Sunday, March 8, 2009

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)

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)