Scales of War - [Lvl 11] - Beyond the Mottled Tower.pdf

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Beyond the
Mottled
Tower
by Creighton Broadhurst, Bruce R. Cordell,
and David Noonan
illustrations by William O'Connor, and Chris Seaman
cartography by Mike Schley
TM & © 2009 Wizards of the Coast LLC All rights reserved.
“All my careful work destroyed by that
traitorous bastard Modra and those
‘Heroes of Overlook.’ Now, I must
begin again, seeking new allies on dif-
ferent worlds to make good my losses.
But first, some vengeance on the Vale,
as well as a way to eradicate all hints
of my involvement with the githyanki.
After all, anonymity is the key to any
successful betrayal. . .”
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Beyond the Mottled Tower
“Beyond the Mottled Tower” is an adventure for five
11th-level characters. By the end of the adventure, the
PCs should be midway to 13th level. This adventure
is the first paragon adventure for the Scales of War
adventure path. “Beyond the Mottled Tower” is the
sequel to “The Temple Between,” or it can be adapted
for use in your own ongoing campaign.
n this adventure, the PCs receive an urgent sum-
mons from Overlook’s Council of Elders on behalf of
Megan Swiftblade, leader of the Freeriders. Answer-
ing her call, the PCs witness the near-destruction of
the village of Talar. Subsequent revelations propel
them on a dangerous hunt for those responsible,
before all Elsir Vale suffers the same fate.
THE QUESTS
In “Beyond the Mottled Tower,” the PCs save the vil-
lage of Talar from Sarshan’s attacks, then pursue the
shadar-kai to his final lair. There, Sarshan’s threat can
be ended once and for all.
n the aftermath, another of Sarshan’s schemes
was stymied in “The Temple Between.” The githyanki
war leader General Zithiruun, a valued client and
ally of the shadar-kai, was slain attempting to capture
Overlook. Sarshan had worked with the disgraced
githyanki for some time, funneling troops through
the network of portals scattered across Elsir Vale and
coordinating the assassination of troublemakers. The
relationship was a profitable one for Sarshan, and its
loss irked the shadar-kai greatly.
These setbacks have badly damaged Sarshan and
his carefully built operation. In an effort to salvage
what he can of his power in the world, the shadar-kai
has decided to destroy all evidence of his association
with the githyanki.
Sarshan has recently become aware that Megan
Swiftblade, leader of the Freeriders, has discovered
his association with General Zithiruun. Assassins
sent by the shadar-kai have attempted to silence the
Freeriders, but have succeeded only in forcing Megan
to f lee to her home village of Talar, near the town of
Brindol. There, she has thrown herself on the mercy
of an old family friend, the sage Falrinth. As the
adventure begins, Sarshan’s servants have caught up
with Megan and are about to unleash an indiscrimi-
nate assault on the village.
Minor Quest—Save Talar
When the village of Talar is threatened with utter
destruction by a flow of elemental blood chaos, the
PCs must find its source beneath the Mottled Tower
and eliminate those responsible.
Reward : 600 XP.
BACKGROUND
Major Quest—Defeat Sarshan
By pursuing the agents attacking Talar, the PCs
retrace their route through a vast swamp and finally
to Sarshan’s new lair in the Elemental Chaos. There,
they must run a gauntlet of deadly traps and defend-
ers before finally facing off against the shadar-kai.
Reward : 3,000 XP
The shadar-kai arms dealer Sarshan has grown
wealthy and powerful through his shadowy dealings.
Over many years, Sarshan built up a vast, invisible
mercantile empire supplying weapons, intelligence,
and mercenaries to anyone with sufficient coin. Sar-
shan’s success (and continued survival) hinged in
equal part on his clients’ discretion, his duplicitous
nature, and his ruthless cunning.
Sarshan is cautious, and his desire for anonymity
is such that he has walked away from numerous deals
that presented an unacceptably high risk of exposing
his operation. However, one of Sarshan’s trusted lieu-
tenants, the dark creeper Modra, betrayed his master
when he supplied the orc war chief Tusk with arms
and equipment for his attack on the folk of the Stone-
home Mountains. Tusk’s subsequent defeat brought
the PCs into direct contact with Sarshan’s operation
for the first time.
Subsequently, in “The Shadow Rift of Umbraforge,”
the treacherous Modra attempted to slay the PCs.
Pursuing their assailant to the Shadowfell, the party
discovered the shadar-kai’s fortress—the isolated cita-
del of Umbraforge. Its resultant destruction earned
the PCs Sarshan’s relentless ire.
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Beyond the Mottled Tower
ADVENTURE SYNOPSIS
determine that this attack is just the first of many, and
that Sarshan must be stopped for good.
After activating the portal, the PCs arrive at the
Ever-Tree—a living tower growing in the midst of a
lake tainted with blood chaos. Immediately beset
by a pair of green dragons, the PCs fight their way
into the tunnels beneath the tree, catching their first
glimpse of Sarshan as he f lees. After defeating Sar-
shan’s guards, the PCs follow the shadar-kai through
another portal to the Elemental Chaos.
Arriving atop an earthberg drifting on the Sea
of Fire, the PCs discover the monolithic tower that
now serves as Sarshan’s lair. Inside, the shadar-kai
has configured a portal network leading through the
tower to pass through a series of guarded and trapped
chambers. When they finally reach the roof, the PCs
and Sarshan face each other in a final showdown.
BLOOD CHAOS
Blood chaos is a potent acidic distillation of raw
elemental essence, first collected and refined from
the Elemental Chaos by Djamela, a long-dead efreet
conjurer. The efreet created this horrid ooze in the
course of experimenting with the fundamental muta-
bility of her home plane, storing it in a vast reservoir
in her remote tower home. After Djamela’s death,
Sarshan discovered the tower and its blood chaos
stores. Recognizing the material’s potential as a
weapon, he claimed the tower as his lair. Now, the
shadar-kai forges plans to route the blood chaos by
way of portals into Elsir Vale.
This potent distillation of elemental energy burns
inanimate objects and melts living flesh. A creature
that enters or begins its turn in an area of blood chaos
takes 2d6 + 3 acid and fire damage and is slowed
(save ends).
Blood chaos at a depth of 3 feet or less is difficult
terrain. In deeper areas of blood chaos, creatures
must use their swim speed or make a DC 10 Athlet-
ics check to move. They gain cover except against
attacks from submerged enemies. Fighting in deep
blood chaos imposes a –2 penalty to attack rolls
except with spears and crossbows. Powers that have
the fire keyword take a –2 penalty to attack rolls.
On rare occasions, creatures who suffer exposure
to blood chaos undergo horrid physical changes. This
foul substance begins to imbue their physical nature
with chaotic energy, disfiguring them but granting
them powerful abilities.
Overlook’s Council of Elders has received a missive
from Megan Swiftblade, begging their aid in the light
of repeated assassination attempts against her and
her group—the Freeriders. The letter also includes an
intriguing note indicating that Megan has discovered
who was behind General Zithiruun’s recent attack on
the city. Megan is in hiding for her life, but asks that
a courier be sent to the Green Dragon tavern in the
village of Talar. The council summons the PCs, asking
them to meet with Megan and assess the truth and
value of her information.
The PCs reach Talar without incident, but as they
rest in the tavern waiting for Megan to make contact,
an earthquake hits the area. However, before they
f lee the collapsing tavern, the PCs must aid other
trapped patrons. When they finally reach the street,
the screams of the f leeing populace herald the sight
of an unearthly ooze—blood chaos—inundating and
destroying nearby buildings.
The PCs face off against several creatures lurk-
ing within the blood chaos. However, even as they
determine that this deadly f low is emanating from a
tunnel blasted out through the side of a nearby hill,
the PCs see the tower atop the hill shudder and sink
into the earth. In the aftermath, the PCs battle their
way down through the tower, defeating a number of
beasts freed by the earthquake, and rescuing the sage
Falrinth, his servant, and Megan.
n a cavern deep beneath the tower, the PCs dis-
cover that servants of Sarshan are behind the attack
on the town, and are set to f lee by way of a telepor-
tation circle. After defeating them, the PCs glean
enough information from Falrinth and Megan to
SETTING
“Beyond the Mottled Tower” plays out in three dis-
tinct sections. The adventure opens in the village of
Talar moments before an earthquake strikes. Escap-
ing the destruction, the PCs are drawn to the nearby
Mottled Tower, home of the sage Falrinth, and the
previously secret caves beneath it.
From the tower, the party travels by portal to the
Ever-Tree. This huge and ancient oak grows at the
center of a lake tainted with blood chaos, and features
a series of dank, noisome tunnels through which the
PCs pursue Sarshan.
n the end, the PCs travel to the Sea of Fire in
the Elemental Chaos, within sight of the black walls
of the City of Brass. A f loating island houses the
obsidian tower in which the climax of the adventure
plays out.
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Beyond the Mottled Tower
STARTING THE
ADVENTURE
The Council of Elders
In this roleplaying encounter, the PCs learn more
about their quest. Read or paraphrase the following,
then use the notes below to facilitate play and answer
any questions the PCs might have.
Getting to Talar
The party’s journey from Overlook to the eastern por-
tion of Elsir Vale and the village of Talar is uneventful.
If the PCs initially wish to bypass Talar for Brindol,
they can resupply and purchase new equipment as
you permit.
When the PCs finally reach Talar, read:
To get the adventure moving quickly, read the text
below, then proceed to “Part 1: The Green Dragon”.
The summons from the Council of Elders was sudden
and unannounced. Standing once again in the High Hall,
you are told that the Freeriders, led by Megan Swiftblade,
have uncovered the identity of a powerful ally to General
Zithiruun—an ally who helped prepare the recent attack
on Overlook. Megan has since fled to the village of Talar in
the face of repeated assassination attempts. In return for
the name of the general’s mysterious benefactor, she has
requested the council’s aid.
The council, concerned that this mysterious figure might
still have designs on the city, has dispatched you to rescue
Megan, eliminate any immediate threat to her safety, and
return her to Overlook.
Once more, you stand in the High Hall to be greeted by
Overlook’s elders, though their welcome is less brusque this
time.
“Greetings, friends,” intones Elder Cadrick as you
approach the dais upon which he and the city’s other four
leaders stand. “We have received a desperate message from
Megan Swiftblade, leader of the Freeriders, who you might
remember. The Freeriders have discovered that General
Zithiruun had a powerful ally in his recent attack on the
city. Although she does not identify this ally in her message,
Megan has already survived three attempts on her life and
fears that more will follow. If we help her, she will tell us
who was ultimately behind the attack, hopefully in time to
prevent another.”
“Again, we find ourselves in need of aid, and again
we call upon you. Travel to the village of Talar and find
out what Megan knows. Keep her safe, neutralize any
immediate threat to her, and then return her to us.”
The journey to Talar is long but not overly arduous. Just
before dusk, you arrive at the village’s tavern and inn, the
Green Dragon. Having secured rooms for the night and left
your message, you take your rest in the dimly lit common
room. Megan’s message to the council stated that she would
contact its emissaries only after making sure you had not
been followed. All you can do now is slake your thirst and
wait.
THE GREEN DRAGON
If you prefer a slower start to the adventure, give the
players a chance to ease into the action and learn a
bit more about recent events. The PCs can receive
the Council of Elders’ summons while in Overlook or
at any location in Elsir Vale. The summons asks the
PCs to come to the High Hall. Any characters who
participated in “Siege of Bordrin’s Watch” ( Dungeon
157 ) have visited the hall and spoken with the elders
before.
Allow this roleplaying and scene-setting encounter
to run as long as the players are enjoying themselves,
using the notes below to facilitate play.
The Green Dragon is a typical two-story village
tavern and traveler’s inn. Its outer walls are dressed
stone, while internal walls and the f loor are stout oak
boards laid over thick joists. The roof is slate, and a
small beer cellar is found under the common room.
Inside and outside shutters keep the evening chill at
bay.
The common room takes up the majority of the
first f loor, with a large fireplace opposite the bar fill-
ing the area with warmth and light. The walls are
covered in faded tapestries showing hunting and
woodland scenes. The second f loor houses the inn’s
guests.
Cadrick and the others know the following additional
information.
& The village of Talar, where Megan was born, lies
outside the city of Brindol.
& Though Megan does not know who is behind the
attacks against her, she believes it to be the ally
she is threatening to name.
& Megan’s message to the council makes no
mention of where she is staying, saying only
that they should leave a message for her at the
village’s Green Dragon tavern.
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Beyond the Mottled Tower
The Provender
Rooms are available for 5 sp a night. Bernath the inn-
keeper can also provide hearty meals (2 sp for stew,
thick-cut bread, and boiled vegetables) and ale (2 sp
a pitcher). The wine in his cellar is carefully kept for
wealthy patrons. Before opening a bottle, however, he
demands payment up front (5 gp).
Niall overheard his father talking with Serten
(Falrinth’s servant) about Megan’s presence in the
Mottled Tower, though his father does not know that
Niall shares his secret.
Leucis : This frail cloth merchant (male tief ling;
Bluff +12, Diplomacy +12) is deep in his cups when
the PCs arrive. Leucis’s business has taken a downturn
recently, and when he spies the PCs, he attempts to start
a conversation with the not-so-subtle goal of off-loading
his wares on the (hopefully) wealthy adventurers.
Sariel : This slim female eladrin carries the weap-
ons and armor of a warrior. She sits on her own,
humming a tuneless song while nursing her ale.
Though she is polite to anyone conversing with her,
she is tightlipped as to her reasons for being in Talar.
The other patrons ignore her, often while discussing
spurious explanations for her presence.
Though her appearance is likely to arouse sus-
picion, Sariel is merely a courier for a well-to-do
merchant in Brindol. She knows nothing about
Megan, but takes any questioning by the PCs as an
attempt to shake her down and steal the mundane
documents she carries.
Farmers : These hardy humans are relaxing after a
hard day’s work in the fields. Most sit in small groups
drinking and talking quietly among themselves. They
are polite and deferential to the PCs, and can provide
the following information.
& Everyone in the village knows of Megan’s
reputation as an adventurer, and all remember
her as a child. However, she hasn’t lived in Talar
for years.
& Megan’s parents died five years before, and she
has no other family in Talar.
& Megan’s father was a good friend of Finrath
the sage—or at least as much of a friend as the
antisocial sage let him be.
When the players have done as much roleplaying and
information gathering in the Green Dragon as they
wish, the earthquake strikes.
Skill Challenge: “Walls Come Tumbling Down”
(page 22).
n the aftermath of the earthquake, the village lies
in ruins. However, Talar’s ordeal is far from over.
Tactical Encounter: “Flowing Death” (page 24).
The Folk
Most of the folk in the tavern are villagers relaxing
after a hard day’s work. A few travelers round out the
clientele.
Bernath : The owner of the Green Dragon (male
human; Diplomacy +7, Insight +6) is a jovial, portly
widower who welcomes one and all to his establish-
ment. However, a DC 10 Insight check reveals that
the innkeeper’s cheery disposition is a front. Although
this might pique the PCs’ suspicions, Bernath is
simply ill at ease in the presence of armed adventur-
ers. Once he sees to the PCs’ room, food, and drink,
he avoids them whenever possible.
Bernath and his son Niall are the only people in
town who know that Megan is staying with Falrinth
at the Mottled Tower. However, Bernath has been
well paid by Megan to keep his silence. He plans to
secretly deliver the PCs’ message later that night.
Niall : Bernath’s twelve-year-old son (male human;
Thievery +6) is ostensibly in the common room to
help his father. In reality, he is a daring, mischievous
sort who doesn’t think twice about helping himself to
a traveler’s unattended possessions.
At some point before the earthquake strikes, Niall
makes a move to pilfer several silver coins that have
fallen unnoticed under Leucis’s chair (see below).
The PCs and the merchant have a chance to notice
(Perception DC 10).
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