Scales of War

 

Siege of Bordin's Watch

Page history last edited by evilotto 2 mos ago

Character level: 3-4  

 

Synopsis

The party respond to a call to arms: an orc invasion of Elsir Vale is imminent. After a meeting with the Council of Overlook the party are sent on a mission to rescue monks from a monastery. All but one are dead. Returning to Overlook the party are then sent to seal the Nexus in order to prevent the orc army from breaching the defenses and sweeping unhindered into Elsir Vale.

 

Locations

 

  • Overlook: a huge dwarf-built city
  • Monastery of the Sundered Chain: dwarven paladins/monks
  • Bordrin's Watch: a fortified mountain pass, the module assumes the party won't go here
  • The Nexus: a dwarven-built underground complex with links to tunnels beneath the Stonehome Mountains

 

NPCs

 
Enemies
  • Tusk - orog warleader whose army is marching on Bordrin's Watch, has ogre blood

  • Myrissa - shadar-kai witch, lover of Tusk, obtained dark one scouts for Tusk's army

  • Iranda - dark one weapons dealer, has agreed to aid Tusk's army in exchange for exclusive sellers rights. Carries a brass key.

 

Allies

  • Overlook Council of Elders
    • Elder Cadrick - youngest elder of the Council

    • Morgoff Stonefist - head of the Council, wants to retire

  • Durkik Forgeheart: High Priest of Moradin and leader of the militias at Bordin's Watch

  • Kalad - the only survivor of the Monastery of the Sundered Chain, determined to make sure Nexus is sealed

 

Groups in Overlook

  • Farstriders - well accomplished group, known for slaying a black dragon, ousting a nest of kobolds, and even travelling to the Shadowfell
    • Edgar Sommerfield - a famous warlord, known to have fought in many battles
    • Uulath and Reiner - twin elven rangers
    • Jen - a half-elf warlock
    • Corben - a human fighter, overly impressed with his skill
  • Freeriders - group formed six month's ago in Elsir's Crossing, defeated a cabal of cultists in Beacon
    • Megan Swiftblade - scarred warrior woman, overly protective
    • Ragnum Dourstone - priest of Moridin, functions as the heart and center of the Freeriders
    • Sylen Leafrunner - elven ranger, companion to Megan but embarassed at dallying with a human
    • Ghena Tenson - wizarding woman, has great self-esteem, beleives she is destined for greatness
    • Madrick - gnome rogue, fled the Feywild with his pet racoon Bandit
  • Lost Ones - thieves guild in Overlook, based in Tradetown
  • The Green Hand - adventuring company in Overlook to help
  • Company of Wolves - adventuring company in Overlook to help
  • Slayers - adventuring company in Overlook to help 

 

Thoughts

With the looming threat of war this module has an epic feel throughout, with some great roleplaying hooks in Overlook. The dungeon sections are split into two and are fairly short, so fans of a less "hack and slash" style will prefer this to Rescue at Rivenroar.

 

Continuity Notes

  • Foreshadow a caravan problem in Brindol. The Elsir Consortium caravan from Overlook is late. When the party track the orc raiding party, have them come across a sacked caravan, occupants dead with or without orcs. Include an Elsir Consortium strongbox. Your party may then return the strongbox to the Elsir Consortium office in Overlook and report on the fate of the caravan, giving them a chance to meet and befriend Bran Ironfell.
  • Do a brief description of Gilgathorn (DotD) when describing the various members of the assembled masses at the council meeting. I described an elf, patch over one eye, bristling with weapons, leading to speculation that he'd put his own eye out on one of his many bristles.
  • When the party discover Jen's body ensure she is clutching a sending stone. This will make the encounter with Reniss in Umbraforge make sense.
  • If the party kill Iranda make sure he is carrying the brass key described in Umbraforge pg 6
  • Foreshadow Captain Aerun (tTB) as gate captain as the party enter and leave the city
  • Have the Orc Sergeant in V1 carry the head of Jen (Half-Elf Warlock, of the Farstriders)
  • You can provide the second link to Sarshan's weapons running operation by having a PC notice that the orc horde weapons bear a trademark engraved in the steel -- a black arrow (after Sarshan's old mercenary outfit, the Black Arrow) -- and they remember seeing this same mark on the hobgoblin weapons from Rivenroar.

 

Side Quest Notes

  • After the PCs meet Kalad in the Monastery, he tells the story of  the last encounter of 1-5-4) The Vents; so this would be the best time to run this encounter.

 

Handouts

Call to Arms Poster: Players can find this in Brindol at a tavern or an inn, to communicate the start of the war.

 

Maps Enormous thanks to Nickverto/ Steeljaw for these. Tremendous job!

 

Map 1:  Monastery courtyard - M1: Orc Sentries

Map 2:  Monastery interior - M2: Hall of Moradin

Map 3:  Monastery dormitory - M3: Hall of Heroes

Map 4a:  Exterior stairs - M4: Into the Depths

Map 4b:  Exterior stairs - M4: Into the Depths

Map 4c:  Exterior stairs - M4: Into the Depths

Map 4d:  Exterior stairs - M4: Into the Depths

Map 4e:  Exterior stairs - M4: Into the Depths

Map 5:  Cave - M5: Chamber of Works

Map 6a:  Vents - V1: Entering the Vents

Map 6b:  Vents - V2: The Gauntlet

Map 6c:  Vents - V3: The Boiler Room

Map 6d:  Vents (hallway intersection)

Map 6e:  Vents - V5: Dwarf Quarters

Map 6f:  Vents - V4: Shrine to Moradin

Map 6g:  Vents - V6: The Nexus

 

Comments (6)

profile picture

DiddleySquat said

at 9:43 am on Sep 5, 2009

"Allow the players to learn that the Dark One Emissary in the Boiler Room is in fact the Emissary from Sinruth's letter. It is very easy to miss this and let the PCs kill him without revealing any information."
Actually it makes little sense that the Dark One Emissary to Tusk is the same Emissary that put Sinruth up to his plan, since Modra is behind Tusk's attack and Sarshan is behind Sinruth's, and Modra and Sarshan are obviously at odds in SoBW and SRoU.
Just keep Sarshan as 'the Emissary' in Sinruth's notes, and keep the Dark One in the Nexus as one of Modra's henchmen (I made him a her, and even Modra's wife, which explains more easily why she has the only key back to the Shadowfell).

profile picture

Jeremy Sager said

at 12:22 am on Sep 10, 2009

I didn't see the comment about the emissary in the boiler room being the one from Sinruth's letter, hopeully you avoided it.

The adventure path is very clear (later) that the Emissary is Sarshan.

profile picture

evilotto said

at 10:27 am on Sep 13, 2009

Most of the room descriptions throughout this module include extremely high ceilings. You will want to re-adjust these descriptions to something more reasonable to match the sizes of the staircases on the maps.

profile picture

avendesora said

at 3:20 am on Sep 23, 2009

I suggest running this skill challenge at the end of the adventure instead of hand-waving the army's defeat: http://www.wizards.com/default.asp?x=dnd/dursc/2009June. It's pretty easy to modify and run, and my players really enjoyed it.

profile picture

PinkRose said

at 2:19 pm on Oct 7, 2009

Do you have any notes about the skill challenge you specifically ran?

Also, Did anyone else notice that the XP total for the last fight was off? In my math it doesn't include the fire as part of the fight.
Any other thoughts?

profile picture

BigRo1906 said

at 9:32 am on Nov 12, 2009

Thanks for putting this together. I'm running this path in the FR setting and I have been struggling to try to put it all together in my mind. This site has really helped me see the "big picture" so I can make my adventure much more "real" for my players. Does anyone have a sheet that list all the ties throughout the adventure path?

You don't have permission to comment on this page.