Saturday, February 28, 2009

Meta-game

The Shadar-kai are sneaky and manipulative. They seek power and trample anyone that gets in their way, even each other. They've been operating in Elsir Vale for several years now. The Vale has no obvious wealth of resources. It's of no strategic consequence. Yet they're present, selling arms cheap. They are here for some unknown reason, but most assuredly they have a purpose. Years of expense (magical gates) and lost profits (cheap arms prices) suggest that their goal is worth a great deal to them. They've also armed many uncivilized humanoids in the valley. These puppets may serve to weaken the good people and further their goals.

Whatever their plans are, it won't be good for the citizens of the vale. To protect the people and the vale, someone needs to uncover their plot; then do something about it.

Modra was the highest ranking agent in the vale for years. He undoubtably knows things about the operations, Sarshan and the long term orders he carried out.

Session 11 The Shadowfell

When the adventurers exit the portal room, the view is breath taking. From the side of the hill, they can see the entire valley below. A volcano off to the left is the source of the river of lava flowing miles into the distance. Along the river are a tower, forge, stone bridge and thousands of tents... a virtual tent city. The sun is shining, but somehow dimmed, as if the sky were cloudy, though it isn't. Other than the lava, the landscape is somehow darker & duller, yet still beautiful. Small tremors shake the ground regularly.

Along the road to the settlement, the party encounters a group of Dark Creeper guards. They do not attack, but instead chastise the "mercenaries" for wandering beyond the camp perimeter. The heroes learn that Modra came through the portal last night and fought with them. One guard died, and Modra got away.

The adventurers from Brindol enter the camp with eyes & ears open. They immediately start assessing the situation. Most humanoid races are present, though the goblinoids, orcs and such make up the majority. Seregdur & Paleus get some strange looks, but no one harasses the group.

They locate the nearest tavern, a pavillion tent with two barrels and a board for a bar. Prices here are high, but bribes are common. The bugbear bartender tells them where to find lodging and an "agent." Agents here match their mercenary clientel to appropriate jobs. Approximately 2000 mercenaries mill about the various camps here. Agents observe the practice yards and arenas for quality troops with various skills. There are even magical duels.

The heroes boast their combat prowess, bribe, imtimidate and coerce info from the people here. They learn that the entire settlement is under the rule of Sarshan, a Shadar-kia of great reputation. Everyone here serves him, scabbling about to do his bidding and gain his favor. The work is dangerous, but the pay is good.

Sarshan has been building his business for over a decade. He sells arms, mercenaries, intel... anything military his customers are willing to pay for. The forge churns out weapons and armor 24/7. And he has dark wizards experimenting in the tower to create genetically superior troops. His business supplies the wealthy all over the world, though they seldom know where the goods come from. Sarshan keeps several layers of middlemen, smoke and mirrors. He hides his operations in the shadows and keeps a low profile. Something is in the works though. The camps have tripled in size over the last 6 months. Someone somewhere is gearing up for war.

Modra was one such middleman, a lieutentant assigned to Overlook. Sarshan rejected the Orcs' request for supplies because it was too high profile. The business stays profitable by avoiding undue attention. Modra went behind his back and closed the deal anyway. Modra hoped the Orcs would succeed, and he would be a great success. His plans came up short (due to the adventurers). Sarshan now has a bounty on Modra's head. Disobedience has it's own reward.

At the end of the day, the party is approached by Leena, a shadar-kai war witch. She is an agent in the camps and caught wind of the party's inquiries. Leena has a problem they may be able to help with. She wants Modra dead before Sarshan gets ahold of him, for her own reasons. She's offering information on his whereabouts and 1000g if the party will kill him tonight, before he saboutages the master's forges.

Session 11 Recap

Under the Happy Beggar, the group finds an unworked tunnel behind a secret door. The tunnel descends twisting and turning through the darkness. They come to an open cavern with numerous stalagtites & stalagmites. A cliff splits the room and is covered with strange mushrooms. The party quickly identifies this as Doomspore, a toxic plant. As they cautiously clear a path to the steps 6 very large bats swoop out of the darkness. The heroes quickly group up & outsmart the flyers.

The tunnel continues on to a metal grate door. People try to come up with a quiet way to open the old gate, but in the end it still makes noise. Did anyone hear that? The central cavern is large. There are 5 metal gates and one white marble door. Toradin tries to wedge several of the gates shut. Seregdur spots a trap in the center of the room. And the party makes it's way towards the marble door.

Shadowfell creatures emerge from a lit tunnel, a shadar-kai witch & 2 hounds. Toradin quickly moves to contain them in the doorway, but gets jumped by 2 dark creepers. The party makes quick work of these guards(?) and finds a stockroom with a few weapon crates left. They were loading the remaining stock to move elsewhere. This looks like a staging area for Modra's arms dealing.

The marble door opens to a white marble room. The southwest corner of the room has a large crevase in it. Three walls have ornate marble archways in the center. A dark creeper stands at the back arch activating it with a brass key (looks familiar). Black rolling mist & shadows fill the archway. When the party rushes him, he calls to the crevase "Tarshazim, there are more trophies here for you to collect." He then steps through the portal.

The crevase is dark. Even the light of the sunrods has trouble penetrating the shadows. The group tries to form up for whatever lurks there, but has little time. A large shadow dragon emerges and immediately engages the group. It's mouth opens and black tendrils of shadowy necrotic energy engulf several of the adventurers.

The fight drags on for a while. The dragon hides within a bank of shadowy smoke lashing out at anyone in reach. This makes seeing and hitting her difficult. The armored adventurers try to push her out of the stuff, but she just recasts it. She lashes out with bite, claws and tail. Fortunately none of her blows are significant, though she chips away at several people's health.

Once slain, the dragon's essense departs the body and swirls through the adventurers, seeking something. It finally stops at Seregdur's bow & enters it, empowering the necrotic weapon. The group finds it's other "trophies", dead adventurers, in the crevase. Some have usable gear, which the party distributes.

The adventurers examine the archways and determines their function, gateways to distant locations. They correctly surmise that they have a key to one of the destinations. They stake out the gate used by the dark creeper (Modra?), but he doesn't return. They rest for the night.

The next day marks a new experience for all. They activate the gate to the shadowfell and venture forth....

Session 11 Rewards

Longbow upgraded to +2
Caustic Gauntlets
Bag of Holding
Horned Helm
Goblin Stompers
Ritual Scroll - Cure Disease w/ components
Ritual Scroll - Knock w/ components
5 Anti-venoms
Potion of Regeneration
1200g

900 xp each

Encounters:
1350 xp Mushroom cliff (6 Shadowbats, 1 Doomspore)
200 xp Blastpatch in central cave (trap)
1150 xp Stockroom workers (1 Shadar-kai, 2 Dark Creepers, 2 Shadow Hounds)
1250 xp Shadow Dragon
550 xp Mercenary Camps (Gather Info)

Friday, February 20, 2009

Civilization in the Vale

Several civilizations have come and gone over the last 1000 years in the vale. The dwarves built most of the roadways, Overlook and the fortress in the pass. Rhest re-established trade and safe travel with neighboring regions about 500 years later. Both empires built to a peak; made advances in metalwork, stonework, agriculture and magic; then fell apart for some reason. Erathis (god of civilization) remains a significant diety in the vale, but the region is ruled by numerous city/states with no common leadership. Nobles and merchants (the wealthy) keep things like security, trade and farming at acceptable levels, for their own benefit. No doubt some of the advances those great empires made have been lost.

There is an organization known as the Vanguard (of Erathis) spread throughout the vale. This group operates independently of the church, though often with common goals, and many members are members of both. They are not very large or influential as a whole. They exist much like the Masons; visible to all, but subtle in their actions. Most people consider them benevolent and harmless. The organization is composed of numerous independent cells throughout the region.

Paleus has contacts within the Vanguard. Much of his information about the Shadowfell and creatures from there comes from the Vanguard. The Dark Ones and Shadar-kai often work to tear down civilization or steal it’s advancements. This has made them enemies of the Vanguard. Know thy enemy. Anything Paleus doesn’t know about the Shadowfell, the Vanguard can probably illuminate.

The Lost Ones

The thieves’ guild of Overlook is known as the Lost Ones. On the surface, the guild appears to be one collective group in charge of all criminal activity in the city. A little digging reveals that this group too is just a collection of smaller cell groups. At any given time there are roughly 10 guild leaders in power. These lordlings each govern some part of town or specialize in some activity, but they all manage to work together somewhat peacefully. It’s common practice for one group to send “business” to another if they lack the resources for a job.

The guild has informants and contacts throughout the city and boasts the best information network in the region. The leaders have found this cooperation most beneficial for all. They have numerous agents in the government and the Hammers. The Lost Ones have existed in this fashion for over 200 years. The majority of members are dwarves simply because most of the citizens are. There are members of other races, but they have a harder time operating in Overlook as the Hammers aren’t so amicable towards them.

Many a business owner pays “protection” fees to the guild. The fees aren’t high, but most business participate. So, this income is sizable. Black market sales are another source of income. Goods include stolen property, drugs, poisons, prohibited magics and exotic creatures and materials. Similar to the Hammers, the Lost Ones usually target non-dwarves and non-natives.

Modra might have been considered a guild leader had he been born an Overlook Dwarf. He provided cheap arms and armor to the underworld, so he was allowed to operate in Overlook for years, but he was never considered a full member. He disappeared two weeks ago. Rumor has it, he’s crossed someone in the Shadowfell and has gone into hiding. Arms dealing has virtually ground to a halt.

The Hammers of Overlook

The Hammers are the military, city guard and police force of Overlook. They handle all martial actions required to defend the city, from within & without. The Hammers are a long-standing organization dating back to the building of the city hundreds of years ago. There is a lot of tradition and a rigid organizational structure. The Hammers all wear dark gray tunics with a white/silver hammer (of Moradin) on the chest.

The Hammers aren’t the high and noble force they once were. Centuries of big city life have taken their toll. Membership is still limited to male dwarves born and raised in the city, but the character of those members is sometimes questionable. The Hammers have a “good old boy” network and mentality. Dwarves are favored; minor crimes overlooked; information shared; favors exchanged. “Outsiders” (anyone else) are handled with a different standard.

Tuesday, February 17, 2009

Session 10 Recap

While making their way out from the Nexus, a ghost appears before the heroes. The leader of the slain adventuring party (Victris Silverleaf) asks that their remains be buried in the woods to the east. Once done, the ghost appears again giving thanks and blows away on the wind.

The Shadar-kai is surprisingly free with information about the Orc army. Commander Tusker (slain in the Nexus) was tasked with getting troops through the tunnels to take the mountain pass fortress from behind & below. The Dark Ones & Shadar-kai sold weaponry and information about the tunnels to the Orcs. Beyond that, she is very tight lipped about the Dark Ones & Shadar-kai. She slips one name, Modra.

Back in Overlook, the council is quite pleased to hear of the party’s success. Kalad confirms their story and even embellishes a bit. The Shadar-kai warlock is taken into custody for further questioning. And the heroes get paid (1000g).

Several blocks from the town hall, street thugs engage the party. They close in from several directions with melee, ranged and magical attacks, but they are no match for the heroes. The mage is captured and pulled down an alley for questioning. These are Lost Ones, members of the local thieves guild. They were hired by a halfling a few hours earlier to terminate the entire party.

The party tracks back to the location where the thugs met the halfling, but he’s long gone. They ask around and find three suggested hangouts for the local rogues. In the first tavern, they learn that a “halfling merchant” is selling black market weapons in the city, apparently with the blessings of the local guild. Toradin gets pretty obnoxious and vocal in his dislike of the guild. Little else is learned here.

The party establishes better tactics to ask around at the second tavern. It becomes evident that more than a few guild members are present in this place. Paleus makes contact and arranges for an interview later that night. The group gets limited info on the Lost Ones, but tongues are looser with “halfling” information.

The “Halflings” are actually Dark Ones from the Shadowfell. They are led by a man named Modra. His primary business is selling weapons. They have been doing business in Overlook for a few years now. There is some arrangement between Modra and the guild.

Back at the inn, an elven woman flags down Seregdur. Reniss Silverleaf has learned that the party is looking for Modra too. She’s physically attractive, but blunt and single-minded in her conversation. She’s thankful that her brother received a descent burial. She swaps info with Seregdur and goes on her way. Modra did some business out of the Happy Beggar hostel in the past, but she could find no Halflings there now.

The “interview” at midnight is short & to the point. Paleus is questioned by a few men in a back room of the inn. Seregdur was not allowed into the meeting. The rest of the party snooped around outside. The conclusion was that Paleus & Seregdur should return in three days, at midnight to accompany some of the guys on a job. Their performance would determine if they were worth the money & potential new members.

The party then paid a visit to the Happy Beggar, in the middle of the night. It was very quiet. Paleus took one look at the place & decided he wanted nothing to do with it. Rathos gave the innkeeper a few coppers for the group to stay there, then went looking around. He found a secret passage in the basement. Seregdur(?) struck up a conversation with the supposed lepper by the fireplace. The geezer offered info on Modra for the right price. A couple gold and he confirmed everything the group had heard thus far, adding that Modra had crossed someone & was now on the run.

So…. Rathos wants to know where the secret door downstairs leads.

Session 10 Rewards

1000g Quest reward for securing tunnels
100g Cash from street thugs

525 xp each

Encounters:
750 xp Quest reward for securing tunnels
1125 xp Street thugs (5 dwarves, 2 humans)
750 xp Skill challenge – gather info on the Lost Ones & Modra

Friday, February 6, 2009

Session 9 Recap

Kalad (the dwarven paladin) led the heroes to the vents early the next morning. They were easy to find. The steam rising from the crevices was visible for miles. A campsite was spotted nearby with 5 horses, but no people. These probably belong to The Ashmen, another adventuring group patrolling the hills for Orc raiders. Footprints lead into one of the larger crevices.

The party makes it's way through a confusing network of steamy, wet caves. They stumble across a group of Orcs on guard duty and quickly take them out. They traverse a trapped hallway and fight through several groups of Orcs and a Cave Troll before entering the Nexus, a convergence of many pipes and engineering gizmos. The Cave Troll was eating the other group when the heroes entered the shrine.

The Nexus appears only sparcely guarded at first, but doesn't stay that way long. The heroes are pressed to wedge shut a number of pipe/tunnel hatches as more and more orcs pour forth. Eventually Tusker (the orog commander) and his Shadar-kai adviser emerge. The fight rages on for a while. Kalad runs about dealing with hatches while the adventurers try to hold back the waves of Orcs. Paleus & Rathos have some close calls, but pull through. Eventually, Tusker is slain and his advisor captured.

The Nexus is sealed & the tunnels secured.

Session 9 Rewards

+2 Hide Armor (Elven Battle)
+2 Leather Armor (Imposter)
Viper Belt
Casque of Tactics
2 Potions of Healing
1 Potion of Clarity
725g

1450 xp each

Encounters:
750 xp Outer Tunnels (skill challenge)
750 xp Entrance (6 Orcs)
450 xp Gauntlet (3 magic crossbow traps)
800 xp Boiler Room (15 Orcs)
1100 xp Quarters (5 Orcs, 1 Orog, 1 Dark One)
1000 xp Shrine (1 Cave Troll, 4 Orcs)
2400 xp Nexus (18 Orcs, 1 Elite Orog, 1 Elite Shadar-kai)