A Get Ready, Get Set, Go! Classic D+D adventure set anywhere
The Orb of Magic has been destroyed, and the wall dividing the mortal realm has been sealed… completely!
In the aftermath of the destruction of the Orb of Magic all magic seems to have left the world. By the time the PC’s make it back to civilization everyone is in an uproar. Undead fall silent, constructs become unresponsive, and magic items no longer function. In addition spells fade from memory, and prayers go unanswered. The only thing that retains any touch of magic is the Twilight Stone which still pulses with an amber light.
The Twilight Stone will pulse differently, depending on which direction it is pointed when held. If the PCs follow the pulsing it takes them out over the mountains where the Dragon and her Mate were killed and into a secluded valley. Along the way the PCs will encounter various people and monsters, including:
- A band of hobgoblins convinced that this is the end of times, and will see it at the end of a sword
- A monastery, the monks all dead by suicide but one who didn’t have the conviction of his brothers
- A dryad who can’t return to her tree
- 3 ogre statues standing around an iron pot full of stones and water.
The Twilight Stone will eventually bring the PCs to a large cave. Within the cave is a flow of lava, and on a small island in the middle of the flow, connected by a fallen column of rock is a ruby the size of a soccer ball, hot (but not scalding) to the touch and glowing with an inner light. The Ruby is protected by a Lavaserpent. Around the Ruby, (non-clerical) magic works!
The light of the Twilight Stone shifts from pulsing amber to a steady soft pink.
Brother Jacobi (Mystic 4)
Lavaserpent (AC 5, HD 9, Attacks 1 Bite (3d4+4) or 1 Lava Spit every 5 rounds (30’x10’ - 4d6+ongoing 1d6 damage x 1d4 rounds), Morale 12)