The Realms of Senith: Adventures in Orventa
Ambitious, young King Vince forms teams of adventurers to solve regional problems in his kingdom. Despite political pushback, these adventurers gain popularity and financial independence after discovering a lost dwarven city, Moredville, becoming a key asset under the King’s direct control.
The teleported expedition returns to Razor Castle to find it in disarray. The adventurers' timely return puts an end to a secondary expedition put together to come "rescue" the King, one that Mored himself was to lead. Things settle down and the returning heroes prepare for their next adventure.
The threat from Senith's own moon casts a looming shadow, pressing the Grand Expedition forward. They charge into a waterlogged, steam-filled chamber, eager and determined to end this left-over scheme from their slain foe, only to be greeted by an astonishing sight—an abomination like no other. This creature, half clockwork, half mummy, half dragon, greets them with a dazzling beam of plasma.
Mhaeve swings the door open, and Velites George leaps forward without hesitation, cutting off the cyborg-dragon's advance by absorbing its full plasma blast. With courage surging, Phillip, Aemier, Wiley, Grungar, Olita, Mhaeve, and King Vince dive into the fray, their attacks landing solid hits. Quickly it is clear—this is no ordinary fight. The creature repairs itself, its half-mechanical, half-undead brain guiding powerful strikes with attached dragon-bone claws. Each stomp shakes the room, sending magical ripples that briefly throw the party off balance.
Despite the formidable foe before them, there's an undercurrent of excitement. One can't help but think back to the quirky game of "Crappy Nameday" with Emeraldor—perhaps his way of giving them a lighthearted farewell. The allies they've made might have helped before, but this moment—this battle—is entirely theirs to win. And the team stands firm, facing their greatest challenge yet with hope and strength in the face of this fearsome monstrosity.
Strange humans with technological devices attempted to ambush the adventurers. Perhaps this was the last interruption as the adventurers investigate what device threatens Senith and how to disable or destroy it. Then, maybe the vault's contents would be free for the taking now that the weirdos are gone.
The adventurers attempt to get their bearings of where they are after passing through the portal. They find schematics for a large arcane drill, the only hint they've found so far.
The adventurers decide to activate the portal themselves and venture forth in a fortnight. The wedding comes and goes, and they travel to the east. They arrive at Razor Castle, held by House Tan. Within the basement of the main keep, sages, templars, and arcanists gather to place the runes into the device and activate it.
The victorious adventurers return to Elkwood palace just in time for the upcoming wedding. They await summons to court to render their thoughts about what should be done with the "Dimensional Conduit," which is a configurable arcane circle used for very distant teleportation within the same plane of existence.
The adventuring party correctly configured one of Banedur's many teleportation devices and found his regenerative area. However, their lost comrades have been connected to his lair and seem to be empowering him and his magical devices. Joined by a city guard from Karast, the adventurers find themselves facing off against Banedur and his undead horde, with only a promise from a strange individual named Emeraldor that they would help as much as they can.
Believing themselves to be fugitives of the law, the adventurers decide to check out the abandoned Banefoot Estate, the ancient home of a cursed dwarf clan.
Adventurers travel to Karast, Erevan's home city, to hunt down information about Banedur's heritage as they search for a way to end his haunting of Mored and Moredville.
The group is then joined by Louie, a King's advisor. Mored presents a bill for the damages caused during their adventures, leading to an argument about who should pay. The group decides to proceed with the adventure, heading to a dungeon suggested by Louie.
Generic retires to the woodlands of Moredville, but the adventurers press on with Mored after he apologizes to the party for being charmed by the mummy lord. The party notes that Generic leaving the party was more of a problem than Mored attacking Elkwood forces with a clockwork dragon and a force of other constructs.
The party hopes Mored will have information that will help them take the city and find Banedur.
The party is welcomed outside of Banedur by a large party of undead, offering a dinner with the mummy lord Banedur. The temple offerings have allowed him to present them a banquet, even hiring living entertainers.
The adventurers must sift through the various rumors and stories they are told about the Witches of the Woodlands, discovering quickly that their situation is even more dire than they thought.
The adventurers have arrived at the Royal Court of Alvinia and gained entrance with the crown seal. Having played their theme song for the banquet hall below to announce their arrival, they enter the audience chambers of the Archfey of Witchroot Woods.
Time itself has seemed to have reversed, the thick forest now curated and with several traveled paths that lead to the event, as well as revealing a large courthouse beyond the great gardens. The adventuring crew find themselves attending the Witchroot Fair to gain access to the Royal Court of the Arch Fey Alvinia, last seen attacking Diamond's spirit-bonded tree.
Our adventurers find themselves at a royal palace in Elkwood. As they navigate the interplay of loyalty and ambition, a new member joins their ranks, promising to add depth to their quest. Amidst renovations, whispers of a dire plague, challenging the party's resolve and unity. Will ancient magic and fey mysteries fortify their bonds or unravel their goals?
In this liminal episode, join our adventurers as they navigate the mysterious ruins of a forgotten Dwarven city and the ancient legacies buried within. They find themselves on a path that could alter the fate of both the living and the undead. With a blend of magic and stealth, this journey into the heart of darkness is more than just a quest—it's a delve into the intricate dance of destiny.
The adventurers rappel themselves into the well to begin exploring the mine shafts, believing them to lead to an ancient, dwarf city. Many of the shafts are collapsed, leaving most ways blocked. They spend several hours traversing deeper into the earth until finally coming to a large fissure. There is a ledge to follow, with rigging and ropes hanging from far above. By their own maps, the adventurers are below Mount Crista.
Across the fissure is an opening on the face of the rock, lined by several heavy-duty lifts for minecarts. Within this large room is the grand forge, with many anvils and hammers surrounding it. There are remains of dwarf warriors there, long dead, and their armors covering the bones of the brave who made their final stand here against foes unknown.
Moving safely across the deep fissure takes time as the group prepares reliable rigging to cross with, using grappling hooks to anchor lines across. They arrive, one by one, on the edge of the Crystal Forge of Banedur. The silence, and the still, damp air, greets them.
The royal court has granted audience to hear your birth-home’s most pressing needs. The issues of your city or village will be addressed by the King of the Realm of Tahin, His Majesty Vince the Plain. You know him to be a young human, new to power following the recent passing of his father. His father was well respected, with few controversial decisions, known for his kindness and mercy. This hearing might be the first step of a similarly minded prince as he takes the throne to rule Tahin.
You have traveled to the city of Elkwood, the capital of your realm, either as the representative of your birth-home, or an assistant. You can see the palace from your window at the Stagehand Inn and Tavern. The inn is a very high class establishment, being a four-story lodging facility, with a rather elaborate bar, boasting patrons of nobles and famed bards and actors. It is stationed next to the great Theatre of Orventa, a coliseum boldly named after the continent as it can hold and serve the largest audience. Your stay has been paid for by His Majesty himself as a welcoming gift.
Tomorrow morning, you are to be summoned to court for your hearing before the King. From passing information and gossip, this will be his first official appearance since being crowned. Nobody knows what to expect, so naturally the inn is full of many nobles, important merchants, and other interested parties from around the realm who plan to attend His Majesty’s first officiating, hoping to get a glimpse of what is to come.