Chapter I – The Lost World
The party is on the hunt for a powerful artifact that will grant them great power. This artifact is called “The orb of Knowledge.” The party wants it because those who stare into it can see a glimpse of his imminent future.
They’ve found it in a dungeon after slaying numerous monsters that inhabited it. When they finally arrived in the room containing the orb, they started admiring it. One of the party members tried to put it in his backpack. Still, immediately after touching it, the orb started to emanate a cloud of dark energy while pulling the party towards it, incorporating them in itself.
The party couldn’t see anything cause of the dark fog, but once it thinned out, they realized that they were falling from the sky at a tremendous speed. As soon as they approached the ground, a magic wind slowed their fall, not enough to make them land safely but enough to keep them alive. All the members of the party lose 1d6 HP from falling damage.
When getting up, the characters realize that they were teleported into an inhospitable swamp, that does not resemble any particular place of their homeworld. Upon investigating the event, who scores a successful skill throw on Arcane (DC 13), will comprehend that the orb was protected by a curse that teleported them into the object itself.
To the GM
At the end of this adventure, the players will not be able to escape from the orb’s curse. However, this will be the first step in a bigger adventure, divided in episodes, that will finally bring them out of this world.
In this first step, they will manage though to purify the swamp’s water by killing the beast that infests them. But, unfortunately, the beast also prevents them from escaping the village by crushing the only bridge that connected it to the nearby land.