Saturday, February 21, 2026

The Secret of Redkeep by Lady Crimson Games

 (wip)


Parto Redkeep or Port Redkeep is the source of something strange. Large chimneys billow smoke day and night, and there are rumors of people disappearing, all the while, materials keep arriving by wagons and barges. This adventure is designed for 3-5 15th-level players. If you play this game module, let me know in the comments if you have any questions, suggestions, or other feedback.

Background

Redkeep Castle is a fairly recent construction, only about ten years old; however, the town has ancient origins. Redkeep port is controlled by the Landemer Trading Company, which is dominating trade from the Encanto Gulf to Titan’s Rift. LTC has been subduing the local tribal folk. The LTC has developed a new clockwork super soldier that will aid them in taking over the region.
The tomb of Hemkaraho is located in the old town.
The lich Hemkaraho is working for the LTC to create an army of clockwork soldiers.

Factions

Cult of Atha

A cult of fire worshipers who practice human sacrifice by burning infidels alive.

Soulless

The soulless have had their souls extracted and sealed in gemstones that are implanted in the clockwork soldiers. The soulless only behave reflexively. If they see something they want they take it. They have no thought for future consequences or empathy for others.

Golden Scorpions

The members of this assassin’s guild disguise themselves as harmless desert nomads. Their lair is located somewhere in the heart of the Dusty Desert. They have been known to play an active role in local politics for centuries.

 Landemer Trading Company

The purpose of this organization is to exploit the wilderness for the profit of the company. They try to distance themselves from directly being involved in politics, playing both sides against each other to obtain the maximum profit.
The LTC has recently enacted a trade embargo employing numerous groups of pirates, bandits, sahuagin, goblin ships, etc., to stop the passage of Ether’ellian trade ships beyond the Engelmer Sea. Their latest weapons are submarine vessels and Clockwork Soldiers.

Crimson Guard

The name for the Port Redkeep militia. They are zealous defenders of the rule of law no matter how many laws they have to break themselves. The Crimson Guard paladins (level 12) swear an oath to Redkeep.

Common NPCs

Charlat Splendifi Magnicus, Arch Mage, High Lord Ruler of the Council of Ether’ell, Avatar of Stregan.

Lord Regnolit (Ray-no-lee) is the current ruler of Port Redkeep. He is a haughty prince of a northern kingdom who dislikes being in this southern land. He does not respect the local customs. Regnolit refers to Hemkaraho as Dr. Bones and never misses a chance to humiliate and degrade him.

Dr. Bones (Hemkaraho) is a lich who is working for the Landemer Trading Company. Hemkaraho is not necessarily evil, but is being forced to do the bidding of the LTC because they have taken control of his Phylactery. Hemkaraho speaks in a raspy whisper. He always wears a bronze mask of a handsome young man, and his eyes are covered with greenish goggles. He wears a black leather trench coat that seems to be splattered with blood.
If his mask is removed, it will reveal a mummified skull underneath with green eyes that are surrounded by greenish flames.
Hemkaraho refers to Regnolit disdainfully as Your Royal Highness, Your Greatness, Your Excellency, Your Impressiveness, etc, but his voice is filled with disdain if a rasping whisper can be disdainful.
Hemkaraho has a soft spot for Ether’ell, having lived there for many years in the distant past. 
Hemkaraho may decide to slay anyone who knows the location of his tomb and basically everyone in the city.
Secret: Hemkaraho caused the war between Ether’ell and Anentropol. Hemkaraho’s true love was Queen Alyssamir of Ether’el. Secret: True Love’s Kiss is the antidote to the Soulless. It is a recipe made from pistachios, honey, sesame, and cinnamon.

Alyssamir is a wyrmwraith who was previously Hemkaraho's lover.

Calagorn is an evil elf lord who has become the leader of the blue drake riders. He rides on an ancient blue dragon mount named Azuracona. The elf king to the south suspects him of kidnapping his daughter. He is the leader of the Drake Riders.

Commander Klank is in charge of the Crimson Guard.

Qatil Aleaqrab A high-ranking member of the Golden Scorpions assassins guild. At one time the golden scorpions used Nar-Rahmil as a base. Recently members of the Golden Scorpions have been taken as slaves. Qatil wants to discover the secret of the brass palace. Qatil is as confident and cool as he is deadly. Qatil is a cat folk (amurrun) level 10 assassin. He can be found in an encampment on the southern edge of town.

Rodigo Kamin is a local rogue (level 15) who has been eluding the Red Guard in the most embarrassing escapades. He is not allowed into the Temple of Bedraga anymore do to cheating at the casino. Rodigo was the rogue who stole Hemkaraho’s Soul Cage from the tomb and delivered it to the Lord Regnolit. Alyssamir is seeking revenge against him.

Guards, Rat folk, Shopkeepers, Casino Dealer, ...

Adventure Hooks

There are several ways players could be drawn into this adventure.There is a trade dispute between Ether’ell and the LTC. The LTC has an embargo on all trade in the region. The Counsel of Ether’ell has heard rumors of a terrible new weapon the LTC is employing. (submarine?). The Council of Ether’ell contracts the players to find the truth of this new weapon. Qatil Aleaqrab will lead them to the city of Port Redkeep.
The players may be contacted by The Golden Scorpions, a guild of assassins who take refuge in the Dusty Desert. If the players are familiar with Qatil Aleaqrab from Nar-Rahmil they may be recruited by him.
To get from Ether’ell to Redkeep the players should fly west along the coast of Engelmer Sea until they reach Clear Water River. Follow the river west until they get to the Spire Forest. Cross the forest to the Dusty Desert, cross the desert to the sea. Then head north. Redkeep will be the only major city along the coast. It is identifiable by the red bricks used to construct most of the structures in the city.
The arch-mage of Ether’ell summons the PCs to him, commends them for exposing or destroying Councilor Birani (Bri as he calls her). “You are in a unique position to serve the council. Our informants have discovered the Landemer Trading Company is preparing an assault on Ether’ell. If we sent Ether’ellian airships they would know it was us. You are not immediately recognizable as Ether’ellian. Nor is your airship. A goblin craft appearing in the skies of Redkeep harbor would not be cause for alarm.” 
As the players cross the Dusty Desert they encounter spot what appears to be a great storm raging over the desert. It turns out to be a pair of dragons engaged in deadly combat. An ancient blue dragon is battling an ancient brass dragon. The blue dragon flies away into the desert and the players are approached by the ancient brass dragon, Bapruzinia. The dragon will interrogate the players to find out their alliances. If Bapruzinia likes the players she will try to enlist their help in finding out what is happening at Redkeep Port.
The players may be hired by representatives of the Landemer Trading Company to quell a rebellion in the desert. Further investigations may show the true state of things.

Adventure Summary

I began by trying to think of a good boss monster for a fifteenth level campaign and I thought a lich would be a good choice since we had not fought one yet. It would be pretty easy to bump up the DC on a lich. I thought of tying it back to my first campaign and Hemkaraho, who may or may not have been a mummy in that game. So I figured Hemkaraho was now a lich.
At that point I remembered that I had left some loose ends with my last campaign, not really saving the people taken captive by the Brass Palace.
I wanted to introduce Landemer into the game at some point so I thought the Landemer Trading Company would be a good organization. They are modeled after the East Indies Trading Company and the West Indies Trading Company.
Playing the Mukradi
Murkradi are some really nasty monsters from Bestiary 1. They are a gargantuan three headed centipede. I put them in the swamp as a side quest. With 300 hp and AC 37 they are already pretty formidable enemies. The three heads give them resistance (20) to three different types of energy. I decided to start with a trample effect.

The Mana Wastes


The Mana Wastes are the result of an ancient war between powerful necromancers and arch mages devastating the region. The region has a variety of arcane and necrotic effects. Magical geysers erupt with technicolor arcane energy emissions which are beautiful to behold from afar but dangerous to interact with. The landscape can suddenly liquefy creating a liquid reality that shifts and changes. Armies of wraiths act out scenes from the ancient battle time and time again. Roll on both tables: Add exact effects of magic and conditions from failing checks.





Port Redkeep

Port Redkeep is a smudge of a city located between the pristine desert sands of the Dusty Desert to the south and the fertile green plains to the north. The Red River joins the sea at Port Redkeep. Redkeep is a dirty town, clouds of soot seem to hover in the air blotting out the sun. Much of the soot comes from the three chimneys of the factory in the harbor district. People dress in dirty gray clothing with expressions as drab and gray as their dress.

1. Redkeep Castle

Redkeep Castle is located on a high hill overlooking the city of Port Redkeep. It is well guarded and surrounded by a curtain wall manned by well-trained soldiers. There is a gate in the south wall. Lord Regnolit rules here with an iron fist and the cavalier ignorance of a young noble given too much authority. Inquisitor Yumac Bolvillor may interrogate the adventurers.

2. The Aerie

Calagorn is the commander of the watch tower. Calagorn commands a troop of elite drake riders who ride a type of desert drake related to blue dragons. The drakes are cared for by a group of kobolds. The drakes occupy the large tower.
Hemkaraho’s soul cage is located at the highest tower of The Aerie.
Princess Brenovair the Fair is being held captive by Calagorn, and he intends to force her to marry him. She is guarded by a brass conqueror construct.
Elaric is Calagorn’s Lieutenant.

3. Port Redkeep

The port is controlled by the Landemer Trading Company. Any other ships are prohibited. A chain can be raised to seal off the port. There are warships in the port at all times. Many trading vessels arrive and depart the port daily.
Constructs are loaded onto the four large ships at the port.
A DC 30 spot check will reveal something unusual about the ships in the harbor. They seem to be permanently attached to the dock. An investigation of the ships reveals that they are actually just shells concealing submarine vessels beneath their hulls. The constructs are being loaded onto the submarines.

4. The Clockwork Forge

This building appears to be some type of large bunker. Three huge chimneys spew black smoke day and night. Workers dressed in drab clothing shuffle in and out of this place in shifts. There are armed guards who regulate the flow of people. There is a platform in the shape of the Brass Palace here. There is a slave pit here where slaves are kept before they are transferred into the factory. Constructs patrol the streets.

5. Crimson Guard Garrison

The home of the Crimson Guard with Commander Kelvin Klank as the lead officer. There are Brass Conquerors located here.
Each guard houses (GH) each have four paladins of the Crimson Guard and one Brass Conqueror.

6. North Bridge

There is a pontoon bridge spanning the river which may be retracted to let ships pass or to protect the town. The Farmer’s Market is held daily here. Twice per day this area teams with workers going down Canal Street as the work whistle sounds indicating the end of the shift.

7. Red River Docks and Warehouses

Barges carry shipments of red bricks to the city from the upstream village of Mudflats. Bricks and other goods are stored in the numerous warehouses. The Brick and Mortar is a tavern in this area. Harbor master Gerstner Tidebringer

8. Dregs

These are the slums where the poor live who are forced to work in the factory.

9. Low Market

Vendors crowd this area selling basic goods at reasonable prices. 
The Pour House is a good tavern for cheap ale, 
The Last Copper Inn is an inn where rooms can be gotten for 1 cp, gamblers who are down to their last copper stay here. 
Herbalist and Smoke Shop
Baker
Butcher
Chandler
The House of Glafess is a low end brothel.

10. High Market

Luxury and magical items are available in the high market. The market is renowned for goods brought from the northern fey forests and even the magical kingdom of Ether’el.
The Solemn Golem Inn is located here. The Solemn Golem has a wooden golem doing a namaste above the door. The Innkeeper, Winim Riverleaf (half elf), will recommend visiting the casino if it is night time, the farmer’s market in the morning, or the high market for shopping. Winim suggests staying away from old town, the dregs, and the warrens. Rodigo Kamin may be found at the Solemn Golem and he may try to swindle the players. When the players return Winim states “I heard someone in old town once saw a curtain move as if a wind was blowin’ it, but here’s the thing. There weren’t no wind! Bet you can’t top that!”
Distillery
Cartographer
Galleria
Patisserie
Book Shop
Potion Shop
Armorer
Gentleman’s Pleasure
Jewelers
Glass Blower
Tailor
Coiffure
LTC Bank
Golden Chalice Inn
Nectar of the Gods Tavern
Bath house

11. Old City

These ancient ruins, once temples to forgotten gods and fortresses of ancient rulers, have largely fallen into ruin. The architecture here appears to be a completely different style than the rest of the town. A society or history check will reveal the architecture to be similar to that of the necropolis of Anentropol. This place is considered haunted and is frequented by vagabonds, those too cutthroats, and other unsavory types. Those too poor to find lodging in the dregs live here. The guards rarely come here.
Temple Searching the temple will allow you to find a potion of quickness.
Tomb Hemkaraho’s tomb is located here guarded by traps and the Wyrmwraith “Alyssamir”. See the tomb for details.
Thieves Guild
Assassins Guild
Black Market, you may purchase poisons here as well as employ the services of thieves and assassins.

12. Bedraga Temple and Casino

There is a large temple here dedicated to Bedraga god of gambling, lies, and deception. Acolytes of Lith (god of logic) are hired to run the games due to their mentat training.
See Games of Chance. I'm not posting the games of chance here but you should be able to find some fantasy games of chance online.

13. The Warrens

Rat folk have built up their own close knit community in this area.

14. South Gate

There are a few inns, taverns, and shops located near the south gate. Some vendors gather around the outside of the wall selling items at reduced prices but of questionable quality. 

15. Caravans and Temple of Atha

Caravans bring goods from Southern reaches of Yemen to the port for trade.
The caravans have many of the soulless milling about. There is a temple to Atha the fire goddess here. The Golden Scorpions have their headquarters here. Qatil may be found here.
If a soul gem is brought to the soulless one of them will be attracted to it and treat it with great affection as if it were a newborn babe. The cannot be fully cured until they consume a True Love’s Kiss.

16. The Pit

The garbage pit grows larger every year accumulating failed magical experiments, corpses, human and industrial waste. Noxious fumes hover over the region. Save DC 30 or become sickened 1 and it may not be resolved by retching unless you leave the area. The mists (identical to obscuring mist spell) limit visual perception.
This area is difficult terrain.
A pair of Mukradi have been breeding in the pit living off the waste materials but they don’t mind savoring some human flesh when they can get it. The Mukradi ignore the difficult terrain of the pit due to their familiarity with the area and ignore the effects of the mist due to heightened sensory organs. One Mukradi will attack the players head on while the other attempts to circle around behind them.
The Mukradi corpses can be used to make Mukradi jars.
Each day the players may search DC 30 perception. On a success roll on this table. After five attempts no more items are found that day.


Redkeep Castle

When the party is called they may overhear a shouted conversation between Lord Regnolit and Dr. Bones. Regnolit thinks it is taking to long to finish the army.
Regnolit refers to Hemkaraho as Dr. Bones and never misses a chance to humiliate and degrade him.
Dr. Bones (Hemkaraho) refers to Regnolit disdainfully as Your Royal Highness, Your Greatness, Your Excellency, Your Impressiveness, etc, but his voice is filled with disdain if a rasping whisper can be disdainful. He wears a black leather trench coat, a bronze mask, green goggles, rubber gloves.

1. High Tower

Guards will alert the castle if they see strangers approaching. They have magical scrying devices set up to issue alarms if needed. A secret tunnel leads from the high tower to the nearby watchtower.

2. Great Hall

This room has a large table for nobility on a raised dais and many smaller tables for the lesser nobles and different visiting factions ie: nomads, wemics, gnolls, goblins, kobolds, etc.
The library is located in the chambers beyond the kitchens.

3. Great Chambers

The noble throne room is located at the entrance to this tower. There are planning rooms in the back and bedrooms for the lords and ladies upstairs.

4. Keep

The keep is currently used as a prison for political opponents. It could be fortified if necessary.

5. Kitchens

The kitchens are here with a storage room in the back, a root cellar down below, and an alchemical laboratory upstairs.

6. Chapel

A temple to Ditaforl god of wealth.

7. Curtain Wall

This is armed with guards and archers. There are giant clockwork soldiers in the courtyard as well as cavalry and stables. A contingent of the Crimson Guard is here as well.

The Clockwork Forge

There is a smell of burnt metal, coal, and oil throughout this area. Loud clangs, whirs, and blazing flames are mixed with screams and whimpering. Everything seems to be coated with soot oil and debris. Intense heat Anyone exposed to intense heat must make a Fortitude save DC 25 or take 6d6 heat damage.

Fire elementals, mephits, azorgs, efreeti are common here.

1. Smelting and Casting

This rectangular room is 60’ long (EW) x50’ (NS). There is a heavy iron double door opening into this room from the east side blazing. There is a 20’ passage to the south blazing with intense heat and flames. There are great swinging iron doors to the west. To the north is a heavy iron door. There is a large ladle of molten metal. Ceramic structures are arranged on the floor in rows and there is a large ladle of molten metal hanging from the ceiling by chains.

There is an Azorg slave working the casting operation. There is a control panel with two levers on it facing the great ladle. The east lever moves the ladle and the west lever opens a port on the bottom of the ladle to pour the molten metal. Anyone within 30’ of the ladle when the port opens must make a reflex save or be splashed with sparks and molten metal. This room is for casting ingots of diverse metals.

2. Casting Furnace

There is a circular disk glowing orange with intense heat covering a furnace in the center of this room. 
This room is 40’ sqare. There is a 20’ passage to the north leading to the casting room.
There is a lever on the east wall of the room.

The ceramic disk is split in the middle and seems to be made from some type of ceramic brick. Metal ore is placed in the furnace and molten metal runs off into the ladle through a gate.Anyone entering this room with the cover open takes damage from the intense heat (see box). The furnace is actually a portal to the elemental plane of fire. An Efreet Nahrog is maintaining the portal. There is a chimney over the furnace that leads to the outside.
The lever opens the cover to the portal.

3. Forging and Molding

There are huge mechanical hammers pounding ingots of metal into molds making a defeaning sound. 
This rectangular room is 60’ long (EW) x50’ (NS). There is a 20’ passage to the south blazing with intense heat and flames. There are great swinging iron doors to the east and west. To the north is a heavy iron door.

There is an Azer working here. He thinks the process would produce better results with hand hammering. Anyone who gets hit by a hammer would sustain () damage.The ingots must be heated to a high temperature before they are pounded to remove impurities. Then they are hammered into moulds to complete the process.

4. Forging Furnac

There is a circular disk glowing orange with intense heat covering a furnace in the center of this room. 
This room is 40’ sqare. There is a 20’ passage to the north leading to the casting room.
There is a lever on the east wall of the room.

The furnace is actually a portal to the elemental plane of fire. An Efreet Nahrog is maintaining the portal. There is a chimney over the furnace that leads to the outside.
The lever opens the cover to the portal.

5. Brazing Assembly

There are large grinding wheels here. Molten metal is used to connect metal components. 
This rectangular room is 60’ long (EW) x50’ (NS). There is a 20’ passage to the south blazing with intense heat and flames. There are great swinging iron doors to the east and large heavy iron double door to the west. To the north is a heavy iron double door.

This room is used to construct the bodies of the clockwork soldiers. Pieces are connected together with bolts and welding using molten metal. An Azer is working here along with a team of gnomes and mephits.

6. Brazing Furnace

There is a circular disk glowing orange with intense heat covering a furnace in the center of this room. 
This room is 40’ sqare. There is a 20’ passage to the north leading to the casting room.
There is a lever on the east wall of the room.
...

7. Annealing Pit

Azorg, gnomes, and dwarves. There is a pit in this room that is very hot. Ingots are lowered into it for annealing.

8. Mold Storage

Ratfolk, Many shelving units with molds for armor, gears, etc.

9. Metal subassembly and machining

Gnomes and dwarves. This room smells like metal. Gnoves and dwarves are busy putting the finishing touches on pieces of equipment, grinding, drilling, polishing, etc.

10. Plating and Galvanizing

Parts are lowered into tanks of liquid. The liquids are caustic and it is difficult to breath in here. A gnome alchemist is overseeing the operation.

11. Laboratory

This room is divided into two sections. A preparation and viewing gallery, and an operating theater where the final assembly of the clockwork soldier is completed and the gem is installed using and arcane process (west). Completed brass guards exit (north) to the ship in the harbor.

12. Crystal Extraction

The soul of the slaves are extracted here and transferred into the crystal gems by necromancers. Body guards (shield guardians) are also located here.

13. Slave dungeons

Slaves are brought here for storage until the crystal extraction process is completed. They are brought from are 14 to this area.

The Ruins (11)

Hemkaraho’s Tomb


The upper levels of the tomb have hieroglyphs depicting the life and times of Hemkaraho. There is a door leading to a garden that contains a cinnamon tree, a pistachio tree, and sesame grain. There is a room which once housed bee hives but has now been take by a hive of giant bees.

1. The Tomb Entrance

This huge musty chamber (90’ x 140’) is covered in dust and webs. Piles of bones are scattered about the room. There are six sarcophagi along the walls, three along the south wall, and three along the north wall.
The center of the room has a large coffin and six pillars.

There are six Mummy Pharaoh (9) here, one in each sarcophagus. The seventh sarcophagus triggers Night’s Breath Trap if anyone attempts to open it. Disarm DC 40. The mummies each have 2 oil of unlife potions.

If there is combat in this room, Alyssamir will move through the wall to breath on the attackers.

2. The Secret Chamber

This small chamber (30’ x 40’)

 DC 34 perception to detect this secret door.

A pressure plate in the floor activates a fireball trap 10d6, DC 35 Dex.

The recipe for “True Love’s Kiss” is enshrined on a brass plaque in ancient Anentropos here. It is made from pistachios, honey, and cinnamon. A culture check or research would be needed to determine the correct proportions since the units of measurement are obsolete.

3. The Treasure Vault

There is a catfolk skeleton here clad in Lion’s Armor with a  Lion’s Shield in here holding The Golden Blade of Mzali. A search of the room will discover a potion of quickness.

4. The Main Tomb

This is the lair of the wyrmwraith, Alyssamir.

If Alyssamir were to take damage one of the skeleton infantry take damage instead.

Six skeleton infantry here are equipped with Ghost Arrows.

Alyssamir should reveal that previous raiders have taken something very valuable from the tomb. “I betrayed him in life, I failed him in death. Why do they keep sending rogues and thieves when the treasure of the tomb is already gone.

5. The Lower Level

There is a pool here.

A secret button (DC 30) will open the king’s chamber. It appears to have been disturbed lately.

6. The King’s Chamber

The lich’s phylactery was hidden in this chamber with many traps but is now missing, the traps discharged.

7. The Treasure Room
8. The Cave Entrance

Alyssamir will retreat to the cave if she takes too much damage.

9. The Pool

The Wyrmwraith will flee to this area if she is taking too much damage. 




Adventure Recaps (This took 8 sessions to complete)


After defeating Birani the group fled the eldritch basement. Shortly after arriving in Ether’ell Telly was visited by a brightly colored bird that gave him a message. Telly left because of an emergency in Vantaral his homeland.
Lisicia, Boots, Knyrr, Borkk, and Godefroy spend a week (eight days) in town. Lisicia met Dotath, a local socialite, who brought Lisicia to a high tea where Lisicia met Councilor ǃhtõá, an insectoid similar to a Thri-Kreen, (but is not due to copyright restrictions). 
Note: ! is the sound of her mandibles clapping together and \ is the sound of ridges on her secondary limbs rubbing together. ǃhtõá is a member of the Council of Ten (social) and offered the adventuring group a chance to meet with the Arch Mage leader of the council. 
The party met Arch Mage Charlat Splendifi Magnicus who explained that the Landemer Trading Company was suspected of blocking Ether’ellian trade into the Gulf of Encanto. Several trade vessels have disappeared without explanation and the Council suspects LTC has enlisted the services of privateers. Reports indicated many resources were being directed to the small port town of Parto Redkeep.
Magnicus asked the party to take their airship and investigate the city of Parto Redkeep as (secret) agents of Ether’ell. Gobs is resurrected. The orders are to find out what is going on in Redkeep, deal with any threats to Ether’ell if necessary, or report back if the party cannot deal with them. They were provided with a map to Parto Redkeep. Magnicus agreed to grant the party an estate on their successful return.
Magnicus sent a packet with the along with the following letter:


The party pretended to be merchants, and purchased 1000 gp of magical items in Ether’ell. The party crossed the Mana Wastes navigating areas of different magic levels and strange sights and sounds. The party fought a winged Leydroth until it fled. After making it through the Mana Wastes the party looked for a lake to camp near and found one several hours later. On the way, they noticed signs of goblins in the area. That night they were attacked by a group of goblins. The goblins stopped attacking once they realized they were hopelessly outmatched and joined the party for a night of revelry. They partied until dawn when the goblins returned to their caves.
The next day the party passed over the hills and came to a vast forest. They encountered elves in the forest who warned them to beware of Calagorn, an elf riding an ancient blue dragon. The elves gave the party directions to get Redkeep. The party camped in the desert that night but was not disturbed. The moons Argimon, Rumon, and Irimon put on a show in the desert sky.
The party crossed the desert and arrived at Redkeep. After observing the city from the air, were escorted to the ground by a pair of guards riding adult blue dragons. The group landed near the warehouse district on the river. The harbor master was furious, but Lisicia calmed him down. The guards chained the ship down until it could be inspected for contraband. The group was informed they must get a trading visa from Lord Regnolit at the castle. The guards escorted the party to the Solem Golem Inn in the high market district. The innkeeper recommended they visit the Temple of Bedraga for worship and gaming. Knyrr flashed a bag of gold and was quickly approached by a stranger trying to gain his confidence. The party spent the night in their room. 
The party identified the following notable locations in Redkeep:
Redkeep Castle
Watch Tower-tallest point in the city
Port Redkeep
The Factory-three tall chimneys emit smoke
Garrison
North Bridge (North Gate) The bridge is built on pontoons so it can be swung sideways
Red River Docks and the Warehouse District
Dregs-low rent housing for the masses
Low Market-basic needs and sundries
High Market-Luxury goods, location of the Solemn Golem Inn
Old City-Haunted
Bedraga Temple and Casino
The Warrens-Ratfolk
South Gate
Caravans
The Pit-A strange glowing greenish fog covers this area.
The party ate a buffet breakfast at the Solemn Golem Inn served by Winim Riverleaf, the innkeeper. The party ventured into the city looking for adventure. The party decided to visit the ruins in the old town. The architecture in the old town was very distinctive consisting of sandstone blocks rather than the red brick common in the rest of the city. The party explored a ruined temple. Hieroglyphs indicated that the temple was dedicated to Anentros the ancient god of life and immortality.

The party proceeded to the next building which turned out to be a tomb dedicated to Faroh Hemkaraho an ancient king/priest/magician who traveled the world having many adventures. Hemkaraho married an ancient queen of Ether’ell, just before the fall of Ether’ell according to hieroglyphs in one of the rooms of the tomb. The party discovered a room that must have been a garden but was now overgrown. Growing in the garden were sesame, cinnamon, and pistachios. Another room contained an enormous bee hive.

The party noticed a pyramid-shaped structure near the back of the tomb. The party broke through a newly constructed wall and found a narrow passage had been blasted into a passage in the pyramid. Stairs led down to a large stone door. It seemed as if the door had recently been opened (within the past five years or so anyway.)

Beyond the door, the party found a room with seven sarcophagi. When the players approached the central sarcophagus a Night’s Breath Trap triggered releasing a blast of gray mist and shrieking spirits into the room. At the same time, mummies emerged from the six sarcophagi lining the room. The party was driven fleeing up the stairs and the mummies slammed the door after them.
The party regrouped and revisited the tomb, disabled the trap, and defeated several mummies when a ghostly dragon appeared and drove them off.
Knyrr and Lisicia discovered a secret passage and entered it. In the passage, they found a brass plaque with an inscribed recipe for something called True Love’s Kiss, apparently a type of candy shaped like pyramids. The exact amount of each ingredient was unclear.
Lisicia and Knyrr explored an adjacent room and discovered a skeleton wearing a suit of lion armor, lion shield, golden spear, and a potion of the cheetah. The wyrmwraith started talking to the party and the party agreed to retrieve the “Treasure of the Tomb”, a bejeweled pyramid, which had been stolen by a rogue named Rod, about a year ago.
The party left the tomb, Lisicia got some honey. Boots bought a glowing gem at the jewelry store in the Galleria. The party noticed a shadowy figure following them from the tomb. They confronted him and discovered his name was Rodigo Kamin, a rogue who had stolen a relic from the tomb and delivered it to Lord Regnolit.
The party traveled out of the south gate to the caravans and encountered Qatil Aleaqrab, the leader of the Golden Scorpions. He showed them the “Soulless” people who had been captured by the Brass Palace and returned with only base animalistic reactions and all higher reasoning missing.
The party ventured into the pit and discovered some useful items. Boots found a Monkey’s Paw. The party defeated two mukradi and sold their husks to an alchemist. The group then went to the local bath house to wash the muk off.The party was enjoying the benefits of the bathhouse which provided the equivalent of a long rest in a couple of hours of bathing. Suddenly they noticed that Boots was missing. Boots wished he knew what to do with a Monkey’s Paw and found himself in the Redkeep Castle library in front of a book entitled “What to do with a Monkey’s Paw”, his first wish granted. Meanwhile, Godefroy peered into a mirror in his possession and saw Boots standing in a great hall made of red stones and filled with books.
Unfortunately, Boots didn’t have any gear or clothing, and a young elf woman screamed when she encountered him and summoned the guards. The guards hauled Boots off to the Keep and locked him in a cell. Boots wished he knew how he got there and The Royal Inquisitor showed up with a pair of ogres and began questioning him about how he got there. The second wish was granted.
Godefroy attempted to enter the port area but was repelled by the guards because he did not have an official “writ” from the governor, Lord Regnolit. Meanwhile, Knyrr, Bork, and Lisicia returned to the Solemn Golem and were informed by Innkeeper Winim Riverleaf that they had been granted an audience with Lord Regnolit.
Armed with an official writ the party proceeded to Redkeep Castle unimpeded. While waiting for their audience with Lord Regnolit Godfroy overheard a heated conversation with someone called Dr. Bones about a production delay.
As Dr. Bones walked down the hall he glanced at the party and seemed to assess them from behind his mask.
The party met with Lord Regnolit and was granted a trade license with the Landemer Trading Company (LTC) and their ship was released.
The party decided to do some exploration before leaving the restricted area of the port. The party entered the factory and found a major manufacturing operation in progress. The party killed a large fire elemental creature called an Azorg that seemed to be supervising the manufacturing process. They discovered that a group of metallic constructs were being built and green gems were being installed in them.
They killed a shady-looking character and took the crystal it was trying to install into a construct.
Dr. Bones appeared and made a deal with the party, that if they were to help him find a precious heirloom that Lord Regnolit had stolen, he would stop serving Regnolit. The heirloom looks like a bejeweled pyramid. Dr. Bones suspected that the heirloom was being stored in the Aerie, a watch tower guarded by dragon riders under the supervision of someone named Calagorn.
Dr. Bones agreed to suspend production for one day while the party tried to find his preciousss heirloom. The party left the factory…
The party decided to get Dr. Bones’ bejeweled pyramid keepsake which was being held in the Aerie. Lisicia was able to talk past the guards at the gate to the castle and the party was able to talk their way into the Aerie. They met a young elf woman named Brenovair the Fair who told them she was being held against her will in the east tower by Calagorn. She beseeched the party to bring a message to her father the elf king.
Upon finding that Calagorn was not around, the party ending up fighting their way into the tower. They went up to the top level of the tower and discovered the bejeweled pyramid being held by black chains. Knyrr hit the chains with the black blade and they were absorbed by the black blade. Once the chains had been destroyed time seemed to stop. Dr. Bones appeared and summoned the wyrmwraith, took the pyramid and flew off to the east. 
The party went over to the east tower and rescued Brenovair. They got as far as the road leading down to the harbor when they were attacked by guards.
After exiting the keep, the party noticed one of the ships looked strange. Lisicia asked an alchemist to help with the recipe, the alchemist prepared one of the candies using a book from the Necropolis. They gave a piece of candy to a soulless who recovered from the soulless condition. The party noticed a slime trail heading toward the tomb. The party dropped Brenovair off at the local druid grove. The party investigated the ships and discovered some sort of underwater ship that was being used to transport the constructs beneath one of the ships. The party destroyed the underwater ship and fled.

They went back to the hotel and spent a full nights rest in Lisicia’s luxurious apartment. The next day they were awakened by pounding on the door and discovered the alley was full of guards. 





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