A Good Day to Bard Hard - The Hunted

The band trek and camp for a few days then arrive in Nyxalon, a small happy town.

The band restock up on rations and items at the general store then head into the tavern - The Follower's Den.

They find a large round table and sit back a relax to the sounds of an elvish bard with a heavenly voice enchanting the room as workers drink away the aches and pains of a hard day of labour. 

There is a joyous atmosphere to the place, men in the corner playing cards and barmaids keeping all of the drinks topped off. Laughter is prominent and frequent. 

You have been traveling for some time and it is nice to have a night together with plenty of drinks to wash away the worries of the world beyond the tavern's doors! But after the adventures the band have had they are uneasy around such happiness....

Then a short elvish man steps into the bar. He is wearing ordinary clothing that is in desperate need of a wash. His light brown eyes are wide open with dark bags beneath them, contrasting heavily with his light-violet skin. He is clearly exhausted but still on edge. His hands tremble as he takes off his hat and lets loose a mess of dark brown hair that hasn’t seen a comb or razor in weeks. He looks around the tavern nervously, eventually spotting the band. A sigh of relief sweeps over him and he approaches there table


A Friendly Gesture 

Viorec steps up to the table without a bit of hesitation and speaks: 

”Hello there. S-sorry to bother ya.” He stutters a bit as he speaks. “I f-find myself in need of some aid. I was hoping to find a group in here tough enough to tackle a difficult situation and you all seem quite c-capable. Do you think you can help me? The name’s Viorec.” 

He holds a hand out, expecting a handshake from a member of the band as he puts on a weak smile. Desperation is painted across his face. 

When Lemmog grabs his hand, he clasps it with both of his own, holding tightly - painfully so. He looks Lemmog straight in their eyes with a wide stare. His eyes glow with a spark of red for just a moment before he gives a deep sigh and stumbles backwards, collapsing onto the floor and breathing heavily. 

“I’m so sorry . . . but it had to be done.” 

Lemmog feels a strange  tingling on their chest. Pulling the clothing back reveals a four-inch tall red glyph made up of otherworldly symbols. It pulses like a heartbeat and while strange, it is not painful. 

When Lemmog looks at Viorec, they can now see a dull red aura around his body.

Explain Yourself 

Ekham in particular is outraged and demands that Viorec explain himself, and what he has done to our beloved King and Leader of the Almighty band Arcane Fire, Ruler of Richmond and Beyond, King Lemmog the Strident.

There exists in this world an ancient, evil force. 

It has existed far longer than recorded history. Many have speculated how it came about - a curse placed upon mortals by the gods, a bane inflicted by a fiendish demonlord, or perhaps simply the result of experiments in forbidden magics gone wrong. No matter its true origin, this Entity has but one purpose - to hunt its mark. And there is always a mark - some unfortunate soul with a glowing blood red glyph that shines brightly on their chest, only visible to them and others afflicted by the same curse of impending doom. 

The Entity knows where its target is at all times and can take on whatever form is necessary to reach and kill them. 

The Entity hunts whichever creature has been most recently marked, moving down the chain until it kills each and every person in sequence. 

When someone bearing the glyph of this entity is inevitably eviscerated, the mark travels back to the previously cursed soul and the hunt begins again. You see, while the mark cannot be removed, it can be given to another against their will. As long as that new mark lives, the person who gave them the curse can survive a few more days, assuming that they can live with the guilt of knowingly dooming another to such a horrible fate. The feeling of being followed never ceases, however. 

As far as anyone knows, The Entity is unkillable. Hundreds have tried to free themselves from this curse through all manner of magic, but none have succeeded. Magical blades pass through its body without inflicting harm and spells simply disappear when they strike its form. Nothing can end its insatiable need to hunt - its need to torment and kill. And it is horribly efficient. 

It has been performing this task for thousands of years and has killed countless victims. 

It kills violently, ripping its target limb from limb. 

It is a shapeshifter, taking on whatever form is necessary to best hunt its target and to make sure they don’t know it is coming. 

It doesn’t speak or show emotion, which is usually what gives it away. 

It also doesn’t run. Its pace is steady and constant. It is always on the move and never stops to rest or to eat. You can try to outrun it, but it is always going to be approaching. 

The curse is passed on by taking someone’s hand in both of yours and looking them directly in the eyes. When you receive the curse, you instinctively know this. You know the rules of its game . . . know that it is coming for you. A sense of looming dread plants itself in the back of your mind and refuses to let go. You either try to outrun the creature as long as you can . . . or you pass it on to some other helpless victim and hope they can survive long enough to give you some respite. 

The other critical downside to the mark is that for as long as it persists, you cannot leave this plane by any means. 

Something in the magic locks you here, keeps you from fleeing effectively. 

Fortunately, once you've received the curse, it can never be transferred back to you! So even if someone takes hold of you and tries to pass it off, it has no effect. 

Viorec’s Plan 

Viorec states he has given away the curse on three separate instances . . . the first time to a random man in a tavern. He lasted only a few hours and the creature was after Viorec again. 

The next time was a duke. He was going through the town and meeting with citizens and Viorec took the opportunity to pass the curse to him, assuming his wealth and guards could provide him protection. He survived nearly a month, giving Viorec time to run and recover. 

The final time was to a powerful eldritch knight that sought to slay the creature, but even his magically enchanted blade was ineffective. 

Viorec has been on the run for multiple weeks since then, stealing horses and running them as hard as he can until they collapse from exhaustion - just to buy some time so he can get a full night’s sleep. 

Viorec suddenly stops talking as a woman walks in the door and looks around the tavern. 

Viorec starts swearing under his breath and preparing to run, before the woman spots a friend and waves to her excitedly. 

Viorec lets out a massive sigh of relief. 

Viorec says he has met with a priest by the name of Percival that thinks he can destroy the creature, but it requires the creation of hallowed grounds beneath The Entity - a process that takes twenty-four hours.

During that time, the creature must remain in the area, which is what makes this so difficult. The creature is smart and will not walk into an obvious trap. 

It must be tricked or trapped via clever means. ”Percival and I know of an abandoned mine not far from here - maybe a two day journey. 

We think it is a good place to set everything up. We can lure it in and collapse one of the tunnels. 

It is a more subtle trap, so we think the creature will be susceptible to it. Also, when I say abandoned, I mean by civilized folk. There are apparently some goblins that have taken up residence that will need to be dispatched. 

That is why I had to find someone to help . . . and I’m so exhausted . . . I had no choice but to pass the curse along.” 

First Sighting

The conversation continues for another few moments before Ekham notices a strange middle-aged man looking in through one of the windows of the tavern. 

Ekham gets up and leaves the Tavern to talk to the stranger.

”Damnit! I thought we had more time! Run!” Viorec screams and throws the table towards the creature and makes for the front door. 

Hydrica and Bo, just lean back drink in hand and watch the commotion.

The creature ignors Ekham and smaskes through the window and wall lurching onward towards them sending splinters of wood into the street. 

People start to scream and panic and a guard even runs over to The Entity with a sword drawn. With a single hand it smacks the guard with such force that it sends him splatting into the wall on the other side of the street.

The Entity never breaks stride

Viorec tries to rally the band around him. ”To me! Come now! We have to stay ahead of it!” 

He starts jogging down the road away from town and stops once they have put a hundred yards or so between themselves and The Entity. 

”It will just keep coming. Endlessly stalking in this same fashion. This has been my life for three months now! Three months of never having a true moment of peace! You see now why we must kill it!”

Lemmog, leaps over furniture and runs into his griffon faceplanting into its rear, Heironimyo and Gribble arrive just in time to see Lemmog extracting himself from his Griffon.

Lemmog then mounts the Griffon the correct way and flys off low down the street scooping up Viorec, and flys at a dash to the next town.

Hydrica and Bo exit and see the Entity adjust its trajectory and continue onwards shapeshifting into a cat to leap across roofs, then into a wolf to stalk into the forest.

Stalked

Bo uses Sending to get this information from Lemmog, and they meet at Cresthaven, the the rest of the band do not have time to reset before they head out again, on to Verrala,.

Doom others

Where along the route they are accosted by some bandits

Stand and deliver
Your money or your life
Try to use a mirror
Not a bullet or a knife

I'm the dandy highwayman, so sick of easy fashion
The clumsy boots, peek-a-boo roots that people think so dashing
So what's the point of robbery when nothing is worth taking?
It's kind of tough to tell a scruff the big mistake he's making

The band introduces themselves as Arcane Fire and the King, King Lemmog who greets with a firm hand shake The Danady Bandit, The Prince Charming - Adam Ant, and passes the curse on to him, who in turn passes it on to on of the members of the band, and Ekham advises that they should split up and run.

Which they do - but together.......

They arrive in Verrala, thinking they have time to rests, as well 6 bandits should give them plenty of time, when Lemmogs Curse Glows stronger......

Run..

This time to avoid exhaustion they take it in turns to rest in the wagon, and use the mechanical horse to pull it when some are resting, with the others then following up on horseback or flying.

Remainder of the Journey 

The Band is on constant guard, suspecting squirrels, rabbits, owls, basically anything and everything never knowing how far ahead they are.

Most of the trip to the mines is simply following along a main trade road. The band encounter other travellers along the way, but they don't stop, cannot stop, must continue, must get ahead.

They arrive in Ixalus for a brief stop then on to Troit

he Town of Troit 

After three nights and two days of travel, the band arrives at the town of Troit where they are to meet with Percival, the cleric that will cast the hallow spell and banish the creature from this world. 

He has been staying at the local tavern and walks outside as the party approaches, greeting Viorec and glad to see him again. 

He pulls out a package wrapped carefully in cloth - a set of explosives leftover from the mining operations that they can use to collapse one of the tunnels. 

The town was once prosperous, but is now in shambles years after the mines closed down. A few people still linger, but the houses are falling apart and most people simple leave the area as soon as possible. 

Those that remain cling to a false hope that one day things will change and the town will resurge with life again.

The Abandoned Mines 

Just over a mile outside of the town of Troit are the abandoned mines. Fortunately for the town, the goblins that lie within the caverns have been too afraid to attack an entire settlement, even if half of it is abandoned. 

The clan is not particularly large according to reports from Troit, so hopefully the band will be able to overcome these creatures with their strength. 

They do not have time to hesitate for The Entity is always approaching. 

The mine is down in a valley with sheer stone cliffs on two sides. 

The cliff on the right has a particularly large boulder teetering near its edge. 

The area in front of the cave mouth is littered with piles of rubble, discarded mining equipment, and crates filled with unrefined ore. 

There are barrels with painted flames on the sides of them in the area as well. 

Near the entrance of the cave is a large bell next to a one room building with no windows. 

Goblins roam throughout this area, screaming loudly at one another as they throw dice along the stone or simply argue amongst themselves. 

If they are scouts, they are doing a poor job.

The Goblins spot the band and demand who goes there, and if they are friend of foe.

The band declare they are Arcane fire and are here to perform an exclusive concert.

But you need a special ticket tattoo to attend, like what King Lemmog the Greatest Orc of all is branishing.

All you need to do is step up and shake his hand to receive your ticket to the greatest concert of your lives.

The Scouting party agrees and all receive their mark, the band explains that they can give out tickets to the rest of their clan if they wish, but we do need to look and find an area we can perform in.

Into the Mines

As they move about the mine Percival states this room will be great, it is large enough and has only one exit.

The band set up and perform to around 50 Goblins of various ages, from their elders to their youngest, all now have a red glowing otherworldly tattoo on their chests.......


The Band Perform an epic performance to the Goblins, some of which come up to the band and prise them and say they will be life long fans.

A festival atmosphere erupts and Bo starts face painting the young uns.


Meanwhile...

Viorec works to setup the explosives about 80 feet from the end of a tunnel. This process takes multiple hours, as Viorec is still learning what he is doing. 

Percival spreads incense and candles throughout the area. He pours oils and perfumes that cause the cave to smell quite pleasant! 

Its here....

Bo screams and scuttles backwards as a goblin comes up to the child and transforms into a huge bugbear ripping the goblin child in two/

Chaos erupts as the Entity is here, several more Goblins are torn in two as panic pulses through the mine.

Ekham spots the Entity next target and grabs his hand, gets the curse transfered to himself and tells everyone to flee the mine.

The Rest of the band start helping others escape, as Ekham does his benny hill act and runs around the room just out of reach of the Entity.

Luring The Entity

Now the trap is set, the Ekham draws the Entity into the trapped portion of the mines. When they pass through the threshold, The Entity freezes. It takes on the appearance of a miner, then of one of the band members, then of a goblin, and finally back to a miner. It continues to stand motionless just beyond the reach of the trap, simply staring down the cursed party member with empty eyes.

Ekham gets to just out of reach of it to lure it further in.

Gribble casts Plant Growth, Bo casts Spike Growth which together reduce its 30ft movement to 7ft.

Ekham jumps on the broom and flys out of the area scooping up the goblin loot and way out, as Viorec, and Percival make some space and detonate the explosives.

The rocks around the area continue to quake and tumble once the dust has settled, but it appears to be trapped! The band continue piling on the rocks during the ritual to ensure The Entity cannot escape for its attempts to break free are relentless and it is incredibly strong.

Unfortunately, the explosion also causes some sections of rock closer to the entrance of the mines to fall trapping the band inside with The Entity!
If takes many hours to move the stone blocking the entrance to help with the stone blocking in the Entity.

The Ritual


The ritual goes on for hours and hours. The band rest in shifts continue piling on rubble as Percivla chants and prays. 

In the end, Percival will tell the rest of the party and Viorec that they should leave. 

He expects The Entity to resist and that this resistance will be violent - potentially even collapsing the entire area. He refuses to continue until they agree to these terms. 

When the band gives in to his request, he completes the ritual.

The sound of cracking and fracturing stone fills the air and dust blinds you as it sweeps down the tunnel. Percival lets out a scream, but of determination - not of pain. 

A screech echoes throughout the area, high pitched and piercing. It is offensive to the ears and the urge to cover them is overwhelming. It continues for a full five seconds before a bright light pieces through the dust and nearly blinds you, but it fades quickly along with both the screams of Percival and of The Entity. The cursed character notices the feeling of being followed ceases.

The Final Showdown


Percival emerges from the rubble and dust shortly after the ritual completes. His eyes remain locked on the band and he does not respond to any of their cries.
 
He is bloodied and battered, but his step is steady and firm.

The band spot that his movements are the same as The Entity and before he can strike, they trap it in confusion, befuddlement and various other spells as the rest of the band slash, bludgeon and blast it to peices.

It never got an attack off, which was great for the band, as it may have been difficult to play the lute with only one arm!

Recovering Percival

Once The Entity is defeated, the marks on each cursed individual fades away. 

Viorec collapses to the ground in relief and begins sobbing and saying thank you over and over again. 

He then demands that they retrieve Percival’s body and give him a proper burial for the sacrifice he made on this day. 

His body is not difficult to find. It is lying beneath a pile of rubble with a huge slash across his chest - but he has a peaceful expression on his face. 
Within his bag is a note that reads: 
Viorec, in case I don’t make it out of this alive, take the wealth I have and use it to restart your life. I know the decisions you made were difficult and you should not burden yourself with guilt of doing what any other man would. I hope for your sake and for the sake of all of the others this monster has hurt that the ritual worked.-Percical 
Within the bag is 1300 gold. 

Viorec offers half of this to the party as thanks for helping him and to apologize for all of the grief he put them through. Hopefully it is a small contribution towards making things right.

Goblin Loot!

It turns out, the goblins were quite successful in their raiding before settling down in this cave! They clearly raided an upscale caravan of some sort. There is a bag of gemstones containing 13 Sapphire, 13, Diamonds, 13, Rubies, and 13 Emeralds each  gemstones worth 25 gold pieces each. 

The band then leave Troit and the Mine to the people and the Goblins, thinking they have bestowed enough horror on the Goblins and the Town is dying anyway, so.. 

Onwards

A top a 1,000 foot high cliff overlooking a picturesque wooded valley stands an institution dedicated to the cultivation and preservation of the bardic arts. This is The Storied Bastion, a collection of stone villas huddled around the tall, martial tower known as Hildie’s Keep. Within these walls a cadre of elder scholars known as the Anthologists work to shepherd their fellow bards through the first and last chapters of their life stories. Part academy and part retirement village, scholars throughout the realm know the Storied Bastion as the site of one of the greatest archives ever compiled.
The band head up and up to the Storied Bastion.

Visiting

The band find a gracious welcome at The Storied Bastion, and are offered rooms and meals in exchange for tales of their travels. 

The going rate is one very good story, two not so good, or three pieces of mundane news for a night’s stay.

Mealtimes at The Storied Bastion are well worth the price of admission, being used by bards both young and old as a chance to show off. Performances by eager youths of favourite songs and poems from the vaults are followed by epic yarns woven by elder masters of the craft. Sometimes storytelling competitions break out, and on these nights the laughter from the feasting hall echoes down through the valley below. 

A friendly face bids them a word of caution, though. Be wary not to overindulge on the fine wine, ale, and mead which is ever on offer. Your hosts are generous and beguiling to be sure, but they’re also over fond of secrets.

They are given a quick tour by Nenji Sehnna (She/Her) Head Student, Elected by the students to represent their interests to the faculty here at the Storied Bastion.

She is a bright bard on the cusp of graduation. Her talent is undeniable. As she almost is if in song goes through the Sights and Features of the Storied Bastion.

Sights and Features

The Feasting Hall

Long banquet tables are arranged around a central stage where bards in training perform during mealtimes. It is tradition that the first time a young bard takes to this stage their peers must boo and heckle throughout the performance. This is both a trial by fire and an easing of pressure, as nobody’s first performance is allowed to be a great success. 

The Silent Courtyard 

The halls of The Storied Bastion burst with performance and song morning, noon, and night as youngsters learn their craft by doing and their elders work to keep their skills sharp. However, even the most creative minds need peace and rest. For this residents (and overwhelmed visitors) come to the Silent Courtyard. Magically muffled and lush with flowering trees and soft grasses, here one can sit quietly or meditate, emptying one’s mind of the words and works of others to better hear the call of the muse. 

The Atheneum 

The open library of the Bastion. Here visitors find faithful copies of the works of famous bards, as well as texts on a vast array of subjects from the physical sciences to the magic arts. 
The Anthologists even stock some poetry written by non bards here for amusement’s sake. 

The Legacy Vaults 

Carved deep into the cliffs below The Storied Bastion and accessible only with special permission from a senior Anthologist, the Legacy Vaults house the largest and best preserved collection of bardic works in the known realms. Anthologists consider the loss of any bard’s works a great tragedy and work tirelessly to keep up the preservation spells on the tomes in their charge. Despite their best efforts there are some dusty, forgotten corners of the vaults where no visitor has tread for many years. Here the wards on some of the older books have decayed, leaking magical energy into the environment, warping reality around them and drawing strange creatures close. 

The House of Denouement 

A comfortable residence for bards living out their last days, with plenty of pleasant vistas, soft cushions and easy chairs for them to rest in while they pass on their many stories to the Anthologists for posterity. Most apartment doors in this building are propped wide open during the day, inviting visitors. No one likes unexpected company quite so much - or provides such excellent impromptu hosting - as an elderly bard.

History

Seven hundred years ago the valley beneath The Storied Bastion was a pit of fiends and dragon-spawn, birthed by a localised rift in the fabric between the material and lower planes. Travellers knew it well and detoured for miles to avoid it, while those settled nearby could do little but watch and pray as year upon year its corrupting influence expanded towards them. 

The rulers of the nearby town of Largersch sent out a desperate call for aid, offering all the gold of the kingdom to any who could close the rift. They were answered many times, and each time watched with grief and no small amount of guilt as these valiant souls tried and failed to complete the quest. The people of Largersch were close to giving up and abandoning their home to the monsters when a band of adventurers calling themselves the Rude Champions arrived, led by a bard named Hildie Borenbier. 

Hildie was born in Largersch. Despite leaving town in her teens to pursue her art she never forgot the plight of her homeland. On her return her family and childhood friends did their best to dissuade her from taking up the cause, but Hildie was determined and sure enough, after many hard won battles the Rude Champions prevailed. They closed the rift and vanquished those monsters left behind in the valley, leaving only a handful to scatter to the dark corners of the realm. 

Alas, victory came at a cost. Hildie saw many of her friends fall, as well as losing her childhood sweetheart to the fiends. When at last the valley was safe the remaining Rude Champions, valiant to a fault, took only half the reward offered to them by the town. 
Hildie used her share along with the spoils of previous quests to build a lonely keep atop a cliff, overlooking the site where her love fell. Here she retired to write the tales of her lost companions for posterity, intending to live a solitary life of contemplation and mourning. However, soon a great number of travellers, explorers, and merchant caravans returned to the valley. Some would detour to visit her keep and hear the story of the rift’s closing. 

Before long Hildie’s renown as a master bard spread far and wide, her tall tales carried abroad by her many visitors. 

Young bardlings began to travel to Hildie’s keep in pilgrimage. Moved by their earnestness, and not immune to their flattery, Hildie found herself taking on apprentices. She offered them rooms in her keep and the benefit of her experience and mentorship. Within a few years this expanded to become a school. 

After Hildie’s death at the ripe old age of 126, her closest surviving friends and proteges took it upon themselves to record what they knew of her life and works and preserve all in a specially built vault beneath the keep. They offered the same for the first generation to learn under her, many of whom grew to be legendary bards in their own right. 

This became a common practice, then a tradition, and within a few years some among the bards of the keep would choose to dedicate their lives to the archiving and preservation of the growing collection. These were the first Anthologists, who founded The Storied Bastion in Hildie’s Keep 600 years ago, and whose practices continue with little alteration to this day.

Children of noble houses and famous performers are brought to the Bastion at a tender age to be nurtured and molded by its curriculum, although as soon as a young bard has their wits about them and a smattering of training they’re wont to go in search of adventure. This is only natural and those few students who don’t willingly fly the bastion’s cozy nest after the age of 18 are gently - then firmly - pushed out into the world. The alternative is to take on the mantle of Anthologist, dedicating one’s life in service to the Bastion and its archives.

A bard of the Bastion may only visit home once or twice during their illustrious adulthood, but nearly all return for good in old age. They come alone or with families in tow, drawn there in part by nostalgia but more pressingly by the drive to preserve their legacy. The Anthologists of the Storied Bastion sit for days inscribing while an elder bard recites their works of song and poetry, their tales of adventure, and their unconfessed intrigues. Great poetic works and spurious gossip alike are compiled with somber reverence into heavily bound tomes, with their fragile pages magically preserved against the ravages of time, damp, and dust. These volumes join thousands like them drawn from bards stretching back into antiquity in the Legacy Vault, a labyrinth of chambers carved deep into the stone beneath the Bastion.

Meal and Entertainment

The Band are led back to the Feasting Hall where a meal and entertainment is laid on.

The band are talking with Lotta Brightstriker Elder dwarven bard in residence Now approaching 565 years of age, Lotta is the eldest bard in residence and remembers the earliest days of the Bastion. She returned to live out her last years in peace here thirty years ago and the tales of her eventful life have long been committed to the vaults.
She informs the band that she remembers a time when there was this great Resonance Network, ah thats right it was called "The Arcane Resonance Network".

The kingdom once had a magical broadcast system — the Arcane Resonance Network — but it fell into ruin centuries ago. Perhaps you young whipper snappers have dreams of restoring it for the ultimate concert. To do so, the you must locate, repair, and attune the Resonance Spires scattered across the land.

A network of ancient crystal obelisks, known as Resonance Spires, scattered across the kingdom. Each spire is attuned to a central Grand Conductor’s Stone located at the concert venue. When activated, the spires project shimmering illusions of the performance and broadcast the music magically to every town square, tavern, and even mountaintop.

Each Spire needs to be tuned to the Grand Conductor Stone, then by means of wibbly wobbly Illussion and Sound Transmission Magic where the Major Image spell is amplified through the Grand Conductor’s Stone, sending a synchronized visual feed to each spire, while the Thaumaturgy and Sending spells that are woven into the network, ensure crystal-clear sound without delay.

Pyrotechnic bursts, illusory fireworks, and dancing lights can be triggered from the stage to appear at every spire simultaneously.

Audience cheers at each spire are magically fed back to the main venue, so the band hears the kingdom roaring in unison.

Also as you were talking about Amplification and prehaps rebuilding  the Arcane Resonance Network is beyond you, you you are both enough to do both, an old artificer from Brasshaven left this.

The Manual of Electric Amplification, which if the components are gathered and a really good artificer is given time, then their instruments/mike/tap dance noise can be amplified to stadium shows.

With the resonance network up and running, then their shows can be broadcast across the lands, conquering them one tune at a time.

Part-way through the evening Head Anthologist Levetar Emleck excuses himself to deal with some pressing business. 

The next morning the band is summoned to the roof of Hildie’s Keep to meet with Levetar. 

Gazing over the parapet using a telescope which Levetar proffers, the band can barely make out a force marching through the woods a thousand feet down in the valley below. Levetar and the Anthologists have received word that a small army of dragon cultists is advancing towards them under the leadership of a shapeshifting young black dragon named Shibelurn. 

With only students and old folk present to defend it, Head Antholoigst Levetar Emleck begs for the bands aid in defending The Storied Bastion. In return for their service he offers 2,000gp and a Quill of Transcription, a magical item developed by the scribes of the Bastion. 

With 50 or more cultists marching under Shibelurn’s banner, Levetar acknowledges that the odds are stacked against the band. There is one thing they could try to even things up a little, though. Levetar points out three statues perched on the parapet. These stone winged creatures are exquisitely carved and appear watchful despite their wild, gurning expressions. 

These are stone guardians created for the Storied Bastion by a friendly artificer. The guardian statues use gargoyle stats, but they are neutrally-aligned constructs rather than elementals and they can't speak any languages. They are completely loyal to whoever wears the Crown of Stone in its completed form and can be controlled by them telepathically.

The Crown of Stone

Levetar produces a single blue crystal from within his robes. “This,” he says, “is the final piece needed to complete the Crown of Stone. I have kept it hidden for many years out of fear its power may be used against us. My caution proved warranted when the crown fell into the hands of a would-be tyrant. The leader of a pack of troublesome creatures who live in the darker, forgotten corners of our vaults.”

Levetar asks an initiate to show the band down to the Legacy Vaults. He tells them to return to the battlements when they’re done retrieving the crown.



The Manual of Electric Amplification

Authored by: Valerius the Loud, Master Artificer of the Cobalt Soul and Master Artificer Thaldrin Vey, Keeper of the Stormforge
An Instructional Manual for the Electrically Inclined Musician

The Bard’s Codex of Arcane Amplification

Foreword

In the age of candlelight concerts and dragonfire festivals, the humble lute or harp can only carry so far.
The amplification of sound, particularly in large crowds or in combat, is usually relegated to the Thaumaturgy cantrip.
However, true sound engineers utilize "Fulgur-Stones"—crystals struck by lightning during a storm, holding a charge of atmospheric energy. These stones, when attuned to specific tuning forks, can amplify acoustic vibrations.
This manual will guide you through the crafting and use of your very own Magical Sound Amplifier.

I. Components Required

Resonance Crystal – A quartz-like gem attuned to your instrument’s frequency.
Fulgur-Stone Crystal - The Crystal is created via lightening that struck sand and typically extracted from sand in a storm prone area.
Stormglass Crystal – mined from peaks struck by lightning at least thrice in a year.
Copper Filament Coils – Wound tightly to channel arcane current.
Aetheric Capacitor – Stores magical charge for sudden bursts of volume, typically a Thunderseed Stone – a porous basalt infused with elemental air essence.
Runed Soundboard – A carved wooden plate inscribed with glyphs of Auditus Maximus.
Power Source – Depending on power needed:
  1. a bound lightning/storm elemental or
  2. a portable mana battery or
  3. charged by an electrical source
    1. a Call Lightning spell
    2. Shocking Grasp cantrip
    3. exposing it to a storm.
Sovereign Glue – Magical Glue Item

II. Assembly Instructions

Stone Preparation

Carve the Thunderseed Stone into a palm-sized oval. Smooth the surface until it hums faintly when tapped.

Crystal Embedding

Embed the Resonance Crystal into the stone’s heart, binding it with copper filament in a spiral pattern. This spiral channels both sound and lightning energy.

Runic Etching

Inscribe the Resonare glyph on the front face (for sound projection) and the Fulminis glyph on the rear (for lightning conduction).

Crystal Mounting

Affix the Resonance Crystal to the base of your instrument using Sovereign Glue. Ensure it aligns with the sound hole or primary vibration point.

Coil Wrapping

Wrap copper filament around the neck or frame, connecting both ends to the Aetheric Capacitor. This will channel the sound’s magical energy.

Soundboard Integration

Place the Runed Soundboard between the instrument and the amplifier stand. The glyphs will translate vibrations into amplified waves.

Power Infusion

Connect the capacitor to your power source. If using a lightning elemental, be polite — they are temperamental and prone to shocking performers.

Charging the Stone

Place the stone atop a grounded iron plate. Strike it with a controlled lightning bolt — the energy will awaken the crystal’s resonance.

Tuning

While chanting a high-frequency frequency harmonic (a low-level sound cantrip) or playing the instrument, tap the stone with a silver hammer until it resonates.

III. Operation

Activation Command: Speak the phrase “Resono Magnifica” while playing a chord.
Volume Control: Adjust the rune dial clockwise for louder output, counterclockwise for softer tones.
Special Effects:
  • Echo Chamber: Tap the crystal twice for a haunting reverb.
  • Thunderstrike: Overcharge the capacitor for a single, deafening note (may cause goblins to flee).

IV. Safety Warnings

Do not overcharge beyond three mana cycles — risk of crystal shatter.
Avoid playing near glass windows unless you enjoy replacing them.
Avoid using near fragile glassware or skittish mounts.
Never let a curious wizard “improve” your wiring without supervision.
Feedback: If the Fulgur-Stone is overcharged, it may cast Thunderwave on the user.
Deafness: Always wear earplugs fashioned from wax or gelatinous cube residue when testing.
Never store two Resonant Stones in close proximity — harmonic feedback can cause explosive resonance.

V. Maintenance

Clean the crystal monthly with moonlight-infused water.
Re-inscribe runes every solstice for optimal clarity.
Replace copper coils if they begin to hum ominously when idle.

generate dnd cover art image  for a The Bard’s Codex of Arcane Amplification Authored by: Valerius the Loud, Master Artificer of the Cobalt Soul and Master Artificer Thaldrin Vey, Keeper of the Stormforge An Instructional Manual for the Electrically Inclined Musician


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