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Episode 10 - Mist Opportunities - Notes

Episode 10 - Mist Opportunities

DM Notes

Prologue

The last time we saw our intrepid adventurers the party had left Lavan a few days earlier, celebrated Harvest Day on the road and crossed a long bridge to an isle situated in the middle of the lake. They found the gates to the city closed but after identifying themselves as Ambassador Queus and her party were allowed in by order of Pounce. They left the Ambassador at the Kacorothi Embassy and headed to the Grey Pause Tavern where they had just sat down and ordered an ale which Odanus promptly emptied on the floor.

Scene 1 - Calling Collect

The barmaid slowly walks over and starts mopping up the spilled ale. She leans over into Odanus and picks up the gold coin then whispers to Odanus, "They'll meet you in the basement backroom in 15 minutes." She grabs the empty stein and resumes serving drinks to the rest of the patrons.

Scene 2 - Meeting Midnight

This room is setup much like the room where you met Pounce before leaving Kacorothi. A desk with various papers spread across it dominates the back of the room. In front of you is a solid sized round table with several chairs around it. Weapons mounted for display cover most of the walls. Three chess tables are off to one side of the room.

The three chess tables are black vs. white, black vs. light grey (Pounce) and black vs. dark grey (Zip). Midnight is beating white, tied with Zip and losing to Pounce currently.

After a few minutes, a light voice drifts through the room, "Ah, the group of misfits, Pounce is so fond of these days." A slim, black catfolk walks in the room and to Néshira. Her tail brushes up against Néshira's cloak. "He didn't mention you but now I see why he's so eager to see you succeed." She moves behind the desk and sits down. "Now how can I be of assistance?"

Midnight is willing to share a bit of information about Mist, the Temple of Water and the Storm Elemental attack.

About Mist:
Mist was originally a bunch of small farming towns settled around Mist Lake. The seasonal flooding after the snow melted from the Silver Mountains made the land rich for farming. About 1000 years ago, these towns began merging and became known as Mist with the city proper founded on the isle at the center of Mist Lake. Lady Naren is the chief of the noble houses in Mist and oversees most of the government.

About the Temple of Water:
Around 1500 years ago, an orc named Ardor the Wise claimed he was guided by the Storm Lord's servants, a group of water elementals. They would help make Mist prosperous by better controlling the seasonal flooding in exchange for tribute. Ardor oversaw the construction of the Temple of Water on Naren Isle at the center of Mist Lake. Polia the Devout is currently the high priestess at the temple.

About the storm elemental attack:
On Harvest Day, the city's celebrations were proceeding as normal. The parade was moving through the Sthyr (people) district when the lightning started. We're used to the grey clouds and rain, but there's generally very little lightning involved. The parade finished but by the end the lightning was striking so frequently that the Yoweth Svitrani cancelled the rest of the day's festivities. The Water Temple priests or the Water Elementals are probably the only ones who have any idea what is truly going on though.

About the best way to meet Polia the Devout:
I know a close friend of Polia's by the name of Ceath. I've caught word that he needs some help. He'd probably be willing to setup an introduction in exchange for a hand. I can facilitate a meeting with him here at the Grey Pause.

About the best way to meet with the Elementals:
Normally, I'd say going through Polia but she's probably a bit stressed at the moment. A friend of mine knows the dwarf who knows his way around the temple. You could also speak with the Yoweth Svitrani, he might know a way to get in.

If the party wants to meet Ceath:
Alright, I'll get that setup for you tonight. Feel free to keep around the Grey Pause or go out for a bit. Just make sure you're back before dusk.

If the party wants to meet the dwarf:
Midnight steps off to the side and picks up a large but thin rectangular package. Take this down to the warehouse district near the docks and ask for Sade. She'll get you an introduction.

As the party goes to leave:
One last thing, Pounce sent that package for you. She points to a small crate next to the door.

The small crate contains a set of cloaks (Cloak of the Walking Wounded, +1) for the party.

Path 1 - Sade and Thronn

Scene 3 - Sade's Stuff

The Warehouse District is bustling despite the lightning. Shirtless porters bustle about carrying crates and sacks on their backs from the docks to warehouses. They move quickly from one task to the next. Privately paid guards control the entrances to the different warehouses. You notice a young woman standing behind a small stall with an overhang near the entrance to the docks.

Welcome to Sade's Stuff! Need anything in particular or perhaps you're in the mood to browse?

After being presented the portrait:
Ah just what I was waiting for. She grasps the frame carefully and checks the weight. Send Midnight my regards.

After being asked about the dwarf:
Well that was quite an assumption by Midnight. But I do suppose I owe her a favor or two. The dwarf you seek is looking for a warhammer that was used to beat back the monsters under the mountains. If you were to acquire it and deliver it to him, I suspect he'd be willing to help you out.

The warhammer is currently in storage in the Naren Warehouse. You'll need to get in, locate the warhammer and bring it out. Preferably without getting caught. Once I can insure that it's the right piece, I'll give you the dwarf's name and directions to his estate.

After the party has agreed, Sade will show the party the way to the Naren Warehouse.

Scene 4 - The Naren Warehouse

The warehouse is 100ft x 50ft.

From the outside this warehouse is no larger than any of the others nearby. It seems weirdly plain, almost as if the intent was for people to notice how plain it is. A single guard sits outside the front door. Another guard patrols the perimeter.

Encounter - 600xp
Human Guard (x4) - 600xp
If one guard is attacked, he will immediately call for help. There are two guards sitting inside the warehouse who take one round to exit the building. The patrolling guard will take two rounds to reach the front of the warehouse.

The guards can be bribed (15gp per guard) and a Diplomacy (DC 20) or Intimidate (DC 20) check.

A Stealth (DC 16) check can avoid the notice of the outside guards.

Making your way through the doors leads you into a small office. A deck of cards and a handful of dice rest on a table with four chairs. A second set of double doors lead out into the main part of the warehouse.

Skill Challenge - 600xp
Insight, Perception, Streetwise (DC 20) to find the warhammer.
Six successes before three failures.
Treat as a combat (roll initiative).
Failure leads to another human guard encounter as above.

Scene 5 - Back to Sade

Sade is still hawking her wares when you make it back to her stand. Nobody seems to be stopping by. Show me the handle.

She looks over the engraved runes and nods with approval. That's the one. The dwarf you're looking for is Thronn. He lives in the Dwarf Enclave in the Sthyr District. I'm sure one of the dwarves there will point his place out to you.

Thronn's father was an outcast who moved to Mist 200 years ago. As a child of an outcast, Thronn must buy his way back into a clan and find a clan to accept him. He has the funds but no clan has been willing to accept him. So he has decided to amass as much art and weapons as he can in hopes that a clan may be willing to take him in before he grows to old to have children.

Scene 6 - Thronn's Estate

Thronn's house is built low and close to the ground. Built of beautifully worked stone, it's obvious that a talented stonemason built this dwelling. A pair of guards stand just outside the front door.

Halt! What business have you with Master Thronn?

Very well. One of the guards opens the door and ushers you inside where a crackling fireplace warms the room. A few minutes pass before a stout dwarf rises from the lower floor. In a gruff voice suiting his stature he speaks, Greetings, travellers. Come with me. He motions for the party to follow as he steps into a hallway, turns left and enters a large room filled with display cases and wall mounted weapons.

Thronn will show off all the weapons in the gallery. Afterwards he will place the warhammer in it's mount.

Thank you. That piece is most outstanding and will certainly make the collection worth far more than any single piece. Now, what did you want in exchange for Silver Doom?

If the party tries to bargain for any of the weapons, the party will need to convince Thronn that they will help him gain entry into a clan. Since the party has not dwarven contacts at the moment, they will have to be sincere.

An Insight (DC 20) check allows the player to realize that Thronn is either an outcast or a casteless.

Alright then we're agreed. I'll meet you on the east side of the Temple District near the embassy of the Holy State just after dusk tomorrow.

This room has a poisoned dart wall trap on the left wall. All of the mounted weapons have pressure triggers. The dagger case is resting on a pressure plate. A hidden control box (DC 30) on the right wall can be used to disable the trap but it is warded by a glyph of warding.

Encounter - Poison Dart Wall Trap (Elite) 500xp
Initiative +7
Trap Each round on it's initiative, the trap fires a barrage of poison darts that randomly attack 4d4 targets in range.
Perception
Notice the small holes (DC 24).
Notice the triggers (DC 29).
Notice the control box (DC 30).
Attack
Standard Action Ranged 20
Targets 4d4 targets in range
Attack: +11 vs. AC
Hit: 1d8+2 damage and ongoing 10 poison damage (save ends).
Countermeasures
An adjacent character can disable a pressure trigger with a Thievery check (DC 32).
A character who moves no more than 1 square on a turn gains +5 bonus to AC against the dart attacks.
A character adjacent to the control box can disable the trap with a Thievery check (DC 30).

Encounter - Glyph of Warding 300xp
Perception
Notice the Glyph (DC 30).
Notice the Glyph and aid a Thievery check, Arcana (DC 25)
Attack
Immediate Reaction Close burst 3
Targets All creatures in burst.
Attack: +10 vs. Reflex
Hit: 4d6+4 thunder damage and dazed (save ends)
Countermeasures
An adjacent character can disable the glyph with a Thievery check (DC 28).

Bane's Battleaxe (+2 Paired Battleaxe, Level 8)
A battleaxe used by Bane, a master ranger, to hunt down his enemies.
A greatsword (+2 Vicious Greatsword, Level 7)
A greatsword used by Dusk, the last of the Old Men.
A greataxe
A greataxe used by Sennk, a lizardfolk warrior who fought by Olivia the Tolerant.
Fire and Ice, (+1 Flaming Longsword, +1 Frost Longsword)
A pair of weapons once owned by the Sky Knight during his early days.
The Black Thorn
A weapon used by Braunks, the leader of the Orcs.
Silver Doom (+2 Thundering Warhammer, Level 8)
An empty mount for a warhammer made by a Silverforger clan member.
A case of daggers (various mundane (x5) and +1 magical (x3))

Scene 7 - Meeting in the Temple District

The temple and government district is built around the Temple of Water in the center with various government buildings and foreign embassies. The temple is clearly a dwarven construction carved from some of the finest stone.

You find Thronn sitting on a bench outside looking a bit nervous. He greets you quietly and leads you into the Holy State embassy. Nobody seems to be bothered by your arrival and Thronn leads you down a set of stairs and through a hidden door. The passage goes on for a while. Eventually he stops and pulls a lever and a stone door opens out into a small room.

Scene 8 - Lower Level Store Room

This small room is just a few feet wide but is filled with candles, incense, empty vials and other supplies. Thronn whispers, "Out the door and to the left. The rest is up to you."

Path 2 - Polia and Cenath

Scene 3 - Cenath

Cenath wants to acquire a portrait of Ardor the Wise to gift to Lady Naren.
Cenath knows that it was recently acquired by Thronn.
Thronn is unwilling to part with it without an equal exchange. He wants the warhammer, Silver Doom. The party will need to acquire it from the warehouse.

Scene 4 - Cenath and Polia

Cenath will introduce the party to Polia at the Temple of Water.
She'll offer to let the party meet with the Water Spirits.
Polia will give the party two Elixirs of Water Breathing.

Path 3 - Esson, Yoweth Svitrani of Mist

Scene 3 - The Temple of the Ithquenti

The Temple of the Ithquenti is nestled in the middle of the Sthyr district between the three enclaves, the fey, the dwarves and the orcs. Upon arrival, a female elf dressed in priestly garb greets you. Welcome to the Temple of the Ithquenti. I am Melda. How can I be of service?

Very well. Follow me to the Yoweth Svitrani's Office.

Scene 4 - Meeting the Yoweth Svitrani

This room is sparsely decorated. There's a small, plain desk with a several idols, a lantern and a few tomes. A tall drow stands with his back to you, looking out the large window behind the desk.

The drow begins to speak, his eyes examining each of you, but mostly focused on Shae, Varamael and Simmah. When the gentle rain that Mist gets turned to vicious lightning storms, most of us ended the Harvest Day festival in prayer. However, there were a few that took the storms to be an omen of the Storm Lord's return. They have since gathered in the Temple and Government District professing His return and the doom of the those who have turned to worshipping the water spirits.

While I appreciate his fervor, now is not the time to be spreading fear across the city. There's enough of that already. I know Polia the Devout and myself would be incredibly thankful if you could persuade them to cease their doom mongering until this storm has passed.

Scene 5 - Visiting the Orcish Cult

You arrive in the Temple District to a large gathering of humanoids around a well dressed tiefling proclaiming the return of the Storm Lord and telling his listeners to repent. "Now is the time to repent before the Storm Lord brings a great wave up from the sea to crash down upon Naren Isle and cleanse this valley of those who would worship lesser water spirits. His wrath is unending and he will awe you with his power right before he washes your body and spirit away into the Void."

"I warn you this storm is only the beginning! If the false water spirits could actually prevent his return, don't you think Polia the False would have asked for them to clear the skies?! Repent and be washed into the glory of the true gods, the Ithquneti and their Golden Isle."

Encounter - 1300xp
Ackgar, Tiefling Heretic - 250xp
Orc Archer (x3) - 525xp
Orc Berserker (x3) - 525xp

Ackgar is quite firm in his position. But he will offer to prove his position about the water spirits being helpless to any willing to go with him.

The party could convince him with a Diplomacy check (DC 25) to retreat to the Temple of the Ithquenti and seek guidance from the Yoweth Svitrani. If they do this, the Yoweth Svitrani and Polia the Devout will meet and thank the party for their assistance at which point, Polia will offer the party a trip to have private communion with the Water Elementals. Polia will give the party two Elixirs of Water Breathing.

The party could let this deteriorate into a physical confrontation at which point Ackgar's hidden guards will assist him. If the party defeats him, they can return to the Yoweth Svitrani as above. If Ackgar bests the party, he will offer to show them the truth about the Temple of Water.

The party could ask him to prove that the water elementals hold no power and he'll offer to show them a way into the Temple of Water and let the party see for themselves.

Finally, the party could side with Ackgar and he'll show them a way into the Temple.

Scene 6 - Lower Level Store Room

This small room is just a few feet wide but is filled with candles, incense, empty vials and other supplies. Ackgar whispers, "Out the door and to the left. The rest is up to you."

Scene 7 - Lower Level Atrium

This room is decorated with carvings of waves. Two guards sit in this room at a table playing dice. There are doors in the north and south walls.
Encounter - 300xp
Human Guard (x2) - 300xp

Convergence

Scene 9 - Lower Level Lake Room

If the guards in the previous room were fought, the troglodytes are aware of the party and lay in wait.

A foul stench permeates all parts of this room but seems to be strongest in the center of the room in the lake.

Otherwise, they're caught by surprise heading into the next room.

Encounter - 1850xp
Troglodyte Thrasher (brute) x3 - 900xp
Troglodyte Impaler (artillery) x2 -600xp
can't impale (1x javelin)
Troglodyte Curse Chanter (controller, leader) - 350xp

Scene 10 - Stairs

Scene 11 - Dank Room

This room is well lit and but clear of anything else.

A Perception check (DC 25) is needed to avoid walking into the gelatinous cube.

Encounter - 400xp
Gelatinous Cube - 400xp

Scene 12 - Water Trap

At the end of this room is a large double door with six locks. On either side of the room seem to be invisible walls holding back lots of water. On the other side of the invisible walls, are several valves. Near the entrance of the room on either side are two such unsubmerged valves.

Once both A squares are filled:
You hear two loud clicks and the air is sucked out of the room. The sound of flowing water fills your ears and shortly thereafter water is filling the room and the side hallways.
Wall 1 disappears.

Squares B, E, F, I, J, M: Unlock the door locks.
Sqaure B unlocks Wall 2
Square C unlocks Wall 3
Square D unlocks Wall 4
Square E unlocks Wall 5
Square F unlocks Wall 6
Square G unlocks Wall 7
Square H unlocks Wall 8
Square I unlocks Wall 9
Square J unlocks Wall 10
Square K unlocks Wall 11
Square L unlocks Wall 12
Square M unlocks all the walls and empties the room of water.

Scene 13 - Elemental Room

Three elementals.
Caged by walls of force.

Got trapped here a long time ago. Will explain that they are prisoners and desire release.

They don't know much about the storms. Just that they seem to be caused by an elemental spirit not far from the Temple.

In exchange for release, they offer:

  • Calm waters on the party's next water journey
  • Provide the location of the Everlasting Spring (a fountain of youth)
  • Potions of Lightning Resistance (x3)

Scene 14 - Cave Entrance

Scene 15 - Outer Room

Encounter - 600xp
Tiefling Heretic - 250xp
Orc Berserker (x2) - 350xp

Scene 16 - Ghentular's Lair

Ghentular.
This is a very large cave with a huge lake in the middle. There are gusts of wind and a constant thunder.

This is a portal to the Elemental Chaos.