The Lost Relics

"The Lost Relics" (C1.S04.1) is a one-shot in the first campaign of The Vanguard.

## Synopsis

The Vanguard adventuring guild receives a coded message from Warden Galin revealing the existence of a hidden temple deep within the Misty Forest. Legend has it that this temple houses powerful artifacts capable of unleashing unimaginable magical destruction. The Vanguard warns it members that an unnamed organization, dedicated to eradicating all magic , has also learned of the temple's existence and will most likely try to retrieve the relics as well. The Vanguard knows that this organization has hired Whispers Breath, the Fey Assassins guild to do their dirty work. The Vanguard must race against time, navigate treacherous traps, and fend off the Whispers Breath to secure the artifacts and prevent them from falling into the wrong hands, all the while unraveling the temple's mysteries.

In the depths of time, the existence of the Zephyrian civilization became shrouded in myth and legend, known only through tales passed down by the Wardens of the Misty Forest. For centuries, the location of the Zephyrians' temple remained an enigma, hidden from the knowledge of mortals and even the most astute scholars of history and arcane lore.

However, a convergence of mystical events and celestial alignments in recent times has stirred the ancient magic of the realms. The lingering whispers of the Zephyrians, carried by the winds and woven into the fabric of the Misty Forest, have become more palpable, guiding the Wardens towards the temple's long-lost location.

As the balance of the realms shifted, veils that obscured the temple's whereabouts began to weaken. Arcane anomalies and subtle signs revealed themselves, drawing the attention of the Wardens who sensed the presence of their ancient brethren and the relics they safeguarded.
Through meticulous investigation, tireless exploration, and unyielding determination, the Wardens gradually pieced together the cryptic clues and mystic hints hidden within the Misty Forest's depths. Their deep connection to the land and their attunement to the forest's energies allowed them to unravel the secrets of the Zephyrians' legacy.

Ultimately, it was the convergence of the Wardens' inherited knowledge, their innate bond with the Misty Forest, and the unfolding cosmic forces that led to the rediscovery of the Zephyrian temple. The timing, while seemingly coincidental, bears the weight of destiny, signaling that the era of the Zephyrians and their relics has resurfaced to play a crucial role in the protection of the realms.

After defeating the Withering Shadows, the party discovers the entrance to the Zephyrian Temple.  The large stone entrance is 60' tall and 40' wide. There are runes and glyphs etched into the rock.  The party recognizes the runes as Zephyrian.  As the party descends the 60' set of stairs, the light seems to slowly fade as the darkness begins to surround them.

   The Temple's Guardian is a large chamber with towering stone walls adorned with ancient Zephyrian runes. The floor is made of polished marble, reflecting the dim light cast by flickering torches. In the center of the chamber stands the massive stone guardian, its hulking form radiating an aura of elemental energy. The air crackles with the anticipation of a formidable battle. In the center of the guardian's chest is an amulet that glows with arcane energy. As the party approaches, the inner mechanisms of the golem suddenly come to life stepping forward toward the party. Its speaks in common:

>
> In the realm where the Weave cascades,
> Elements entwined in cryptic shades.
> When Water starts the dance, the outer wheel reign,
> Inner wheel turns, and secrets explained.
> Align the symbols pure and true, embrace their arcane dance,
> From fire's passion
> to air's swift advance,
> Earth's steady grounding, life's vibrant trance.
> Amidst the temple's hidden realm, secrets will unfurl,
> In cryptic whispers, the mysteries of the world.
>
>

In the maze of fire, the players find themselves in a labyrinth with burning walls that constantly shift and change. The walls are made of haze, smoke, and fire that seems to melt and reform as the players move. The air is thick with a faint scent of magic. The players must navigate through the maze, avoiding dead ends and traps, to find the path to the next chamber.

The Trial of Balance is a chamber with seven unstable platforms suspended over a deep chasm. The platforms are made of weathered stone, worn smooth by the passage of time. Each platform seems to be floating by some magical means that cause them to sway and tilt unpredictably. The players can see the chasm below, its depths shrouded in darkness. The air is heavy with tension as the players step onto the first platform, feeling its unsteady movement beneath their feet. They can hear the creaking and groaning of the mechanisms, adding to the sense of danger. If the party solves the puzzle the odd-numbered (1,3,5,7) platforms stop swaying and lock in place.

After overcoming the final trial, the Vanguard reaches the inner sanctum of the temple, only to find that they were too late. The artifacts are all gone. What appears to be freshly painted on the wall is a message that is written in the same runes as the cipher but no starting letter is found.  It reads  "Take the Stars, To the Earth"

## Guild Dispatches

The following are messages from the guild members who participated in the mission. They contain valuable information the guild can use to piece together clues.

> *No guild dispatches were found as of yet.*
>
>

1. ↑ Be aware that this is told from the player’s perspective of the adventure. Details and happenings may have been presented with some liberties taken to fill in the blanks from poor memory and scribbled notes. Other players should be asked about their views of what happened, and are also welcome to type their stories to share.