Landsoftheblacksea:Main Page/adventures/raid on umloch anzaar

From RPGnet
Jump to navigation Jump to search

Races Religions Realms Geography Organizations Languages Time & Calendars

<< Back to Blackport Campaign Page

Adventure Summary[edit]

City of Blackport[edit]

See description here

Maps[edit]

City of Blackport Khyria's Map of Blackport Area

Adventure Log[edit]

Month Day Hour Notes/Event
Huma 8 0900 Khyria Dami is summoned by her father General Sepp. He asks her to journey to a tower to the northeast that is held by orcs, to infiltrate it, and rescue or slay an agent of the Shadowatch being held there.
Huma 8 1400 Khyria Dami and Nefer speak with Tristesse about joining them and inquire about others who might be willing. Tristesse suggests Veronique, who frequents the Amphisbanae in Darklane.
Huma 8 1900 All meet at Amphisbanae and agree to depart the following day at noon.
Huma 8 2100 Veronique walks home, where she is attacked by a man and two orcs in the employ of Captain Nicou, father of her new mother-in-law. She manages to escape and journeys to Tusks in The Maw, where she speaks with Ratmirt about her new job and finds a safe bed for the night.
Huma 8 2100 Tristesse speaks with Dasyra, who provides some information about the journey. She then visits Adixiam who asks her to recover a lost amulet that may be found in the tower.
Huma 8 2100 Delain speaks with Kretch and Slinks, who give him instructions to protect Tristesse at all costs. Nefer speaks with Bazzi and Dzaug, who instruct him that Khyria Dami's survival is the only thing that matters.
Huma 8 2100 Khyria Dami speaks with her mother Nïól before bed. During her sleep, she has a dream in which a voice speaks to her of a holy relic that lies in the tower, which will found near or under something that shows the constellation of stars forming the luna moth.
Huma 8 0900 Khyria Dami meets with her Father Yara Sepp, who tells her some information about the journey to the tower.
Huma 9 1200 Group assembles and departs Blackport, taking the old road east.
Huma 9 1500 Group crests a hill to see a large vale ahead of them, strewn with rocks and boulders, with the skeletal remains of thousands of humans partially buried in the earth. They attempt to cross, but are assailed by warrior phantasms; Khyria Dami is badly hurt, and all but Tristesse are knocked unconscious in the fighting.
Huma 9 1600 Group wakes and finds their injuries are not as bad as they had thought. They attempt to move forward again, but the ghostly warriors rise again. This time Nefer is laid low, the others managing to shrug off their apparitions.
Huma 9 1700 Group exits the vale; Nefer awakes and they continue along the path.
Huma 9 1830 Darkness falls. Group finds shelter for the night.
Huma 10 0100 Group is attacked in the night by a group of bugbears; Nefer and Veronique are badly injured.
Huma 11 0800 Group continues on the path.
Huma 11 1100 Group crests a hill and sees a a river at the bottom of a steep incline; they decide to follow the river towards where Khyria's map shows the tower lies.
Huma 11 1400 Group spies a twisted, dead tree on the far side bank of the river, adorned with dead, skeletal remains of various humanoids and marked with an "N" character in the Black Speech.
Huma 11 1630 Group is looking for a place to make camp when they spy a group of large birds circling in the sky several hundred yards beyond the far bank of the river. Investigating, they spy a half-man, half-horse creature struggling to crawl across the terrain, obviously sick or wounded. Group moves on an makes camp for the night some distance away.
Huma 12 0700 Group wakes to see that the circling birds have left. They move on downriver.
Huma 12 1700 Group spies a tower ahead just as dusk falls. They retreat along the trail to make camp and await daylight.
Huma 13 0700 Group rises and returns to tower to watch. They see no guards posted during the day that are visible. Group watches until dusk, then returns to camp of prior night to await dawn.
Huma 13 2330 Veronique and Delain spy rats burrowing into their packs during the night. Group loses a good amount of rations, and will be hungry on the return trip unless they find more food.
Huma 14 0800 Group returns to the tower. Veronique creates an illusion of a battered, damaged caravan. Four orcs emerge from the tower to investigate. Group engages the orcs and manages to slay all but one that Khyria Charms with a spell. Khyria convinces the charmed orc to help them get into the tower.
Huma 14 0830 Charmed orc tricks remaining guards and sneaks group into the tower, telling them about where prisoners are kept. It takes them through a trap door leading to the lower levels. They pass a strange engraving on a landing as they descend down.
Huma 14 0845 Charmed orc reaches a door at the bottom of the stairs. Delain picks the lock and the group enters a storeroom, restraining the drunken orc that was guarding it. They open the only other exit from the room, which leads to yet another storeroom.
Huma 14 0900 Veronique finds a secret door leading in the direction the orc told them the prison is.
Huma 14 0915 Party enters through the secret door and finds a filthy prison, with three orcs inside who seem to have just woken. They manage to slay the orcs, and discover three prisoners inside, one of who is their objective, the orc Mâ-Shaik. They also find the human fighter Argot Koll, and Bedezorus Nicola, a human priest of Tsathoggua. Bedezorus requests their help recovering an artifact stolen from him, kept by the orc leader, but Khyria refuses. The group returns to the ground level with the freed prisoners.
Huma 14 0930 Party reaches ground level; they decide to set a fire to lure the guards on the next level away from their escape route out of the tower. As they are gathering the flamable material, they note the throne in the large room resembles that of the engraving they saw on the stairs down,and has a strange inscription on it.
Huma 14 0945 Party lights the fire and escapes from the tower. Mâ-Shaik opines that they will be pursued and caught unless they risk taking the narrow canyon that runs through the Altar of Ghrunn’a. Khyria agrees and the group sets off. Group hears a gong being rung back at the tower to raise the alarm.
Huma 14 1015 Party reaches the entrance to the canyon and moves in.
Huma 14 1045 Party hears faint noises from the direction of the entrance into the canyon; but there is no further indication that the orcs are pursuing them into the canyon.
Huma 14 1530 Party reaches an area where they can set up camp for the evening. Low on food, they are forced to half-rations. They establish watches for the night, which passes without incident.
Huma 15 0800 Party rises and resumes their march into the canyon.
Huma 15 0800 Party rises and resumes their march into the canyon.
Huma 15 1000 Canyon splits into three directions - north, west, and south. After Delain briefly explores the west route, the group continues south.
Huma 15 1200 Group hears a growling bellow echoes through the canyon.
Huma 15 1230 Canyon forks again, this time southwest and southeast. The roaring resumes, closer now but the direction unclear. Group takes the southwest route.
Huma 15 1300 Canyon reaches a dead-end. Roaring starts again, now clearly behind them and approaching fast. A huge armored minotaur appears and engages them in battle. Nefer is slain in the battle. Group slays the minotaur, but many are badly wounded in the fight.
Huma 15 1800 Group returns to main passage south and continues on. They reach an area where the canyon splits into several directions and also find a large cave opening in the wall nearby. They take the eastern passage, but it becomes a dead end. They retrace their steps and make camp at the canyon junction near the cave entrance.
Huma 16 0700 Group enters the cavern and finds a variety of goods, some of which they take. They continue on south through the canyon.
Huma 16 1700 Group exits the slot canyon onto the plains north of Blackport. As they scout ahead, they spy a large group of Baku warriors of a traditional clan enemy to Khyria's father, General Yara Sepp. They retreat to the canyon to make camp for the night.
Huma 16 2300 Group is attacked by a large lion; Delain is badly wounded by the creature, but they manage to wound it enough that it withdraws.
Huma 17 0700 Group rises and resumes the journey to Blackport.
Huma 17 1300 Group arrives in Blackport; end of the adventure.

NPC's[edit]

Surname Given Name Occupation Location Notes
Dhorsh Umana Servant Domus Eryx, Iron City, Blackport human female; lady-in-waiting and servant to Khyria Dami in Domus Eryx
Adäle Nïól Consort Domus Eryx, Iron City, Blackport female snow-elf; Mother of Khyria Dami; consort to General Yara Sepp
Addu-Suk-Bey Yara Sepp General Domus Eryx, Iron City, Blackport male human (Baku); Khriya Dami’s father; General of the Army of Blackport; member of the nobility and trusted advisor of The Sovereign
???? Bente Wife Domus Eryx, Iron City, Blackport Yara Sepp’s first wife, a vulkul woman, now past child-bearing age; mother of the girls Taja Yara (female, age 31), Hadu Yara (female, age 30), and Donno Yara (female, age 28); known to Khyria Dami
???? Miska Wife Domus Eryx, Iron City, Blackport Yara Sepp’s second wife, of indeterminate ethnicity, now unlikely to bear more children; mother of Alu Yara (famale, age 27) and Zaka Sepp (boy, age 25); known to Khyria Dami
Panea Aggela Wife Domus Eryx, Iron City, Blackport Yara Sepp’s second consort, from some southern land; mother of Makis Panea (boy, age 11); still of child-bearing age; known to Khyria Dami
Addu-Suk-Bey Zaka Sepp Noble Domus Eryx, Iron City, Blackport male human (Baku); Khyria Dami's step-brother; son of Miska, current Yara Sepp's heir;
Panea Makis None Domus Eryx, Iron City, Blackport male human (Baku); Khyria Dami's step-brother; son of Aggela Panea, 1st Consort of Yara Sepp; being tutored by Tristesse
???? Ärauith Priestess Devil's Horn, Blackport female wood elf; Priestess of Tha’unäyul Néngä and Khriya Dami’s mentor and teacher; respected member of the “Black Elves” community in Blackport.
Bazzi Isma Criminal Slaver's District, Blackport male human (Issyrian); Guildmaster of The Cartel, a thieves’ guild specializing in loan sharking/usury that Nefer belongs to; business associate of Yara Sepp;
Cardosa-Cambra Claude Vítor Guildmaster, Merchant Ironshadow, Blackport male human, Ronique’s father, resides in a guarded home in the Ironshadow District. High-Ranking member of the Blackport Merchants Guild; known to Veronique, though he is fairly well-known in Blackport.
???? Áfatha Mage/Sage Amphisbanae, Darklane, Blackport Male wood-elf who frequents Amphisbaena, a tavern/smoking den in Darklane. Ronique’s magical mentor & teacher; known to Tristesse
Cardosa-Cambra Catherine Wife Ironshadow, Blackport (ne Nicou) – female human, Claude Vítor’s 2nd wife, Ronique’s step-mother; sister of Averof Nicou, Captain of the pirate vessel Azrael, and business partner of Claude Vítor; known to Veroninique
Nicou Averof Captain Crossbones, Blackport Brother of Catherine Cardosa-Cambra; Captain of the pirate vessel Azrael, and business partner of Claude Vítor Cardosa-Cambra;
Maggot Odo Tavernmaster Hero's Gate, Blackport male halfling owner of The Valkyrie, a tavern in Hero’s Gate; known to Veronique
- Saal Bouncer Moloch's Circus, Blackport male half-orc bouncer at The Balor’s Eye, a pleasure house in Moloch’s Circus; known to Veronique & Delain (by reputation).
???? "Rigger" Retired The Keel, Crossbones, Blackport male human, retired sailor who haunts The Keel in Crossbones; known to Veronique
???? Ratmirt Tavernmistress Tusks, The Maw, Blackport female goblin, proprietress of Tusks, a tavern in The Maw; known to Veronique;
???? Dzaug Instructor/Commander Slaver's District, Blackport ogre/orc halfbreed weapons instructor and overall commander of The Orphanage; known to Nefer
???? Chaalk Guard Slaver's District, Blackport goblin comrade in The Orphanage, accepted into The Cartel’s guard on adoption day; known to Nefer
???? Merit Assassin Slaver's District, Blackport human female comrade in The Orphanage, accepted into The Cobras on adoption day; known to Nefer
???? Krech Criminal Fortune's Wheel, Red Lantern, Blackport male human; Taskmaster of the Red & Blacks (Delain's guild);
???? Slinks Criminal Fortune's Wheel, Red Lantern, Blackport male human; Guildmaster of the Red & Blacks (Delain's guild);
Pellow Adixiam Necromancer Darklane, Blackport female human, Guildmaster of the Necromancer's Guild; known to Tristesse
Kočí Vojtěch Illusionist Midnight Gardens, Blackport male gnome illusionist acquaintance, works in The Balor’s Eye in Moloch’s Circus. known to Tristesse;
Rabi Sofian "Brother Foul" Criminal Red Lantern, Blackport male human; a member of the Red & Blacks (Delain's guild);
Favell Beznik “Coins” Criminal Red Lantern/Charsoot, Blackport male human; street boss in the Red & Blacks (Delain's guild);
???? "Knucks" Criminal Red Lantern/Charsoot, Blackport male human; member of the Red & Blacks (Delain's guild); Delain apprenticed under him before becoming a member.
- Shaeshis Merchant/Criminal Amphisbanae, Darklane, Blackport male human wizard; leader of the Dark Veil, a guild that primarily deals in legal drugs, narcotics, and hallucinogens, but also dabbles in smuggling. Known to Veronique.
of Yoss Mythid Priest Temple of the Wyrm, Golden Way, Blackport male human priest; Herald of Azurimaas & leader of the Cult of the Wyrm in Blackport. Tutored Khyria in Istkaash, the language of dragons.
- Xose Beggar Heroes' Gate, Blackport male human beggar; member of the Down & Outs Beggars' Guild; Nefer has interacted with him in the past.
- Sakarbaal Archmage Darklane, Blackport male human wizard; an independent archmage that lives alone in Darklane; Khyria's mother Nïól knows him, but not well.
Idore Zedicus Alchemist/Archmage Darklane, Blackport male human wizard; Master of the Alchemy, Potions, & Poisons Guild, located in Darklane; Khyria's mother Nïól knows him, but not well.
- Mumoreg Archmage Arena District, Blackport ? wizard; the mysterious and devious Master of the School of The Four Elements (elementalists), located in the Arena District; Khyria's mother Nïól knows of him.
Vexx Aqille Archmage Moloch's Circus, Blackport female human wizard; a greatly feared chaotic evil archmage who lives somewhere in Moloch’s Circus; Khyria's mother Nïól knows of him.
- Yash Beggar Darklane, Blackport male human; a beggar, a member of the Empty Bowls Beggars' Guild, Tristesse pays him to watch her place
Giulia Nunzju Landlord Darklane, Blackport male halfling; landlord of Onyx House, where Tristesse rents a flat
Nax Cikku Guard Darklane, Blackport male human; bodyguard for Nunzju Giulia and security for Onyx House. Tristesse knows him.
- Dasyra ???? Darklane, Blackport female sprite; lives in the apartment below Tristesse in Onyx house. They are friends.
Kozár Ondřej Ignác Tavernmaster The Balor's Eye, Moloch's Circus, Blackport male gnome; runs The Balor's Eye pleasure house in the Moloch's Circus district.
Saeva Dragana "Click" Criminal Red Lantern/Charsoot, Blackport female human; soldier in the Red & Black's gang; expert lockpick/safecracker; Delain knows her and has worked with her in the past.
Ru Galen "Pinky" Criminal Red Lantern/Charsoot, Blackport male human, soldier in the Red & Blacks gang; missing pinky finger on left hand; Delain knows him and has worked with him in the past.
- Omo Criminal Red Lantern, Blackport male human, bouncer/guard at Fortune's Wheel, the gambling hall front for the Red & Blacks criminal syndicate.
- Mâ-Shaik Spy Tower of Umloch Anzaar male orc; member of the Shadowatch; captured on assignment to the orc controlled tower of Umloch Anzaar; freed and returned to Blackport by the group.
Koll Argot Mercenary Tower of Umloch Anzaar male human (Vulkul); fighter-for-hire from the Ujö barbarian tribe; captured & imprisoned by the orcs of Umloch Anzaar; freed and returned to Blackport by the party.
- Sha-shâr Commander Tower of Umloch Anzaar male orc; leader of the orcs of Umloch Anzaar
- Sôto-Kûl Warden Tower of Umloch Anzaar male orc; prison warden of Umloch Anzaar; slain by the group during their raid on the tower.
Nicola Bedezorus Priest Tower of Umloch Anzaar male human (Athernian); priest of Tsathoggua; captured returning a relic to Blackport from points north and imprisoned in Umloch Anzaar; freed and returned to Blackport by the party.
Vaap Cyox Priest Collegium Mortis et Umbra, Darklane, Blackport male human (Athernian); Chamberlain of the Necromancer's Guild of Blackport.
Sirkku Commander The Spire, The Iron City, Blackport female Fire Giant; Commander of the Iron Guard and personal bodyguard of The Sovereign in Blackport.

Notes[edit]

Below is the substance of what Yara Sepp discusses with Khyria Dami:

There is a tower just beyond the borders of the region that Blackport lays claim to that is occupied by a band of orcs who the shadowatch believes are aligned with, if not already vassals of, the orc King of Âbog, who rules over the loose federation of humanoids that comprise Ûgozh, the realm to the north of Blackport.

The Sovereign’s policy has been strict neutrality in the conflict between the Warlord of Bakuland and the Orc-King of Âbog. This avoids the city becoming a target in the conflict, and at the same time allows both to buy weapons and supplies in the cities markets, allowing the fighting to continue and Blackport to profit from it. A member of the Shadowatch, the eyes and ears of the Sovereign, had infiltrated the orcish tribe that controls; they have been providing reports for more than a year now. Then, suddenly, the reports ceased a week ago. This generated several problems.

In addition to losing this source of information and intelligence, it is vitally important that this agent not be identified as an agent of The Sovereign, as this would provide the Orc-King with an excuse to say that Blackport had violated its neutrality, potentially bringing war to the city.

Furthermore, the agent knows many things as a member of the Shadowatch; this knowledge cannot fall into the hands of the Orc-King, as it would undermine the security of the city and possibly even the Sovereign himself.

Of course, The Jester is advising The Sovereign that the Shadowatch will take care of the problem. But General Sepp believes that there may already be a leak in the Shadowatch – possibly one that betrayed the agent in the first place.

Were he, General Sepp, able to solve the problem, it would greatly increase the Sovereigns opinion of the army’s capabilities – at the expense of the Jester and The Shadowatch, which suits Yara Sepp perfectly.

Yara Sepp’s ask of Khyria is simple to lay out. It will be very difficult to accomplish.

He wants her to assemble a small group, journey to the tower, enter it – covertly if possible, or by force if not.

Once there, the objectives are simple. He listed them off as any general would when speaking to a subordinate:

  1. Determine the fate of the Shadowatch operative, deal with them, and report
    1. If they are still operating undiscovered, then arrange to obtain a report from them and return it to Yara Sepp.
    2. If they have been discovered but are still alive as a prisoner in the tower, then rescue them and return them to Blackport.
    3. if they are discovered and imprisoned, but rescue is impossible, then kill them & bring back proof of their death (the skin on their back has a distinctive tattoo).
    4. If they have been discovered but are no longer in the tower, find out where they were sent, and when.
    5. Finally, if the agent is already dead when they arrive, return with proof (i.e., the skin of their back).
  2. In any case where it was discovered that they were an agent, try to learn how they were unveiled and bring this information back to Blackport; this objective should not jeopardize the first, however.

He tells her she may take on no more than five retainers for this mission, hers to choose, but none can be in Blackport’s army, the Shadowatch, or any organization tied in a direct way to the government of the city.

He stresses that she should think about what the reasons they have for helping her are, and whether she can trust them when things get dangerous. For those who accompany her, she may promise the following rewards to each individual who accompanies her and returns alive:

  • A purse:
    • 100 gold scepters if they are only able to learn where & when the agent was sent from the tower
    • 300 gold scepters if they return with proof of the agent’s death (the skin off his back, literally)
    • 500 gold scepters if they return with the agent alive
    • Retention of any mundane treasure found during the operation (after appropriate salvage taxes of 10% are paid, of course).
  • Possible retention of magical treasure found, after inspection by the Black Codex and final decision by The Sovereign

Additionally:

  • In the case where Khyria Dami herself is one of the survivors, those who accompanied her will also receive mention to the Sovereign for their service to him (game effect: raises Social Level +1 for all who receive it).
  • If Khyria Dami does not survive but some of her retainers do, there will of course be suspicions as to who was really the cause of her death, along with the General’s disdain for not dying trying to save her. (game effect: none – social status bonus for completing the mission counteracted by negative influence of General Sepp).

Khyria herself needs none of these, save for perhaps the magical treasures if any are found – she has money and social status already.

Should she return with proof of the agent’s death, or with the agent alive, this would prove his intuitions correct – she is worth of being Addu-Suk-Bey. He promises that in this case, he will propose marriage to her mother, Nïól, as his third true wife, legitimizing Khyria Dami as a true member of his family (albeit of the lowest rank, below the children of his first two wives; but a huge step above being the child of a consort).

Finally, he stresses that if she accepts, this will be her mission – it will not be an official act of The Sovereign, nor one connected to himself, her father, General of the Armies of Blackport. If she cannot succeed, better she should die trying than return in shame – this would prove she was not Addu-Suk-Bey, and she would never join his family.