Tuesday, March 31, 2009

Blades of Legend

Luna - A silver longsword encrusted with rubies. Nina Delavega (Nina Quicksilver, The Wisp of Westdeep) used this blade 1000 years ago. The silver lady had zero tolerance for trespassers in the elven woods.

Lightbringer – A silver greatsword ornamented with red opals. Wielded 900 years ago by Parlin Ironfell (Guardian of Karak, Scion of Ironfell). Parlin was a great dwarven warrior of clan Ironfell at the peak of their power. In his later years, Parlin held the Karak Lode mines safe from intruders, thieves and the ravages of the desert. Parlin was the last scion of the legendary diamond mines before they disappeared into history.

Xaran - A platinum longsword with rubies. This was the favored weapon of Kenji Sonbai (The Silver Dragon, Kenji the Righteous) 700 years ago. Kenji was a dragonborn paladin of Bahamut who traveled the vale vanquishing evil, defending the weak and promoting the tenets of the Platinum Dragon.

Angel - A mithril bastard sword with a single star ruby. Christine Yatkina (Maiden of Vrath, Scourge of Wyrmsmoke) devoted her life to fending off the goblinoid hordes from the Wyrmsmoke mountains 500 years ago. Drellin’s Ferry was established during her time and still maintains a small shrine to their protector of old.

Ruach - A golden scimitar encrusted with rubies. The tried and true blade of Ishtar Flagens (Lion of the North, the Horse King) 400 years ago. Ishtar roamed the great plains in the northwestern vale with his riders. His kingdom had no great cities or defensible geographical features. His elite riders descended on any trouble & resolved the issue with great efficiency.

Corvin - The holy (silver & opal) longsword of a fallen Paladin 200 years ago. Juttsin Telvar (The Crimson Knight) fell out of grace with High Priestess Zamora of Pelor when he refused to obey some long forgotten command. The rogue knight left the church and roamed the countryside for another decade aiding the poor and the sick before dying at the hands of orcs.

Thursday, March 26, 2009

Karak Lode Mines

The great dwarven empire that ruled Elsir Vale fizzled out nearly 900 years ago. Overlook is virtually all that remains. At the peak of the empire, a lesser clan made it's mark on vale history. Clan Ironfell ventured far and wide in search of mineral wealth. And to many's surprise, they found their treasure in the middle of the desert, far south of Overlook.

The mine established was named the Karak Lode, after the first dwarf of Clan Ironfell to fall in its defense. Over long years, Karak became a legendary source of diamonds (think King Solomon). A supply depot was established at the desert's edge to service the caravans traveling between the mine and Overlook. The location of the Karak Lode was kept a closely guarded secret though. Only oath-sworn members of Clan Ironfell ever made the final leg of the journey across the sands.

Dwarves hold their secrets close, and their grip is doubly tight where wealth is concerned. So it was that Karak's secrecy eventually became its downfall. Under the pressure of monstrous maurauders, famine, and migrant human tribes, the dwarf kingdom of Elsir Vale declined. As its resources were taxed past the breaking point, the kingdom's borders began to contract. In time, sandstorms struck the southern wastes and the Karak supply depot was abandoned. Soon, all contact with the mine was lost, and the Karak Lode was consigned to history.

During the decades of wealth, Clan Ironfell established themselves as merchants and jewelcrafters. They grew in power and influence and virtually became nobility in Overlook. Even after the loss of the mine, the clan has managed to maintained much of that power.

Bram Ironfell now heads the clan. His uncle, Varthag, was the clan historian the party made contact with. Bram is a prominent member of the Elsir Consortium (largest merchant group in vale). Clan Ironfell boasts some of the finest jewelcrafters as well. All dealings concerning the Karak Lode will be handled personally by Bram.

Wednesday, March 25, 2009

Session 13 Recap

From the library, the brave adventurers moved to the central hall of Sarshan's tower. They got the drop on 4 Shadar-kai guards, including captain Thannos. As they wailed on the guards, one ran for help. The rest were put down just as re-enforcements arrived. The six guards made for a more difficult battle, but a small challenge for heroes. Then Sarshan arrived, porting back to the second floor of the tower, with more guards and panthers.

Outnumbered and possibly outmatched now, the adventurers agreed to a momentary truce to discuss the situation. An amazing bluff convinced Sarshan that they had followed Modra into the tower, and he's still here, somewhere. Impressed with their skill Sarshan offered them possible employ in his organization, if they helped find & kill Modra. During this conversation, Sarshan hinted that he already knew of the party. He was aware of their presence in Overlook, and that they have been after Modra for a few days.

The adventurers were left to guard the central hall, while Sarshan and his guards searched the rest of the tower. Several Gnolls were spotted joining the search. Then things got interesting. The volcano decided to blow. The ground tremors became near constant and more violent. Structures started to crumble. Tunnels colapsed. The party quickly exited through the foundry & made their way for the portal room. They picked up a few mercenaries along the way (the nicer races) for evacuation. The portal room was about to cave in as they ran through. Seconds after crossing to Overlook, the portal exploded with necrotic energy, the Shadowfell room obviously destroyed. The energy pulled 6 shadows into the room, but the heroes quickly put them to rest.

Once settled back in Overlook, the party began digging through the library data they had collected. There were several Elsir Vale history books and old maps. One map in particular caught their attention. It had few markings, but did bear the symbol of clan Ironfell. Could it related to the Karak Load Mines (legendary diamond mines from centuries ago)?

A visit to clan Ironfell (Overlook merchant/jewelry family) sparked further interest and sponsors for a search of the desert. 3000g upfront. 3000g & 1% of profits if the party can locate & secure the mines. The adventurers left a few days later loaded with water & provisions. The journey took them south along the edge of the forest. Two days out they were jumped by clan Flameforge dwarves (and a hell hound). Clan Flameforge caught wind of the desert expedition and a possible map to the Karak Load Mines. The greedy clan should have sent more men.

The heroes continued southward to the edge of the desert and the small village of Dunesend...

Session 13 Rewards

+2 Glaive (Controlling)
Healer's Sash
+1 Throwing Hammer
Diamond Signet Ring (Modus, 200g)
Diamond Signet Ring (Thannos, 200g)
2 Diamond Earrings (guards, 100g each)
300g from Shadar-kai
300g from mercenaries for evacuation
100g from Dwarf attackers
3000g from Clan Ironfell

1008 xp each

Encounters:
1450 xp Guardroom (Thannos, 3 guards)
300 xp Bluff Sarshan (skill)
1050 xp Portal room (6 shadows)
300 xp Modra removed from Overlook (quest)
1500 xp Info on Sarshan's operations (quest)
1450 xp Clan Flameforge (6 Dwarves, 1 Hell Hound)

Sunday, March 8, 2009

PC Status

The PC's have had 4 encounters so far "today;" gather info in the camps, ogres, the foundry & the library. Most of you have used item dailies & action points. Everyone has at least 1 action point (you just reached a milestone).

You are on the cusp of level 7. Please update your character to 7th level. Bring both the 6th & 7th versions next game. Once you rest, you'll level. Make sure you bring all of your level 6 notes. Surges, dailies, etc will likely be important.

Sarshan's Plans

Sarshan is an accomplished rogue and business man. Umbraforge is his home & base of operations. He takes a very active role in his business dealings and tries to stay well informed. He has a personal bodyguard of about 30 shadar-kai. These troops handle all security at the tower & forge. Each has a diamond earring, a badge of office similar to Modra's ring. Thannu is the captain of the guard.

Modra shares the following about operations in Elsir Vale: A client (unknown to Modra) has invested a great deal of money in information about the history of the vale; ancient cities, heroes of note, places of interest. The research eventually pointed to a sword of some importance, a silver(?) sword of legend with a ruby in the pommel. Agents were sent to the ruins of Shackles and Rhest to search for the sword. Clients were established all over the vale to gather info. Outlaws and villains were armed to weaken any military or police force. The Orc army was an unrelated outside force.

There are at least half a dozen silver/ruby swords sprinkled through the vale's history. Some could be the same blade, but the stories are generally old & vague. The weapons are universally wielded by some great hero, and they disappear with his/her passing. A sword from Rhest would be 500+ years old; Shackles 900+ years.

The gates under Overlook were established by Sarshan as a crossroads to many locations in the world. They were linked to existing gates elsewhere. Each destination has a key attuned to it. Sarshan is the keymaster, though some of his lieutentants have 1-2 keys necessary to their duties. Two of the destinations are Shackles (old dwarven capital) and Rhest (human capital of old). A wizard of adequate skill could reconfigure the gates to different destinations, perhaps even without the need for a key, though such service surely isn't cheap.

Session 12 Recap

The adventurers agree to help Leena bring Modra to justice. After all, she offers help locating him and cash. Leena tells them about the secret doors in the Foundry, Modra's plans, and when to find him there.

The group passes the remainder of the afternoon wandering through the camps. There are vendors here for just about anything. At one point, they look up & realize they're in an area ruled by Ogres. A cocky fellow challenges the party to a fight, and the crowd receeds to form a circle. The adventurers slaughter them, and the crowd quickly disperses.

Come sunset, 500 mercenaries assemble & head up the hill to the portal room. Many of those not going gather to see their brothers off. All eyes turn to the departure. The party heads for the foundry and finds the secret side entrance right where Leena said it would be.

Inside they find Modra supervising shadow goblins as they saboutage the piping. Modra releases a Hell Hound on the party, and a fight ensues. The goblins go down easy. The Hell Hound floats away in the lava after a beating. And Modra is eventually bested. The outcast spills his guts about operations in Overlook, Leena and Sarshan. On penalty of death, he vows to disappear forever if let go. The adventurers show mercy and release him (minus a few personal effects). The saboutage is undone & the party moves through the secret tunnel to Sarshan's tower.

The secret door at the other end opens into a library. Several Shadar-kai engage the adventurers there. The witch creates a necrotic zone. The lurkers strike from invisibility, blinding their foes. And the warriors hack away with double attacks. The worst part of the fight though is the trap. Once activated, shadow darts begin spraying the room, inflicting significant damage. Rathos proved quite useful in dealing with the trap.

A number of books and maps were collected from the table & tossed in the bag of holding. A quick glance identified many as related to Elsir Vale. Stairs in the next room lead up...

Session 12 Rewards

+2 Rod of the Feywild
Circlet of Second Chances
Reading Spectacles
Ritual Scroll - Sending with Components
4 Diamond Earrings (100g ea)
500g

750 xp each

Encounters:
1000 xp Ogre Challenge (4 Ogres, Beetle)
1750 xp Foundry (Modra, Hell Hound, 9 Shadow Goblins)
1750 xp Library (5 Shadar-kai, Trap)