Scales of War

Daughter of Death - Episode 1

Airdate: August 14, 2011

Party visited Rufus Crumley at his tower in Shantytown. For a fee, he guided them to a shadow crossing a couple days northeast of Overlook.

The party traveled to the shadow crossing and used the ritual scroll of Shadow Passage to travel to the Shadowfell.

They arrived near a small village on the shore of the Stormy Sea. They hired a boat to take them to Gloomwrought. They were dropped off at the public docks. After checking in with the city watch and paying a “registration fee,” they learned that the Daughter of Death was the high priestess for the Raven Queen. They went to the Raven’s Eyrie to find her.

At the Eyrie, they spoke with one of the priests and told him about Riven’s dreams. He relayed the story to the Daughter of Death. She told them to find Kendress Moileth and return her to the Eyrie. He promised the party 500 GP for her return. The priest suggested trying to locate who might be supplying Kendress with ritual components. He suggested the Midnight Market as a place to start.

Went to Midnight Market
Found ritual supplier (shadowborn human chews on foul smelling weed)
Contact (half-orc) at Chum Bucket near Beggar’s Wharf
Located contact
Intimidated contact
Reveal meeting on Isle of Groves
Followed to Isle of Groves
Followed new person
Confronted new person
New person side he did not know Kendress
Re-confronted Chum Bucket contact
Told them they had been deceived
Relocated other cut-out
Followed him into an encounter with a dark one, a cloaked figure, zombies and a gargoyle

XP: 190 per character

Treasure: 300 GP and a level 7 magic item for Faral

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Episode 3.7 - Sarshan's Offer

Airdate: June 24, 2011

Previously:

Went into a barracks and found several shadar-kai cowering under their beds. They told the party Sarshan lived in the top of the tower. The party took the levitation lift up to the next level.

While looking around the garden, a shadow beetle and several swarms of rot scarabs attacked.
The party killed the beetle and one of the swarms and pushed the other swarms down to the next level.

At this point, Sarshan’s troops surrounded the party. As the party gave up, Sarshan came through the teleportation portal. When he discovered the party had killed Modra and halted her sabotage in the Foundry, he suggested the party join him. The party agreed, but Sarshan did not feel they were sincere. Suddenly, an earthquake and explosions rocked Umbraforge. Sarshan dispatches his troops in response to the crisis and leaves Thannu and his panthers to kill the party. After exchanging a few blows, the party decides to leave through the teleportation portal. Unfortunately, it is configured only for Sarshan’s use. They quickly begin to reconfigure the portal. Once the portal was reconfigured, the party fled to the Black Shrine. As the shrine collapsed around them, the party left the Shadowfell through the gate in the Black Shrine.

The party returned to The Happy Beggar and an extended rest.

Dorlon and Riven went to the magical college to hire a sage to research the city that Riven has been dreaming about. The sage determined that the city Riven described was probably Gloomwrought.

The party did some magic item shopping.

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Episode 3.6 - Into Sarshan's Tower

Airdate: June 12, 2011

Flashback
Riven awakes from death clawing himself out of a grave. A voice whispers “There is work to do.” He has a vision of a city surrounded by a black stone wall. Demon faces appear on the wall. Inside the city buildings of black stone rise and fall. A voice (The Raven Queen) tells him to “seek the daughter of death.”

Previously:

  • Leena told the party about a tunnel connecting the foundry to Sarshan’s tower.
  • The party learned that Sarshan brokers mercenaries not only in the Shadowfell, but also in the world.

The party entered Sarshan’s tower through the secret tunnel from the Foundry.
They entered the library and surprised a group of shadar-kai.
After defeating them, Riven found a Horned Helm +1.

After a short rest, they proceeded to the great hall and encountered two shadar-kai, a dark haunter and a wraith.

After another short rest, they entered the guest quarters and fought and defeated the gnolls there. The gnolls were members of the Wicked Fang clan. The party found a letter outlining a proposed deal between the clan and Sarshan.

XP – 630

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Episode 3.5 - Foundry

Air date: May 15, 2011

Previously:

  • Lost Ones attacked the party on orders from Modra
  • While fighting under The Happy Beggar, the party and Modra were sucked through a gate into the Shadowfell
  • A shadar-kai witch told the party about Modra’s plan to destroy the foundry and tower when a company of mercenaries departed Umbraforge

When the party woke up in the morning, the barbarian was gone
Riven introduced himself to the party and asked if he could join
The party agreed
Went to the foundry and forced open the door
Found Modra and some shadowgoblins trying to wreck the foundry
Modra released one of Sarshan’s creations – a two-headed boar
The boar was pushed into the lava trench a couple of times and finally died
Defeated Modra and her allies

The party found Stanching Leather Armor +2 for Carric and 300 GP.

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Episode 3.4 - Sarshan's Secrets

The party explored Umbraforge and gathered information about Sarshan’s activities. What they learned included:

  1. This is Umbraforge, dominion of Sarshan, a trader of great reputation and even greater wealth. The tower, foundry, and forges are his. The camps are those of the mercenaries and slaves whose services he sells across the Shadowfell and the world.
  2. Sarshan is shadar-kai, an outcast who made a name for himself as the leader of a legendary
    mercenary band known as the Black Arrow. At their height, the Arrow put so much fear in generals and kings alike that Sarshan would take payment to fight for one group, then take a bigger payment from their foe to stand down.
  3. Modra is known well in Umbraforge, but for all the wrong reasons now. She was one of Sarshan’s trusted lieutenants before she tried to a broker a weapons deal that Sarshan had already turned down.
  4. The job that Sarshan refused was some orc king’s raid on a dwarven citadel. Sarshan never makes a sale if it has a chance of coming back to him, and for good reason. This job went bad, they say, and people know that Modra sold the orc his weapons.
  5. Modra is long gone from Umbraforge and the Shadowfell, believe me. Sarshan’s got a long arm and a longer memory. The creeper would have to be crazy to come back here.
  6. The foundry is the new jewel of Sarshan’s operations. Its power comes from the fire and
    shadow driving its furnaces. Sarshan’s sages create beasts of battle there, born killers with magic in their blood.
  7. It used to be that Sarshan brokered mercenaries mostly within the Shadowfell, but that’s
    changing. Dark ones and shadar-kai are still his elite troops, but more and more, he brings
    creatures from the world to Umbraforge for training, then marches them off to places unknown.
  8. The Shadowfell is only a stopping-off place for Sarshan’s mercenaries. A force of archons from
    the Elemental Chaos was here not six ago. I saw githzerai from the Astral Sea in Umbraforge
    once. I don’t know what job they took for Sarshan, but woe be to whoever got in their way.
  9. Sarshan’s mercenary operations have tripled in size in months past, but it’s not the Shadowfell
    they’re fighting in. When his forces are bought and sent on the march, they’re bound for portals to the world. Shadar-kai, dark ones, undead, giants, ogres, trolls, gnolls, orcs— Sarshan has the armies of two planes on the march. War is brewing in the world, but the forces that will fight it are moving into position in the Shadowfell, unseen.

While exploring the markets, the party was offered 480 GP for two fire bats carcasses.

While checking out the training grounds, the party had a training combat with some ogres and a beetle. Dorlon received a Horned Helm as a prize after the fight. The party also got an Augmenting Whetstone and Silver Sand.

After their exploration of Umbraforge, the party was approached by Leena who said Modra is planning to attack the foundry and tower in the morning using the departure of a large group of mercenaries as cover. Modra plans to vent the power of the foundry through a tunnel that connects to the tower. She then gave the party a ritual scroll with the Shadow Passage ritual.

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Episode 3.3 - Into the Shadowfell

The party proceeded further into the areas underneath The Happy Beggar. They find a stairway leading down to a room of finished stone with frescoes. There is a teleportation portal in the middle of the room. There are a shadar-kai witch and three dark creepers. There is also a shadow hound in a cage. The party quickly took out the witch. They defeated two of the creepers and the hound before the third creeper fled.

The party found an Elven Cloak +2 for Toegoff, a Gravespawn Potion and 250 GP.

They entered the White Shrine and found Modra. She summoned five wraiths to help her. The party managed to destroy two wraiths, but Dorlon and Carric were dying and the other adventurers were seriously hurt. Toegoff started to flee. Suddenly, tendrils of shadow burst from the portal, the party and Modra were dragged through the portal. After losing consciousness briefly, the party awakes in the Black Shrine in the Shadowfell. There is no sign of Modra. There is evidence of a recent disturbance. The entrance looks out onto quite a sight:

The land before you is like nothing you’ve ever seen before.
A wide plain of gray-green grass and stunted black trees
spreads beneath a sky scoured by fast-moving clouds. The
sun is bright above but somehow doesn’t cut the darkness
that drapes every rock and every blade of grass in gray
gloom. This is the Shadowfell.
From the mouth of the cavern, a wide and well-traveled
road runs in a curving line to the north. There, perhaps a
quarter-mile away, a military camp spreads. Buildings are
scattered here and there, with tents and pavilions spreading
between them. Torches and fires burn brightly against the
ever-present shadow, and lone trees and tall stands of graygreen
grass are whipped by a hissing wind.
Looming above it all, a rise of black rock to the west is
rent by a seething volcanic rift. Black-streaked lava courses
from it to descend into a narrow channel, and a permanent
pall of glowing red-black smoke rises above it. Over this
molten flow, a great stone bridge is arched. This wide eastwest
road meets the road north from the cavern. North of
the bridge, a tall tower stands and a lower building spreads
in its shadow.

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Episode 3.2 - Finding Dorlon

Tracked Dorlon to The Salty Mug
Learned he was abducted by the Lost Ones
Followed the trail through Tradetown
Ambushed by shape changers and bandits
Followed trail into sewers
Fought rats and spider
Followed trail to cellar
Fought dark creeper, mage and guards
Found Dorlon
Called it a day
Returned to The Happy Beggar
Went through secret door
Fought shadowhunter bats
Captured three bats

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Episode 3.1 - Modra's Plots

New group defeated the orogs in the Vents (Siege of Bordrin’s Watch)
Found a brass key on a dark creeper in the Vents

Dorlon got drunk
Attacked by a group of Lost Ones who had been ordered by Modra to get the key
Used the surviving attacker as a spy to gain information
Gained information by checking around Overlook
Learned about Modra and weapon-dealing
Met Reniss
Went to The Happy Beggar and talked to Brenat
Talked to Prashant
Went to kitchen and found secret door

Dorlon went off on his own and was captured

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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