The Shattered Summit Secret
Unveil ancient secrets to stop the mountain's monster thrall.
Adventurers in the mountainous kingdom of Netharla are drawn to the Shimmering Peak, a site once home to an ancient druidic circle. Rumors of a powerful relic, forgotten amidst the swirling mists and icy winds, have reached the ears of many. However, it's not treasure seekers that initially drive the adventurers to the mountain, but the growing presence of a monstrous creature terrorizing local towns. The party must race to the peak to uncover the relic—and, more importantly, the secret of why the monster is uncontrollably drawn to it—before the creature lays waste to more villages. Along the perilous climb, the adventurers must navigate not only the harsh elements and natural traps of the mountain but also the remnants of dark druidic energy that animate undead sentinels. As they delve deeper into the heart of the mountain, a shocking revelation about the druidic circle's fate will test their resolve and moral compass: the monster is the tragic byproduct of an ancient pact designed to protect the druid's secrets. The adventurers' challenge is to break this pact without unleashing further chaos.
The World
ContextIn Netharla, high magic infuses daily life with intricate spellwork, although technology remains at a medieval level. The mountainous terrain serves as both a natural barrier and a source of mystical energy, particularly attractive to the arcane and its creatures. The latent magic has caused an environmental imbalance, drawing peculiar and dangerous entities to the region.
ConceptAncient druidic magic warps natural beasts into monstrous forms on mystical peaks.
ImpactCommunities live in fear of these creatures, relying on magic wards and relics for protection.
The Plot
SummaryThe adventure begins in the hamlet of Windwatch, where the party learns of the monstrous beast terrorizing the settlements. They are urged by local elder Delmar, a reclusive human wizard, to reach the Shimmering Peak before the monster, implied to be a corrupted guardian of the mountain, reaches civilization. Along the way, the party confronts hostile undead, a byproduct of the lingering druidic spells. In the second act at the Climbers' Halt, they uncover remnants of an ancient protective barrier and ancient inscriptions hinting at an uncompleted rite. As they ascend, tension mounts when they learn of a historical betrayal within the druid circle that led to the creature's emergence. Discovering this means facing the undead druidic spirits and solving the longstanding dilemma of releasing the creature from its curse without destabilizing the magical equilibrium. The climax sees them confronting the creature at the summit, where they must decide whether to destroy the source of corruption or risk adapting the ancient magic for a new purpose.
ComplicationUndead sentinels awaken, revealing the monster's tragic origin.
HookUncover a relic that controls a monstrous guardian.
World stakesRelease of chaotic druidic magic threatens wildlife stability.
Personal stakesIf they fail, nearby villages face annihilation.
The Acts
Act 1
Summary:The adventurers arrive in Windwatch, encountering terrified villagers and learning about recent monster attacks. Urged by Elder Delmar, they prepare to travel up the Shimmering Peak. Along the trail, they decipher clues about the druidic past in carvings and fight off initial undead scouts. This act ends with a perilous pass, where they witness the monstrous silhouette powered by magic.
Location:Hamlet of Windwatch, where locals share fear-induced whispers.
Challenge:Decipher runic stones giving vital clues without all pieces.
Objective:Reach the Shimmering Peak base and gather initial information.
Set Back:Trail collapse blocks a direct route, necessitating a detour.
Revelation:Monster's origins linked to ancient protective rituals.
GM's Guide:Use atmospheric descriptions to emphasize the ominous setting. Balance combat with exploration, encouraging the players to think about the clues they find. Maintain pacing with encounters every 20 minutes.
GM's Move:Encounter stronger undead as they ascend, hinting the creature's power source.
Act 2
Summary:The adventurers make their way to the Climbers' Halt, an elevated plateau offering respite and clues about the relic they seek. Here, they must fend off undead led by a spectral druid. The druids' spirits reveal partial truths about the truce that summoned the monster. A puzzle involving an ancient map and runestone arrangement becomes central to their quest.
Location:Climbers' Halt, littered with runes and relic disturbed by time.
Challenge:Survive a powerful druidic spirit defending the site.
Objective:Solve the ancient map to reveal the monster's purpose.
Set Back:Interruption by a druid spirit drains party's magical resources.
Revelation:Monster is a guardian tied to unfinished magic.
GM's Guide:Increase tension by intermittently suggesting the monster's proximity with its roars or shadows. Allow players to interact heavily with the environment—let them test theories about the runes and relics.
GM's Move:The monster's proximity causes environmental disruptions, intensifying threats.
Act 3
Summary:As the party reaches the summit, they find the ancient nexus at the epicenter of the mountain’s magic. The monster, driven by the incomplete magic circle, stands guard over the nexus. Uncovering that finishing the ancient spell can either release its soul or bind it to another purpose, they face moral and strategic choices. Meanwhile, destabilizing magic threatens the mountain itself, forcing urgency.
Location:Summit Nexus, where ancient power flows uninhibited.
Challenge:Monster guardian fights to protect its cursed existence.
Objective:Decide the fate of the monster and the magic nexus.
Set Back:Partial spell failure leads to a temporary magical backlash.
Revelation:Breaking the curse alters magic's flow, stabilizing the ecosystem.
GM's Guide:Push for a tightly knit climax, focusing on the emotional and thematic stakes. Use environmental hazards and time pressure to build suspense as they confront the monster and decide their course.
GM's Move:Volatile magic causes the surroundings to collapse.
Climax:Choose to release, adapt, or bind the ancient magic, resolving the monster's fate.