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spellarena · 1 year
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Save Tide’s End from being washed away by a giant wave!
Tide’s End may seem like a quaint, peaceful city with a robust port for trading exotic goods, but today it’s the epicenter of a crisis. A powerful wizard out at sea is chanting a dangerous spell meant to create a giant wave to wash away Tide’s End. The mayor begs you, a group of adventurers, to protect the settlement from the impending doom. In exchange he offers you a bag of gold coins.
Many of the citizens have already abandoned Tide’s End to seek refuge deeper inland. Enticed by the promise of the reward, however, you decide to stay. You board a ship and sail toward the wizard’s location, despite the dangers of the spell and the sea.
A battle starts between the ships as the wizard’s crew doesn’t want you to approach their master. Will you be able to defeat the villain and protect Tide’s End?
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Adventure Hooks
A wizard wants to sink Tide’s End under a giant wave. The mayor asks you to protect the settlement in exchange for a reward, and you agree to his offer.
In a nearby cove, a group of merchants has been taken captive by the merfolk. You accept a quest to rescue them.
In the sewage system underneath Tide’s End a dangerous monster lurks. Many people have disappeared, and you're tasked with getting rid of the menace.
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spellarena · 1 year
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Take a lesson at the University of Magic!
Your mage has decided that he would like to learn more about alchemy, and so he has applied to the University of Magic in the capital. You accompany him to a rounded Mage Tower to register for an alchemy class. While your friend takes the lesson on the ground floor, you venture to the second floor to browse the books in the library. The collection of tomes is vast, but most of them are incomprehensible to you. The texts are too advanced for your average adventurer who is not a wizard.
You decide to get some fresh air instead, so you go to the third floor. There, you witness a mage performing a summoning ritual. Some familiars have already been called forth and now sit in cages encircling the mage.
The magic flashes bright red, and this time the wizard screams. Instead of the baby gryphon he was trying to summon, a demon has come forth. This threat is a matter for you to handle  – you have to slay the fiend!
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Adventure Hooks
You explore the University of Magic’s tower. On the top floor, a magic ritual goes wrong and you have to fight against a demon.
You are permitted to take part in the alchemy lesson. Though your mage carefully explains to you what to do, you decide today is the first and last time you’ll perform this sort of activity. Alchemy is far beyond your area of expertise.
The books in the library of the Mage Tower become animated and start attacking the students. You’re called on to help save the young mages.
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spellarena · 1 year
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Battle the scarecrows near Peter’s farm!
“The scarecrows on my field have become animated. Please do something about them!” Peter, the owner of the farm, begs you to help him out. While the money he offers isn’t much, you can’t find it in yourself to refuse his desperate request.
You leave his small house and pass by the barn. To your left there’s a large apple orchard. From here, you can already see the scarecrows prancing around in the wheat field in the distance. You run up to face them. They don’t prove to be much of a challenge; more like a nuisance really. All in a day’s work.
After the fight, Peter invites you to partake in a hearty meal and apple cider. He asks you about your adventures, and you gladly tell him your stories.
“I unearthed this strange artifact the other day in my field. Ever since then, the scarecrows have been attacking.” The farmer shows you a piece of what seems to be a tablet.
This artifact could be a remnant of an ancient civilization, so you decide to take it to the capital for the researchers to study. Hopefully the release of the curse was just a one-time occurrence. You don’t want your items to become animated as well.
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Adventure Hooks
The scarecrows in Peter’s field have become animated. The farmer asks you to take them down.
You help Peter out in the field where you find more pieces of the ancient tablet. Suddenly your weapons become animated and start attacking you.
A festival takes place at Peter’s farm. You let yourself have some time to relax after your adventures.
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spellarena · 1 year
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You think you’re in for a peaceful night, but when you awaken you find that the artifact you acquired on your last adventure is missing!
On your last adventure you gained a glorious artifact – the Crown of the Fallen King. Tonight you’ve been sitting by the fire, talking about how successful you were in the fight. After assigning who will be on watch at what hours, those of you not on duty yet lie down inside your tents. Somehow your sleep tonight is heavier, and in the morning you realize you didn’t rise for your watch. Your party’s rogue, who had first watch, wakes up in pain from a night spent in a sitting position while likewise sleeping deeply. The party’s mage determines a spell must have been cast on you.
The fact that your camp has been ransacked becomes apparent instantly. Your bags have been opened and discarded haphazardly. Rations lay scattered around in the grass. Your weapons have been carelessly thrown amongst them on the ground. Reality hits hardest though when, after a full inventory of the items that remain, you fail to find the artifact from your last adventure that you worked so hard to acquire. Whoever looted your camp must have come specifically seeking the crown.
Footsteps on the ground indicate the direction the thieves went, so you pack your belongings and head after them. There’s no other way to deal with the situation – you won’t stand for being robbed!
Adventure Hooks
The artifact you worked so hard to get has been stolen during the night, and your camp has been ransacked. You must find the person responsible!
During the night, goblins attack you – but in far greater numbers than usual. You run away to safety, but when you return you find your camp ransacked and some items missing. Getting revenge on the greenskins who robbed you will require a careful plan.
While traveling on the road you come across the ransacked camp of a group of villagers. They cry that they’ve lost their most prized heirloom to a group of bandits. They show you which way the thieves went. Will you get that artifact back for the miserable travelers?
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spellarena · 1 year
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Explore the underwater world of the beautiful coral reef!
One of your adventures takes you underwater in search of a shipwreck which houses a powerful artifact. Getting distracted from your quest isn’t easy though when you come across the area’s dazzlingly colorful coral reef. The beautiful structure teems with life as fishes and sea creatures swim around, hiding in the corals and foraging for food. You stop your adventure for a moment, taking in the gorgeous sight.
Suddenly your peace is interrupted when an enraged shark swims your way. Underwater combat is not your forte, but you’re too late to escape the creature. You prepare yourselves for a fight, hoping your mage’s powers will work underwater.
After defeating the shark, you resume your adventure, still hoping to find the treasure you seek.
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Adventure Hooks
You come across a wonderful coral reef and stop to admire its beauty, but you are attacked by a vicious shark.
The Ring of the Far-Traveler is hidden somewhere in the coral reef. You need to explore the area to find the artifact.
Traveling in search of a powerful item in a shipwreck, you come across a dazzling coral reef. For some reason though, the reef is devoid of life. Your mage senses that powerful magic is at work here. Who could have placed such a curse on this beautiful reef, and for what reason?
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spellarena · 1 year
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Catch the thieves in the narrow alleyways of Blissborne!
Today your task is to catch the group of thieves who have stolen the Goblet of Kings from King Lucius’ Royal Treasury. Your search takes you to Blissborne’s commoner district. You walk through the alleyways, looking left and right, trying to spot the person you were pursuing in the crowd a moment ago. They were covered head to toe in grey cloaks; a common sight in this city.
Market stalls have been set up all along the storefronts here. One person is selling shoes, another person is selling honey. However, these wares don’t interest you right now. Your eyes are on the prize – the sum of money you will receive for catching the thieves.
You spot a suspicious individual turning left at the nearest junction. You follow, ducking below the laundry hanging between the townhouses. The person starts to run, and so do you. You chase them into a dead end. They turn around, taking off the cloak. A handsome elf with long blond hair stands before you. “I��m not going to give up the goblet to you without a fight”, he states before conjuring a ball of fire in his hand. Combat against him should be easy once you get up close and personal with the sorcerer, but will you be able to dodge the fireballs he throws at you so you can approach him?
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Adventure Hooks
You’re chasing a group of thieves who have stolen the Goblet of Kings from King Lucius’ Royal Treasury. You find one suspicious individual and chase him into a dead end, but the elf won’t go down without a fight.
There’s a festival happening in Blissborne, and the streets are crowded. At one point you realize you have lost your pouch full of hard-earned gold. You see the thief disappear into an alleyway, and you chase after them. Will you be able to catch them and get back what rightfully belongs to you?
The festival in Blissborne is known for its delicacies – sweets and honey. You venture between the stalls, sampling what the city has to offer, when suddenly you find a crying child. The girl has lost her mother. Will you be able to locate the missing parent?
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spellarena · 1 year
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Make a pilgrimage to the famous shrine where you can pray to the Angel of Peace!
The most famous deity of the land is the Angel of Peace, a being said to have ended the conflict between two warring kingdoms by descending from the sky and turning away both armies. After the miraculous event, called the Peaceful Battle at Mosdame, the Angel returned to the sky. In the place where he cast his Spell of Peace, a shrine was erected. That temple is now the destination of many pilgrimages.
Since some members of your party are religious, you decide to pay your respects to the Angel together. When you arrive at the shrine, some devotees are already sitting on the benches, awaiting the ceremony that is performed every hour at the statue of the Angel. You take your own seats and join them. Soon the priest comes, and the chanting starts. At the end of the ceremony, the Father blesses everyone with magic. You instantly feel a sense of peace come over you – a reminder of the time the Angel used a much stronger version of such a spell.
Even if you’re not a believer, the festivities are nice to watch. After the ceremony you go to a nearby tavern and eat a hearty meal, reminiscing with stories from your adventures. It’s good to take a break from hunting monsters and bandits every now and then.
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Adventure Hooks
You come to the Shrine to the Angel of Peace to take part in the festivities. A priest blesses you with a Lesser Spell of Peace as a reminder of the magic the Angel used against the fighting armies at the Peaceful Battle at Mosdame. You feel like this ceremony is a delightful break from adventuring.
The Oasis at Mosdame hides the Shrine to the Angel of Peace, and you’re visiting the location today as a stop along your journey. A bunch of devotees are already gathered, but you approach the statue regardless. When you touch the holy monument, the ground shakes, and a voice booms from the sky, “Who dares disturb the sleep of the Angel of Peace?” Maybe putting your hands on the sculpture wasn’t such a good idea after all?
Pancratius, a scholar in the matters of the divine, wants to be brought to the ruins of Mosdame to investigate the forgotten Shrine to the Angel of Peace. On the way, he tells you the story of the Peaceful Battle of Mosdame. He’s a true chatterbox, so you’re glad when you finally arrive at your destination. However, it seems some cultists of the God of War have taken up residence in the ruins. Will you fight these heretics, or will you bargain with them for access to the shrine?
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spellarena · 1 year
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Solve the case of the missing chickens!
“My chickens have gone missing,” an elderly villager calls out to your party as you enter Everton, a quaint village by the road to Blackwoode. There’s an inn to your left and a temple to your right. In front of the temple stands a priest along with the elderly lady who has now successfully gained your attention. You had planned to stay the night at the inn and not do anything important for the rest of the day. However, the woman runs up to you and takes your party leader’s arm in her hand. “Please help me!” She cries out. “The priest doesn’t want to aid me! Please, dear adventurers, help a woman in need!”
By the garb on her back, you can tell she’s not rich which means she’s probably not going to be able to pay you much for your time, if anything. It’s not like you have anything better to do though, and night hasn’t fallen yet, so you decide to hear her out. “I’m sure Jeremiah has my chickens! He lives in the middle of the village by the small lake! But he’s a ruffian! I can’t go to him to get my dear babies back alone.” In light of her story, you decide to escort the grandma to Jeremiah’s house.
When you knock on the door, a tall, burly man opens it. “What do you need from me?” His voice is as low and booming as you’d imagined.
“Jeremiah, I know you have my chickens!” The elderly woman calls out from behind you, looking more sure of herself now that she has brought armed forces to aid her cause.
“I don’t have your chickens, Sandra,” comes the giant’s reply. “But Lara might know something about them – she’s your neighbor after all. Why is it that every time something goes missing, people think I’m the devil responsible?”
You couldn’t say, for he seems like a kind man to you even though he looks like a bandit with that giant scar on his face. He’s seen some combat, that’s for sure.
Sandra escorts you to Lara’s house next. The woman who opens the door has her red hair in a braid. Her slightly pointy ears tell you that she’s a half-elf. She’s rather pretty as well.
“To what do I owe the pleasure?” When she opens her mouth though, you quickly realize she’s likely not known for her sunny disposition. Her words are full of venom.
“Lara, you have stolen my chickens!” Grandma explains.
You let out a collective sigh. Hurling the accusation at the half-elven woman surely won’t net good results.
But the redhead’s expression changes to a malicious smile. “That I did. So what are gonna do about it?”
“I will have these able-bodied men and women get them back for me!” Sandra calls out behind you.
A flame appears in the half-elf hand. “I won’t give you back the chickens without a fight.”
Is that a fireball she’s cooking up for you? What is a sorcerer of her caliber doing in this middle-of-nowhere village? However, there is no chance to think about the why-s and how-s. It’s time to fight! For the chickens! Or for the safety of your own hides – at this point, self-preservation has likewise become a crucial factor.
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Adventure Hooks
You investigate the matter of some stolen chickens. Your questioning leads you to the house of Lara who turns out to be a sorceress. She won’t give back Sandra’s chicks without a fight!
The temple in Everton is having trouble collecting this month’s alms from the villagers. The priest has asked you to walk around the area, requesting the sacks of flour that are due. Some villagers will need to be intimidated or persuaded though, as they don’t seem to want to pay.
It’s the flower festival in Everton, and everyone is supposed to give out flowers. If you want to partake in the festival, you should walk around the village and participate in the flower exchange. There will be a reward for the person who has the most blossoms at the end of the day.
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spellarena · 1 year
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Survive the visit to the Royal Treasury!
The dark of night has fallen over the land when you approach the Royal Treasury, shrouded in shadows. Your party’s rogue opens the door with his lockpick. The lock is complicated, but after a few attempts the path before you finally stands clear.
You remember the task – find the Goblet of Kings and bring the relic to the rich widow, Graciana, who has hired you to steal it. You don’t know what Graciana wants to do with the goblet or what motivated her to request the theft. All that matters to you is the coffer of gold she promised in exchange for the item.
You put the guards to sleep, and now you open the door to the treasury. The sight of gold piles galore welcomes you. Gems are scattered around as well, and two large coffers full of rubies, emeralds and sapphires stand by the walls. Amongst the riches are also magical artifacts such as elaborately engraved swords and maces. You whisper amongst yourselves: would it hurt to carry more than the goblet out of here? You decide you should at least stuff your pockets with as much gold as you can carry.
When you approach the nearest gold pile though, a sword, a hammer and an axe rise from the ground, pointing their sharp edges at you. The weapons are the real protectors of this place – they are alive! And they won’t just let you take anything without a fight.
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Adventure Hooks
You go to the Royal Treasury on behalf of Graciana, a rich widow, who wants you to steal the Goblet of Kings. Once you’re inside, you witness a peculiar sight: the magical artifacts are living weapons, and they won’t let you get away without a fight.
King Lucius wants to move the Royal Treasury. While the task is not really one befitting adventurers, you accept the job of packing all the riches in bags and transporting them to the new building.
King Lucius wants you to pick your reward for the latest quest you’ve completed for him. You accompany him to the Royal Treasury where you see all manner of gold and artifacts. Picking just one item won’t be a simple task.
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spellarena · 1 year
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Beware while camping near the lake monster’s home!
You find a good camping spot by a lake. Little do you know that the waters are home to a fearsome monster. While you’re cooking dinner, the creature springs out of the lake! The monster’s body is shaped like a giant whale, with silver scales glistening in the light of the setting sun. The sight makes you both fearful and amazed.
The monster wends toward you, stopping before the water becomes too shallow. Even from this distance though, you see it has intelligent eyes filled with curiosity. The creature is just as surprised by your presence at the bank of the lake as you are by its appearance here. You decide to enter the waters and move closer, speaking to the whale in the common tongue. It doesn’t reply, but its eyes show understanding.
Soon one of your party becomes brave enough to sit on the whale’s fin. The creature takes you on a swim, diving below the water. The experience leaves you in awe. This moment makes you remember why you’re adventuring – it’s not all about the riches, it’s about the wonders too.
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Adventure Hooks
You make camp by a lake which is home to a whale-like monster. You befriend the monster, spending time swimming underwater with it.
The monster from the lake disrupts your peaceful camping trip by attacking you. Will you fight it or run away in fear?
While traveling on the road to the capital you come across a group of merchants making camp by a lake. They have many interesting wares to browse, and they invite you to eat porridge with them while you look over their goods.
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spellarena · 1 year
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Pray in the Shrine of the Three Animal Gods!
A strange wizard who goes by the name of Alexander has asked you to visit the Sanctuary of the Three Animal Protectors and read out loud the words he has written down on a piece of paper. The quest is a strange one, but well-paid, so you take the mission without much thought.
Within the shrine you pass by an elevated dais which seems to cover a sarcophagi of sorts; a place of burial for a hero, as the engraving says. The three animal protectors can be found at the end of the room: a hare, an eagle and a cat. You stand in front of the figures and read out the words in a strange language you don’t understand. They feel heavy on your tongue.
The floor below your feet open, and you fall into the darkness of the crypts below.... Will you be able to find your way back to the surface?
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Adventure Hooks
The wizard Alexander tells you to recite words in a foreign language in front of the statues of the Three Animal Protectors. When you do so, you fall into the crypts below the building and need to find your way out.
You escort a curious halfling art student to the Sanctuary; he wants to sketch the Animal Protectors to which it is dedicated. The journey to the remote shrine is dangerous and not without adventures, but finally you arrive safely. The halfling joyfully draws the figures while telling you why the Sanctuary is dedicated to those deities in particular.
There is a rumor that below the Sanctuary of the Three Animal Protectors is a maze-like complex of crypts which hides forgotten treasure. You arrive at the shrine and look around the room, trying to locate the entrance. Will you be able to find a way down?
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spellarena · 1 year
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One of the dwarven miners vanishes, and you’re tasked with investigating this mysterious disappearance.
Near Blackwoode is a silver mine operated by dwarves. The foreman asks you to investigate the sudden disappearance of one of his workers. The mine is small; there’s only one chamber where six dwarves sleep and a room for supplies.
Off to the left, the dwarves have already begun making the space homier for themselves by making a space to put up a statue of their King and carving out another room for storing the more valuable items they’ve brought here from their settlement. In the future this place will become another dwarven complex of tunnels, or so the foreman hopes.
Off to the right is a huge natural cave with plentiful nodes of silver that the dwarves are mining. Some fluorescent mushrooms grow down the middle, lighting the area. Upon further investigation, you come near the pond in the southern corner of the cave. The water bubbles; when you turn around, a tentacle of goo extends from the surface and tries to pull one of you into the water. The pond is actually a giant slime! Get ready to fight – you’ve found what ate the missing dwarf!
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Adventure Hooks
Upon investigating the dwarven silver mine, you find that a slime is pretending to be a pond of water and has already eaten one of the miners. It’s time to get rid of this monster so that the dwarves can continue to work in peace.
In your travels you stumble upon a dwarven silver mine. It seems the dwarves have begun developing the space into a proper settlement. Yet all the supplies now lie abandoned; where have the workers gone? Upon investigating the main cave, you find out there’s a giant slime living inside. That creature must have eaten the dwarves. What a sad way to die.
The dwarven silver mine near Blackwoode is looking for workers. Since you want to take a break from adventuring for a while, you decide to apply as miners. Maybe the change of pace won’t be so bad?
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spellarena · 1 year
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Venture to the Flying Lands of Halulil in search of an ingredient for a love potion!
You always thought of yourself as adventurers with your feet firmly planted on the ground, but one day you find yourselves having to board an airship. You ascend far into the sky until you arrive at what is known as the Flying Lands of Halulil. Navigating between the small airborne islands is difficult, but you must journey deep into the heart of this close-knit archipelago.
Betty, a chipper halfling researcher from the Magic Academy in the capital, has asked you to find the fabled Pond of Sharea in Halulil. “The water doesn’t look any different from that of a normal pond, but it has indisputable magical properties. If mixed with some special ingredients it can be brewed into a love potion. I just so happen to have those ingredients on hand and tobe in need of creating such a mixture.” Betty looked at you with pleading eyes. “You will go to the Halulil Archipelag, and fetch a vial of this water for me, won’t you? I will reward you handsomely.” At the promise of riches, your interest in the quest grew.
So here you are now, in the Flying Lands, searching for the Pond of Sharea. You look at the various flying islands, trying to spot your destination, until you finally find a small island with a single pond in the middle surrounded by trees. You disembark from the ship and collect a small dose of the miraculous water in the vial provided to you by Betty. The liquid really doesn’t look like anything special – just normal water. Still, you’re not about to test if Betty is right or not about the magical properties. This is the water she wanted, and you will return the vial to her.
Suddenly a flying serpent appears, soaring between the islands. You won’t be able to outrun the beast on your airship, so your only option is to fight! Hopefully your magic and arrows will be able to pierce the creature’s iridescent scales!
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Adventure Hooks
Betty, a halfling researcher, wants to make a love potion. She needs the water from the Pond of Sharea in the Halulil Archipelago to brew the concoction. For the promise of gold, you travel to the flying lands on an airship and get a vial of the fabled water. Just then you are attacked by a flying serpent.
Gurk, a half-orc engineer, has teamed up with Durk, a half-orc researcher. They want to find the truth behind why the Archipelago of Halulil is airborne. Nobody has figured out thus far how the islands stay suspended in the sky, and Gurk and Durk hope to receive a magical research prize from the Magic Academy in the capital for their efforts. They have asked you, a group of adventurers, to escort them in case any arcane monsters decide to take an interest in them.
The Flying Lands of Halulil are plagued by a flying serpent who has been preying on the lives of passersby, making the voyage between islands dangerous. The King of Halulil, Omergo the Second, has tasked you with getting rid of the menace. You take an airship to the Archipelago. It doesn’t take you long to run into the monster. Will you be able to defeat the dangerous creature?
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spellarena · 1 year
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A Town Built into the Mountainside
Steal the Ring of the Golden Eye from the house of the mayor of Whiteve!
Whiteve is an unusual town built right next to a steep cliff wall of the Bloodstone Mountain. The town was designed by both dwarves and humans, and is located in the middle of the Ferlon Desert. The buildings are erected from sandstone and clay.
Hilda Timbermoon, a widowed noble matron from Northkeep, has given you the quest to go to Whiteve and to steal the Ring of the Golden Eye from the mayor’s house. In exchange she will part with a large sum of gold.
You arrive at the town by the mountainside and locate the house of the mayor. It’s not any grander than the other houses, just a bit larger. You’re used to buildings with multiple stories, whereas Whiteve’s homes have only one floor. The layout of the house is easy to navigate at least. While two of you engage the mayor in a conversation about the town’s architecture, the other two enter the house. You find the ring you’re looking for in a chest in the mayor’s bedchamber.
Before anybody can realize what you’ve done, you leave the mayor and his house behind you. This heist was surprisingly simple, you think, but you don’t manage to leave the town before guards start pursuing you and shouting. “Thieves!”
How did they find out about the ring so quickly? No matter, you have to focus on running.
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Adventure Hooks
Hilda Timbermoon has tasked you with stealing the Ring of the Golden Eye from the house of the mayor of Whiteve. You succeed in the theft but are chased by a group of guards.
Gunner Mudfog, a dwarven architect, wants you to draw a map of the town of Whiteve for him. He’s interested in analyzing the layout of the settlement, but the plans to the town were lost in a fire. He will pay you handsomely for a good sketch.
Patricia Luckfield, a human researcher, is interested in learning more about the living conditions of the townsfolk of Whiteve. She wants you to help her speak with the people living in the town. You will have to knock on the doors of a few houses and find someone willing to talk.
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spellarena · 1 year
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The town of Balberry has been abandoned for years. Now you are sent to explore its ruins.
“Why was Balberry abandoned in the first place?” you ask Perry, the halfling wizard, whose quest you have accepted to recover a Staff of Everburning Fire from the ruins of that town. You’ve heard about Balberry before; it has been abandoned for several years now, but the stories as to why people suddenly left the prosperous town differ from person to person.
“The truth isn’t known to the public, but the mayor of Balberry along with other significant figures were studying some magical crystals they found in the nearby mine. They conducted experiments on the crystals below the town hall, which is located right by the town square.” Perry’s brow furrows. “One day something went wrong, and a black miasma erupted from the town hall and spread throughout the town. Some people escaped, but others weren’t so lucky.”
“Isn’t it risky for us to go there then? We don’t want to die from contact with such dangerous magic.” The mage of your group voices the worry you all share.
Perry shakes his head. “I have checked the area, and the miasma is no longer present. However, it turned those who did not escape into flesh-eating zombies. You understand why I can’t recover the artifact on my own, don’t you?”
You nod. Getting rid of the undead is indeed an adventurer's work. You agree to take on the quest on the condition that at the first sight of black, oozing magic you will retreat. Perry agrees to those terms.
The town of Balberry is located in the middle of a desert. Nature has been trying to reclaim the area, blowing sand onto the structures. However, you are surprised to see how untouched some of the buildings remain. You can still tell which of them were shops and where the inn was. The area is, as Perry promised, riddled with zombies.
You make quick work of dispatching them, and then you head to the townhouse where you find several artifacts. You only agreed to bring the Staff of Everburning Fire to the wizard, so everything else here belongs to you.
You leave the town, wondering if people will come to live here again soon, or if the reputation of the place is so terrible that nobody would ever want to settle here again?
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Adventure Hooks
Perry, a halfling wizard, sends you to Balberry, an abandoned town in the middle of a wasteland, to get the Staff of Everburning Fire for him. You fight hordes of zombies to get to the townhouse where the artifact is located. Thankfully the Staff is right where Perry said it would be.
The king has tasked you with venturing to the abandoned town of Balberry to determine if the black miasma which covered the area has disappeared with the passage of years. It’s your job to determine if the town is ready to be resettled.
At some point in your journeys you come across a ruined town in the middle of the wasteland. It’s infested with undead but hasn’t been looted with anybody yet. You find gold and artifacts – this is your chance to get rich!
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spellarena · 1 year
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The forest has been trying to reclaim the ruins of a library, but wonders can still be found within its ancient walls!
“Years ago, the Library of Petra Trenese was frequently visited by everyone who wanted to broaden their knowledge on magical subjects.” Lauren, your current employer, gives you the story behind the location where she wants you to venture. “I don’t even know if the book I’m seeking will still be in readable condition, but I can’t give up the search without at least trying. You’ll be looking for a book with a black clover bearing the symbol of a tree.”
You nod in understanding. Lauren wants you to retrieve the tome and is paying you handsomely. Hopefully the quest will be as simple as it sounds; go to an abandoned library and retrieve one book.
When you arrive at the location you see that the front of the library is still in good condition. As soon as you enter though, you realize the rear of the structure has already crumbled. The roof here has numerous holes, and the books scattered around are wet from lying in unfavorable conditions. As you approach the books, they rise up, displaying a collection of very sharp teeth. The tomes are animated and won’t give up their secrets easily!
After the fight, you find the tome Lauren asked you to retrieve at the back of the library. Even though the other books around it have been destroyed, this one is in pristine condition. You start to wonder  – just what kind of magical artifact is this book? However, the words inside are written in a language none of you recognize. You shrug. Your goal was to find this tome. What Lauren will do with it is none of your business… or is it?
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Adventure Hooks
Lauren, a wizard from the Magical Academy in the capital, has tasked you with retrieving an old book from the ruins of a library. You encounter animated tomes that attack you, but eventually you retrieve the book.
You’ve been exploring the ruins of Trenese when you come across a library. When you look inside, you find nothing of any value – all the tomes have already been destroyed beyond repair. However, one book at the back of the building catches your attention. It’s in pristine condition. What kind of artifact could this book be?
The heir to the noble line of Trenese wants to reclaim his birthright – a town that was destroyed by an army of orcs. You are tasked with leading the forces who will clear the area of the enemies. After fighting your way inside, you come across an abandoned library which has been left untouched. You find a valuable book there amongst piles of destroyed ones; the tome may be the key to defeating the hordes of monsters.
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spellarena · 1 year
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Face the troll taking a toll on the bridge!
You’re not far from Whiteve, the town where your current quest giver lives, when you come across a shortcut that would save you an hour of walking. It’s a bridge connecting the two banks of a quickly-flowing river. However, crossing proves more difficult than you first thought when you encounter a giant troll sitting on the sturdy-looking stone bridge…
“If you want to cross the bridge you will have to pay a toll.” The troll’s voice is booming. His yellow eyes land on you and he gets up, rising to his impressive height. Suddenly you feel small and insignificant… but you’re not really a bunch of nobodies, are you? You’re mighty adventurers!
“What kind of toll do we have to pay?” Your leader steps in front of the rest of you, brave enough to converse with the huge enemy.
“You need to answer a riddle,” the troll answers. “Do you accept the challenge?”
You look at each other before you exchange nods. You’re up to the monster’s task. “Yes, tell us your riddle.”
“Feed me and I will live, give me a drink and I will die.” The troll’s booming voice echoes in the valley. “That is the riddle.”
You think for a moment. Finally, the wizard of your party steps in front of the rest of you, answering with a smile. “The answer is: fire.”
The enemy smiles, showing sharp teeth. “That is correct. You may pass.”
You all exhale in relief. You’re glad this adventure didn’t end in a fight. You’re indeed mighty adventurers, but part of being good at your job is picking your battles and living another day. You’re not sure if you would have been able to defeat the troll in combat. In a riddle match, however, you’ve proven victorious.
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Adventure Hooks
The bridge you need to cross to get to Whiteve is guarded by a troll. To pass you need to pay a toll in the form of answering a riddle. “Feed me and I will live, give me a drink and I will die.” The answer is fire. Once you give the correct reply, the troll lets you pass.
The bridge near Whiteve is guarded by a brigade of bandits. To pass, they want you to pay a toll of 20 gold coins. If you refuse, you will have to fight them – but isn’t that option the better one? You will stop their criminal activity.
The bridge to Whiteve has collapsed and is currently undergoing repairs. You have to travel an hour downstream to where another bridge is located – an old stone construction. You discover, however, that goblins have set up camp in the middle of this bridge of all places. You will have to fight your way through and help the other travelers who set up camp nearby while waiting for someone to make the path clear.
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