Seven Silver Spheres
Seven Silver Spheres
Seven Silver Spheres
Spheres
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.