The continent of Artemis
Artemis is a large continent that is divided into four main regions. In the north lies a vast, untamed wilderness filled with fierce barbarian tribes and dangerous creatures. This region is largely unclaimed and untamed, and it is a land of harsh extremes, with frozen tundras, towering mountains, and dense forests.
In the center of Artemis are two kingdoms, Anthema and Eluthia, who have been locked in a bitter struggle for power and influence over the continent for generations. The border between these two kingdoms is heavily fortified, and there are constant skirmishes and battles between their armies. The people of both kingdoms are proud and independent, but their leaders are corrupt and ruthless, willing to do whatever it takes to gain an advantage over their enemies.
In the south lies a vast and arid desert known as the Desert of the Three Sisters. Despite its harsh conditions, this region is home to three oases that are crucial to the survival of the people who live there. The people of the southern desert are hardy and resourceful, but they are also fiercely independent and distrustful of outsiders.
Westport
Westport is a bustling port town located on the western coast of Artemis. It is a melting pot of different cultures and peoples, and it is a hub of trade and commerce. Despite its relative prosperity, Westport is not without its dangers, and it is home to many smugglers, pirates, and other unsavory characters.
Quest 1: A merchant in need
The players are hired by a wealthy merchant named Thalgrim Ironheart to investigate a series of mysterious disappearances that have been plaguing Westport. According to Thalgrim, several of his ships and trade caravans have vanished without a trace, and he suspects that something sinister is afoot. He offers the adventurers a generous reward if they can uncover the truth behind the disappearances and bring the culprits to justice.
Upon further investigation, the players discover that the disappearances are not isolated incidents, but are part of a larger pattern of strange occurrences that have been happening throughout the region:
A sailing ship called the Soleil Royal transporting goods to the western outpost went missing
A group of merchants that where expected to arive in Westport 3 weeks ago did not arive
A rare and priceless diamond, known as the "Star of Artemis" was stolen from the local jeweler in Westport
An ancient tome of magical knowledge, said to hold the secrets of long-forgotten spells and enchantments, was taken from the library in Anthema by unknown thieves
A powerful artifact, a sword said to have been wielded by a legendary hero of Anthema, was stolen from the crypts beneath the cathedral in Westport
„I was walking home from the tavern late at night when I heard shouting and screaming. When I turned the corner, I saw a group of bandits attacking a merchant's stall in the market square. They were armed and dangerous, and the poor merchant didn't stand a chance. I quickly hid behind a nearby building and watched as they looted the stall and ran off to the harbor. It was terrifying to see something like that happen right in the middle of town, and I hope the guard can catch those criminals soon.“ - A commoner from Westport about a bandit raid
„We were on the road from Westport to the next town when I heard the roar of a beast. I was too scared to move, too scared to even breathe. Then I saw it. The beast was enormous, with scales as black as night and eyes that glowed like embers. Its wings were the size of sails and it had teeth as long as my arm. It swooped down and breathed green glowing fire, turning everything it touched to ash. I ran as fast as I could, but it was like the beast was toying with me, always staying just behind me. I thought I was going to die, but then it suddenly disappeared. I don't know how I survived, but I know I'll never forget that beast for as long as I live.“ - A survivor of an attack on a caravan outside of town
As they delve deeper into the mystery, the players uncover evidence that suggests that the disappearances are linked by the following criteria:
All of the missing persons and stolen items seem to be connected to trade routes or areas near the coast
Most of the disappearances and thefts seem to coincide with the appearance of a strange, mysterious fog that rolls into the area right before the attack
The missing persons and stolen items all have either some kind of magical significance or are quite valuable
As they continue their investigation, they hear different accounts from witnesses about a "furious beast" and some more stolen items. They realize that the missing ships and caravans had something in common - they were all carrying valuable or magical items. Eventually, they come across a witness who saw the bandits run to the harbor after a raid. If they investigate there they will hear about some unusual activity in the harbor lately. Ships arived with mysterious goods that where transported to an Inn called The Rusty Anchor.
The Rusty Anchor
The GM may read the following part to his players:
As you enter the Rusty Anchor, you are greeted by a dimly lit and smoky room. The smell of stale ale and sweat hangs in the air, and the sound of raucous laughter and clinking tankards fills your ears. A group of rough-looking patrons huddle around a table in the corner, their eyes darting to the newcomers with suspicion. The room is lit by a few oil lamps hung from the ceiling. The walls are made of rough-hewn stone, with a few wooden beams supporting the ceiling. The floor is made of rough wooden planks, and there are a few tables and chairs scattered around the room. The bar is located at the far end of the room, with shelves of bottles behind it. Behind the bar, a grizzled half-elf with a balding head wipes down a tankard with a dirty rag. He looks up at you, his expression hard and unwelcoming. A few other patrons glance your way, but quickly turn back to their drinks.
Overall, the atmosphere is tense and unwelcoming. It's clear that the adventurers are not going to be welcomed with open arms. If they order a drink and sit down, they will start overhearing some conversation. The words are muttered and most of the sentences get drowned out by the other patrons, but the phrases „We need to get this done“ and „the cellar“ seem to be a recurring theme.
Soon after hearing that, some thugs walk up to the adventurers and ask them „politely“ to leave. If they refuse, the patrons grow increasingly angry, and soon a few of them draw weapons, demanding that the players leave immediately. A tense standoff ensues, and it's clear that violence is about to break out.
If they obey and leave the Inn: The patrons watch them closely as they gather their things and head for the door. One of the patrons, a burly man with a scar over his eye, stands up and follows them out, keeping a hand on the hilt of his sword the entire time. As the players step outside, they can feel the eyes of the patrons following them, and they get the sense that they're not welcome back.
If they stand their ground: The patrons are not looking for a full-on brawl, as they don't want to draw too much attention. They prefer to use subtle techniques to get the adventurers to leave. They start by trying to intimidate them, using their numbers and weapons to create a threatening atmosphere. If the player characters refuse to back down, they will start using non-lethal attacks to subdue them, such as grappling or hitting with the flat of their weapons. However, if the heroes continue to resist, the gang members will escalate to using lethal force, where 3-5 members of the local Blackclaw gang attack the group.
Blackclaw Gang Member
Medium humanoid (any race), any non-good alignment
Armor Class 12 (leather armor) Hit Points 10 (3d6) Speed 30 ft.
STR 13 (+1) DEX 12 (+1) CON 10 (+0) INT 8 (-1) WIS 10 (+0) CHA 8 (-1)
Skills Stealth +3 Senses passive Perception 10 Languages any one language (usually Common)
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+1) slashing damage.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6+1) piercing damage.
Equipment: Leather armor, scimitar, shortbow with 20 arrows, thieves' tools, 5 gold pieces.
After the adventurers successfully fought off the bandits at the Rusty Anchor, the two remaining patrons of the inn are in shock and fear. The bartender, who had previously been hostile towards the adventurers, is now grateful for their help and offers them free drinks and food. It seems, that the bandits had threatened him and used his Inn as a hideout. He tells the adventurers, that more of the bandits are waiting in the cellar under the building.
The bandits that the adventurers defeated are lying on the ground, unconscious or dead. The adventurers can search them and find a key that unlocks a trapdoor behind the inn leading to the hidden cellar.
The hidden cellar
As the adventurers open the trapdoor and descend the ladder, they find themselves in a small room with a low ceiling. The air is damp and smells of mildew, and there are a few torches on the walls, providing dim light. The room is mostly empty, with a few crates and barrels stacked against one wall, and a table with a few chairs in the center of the room.
The crates and barrels seem to contain supplies for the bandits, such as food and weapons. There are also a few scraps of paper and parchment lying around, with notes and lists written on them, as well as a map of the surrounding area with the northern coastline marked with an X. The table has a few coins scattered on it, as well as some cards and dice, indicating that the bandits used it for gambling.
There are two doors leading out of the room, one to the left and one to the right. The left door seems to be made of sturdy wood, while the right door is old and rusted, with a faint creaking sound as it moves.
Behind the left door: As the adventurers approach the wooden door, they notice that it is slightly ajar. Upon pushing it open, they see a room filled with shelves and crates. The shelves are filled with all sorts of goods, from food and clothing to weapons and magical items. However, it quickly becomes apparent that many of these items are stolen or acquired through other illicit means.
The room is dimly lit by a few torches on the walls, and there are 5 bandits scattered throughout the room, taking inventory of the goods. As the adventurers enter, the bandits draw their weapons and prepare for a fight.
The bandits have the same statblock as above. One of them is slightly bigger, he seems to be the leader of the group. He has a more heavy armor (+2 to AC) and double the hit points (6d6 or 20). In his pocket there is a note:
Note in one bandits pocket (written in thieves cant): „Next meeting with the collector is in three days at the usual place. Be sure to bring the goods and keep a low profile. The boss is getting impatient and we don't want to disappoint him. Keep an eye out for any suspicious activity and make sure the coast is clear before you arrive.“
Behind the right door: As the adventurers push open the creaking, rusted door, they are hit with a musty smell and feel a draft of cold air coming from within. The room beyond is dark, but they can see a flicker of light in the distance, indicating some source of illumination. As they move forward, they notice that the walls are damp and covered in mold, and the floor is slick with moisture.
As they approach the light, they can see that it's coming from a small brazier, the only source of warmth in this cold, damp room. In the center of the brazier, a small flame dances, casting flickering shadows on the walls. The room is otherwise empty, save for a few old crates stacked in the corner. The crates appear to have been here for a long time and are covered in dust and cobwebs.
Hidden Pathway: There is a hidden pathway in the second room, behind the pile of crates. If the players inspect the crates, they may notice that one of them is slightly out of place, and if they move it, they will reveal hidden tunnel. It is only 5 feet long before opening up into a large, circular room with some more stolen goods and a small treasure chest full of fine gemstones. The air is thick with dust and the faint scent of old books.