Arc IV: Dragons in Dungeons

## Arc IV Characters:

* Sylvia Hyacinth [She/Her] (Played by Reagan - He/Him) - An Eladrin Fey Wanderer Conclave Ranger. Sylvia has been living in the Feywild for the last few decades and has only just returned to the Material Plane. Looking for work, she heads to the tavern and meets Amara Ashcreek, who notices that she is far more capable than herself and asks that she go and find her betrothed, Aura, in the town of Thymor. Sylvia quickly accepts the job and drags Trey and Nixim alongside her.

* Trey Clout [He/Him] (Played by Evan - He/Him) - A Triton Warrior of the Sun Soul Monk. Trey Clout lives a simple life in the small coastal town of Summermoon, spending each day surfing, or "riding the wave" as he puts it. He is very easygoing and it is hard to upset him, but once you do, you will face the power of the sun. Literally.

* Nixim [She/Her] (Played by Nora - She/Her) - A Tiefling Draconic Sorcery Sorcerer. Nixim lives just outside of Summermoon in a small cottage, only going into town when absolutely necessary. Her last village was wiped out by the awakening of her powers and, because of the destruction she's caused in her past, is now afraid to get close to anyone for fear they might meet the same fate. Throughout the journey, she gains a better grasp on her powers and redeems herself in her own eyes.

## Arc IV Synopsis:

### Session 1: You Meet in a Tavern...

Each PC slowly makes their way to the tavern in the town of Summermoon, where Sylvia is recognized by Amara Ashcreek as a competent adventurer. After a bit of prodding, Amara reveals that her fiancé Aura has been missing for 6 days, on a journey that should only take about 3. She asks them all for their help in finding her. Each one of the PC's agrees to the job, some more quickly than others, but they all head for the town of Thymor in Amara's cart that she had lent to them.

As they travel down the road, they are stopped by bandits, who demand that they hand over everything they've got. After a short scuffle, only one bandit is left alive, who tells the group that she was coming from Thymor, which had basically become a ghost town. They let the bandit go and take a nights rest before continuing on.

As they reach the town of Thymor, they are greeted by a terrible laugh from up the hill at the Mausoleum. They are ambushed by a Traveling Mask, who sells them an Eyeglass of Magic Detection, which allows them to see the spirits wandering about the town as if they were still alive. They eventually head up to the Mausoleum, which has 12 chambers with name plates. Notably, there are no bodies within these chambers aside from one, which hosts half of a reanimated skeleton. Some others hold trinkets and magic items, including a Greatsword of Fire. A chamber with the name plate of one Damir Mortyss is discovered to have a smooth stone tunnel that leads further down below the Mausoleum, which is where the laughing echos from.

As they slide down the tunnel, they reach a dungeon with a large stone door in front of them that opens. 3 skeletons stood between them and the door, which they all took out with ease. After defeating the skeletons, they enter through the door to find another large door. This door was locked, with 4 keyholes, copper, bronze, silver and brass. They scan the room further to find a hallway on either side, each hallway with 2 doors at their ends. Upon further investigation, each room has different colored walls, as well as a puzzle that grants them a key matching one of the keyholes. After collecting all 4 keys they place them into the door ,and are presented with one final riddle before it opens. When the adventurers solve the riddle, the door swings open. The moment it opens, a floating, flaming skull asks them what they are doing disturbing the one true king of Hyranor before slamming a sudden, second door between himself and the group.

The PCs then explore the workshop, where they discover a diary. The writings read like the ramblings of a crazed lunatic, until suddenly the words become legible and clear: elaborate plans to kill the royal family of Hyranor. Amongst the writings and plans is a strange document for a large saddle, one that wouldn't fit on any horse they have ever seen. They aren't able to piece anything together, so they head forward into the chambers where they fight the Flameskull, once known as Damir Mortyss. After defeating him, yet another door opens into a flaming, fiery room which holds a large Gold Dragon inside. Before their very eyes, the dragon shape shifts into the form of Aura, who thanks them all vehemently before showing why she came out here. She and Amara wanted children, but they obviously couldn't have any of their own. When Aura heard the legend of a mythical dragon egg, she traveled to find the egg that would grant their wishes, until she was captured and made a part of Flameskull's evil plan to take the throne for himself.

As thanks, Aura flies the group home where they are told they will all be invited to their wedding within the coming year. Though banding together for this mission, they each go their separate ways, with each of them having learned a little bit from their temporary companions.

## Arc IV Trivia:

* There is not a theme present in this Arc, as Walker wanted to give the players the classic D&D adventure that they had never experienced, with a few twists
* Trey Clout is a retooled backup character that was made for Arc II. Evan liked the character so much that he ended up using it for the Arc.
* This is the first arc to feature a dragon, which the players freaked out about, despite not fighting it.
* This arc is an improved version of the first adventure that Walker used to try out DMing for D&D rather than the FFG Star Wars system