Seven Silver Spheres

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Seven Silver

Spheres

An Introductory adventure for Cairn


By Martin Orchard

pointlessmonument.itch.io
And so it begins… In addition: Running the Journey:
An annotated map (see player handout) is The party should be made aware of the The Warden’s Map (see centre page)
passed to each member of the party during general situation in the world: provides guidance as to what the players will
the reading of a will: encounter at each location.
• The XVIth Emperor rules from a distant
My friends, great treasure awaits at The Temple Capital via his legions and functionaries. The Warden should draw freely from the
of St. Rylan, deep in the Forest of Dawn. The tables below to provide information to
Seven Silver Spheres are long thought lost... but I • For the last couple of generations, the players in response to their questions, in
found the clues proving their existence. I have empire has experienced a notable decline. addition to clues and hints of what may
researched the paths as well, but sadly I am too This is apparent in the player characters’ await them.
old to traverse them safely... everyday lives.
Provide the players with enough information
Marcos • Key positions go unfilled for months or to make a meaningful choice, and use the
seasons, distant trade goods become hard pressure of time and the threat of the forest
The players can decide who the late Marcos to find and military force is scarcer. to push them towards their destination
was to them - a friend, a mentor, a colleague, • Gold remains as useful as ever to allow for without over-thinking each move on the Symbol of St. Rylan (a potter’s wheel)
a relative etc. There is no obligation for them both personal autonomy and security. map.
each to choose the same relationship.
However, should they decide to backtrack, Random Encounters
Keen-eyed players will notice some other key And thus: this is not to be discouraged or penalised. (roll 1d6)
information provided by Marcos on the map: • The promise of great treasure is of Not only is it a valid strategy but it will also
allow them to see more of the adventure! 1. A dead wolf, rotting with black mould.
The door to the temple will only open on the tremendous interest to the party.
2. Shadow of a large humanoid keeping
Spring or Autumn equinox. • It is not clear what purpose the seven silver Minor Loot (roll 1d6) pace in the trees.
spheres have (other than being valuable),
Do not stray from the old road or the trails! only that Marcos spent considerable time 1. 1d6 rations worth of smoked river 3. Dead thicket of brambles forms the
determining their location. salmon. symbol of St. Rylan.
• The party must time their journey well and 2. 1d10 gold pieces old enough to carry 4. Small waystone that turns to track the
not linger in the forest. Statera’s visage. party’s movement.
The party are assumed to have made their 3. Copy of the scrawled teachings of 5. 1d6 Forest Goblins (see map), on a spider
way to the fork (see begin here on the map) Goblob, the best goblin. hunt.
where the forest trail leaves the old road to 4. Large, sharp tooth of a forest predator.
the temple. 6. Dryad possessed by shadow (as per Great
5. Bronze spear from a Porcelain Soldier. Oak but 8HP and mobile), screaming in
It is midday, two days before the Autumn pain without a voice.
Equinox. It is anticipated that they will need 6. Wooden symbol of St. Rylan
to spend at least one night in the forest, and
likely another one at the temple.
The road in front of them is made up
of worn, overgrown flagstones. In
some places saplings have pushed The Porcelain Wall, guarding the
their way through and it is clear approach to the Temple of St. Rylan
that it has seen little
traffic for many years.
The trail through the
Forest of Dawn shows the
movement of animals and
is overgrown with grass.
Nevertheless, there is a
clear break between the
trees, at least until the
party nears The Porcelain
Wall.
Rising Sun Tavern The Secret Well
• The ruins of a large wood and stone building lie here, a sign The Thing in the Tavern [12 HP] • A ruined village, no roofs remaining, lies outside the Creeping Ivy [6 HP]
depicting an orange sun lies on the ground. 14 STR, 14 DEX, 14 WIL, Porcelain Wall. 10 STR, 12 DEX, 8 WIL,
• The doorway leads to a rotting tavern, once full of pilgrims Bite with fangs (d10) • There is no gate here. The wall is sturdy, 20ft high and Poison tendrils (d8)
and other travellers. The cellar is intact. • Looks like a desiccated corpse, guarded by Porcelain Soldiers. • Appears as per a thick,
• From behind the warded and barred cellar door, a clear, but moves like a trained assassin • In the middle of the village lies a ruined well, covered in vibrant covering of ivy.
well-spoken voice offers treasures for its freedom. • Critical Hit: Drain blood (d6 creeping ivy (see right). • Critical Hit: Paralyse and
• The Thing in the Tavern has no treasure, and offers only a damage to STR) • Descending 50ft down the well reveals a damp passage drag down into well
head start and a cruel smile to those that free it. running beneath the wall.

The Sister Stones Porcelain Gatehouse


• In shadow regardless of the • A grey stone wall cuts off the
time of day, a pair of menhirs head of the forested valley.
with a trail between them. • It takes its name from the
• Passing between the stones porcelain sentries which have
conjures images of moments guarded it for centuries.
where you were angry or cruel • A gatehouse is visible, the doors
to others, make a WIL save to having long collapsed. It is
avoid 1d4 damage to WIL trapped (see below).
• Passing outside the stones is • The wall is climbable, but
like forcing your way through crossing the battlements will
invisible chest-high mud. Make cause the sentries to attack.
a STR save to move forward. • Otherwise they will not attack,
• If you are able to clamber over but will change guard position
the stones, there is no barrier periodically, making for an eerie
other than the climb. spectacle.
Gatehouse Arrow Trap
• Left hand wall has numerous
holes, floor has pressure plates.
Old Ford • Arrows do d8 > d6 > d4 > 0
• An old but serviceable rowboat damage as they are depleted over
lies on the near shore. four attacks.
• As you start to cross, the river
spirit will greet you. 1d6 Porcelain Soldiers [6 HP]
• The spirit answers questions, 12 STR, 6 DEX, 12 WIL,
but only when you are in the Tarnished bronze polearms (d8)
middle of the river. • Stand sentry atop the wall
• It requires effort to keep pace with white, smooth porcelain
with the current. faces. They are partially covered
• There is a sudden waterfall in moss and lichen.
downstream around a bend.

Great Oak Cursed Oak [12 HP]


Bridge of Saints 2d6 Forest Goblins [4 HP]
• A substantial dead oak tree stands in the middle 14 STR, 3 DEX, 12 WIL,
• A long stone bridge is visible in the distance, decorated with of a riverside swamp. Lashing branches (d8 blast)
statues and carvings of the faithful of Statera. 8 STR, 12 DEX, 8 WIL, • A solitary path leads directly past the tree, on its • Once a venerable titan of the
• In the foreground lies the grass-covered remains of a small Wooden spears (d6) own small island. forest, now a dark shape in the
village, now used to pitch goblin tents. • Superstitious in general, • When close, bones and feathers can be glimpsed midst of a swamp.
• A stone statue of St. Rylan lies in the centre of the encampment, and especially of the in the nooks of branches and trunk. • Vulnerable to fire, as it clings to
and has been defaced to depict Goblob, The Best Goblin. statue's power. • Crossing via the swamp will require caution to unnatural life (the wood is dead).
• The statue’s staff still shines with magical light, and can be • Engaged in a drunken avoid becoming trapped within its depths. The • Cannot hear, but senses all save
broken off to create a Stone Torch of St. Rylan (see relics). revelry and competition. antlers of two deer who met this fate are visible. the slightest movement.
Lore, Secrets & Rumours 3. Rare berries of the mosslope tree,
valuable to an alchemist.
Reaching the Temple: Credits
(roll 1d6) 4. Stone bas relief of St. Rylan’s appearance
Beyond the Porcelain Wall an overgrown Words, maps and design are copyright
Martin Orchard, using Affinity
courtyard lies in front of the temple itself.
1. St Rylan was a follower of Statera. to the reed gatherers of Welmore Fields. The trees of the forest press in from all sides (affinity.serif.com) throughout with the
Goddess of balance, potters and vigilance and the flagstones are cracked in many exception of the map, made using
against evil. 5. Onyx fragment. Sword-sized with Wonderdraft (wonderdraft.net).
glimpses of swirling shadows within. places. Animal trails cross from all
2. Worship of Statera has long declined directions. More adventures, games and tables by
and she is no longer part of the official 6. Ceremonial temple vestments. The cloth myself can be found at:
is tattered but the gold thread shines still. The temple itself is built into the cliff face, pointlessmonument.itch.io
Imperial Pantheon. with the vestibule and doorway protruding
Illustrations are public domain from the
3. A great shadow has covered the Forest of
Dawn since ancient times. Once kept at
Relics (roll 1d6) out into the courtyard.
following locations:
The great iron doors of the temple will open oldbookillustrations.com
bay by both human and animal sacrifice. 1. St. Rylan’s Stone Torch. 3 uses. Provides at dawn (6am) on the day of the equinox and
inextinguishable light for 4 hours. Recharge: close 24 hours later. It is not possible to open oldbookart.com
4. The Temple worshippers used their faith Bless in the Temple of St. Rylan.
to render the shadow dormant, at least the doors by other means. A corridor with an This adventure is made for the roleplaying
whilst the temple was active. 2. Purple Goblin Berserker Mushrooms. 3 uses. elaborate mosaic depicting the holy life of game Cairn, by Yochai Gal. It can be found
All attacks are enhanced for 2 rounds then St. Rylan lies beyond. at cairnrpg.com
5. Archmage Hann of the Imperial Court user takes 1 fatigue.
visited the temple 33 years ago for his own Beyond, a great vaulted ceiling overlooks a
purposes. This included trapping the Thing 3. Porcelain Mask. 2 uses. Your face perfectly large and impressive central space, with a Temple of St. Rylan,
in the Tavern. matches someone you have seen for 24 finely-crafted tiled floor. Upon this surface, a built in a typical style
hours. Recharge: Whoever you copied ritual of great size and complexity has been of the IIIrd Emperor,
6. The Empire’s decline started around this swears an oath of loyalty to you. marked out with iron and copper etching. It some 400 years ago.
time as well. It is unknown precisely which runs between seven pedestals on which only
came first. 4. Pebble of the Raging River. 3 uses. When five silver spheres remain.
hurled at the ground creates a 10ft cube of
Treasures (roll 1d6) water at that spot. Recharge: Submerge in a
river for a year and a day.
On the far wall of the temple, besides a clean
but precise altar, a message is carved in an
1. Bronze torc and bracelets, many old-fashioned script:
centuries old. 5. Clay Cup of Statera. 3 uses. Drinking from
the cup allows you to sense evil up to 1 mile Welcome Travellers,
2. A finely crafted porcelain vase, away for 1 hour. Recharge: Create a new cup
miraculously intact. I am the last of the priests of St. Rylan. I beg of
as well-crafted as this one. you not to disturb the workings here nor the sacred
6. Gauntlet of the Pilgrim. 3 uses. A target you spheres upon their pedestals. They are all that
Hedera Sinister or ‘Creeping Ivy’ keeps the shadow within the forest from creeping
raise your palm to cannot approach closer
to you, although it can still attack. across this land, and the more that is taken from
here, the more that the magic shall weaken.
Spellbooks (roll 1d6) Searching the empty pedestals reveals a note
1. Wheel of St. Rylan. Human or smaller from Archmage Hann, dated 33 years ago,
target spins rapidly for 1 minute. promising that the two missing spheres will
be returned as soon as his ‘very important
2. Anger of the Forest. Target becomes work’ is complete.
furious with rage towards closest non-
plant creature. Lasts 1 hour. It is clear that the spheres themselves are not
only magical but also large (around 1 foot in
3. Brushwood Sneak. Your footsteps are diameter) and comprised of platinum as well
muffled for 8 hours. as silver. Certainly valuable enough to ensure
entry to the upper echelons of society.
4. Summon Wafers. A 5ft cube of bone dry
but nourishing flat bread appears. The various vestibules and antechambers
leading off from the main room may still
5. Tavernkeeper’s Charade. A pile of coins or have some treasures (though low in value
gems doubles in size for 12 hours. compared to the spheres). You will need to
6. Shadow Jump. Caster teleports 50ft, sort through centuries of detritus and
appearing in a puff of dark smoke. wreckage to find them.

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