Underground Paradise - Act 2 : Underworld

in Freewriters9 months ago

This is a story for TTRPG games like dungeons and dragons. You may use this story as a stand alone adventure or you can use it to insert your existing campaign as a side quest adventure. Either way you and your player will have a wonderfull experience with this module.

I am selling this module in my etsy shop but i am sharing this story here for free. If you want to have this story module with not only all the chapters but with NPC profiles, Player Background hooks, Post-Adventure Hooks, Reward suggestions, Dungeon Master Tips, Music and soundeffect suggestion for each chapter, you can visit my etsy shop and purchase the story module there.

My Etsy Shop
http://odgard.etsy.com
This Module

You may also find lasercutting files for unique dice boxes and more.


source: freepik

Chapter 1: Echoes of an Underground Paradise

Introduction

The party has ventured deeper into the cave system. After some travel through the twisting tunnels, they find themselves at the entrance to an expansive cavern teeming with bioluminescent wildlife. The cave opens up into a grand vista filled with glowing waterfalls, grass, trees, birds, and animals all bathing in the same soft blue light. In the center, a massive translucent tree dominates the scenery, its luminescent leaves flying around, casting shadows and bathing everything in a gentle blue hue.

Description

"You emerge from the tunnel into a breathtaking sight. An expansive cavern filled with a blue-lit landscape stretches out before you. Waterfalls cascade down the cavern walls, disappearing into rivers that wind through fields of glowing grass and clusters of luminescent trees. Among all this, one tree stands alone in the center, massive and translucent, casting a mesmerizing glow across the entire scene. It is an underground paradise."

Roleplaying Tips:

This is a moment of tranquility and wonder in the midst of the party's adventure. Encourage your players to interact with the environment - let them take in the surreal beauty, investigate the flora and fauna, or simply sit and rest.

DM Tips:

Don't rush this part of the adventure. Allow the players to fully immerse themselves in this underground paradise. This could be a good moment for character development conversations or bonding within the group.

Encounter - The Invisible Bridge:

As the party approaches the edge of a cliff with no visible bridge, they notice leaves from the central tree floating in mid-air, hinting at an invisible bridge. The party will have to figure out the safest way to traverse this unseen path.

DM tip for puzzle-solving:

Let the party come up with their own solutions for the invisible bridge. Validate their creativity by allowing multiple possible solutions. This could include using the floating leaves as a guide, securing each other with ropes, or even using spells to detect the bridge.

Ending of Chapter 1:

With the successful crossing of the invisible bridge, the party will have secured their first victory in the depths of this mysterious underworld. Their journey deeper into the paradise continues, leading them further into the unknown.

Chapter 2: The Door

Introduction

The party continues their journey deeper into the underground cave system, reaching a peculiar, ornately-carved door. The door has various depictions, among which the most striking one is a large carving of a creature that appears to be a guardian.

Description

"You stand before a grand door. Its surface is adorned with various intricate carvings. One particular figure dominates the tableau – an imposing creature that seems to stand guard. But it is merely an image in stone, its stone eyes passive and unblinking."

Roleplaying Tips:

Allow the players to investigate the door and the carvings on it. Perhaps the history buffs or those skilled in Arcana can piece together some lore or a hint from the carvings.

DM Tips:

Jorin, showing an unexpected familiarity with the door and its mechanism, opens it with surprising ease, raising more questions about his true nature.

Encounter - The Door's Secrets:

"You watch as Jorin approaches the grand door. He reaches out to touch the surface, his fingers tracing the intricate carvings. He stops at the depiction of the guardian, a sense of recognition passing over his face. He then pushes on a seemingly random spot on the door's surface. There's a moment of tension before you hear a mechanism click and the door starts to slowly move."

When Jorin opens the door, there's an eerie silence before the heavy door moves, and a long-forgotten path is revealed. The players might feel a rush of air, smell the dampness, and hear the faint echo of their actions reverberating within the unexplored depths.

"With the door now open, you all take a moment to look at Jorin, his actions raising more questions than answers. His gaze, however, is focused on the path beyond the door, a cryptic smile playing on his lips. As you follow him into the unknown, the atmosphere grows thicker with the weight of untold secrets and the thrill of discovery."

Roleplaying Tips:

In this moment, allow the players to react to Jorin's surprising familiarity with the door. They may question him, which he will dismiss vaguely, hinting at a long-kept secret.

DM Tips :

Use Jorin's mysterious opening of the door as a foreshadowing of his yet to be revealed true identity. His vague responses to any questions about how he knew to open the door can create an air of suspense and interest.

Ending of Chapter 2:

"With a low rumble, the grand door opens, revealing the path ahead. Jorin seems almost unfazed by the whole event, his gaze fixated on the path that lies beyond. There's an aura of familiarity in his actions that prompts more questions. As you step into the unknown, a sense of unease and excitement fills the air."

This chapter ends with the party heading into the unseen depths of the underground paradise, intrigued and suspicious of Jorin's surprising familiarity with the place.

Chapter 3: Echoes of the Past

Introduction

Deep within the glowing heart of this underground forest, the adventurers stumble upon the ruins of an ancient civilization. The remnants suggest a once-thriving society with an advanced knowledge of architecture and magic. As they explore further, they encounter remnants of the past inhabitants and echoes of their history.

DM's Description to read aloud:

"As your party moves through the glowing flora and fauna, an ethereal backdrop emerges, painted with the ruins of an ancient civilization. Crumbled buildings and worn stone streets hint at a once-thriving society, now long forgotten. The air is heavy with magic, entwining with the earthy scent of moss and age. The crumbling structures around you whisper tales of the past, waiting to be uncovered."

Roleplaying Tips:

Encourage your players to investigate the remnants of the past. The ruins are ripe with lore and hidden truths that may shed light on the treasure they seek. The players might come across inscriptions or artifacts that could reveal a larger plot at play.

DM Tips:

The ruins provide an excellent stage for a myriad of encounters. Ancient magical traps or spirits of the past inhabitants can add to the mystery and suspense, drawing the players deeper into the narrative.

Encounter - Echoes of the Past:

In one of the ancient structures, the party encounters a spectral figure - an echo of a past inhabitant. The spirit doesn't attack but appears reluctant to engage in conversation. It looks at each party member intently before turning its gaze to Jorin. The spirit cryptically warns the adventurers, "One among you is not what he seems." before disappearing abruptly.

DM tip for the encounter:

This encounter isn't about combat but rather fostering an atmosphere of mystery and intrigue. The spirit's words are intended to plant seeds of doubt about their guide, Jorin. It's a pivotal moment that could dramatically alter how the party views their guide and his intentions.

Ending of Chapter 3:

As the adventurers delve deeper into the heart of the ruins, they are left with the echo of the spirit's warning. The certainty they once had about their guide, Jorin, has been replaced with suspicion and doubt. They must decide whether to confront him with their doubts or continue to keep a watchful eye as they progress towards their goal.

Chapter 4: The Heart of the Ruins

Introduction

Further into the ruins, the party arrives at a grand temple - the heart of the ancient city. This temple, unlike the rest of the ruins, is astonishingly preserved, as if time has bowed in respect. It thrums with palpable magical energy, suggesting that the treasure of the forest is close at hand.

Description

"As you delve deeper into the city, you arrive at the heart of the ruins - a grand temple. It stands majestic and untouched by time, a stark contrast to the crumbling city around it. The temple pulses with a magical aura that's almost tangible, alluding to the immense power nestled within."

Roleplaying Tips:

The sight of the grand temple should invoke a sense of awe and reverence in the players. Encourage them to approach with caution and respect, considering its historical significance and the potent magic it harbors.

DM Tips:

Have some historical and magical knowledge checks at the ready to allow your players to gather more information about the temple and its purpose.

Encounter - Guardian of the Temple:

Before they can claim the treasure, the adventurers must face the temple's guardian - an ancient construct designed to protect the priceless relic within.

DM tips for the encounter:

The encounter with the guardian should be a challenging battle, pushing the party to utilize their skills effectively and work together as a team. The guardian should employ a mix of magical and physical attacks, and it could have different combat phases, altering its tactics as it suffers damage.

The Betrayal:

Just as the party appears to be gaining an upper hand against the guardian, Jorin reveals his true colors. He signals to hidden figures in the shadows - his men, who had been trailing the party all this while. In the midst of the ensuing chaos, Jorin announces that he is, in fact, Kavara, the very man the party had been warned against.

Ending of Chapter 4:

The unexpected betrayal throws the party into disarray, shifting the balance of the ongoing battle. Amidst the chaos, the temple's inner sanctum opens, revealing a blinding light. The true nature of the forest's treasure is almost within their grasp, setting the stage for the grand finale in Act 3