Storm Over the Thrymscar Vale

A Campaign of Elements & Intrigue

Levels 3-7

The Storm Gathers

T

he Thrymscar Vale has always weathered storms, floods, and quakes—but lately the land itself feels angry. Trade roads wash out overnight. Dust storms flay paint from wagons. Lightning strikes from a clear sky. A Highmarcian trade delegation vanished on the Long Road, and whispers speak of masked pilgrims and reoccupied ruins in the hills.

You've come to Skarnhollow, a crossroads town whose folk are tough, practical, and scared. They want answers. Four old keeps, once guardians of the vale, sit like broken teeth on the horizon—each now a lair for zealots who claim dominion over sky, stone, wave, or flame. Their banners are hidden, their symbols are not.

This will be a fast-moving investigation and rescue across ravines, riverways, wind-carved mesas, and fire-scarred canyons, diving into dungeons where the elements are twisted against you. You'll start as capable adventurers at level 3 and rise to level 7—if you can uncover who is stirring the elements and stop them before the valley breaks.

Building Characters That Shine

Tone and Themes

  • Mystery and infiltration punctuated by dangerous delves
  • Survival against hostile terrain and weather
  • Moral pressure: save captives, protect towns, and decide when to strike quietly or openly

🛡 Party Composition

Healing & Support

Aim for redundancy in healing and battlefield control. Two characters who can heal is ideal.

Social & Investigation

Include at least one strong face (Insight, Persuasion, Deception) and one investigator (Investigation or Survival).

Mobility

Flight, climbing, swimming, and battlefield repositioning will save lives.

📜 Classes and Archetypes That Fit Well

⚔ Frontline

Paladin (auras, smites) • Fighter (Battle Master, Rune Knight) • Barbarian (Ancestral Guardian, Totem)

✨ Control & Utility

Druid (Land: Coast/Desert/Mountain) • Wizard (Abjuration, Divination) • Sorcerer (Storm) • Cleric (Tempest, Light, Nature, War)

🗡 Skirmishers

Ranger (Gloom Stalker, Hunter) • Rogue (Scout, Arcane Trickster) • Monk (Open Hand, Ascendant Dragon)

🔧 Utility Specialists

Artificer (Artillerist, Battle Smith) excels at utility and support

📖 Backgrounds, Skills, and Tools

Recommended Backgrounds

Outlander Guild Artisan Sailor Soldier Acolyte Urban Bounty Hunter Far Traveler Faction Agent

Skills to Prioritize

Survival Perception Insight Investigation Athletics/Acrobatics Nature Religion

Useful Tools

  • Cartographer's/Navigator's tools — route-finding
  • Mason's tools — collapsed ruins
  • Vehicles (land/water) — traversal
  • Herbalism kit — antitoxins/healing
  • Thieves' tools — locks and traps

Spells and Features That Pull Weight

🗺 Exploration

Feather fall • Jump • Spider climb • Water breathing • Water walk • Fly • Levitate • Pass without trace • Locate object

🛡 Defense & Sustain

Absorb elements • Protection from energy • Lesser restoration • Aid • Aura of protection • Counterspell/Dispel magic

⚡ Control

Gust of wind • Shatter (resonance) • Control water • Wall of stone • Wall of fire • Sleet storm

🔍 Utility

Comprehend languages • Detect magic • Silence • Sending • Tongues

🗨 Languages and Lore

Primordial and its dialects (Auran, Terran, Aquan, Ignan) show up in inscriptions, cult passwords, and elemental summons.

Dwarvish and Giant can matter in ancient keeps and stonework.

🎒 Equipment Guidance

  • Climbing gear, pitons, rope, grappling hook
  • Potions of healing and resistance, antitoxin
  • Cold-weather or desert clothing as needed
  • A light source that isn't fire (sunrods, driftglobe) for air- or gas-heavy areas
  • For martial characters, a backup non-metal weapon (magnetized or rust-monster encounters)

Character Hooks

Choose one of these or pitch your own; each ties you to the valley and the missing delegation.

🛡

Caravan Shield

You previously guarded a Highmarcian trade coster. Someone you respect rode with the missing delegation. You carry their signet, ledger, or last letter.

🕵

Faction Operative

You answer to a contact in one of the five factions (Watchers, Gauntlet, Enclave, Covenant of Crowns, Argosi). Your orders: find proof, rescue captives, and don't start a war—unless you must.

🏡

Valley Native

Skarnhollow, Triboar, or Beliard is home. Your kin's farm was hit by a freak storm or quake.

📚

Scholar of the Elements

You've tracked anomalous weather patterns; the valley is a convergence point. You want samples, sigils, and sources.

🚶

Pilgrim Turned Skeptic

You traveled with masked "monks of the way" whose teachings soured. You escaped with a map or a token that opens a door.

Debt of Honor

A dwarf stoneshaper from Highmark once saved your life; you swore to repay that debt. Their name is on the missing list.

📦

Rival Routes

You run goods for a coster; cult disruptions are ruining your margins. You know the back roads and the folk who keep them.

💧

Survivor of the Washout

A flash flood or landslide destroyed your unit/caravan. You're the only one who made it to Skarnhollow.

Personal Goals and Secrets

Pick one goal and optionally one secret

🎯 Goals

  • Bring the delegation—or their ledgers and seals—home
  • Expose the leaders behind the disasters to your faction
  • Map the underways linking the keeps; sell the rights to a guild
  • Redeem a friend or sibling who joined the pilgrims

🔒 Secrets

  • You bear a Primordial brand that reacts near elemental shrines
  • You smuggled contraband with the missing caravan
  • You once took coin from one faction to spy on another
  • You hear the river/stone/wind/fire speak in dreams

Ties to Places and NPCs

🏘 Skarnhollow

Skarnhollow anchors the story. Decide one connection:

  • You have a standing tab at the Swinging Sword
  • You fixed a wagon for a local coster; they owe you
  • You trained with a patrol out of Kheldell or Triboar

👤 Choose a Mentor/Contact

The Watchers

A pragmatic book-keeper who tracks ledgers and rumors

The Order of the Gauntlet

A knight on leave with a scarred shield and steadfast honor

The Verdant Concord

A warden who reads the river's mood and tracks beasts

The Covenant of Crowns

A roadwarden with crisp maps and military precision

The Argosi

A fixer who only meets in crowded inns

The Four Elements

🌪

Air

The howling winds, lightning from clear skies

Earth

Trembling stone, landslides, crushing depths

🌊

Water

Flash floods, drowning torrents, frozen peril

🔥

Fire

Scorching heat, volcanic fury, consuming flame