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.
Friday, February 20, 2009
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 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.
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.
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
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.
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)
+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)
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