Act Three: Seeking an Arcanist
DH QS · p.32
Open source p.32seeking an arcanist
ACT THREE
Arrival in Hush
Read the following aloud:
The path leads you further into the forest until you spot a large stone pillar, carved top to bottom in ancient dwarven symbols. This denotes one corner of the peaceful village of Hush. When you pass beyond the stone marker, you feel a small sensation like the pop of a bubble, then the sounds of friendly chatter become louder. Though the trees of the Sablewood are unchanged here, there is a distinctive safe and comforting air. A few smiling faces turn to you as your carriage rolls in, waving or casting a warm greeting toward the party. There is lively music drifting your direction from the tavern at the center of town. You know you need to find the Whitefire Arcanist to deliver the package from the King. What would you like to do?
If the players would like to talk to an NPC, you can choose one of the options below. Fidget - Wildborne Human - (they/them) A young child who will not stop wiggling—it’s clear how they earned their name. They are often busy scurrying up the trees in town, lighting the lanterns that hang from the branches. They know the fastest ways through the village. If the PCs approach, they are curious what life is like outside of Hush. Lausa Standworth - Wildborne Dwarf - (she/her) An older woman with a thick beard carrying a barrel of ale. She is happy to stand and talk to the party (she will keep the barrel on her shoulder the entire time). If the PCs approach, she wants to know the name of every member of the party’s weapons and the date they were forged. Halython Fives - Loreborne Clank - (he/him) A soft-spoken clank (a humanoid robot) of indeterminate age. He bears a number of small scratches across his metallic shoulder where an alert but friendly fox-bat rests. He is playing an unknown game that uses cards and acorns. If the PCs approach, he is curious about the Thistlefolk and asks if you encountered any on your way. During their discussion, choose an additional NPC from the list above. The second will be a friend that has knowledge of where the Whitefire Arcanist lives. They last saw this person at the tavern and send you in its direction. For example, your PCs might meet Fidget in town. After some conversation and coaxing, Fidget points the party to the tavern to meet Lausa.
The Clover Tavern
Read the following aloud:
The Clover Tavern is a sight to behold, with six curving stories climbing the trunk of an ancient tree. This is the heart of the community, always crowded with music and good-natured conversation. Newcomers to the bar must take off their shoes and hang them over a line that stretches across the bar’s ground floor. Inevitably, by the time visitors leave, their shoes will be shined and filled with small trinkets. As you enter, what would you like to do?
Let the players roleplay here for a bit, introduce them to a barkeep or a friendly local who asks them to hang their shoes on the line. Let them explore the different levels of the tavern, and if you feel comfortable, ask some of your players to participate in describing details about it.
How does the second floor of this tavern look so wildly different than the first? What smell permeates the air throughout this place? What unique custom do the locals seem to participate in every time you walk in the room?
OPTIONAL - THE FIRSTMOSS FESTIVAL If they ask around, the PCs will find out the people of Hush are currently celebrating the Firstmoss Festival—the time when the new crops in the Sunless Farms have the first layer of moss growing upon them, meaning they’re beginning to ripen for the season. It’s a celebration of the arrival of spring, and of the abundance of fresh fruits and vegetables the town will soon have. There is a good- natured arm wrestling competition, a stone-painting class, and a small marketplace full of homemade trinkets. When you’re ready, guide the players in finding an NPC who will help them. If they bypassed asking someone in town, just use one of the NPCs from the list here instead. After a few exchanges, you can have the NPC say something like:
The Arcanist is quite busy, but if you’ve traveled so far, I’m sure she’ll be more than hospitable. We would be lost without her. She keeps this whole place protected by a powerful ward so that no dangers from the Sablewood can pass into town. You’ll find her house to the south, through the farmland. It’s hanging from one of the old Sablewood trees, you can’t miss it.
When the PCs are ready, set them off towards the Arcanist.
No extracted maps for this adventure — the map is in the source book: Open source p.32