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Madness at the Red Stag: A Dungeon Master’s Level One Encounter in Aithos

Updated: Apr 2


A gladiator stands on a sports field. Text: "Lore to the Score: How Sports Echo the Hero’s Journey." Background shows a sword and a compass.
The Red Stag, where adventurers face a mad hunter and the mystery of a powerful Anchor shard in the world of Aithos.

Setting Overview

The world of Aithos is one of skyborne empires, alchemical wonders, and ancient mysteries buried in the depths of forgotten lands. The sky itself is an untamed frontier, and what lies beyond the known is both wondrous and perilous. The grand city of Sevora, a cultural and political powerhouse, stands as the southern most jewel in the heart of the Deme Wartuck, its ancient university and towering spires stand as testament to mankind’s ambition to learn. Beyond its walls, isolated hamlets line the wilderness, minding their own business and ever wary of the unknown forces lurking in the wilds.


Magic in Aithos: The Anchors & Dragonbone Relics

Magic in Aithos is drawn from the Anchors—ancient remnants of a lost era that pulse with power. When exposed, an Anchor’s energy can warp reality, enhancing the abilities of those attuned to it or unraveling the minds of the unprepared. While the Anchors themselves are rare and often hidden, shards and fragments sometimes surface, carrying unpredictable effects.


Artifacts of power are known as Dragonbones, remnants of the mighty creatures that once roamed the skies. These bones, infused with alchemical properties, are used by scholars, artisans, and warlords alike to craft weapons, tools, and devices beyond mortal ingenuity.


The Role of the Players

Adventurers in Aithos are more than simple sellswords—they are explorers of the unknown, seekers of truth, and survivors of the world's many dangers. Whether skyship sailors, mercenaries, scholars, or exiles, they will inevitably cross paths with the Anchors and the mysteries they hold.



Encounter - Madness at the Red Stag: A Dungeon Master’s Level One Encounter in Aithos


Rustic tavern with a deer emblem, people sitting outside by barrels, cobblestone path, horse and rider nearby, and misty hills in background.
Adventurers gather outside the Red Stag Tavern in Aithos, prepare for a resful evening, moments before all hell breaks loose.


Location: The hamlet of Las Coronas (A week’s journey outside Sevora)

A quiet village nestled between rugged hills and mist-choked rivers, Las Coronas is a hunting settlement known for its rich game and deep superstition. The town’s heart is the Red Stag, a well-worn public house where travelers and locals gather to drink, trade, and tell tales of the strange happenings in the wilds beyond.


The Scene:

For Madness at the Red Stag: A Dungeon Master’s Level One Encounter in Aithos, the players find themselves in the Red Stag, a dimly lit tavern where a handful of locals drink away their troubles. The air is thick with the scent of roasting venison and cheap ale. A lute player strums a mournful tune, and the fire crackles softly against the stone hearth.

Suddenly, the heavy oak doors burst open, slamming against the walls with a force that silences the room. Three hunters, clad in mud-slicked cloaks and carrying the scent of blood and rain, stagger inside. They are breathless, their expressions stricken with something deeper than fear.


Dialogue & Roleplay:

The leader of the hunters, Matias Ferrero, grips the nearest table for support, his voice hoarse and urgent:


  • Matias: “We need the doctor! Now! Por todos los dioses, we found something—we found… an Anchor. A shard of it. It—it vanished before our eyes, but Javier… he touched it.”

A second hunter, Rodrigo, stares at the floor, refusing to meet anyone’s gaze. The third, Javier, convulses in their arms, his eyes bloodshot and unfocused. He mutters incoherent phrases in a guttural tone before suddenly lashing out, hurling Rodrigo across the tavern with inhuman strength.


The tavern erupts into chaos.



Chaotic tavern scene in black and white, dungeons and dragons level one encounter. Man bursts in with a knife, patrons react in shock. Wooden interior, bottles on tables. Energetic mood.

The Situation:

  • Javier is critically injured. He has stab wounds from his own attempt at suicide. If untreated, he will die within minutes.


  • Despite his injuries, he is violent. His brush with the Anchor has left him temporarily insane, and he sees everyone around him as twisted horrors.


  • The doctor, Estevan, is inebriated. He lurches up from his chair, slurring his words:

    • Estevan: “I can fix him. Just… just need more wine first.”



Drunk doctor, slumps over a table as everyone gathers around to see what he will do in this level one dungeons and dragons encounter

  • The hunters are barely holding Javier back. If the players don’t act, he will break free and attack indiscriminately.



Skill Checks & Actions:


Calming Javier (Persuasion DC 16 / Insight DC 14)

  • A player who speaks calmly and attempts to reach Javier might momentarily bring him back from the brink. If successful, he hesitates, giving the doctor a chance to act.

  • On a failure, he lashes out violently at the nearest target.


Restraining Javier (Athletics DC 15 / Dexterity DC 14)

  • Players can attempt to subdue him without dealing fatal damage.

  • On a success, they pin him down.

  • On a failure, Javier throws them off with unnatural strength.


Sober Up the Doctor (Medicine DC 12 / Intimidation DC 14)

  • A player might attempt to slap some sense into Estevan, force him to drink water, or otherwise speed up his clarity.

  • On a failure, the doctor fumbles his equipment and delays treatment.


Stabilizing Javier (Medicine DC 14 / Use of Healing Magic)

  • If successful, Javier’s wounds are treated, though his madness lingers.

  • If unsuccessful, his condition worsens, forcing drastic measures.


Investigating the Incident (Arcana DC 16 / History DC 14)

  • Players examining Javier’s symptoms or discussing the fading shard might deduce that the Anchor’s exposure was brief—meaning his madness could fade in time.

  • A critical success might reveal that prolonged exposure could have resulted in something far worse.



Outcomes & Consequences:

  • If Javier is saved, he remains weak and delirious but alive. The hunters, though shaken, are deeply grateful. They offer information on where they found the Anchor shard—setting up a potential follow-up quest.


  • If Javier dies, the tavern falls into stunned silence. Matias and Rodrigo mourn their friend, but their eyes burn with quiet rage. They will not forget the players’ choices.


  • If the players do nothing, Javier’s rampage continues, harming others before inevitably collapsing from blood loss. The village will never be the same.



Call to Adventure:

Whether they saved Javier or not, the players now have a mystery on their hands: Where did the Anchor shard come from? And why did it disappear?




And for those who want to dive deeper into the mysteries of Aithos, the novel awaits…

Read Aithos: Dragonsfall Cycle to discover the full world beyond the game!



This weekly encounter series will continue exploring new locations, conflicts, and legendary mysteries within Aithos. Dungeon Masters, how will your players handle the madness of the Anchors? Stay tuned for next week’s adventure!






















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