**Ashen Legacy: Awakening the Guardian's Flame**
Setting: The Emberforge Ruins
The Emberforge Ruins lie in the heart of the Ashenwood, an ancient forest that has seen better days. This forgotten place is known for the embers of a long-dormant forge that once produced weapons of incredible power. The forge was operated by the Guardian of Flame, a mighty elemental spirit that has now been imprisoned as a mere echo of its former self. The once-bright forge is now overrun by twisted flora and shadows of past fires, creating a maze filled with scorching heat and dangerous traps.
The forest is thick with smoke, making visibility poor. Lichens glow faintly on the trees, and the ground is dotted with small molten puddles. Giant, ash-covered roots break through the ground and emit faint embers, while soot-dusted statues of ancient blacksmiths stand guard over their forgotten crafts.
Characters
1. The Guardian Wisp: A small, flickering flame spirit that seeks to guide the party and may assist them in awakening the Guardian of Flame. The Wisp can communicate through sparks of light but is wary of the dark forces surrounding the ruins.
2. Talarin, the Flamekeeper: A centaur druid who has made it his life's mission to protect the forest from the spreading corruption. He assists the players by providing knowledge about the ruins, but he is also suffering from a curse that dulls his powers, making him dependent on the party to succeed.
3. Corrupted Elementals: Once guardians of the forge, these fire elementals have been twisted by dark magic into malicious beings. Their rage will stop at nothing to prevent the awakening of the Guardian.
Conflict: The Awakening of the Guardian
The party must awaken the Guardian of Flame to restore balance to the Emberforge Ruins and cleanse the forest of the corruption that threatens to engulf it. However, dark forces led by a powerful sorcerer, Orixis the Veiled, seek to harness the Guardian's power for their own dark purposes. Orixis has stationed himself within the depths of the ruins, manipulating the corrupted elementals to stop any intruders.
To accomplish their task, the players will face a series of traps and challenges designed to test their wits, bravery, and teamwork. They must navigate through the ruins, solve puzzles to unlock the forge, and ultimately confront Orixis and the corrupted elementals to awaken the Guardian and reclaim the legacy of the Emberforge.
The Entrance: The First Challenge
As the players approach the Emberforge, they encounter a large archway made of blackened stone adorned with intricate carvings of fire and flame. Immediately, they sense a wave of heat radiating from the other side. An inscription reads, "Only those pure of heart may pass. Speak the truth you carry."
Challenge: The players must speak a truth about themselves to the archway. Failure to do so may trigger a fiery trap, causing each player to take 2d6 fire damage as fire jets shoot from the carvings. If the group speaks a lie, they trigger the trap as well, but they can attempt to escape by making a Dexterity saving throw (DC 14).
After passing this initial challenge, the players enter a large chamber filled with blacksmithing tools that appear to be animated by the spirits of fallen smiths. The anvil serves as a significant focal point reflecting faint flames within it. A grand statue of the Guardian looms overhead, its eyes flickering with a faint light.
The Chamber of Trials: The Puzzles
Puzzle One: The Flame’s Reflection The anvil must be struck at the right moment to resonate with the Guardian's essence. The players must work together to solve a series of rhythmic strikes that align with the flickering flames in the statue's eyes. The correct rhythm can only be discerned by observing the patterns of flame flickers.
- Players can make a Wisdom (Perception) check (DC 15) to discern the pattern, while others use Dexterity (Performance) checks to execute the strikes.
- Success means unlocking a hidden compartment in the anvil revealing a Flamekeeper’s Sigil, which grants a +1 bonus to fire-related spells and attacks.
- A failure results in fiery sparks erupting from the anvil, requiring a Dexterity saving throw (DC 13) or taking 1d8 fire damage.
Puzzle Two: Embers of Fate On the walls of the chamber are engraved images of the Guardian using various weapons to protect the forge. Each image represents a different weapon type: sword, bow, hammer, and spear. Players must rearrange the images to reflect the sequence of the Guardian's greatest battles.
- To solve this puzzle, players can make a History check (DC 15) to recall significant battles, while collaborating with one another regarding which weapon was wielded in which scenario.
- Correctly arranging them opens a passage where the flickering fire grows stronger, revealing a forgotten recipe for an Emberforge weapon within a concealed tome, granting a temporary +2 bonus on a weapon of choice for the remainder of the encounter.
- A failure causes embers to ignite, dealing 2d6 fire damage in the vicinity and causing one animated tool (such as a hammer) to become a minor enemy (Zombie Smith) that attacks the players.
The Depths: The Confrontation with Orixis
As players navigate through the Emberforge, they finally arrive at the depths where the sorcerer Orixis awaits. The room is dimly lit by the pulsating flames of the corrupted elementals flanking him. Orixis, a dark figure cloaked in shadows, hurls threats of doom and promises of power to any who dare challenge him.
Enemies: Orixis (CR 6) Corrupted Elementals (2 CR 4 each)
Orixis will start the encounter using spells such as Fireball and Ray of Enfeeblement, manipulating the environment to have fire-based terrain hazards. The corrupted elementals will attack the players with fiery punches and can unleash the ability to hurl patches of burning debris.
Tactics: Orixis summons additional corrupted elementals to fight the players, using the terrain to his advantage. He will pursue players trying to awaken the Guardian, especially targeting any wielders of the Flamekeeper’s Sigil.
Once Orixis and his minions are defeated, players can perform a ritual to access the Guardian’s essence. That includes combining the Sigil, the hidden weapon recipe, and components throughout the ruins, creating a fiery circle centered around the enfleshed statue.
Awakening the Guardian: The Final Push
The players must make a group Arcana check (DC 17) while standing with the items. If successful, the Guardian of Flame awakens in a display of fire and light, dispersing the corrupt elements in the room and granting the party temporary boons.
Post-battle, Talarin approaches and thanks the players, offering insight into the significance of the Guardian and what their revival brings to the Ashenwood. Each player receives unique rewards based on their involvement in the combat and completion of the puzzles, fostering a sense of accomplishment and connection to the newly resurrected Guardian.
The Emberforge Ruins become a beacon of renewal, illuminating the darkened forest, as the Guardians’ flame dances once again, rekindling hope for the Ashenwood and its protectors.