From: Landmark 13 of the Whispering Void
- Guild Instructions: A strange object, pulsating with faint magical energy, was discovered near Landmark 13. Its origins and purpose are unknown. Retrieve this object and bring it to the Guild for analysis.
- Gold Reward: 75 Gold Pieces
- Uncommon Magical Reward: Potion of Resistance (choose an element): Grants temporary resistance to a specific elemental energy (fire, cold, lightning, etc.)
- Difficulties/Problems: The area is teeming with creatures attuned to magic, drawn to the object’s power. The whispers of the void may cause hallucinations or erratic behavior in unprepared individuals.
- For More Information: Consult with Arcanist Silas at the Guild’s Arcane Sanctum.
- Environments: Wasteland, possible ruins, areas infused with strange magical energy (terrain could be warped or discolored)
Here are some ideas to tailor quests to different focuses:
- Rescue Mission: Someone ventured too close to the Void and hasn’t returned (family member, fellow adventurer, etc.).
- Ingredient Hunt: An alchemist or herbalist requires a rare plant or substance found only near the Void, where the magical distortion has produced unique flora/fauna.
- Ritual Sabotage: Dark cultists are attempting to harness the Void’s power for nefarious purposes.
Tags: Retrieval, Magical Pulse, Void-Touched, Arcane Distortion, Whisperborne Beasts, Psychic Hazard, Object Instability, Extraction Mission, Wasteland Ambush, Sanity Strain
Registering for the Quest:
- Selecting the Quest: The party approaches the Guild job board and expresses interest in “The Void’s Echo” (or whichever quest they choose).
- Guild Clerk Assessment: The clerk confirms the party’s Tier and overall experience levels. They inquire if anyone in the party has previous experience venturing near Landmark 13 or similar sites.
- Warnings Issued: The clerk emphasizes the dangers:
- Unstable terrain with potential for injury.
- The Void’s psychological effects are unpredictable. They strongly recommend that any party member with known mental weakness or susceptibility to fear avoid this quest.
- Creatures drawn to the Void can be unusually aggressive and magically resistant.
Preparation Guidance:
- Gear and Supplies: The clerk recommends sturdy boots, plenty of water, rations, basic climbing gear and a few healing potions. They’ll provide a map of the general area, noting known unreliable sections due to the Void’s influence.
- Mental Fortitude: If the party hasn’t dealt with similar locations before, the clerk suggests a day or two of meditation practices and focus exercises to bolster the mind against unsettling influences.
- Writ of Questing: The clerk explains that the Guild can issue a Writ for basic, non-magical gear they lack. This functions as a line of credit and must be repaid upon quest completion, either with gold or retrieved items of equivalent value.
Logistics:
- Distance: The clerk estimates Landmark 13 is between a 3 to 5 days’ journey from the Guild, depending on the route chosen and the party’s pace.
- Time: They can’t give a precise estimate for quest completion. A simple retrieval might take only a day or two barring complications, but exploration or combat could extend the duration.
Additional Information:
- The clerk may offer to connect the party with people who’ve ventured near the Void before, either for hire as a guide or simply to get their firsthand accounts.
- If the quest involves retrieving a specific object, the clerk might have a vague description or a rough sketch to help with identification.
Important Note: The Guild emphasizes that even with preparation, the Whispering Void is inherently unpredictable. Success isn’t guaranteed, and the party should always prioritize their safety. If the situation becomes unmanageable, they are advised to retreat and report their findings rather than risk their lives.
Mood setting excerpt from:
Wyrm-Wrought Wyrd: Perils of the Unseen
Chapter XII: The Gaping Wound of Oblivion
In ages eclipsed by time’s dim veil,
Where titans clashed and cosmos did wail,
The fabric of worlds was torn asunder,
And birthed a chasm, a blight of wonder.
The Whispering Void, its dread name be,
A place where shadows twist and writhe free,
Whispers of loss on chill winds are borne,
Echoes of souls forever forlorn.
Here madness creeps, a poison unkind,
Corrupting reason, unraveling the mind,
Those who linger, by shadows embraced,
Their spirits wither, their sanity effaced.
Yet, fools do seek this cursed domain,
Lured by knowledge, or whispers of gain,
But in the abyss, a cruel truth they find,
Some treasures are best left behind.
Let those who venture, with hearts bold and bright,
Heed ye this warning, and fear the Void’s night.
For within its depths, where darkness does dwell,
Lies a path that leads to one’s own living hell.
Guide Manager’s Notes: The Void’s Echo
Premise: An object of unknown origin, pulsating with magic, has been found near the Whispering Void. The Guild needs it retrieved for analysis. The quest is a blend of exploration, potential combat, and overcoming the unsettling influence of the Void.
- Step 1: Journey to the Wastes
- Guide the party through the arduous trek to Landmark 13. Emphasize the harshness of the wasteland, occasional bizarre landmarks (twisted trees, warped rocks, etc.) due to the Void’s influence.
- Random encounters are possible: territorial scavengers, creatures warped by Void magic, or even wandering souls drawn to the party’s life force.
- Step 2: Whispering Surroundings
- As they near the Void, the whispers intensify. Play up the unsettling atmosphere. Sporadic rolls for Wisdom saves might be needed, with minor psychic effects on failure (headaches, disorientation, flashes of unsettling imagery).
- Step 3: Discovery
- The object is found in a surprisingly mundane spot – a broken statue’s hand, beneath a windswept boulder. It emanates a soft hum and a strange warmth.
- Upon picking it up, a surge of magical energy ripples out, attracting attention…
- Step 4: Ambush!
- Creatures attuned to the object’s magic attack! Adjust the number and difficulty to suit your party. Possibilities include:
- Packs of spectral wolves
- A Void-infused elemental
- A shadowy scavenger drawn by the object’s power
- Step 5: The Gauntlet
- The party MUST fight their way out while carrying the object. Emphasize that retreat is the only option. Every so often, the object pulses, attracting more trouble.
- Step 6: Moments of Respite
- Allow brief rests along the retreat. The object grows heavier with each surge, signifying its increasing instability.
- Use these moments for potential roleplaying as the Void’s whispers get stronger, preying on insecurities or past traumas.
- Step 7: A Desperate Choice?
- Introduce a complication: a chasm blocks their path, or a sudden storm. They could potentially sacrifice the object (destroying it) to gain a temporary advantage (manifesting a magical bridge, calming the storm, or momentarily disorienting pursuers).
- Step 8: Escape from the Void
- The final stretch is a race against time. If the object hasn’t been destroyed, its instability increases with each pulse. Emphasize the danger of it detonating in their hands.
- Step 9: Return to the Guild
- Success depends on what they bring back:
- Intact Object: Full reward, much interest from the Guild, potential follow-up quest hooks.
- Destroyed Object: Reduced reward, but valuable info on the Void’s energy.
- Nothing: Minimal reward, but they learned a harsh lesson about the Void.
- Tips:
- Atmosphere is key! Use evocative descriptions, eerie sound effects (if possible), and emphasize the psychological strain.
- Tailor each encounter for your party’s strengths and weaknesses.
- Be flexible! If players take an unexpected approach, reward their creativity.
