bloody Bones Orcs

From the innkeeper: "The eastern road isn't used much these days. There's one or two villages that way, and I've heard it told you can get to the Duke's Road that way, but there've been rumors of orcs and the like waylaying travelers. Some old tombs and battlefields can be found out there, though, left over from the old days..." The village, it seems, is plagued less by whatever monstrosities dwell within the necromancer's tower than by the actions of an obstreperous band of orcs dwelling about a day's ride to the east. The Bloody Bones tribe of orcs have taken to raiding the caravans that ply the eastern road, Jessup's main artery of travel -- either north to Darokin or south back into Karameikos.

Magical Honeycomb of the Giant Bees

A hive of giant bees can be found in the woods a half-day's ride due north of Jessup. While such bees are fairly tame, they are known to aggressively defend their hive and queen. Those daring their stings and entering the hive, however, are oft-times able to return with some of the honeycomb, which bears a faintly magical aura and can be used to cure wounds and injury.


Source: IC II, Pages 23-24
Source: IC V, Pages 12 and 15
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Re: Plot Hooks

#10 Post by frobozz »

Bregalad hears some rumors relating to enchanted items of defensive puissance:

Castle Mistamere
There is talk of a ruined keep just to the Northwest of Threshold, a mile or so beyond the turnoff to the road towards Aleena's Cave. The Castle Mistamere, as it is known to the locals, was once ruled by a great king named Gygar. Apparently there has been increased activity of a humanoid nature about the castle of late. While no one can say for sure what treasures lie within, it is likely there are at least a few artifacts of antique province to be found within.

"There existed, some two hundred years ago, a kingdom of men we would associate more with the tall, blond northerners than the shorter and darker Traladars or Thyatians. Some claim the men of the kingdom came from a world other than ours; whatever the truth, a man named Gygar was held to be their king, and he ruled from the castle just north of Threshold, on the banks of Lake Windrush. But the kingdom fell apart when Gygar died and the people intermarried with the Vorloi, or died or fled. The Traladars are superstitious, and troubled the castle little." --- Myraal the Stout

Kelven Dungeon
Travelers from the south bring word of an ancient dungeon situated in the depths of the great woods to the south and east of Kelven. Known as "The Fane of Tulsothash the Bloody", it is said to contain a number of artifacts from the old days, if one were brave enough to plumb its depths.

Dwarven Mines
A clan of dwarves is said to be searching for a band of heroes to help them defend their mines against an ancient evil emerging from the subterranean depths. While they are currently offering a pecuniary reward, the one-eyed trader who repeats this tale to Bregalad opines that is likely they would repay such service by crafting an item for one who helps.
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Re: Plot Hooks

#11 Post by frobozz »

The Tunnels Under Threshold

"My men have cleared all the subterranean passages, although they tell me there is a set of ancient steps, slick with slime and worn by the ages, that descends down into the depths, further than they had wished to explore. I am not convinced what lies below has anything to do with the Iron Ring, mind you, but I would be willing to allow you to arm yourselves to plumb those depths." --- Baron Sherlane Halaran
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Re: Plot Hooks

#12 Post by Alethan »

Tomb of Blego the Bloated - Completed
viewtopic.php?p=76515#p76515

Traveling through a steep valley, alongside a small burbling brook, they come across a stone archway set into the western bank. The archway is fashioned from ancient stones, each the size of a man's torso, and cunningly fit so no mortar is need to hold its shape. A large stone door -- as wide as a man is tall and twice that height -- is set into the arch. Weatherworn runes, unrecognizable by any in the party, have been carved into the door around its outside edge.

*******

Thordin is able to determine two germane facts about the archway and door. It is very old and the stone door does appear to be solid. He estimates it would take the combined strength of four or five of his comrades to open it.

*******

Before he leaves, Rhys reaches into his pack and pulls out a piece of parchment paper and continues, "One last thing, Myraal. We found an ancient doorway in a hillside when we were hunting the great cat. It did not appear to be magically sealed in any way, but it did have this inscription around the doorframe. Can you tell us what it says?"

"Why," [Myraal] exclaims with excitement, "I believe you may have discovered the final resting place of Blego the Bloated, a prince from Traladar's prehistory! This script is a sort of proto-Traladaran, and dates to the time before Halav, when this region was supposedly ruled by some sort of beastmen." Myraal's eyes gleam. "As a student of Traladar's past I would be most interested in any relics you uncover, and would recompense you accordingly."
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Re: Plot Hooks

#13 Post by Wyzard »

Rifflian Tower

"Anyway, on the way to Threshold Severi passed through the town of Riffilian, a small community made up mostly of elves located on the Dukes Road south of Threshold. There, he heard talk of an ancient tower located in the forest west of Rifflian, from the time before the Thyatians arrived in Karameikos. Long abandoned, there is talk that some one -- or some thing -- has recently moved into the tower and is currently repairing it."
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Re: Plot Hooks

#14 Post by chap126 »

Haunted Monastery

When Anorhir meets the party he had heard of a haunted monastery far in Western Karameikos, located on an island in the Cruth River.
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Re: Plot Hooks

#15 Post by Alethan »

Updated Plot Hooks (Still Current? Some of it is older, but we've heard nothing more about them, which means they might still be good.)

Gnome Diplomat
An important gnomish diplomat was supposed to pass through Threshold on his way to Specularum, but is several days overdue. Runners have been dispatched along the northern road in an attempt to discover his whereabouts.

Orcs, Hobs, and Ogres!
There is talk of war to the east of Penhaligon, of armies composed of orcs and hobgoblins and ogres emerging from the woods to harass the locals.

Haunted Monastery
When Anorhir meets the party he had heard of a haunted monastery far in Western Karameikos, located on an island in the Cruth River.

Rifflian Tower
"Anyway, on the way to Threshold Severi passed through the town of Riffilian, a small community made up mostly of elves located on the Dukes Road south of Threshold. There, he heard talk of an ancient tower located in the forest west of Rifflian, from the time before the Thyatians arrived in Karameikos. Long abandoned, there is talk that some one -- or some thing -- has recently moved into the tower and is currently repairing it."

The Bloody Bones Orcs
From the innkeeper: "The eastern road isn't used much these days. There's one or two villages that way, and I've heard it told you can get to the Duke's Road that way, but there've been rumors of orcs and the like waylaying travelers. Some old tombs and battlefields can be found out there, though, left over from the old days..." The village, it seems, is plagued less by whatever monstrosities dwell within the necromancer's tower than by the actions of an obstreperous band of orcs dwelling about a day's ride to the east. The Bloody Bones tribe of orcs have taken to raiding the caravans that ply the eastern road, Jessup's main artery of travel -- either north to Darokin or south back into Karameikos.
This might still hold adventure for us. There was a lot of unexplored stuff there. Maybe the other two adventure parties will perish and leave a lot of mostly-collected stuff for us to take up. Maybe they will find something too tough and leave. Won't know if we don't check on it.
Forgotten City (Bloody Bones Orcs Cont'd)
Several days after their arrival they begin to hear tales of their exploits in the Forgotten City being told in the inns and alehouses they frequent. There is talk of piles of treasure to be scooped off the ground, strange mechanical constructs and a much reduced army of orcs. At least two different adventuring bands set off to explore this strange city.

Village of Jessup - The Necromancer's Tower
From the innkeeper: "That tower, now, is cursed! Everyone knows that. It's old -- don't know quite how old -- thirty, forty years ago this wizard moved in, claimed it as his own. Didn't bother nobody, least not at first, then folks started disappearing. Slow-like. One at a time, the old and feeble first. My own grandpa was taken. Then one day it stopped. The mage was never seen again; no one disappeared no more. Who knows what happened! We stay away, though, in case that wizard returns." Update: The spirit of Sasha, upon being released from her undead bondage, provided us the following information about the wizard: "The one who slew me so treacherously has long fled these lands. If you will slay him and bring justice to those he murdered, seek him far to the east."

Barrow Mounds
Lanny met a gnome craftsman named Master Odo who told the elf of a number of barrows, the burial mounds of ancient kings, a day's ride north of Penhaligon. It is said there are a score or more of these mounds, each the resting place of a powerful king or warrior or sorcerer of old -- of the beastfolk that used to rule the land, they say -- and that some mounds open up into deeper caverns and corridors, that were ancient a thousand years ago or more.

Magical Fountain of Strength
Thordin encounterd a tinker who told the dwarf of a magic fountain he stumbled across some days north of Threshold. Guarded by a man made of stone, one sip from its waters made a man strong as an ogre. The tinker sold Thordin a map to the place for 75 gold coins.
The road to this fountain begins where we ambushed the bandits who were, in turn, waiting to ambush travelers.
Castellan Keep
There are rumors of a labyrinthine system of caves near Castellan Keep, far to the northeast. It is said that in addition to humanoid threats there is a cabal of evil clerics located somewhere in the maze of tunnels.
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Re: Plot Hooks

#16 Post by Atlictoatl »

Tev Meren begins play with a treasure map leading to a partially sunken castle in the Blight Swamp, in western Karameikos (see here: viewtopic.php?p=35673#p35673). The treasure it leads to in not specified, but the adventurer who sold it to you mentioned that a great swamp troll has taken up residence in the tower, and is paid tribute by the various humanoid tribes that dwell within. In addition, half of the adventurer's party was slain trying to take the castle, including their magic-user, and all their possessions (including several spellbooks) were lost.
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