Scent of Jasmine
  1. Adventures

Scent of Jasmine

Completed

You have been summoned to the Dijkstra estate, a sprawling collection of architectural styles from the last several centuries, lies on  the periphery of the Starfire Hill District. It has three high towers and about a dozen interconnected buildings spread across two acres. 

Whisper Beneath the Jasmine - Part 1

🌙 ADVENTURE START: A Whisper Beneath the Jasmine

It begins not with fanfare, but with a servant's desperate plea.

A woman in livery of fine—but dusty—velvets collapses at your feet, forehead pressed to stone. Her voice trembles with a practiced grace, straining against panic.

“A thousand pardons, august Sentinels! House Dijkstra seeks both your presence and your wisdom!”

She dares not meet your eyes. Rising only to her knees, she continues:

“If the august Sentinels would only follow this humble servant back to House Dijkstra… the family promises gratitude in gold, perhaps even relics from the vault. I… I was told to say… ‘The one who wore jasmine is in need.’”

She knows little more—only that the matter is urgent, and that the head of the house, Jania Dijkstra, has specifically requested the Sentinels. If they delay or decline, House Dijkstra sends a second message via a minor noble cousin named Leyaro Dijkstra. Failing that, a sealed letter arrives, scented and trembling, written in Jania’s hand.


🏰 House Dijkstra of Starfire Hill

The villa of House Dijkstra lies at the heart of Seregon’s Starfire Hill, where noble towers rise like spears of alabaster and stained-glass domes shimmer in the morning light. Their estate is neither the largest nor the oldest, but it is elegant—a place of reputation and prestige.

Trellised gardens overgrow with perfume-flowers. Lanterns of red crystal hang from iron chains. A whisper of jasmine clings to the flagstones, unsettling now in its absence.

You are escorted through polished halls and echoing salons into one of the inner courtyards: a sun-dappled garden with a glassy reflecting pool and high rosebushes left wild around a trio of golden sun statues.

Jania Dijkstra reclines on a pillowed couch in the shade of a silken canopy. Her robes are starched linen and emerald lace, and her jewelry seems chosen less for beauty than to distract. She is beautiful, once, and still formidable.

“Thank you for coming, dear Sentinels,” she says, gesturing languidly. “Wine? Jungle fruits? Something stronger?”

A half-dozen attendants hover nearby. Goblets are filled before a word is spoken.

“My niece, Metira, vanished in the night,” Jania continues, voice cool but quivering beneath the surface. “A locked chamber. A shattered window. No blood, no scream, no ransom. Just... absence.”

She dabs her cheek with a silk cloth.

“The house guard combs the city, of course. But there are places they cannot go, and questions they cannot ask. That is where you come in. I want Metira returned safely. Discreetly. Name your price.”


💰 NEGOTIATION

Jania begins by offering 1,200 gp for Metira’s return. If the Sentinels press for more, she quickly raises the offer to 3,000 gp, tiring of haggling.

If they seem reluctant still, she pivots:

  • Private access to Dijkstra libraries and arcane archives

  • Commissioned work as trusted agents of the house

  • Invitations to elite salons, trade gatherings, or closed courts

  • Keys to vaults of magical or historical interest

  • Relics or favors not easily found in coin

She may grant a modest advance (up to 500 gp) as a gesture of faith, especially if convinced of their commitment.

Beneath her painted poise, the truth is raw—Metira’s disappearance terrifies her. And perhaps, the household knows more than it dares say.