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Sword of the Gods: Spinner of Lies

Page 31

by Bruce R Cordell


  NETHER-WHO?

  Fans of the FORGOTTEN REALMS can recognize Netheril and its plots, but newcomers or those who want to insert Naibur and his plots into non-FORGOTTEN REALMS campaigns might not have this knowledge. A primer on Netheril follows.

  Netheril was an ancient empire driven by magic, and a disruption of magic brought it low when one of its archmages usurped the mantle of Mystryl, goddess of magic. A little more than a century ago, one of Netheril’s flying cities returned from the planes and began rebuilding the empire. Now, Netheril and its rulers–the powerful, shadow-infused Princes of Shade–seek dominion over all the empire’s former lands, as well as many countries that were never part of that vast and sprawling realm. Sembia was the first to fall to Netheril’s influence, but the Princes seek nothing less than total rule–or at the very least, influence–over the entire continent.

  As a result, Netherese agents work in the capitals and major cities of countless realms, pushing the empire’s interests and quietly dispatching its enemies. Humans, shadar-kai, and the favored shades (FORGOTTEN REALMS Campaign Guide, page 260) work to quietly subvert those who would oppose them.

  Any expansionist, magically powerful kingdom or empire can serve in place of Netheril; a strong connection to the Shadowfell is helpful, but by no means necessary.

  For those interested, more information about the Netherese empire can be found in the FORGOTTEN REALMS Campaign Guide.

  ENCOUNTER GROUP

  Tanris has a number of minor genasi criminals within his enterprise. When encountered, his trio of loyal bodyguards and the watersoul genasi mage he employs for protection surround him. The crime lord grabs an enemy at the nearest opportunity, punishing that character while his associates deal with the other PCs.

  Level 11 Encounter (XP 3,250)

  ♦ 1 genasi hydromancer (level 8 controller; Monster Manual 2, page 117)

  ♦ 3 genasi stoneshields (level 10 soldier; Monster Manual 2, page 117)

  ♦ Tanris (level 12 elite lurker)

  LAIRS AND THREATS

  Not all threats to Airspur walk the streets openly; at times, one must go looking for them.

  AN UNEXPECTED ALLY?

  Rilta is a good way to introduce a bit of ambiguity into an ongoing campaign. Although she works perfectly well as an enemy to be encountered and defeated, Rilta is best used as a sometimes-ally to the PCs, occasionally working with them, while at other times treating them as rivals or outright enemies.

  No matter how long the players interact with Rilta, a big enough score might come along and she might choose to turn on them. Although she doesn’t attack them outright, it’s not above the young thief to leave her former allies in a dangerous situation.

  Hooks to employ Rilta in a campaign include the following:

  ♦ Having Rilta work together with the party for a few missions, aiding them as an advance scout to gain their trust so that she can use them as a distraction to obtain an item she wishes to steal.

  ♦ After a short time as uneasy allies, Rilta and the PCs take missions to recover the same object. The party arrives at the location of the object, only to find that Rilta is already escaping with the loot, and they need to track her down to complete their quest.

  ♦ Rilta has failed in one of her missions for the dangerous crime lord Tanris, and the party needs to find her and bring Tanris proof of her death before he sends his goons after them.

  ♦ Trapped in an untenable situation, the PCs receive unexpected aid from Rilta, only to have her cash in the favor by requesting their help on a dangerous mission.

  Rilta can also act as a replacement for a rogue or other striker PC that dies in the course of a campaign. Rather than having the player introduce an entirely new character, Rilta’s dealings with the party provide a plausible introduction—have the player create a windsoul genasi rogue (the aerialist rogue build from Martial Power™ is a good fit) of the party’s level, and off you go!

  ABOLETH DEN

  Rumors persist of aboleth dens hidden among the waves and rocks beneath the cliff faces that make up the twin shores of Airspur. These areas are remnants of the war with the Abolethic Sovereignty half a century ago. Unfortunately, not only do these rumors hold truth, but one such den lurks close to the Akanawater Falls. None know for sure that these aboleths exist, in part because the caves that harbor them are so well-hidden, and in part because those few genasi that have braved the caverns were transformed into the horrific creatures that now serve the aboleths.

  None know whether the aboleths and their servitors are the advance force of another assault by the Sovereignty, exiles from that fell kingdom, or aboleths that resided on Toril even before the return of Abeir. What is certain is that none want to find out.

  Level 17 Encounter (XP 9,850)

  ♦ 1 aboleth lasher (level 17 brute; Monster Manual, page 8)

  ♦ 1 aboleth overseer (level 18 elite controller; Monster Manual, page 8)

  ♦ 5 aboleth servitors (level 16 minion; Monster Manual, page 9)

  ♦ 5 abolethic skum (level 18 minion brute; Monster Manual 2, page 172)

  NETHERESE AGENTS

  Naibur Tinok and his band patrol the city, but a great many citizens of Netheril serve their nation openly as guards, scribes, and spies within and near the embassy (which rests on the large central island adjacent to the city’s courthouses). Given the propensity of the Netherese to cause trouble whenever they gather in large numbers, and the almost pathological need for PCs to meddle in the affairs of shadowy kingdoms, finding a way to introduce these agents as an obstacle to the party isn’t difficult. Perhaps the PCs are finding an item, creature, or person that the Princes of the Empire would like brought home for study, so the groups clash.

  Alternatively, these agents might serve as a preliminary threat to the PCs, as they uncover the plots of Naibur Tinok against the interests of Airspur. An arc wherein the players confront Naibur after a few levels of dealing with his minions and allies could be a strong ongoing threat for mid-heroic-level PCs.

  Level 4 Encounter (XP 900)

  ♦ 2 human bandits (level 2 skirmisher; Monster Manual, page 162)

  ♦ 1 human berserker (level 4 brute; Monster Manual, page 163)

  ♦ 2 human guards (level 3 soldier; Monster Manual, page 162)

  ♦ 1 human mage (level 4 artillery; Monster Manual, page 163)

  TANRIS’S WAREHOUSE

  Despite having no name, Tanris’s criminal enterprise has a highly organized structure, with warehouses around the city for smuggling of goods, hiding fugitives, and keeping kidnapped or killed victims until they can be properly disposed. Tanris is not thoroughly involved in the dealings of some of these warehouses, preferring to keep out of the daily operations of those of his employees he can trust to make him coin.

  Tanris keeps his most capable “workers” just outside the city, farther along the shore. This allows him to store his most sensitive materiel without being noticed by authorities—and to keep the number of prying eyes and ears quiet when the inevitable conflict (and the ensuing cries of battle) erupts.

  Level 10 Encounter (XP 2,950)

  ♦ 1 dragonborn gladiator (level 10 soldier; Monster Manual, page 86)

  ♦ 1 drow warrior (level 11 lurker; Monster Manual, page 94)

  ♦ 1 duergar hellcaller (level 12 artillery; Monster Manual 2, page 94)

  ♦ 1 gnome wolverine (level 9 skirmisher; Monster Manual 2, page 129)

  ♦ 5 ogre thugs (level 11 minion; Monster Manual, page 198)

  About the Author

  Brian Cortijo is a freelance designer and full-time university lackey—which means he looks at the college equivalent of character sheets all day. He’s undergoing a homecoming of sorts, making his return to the FORGOTTEN REALMS® setting (since DRAGON #358) after short hiatus on other worlds, including an extended stay in his birth-city of New York. Some of his recent works include Forgotten Heroes: Scythe and Shroud and Qadira: Gateway to the East.

  EXPLORE AIRSPUR
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br />   Villains and Vagabonds

  by Matt James

  illustration by Wayne England cartography by Jared Blando

  The beauty and majesty of Airspur is rivaled by none with its colorful hues and gentle flowing water beneath breathtaking earth motes. It is that which stirs underneath the calm facade of this genasi city that brings the unseen, let alone understood, and the uncertainty of the night. As with each city in Faerün, there is always another side; one that many choose to ignore or are simply too afraid to acknowledge.

  ALYSHEX, WEAPONS DEALER

  Innocuously found within the city of Airspur is an eager yet cautious purveyor of weaponry; a querulous half-orc female by the name of Alyshex. This local merchant is as beautiful as she is unscrupulous and is always looking out for herself. Alyshex is a direct descendant of Khrulus, the previous leader of Airspur before the Spellplague brought the hordes of genasi refugees to the region.

  Tactics

  Alyshex is intelligent and not beneath doing anything to get her way. Though she is somewhat capable of defending herself, she often uses local thugs to do the heavy lifting in combat.

  ENCOUNTER GROUP

  Alyshex rarely travels anywhere without an entourage of goons at her side.

  Level 3 Encounter (XP 300)

  ♦ Alyshex (level 3 artillery)

  ♦ 4 human gang members (level 1 minion, Forgotten Realms® Campaign Guide, page 31)

  ♦ 2 human bandits (level 2 skirmisher, Monster Manual®, page 162)

  HOOK: INTRODUCING ALYSHEX

  Alyshex often seeks out fledgling adventurers who appear easy to influence.

  Alyshex is an unknown political threat to the government of Airspur. While she has not explicitly gone out of her way to cause trouble, she is always looking for a way to usurp power.

  The local magistrate offers to pay the characters to investigate criminal activity within Airspur relating to events surrounding Alyshex.

  Regional Backg round: Airspur

  Airspur is the most powerful mercantile hub in all of Akanül and the ruling city of the region. Though the population is primarily Genasi, most other races can be found within.

  Benefit: +2 bonus to acrobatics and diplomacy.

  Kevrick, Vistani Elder

  This vagabond is an Elder amongst the Vistani, a nomadic people who travel in caravans across the known world and beyond. Kevrick is not inherently evil, but he is not good, either. Kevrick always takes advantage of any situation and will go to great lengths to ensure that he ends up with the better end of the deal.

  Tactics

  Kevrick prefers to strike with surprise if at all possible, gaining as much of an advantage as possible. He will usually single out one opponent while using his evil eye of the Vistani power to keep others away.

  ENCOUNTER GROUP

  Though Kevrick does travel alone from time to time, he usually has an entourage of friends and family following him around.

  Level 15 Encounter (XP 6,400)

  ♦ Kevrick (level 15 elite skirmisher)

  ♦ 4 human snipers (level 12 lurker, Dungeon 158)

  ♦ 4 human soldier minions (level 15 minion, Dungeon 158)

  HOOK: INTRODUCING KEVRICK

  Kevrick likes to play pranks on people. Though most of these pranks are harmless, he doesn’t mind angering someone for his own enjoyment.

  Kevrick is always keen on enterprises that will bring more wealth to his pockets. Anytime the characters stand to earn money, he could show up with a proposal.

  The characters are ambushed within the city and robbed by Kevrick and his companions.

  After being arrested for thievery, Kevrick has performed a daring escape. The characters are hired to track him down and bring him to justice.

  The local magistrate is interested in having the characters investigate illicit activities that Kevrick has been alleged to be involved in.

  VALSHELAR: TRAITOR OF AIRSPUR

  Valshelar is a Genasi agent of the Netherese, recruited because he is native to the city. He is tasked with infiltrating the inner circles of the Airspur government. While his overall role is small, it is not uncommon for the Shadovar to deploy such agents for their own needs.

  TACTICS

  Valshelar stalks his opposition from the shadows and uses terrain to his advantage. If actively hunting someone, he will use his dart spray ability to slow his opposition and keep them from getting away. If being hunted by the law (or others), he will use the same attack as a means to slow them while he gets away.

  ENCOUNTER GROUP

  Valshelar never travels alone; he always has thugs nearby.

  Level 2 Encounter (XP 600)

  ♦ Valshelar (level 2 elite lurker)

  ♦ 4 human thugs (level 1 minion, Dungeon 155)

  ♦ 2 human ruffians (level 2 skirmisher, Dungeon 155)

  HOOK: SHADOVAR INFILTRATION

  Valshelar is an easy NPC to introduce into your players’ exploits in the city of Airspur. Whether he is involved in an elaborate political scheme or characters have the “simple” task of hunting him down, Valshelar provides nearly limitless possibilities to a young group of adventurers.

  LONG-TERM PLOT DEVICE

  Valshelar is a great NPC to introduce long-term campaign plotlines. Though he may seem too low-level to be involved with high-level shenanigans, he could be precisely what is needed to set things in motion in whatever direction you wish.

  AZARDS AND HIDEAWAYS

  Fortune comes only to those willing to risk life and limb. What thrills are to be sought in the majesty of Airspur? What is hidden behind Akanawater Falls that requires magical protection?

  AKANAWATER FALLS

  One of the most beautiful sites (or sights) in all of Faerün is the breathtaking, raw power of the Akanawater Falls. Those who have been fortunate enough to explore this treasure have rarely been disappointed. The crystal-clear water pours down in a vortex of swirls that can leave one deafened by its moiling roar. What is mostly unknown is that which lies below; the entrance to an elaborate labyrinth that leads to the Sepulcher of the Goblin Baron.

  OPTIONAL ENCOUNTER

  The labyrinth leading to the sepulcher provides excellent opportunities for additional skill challenges and combat encounters. Any subterranean creature would fit well in this situation, according to party level.

  Skill Challenge: “Akanawater Falls,” page 103.

  SEPULCHER OF THE GOBLIN BARON

  Hidden deep within the recesses below Akanawater Falls is an underwater entrance to a secret goblin hideout. Fresh air is abundant here, thanks to tiny natural vents leading to the surface, making this the perfect lair for these miscreants. Long ago, an enterprising goblin literally stumbled into this location and recognized its value. He recruited others to help in his devious plans to rob merchant ships in the area surrounding Airspur. These goblins are a major nuisance in the area, but they’ve never been caught—because no one can find their lair. The Firestorm Cabal has branded the leader as “the Goblin Baron” for his ability to plan and lead these raids.

  Adventurers may find clues to the sepulcher’s location in old documents or early accounts of the area, through rituals, by interrogating goblins, or by talking to the very seediest characters in town—the sorts that most people avoid like the plague.

  When the characters arrive at the entrance of the cave, read:

  The dank smell of rotting fish permeates the cave entrance.

  Though it is dark within, you can make out a slight flickering of light.

  Tactical Encounter: “Sepulcher of the Goblin Baron”, page 104.

  SCALE THE ENCOUNTER

  A current DUNGEONS & DRAGONS® Insider subscription affords players and dungeon masters alike the opportunity to access the new DM tools. Among them is the D&D Monster Builder, a tool that allows a DM to adjust the level and power of monsters. If your characters are above the recommended level for any of these encounters, use this tool to adjust accordingly. This saves you time while ensur
ing that characters are sufficiently challenged by the monsters.

  A1: AKANAWATER FALLS

  Encounter Level 2 (625 XP)

  Seething below and to the west of the city of Airspur is the turbulent water of Akanawater Falls. Rituals have been worked on the falls to increase their intensity, chiefly as a means to drive underwater turbines which power the city’s large granaries. Creatures trying to dive beneath the falls can find themselves dragged into a maelstrom and unexpected machinery.

  SECRETS OF AKANAWATER FALLS

  It is necessary for the characters to traverse the Akanawater Falls in order to reach the sepulcher of the goblin baron. Brute strength need not be the only means of overcoming this turbulent place; wits are also required if one is to survive.

  Level: 2 (375 XP).

  Complexity: 3 (requires 8 successes before 3 failures).

  Primary Skills: Athletics, Arcana, Insight, Nature.

  Athletics (DC 15): Knowing that these situations can be grave, you use brute strength to swim through the raging water and strong currents. This skill can be used to gain any number of successes in this challenge.

  Arcana (DC 15): The character senses the magical influences that Airspur deployed to increase the flow of water in this area and uses that information to find a path to safety. This skill can be used to gain a maximum of 2 successes in this challenge.

  Insight (DC 10): The character identifies the mechanical portions of the turbines and is able to avoid their sweeping blades. This skill can be used to gain a maximum of 1 success in this challenge.

  Nature (DC 10): The character has had prior experience with waterfalls and understands how currents work beneath them. Using this knowledge lets the character follow the safest course through the treacherous eddies. This skill can be used to gain any number of successes in this challenge.

  Success: The party successfully navigates to the entrance of the Sepulcher of the Goblin Baron.

  Failure: The characters are tossed by the currents and waves beneath the waterfall and dashed back onto the shore. Each character who participated in the skill challenge loses two healing surges, then characters can try again if they desire.

 

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