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<font size=1> {| class="wikitable" border="0" style="text-align:center; width: 100%;" |- |[[Landsoftheblacksea:Main_Page/races|'''Races''']] || [[Landsoftheblacksea:Main_Page/religion|'''Religions''']] || [[Landsoftheblacksea:Main_Page/realms|'''Realms''']] || [[Landsoftheblacksea:Main_Page/geography|'''Geography''']] || [[Landsoftheblacksea:Main_page/organizations|'''Organizations''']] || [[Landsoftheblacksea:Main_Page/languages|'''Languages''']] || [[Landsoftheblacksea:Main_page/time_calendars|'''Time & Calendars''']] |- |} </font size> [[Landsoftheblacksea:Main_Page/campaigns/blackport_adventures | '''<< Back to Blackport Campaign Page''' ]] == Adventure Summary == == City of Blackport == See description [[Landsoftheblacksea:Main_Page/realms/Blackport | '''here''']] == Maps == {| class="wikitable" border="10" style="text-align:center" |- | [[File:Blackport map big.jpg|300px]] || [[File:Area map.jpg|300px]] |- | City of Blackport || Khyria's Map of Blackport Area || |- |} == Adventure Log == <font size=1> {| class="wikitable" border="0" style="text-align:left" ! 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 [https://forum.rpg.net/threads/ad-d-2e-blackport.925706/post-25516787 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 [https://forum.rpg.net/threads/ad-d-2e-blackport.925706/post-25520497 speaks with Ratmirt] about her new job and finds a safe bed for the night. |- | Huma || 8 || 2100 || Tristesse speaks with Dasyra, [https://forum.rpg.net/threads/ad-d-2e-blackport.925706/post-25520592 who provides some information about the journey]. She then visits Adixiam who asks her to [https://forum.rpg.net/threads/ad-d-2e-blackport.925706/post-25520592 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 [https://forum.rpg.net/threads/ad-d-2e-blackport.925706/post-25520915 protect Tristesse at all costs]. Nefer speaks with Bazzi and Dzaug, who [https://forum.rpg.net/threads/ad-d-2e-blackport.925706/post-25519790 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 [https://forum.rpg.net/threads/ad-d-2e-blackport.925706/post-25520592 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 [https://forum.rpg.net/threads/ad-d-2e-blackport.925706/post-25520592 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 [https://forum.rpg.net/threads/ad-d-2e-blackport.925706/post-25529588 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 [https://forum.rpg.net/threads/ad-d-2e-blackport.925706/post-25545285 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 [https://forum.rpg.net/threads/ad-d-2e-blackport.925706/post-25555124 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 [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25581332 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 [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25583669 group of large birds] circling in the sky several hundred yards beyond the far bank of the river. Investigating, they spy a [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25589996 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 [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25594727 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 [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25599797 watches until dusk], then returns to camp of prior night to await dawn. |- | Huma || 13|| 2330 || Veronique and Delain spy [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25610796 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 [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25622693 illusion of a battered, damaged caravan]. Four orcs emerge from the tower to investigate. Group [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25638422 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 [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25640058 tricks remaining guards] and sneaks group into the tower, telling them about where prisoners are kept. It takes them through [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25640582 a trap door] leading to the lower levels. They pass a [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25640582 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 [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25645248 enters a storeroom], restraining the drunken orc that was guarding it. They open the only other exit from the room, which leads to [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25646901 yet another storeroom]. |- | Huma || 14 || 0900 || Veronique finds a [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25647652 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 [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25648941 filthy prison], with three orcs inside who seem to have just woken. They manage to slay the orcs, and discover [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25658031 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 [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25660679 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 [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25666202 resembles that of the engraving] they saw on the stairs down,and has a [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25666892 strange inscription] on it. |- | Huma || 14 || 0945 || Party lights the fire and escapes from the tower. Mâ-Shaik opines that they will be [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25669893 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 [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25672739 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 [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25674484 splits] into three directions - north, west, and south. After Delain briefly [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25676663 explores the west route], the group continues south. |- | Huma || 15 || 1200 || Group hears a [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25676663 growling bellow] echoes through the canyon. |- | Huma || 15 || 1230 || Canyon [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25678646 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 [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25679325 dead-end]. Roaring starts again, now clearly behind them and approaching fast. A huge [https://forum.rpg.net/index.php?threads/ad-d-2e-blackport.925706/post-25682367 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. |- |} </font size> == NPC's == <font size=1.5> {| class="wikitable sortable" border="0" style="text-align:left" !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. |- |} </font size> == Notes == 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: # Determine the fate of the Shadowatch operative, deal with them, and report ## If they are still operating undiscovered, then arrange to obtain a report from them and return it to Yara Sepp. ## If they have been discovered but are still alive as a prisoner in the tower, then rescue them and return them to Blackport. ## 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). ## If they have been discovered but are no longer in the tower, find out where they were sent, and when. ## Finally, if the agent is already dead when they arrive, return with proof (i.e., the skin of their back). # 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.
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