My players are kind of in the same boat. They just paid a lot of money to fix the Gold Goblin from damage sustained from the tsunami. They definitely have got it into their system to become major players in Riddleport.
What I've done to help motivate the players is to maneuver the Cyphermages to be their rivals. So far, anytime they learn the Cyphermages are looking into something, they try to get to it first.
My players are just getting into the Children of the Void. I'm going to do my best to keep Samaritha alive and have her learn as much as she can about the Drow plot. Then she'll tell everything to her superiors in the Order of the Cyphers in order to try to move up in the organization. I may also even have the Cyphermages send a group to Celwynvian ahead of my players. Knowing my players, that will make them want to go there just to stop the Cyphermages.
(Note: Samaritha has a different role in my campaign. She is the sister of the party's wizard and they are rivals, always trying to "one-up" the other.)
But in the end, I plan to give my players what they want. After the last book in the Second Darkness path, I'm going to lead the players back to Riddleport. The city will be in turmoil. The Overlord will be in the process of being overthrown by Elias Tammerhawk. There will be all sorts of intrigue with the crimelords vying for the position. The climax of this will be the Cyphermages trying to open the Cyphergate, which will inadvertanly threaten to destroy Riddleport. I suspect my players will stop this from happening, have a final battle with the Cyphermages, and leave the Order in ruins. Then I'll end the game with my players as the new leaders of Riddleport, if they play their cards right and keep involving themselves in crimelord politics, like they have been doing.
I know this is kind of specific to my campaign, but maybe some of it will give you some ideas.
After killing Saul and searching his office, the heroes gather in the main gaming area of the Gold Goblin to discuss what to do next.
Lixy returns to see what's going on and the heroes tell her to round up all the remaining employees and start working on repairing the Gold Goblin.
The heroes rest until evening.
During their rest, an old beggar woman comes to see Thorvalden. It turns out to be Hecca, his foster mother. She is angry at him for leaving her and doubly angry at his sister for stealing her spellbook. She demands that Thorvalden give her his spellbook. He refuses and she leaves, cursing him.
A sour-faced man delivers a letter to Zyn. It is an invitation to call upon Ziphras, the Were-Rat crimelord.
Jenya, the paladin from the House of the Silken Veil arrives. She asks for 1,000 gold from Maravan, but soon learns that she has been duped by Maravan's father. Jenya gives Mott a free token to enjoy the pleasures of the Silken Veil.
That evening, the heroes enter the smuggler tunnels beneath the Gold Goblin. They first encounter two ravenous swamp barracudas, before they find an encampment of Troglodytes. While dispatching the trogs, two stalagtite sentinels and a fungal leaper, they hear one of them shout a warning to their "mistress."
In the next tunnels they find their mistress, Depora. She fires poisoned crossbow bolts at the heroes while they must fight off two Aquatic Gricks and two Lesser Ooze Demons that she has summoned to protect her. Zyn turns into a were-rat and tumbles in too close to Depora. Using slippers of spiderclimb, the dark elf runs on to the roof to coninue her attacks, but the heros quickly cause her to flee.
Depora flees to a cave that contains a underground portion of the Cyphergate. She flees up a ladder and through a trap door. Then she climbs up the side of the Cyphergate and begins to run on top of it, heading to the summit. The heroes follow. Thorvalden falls to her sleep poison, but Maravan awakens him. Then Mott is poisoned and nearly rolls off of the Cyphergate. Zyn saves him. Finally, before Depora can leap from the summit of the Cyphergate and on to a ship passing below (using Feather Fall ) the heroes slay the dark elf.
While going through her personal affects, a bright flash illuminates the sky. The heroes witness a falling star shoot over Riddleport and out to sea, where it strikes the island of Devil's Elbow. Shortly thereafter tremors rock the Riddleport, causing minor damage to the city. The tide mysteriously goes out quickly, then returns in the form of a 7 foot tall tsunami which slams into Riddleport doing major damage. Then scores of people are pulled out to sea as the water recedes into the ocean.
The heroes come down from the Cyphergate and go back into the tunnels. They read Depora's journal, which reveals that she has been siphoning off all of Saul's funds, buying supplies with them, and sending those supplies to Devil's Elbow. She also speaks of the runes she's been studying off of the Cyphergate and has made notes about the blot. She also speaks of plucking a star, which could occur as soon as this evening. Which of course has already occurred.
It takes the heroes twice as long to get back to the Gold Goblin becuase the tunnels they used before are mostly flooded. When they get there, they find all of the pigs drowned and two employees as well.
The players take three days to rest and make preparations.
They order repairs to the Gold Goblin.
They learn that Awton Hink has been murdered. There is now open fighting in the streets between Hink's daughter and his Lieutenant, each wanting to be the new crimelord. Zyn confronts her mother about this. Shyla admiits to killing Hink in order to passify Clegg Zincher. The heroes have nothing more to fear from him.
Mott visits the Silken Veil where he meets Shorafa Pamodae, the High Priestess. She charms him and pumps him for information. He spills his guts about the slave traders. Mott also sees that Ashm is now a pleasure-slave of the temple.
Mott visits Talzan, who realizes he's charmed. Talzan dispels the charm and advises Mott to never go there again. He gives his son a gift of a new spiked chain.
Jil visits Zyn and tells her that two cyphermages have been leaning on the Last Laugh, looking for someone named Pylllrak. Zyn says she's never heard of him.
Thorvalden recieves a package. It is Ons' head in a box.
Delem meets Thorvalden and asks where he should go. Kwava offers to take him under his wing, and Thorvalden agrees.
Maravan meets with Rolf. Rolf asks him to do two things. First, to find more people who have glowing runes on their foreheads. And secondly, to find someone who knows what they mean; not a cyphermage, though.
Vekul is taken to his room in the Gold Goblin to recover from his poison.
The heroes learn that the falling star has caused a Sky Metal rush. Most of the ships in Riddleport have been damaged or destroyed. But four ships were able to leave already to rush to Devil's Elbow.
Clegg Zincher led the first ship. He and his men stormed a boat, killed the entire crew, and were the first to leave for the island.
The Overlord sent the second ship. A dwarven expedition was sent, being lead by Gravin Goldhammer.
The third ship was an expedition sent by Avery Sleyg.
The fourth ship was sent by the Cyphermages.
The heroes decide they must go to Devil's Elbow. Zyn locates the only ship capable of taking them there. It is an Orc pirate ship named the Bloody Vengeance, captained by Captain Scarbelly.
The heroes ecounter Captain Vesilla, Angvar, Brutus, and Clive on the docks. Harsh words and threats are exchanged.
The heroes meet Captain Scarbelly and he agrees to take them to Devil's Elbow. Once he learns who Maravan is, he agrees to take them for free.
The heroes stop four men from catching the Bloody Vengeance on fire and learn that they were hired by Clegg Zincher to stop any ships trying to leave Riddleport behind him.
The repairs are completed to the Bloody Vengeance and the ship sets sail for Devil's Elbow.
In the Boneyard, the heroes are ambushed by six were-rats and a swarm of flesh eating cockroaches. Vekul is struck by a poisoned arrow and collapses. During the fight, Zyn reveals to everyone that she is a were-rat. The heroes fight off the ambush and meet the elf who gave them a warning. His name is Kwava.
Kwava says that he works for Talzan and that they have been watching Saul Vankaskerkin for weeks. He tells them that Lixy is a spy for Clegg Zincher. This morning, she told Saul that the heroes were working for Zincher. Enraged, Saul sent Bojask to the crimelord Ziphras and arranged for his wererats to ambush the heroes.
The heroes travel with Kwava through the sewers and to the Mystery of the Gate. Talzan greets Mott warmly and tells them the following.
Talzan, Kwava and Mott's mother Voronay, belong to a secret organization known as the Lantern-Bearers. Their mission is to protect the surface world from the machinations of the Drow of Zirnakaynin. These drow have turned to the worship of Demon Lords. An age ago they sought to destroy the Elves of Kyonin. Ever since, the Lantern-Bearers have been charged with keeping them in their place.
Mott's mother Voronay was a Lantern-Bearer sent as a spy in the city of Sshamath. There, Talzan fell in love with her and they had a son...Mott. Talzan would have been killed if this had been known, so it was arranged that everyone believe that his father was Iloro the Mad. Still, Talzan watched over him and provided his aunt and uncle with money. He gave Mott's mother a suit of magical armor for Mott when he grew older. When the High Mage of Sshamath learned that Varonay was a spy, he ordered that all humans, including half-humans be put to death. Talzan snuck Mott out of the city.
Varonay, Motts mother, has infiltrated the Overlord's Island and is trying to insinuate herself as his lover.
The three Lantern-Bearers have come to Riddleport in pursuit of a group of Drow lead by a woman named Depora. Talzan thinks that Depora found Saul in the wilderness and he is now her pawn. He has hidden her someplace and Talzan thinks that Saul is causing the Gold Goblin to fail, and diverting all of the money to Depora.
Talzan and Voronay have stumbled upon something that may be even more disturbing than Depora. so, he asks the heroes to please find Depora for him and put a stop to whatever she is doing.
The players agree to do this and leave. Vekul stays with Talzan.
Downstairs in the Mystery of the Gate, a large crowd has gathered to listen to a high member of the Order of Cypher, Thifurane, speak about the disappearance of the blot.
Thorvalden's sister, Arunn, confronts the players, asking them when they will get the plaque. They tell her they will and she leaves angry.
Outside the Mystery of the Gate, Dynelda, Maravan's former owner tries to charm him, but fails.
The heroes decide to go to Shyla's Townhouse to rest.
On the way, they see Lowar and his two elven thugs Fario and Fellian escorted Maravan's sister Oera. They learn that Saul gave Oera to Lowar to replace Erchak.
At Shyla's Townhouse, Tomen confronts Zyn, asking if she will help or not. She tells him that his only a base human after all. He erupts, shouts at her, and storms out.
Later in the evening a letter is delivered to the townhouse to Thorvalden. His friend Ons begs him to help him get out of Shoreleave. He says that Throvalden's enemies are trying to kill him to get revenge. Angvar, the wizard that tried to rob the Gold Goblin and Brutus, Clive, and the other sailors in the service of Sea Prince Vesir, who the heroes got thrown in jail.
Even later in the evening, Zyn is summoned to her mother's room. Shyla slaps Zyn in the face and rails against her for defying her orders to stay away from Zincher. She tells her to stay away from him and says that she will go see him in order to fix everything.
In the morning, the heroes leave to look for the plaque. They realize that they are being followed by two of Zincher's people: Amiri the gladiator, and small wild looking female gnome. The heroes lose them by going to the Publican House, and leaving by way of the secret entrance to the smuggler's tunnels.
When the heroes get to the site where the plaque is supposed to be hidden, they find a group of cyphermages fighting with a group of pirates. The heroes step in and kill them all. Then they crawl into the hidden cave where the plaque is supposed to be hidden. There, they battle a wight that watches over the treasure, and retrieve the plaque and other valuables.
Thorvalden leads them to a secluded place in the sewers and they rest.
Once refreshed they decide to pay Saul a visit at the crack of dawn. They find a sign on the front door of the Gold Goblin that says "Closed for Renovations." They storm the Gold Goblin and fight through twelve hired thugs and finally corner Saul in the fighting pit in the basement. Saul clears away a hidden trapdoor in the bottom of the fighting pit and uses his key/hook to open it, while the heroes are attacked by Bojask, his giant boar Pigsaw, and Old Scratch, the imp. The heroes kill everyone, except Old Scratch, who disappears. They go upstairs and find the deed to the Gold Goblin and Saul's record books.
The heroes decide that the Gold Goblin is now theirs and that once they rest, they will explore the trapdoor beneath the Gold Goblin.
Mott, Thorvalden and Zyn leave the Gold Goblin and journey to the Mystery of the Gate, in hope of buying magic items.
As they enter, they are approached by Arunn, who asks them to journey into the smuggler's tunnels below Riddleport and obtain a metal plaque for her. She will pay 600 gold pieces. Zyn makes a private deal with Arunn to get the entire 600 gold.
Back at the harbor, Vekul has just been released from Shoreleave and learns that his brother Fizgabon has been murdered. He decides to go to the Gold Goblin to see if he can learn more. On the way, he is stopped by Boss Croat and his men. Draygor, Croats chief enforcer is there. They show Vekul is missing eye in a jar and try to intimidate him into not speaking of things he witnessed in the past.
Vekul arrives at the Gold Goblin. Saul is speaking to Maravan. Saul tells Maravan that his sister is now his property, per the specifics of Erchak's contract.
Saul offers Vekul a job and he accepts.
Maravan and Vekul go to the Mystery of the Gate to meet the others, and run into Tomen on the way.
Everyone meets up at the Mystery of the Gate and Tomen speaks to Zyn, but is overheard by the others. Tomen wants to oust his mother and take over the Thief gang/cult. He also wants Zyn to get him the same plaque that Arunn wants. He says it's worth 3,000 gold. He wants to trade it to a cyphermage so he can get a potion of polymorph that will turn him into a Drow.
Lixy tells the heroes that Saul wants to see them, but they ignore the summons.
The heroes meet Skie, the owner of the Mystery of the Gate. They inquire about some items. Thorvalden buys some spells. Zyn makes a private deal with Skie for some leather armor and Skie asks her to retrieve the same plaque that everyone else is looking for.
The heroes decide to go back to Keygan Ghelve, the gnome's shop, thinking it will be a private place to talk. On the way, Mott is approached by two of Lowar's elves, Fellian and Fario. They say that Erchak was Lowar's chef and Saul was renting him. Lowar wants a new chef or they'll kill Mott. Mott says to take it up with Saul, not him.
In Keygan's shop, they find the gnome sitting in the middle of the shop waiting for them with 4 skulks in the corners. Keygan says that the creatures are willing to make a deal with the heroes and want to meet them. A dark creeper leads them down into Geartown.
In Geartown they meet a dark stalker named Yuathyb who is interested in selling them the orphans he has kidnapped. Delem is one of them. A short, twisted creature named Pyllrak is also there wishing to buy them and is angered at the competition. After harsh words, Pyllrak examines the foreheads of each of the children with a wand of detect magic. He finds that one of them, named Terren, has invisible glyphs on his forehead, similar to the ones on the Cyphergate. The heroes speak to Yauthyb privately and convince him that they are representatives of Clegg Zincher, Boss Croat and Saul Vankaskerkin. Yauthyb tells them that Pyllrak represents the Cyphermages. They agree to go into business together. In exchange for their protection, their bosses will recieve a percentage of the profits. Also they will get the right to examine all children first.
The heroes and Yauthyb murder Pyllrak and loot his things. Thorvalden buys Delem. Maravan buys the other children, except for Terren. Maravan agrees to come back tomorrow with 2,000 gold to purchase the boy. There is a toast of Moss Wine and the heroes leave.
They bring the children to the Publican House, where Maravan meets with Rolf, the High Publican. Maravan tells him everything and asks for attonement. Rolf is angered at first, but then sees how all of this could be used to stick it to the Cyphermages. He tells Maravan that he'll get him the 2,000 gold in the morning and to bring Terren to the Publican House. He also says that Clegg Zincher is no doubt angry at them, so to watch their backs. Rolf says he's going to think on how best to proceed.
It is well into the night when the heroes return to the Gold Goblin. As soon as they arrive, Clegg Zincher's men raid the place, lead by Old Korvosa and a monk assassin. They try to kill the heroes and Saul. The heroes fight them off, but are very, very suspicious of Bojask, who was no where to be seen. Thorvalden and Zyn confront Saul about Bojask, but Saul doesn't seem convinced. They've found Feldin's ring in Bojask's room, but he says he won it gambling.
The heroes guard the place through the night.
In the morning, Saul sends Lixy to hire more men from a man at the docks named Kojik. Zyn follows her, but then learns that she is in turn being followed by Amiri, Zincher's top gladiator.
When Zyn returns, Saul tells the heroes that he's sent Bojask to talk with crime lord named Avery Slyeg, and enemy of Zincher. Saul is asking for money and protection. He asks the heroes to please return to the Gold Goblin by nightfall. Vekul tries to get the word on the street and finds out that everyone's talking about how you shouldn't go to the Gold Goblin.
The heroes return to the Publican House and pick up 2,000 gold from Rolf. They return to Yauthyb and buy Terrem. Yauthyb sets up the time when they are to meet again and inspect his new kidnap victims. The heroes deliver Terren to the Publican House and try to talk to him, but he's very bratty and uncooperative. A street urchin orphan with an attitude.
After dark, the heroes return to Saul. He tells them that Slyeg's men want to meet them in secret in the Boneyard to deliver them 5,000 gold. The heroes don't feel good about it, but they go anyway.
They slosh through the ship graveyard and trash heaps and see a group of men around a lantern, presumably their contacts. But as they approach an elf calls out to them from atop a trash heap, warning them that it is a trap. Four were-rats emerge from their hiding places and hurl tanglefoot bags at the characters, that have been filled with meat and honey. Almost immediately, a swarm of flesh-eating cockroaches begins to gather and make it's way towards the heroes.
After spending the early morning tending to the sick at the Orphanage, Moravan returns to the Publican House and spends the day there. Shortly before nightfall, he travels to the Leeward District, to Shyla's townhouse. While, Zyn, Mott, and Thorvalden explain what occurred earlier in the day, Terseon Skellerang of the gendarmes pays a call to the house. He hints that the heroes must pay a bribe of 100 gold pieces to stop an investigation of the killings at the Orphanage. Maravan pays him.
The heroes then decide to check in on Saul at the Gold Goblin. Outside of the Gold Goblin, Maravan is approached by a woman demanding to know where Ashm is. She turns out to be Ashm's current mistress, Keeli, who is also the wife of a crime lord named Zanderfall. Keeli says that Ashm has stolen from her and threatens to get Zanderfall to harm the heroes. Maravan, threatens to reveal Keeli's affair to Zanderfall, and the confrontation ends in a stand off.
Inside the Gold Goblen, Saul is frantic. Clegg Zincher, one of the most powerful crimelords in the city is snooping around the casino. Saul gets the heroes to deal with him. Thorvalden and Zyn go talk to him, and he issues subtle threats to Saul, but also suggests that the heroes would be better off working for him.
During the conversation, there is a scream from the kitchen. A fiery elemental snake is on a rampage in the kitchen. Once the heroes deal with it, they find a threatening note left behind for Saul, no doubt from Zincher.
Later, a man named Gibbon, a former gangmember and partner of Thorvalden's comes to see him. He claims that Cheen's children are in danger. They were hidden by a Cyphermage, but now Raktaban knows about them and is searching for them to have them killed. Another gangmember named Doric is hiding the children. Thorvalden says he'll help but not right now.
Saul tells the heroes that Feldon, the dwarf who worked for him, is missing. He sent him that morning to deliver a payment to a moneylender named Lymas Smeed on Rat Street. The heroes agree to go find him.
Leaving the Gold Goblin, the heroes are approached by two of Zincher's men, Luvias and Colm. They offer jobs to the heroes on behalf of Clegg Zincher. The heroes agree to meet with Zincher in the morning to discuss it.
The heroes go to Lymas Smeeds home, but soon discover evidence that leads them to believe that Bojask, the grey-faced man who works for Saul killed Feldon.
They return to Shyla's townhouse. On the way, Loxer appears to Zyn, demanding that she kill Veeress soon.
At the townhouse, the leader of the Last Laugh, Jil, speaks to Zyn from the rooftops. She says that the Last Laugh had been hired by a man named Pyllrak to make sure that no one came nosing around the Orphanage. She says that they don't condone the kidnapping of children and that the Last Laugh will bother the heroes no longer, if the heroes agree to do the same.
Zyn asks her mother about Saul. Shyla tells her that Saul had been involved in a scheme that ended with the death of Clegg Zincher's brother. When the gendarmes came to arrest Saul, he allegedly murdered his own wife and burned his own house down to fake his own death. But he was caught anyway. At the suggestion of Zincher, the Overlord chopped one of his hands off and put him on the road out of Riddleport with no possessions.
The next morning at breakfast, Tomen asks Mott if he's still interested in some mercenary work, because something may be coming up. Mott doesn't give him a straight answer. When Shyla is told that the heroes are going to meet with Zincher, she forbids Zyn from working for him. Since Shyla is involved with his rival Awton Hink, this would be disastrous.
The heroes pay a visit to Keyghan Ghelve's Locks to inquire about the Orphanage. Before they go in, Mott sees three drow from Sshamath. Asho, Imga and Deneer were the three drow who forced him to assist them in robbing Mott's Aunt and Uncle, and then disappeared. Mott learns that the three now head up a gang of free-lance thieves and assassins who will work for whichever crimelord will pay them.
The hereos enter Keygan's shop and quickly start intimidating him about the Orphanage. During their conversation, Keygan is run through by an unseen assassin. The heroes are able to kill the assassin and heal Keygan. They learn from the gnome that beneath his home is the only entrance to the forgotten Gnome District of Riddleport, known as Geartown. Things have come up from Geartown and blackmailed Keygan into putting knew locks in the orphanage and giving the creatures the keys. The heroes ransack Keygan's home and tell him that he will be accompanying him to see Zincher and into Geartown.
The heroes then go to meet Zincher's agents. They are met by Eando and Koll, who make the heroes an offer to work for Zincher for double what Saul is paying. They are to continue to work for Saul, but really report to Zincher. They also offer to pay very well for an arena event featuring Maravan. The heroes agree to the deal and sell the invisible assassin to Koll. Eando instructs the heroes to immediately return to the Gold Goblin, where Saul will ask them to escort a shipment of rare, exotic liquors from a ship at the docks back to the Gold Goblin. The heroes are to pretend to get overwhelmed by Zincher's men, who will run off with the liquor. The thugs plan to kill the other Goblin staff members who accompany them.
On the way to the Gold Goblin, the heroes encounter a new wizard in town to study the blot and convince him to go to the Gold Goblin for a room.
Back at the Gold Goblin, Saul asks them to do just this, but he also decides to send Maravan's sister Oera with them to test the liquor. Maravan convinces Saul to send Erchakk and four kitchen staff instead.
As soon as the players get to the docks, they see Zincher's men approaching, led by a man known as "Old Korvosa." The plan goes wildly wrong, because Old Korvosa starts the ambush too soon. Thorvalden and Maravan pretend to be struck down by the thugs. But Zyn refuses to fall and then flees. Erchakk kills one of Zincher's men, which had been strictly forbidden. Mott kills Erchakk, the ship's captain and seriously wounds Old Korvosa, causing Zincher's men to flee without the liquor. ( The other four Goblin staff members were killed by Zincher's thugs )
Terseon Skellerang and other gendarmes show up and absolve the heroes of any guilt. They also escort the heroes and the liquor back to the Gold Goblin.
Moravan returns to the Orphanage, and then to the Publican House.
Mott, Zyn, and Thorvalden follow Patch into the sewers. They follow his trail through the Beggar's Bazaar and into a tunnel, where they overhear Patch speaking with some Last Laugh gang members. They learn that Patch killed the halfling headmistress and threw her into the bay. Patch tells the the Last Laugh members that some elves are poking around the orphanage and that he set them up. He told them to go through Devil's Pass tonight to look for a hermit. Patch wants the Last Laugh to ambush and kill them there.
Thorvalden puts everyone to sleep with a spell and the heroes tie everyone up. Then they dangle them over a ledge above a snapping swamp barracuda to get more information out of them. The Last Laugh thief says that his boss Jil, was hired by someone to "discourage" anybody poking around the orphanage. Patch confesses that people are using the new keys to slip into the orphanage at night and kidnap kids. He also reveals that one of the beggars there is actually a small-time crime lord known as the Splithog Pauper. His real name is Beltias and he uses all of the orphans at the Orphanage as his pickpockets and thieves. Patch agrees to point out Beltias and to give the heroes 50 gold, if they'll let him live.
Mott throws the last Last Laugh guy down to the barracuda and the heroes take Patch back to the Orphanage.
Back at the Orphanage Patch tricks the heroes by leading them into the room where Beltias is and then shouting, "There he is!" Beltias leaps up and calls all of his urchins, who try to tackle the heroes. Patch escapes, during the fight.
The heroes kill Beltias and a few urchins before the fight is over. Mott finds Patch upstairs, he's retrieved his gold and is trying to flee.
Mott chases him out into the street and kills him in front of many witnesses. The heroes loot Beltias and Patch and then Thorvalden leads them into a sewer entrance to quickly make their escape.
They emerge from the sewers near Shyla's Townhouse and slip in to divy up their loot and discuss what they should do next.
Mott is travelling to Riddleport on a ship. Five men from his former army poison him and try to kill once he gets to Riddleport. Zyn saves his life. Two of the soldiers flee, Brutus and Clive.
Zyn takes Mott to her mothers home. A week later Mott awakens, having recovered from the poison and his wounds.
Tomen tells Zyn that he is worried about their mother, Shyla. She is neglecting her duties to Vhaerun, instead focussing on her lovers.
Zyn tries to talk to Shyla about Tomen's concerns. Shyla doesn't agree.
Tomen meets Mott. Tells him he might have some mercenary work for him later.
Thorvalden is released from Shoreleave and goes to Shyla's house to retrieve his spellbook that Tomen and Zyn have hidden for 5 years. Thorvalden learns that Cheen was killed by a crimelord named Raktaban, who now carries his magic shield. Raktaban was the one who framed Thorvalden and sent him to prison.
Moravan meets High Publican Rolf in the Publican House. Rolf asks him to go check out the Gold Goblin. He also asks him to check in on an orphanage in the morning. Four children have come up missing.
Moravan's father Ashm comes to visit him and beg for 500 gold pieces that he owes Clegg Zincher. Moravan gives him 7 silver and he goes away.
On the way to the grand opening at the Gold Goblin, Moravan falls in step with Zyn, Mott, Thorvalden, and Tomen in the street. They strike up a conversation.
At the entrance to the Gold Goblin, Zyn meets Rodengo, one of her mothers jilted lovers. He's accompanied by an ugly man and a red-headed dwarf. He acts as if he now wants to seduce Zyn, but he seems up to something.
Inside the Gold Goblin, Mott sees his mother Voranay, but quickly changes his attention to Brutus and Clive who are checking him out.
Thorvalden runs into a former cellmate of his from Shoreleave, a mousey looking man named Tavis. Tavis thinks that Thor's got some scheme going. He tells Thorvalden that Delem has gone missing from the orphanage that he was staying at.
Dynelda, Moravan's former cyphermage owner, approaches him, telling him that she wishes they had spent more time together when she owned him. Moravan spurns her advances.
Zyn sees her old lover Veeress. She had run him out of town. unknown to him, however. Now he's back. Loxer, the ghost of the thief murdered by Veeress, speaks to Zyn, demanding that she kill him.
Mott sees a robed figure following his mother. He confront him and finds that it is Talzan, the Drow wizard who helped him escape from the Underdark. Talzan urges Mott to forget that he saw him or his mother there and not to appraoch her. He says he will contact Mott soon.
Thorvalden is confronted by his sister Arunn, who is now a cyphermage.
Moravan is contacted by Koll, a man who works for Clegg Zincher. Koll tells Moravan that Zincher will offer him a sweet deal if he is willing to fight in the arena once more.
A half-orc male and a ratty looking halfling girl approach Thorvalden and ask him to help them break someone out of Shoreleave. Thor says he'll do it for a thousand gold pieces.
Brutus and Clive find some men who work for Sea Prince Vesir, and point out Mott as the killer of Vesir's son.
But as they begin to move towards Mott, nearly everyone is blinded in the Gold Goblin by a pyrotechnics spell.
A wizard named Angvar and his one-eyed elf lover, Thulvia try to rob the Gold Goblin with four thugs. Our heroes stop them, killing Thulvia and making Angvar surrender.
Our heroes are then offered jobs working for Saul in the Gold Goblin. They tell him that they'll give him an answer in the morning.
On their way out of the Gold Goblin, they encounter four drunken men, who want to burn the Gold Goblin down. The heroes defeat them.
Everyone goes back to Zyn's Mother's townhouse to talk things over. Saul sends over the girls from the Gold Goblin as a reward to the men and a male escort from the Silken Veil for Zyn.
In the morning, the heroes return to Saul and agree to work for him, but not full time. They would be on call for special duties, but they would not oversee the day to day operations of the casino.
After leaving the Golden Goblin, the heroes go to investigate the Orphanage. Four children are missing, including Thorvalden's beloved Delem. An investigation turns up brand new locks on all of the doors and a suspicious Half-Orc named Patch.
The heroes follow Patch down Rotgut Alley to an entrance into the sewers. They prepare to follow him in.
We have a 5th player, as well. Although he has only shown up for one session. =(
Vekul the Dwarf Fighter
Bio
VekUl was born the son of Bradigurn, a destituTe pig herder, who roamed the lands north of Riddleport, travelling to the city occassionally to barter. Joey's mother Kurla went into labor during one of the trips to Riddleport and took refuge within the temple to Besmara, the goddess of pirates, strife, and sea serpents. The priests of Besmara were in awe of Joey, her child, for he was born with deeply tanned skin, the color of a sailor long at sea, and his skin was tough, and somewhat reminiscent of a sea serpents in texture. ( Vekul get's a plus 1 to AC, natural armor )
For the next 27 years, Vekul lives a destitue, miserable existence following his mother, father, and his elder brother Fizgabon as they lived as nomads, subsiding on next to nothing. The priests of Besmara had told Bradigurn that the skin of their child was a sign of favor from the Sea Serpent Goddess and that they should live by the sea. But Kurla would have nothing of the rumors, and Bradigurn, being an honest dwarf, obeyed her wishes. They continued to roam the highlands north of Riddleport.
During those years of hardship, Vekel learns the how to ride and handle animals ( + 4 ranks ), wilderness survival ( +4 ranks ) and urban survival when visiting Riddleport ( +1 rank ). Also his father taught him how to fend off enemies with a knife. ( +1 proficency with a dagger )
On every visit to Riddleport, Vekul is invigorated by the smell of the sea and the sounds of the ocean.
At the age of:
17 - During a visit to Riddleport, Vekul witnesses a murder. Three orcs killing another orc. Vekul is seen clearly and chased through the streets, but he escapes. Years later, Vekul realizes that one of the orcs was none other than Boss Croat, who was later destined to be one of the leading crimelords in Riddleport. During the few meetings that Vekul will have with Boss Croat over the years to come, Vekul will always get the sense that the orc wishes him dead.
21- By this age, Vekul has made regular friends of the Priests of Besmara. Your parents dissaprove of the fact that you often visit them when in Riddleport.
27- Your father's mind becomes twisted after being tormented by years of being destitute. The once honest dwarf has over time become convinced that his misfortune has been caused because of his rejecting the advice of the Priests of Besmara to live closer to the sea. But your mother reamined a firm and violently vocal opponent of this, driving a wedge between your parents. So, when your mother is pregnant and near the time of delivery, Bradigurn brings the family to the temple of Besmara in Riddleport for the birth of the child. The night of your sisters birth, a typhoon raged upon the sea. Your sister Kaza was born, but your were told by your father that your mother died that night during childbirth. But your brother Fizgabon told you a different story. In the middle of the night, in the midst of the raging typhoon, your mother was carried into the courtyard of the temple. There under crashing lighting and howling rain, your sister was born. Then, with a nod from your father, your mother was thrown screaming into the "fish bowl" by the sea-priests. The glass-clear sacrificial salt-water pool that houses swamp barracudas, reefclaws and giant octopuses, filled with her blood as she was given to the Goddess.
Your sister was left behind at the temple to be raised as a priestess of Besmara.
Immediately afterwards, your father forsakes his old profession and his name. Assuming the name of Fizagurn, he somehow acquires a ship and becomes a pirate captain. Fizagurn was never the same man, now eternally grim and prone to strange fits of hiccupping that wrack his entire body.
42 - For 15 years, Vekul sails the sea with his father, learning the craft of pirating and sailing. But after this time, Vekul decides to forge out on his own. He decides to seek his own personal power and decides the best way to do this is to become a Riddleport crimelord. The enemies he creates in doing so, threaten to kill his family, but this does not deter Vekul. He is possessed by a pathological urge to do wrong.
He gathers a small gang and begins to involve himself in larceny, harboring criminals, pimping, and selling dreamleaf to unfortunate souls.
43- Boss Croat takes a notice of Vekul, and some of his men have a skirmish with Vekul's. During the fight, Vekul is held down by five orcs, who pry his right eye out of it's socket and run off.
44- During this time, Vekul has a few dealings with a dark elf rogue named Zyn, who is the daughter of one of Riddleport's most feared sword masters.
50- After eight years as a minor crimelord, Vekul is given an opportunity he cannot pass up. He is recruited as a Captain under Sea Prince Ardaldo in his war to become the High Prince of the Seas. During this time Captain Vekul has a young half-drow barbarian named Mott as one of his crew. Mott will later distinguish himself by slaying the son of Ardaldo's rival, Sea Prince Vesir.
51- Vekul is decorated for heroism and for his success against the enemy. Sea Prince Ardaldo grants him the title of Knight Captain.
52- The commodore over Vekul's fleet is killed, and Vekul is given command of ten ships.
53- During a feirce battle with Sea Prince Vesir's forces, a ferocious storm whips up. During it, Vekul has a vision, where the spirits of sea serpents tell him to abandon the army and return at once to Riddleport. The act is seen as desertion by Ardaldo and the ten other ships are destroyed in the battle and the storm.
54- Back in Riddleport, Vekul uses his ship as a pirate/merchantman. But an unexpected thing happens. A travelling human woman named Murelda pays for passage aboard his ship. Murelda is a bard, but is extraordinarily ugly and prone to dress in the most exotic, outlandish clothing. Inexplicably, Vekul falls madly in love with her and the two are quickly married.
55- But after a year, Vekul realizes that he has been duped. Murelda had charmed Vekul into loving her. Vekul divorces her according to Riddleport law, and the two part ways, Murelda appearing to be amused by the entire thing.
55- The urge to be a crimelord in Riddleport again stirs within Vekul. He begins making inquiries and is soon recruited by a crimelord named Clovis. Clovis, a raven-haired female crimelord, promotes Vekul to be her second in command, but soon realizes her mistake, as Vekul murders her and takes over her gang.
56- Vekul's rule as a crimelord is cut short, however, when his path crosses Boss Croat's again. The orc crimelord accusses Vekul of a crime he did not commit and with the backing of the Overlord, he is imprisoned in Riddleport's prison-fortress "Shoreleave."
Vekul serves there for five years and is beaten frequently by the guards.
At one point, an attempt is made on Vekul's life, and a half-elf prisoner by the name of Thorvalden steps in and saves him.
Later, Vekul returns the favor and saves Thorvalden from a similar fate by enemies in prison. The two become friends.
62- The present.
Vekul is released from Shorleave. His ship has long ago been confiscated, but miraculously his personal belongings are given to him, along with an invitation to visit Boss Croat. But before anything else can be done, you are informed that your brother Captain Fizgabon has been murdered. His ship, the Foamrunner, was raided by Clegg Zincher's men. Zincher is the most powerful crimelord in Riddleport, beneath the Overlord. During the fight, your brother was killed. You quickly visit the docks, but are not permitted to board your brother's ship, as it has been impounded by the Overlord.
You learn from passersby that your brother was making a delivery to the Gold Goblin and you decide to head there to learn more about what happened there.
Well, Saturday my players finished the Shadow in Sky and loved it. I know this thread is supposed to be specifically about fun things that happened in my campaign, and although nothing happened here that was probably out of the ordinary, I think it still falls into the fun category. And plus I'd like to thank the writers of this module for a very cinematic and fun ending. That's what my players kept raving about over and over. They loved how cinematic it was.
Saturday, my players fought Depora and she fled up the Cyphergate for a climatic battle at it's summit. Although two of my players were put to sleep by her Drow poison, the others were able to stop her just moments before she leapt to the ship passing below. Then, while they were searching her personal affects, they witnessed the falling star, the tremors and the following tsunami. Their jaws dropped. Their initial fear was that they would be seen atop the Cyphergate and be blamed for the whole thing somehow.
Anyway, we got a little ways into the Children of the Void, and next game session begins with them leaving Riddleport for Devil's Elbow.
Thanks again to the module designers. A really, really good job with this one.
P.S. I can't wait until the Witchlight Tower encounter on Devil's Elbow. I think they'll be equally pleased!
- RIDDLEPORT: Sure, it is a drow-themed AP. Still, I feel that there is a lot of work being done setting up Riddleport as an adventure background, but the PCs only spend very little time there and (probably) don't return there over the course of the AP. I think something could be done to remedy this by padding out the whole first chapter, e.g.: giving the PCs more missions to accomplish before the betrayal by Vancaskerin. Also, the whole 'competing crime bosses' party could be played up. Any suggestions as to what adventures (from Dungeon magazine or otherwise) might come in handy here? What plots have you cooked up to make Riddleport more meaningful?
I agree with you. Here are some of the things I’ve done to flesh out Riddleport.
Spoiler:
I removed the Wight encounter from Under the Gold Goblin and relocated it somewhere lost in the smugglers tunnels. In the treasure chest I have placed an ancient plaque, rumored to have the same kind of writing on it identical to the writing on the cyphergate. The cyphermages hope they can use this as a sort of Rosetta Stone to decipher the cyphergate. Mutliple factions are fighting to find out the exact location and to get it. The players get caught up in the intrigue around everyone who wants this plaque: the cyphermages; the people who want to get it first and sell it to the cyphermages; and the people who don’t want the cyphermages to ever get it.
I merged St. Caspieran’s Salvation with the Orphanage from The Shackled City. The players investigate children who have been kidnapped from the Orphanage. They discover that the cyphermages are looking for children born with strange invisible markings on them, identical to those on the cyphergate. Markings that only show up when Detect Magic is cast upon them. The players travel down into the ruins of the lost Gnome District of Riddleport, named Geartown, to investigate this. To lure them in, one of the players is friends with one of the missing children. Another player is asked by High Publican Rolf to visit the Orphanage.
One player 15 years ago witnessed Boss Croat murder someone. Boss Croat later had the player attacked and his men pried one of the player’s eyes out of his socket. He now wears an eyepatch. When the game begins, Boss Croat, who is now a powerful crimelord, visits him, and shows him his own eye in a jar, as a reminder to never speak of what he saw. This of course launches the players into an investigation about who the person was and why Boss Croat didn’t just kill the player.
One player’s mother is the lover of a crimelord rival of Clegg Zincher. Against her mother’s wishes, the player takes a job for Zincher, but then betrays Zincher. The players mother goes to Zincher to make a deal with him, so he won’t kill her daughter. So, the mother ends up murdering her lover for Zincher. This kicks off a gang war. Plus the daughter of the dead crimelord wants revenge on the player and her mother Lots of crimelord intrigue.
One player’s father owes Clegg Zincher a large sum of gold and begs his son for help. More crimelord intrigue to get Zincher off his dad’s back.
One of the players was just released from Shoreleave. He used to work for a Lizardman crimelord. ( an oddity for Riddleport ) The crimelord has been killed, but the rival crimelord is after his children, so none of them will grow up to seek revenge. The players learn that his children are actually a straw-filled chest containing four lizardman eggs. They have to sneak the eggs out of Riddleport, while being chased by the rival crimelord’s men and without breaking any of the eggs.
Also, when I refer to cyphermages above, I mean a small secret faction within the Order of the Cyphers. Not every single cypermage.
my gods, what is wrong with your barbarian?! that insane killing spree that you discribed is, well... insane. I had to laugh when I read it.
Well, I have to confess, there was a part I left out. Yes, the character was in a berserker rage, but the player was also suffering from a bit too many beers. His wife, who plays the rogue, had a stern talk with him, I think, because during the game session that followed he had much less to drink! And their was also much less slaughter. lol
But while his fellow players were very upset about the whole thing, I thought it fit in perfectly with the whole barbarian thing! hehe
During the Unfriendly Warning phase of the module, when Clegg Zincher pays a visit to the Gold Goblin, two of the players go out to talk to him. Zincher says, "You would be much better off working for someone else...someone like me." And to my suprise, the players take him up on his offer!
The next day, they meet one of Zincher's lietenants and sign on with Zincher's organization. Many times they are warned that Zincher values loyalty and all kinds of not-so subtle threats are thrown their way should they betray him. The players are instructed to continue to work at the Gold Goblin as Zincher's spies and to report everthing back to him. They are told that there's already a spy at the Gold Goblin and that when they return, Saul is going to ask them to escort some exotic liquors back to the Gold Goblin from the docks. ( Attack on the Foamrunner ) Zincher's man tells then that they are escort some Gold Goblin kitchen staff to the docks. When Old Korvosa shows up, he will kill the kitchen staff to send a message to Saul, and the players are supposed to "take a fall," allowing Zincher to steal the liquor. Zincher makes it very clear that he wants none of his men hurt.
The whole plan goes to hell, though. Two of the players go along and "play dead" when Old Korvosa smacks them on the head with his shield. But the other two refuse to fall. The rogue, because she starts to feel some loyalty to Saul. She sticks Old Korvosa a few times, then just decides to flee the scene rather than play dead. The barbarian on the other hand goes totally freaking beserk. He kills a few of Zincher's men, then he kills one of Saul's cooks ( he never liked him anyway). The Foamrunner starts to pull the gang plank up, because there is fighting on the docks, and the barbarian leaps aboard and kills the Captain Fizgabon. Then he almost kills Old Korvosa, who runs away swearing curses.
Out of character, the players who have been "playing dead" are going nuts, shouting at the Barbarian player and lamenting that now everybody's screwed, cause Zincher's going to have them killed. Hehe
The Gendarmes show up, but they've already been bribed by Zincher, so they find no wrong doing and escort the liquor back to the Gold Goblin with the players.
So, the next game, when we get to The Raid section, it is Zincher's men storming the Gold Goblin to kill the players and Saul. Oh, and to get the liquor too.
Oh... and one final note. In my game, Lixy is a spy for Zincher. So, she tells Saul that the players are working for Zincher. Infuriated, he sends them to the Boneyard Ambush. Which is where we are now!
I love it when games go in directions I would have never thought of!
Maravan was born the son of Ashm, an elven chef. Hansome and charming, Ashm was known for his number of mistresses and for spending huge amounts of money on them. Which often got him into trouble.
Maravan was born in the physic's abode in the city of Magnimar. At the time of his birth, all of the water in the building turned to beer, which led to much speculation about the child.
At the age of:
1- Ashm moved to Riddleport, bringing Maravan and his mother with him. He fled to Riddleport to escape the massive debts he had incurred in Magnimar. Once in Riddleport, Ashm found employment with Lowar, an elven crimelord. Although officially a "chef," Ashm became Lowar's food taster and bodyguard and a good friend. This caused Lowar's half-orc chef, Erchak, to see Ashm as a threat. Erchak was an actual chef of some talent and inspiration. But Ashm had stolen all of Lowar's attention. Shortly after his arrival, Ashm was "injured" in an unexplained attack on Lowar's compound, which left him with a limp and a weak constitution for the rest of his life.
7- Ashm's injuries, however, did not interfere with his mistresses and he collected many new ones in Riddleport. By the time Sean was 7, however, Ashm had acquired so much debt, that he feared for his life. Desperate, he sold his son Maravan and his daughter Oera into slavery to Erchak the Half-Orc chef. Sean began to work for Erchak in the kitchen, learning the cooking profession. And he soon became Erchak's favorite slave. He promoted Maravan to the position of head slave, which angered his sister Oera. She would hold this grudge against him for the rest of her days. Despite being his favorite slave, Erchak treated Maravan to regular beatings.
12- Maravans friends and fellow kitchen slaves convince Maravan to join their plan to participate in illegal activities behind Erchak's back. Caving into peer pressure, Maravan joined the others as bandits, robbing here and there and hiding their money from Erchak. However, their activities were not sanctioned by the Overlord and cut into Lowar's territory. And Lowar noticed. One by one, Maravan's friends began to be killed off, as Lowar hunted down the bandit slaves. Maravan was able to elude Lowar's notice, but his other friends did not and paid for it with their lives.
13- Maravan's years of indentured servitude ended and he sought employement with another Crime boss named Garst.
19- But Garst's time as a crime boss was shortlived. He was murdered and Maravan was captured and enslaved again by a cyphermage named Dynelda. She was a human wizard, who had fled Sshamath, the Drow city of Dark Weavings, where the presence of humans was tolerated for a time. As well as being a cyphermage, she was a merchant bookseller.
21- Maravan's skill as a cook began to improve drastically as he served as Dynelda's chef.
23- Dynelda became displeased with Maravan. First she placed a wizard mark upon his chest, marking him as property of the Order of Cyphermages. Then later, she gave him to Clegg Zincher to die in his gladiatorial arena. But Maravan didn't die. Although beaten nearly to death by a living golem, Maravan received a visitation by Cayden Cailean, the god of drink and adventurers. When the arena slave tried to pour water down Maravan's throat as a last act of kindness, Maravan saw instead Cayden standing over him, handing him a golden mug of brew. Healed completely by the drink, Maravan now stood and raised a dented beer mug to the arena crowd. Word sped quickly that the water had turned to beer. The High Publican of Cayden bought Maravan's freedom on the spot and asked him to return with him to the Publican house to follow the god of drink.
30- For 7 years, Maravan has worked at the Publican House as a cleric of Cayden. He is a local celebrity. People still tell the story of his battle with the golem and his being healed by Cayden.
Was born the son of a Elven Father and a Barbarian mother. His father left before he was born. He was born in the middle of a field, along with his twin sister. However, the strain was too much for his mother and she died, with the two infants in her arms.
Luckily, a travelling human herdswoman named Hecca came across the two children lying on their dead mother and took them in.
Hecca had been a wizard who had participated in a rebellion against the Overlord of Riddleport. But the rebellion failed, and she was forced to hide in the wilderness, posing as a herder. During the rebellion, she was wounded severly, so that she would never be able to have children of her own. Although a very argumentative person, Hecca raised the two children as her own.
At age:
5- At an early age, Hecca noticed that Thorvalden had the knack for wizardry, while his sister, Arunn appeared not to. Thorvalden quickly became Hecca's favorite, causing Arunn to jealously hate her brother.
6- Hecca formally takes Thorvalden on as an apprentice, teaching him the ways of wizardry.
11- For reasons unknown, Thorvalden runs away from home and journeys to Riddleport. There he falls in with a group of children his own age, street ruffians who made a living by stealing and picking pockets. He is jailed for a short time, during a street sweep by the Gendarmes, but is let out a few days later. During these years, Thorvalden learns the sewers and tunnels below Riddleport like the back of his hand.
14- Thorvalden is noticed by Cheen, a Lizard-man crimelord in Riddleport and is recruited into his gang. Cheen, is known for being a very finicky eater, prone to allergies, and physically weak, from wounds sustained years ago. However, a magical shield that he always kept with him seemed to sustain him.
15- Cheen's gang overthrows the gang of a more powerful crime boss named Nyzer. And although Cheen's victory is complete, a Crime Lord named Raktaban, who was close friends with Nyzer begins to plot revenge against Cheen and his gang. As part of this, Cheen is framed for a burglary that he did not commit and is sentenced to imprisonment in "Shoreleave," Riddleport's fortress prison.
While in prison, Thorvalden participates in a failed prisoner revolt. He also escapes briefly, but is recaptured and is sentenced to more years of imprisonment. He learns many of the skills known by common thieves, while in prison.
17- Thorvalden befriends a butcher named Ons, who is serving a term for murdering his wife and her lover, who happened to be influential.
17- Thorvalden befriends a young prisoner named Delem
20- Thorvalden is released from Shoreleave. The adventure begins.
A half-drow, born in the drow city of Sshamath, the City of Dark Weavings. Born into a destitue family. He was born in a secluded cave, where a mysterious stranger presented his mother with a magical chainmail hauberk, making her promise that it would be given to him when he grew up.
Iloro, his Drow father, was a somewhat insane Rothe herder, who worked nights as a bouncer.
His mother, Voranay, was a human spy, who hated the ruler of Sshamath. Secretly, she led a small gang of spies who worked against the High Wizard, while she assumed the guise of a prostitute. Her right eye was put out, during one of her intrigues.
Mott lived with his Aunt Safory and his Uncle Izzt. The two were independantly wealthy and the source of their wealth was never discovered.
At Age
7- Mott was forced into a life of crime by three drow thieves. Asho, Imga, and Denyr convinced Nathan, that they would kill his Aunt and Uncle, unless he stole from them, giving the loot to the thieves. After a period of small thefts, Mott led a huge jewel heist from his Aunt's vault. The three drow disappeared, leaving Mott to blame.
8- Talzan, an influential wizard, takes Nathan on as a servant. He is distant, but always kind and fair.
10- Varonay disappears from Sshamath forever. Rumor is that she fell in love with a traveller and ran off with him.
11- The Ruler of Sshamath orders that all humans and those with human blood in them be put to death. Talzan sneaks Mott out of the city and to the surface world, where he must fend for his own.
20- Mott becomes proficient with the spiked chain and begins working as a mercenary.
23- Mott is pressed into the service of Sea Prince Ardaldo. The High Prince of the Sea Lords had died, setting off a war between Sea Princes vying for power.
25- In a major battle against Sea Prince Vesir's ships, Nathan's best friend is killed, although Ardaldo's side wins. The carnage is high, with Arnaldo losing over 50% of his ships. Mott becomes famous, by after overcoming a bout of fear, he slays the leader of the fleet in hand to hand combat, Duke Edaro, son of Prince Vesir. Mott suffers a wound to his liver that never heals. He can no longer drink alcohol, and has only half resistance to poison.
26- His battle with the Prince's son has made him famous. Mott is made a Marine, and leads a squad of other ship raiders, who storm vessels during battle.
28- As a reward for his service, Mott is transferred to the court of Prince Vesir as an embassy guard. His presence there, is a source of anger to Sea Prince Vesir, which pleases Sea Prince Ardaldo.
29- Sea Prince Ardaldo is killed and his fleet destroyed by Sea Prince Vesir. Vesir becomes High Prince of the Seas. He orders Ardaldo's emabassy attacked and orders Mott be killed. During the battle, Mott's new best friend is killed. Five of Ardaldo's men turn against Nathan, probably bribed by Vesir. They attempt to kill him, but Mott slays them all. But word gets out to the rest of Ardaldo's survivors that Mott is a murderer. Mott and a few other soldiers escape Vesir's city aboard a trading ship enroute for Riddleport.
Born in the Drow city of Ched Nasad, the City of Shimmering Webs. Was born while on a caravan in an open Underdark field. A family curse that was thought long ended, reawakened in her, causing her to be a Were-Rat.
Mother was Shyla, a noted weapon-master. She was also a noted "man"-izer, leaving a path of jilted lovers. Secretly she was a devout, evangelical follower of Vhaeraun.
Years of Age:
1- Shyla adopts a human infant and raises it as her son. He is named Tomon
4- Rivals force Shyla and her family out of Ched Nasad. They flee to the surface world and find refuge in Riddleport. Shyla becomes one of the most well-known weapon-masters in the city as well as one of the most feared. She spends many years as the lover of one Crime Lord or another, as well as less powerful men.
15- Zyn is taken on by Rilmos, a former ship captain, as a dock worker and gopher.
15- Around this time, Zyn also befriends an old hermit living on the outskirts of town, named Seboz. From this old man, she learned two additional languages.
22- Zyn falls in love with a minor Crime Lord named Veeress. He is unfaithful to her and the relationship ends badly.
23- Zyn seeks revenge against Veeress. She discovers Loxer, the ghost of a thief who was betrayed by Veeress. He begins feeding Zyn information, allowing her to know the secret operations of Veeress' criminal organization. Secretly, she begins attacking and sabotaging his operations always leaving a mark behind to signal that it was done by the same person. After a year of this, Veeress' gang's reputation is ruined and he flees Riddleport.
35- Zyn befriends Untar, an ogre working for Rilmas. For whatever reason, Untar becomes a loyal follower of hers.
38 - The present. Zyn saves Mott's life, causing him to become a lifelong companion.
Below will be my account of my current campaign. I am using Second Darkness as the primary story of my campaign, with elements of Shackled City thrown in as well to flesh it out.
Spoiler:
For the purposes of my game, I am straying from the "discovery that the Dark Elves exist" plot. Instead, Dark Elves are known to exist and there are even a small number of them in Riddleport. Instead, what is NOT known and what the players will stumble upon is that there is a sub-group of Dark Elves who worship Demon Lords, instead of the traditional Drow Gods. And that these Dark Elves were once the very elves of Kyonin.
Also, I am converting the Shackled City, substituting the Cagewrights with the Cyphermages. A cabal of Cyphermages will attempt to activate the Cyphergate and the results will be very similar to the ending of Shackled City.
And lastly, we used Central Casting to generate character biographies. This was extremely successful, fleshing out the character's backgrounds spledidly. Each player felt they knew exactly who they were and how they fit into Riddleport.
And why, you ask, have I made so many changes and additions? Well, simply because I know my players well and know what they like. The changes were made so that all of us could have the most possible fun in our game, and well..that's the whole point, wouldn't you agree?
I LOVED reading all of the suggestions for Age of Worms, so I'm happy there is another thread like this for Second Darkness.
I am looking forward to running this AP and any suggestions from the DM's who've been there is always appreciated!
I've just started running the Second Darkness. What I'm doing to pad the Adventure Path is to incorporate The Shackled City into our game too.
Spoiler:
I am replacing the Cagewrights with the Cyphermages. A group of cyphermages will use the Cyphergate in the end to ... you know basically have the same effect as the end of Shackled City.
So, on our first session the PCs foiled the Gold Goblin robbery. Oddly, they only agreed to work for Saul on a case by case basis as enforcers, and refused to have anything to do with the day-to-day running of the casino. So, the next morning they went to St. Caspieran's Salvation (substituted as the Orphanage in Shackled City). The cleric had been asked to stop by and try to cheer everyone up over the missing children. After all, children go missing all the time in Riddleport. But in addition, the wizard was a friend of one of the missing children, so added reason to investigate. I'm converting Jhazridune into a forgotten Gnome District of Riddleport, instead of a full-blown city. And once the players finish with this, they'll return to the Gold Goblin to encounter An Unfriendly Warning and then move on to A Missing Employee.
I'm going against the advice of the module creators and I am allowing my players to play Dark Elves. Instead of using the theme of the Return of the Dark Elves, they will be discovering a forgotten society of Drow. We also used Central Casting to generate backgrounds for each character, which fleshed out everyone quite nicely!