There is now rumor of a serial killer in Steinsgard who exclusively murders guards. As such guard patrols have doubled at all hours of the city, particularly at 2, 5, 7, and 12 in the morning, as those are the hours most sightings of the ghastly beast have been reported to be at.
The sheriff wakes up and in a fit of rage, makes a bargain with the party. To steal one thing that the Sheriff has had his eye on for quite some time now, but even his influence and power could not buy. A totem owned by the General of the Army, said to have some serious magical power, and a one way ticket to other worlds. He tells the party to meet him at a private location deep in the upper districts of Steinsgard. Upon entry there are 3 unfamiliar faces in a dimly lit room, standing next to the sheriff. The first, a tall, lanky man in green dress. The second a pale man, in shambles and rags, and missing an eye. The third man seemed off. He spoke with the strangest of accents, both charming and intimidating. It was one even the Elf did not recognize. The sheriff explains that the first man is a self trained illusionist, the second a diviner, and the third, the best charmer the sheriff had ever known. Wizard illusionist- one of his eyes is a deep dark blue, like the moonlit night sky. He’s a Cult Fanatic Sorcerer diviner- only has one eye, tattered clothes. He’s a Mage Bard Charmer- odd one, charming and intimidating. He’s a Rakshasa
The target is at the Office of the General, a high tower lavish mansion which is home to the General when he is staying in Steinsgard. Built on and around the sword which marks the whole city’s position, his mansion is the highest view for miles. It is also right in the center of the army district. It is guarded by a roaming patrol of 10 guards on the street, who reach once around the perimeter every hour on the hour. There are also 20 sentinels all along adjoining towers to the main one, all connected by some wires. These wires pull directly to an alarm system, whereby a brazier above the tower is lit, setting ablaze a fire of green flame, that can be seen from outside the city. When one guard sees this flame, they know to ring the bells, and bring the whole army down to the tower. The General’s quarters sit snugly in the hilt of The Sword, at the highest possible place. Some say that the General even had some artificers construct for him a lifting platform to reach the top in no time. Within the mansion itself are 20 more guards, and 5 battlement mages, you know the ones with spell brands.
The elevator is trapped, and once given the go ahead, it can either be locked at the top, or cut from the top.
Deus Ex Machina- Let the Rakshasa run loose
If one of them gets captured, they will get the chance to play a guard trying to catch the rest of the party.
Get familiar with jumping mechanics, environment interactions, grappling, hiding the bodies, time dilation.
By the end of the session, we will become introduced in more detail to the Diviner, who can use the piece of the Yggdrasil to find treasure far greater than it, in the realm of the dead, where the corpses of the old gods lie. Among the dead are the artifacts of Giant killers. The plan is to, through ritual, send the party to Skaardn, the realm of the dead, for them to retrieve the Horn of Heimdall. They may grab any other powerful artifacts they find, but they should be warned that powerful artifacts have powerful wards on them, and powerful consequences to their wielding and use. The Horn of Heimdall in particular is bound to its wielder, and cannot be taken from them by any means, save death.