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The Shadow Rift of Umbraforge

Page history last edited by pbworks 8 years ago

Source: http://www.wizards.com/dnd/Article.aspx?x=dnd/duadp/20080919

Character Level: 4-6

 

Synopsis

After being targeted by a street gang, the party investigate the instigator of the attacks, a dark creeper named Modra, who seeks a they key found in SoBW. Their investigations lead them to an inn, and from there to a portal to the Shadowfell. Chasing Modra  through the portal, the party find themselves in the military enclave of Umbraforge, where they hear of Sarshan, a shadar-kai arms dealer who is assembling an army. After battling Modra in a foundry the party enters Sarshan's tower where he offers them the opportunity to join his army. The party escapes back to Overlook when an earthquake destroys the tower.

 

Locations

 

NPCs

  • Modra: dark creeper seeking the brass key
  • Sarshan: shadar kai arms dealer seeking Modra
  • Reniss: half elf, sister of Jen of the Farstriders. Has the second sending stone.
  • Prashant and Ausma: owners of the Happy Beggar
  • Leena: shadar kai witch, follower of Sarshan

 

Main Plot Points

  • The dark creeper who armed the orcs who attacked Overlook in SoBW was operating as a renegade.
  • Sarshan is a shadar-kai arms dealer from the Shadowfell who is amassing an army to attack the world. 

 

Thoughts

  • You owe it to yourself to show your players the Umbraforge artwork when they first arrive. A wonderfully atmospheric image.  
  • In the ogre fight, surround the combatants with a big ring of miscellaneous minis. It looks kinda cool, gives you an excuse to dig out all those minis that have been gathering dust, and stops your party from running away (thanks whoever posted a picture of this idea in action).
  • The text of the adventure suggests that Leena approaches the party in part because she is impressed by their nobility.  Consider giving them an opportunity to show this trait after the ogre fight, by having the crowd chant for the party to exectue the defeated ogres.  Should the party spare them anyway, this will make Leena's motivations more logical. Leena has a lot of potential as a recurring NPC even though she's not written into any later adventures. For example, she could replace Bram Ironfell in Throne of the Stone-Skinned King.
  • If the party are unwilling to prevent the destruction of the Foundry have Leena approach them with a mission to take out her rival, Modra.
  • Take care to make the arrival of Reniss and Leena not feel like "Deus Ex Machinas" that end a skill challenge. Make their introduction a logical ending to the skill challenge (someone sets up a meeting, etc)
  • A *major* question you have to ask yourself if Reniss wants to accompany the PCs to the Shadowfell. She has big time motivation to go after Modra, and not only provides for some good roleplaying potential (i.e. you can take her in a lot of directions), but can also gently prod the PCs within the Shadowfell without it feeling like railroading.
  • Be careful to make sure your PCs don't just decide to let Sarshan handle Modra, and be careful to provide your party motivations for exploring Sarshan's tower. This involves careful work in the skill challenge component. A danger is that the PCs will think their investigations are concluded when they take care of the person who made the deal with Tusk, and they may think Sarshan is relatively innocent. Make them wonder where the heck all those armies are going and how big this operation is if an orcish army can be supplied with its leftovers and nobody even noticed. Multiple DMs have reported that they had to railroad their PCs into Sarshan's tower because it's not made terribly clear that he's an imminent threat to the world.

 

Continuity Notes

  • The Street Skirmish encounter features a Lost One mage who flees. Consider making this mage Szagyn, from Den of the Destroyer.
  • The gnolls in Sarshan's tower are part of the same group that are faced in Den of the Destroyer. Foresahdow by having the party overhear them discussing the forging of a special sword, Wicked Fang, as well as arguing about Sarshan's weapons: "Snarl! We can't use these! He must provide us with training!"

 

Other Resources

 

 

 

Comments (24)

evilotto said

at 2:40 am on Oct 16, 2009

My group is about half way through this adventure now. A few comments/suggestions based on how the adventure and campaign have played out so far:

By now, 2 1/2 modules in, the players have come up with a lot of questions. I've used Leena to answer a lot of questions, having her better explain the relationship between Modra, Sarshan, Myrissa, Tusk, and Iranda. Essentially, she's not really providing much new information, just clarifying/confirming what they already knew. For instance, by letting them realize that nameless Dark Creeper in The Vents with the key was "Iranda", and that was Modra's partner in crime. I've also had her foreshadow Thannu, and speak of Sarshan's 'tremendous power', so that Thannu seems more like a legitimate "end boss" in the tower, and less of a bait-n-switch consolation prize. My hope is that they'll actually work toward killing Thannu while avoiding Sarshan, figuring they'll have to content themselves with disrupting his operations for now, so that his escape is more their choice than a ride down the railroad.

avendesora said

at 3:42 am on Nov 9, 2009

Did anyone else find it weird in the Dark Foundry encounter that you had a 3x3 creature in a room with several 1 square wide bridges? How did you handle it? I just let it cross, though I did make Acrobatics checks every time (it made them every time). If I were to run this again and not use printed maps (which otherwise are really, really nice to have), I'd probably make the center bridge wider and reduce the Acrobatics check on that one. That way, there is a more plausible way for the boar to cross as well as a less treacherous pass for the workers. Leave the other more dangerous bridges to provide a risk for trying to get flanking, etc.

In the Training Grounds encounter, I recommend encircling the battle area with goblin, orc, orge, troll, and other monstrous minis to give it a backyard arena feel. I described various factions cheering for different teams, dark creepers running around taking bets (a good way to provide a monetary treasure parcel, the bookie gives them their cut). I even had two audience members get into it and start fighting (each other).

The complexity 4 skill challenge in Umbraforge got tedious by the end. I would either drop the number of successes or break it into a series of complexity 1 skill challenges in the various parts of the city: training grounds, mercenary camps, slave bazaar, market, etc.

evilotto said

at 11:01 pm on Nov 9, 2009

Good catch. Throughout the adventure path, there are often little inconsistencies or problems like that which went unnoticed before publishing. I hadn't picked up on that, and I was about to run the encounter tonight. I plan to use a 2x2 mini for the boar though, so it won't be an issue for me. (I'm playing with only 4 players instead of 5, so I have to 'downgrade' encounters slightly anyway.)

Regarding a 3x3 creature and 2x2 spaces though, there are rules in the PHB for "squeezing", pg 292. The boar moving across the bridge would incur penalties, but be very doable, and using the bridges to slow the creature could very much become a part of the party strategy.

Regarding the skill challenge: this is my/my group's first campaign in 4th edition, and this module was the first exposure to complicated skill challenges. The players I have are keen on roleplaying, but still found these challenges difficult at times. I find I have to be very flexible, as a lot of their solutions are 'outside the box', and then simply find ways to fit them in, figuring out which skill is most appropriate and asking for a roll. Even then, I cut the Umbraforge on short - as you said, it was tedious by the end. Fortunately, ours played out that the training ground was the last place they visited, so I played the crowd and combat, and had Leena stay behind after they bested the ogres.

avendesora said

at 8:06 am on Nov 11, 2009

I ended up downplaying Leena and even Reniss, to a point. As written, they feel too deus ex machina for me. I actually introduced Reniss partway through that skill challenge, let my players choose her as an ally, then split up and go find out more info. Especially for the Umbraforge encounter, if you break it up into sections, I would end each section by giving the PCs instructions to talk to someone in another area of town, ultimately leading to a meeting with Leena. With two combat encounters in the mix, I don't think it would feel too messenger-boy-ish.

MJtheProphet said

at 12:03 am on Aug 27, 2010

I ended up having to modify the end of this adventure. Why? My players decided that, while Sarshan is clearly dangerous, they don't just go around randomly killing businessmen, even morally questionable businessmen. So they killed Modra, who had tried to kill them and thus they had motivation to go after, and when they met immediate resistance upon entering the tower, they just turned around and left. They were hoping to present Modra's body and get a reward.

So, as they had killed some of the guards in the library, they ended up doing a skill challenge to escape the camps, broken up by the various encounter that I shifted from the tower to areas throughout the camp. Since the penalty for failing the skill challenge was being caught and killed, I felt it added some nice tension.

Ed O'Keefe said

at 12:37 am on Nov 12, 2010

I just ran into a problem with the group I'm runniing through this. They also have a problem with motivation for going into the tower, but the real problem is one of them died during the fight with Modra. So now they're not really 100% motivated to go into the tower (though they are starting to get the "This is bigger and more of a threat to our homelands that we thought) but now have a dead comrade to deal with. So they're going to leave and try and get him brought back (or at the very least to regroup).

I would imagine that if they did this then the foundry is going to find itself heavily fortified (as they just lost all their guards and someone clearly "got away" as everyone is dead). So does anyone have a suggestion on how I can allow them to leave, take care of business for a day or so, and still reasonably get them back into the tower?

Master Burner said

at 9:13 pm on Nov 24, 2010

My own group also had a lot of lack of motivation for even blowing up the foundry. They didn't really understand why they shouldn't let Modra kill Sarshan who obviously was a threat to Overlook and the Vale with the armies gathering. In the end mainly Leena managed to persuade them to kill Modra and stop him from blowing up the building. They didn't go after Sarhsan though. They found no reason to storm his castle and I understand them, so they ended up joining one of the mercenary groups who had a mission on the material plane close to Overlook. They followed them to their own plane and there managed to sneak off while the mercenaries were busy slaughtering a village. They were noticed though and had to fight on the run for a while.

I felt that they had missed too much information you get from Sarshans monologue though, so I had a little side trek tailored on one of the character's back story and there they found out more that hopefully will motivate them in the future. In the end it turned out quite alright, but I was a bit flustered when they desided to not go into Sarshan's castle.

evilotto said

at 12:01 am on Nov 25, 2010

I wouldn't fret too much over them not going into the tower. You could have Sarshan send Thannu after them in an attempted assassination attempt (along with other possible encounters before that which they missed, if you want), to both make up the XPs and raise their ire with Sarshan. As the AP continues, there'll be more evidence of him behind the scenes anyway. All you really need from SRoU is for them to know of him, so that you can start painting him as their nemesis-behind-the-scenes in future modules.

Any information lost can be picked up elsewhere from notes, NPCs, etc. In a way, yours may be a better scenario, as it's a bit less "Deus Ex Machina" than "oh, here's your bad guy, take a good look but you're not allowed to fight him, ok, he's gone". Instead, they'll be left later with a sense of "crap, we should have finished him while we had the chance".

evilotto said

at 3:24 am on Nov 12, 2010

It depends a little on what you consider "critical" the module. To my thinking, there are two plot elements that are crucial: 1. They meet Sarshan, or at least learn who he is, and come to recognize the threat he represents, and 2. The tower (by Modra's hand, by the party's hand, or by someone else's hand) must come down (to justify his relocation and their inability to find him later.

If you're keen on forcing them into the tower but need to provide them with an extended rest, in the case of my group, while they battled Modra, the foundry was surrounded, and they realized this. Finding the secret door as the battle concluded (but before the forces outside stormed in), they retreated (they were forced to by circumstance) into the secret passage. I had the forces storm in and be unable to find them, and they took their extended rest in the secret room off the secret passage. (In my campaign, only Modra knew of the passage.)

Another option could be to have them captured, after which they should naturally be brought to Sarshan, so the meeting still happens. In this case, they'll miss out on some encounters in the tower, but those are mostly filler and you could make up the XPs elsewhere.

Arbanax said

at 2:27 am on Nov 15, 2010

OK guys big post so hold on. I'm really struggling to understand the plot between Sharshan and Modra, basically as you read back from Shadow forge the prior motivations and adventures don't make so much sense.

Sharshan has this secret empire, that is nonetheless preparing for all out war. Why wouldn't he arm Tusk - when he clearly is happy to arm the Gnolls from DOTD! Why wouldn't he behind the disruption Tusk causes and Sinruth's attacks as well - gorilla warfare whilst providing a massive distraction elsewhere. (Not sure how this fits with the rest of the AP, so those who know more it would be great if this maps out according to what comes down later).

If Modra has let Sharshan down by going behind his back - why would he go back to his stronghold? The plan appears to be that he wants to disrupt the foundry, but this seems crazy as he is all alone, without help and then what does he do afterwards save make himself a bigger target for Sharshan?

Part 2 below

Ab

Arbanax said

at 2:27 am on Nov 15, 2010

Part 2

The story thus far has more holes in it than Swiss cheese, so lets try and sort it out so we can get the characters properly motivated to better fit later continuity?

If think Sharshan should take on all the contracts but is busy preping for some other wars (does the AP ever reveal what the armies he is marshalling in the Shadowfell are going?) he is behind the Sinruth's gorilla attacks, as with the gnolls using the cover of Tusks army as a huge distraction to draw forces away from the main towns in the vale.

Modra takes his eye off the ball, his close associate/wife/brother/sister is with Tusk but gets killed and the party stop Tusk's attack before it can begin. Modra falls out of favour with Sharshan and therefore is a wanted creature.

But here is where I get stuck, why does Modra travel back to Sharshan's camp? What is the game he is trying to play - even if his being involved is to lead the party to Sharshan? This is where I'm currently struggling to come up with a plausable reason, that doesn't just sound like Deux ex Machina.


Thanks

Ab

Dave Tavener said

at 4:34 am on Nov 15, 2010

Heh - this is exactly where we're at on the AP. We'll finish up Bordrin's Watch Friday and start Umbraforge, so I've been giving this a lot of thought as well. My take is that Sarshan is hunting for Modra in Overlook at the same time Modra is hunting for the PCs. He wants to get back to Umbraforge because he still has SOME contacts there - and the one's he had in Overlook are currently searching for him. His plan (admittedly, it's a long shot, but it's the best he's got) is to try and take Sarshan down and usurp him. He thinks Leena is going to help as they've been partners in the past, but she thinks it's too soon to try and take him on.
As for why Sarshan didn't want to fund Tusk, I'm going with what the module said: he's trying to keep a low profile. Stirring up a pathetic band of goblins to attack Brindol is one thing. Supporting a massive, premature, invasion is quite another. He's got a lot riding on this and is furious with Modra for risking it.

evilotto said

at 7:26 am on Nov 15, 2010



If you haven't read ahead as far as the synopsis in Beyond the Mottled Tower, it's worth downloading the coming modules just to peruse the background/synopsis sections at the beginnings, especially that one. The narrative is a little broken, and sometimes hard to decipher, but you can make some sense of it.

In my campaign (we're about to finish tTB), it basically went like this:

1. Sarshan is plotting something with Zithiruun behind the scenes. He keeps his cards close to his chest, so not all his employees (e.g. Modra) know what's coming down the pipe.
2. Sarshan takes money for weapons/encouragement from Sinruth, as a minor ruckus in Brindol only serves to help, not hinder his schemes.
3. Sarshan likewise employs The Wicked Fangs of DotD to also stir up trouble.
4. In the case of Tusk, Sarshan turns him down, because a) it conflicts with plans he's already making with Zithiruun, b) he still currently rents warehouses and sells weapons in Overlook on the black market, and his timeline for pulling out is a way out (by however long about the modules LMoK and DotD take =p), and c) because he has no faith that Tusk is capable of taking a city like Overlook (whereas Zithiruun appears much more capable).
5. Modra sees an opportunity to make a little money under the table, and figures he can supply Tusk with some weapons/info without causing too much stir, and does so behind Sarshan's back.

evilotto said

at 7:27 am on Nov 15, 2010


6. As expected, Tusk makes a fine mess of things (thanks to the Heroes, of course).
7. When everything goes sideways, Sarshan realizes what Modra did, and puts a price on his head. But before he can set about to having him hunted down and brought before him for a slow death, he needs to get his own things in order - emptying those warehouses in Overlook and removing any traces that lead back to him.
8. Modra realizes Sarshan will hunt him to the ends of the earth, and simply running/hiding isn't going to make him safe, and confronting/fighting him is sheer folly, so he devises a very dangerous gambit: He returns to the Shadowfell with the intention of using the Foundary's systems to take out the tower, in order to give Sarshan an *even bigger* mess to clean up, to buy himself the time he needs to flee far enough away to escape him.
9. Modra's only problem is that when he and his other Dark Creeper accomplice (Iranda) came through the portal to make the deal with Tusk, they only brought one key, and that landed in the hands of the PCs.

Arbanax said

at 8:27 am on Nov 15, 2010

Thanks guys this clears things up much better. Having read a little ahead, you right the story only makes so much sense. But this now makes things a lot clearer and a lot more sensible. Ok I will run with this as having this in mind will help make things clearer later on.

As it stands though the Emissary in the note at the end of ROR, is Sharshan and the Dark Creeper at the end of SOBW is Irandra, who is working for Modra. Got it. There was some suggestion that the Emmisary at the end of ROR was the same as the guy at the end of SOBW, but clearly that isn't the case, that extra level of complexity is fine as long as we know what is going on. Now its certainly a lot clearer. Thanks for that.

Ab

socialprimate said

at 11:04 am on Dec 28, 2012

This is a very poorly explained plot point, but DotD (page 15) states clearly that Sarshan is the emissary.

Mister Ham said

at 9:40 pm on Nov 24, 2010

You guys might be forgetting that Umbraforge has a slave bazaar in it and the foundry is where Sarshan experiments on these slaves to genetically alter them into new soldier races. He's a slaver and experiments on humanoid specimens? If your parties aren't motivated enough to stop that, your pc's are indeed morally questionable. If that's the kind of game your running though, good luck getting through the rest of the campaign!

Seriously though, Sarshan is not a nice guy. You can basically equate him with any smooth-talking badguy villain. He sells mercs/weapons/slaves to the highest bidder, and the slaves he doesn't sell he experiments on to make new soldier-races? Come on, good-aligned characters should have no problem wanting to put this guy to the sword.

Drake said

at 5:23 am on Dec 8, 2010

My players ended up Capturing Modra(Unconscious) and turning him over to officials in Overlook. They really did not see a big need to travel to the shadowfell, but decided to check things out. When they came out of the cave complex, they almost decided to go back through the portal and destroy it from the other side. With a touch of DM railroading they at least went down to the camps and did the skill challage. This lead them to decide not to go to the foundry, ("who cares if they (Modra's accomplises) are going to blow this place up"?) )"Thats a good thing") With Modra in jail in Overlook they thought they had most of there awnsers waiting. (Sharsan who is in Overlook, got word that Modra was captured, and arranged for hiim to be killed through his contacts with the Lost Ones) Sharshan also could not come back through the portal, because the PC alerted the guards and council of what is going on under the Happy Begger and now it is under lock and key. The PC's decided to return to OVerlook, and get more awnsers from Modra. When they return to the Happy Begger, they discover that there is a large inestigation going on (A couple council members are about asking question and etc). The PC's learn that Modra is dead, the lost ones had something to do with it. The PC's had a source from the Lost Ones, that let them know the Sharshan is the one who arranged for Modra's death, and that he was in Overlook. The PC then decided that Sharshan would try to go back through the portal, so they camped out in front of it. They convinced the council to leave extra guards in and around the Happy Begger. (Late that night the Happy Begger was attacked by some dark creepers and a mysterious necromancer who summoned some wraiths. These wraiths made short order of some of the lower level guards, and soon became more wraiths) Some of them phased through the floor of the Happy Begger an enganged the PC) Eventually higher ranking guards and officials came and destroyed the wraiths. Cont.

Drake said

at 5:33 am on Dec 8, 2010

The PC decided to tear down the portal and destroy all possible routes from Overlook to the Happy Begger and vice versa. They are convinced that there could be other portals from the Shadowfell into Overlook. They are also pretty upset with the lost ones. (I get the feeling they are going to try and locate the Lost Ones) {This does not seem to have effected the outcome of the future modules} Sharshan is still alive, currently in Overlook, the foundry is destroyed as well as Sharshans Tower. Sharshan is going to believe the PC's had a role in the destruction of his operation at Umberforge.} (I am going to run some encounters with the PC's in Overlook with the Lost Ones, and eventually they will find out they have a bounty on there heads, and I will possibly kidnap one of them or someone close and continue on with the modules)

Do you guys forsee anything I might be overlooking?

MasterZelgadis said

at 11:58 am on May 28, 2011

[quote]
Be careful to make sure your PCs don't just decide to let Sarshan handle Modra, [b]and be careful to provide your party motivations for exploring Sarshan's tower.[/b]
[/quote]

Okay, on this one I have a comment from one of my players after defeating Modra:
"Okay, let's cut his head off and get it to Sarshan to collect the bounty"
All of them (even the lawful good Deva cleric) agreed
WTF? :D
Didn't need to provide motivation to explore the tower..

MasterZelgadis said

at 11:58 am on May 28, 2011

okay, no BBCode here..

Fizban said

at 4:42 pm on Aug 6, 2012

I've hit a massive roadblock and was hoping someone could help. Basically, the group faced down Modra, who escaped through the portal, but now they don't have any motivation to go after him as I've foreshadowed a potentially large threat on the other side. They're also confused as to the part with the key (i.e. we capture the key, they steal the key back, now we've got to go chase the key again? wtf?). Now they're considering marshaling the forces of Overlook to send an army through as backup. Ideas?

Jim Dickinson said

at 7:03 am on Nov 5, 2012

I really appreciate the work that went into making the printable maps!!! Well done and THANK YOU! I use them often when I run, and they add a real polish to the game board as opposed to my own marker-scratches on a megamat! :)

Map 4C and 4D are not accessible, however, even when I am logged into ENWORLD. Does anyone have either of those maps that they can share with me via dropbox or something? That would be really awesome, if you do! Email me at jimd2<dot>0<at>gmail<dot>com. And that's a ZERO between the <dot> and <at>

Thanks!

Alex said

at 6:18 am on Dec 15, 2012

You hear a lot of negative talk about this adventure, but with our group it got voted as the best part from Heroic Tier. Of course it didn't all go by the books, not even nearly, but it was fun I have to admit too. They ended up searching out and striking an alliance with Modra to bring down Sharshan's business. (This was hard for Renissa, who had accompanied them earlier, but they promised her to revenge Modra after the big fish is taken care of). What I came up with was that they went on saboteuring the factory with Modra until they got interrupted and Modra's other henchmen died in the following battle at factory. He however knew about the secret entrance and since this was the only way to hit Sharshan (after their saboteuring equipment was ruined and etc..) they could think of, they went on gladly. They did get captured and in a final encounter with Thannu, where they ended up betraying Renissa and steeling the alliance with Modra to get an easier way out (they were actually afraid this was too big for them right now and wanted out of the place).

I just think that hinting towards a deal with Modra might be a good way if you're having those kind of motivator problems, but only if you've hinted out the bigger fish earlier on of course.

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