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Created July 22, 2023 02:20
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The Melody of Dissent, a DND one shot.

Title: The Melody of Dissent

Background: The kingdom of Voxterra is renowned for its vibrant arts and culture, largely driven by the illustrious Bard's Guild, known as "The Harmonic Order". For years, The Harmonic Order's performances have been the lifeblood of Voxterra, their storytelling, acting, and music filling the coffers of King Thespius, who controls the city's theatres, inns, and performance venues.

Recently, the King has come into possession of a powerful magical artifact - "The Loom of Echoes". This device can weave intricate illusions and reproduce any performance it has witnessed, complete with the emotional essence and artistic skill of the original performers. Enchanted by the device's potential, King Thespius sees it as an opportunity to increase his profit margins by reducing the payments to his loyal bards and actors.

Rumblings of Discontent: Bards, writers, and performers from The Harmonic Order have begun to notice the shift in their fortunes and are discontented by their reduced earnings, the dwindling appreciation for their craft, and the potential loss of their livelihoods. Word spreads of a planned 'performance strike', a significant event since never before has The Harmonic Order ceased its operations.

The Adventure: The adventurers are contacted by The Harmonic Order, either as members of the Guild or as sympathetic allies. Their goal: retrieve the Loom of Echoes from King Thespius's heavily guarded private gallery and return it to The Harmonic Order so they can ensure the continuation of their craft.

Part 1 - Infiltrating the Gallery: The adventurers must devise a plan to infiltrate the King's gallery. This could involve various encounters such as:

  • Sneaking through a secret passageway from the city's sewer system or via the rooftops.
  • Disguising themselves as performers or maintenance staff.
  • Creating a distraction elsewhere in the castle to divert the guards.

Part 2 - Confronting the Magic: Once inside, the party must bypass the Loom's defenses. The Loom is guarded not just by physical protection, but by magical traps that can create powerful illusions based on performances it has witnessed. These illusions could be anything from phantom opera singers whose high notes shatter glass, to ghostly sword-fighting actors. The party must find a way to counter these illusions - perhaps by countering the performances with their own.

Part 3 - Retrieving the Loom: After getting past the defenses, the party must figure out how to transport the Loom. It's a massive, complex machine, and moving it without causing damage will require some ingenuity.

Part 4 - The Grand Finale: The adventure concludes with the players returning the Loom to The Harmonic Order, and perhaps even aiding them in a grand performance demonstrating their importance to the city - a 'strike' of a different kind. The final scene is a spectacle that outshines any illusion the Loom could create, demonstrating the irreplaceable talent of the artists and their vital role in Voxterra's culture.

Themes and NPCs: This adventure can address themes of workers' rights, the value of creativity and human skill, and the potential harm of unregulated magic/technology. NPCs include striking bards and actors, King Thespius, and the guild leaders of The Harmonic Order, who can provide moral guidance and support to the adventurers.

Conclusion: Depending on the success of the adventure and how your players navigate the challenges, the outcome can differ greatly - from King Thespius recognizing the importance of his performers and agreeing to fairer treatment, to a total upheaval of power in Voxterra, heralding a new era where art is valued over profit.

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