Re: Scales of War: Rescue at Rivenroar
"None that I know of," Mits answers May, "Beyond very powerful magical necklaces."
She shares a whispered prayer with Timo, kisses the top of his head, and explores the floor once May allows her. She reports back her findings:
If the PCs take a few minutes to examine the
books the gloomblade was retrieving or the scrolls
and books the witch was working with, they find
confirmation of the dark research going on here.
Sarshan’s long-term plans involve breeding advanced
races of warrior-slaves to be sold to the highest bidder.
4. Guest Quarters (Tactical Encounter): Important
visitors reside in these well-appointed rooms while in the
tower. The guest quarters are currently occupied by a pack
of gnolls negotiating a mercenary contract for their clan.
5. Laboratory: These tower chambers are all functionally
identical, though you can change up their specific
descriptions as need be. Dark experiments realized in the
foundry are first carried out here. The various laboratories
feature a wealth of alchemical equipment and reagents,
ritual components, dead creatures in jars of clear oil, vials
of brightly colored powders and viscous fluids, and other
experimental gear.
The lower northeast laboratory (adjoining the library) is
empty. All other laboratories have a 50% chance of being
occupied by a noncombatant shadar-kai or dark one sage at
work. If the PCs attack, treat the sages as minions with no
attacks of their own. However, unless they are attacked, the
sages of the tower assume that the PCs work for Sarshan.
They yell at the characters for interrupting their work, but
allow them to pass through. If combat occurs in area 9, sages
in adjacent laboratories cower under a table until the danger
passes.
6. Great Hall (Tactical Encounter): Most of the main
floor is given over to this visitor’s gallery and feast hall.
Dark tapestries line the walls, and thick carpets cover the
floors. A banquet table occupies the center of the room,
and comfortable couches are arrayed along the walls. A fire
pit before the doors burns with magical flame. When the
PCs enter, a pair of shadar-kai guards and one of Sarshan’s
dark one allies are arguing here.
7. Sages’ Quarters: These chambers are the residences
of the sages who labor to perfect Sarshan’s vile experiments.
Each chamber has four beds and is occupied by two noncombatant
shadar-kai or dark one sages, either sleeping (if
no combat has occurred in an adjacent chamber) or cowering
beneath a bed (if it has). Treat the sages as minions with
no attacks.
8. Gate House: The interior doors to area 6 are locked
and barred, requiring a successful DC 26 Thievery check
and a successful DC 21 Strength check to open. The exterior
stone double doors are normally open so the guards within
can see the road and the bridge. They can be closed with
two standard actions (one for each door) and barred from
the inside (a successful DC 40 Strength check to open).
Four shadar-kai warriors and four shadar-kai chainfighters
are on guard here at all times. However, they do
not expect trouble from inside the tower, and so they are
distracted if the PCs enter from area 6. Use the statistics
from the Library and Great Hall tactical encounters.
This message was last edited by the GM at 06:03, Fri 04 Apr 2014.