The Realms of Senith: Secrets of Moredville
A campaign spin-off where the players are tasked with helping a founding character establish and defend a subterranean city called Moredville. Facing threats from untamed depths, political intrigue, and competing factions, the players focus solely on problems they can solve with their weapons. Still, their actions will shape the city's future and determine its survival. As the city grows, so do the challenges, and every decision will have a lasting impact on its development and the world around it.
Our huntsmen shut down the guardian, and the bandits outside come to realize where the huntsmen have gone to. The bandits run into the clockwork patrol and a fight begins just outside of the control dome. The huntsmen believe they could replace the control crystal, but how will they handle the chaos just outside of the dome?
Arsenal, Rakara, and Thia believe themselves to have found the real tomb of King Cecil in the process of being pillaged near the peak of Mount Bane. They take a detour into the tomb just outside a bandit encampment to investigate the situation.
Mayor Mored sends the adventurers to investigate something called "The Guardian" on top of Mount Bane. He also requisitions a flag for them to plant at the peak after they disable the construct that guards the peak.
The adventurers accept Raebee's challenge. With the promise of new abilities as a prize for completing her trial of skill they prepare to run the fairy's gauntlet in the fey to become true Crown Adventurers.
Cured of Lobin's curse, the adventures in Moredville continues. The kobolds of Lobinberg have become friendly with Moredville after their tyrant were-infected leader was defeated, and the adventurers handed out free silverware to the lizardly citizens. In the spirit of cooperation, the kobolds have asked the adventurers to help them fight "The Hermit."
Looking to investigate the kobolds' stories, Moredville sends the adventurers most familiar to the kobolds to look into it. The kobolds believe "The Hermit" to be a druid, and describe them as such. They describe a drow, but the Onyx elves wonder if it might be a lost one of their tribe.
The trio of adventurers arrive at their destination. They fight two giant spiders and two shapeshifters. The battle-hardened party rests and tends their wounds. Thia, practiced at navigating the mountain terrain, slips away to conduct stealthy reconnaissance.
Her keen eyes spot werewolves involved in a skirmish in the distance. Time presses them on and they make a dangerous crossing across a steep ravine, finding themselves within shouting distance of the ongoing battle as the rays of early dawn paint the surrounding valley.
Rakara is infected. Bitten by the late Lobin, her and her company are informed they need to hunt down a wild werewolf nearby to harvest materials required by the alchemists of Moredville to make a cure potion. The Onyx encampment in the valley offer to assist in the search, while the Artificers of Moredville give a questionnaire to Thia to fill out while traveling to describe her experience with the reawakened construct known as Arsenal.
Fresh from rescuing the spicemaster from the kobolds in the unexplored mines, Rakara is given her first assignment. Joined by an Onyx ranger and a rediscovered sentient construct, she is tasked with investigating and removing the kobolds from the mines, to prevent them from further antagonizing the good citizens of Moredville. They know you're coming.
Every day is a battle for control of Moredville and its precious minerals and machinery. People from all over the Kingdom of Tahin rush to the city with the hopes of discovering riches or glory. While the battle continues through the city between soldiers, settlers, and their undead or construct foes, the King's Huntsmen arrive: The Crown Adventurers.
You are one of these adventurers whose been tasked with scouting deep into the ruins of Moredville. You have just arrived at the gates and are prepared to meet the new citizens of the city, looking forward to finding your way into the dark depths.