The Stolen Orb and the Path to Ekamchester
The Stolen Orb and the Path to Ekamchester
The party travels through dangerous terrain from Yloxmont to the wizard college city of Krephis, where they encounter rival academic factions. After meeting Vumorith, a human wizard whose sacred orb was stolen by the Sorcerers of Serenity, the adventurers must navigate academic intrigue, thwart a cultist conspiracy, and secure vital intelligence pointing them toward Ekamchester—where the trail of the evil elf leader Moucolyn the Courageous grows warmer.
Read Aloud
The autumn road stretches before you like a scar through the fading wilderness, the trees on either side stripped to skeletal frames by the season. Ahead, smoke rises from a ravine where the path narrows—and your keen senses catch movement. Two overturned merchant carts block the road completely, their goods scattered like the broken promises of traders who came before. A crossbow bolt whistles past, embedding itself in the dust mere feet from the Fighter's boot. This is no random ambush: the raiders are organized, using the terrain like a well-practiced stage.
Description
The party encounters a coordinated bandit company blocking the road to Krephis. The ravine narrows to a chokepoint where two carts have been deliberately overturned. The bandits (Bandit Captain and 6 regular Bandits) are using the terrain for cover—some perched on the cliff face above, others behind the carts. The Bandit Captain wears the insignia of the Crimson Hand, a mercenary band rumored to work for dark forces. The party must either negotiate, fight through, or find an alternate route. Success here accelerates their arrival; failure costs precious time. Evidence on the bandits' bodies (if investigated with DC 12 Investigation) reveals a map fragment mentioning "Sorcerer stronghold—southern reaches" with a red seal marked with Serenity's symbol.
DM Notes
This is a Medium combat challenge with a tactical element. The Barbarian excels at charging through chokepoints; consider positioning enemies to reward this. The Ranger benefits from high ground—place some bandits on the cliff above. The Wizard's Fireball can devastate grouped enemies, so spread bandits across multiple positions. Use the environment: the overturned carts provide half cover; the ravine walls limit visibility. DC 12 Perception to notice the map fragment on the Bandit Captain's body. If the party tries to negotiate (DC 15 Charisma check with the Bard), the Captain will demand 50 gold per party member—he's mercenary, not ideological. If persuaded that their employers (he'll hint at "dark elves") don't reward failure, he may allow the party to pass with only one bandit attacking as cover. Award 1,400 XP for combat victory or clever negotiation.
Arrival at Krephis: The Wizard's College
Read Aloud
Krephis erupts from the landscape like a crystalline dream—spires of pale stone twisted upward in impossible angles, their surfaces etched with glowing runes that shift with the day's light. The city sprawls across three hills, each crowned with a different academic tower. As you pass through the gates, the smell of incense and old books mingles with something fouler: cheap alcohol and wild revelry. The streets are thronged with students in colored robes—blues, purples, reds—some dancing in the squares, others stumbling between taverns. Banners hang from every building announcing "Fraternity Rush Week" and "Sorority Trials." A young man in a fine azure robe waves you over desperately from a tavern doorway.
Description
The party arrives at Krephis during peak academic chaos. Wizard fraternities and sororities are competing in ritualistic challenges throughout the city. The young man is Vumorith (detailed in NPC card), a 4th-year wizard whose sacred orb—an artifact passed down through his family—was stolen three nights ago by the Sorcerers of Serenity, a rival faction competing in the trials. Vumorith cannot prove who took it, but he suspects the theft was orchestrated by their leader, a mysterious figure called "the Voice," who commands unusual magical influence over even experienced mages. He reveals the Sorcerers of Serenity operate from a hidden lodge in Ekamchester, a city two days' travel south. The party must help him recover the orb (or at minimum prove the theft to the College authorities) to earn his cooperation. The city is crowded; DC 13 Perception checks reveal that several figures in crimson cloaks watch from rooftops—members of the same mercenary band from the road.
DM Notes
This scene is social and investigative. The Bard shines here—use Persuasion to get Vumorith to elaborate quickly, or Deception to gather rumors from drunken students. The Paladin's aura of protection and moral clarity can unsettle Vumorith if he's hiding something (he's not, but he's frightened). Key checks: DC 12 Investigation to learn that the Sorcerers of Serenity recently moved into the old Ekamchester estate; DC 14 Insight to note that Vumorith is more afraid of "the Voice" than the theft itself—a hook for later. The city's chaos gives the party 2-3 hours to rest and resupply before Encounter 3. Describe the rival fraternities and sororities as a microcosm of Krephis's class warfare—wealthy families' children (like the Sorcerers of Serenity) versus scholarship students (like Vumorith). This foreshadows the larger conflict they'll face.
The Fraternity Lodge: Theft and Treachery
Read Aloud
The Sorcerers of Serenity lodge is a sprawling manor of white marble on Krephis's highest hill, adorned with peacock motifs and flowing silk curtains. Servants move between rooms carrying refreshments for the ongoing "trial"—a competition where students attempt to cast spells through an enchanted gauntlet. The atmosphere is tense; the Sorcerers are confident but wary. Inside the main hall, you spot the orb immediately—it rests on a pedestal beneath a glamour spell, glowing faintly purple. But as you move to retrieve it, a sharp voice cuts through the crowd. "I wondered when Vumorith's hired blades would arrive," drawls a tall, amber-eyed sorcerer whose very presence seems to bend candlelight toward her. "Your orb is safe. For now. But the Voice desires a conversation—with you."
Description
The Sorcerers of Serenity compound is a trap. The amber-eyed sorcerer is Lysendra, a charismatic 5th-level sorcerer and the faction's true leader. She's been testing the party's intentions—the theft was genuine, but orchestrated to draw out Vumorith's allies. Lysendra does not wish to fight; instead, she offers a devil's bargain: the Sorcerers of Serenity serve "the Voice," a powerful entity rumored to be connected to Moucolyn the Courageous. If the party defeats or humiliates the Crimson Hand mercenaries who have been following them (confirming the party's suspicions), Lysendra will not only return the orb but provide the location of the Sorcerer's primary hideout near Ekamchester—and the name of the Voice's local agent. However, if the party attempts to steal the orb or use force, Lysendra will trigger an alarm, summoning the other Sorcerers and the lodge's magical defenses. A DC 13 Arcana check reveals the orb is protected by Glyph of Warding (if disturbed, it triggers an explosion). The scene is designed to encourage negotiation and intrigue rather than combat, though combat is possible.
DM Notes
This is a skill challenge disguised as a social encounter. The Bard and Paladin excel here. Reward the party for creative solutions: a Wizard might use Mage Hand Legerdemain to examine the glyph without triggering it; an Insight check (DC 14) reveals Lysendra is genuinely curious about the party and not entirely devoted to the Voice; the Ranger might discover that several "servants" are actually mercenaries in disguise. If the party agrees to the bargain, Lysendra becomes a recurring contact and potential ally against Moucolyn. If they resist, she summons 4 Cult Fanatics and a Flesh Golem guardian (mechanically, this is a Hard encounter; see Encounter 2). Play Lysendra as intelligent and theatrical—she respects courage. Award 1,200 XP for successful negotiation; 900 XP for partial success; 1,800 XP if combat occurs and the party wins.
The Crimson Hand Ambush: Guardian of Secrets
Read Aloud
Night has fallen over Krephis, and the party makes their way toward the College gates to depart at dawn. The streets are quieter now, lit by magical lanterns that cast long shadows. As you cross the merchant square, figures emerge from the darkness—the Crimson Hand. They're no longer interested in stopping you; they're here to kill. The lead mercenary, a scarred human with a greatsword, steps forward. "The Voice says you're becoming too curious. Consider this a mercy—quick and quiet." Behind him, more figures take position: a spellcaster channeling magic, archers nocking arrows, and a towering brute hefting a morningstar.
Description
The Crimson Hand has been tasked with eliminating the party by the Voice (Moucolyn's agent in Krephis). This is a direct confrontation—the mercenaries will not negotiate. The encounter takes place in the merchant square, which offers multiple environmental features: merchant stalls for cover, a central fountain that can be used for positioning, narrow alleys for retreat. The lead Crimson Captain is a Bandit Captain (CR 2) with 65 HP. He's accompanied by 2 Hell Hounds (CR 3 each), 1 Cult Fanatic spellcaster (CR 2), and 3 Bandit archers (CR 1/8 each). The mercenaries will attempt to separate the party's tank from its healers. The Hell Hounds are vicious and prioritize the Barbarian and Paladin. The spellcaster will attempt to restrain or blind targets. This is a Hard encounter designed to test the party's coordination and force them to use resources before departing Krephis.
DM Notes
This is a Medium-to-Hard combat encounter. The Barbarian thrives against the Hell Hounds (multiple targets, melee focus). The Druid's Conjure Animals adds significant action economy—use this to your advantage by summoning creatures that distract melee enemies. The Wizard's Fireball is powerful here, but spread the enemies slightly to avoid a complete wipe. The Bard's control spells (Hold Person, Hypnotic Pattern if available) are devastating. The Fighter's extra attacks shine in a pitched battle. The Paladin's Aura of Protection reduces saving throws—the Cult Fanatic will struggle. The Ranger can focus fire on isolated targets. Use the fountain and stalls as cover, forcing the party to move. If the party is winning, the spellcaster will attempt to flee (DC 13 Acrobatics check to catch). Award 2,100 XP for victory. After the battle, the Crimson Captain's body reveals a letter from "the Voice" confirming that Moucolyn is planning something major in Ekamchester and needs the party dead. This is the hook for the next session.
Vumorith
Human · Questgiver / Information Source
Lysendra
Half-Elf · Rival / Potential Ally
Karren the Scarred
Human · Antagonist / Mercenary Captain
The Bandit's Gauntlet: Road to Krephis
mediumMonsters
Tactics
The Bandit Captain directs the assault from behind the overturned carts, using his Parry reaction to reduce incoming damage. The regular Bandits are split into two groups: three wielding crossbows from the cliff face above, three using melee weapons from behind the carts. The mercenaries will attempt to hold the chokepoint and force the party into a grinding attrition battle. If the Bandit Captain is reduced to half HP, the bandits will attempt to flee into the ravine. They are mercenaries, not fanatics—self-preservation matters more than victory.
Terrain
Narrow ravine with two overturned merchant carts blocking the road completely. The carts provide half cover for defenders. The cliff face rises 20 feet on both sides; the Bandits on the cliff have advantage on ranged attacks against targets in the ravine. A steep slope to the west offers an alternate route (DC 12 Acrobatics check to climb safely). The road is strewn with merchant goods—marred pottery, bolts of cloth, scattered coins—providing difficult terrain in places.
The Fraternity Lodge: Theft and Treachery (Combat Option)
hardMonsters
Tactics
If combat breaks out in the lodge, Lysendra summons the lodge's enchanted guardian (Flesh Golem) and her devoted followers (Cult Fanatics). The Flesh Golem is programmed to protect the orb and will attempt to grapple and restrain attackers. The Cult Fanatics cast Spiritual Weapon and Inflict Wounds while staying behind the Golem. Lysendra herself casts Hold Person and uses Subtle Spell to avoid counterspells. The lodge's layout offers multiple columns for cover, but the Golem's large size allows it to pursue targets through most doorways. The Sorcerers will not pursue if enemies flee the lodge—this is about defense, not conquest.
Terrain
Grand hall of the Sorcerers of Serenity lodge—high ceilings (25 feet), ornate marble columns (providing half cover), a central pedestal where the orb rests (surrounded by a 10-foot-diameter area marked in silver runes). The walls are lined with bookshelves and alchemical apparatus. Windows are sealed with magical wards (DC 16 Strength check to break, taking 2d6 force damage). The lodge has 4 exits: the main entrance (guarded), a servants' passage to the east (50 feet away), a library to the west, and stairs leading up to the dormitory.
The Crimson Hand Ambush: Guardian of Secrets
hardMonsters
Tactics
Karren leads from the rear, using the Cult Fanatic as her primary damage dealer. The Hell Hounds charge toward the party's tank or highest-damage dealer, attempting to separate them from support. The Hell Hounds use their Fire Breath ability at range to weaken clustered targets before closing to melee. Karren uses Second Wind to heal herself if damaged, and she focuses her greatsword attacks on the Paladin or Barbarian. The Bandit archers maintain distance and target spellcasters. The Cult Fanatic casts Hold Person and Spiritual Weapon to control the battlefield. If Karren is reduced to half HP and the Hell Hounds are both below half HP, the remaining mercenaries will attempt to flee into the city alleys (requiring chase checks or spell-based interception). Mercenary self-preservation is key—they will surrender if Karren is captured.
Terrain
Merchant square of Krephis at night. Multiple market stalls (5-10 feet tall, providing three-quarter cover) are arranged in a loose grid. A central fountain (15 feet in diameter, 5 feet deep) occupies the center. Magical lanterns hang from poles every 30 feet, casting pools of light and shadow. Narrow alleys branch off to the north, south, east, and west. The ground is partially slick from recent rain, imposing disadvantage on Acrobatics checks. The stalls contain goods (silks, pottery, spices) that can be used for cover or thrown as improvised weapons.
Treasure & Rewards
A family heirloom orb of polished moonstone veined with silver, roughly the size of a closed fist. When activated by a command word (known only to Vumorith's family), it displays the current date, time, and the lunar phase across its surface in soft blue light. It serves as a navigational tool and historical record. Though not particularly powerful, it is valuable to wizards and scholars. Vumorith will reward the party by purchasing rare spell components (worth 500 gold) or arranging to have a 3rd-level spell cast freely at a future time. The orb itself is worth 800 gold on the black market but priceless to Vumorith.
A sealed letter found on Karren the Scarred's body, written in cipher. Once decoded (DC 13 Intelligence (Arcana) check or by consulting a specialist), it reveals coordinates for a manor outside Ekamchester, confirmation that Moucolyn the Courageous is orchestrating events, and a reference to 'the Voice' as an agent of Moucolyn's will. The letter mentions a gathering of sorcerers and mercenaries in three days. This is the critical clue pointing toward Ekamchester and the larger conspiracy.
Restored health of 4d4+4 hit points each. Found in Karren's field kit and the Crimson Hand mercenaries' supply bags.
A well-made greatsword with a leather-wrapped grip and a pommel carved from antler. This weapon has clearly seen extensive use but is well-maintained and sharp. Worth 50 gold if sold, or usable as a martial weapon.
The cloaks of the fallen mercenaries could be used as disguises (DC 13 Deception check to fool casual observers in Ekamchester's streets). The insignia are worth 50 gold to collectors of dark artifacts.
Karren's personal pouch, containing the day's wages and expenses. Additional pouches on slain bandits contain 20 gold each (x5 bandits = 100 gold total). Total: 240 gold.
A copper ring inscribed with runes. Once per day, the wearer can cast Identify without using a spell slot. If the party befriends Lysendra, she offers this as a token of their understanding. Worth 400 gold, but Lysendra only gives it if the party proves themselves worthy adversaries or allies.
Story Hooks
The Crimson Hand Cipher Letter is the session's most important treasure—it confirms that Moucolyn the Courageous is real, present in Ekamchester, and actively moving against the party. The letter's mention of a 'gathering in three days' creates a ticking clock for the next session. The Ring of Magical Identification (if obtained) allows the party to craft magical items more easily and investigate artifacts they encounter. The Moonstone Chronoscope can serve as a plot device in future sessions—it may have hidden properties related to time magic, or it might attract attention from other collectors of arcane items. Lysendra's potential friendship opens a recurring contact for information and future intrigue. The Crimson Hand Cloaks can be exploited for infiltration in Ekamchester, where Moucolyn's influence is strongest. The potions restore precious healing resources, essential before the party's journey south.
Conclusion
Wrap Up
As dawn breaks over Krephis, the party prepares to depart for Ekamchester. Vumorith, grateful for the orb's recovery and the party's aid, provides detailed maps, letters of introduction to neutral scholars in Ekamchester, and gold to cover travel expenses. He warns them that Ekamchester is far less civilized than Krephis—it is a city of merchants, mercenaries, and dark dealings where the law is written by those with the strongest sword arm. The party has two days of hard travel ahead. As they pass through the city gates and the spires of Krephis fade behind them, the autumn wind carries the scent of coming rain and distant mountains. The road to Ekamchester stretches before them, narrowing as it approaches the southern reaches where Moucolyn's influence grows stronger with each mile.
Cliffhanger
That night, as the party makes camp beyond Krephis's reach, Lysendra appears in a scrying orb that materializes in their camp. Her amber eyes glow with an unsettling light. "I thought you should know," she says, "the Voice is aware of your presence. The gathering in Ekamchester will not wait—it has been moved up to tomorrow night. And Moucolyn himself will attend. The real game is about to begin. I suggest you travel fast." The scrying image flickers and fades, leaving the party with an impossible decision: push their horses and risk exhaustion, or arrive too late to prevent whatever Moucolyn is planning.
Next Session Hooks
- The Ekamchester Manor: Arrival and Infiltration — The party must locate the manor mentioned in Karren's letter and decide whether to infiltrate the gathering as observers, allies, or invaders. The Crimson Hand cloaks offer cover, but deception is risky.
- Moucolyn the Courageous Revealed — What is Moucolyn's true nature? Is he allied with an even greater power, or is he the primary threat? The party will finally encounter the evil elf leader they have been tracking, face-to-face or through intermediaries.
- The Voice's True Identity — Who or what is the Voice? Is it a god, a demon, an ancient artifact, or something stranger still? Lysendra's hints suggest it is more than a mere agent, and that it may have its own agenda independent of Moucolyn's.
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