Shadar-kai in the Realms [Archive] - Wizards Community

Post/Author/DateTimePost
Herr Doktor

08-01-03, 10:08 PM
I am thinking about using the Shadar-kai and Shadow Glade in my Forgotten Realms campaign, and this is how:

A Red Wizard of Thay named Ramas Fezim was attacked by a powerful outsider from the Plane of Shadow while trying to cast a simple shadow conjuration spell. His will was destroyed and he became one of the Shadow-Bound.

The outsider then began his magical research via the mage, looking for a way to escape the Plane of Shadow and to cast darkness across all of Faerūn.

This outsider may actually be a shadow dragon of some great power, or simply a powerful Shadar-kai Archmage, I haven't decided yet (I'm waiting on the next bit about the Shadar-kai leaders to decide).

Discovering the rift that was once Tilverton and the necessary magics to create a beacon for the Shadar-kai, Ramas heads for an old tower in Battledale to collect a magical item that once belonged to another Red Wizard of great power who dwelt there.

He begins excavating beneath the tower on Haptooth Hill near Hap in Battledale for the relic he requires. Upon obtaining it he heads south through Cormanthor toward Tilverton.

There he casts his spell and the Shadar-kai spill forth and move North under the shadow of night to the Southern reaches of Cormanthor.

There they create the Shadow Glade in hopes of capturing all of the old elven realm ni their shadowy grasp.

What do you think? Any ideas as to an appropriate BBEG?

The PCs will first run into the mage in Hap, one of them is an agent of Aglarond following the mage and another is a junior Harper who has heard of Red Wizard of Thay who made his destination all too apparent but his reasons far too vague.

Added: I believe that I will allow Tilverton (or what is left of Tilverton) count as being a part of the Shadow Plane in terms of restoration of ones soul and the Shadow Curse.
Dargoth

08-01-03, 10:40 PM
You might want to check out the Old 2ed Module Curse of the Azure bonds it details Dracondos tower (ie the Red Wizards tower near Hap)

Im going to use the Tower in my campaign as an entrance for City of the Spider Queen (Theres an Entrance to the Underdark in the caverns under the tower)

Im going to fill the Tower with exotic Thayan stuff like Iron Cobra's Dread Warriors and Thayan Golems, also Dracondos is still around as a Ghost inside the tower
Herr Doktor

08-01-03, 11:00 PM
Wow, thanks!

I have that module, I just didn't expect to be using it anytime soon... I guess this changes things!
Dargoth

08-02-03, 12:02 AM
Originally posted by Herr Doktor
Wow, thanks!

I have that module, I just didn't expect to be using it anytime soon... I guess this changes things!

If you want to make things interesting, allow the bad guy to enter the Underdark when he leaves the tower, after all theres more than one way to get to Tilverton
Herr Doktor

08-02-03, 12:45 AM
Oh boy... you only have to fight 2 red dragons, and 1 each green, black, and blue at the top of his tower. Should be no sweat what with the recommended party of 4 9th level characters...

I forgot how different things were back then.
Dargoth

08-02-03, 12:47 AM
Originally posted by Herr Doktor
Oh boy... you only have to fight 2 red dragons, and 1 each green, black, and blue at the top of his tower. Should be no sweat what with the recommended party of 4 9th level characters...

I forgot how different things were back then.

I wouldnt include the encounters in the module just use the floor plans, after all the evnts surrounding Dracondos and the Helm of Dragons have already happaned in the FR timeline
Herr Doktor

08-02-03, 12:49 AM
Well of course.

I wasn't suggesting using the encounters, I just thought it was rather funny.

The floor plans will most definetly be useful (with a few alterations seeing as how the tower has been abandoned for some years).
Dargoth

08-02-03, 12:51 AM
Originally posted by Herr Doktor
Well of course.

I wasn't suggesting using the encounters, I just thought it was rather funny.

The floor plans will most definetly be useful (with a few alterations seeing as how the tower has been abandoned for some years).

Do you rember the note Dracondeos leaves on the ground when he flees?
Herr Doktor

08-02-03, 12:55 AM
Hmn, nope. What's that?
Dargoth

08-02-03, 01:00 AM
Originally posted by Herr Doktor
Hmn, nope. What's that?

In the PC version of CUrse of the Azure bonds you find a note in the corridor.

The game then asks you if you want to read it Yes/No

If you choose yes the following comes up

Rules for surviving Dracondos Tower

Rule 1: Do not read Explosive Ruins

and the whole paty takes 6d6 worth of damage


I used it in the PnP module and ever since (it was 8-10 years ago) theyve been paranoid about picking up any bit of paper in a module Ive Dm'd since


:devil:
Herr Doktor

08-02-03, 01:02 AM
Haha! Most excellent... I may have to leave behind a few dusty scraps of paper of that nature in the mad wizards old study for curious wizard PCs to discover.

Though 6d6 would be a bit much at this point in the campaign.
Dargoth

08-02-03, 01:06 AM
Originally posted by Herr Doktor
Haha! Most excellent... I may have to leave behind a few dusty scraps of paper of that nature in the mad wizards old study for curious wizard PCs to discover.

Though 6d6 would be a bit much at this point in the campaign.

well the origional module was designed fo characters of level 9 up