Basic idea – the adventure will be at a hub city with a main NPC directing there actions. How they solve
the adventures will lead to either basic rewards or more. Non combat resolutions will reward more than
combat ones unless the focus of the encounter is combat, but the adventure should still have 1 or more
other solutions.
The idea is that you’re shaping a god in to being. The characters have no direct control of the being but
will be rewarded for their efforts. Early rewards will be minor things
The Players will be entrusted with a magical artifact that will assist them in finding the fallen gods
essences. This will play in to the story as the players must protect the item, loss will stop the search
until the item is returned back in to there hands. There will be other parties or groups trying to steal the
item. These others may not have the item but will follow the players and when needed will attempt to
finish the mission be fore the players can or hinder the players to ad in some excitement.
Examples of mission rewards:
Completion method for the first quest
Honesty – Oath Binding Oath Binding
Bind an agreement made within the temple's grounds, causing participants who break their word to
suffer minor penalties (temporary disadvantage on charisma-based rolls).
Compassion- sleeping in the temple for a short rest will be as the party rested for a long rest.
Courage – resting on the grounds of the temple will give Bless spell effect for 8 hours after leaving the
temple grounds
Other then a few adventures most will be multiple solutions using the following as a list of ways to
complete each mission (single or a combination) (yes this is the ultima virtues)
ompassion
Each virtue corresponds to a specific principle derived from the combination of three primary principles:
Truth (Honesty)
Love (Compassion)
Courage (Valor)
The remaining virtues are formed by combining these foundational principles:
Justice (Truth + Love)
Sacrifice (Love + Courage)
Honor (Truth + Courage)
Spirituality (Truth + Love + Courage)
Example adventure mission
Title: "Shadows of the Triad"
Adventure Overview: In the quiet, idyllic village of Ashendale, villagers have mysteriously vanished
without a trace, creating panic and sorrow among those remaining. Rumors spread of a dark figure, the
Triad Shade, once a noble and virtuous knight named Sir Aldric. Corrupted by despair and false
accusations, Aldric became a vessel for darkness embodying corruption, hatred, and fear. Now, the
Shade seeks to engulf Ashendale in shadow. Only through Truth, Love, or Courage can harmony be
restored.
The Quest: Elder Seraphina, a wise and compassionate village leader, calls upon the adventurers for
help. She explains that brute force alone cannot defeat the Triad Shade, for it thrives upon fear and
violence. Seraphina urges the adventurers to uncover the deeper truth behind Aldric's corruption and
restore his humanity through one of the three virtues.
Boss Mechanics (Detailed Paths): Players will choose one path upon engaging the Shade in its lair, an
ancient ruined keep outside Ashendale:
1. Path of Courage (Combat)
The Shade appears as a terrifying, shadowy specter armed with dark weaponry.
Players must succeed on Wisdom saving throws to avoid being frightened.
The Shade summons shadow minions (spectral knights) at intervals.
Combat mechanics include resistance to non-magical attacks and vulnerability to radiant
damage.
Successful physical defeat temporarily dissipates the Shade; however, darkness might return
unless deeper resolutions are pursued later.
2. Path of Truth (Revelation)
Players undertake an investigative journey through Aldric’s past, exploring Ashendale and
speaking with NPCs who recall the knight’s fall from grace.
Clues discovered include hidden journals in the old keep, ancient letters exchanged with Aldric’s
accusers, and secret messages implicating a sinister conspiracy.
After gathering evidence, players confront the Shade by reciting truths from Aldric’s forgotten
past.
A critical persuasion, insight, or performance roll (DC varies from 15 to 20 based on evidence
gathered) is needed.
On success, Aldric regains awareness of his true identity, becoming a remorseful neutral spirit.
He vows to protect Ashendale from future threats but remains bound to the keep as a guardian
ghost.
3. Path of Love (Empathy)
Players learn of Aldric's lost love, Lady Mirelle, a gentle healer who withdrew into isolation after
Aldric’s corruption.
The adventurers must persuade Mirelle to confront the Shade. This requires navigating Mirelle’s
sorrow through empathetic role-play and persuasive dialogue, potentially involving complex
interpersonal checks (DC 15-20).
Upon successfully bringing Mirelle to the keep, a climactic reunion occurs. Players must mediate
between Mirelle’s compassion and Aldric’s despair through diplomacy checks.
Successful resolution transforms Aldric entirely back into his human form, fully redeeming him.
Mirelle and Aldric return to Ashendale together, forever grateful to the adventurers.
Detailed Outcomes:
Courage:
o
Immediate victory, earning standard treasure and experience.
o
Villagers temporarily safe, but potential risk of resurgence.
Truth:
o
Aldric becomes a guardian spirit, eternally protecting Ashendale from future harm.
o
Players receive unique insights into Ashendale’s history and Aldric’s spectral assistance
in future quests.
Love:
o
Optimal resolution resulting in Aldric’s full redemption and healing of the village.
o
Aldric and Mirelle gift players rare magical artifacts and blessings, significantly
enhancing their future adventures.