Session 13
- The leaders of the magewrights’ guild in Vathirond and representatives from House Orien meet to negotiate in Salvation Outpost, which is considered neutral ground. Their negotiations are mediated by Baron Kwanti d’Orien, and the situation is resolved amicably.
- Not all factions are on board with the terms of the new deal, and the party is warned they may be attacked for helping charter the agreement. The characters’ salvage base is the first line of defense against the marauders. The characters have a day to prepare the defense of their salvage base. Ask the players to purchase any necessary base upgrades using their remaining salvage.
- The characters can ask around town for help. They can visit 3 locations and receive the aid described:
- Gerthin Soldorak from the Salvation Times offers her knowledge of the gangs of outlaws in the Mournland, granting the characters an edge in the battle. Each character gains one hero point.
- Reesin Smyth gives each character an improvised flask of alchemist’s fire, made from empty bottles in The Gray Beyond tavern. The flask functions like normal alchemist’s fire but becomes inert and useless after 24 hours.
- Mother Jahanah at the Church of the Silver Flame offers to speak a prayer of good fortune before one encounter, bestowing the benefits of a bless spell to each character. The effect lasts for 1 minute.
- A large insect-like creature bursts out of the ground, followed by a group of gnome salvagers who lay claim to your base. They are eager to redecorate the place and make it their own.
- Dwarf speculators, ousted from the Aurum after being mutated by the Mournland, claim that the Kundarak Bank has foreclosed on your salvage base. They demand that you leave the premises or be forcibly evicted.
- The members of an evil salvage crew known as the Crimson Scorpions are looking for a new base. They arrive with their signature ballista on a wheeled cart.
- Kobold artificers from the Steel Drakes gang arrive to test their latest invention: a fire-breathing mechanical dragon.
- Former members of the Hellhounds salvage crew have been mutated into canine creatures by the effects of the Mournland. Having gone without a meal for the past two days, they are ravenous and try to devour anything that moves.
- A group of goblins are riding an ogre wearing a crude harness. They shout a high-pitched battle cry and call upon the local goblins to join them.
- If the characters successfully defend their salvage base, they make a name for themselves as a salvage crew that is not to be trifled with. The
people of Salvation reward the characters with materials to strengthen their base. Each character receives 50 salvage per hour up to a maximum of 200 salvage.
Welcome to Eberron!
Eberron embraces swashbuckling action and pulp adventure while adding a layer of noir
intrigue. Daring heroes battle villains in high-stakes instances of over-the-top action,
dealing with narrow escapes and ominous mysteries that threaten the world’s safety. But
stories don’t always end well, villains sometimes succeed, and there isn’t a perfect answer to every
problem. Magic is common, and weaved through everyday life. Blacksmiths use mending for minor
repairs, Continual flame lamps light the streets, and bound elementals power lightning rails and
airships. Magic is also harnessed for power, greed, and corruption. Eberron a world painted in shades
of grey, where both heroes and villains come in all races, classes, shapes and sizes. It’s just as likely
that the innkeeping gnome next door is an evil assassin and the tribal orc in the swamp is a holy
druidic guardian. A metallic dragon is just as likely as a red one to fall under evil’s influence and a
coven of hags brings more stability to a region, instead of chaos. Not even religion is black and
white: the gods don’t manifest physically, and wielding divine magic to keep evil at bay requires
faith in the unseen.
The Last War
The Last War ravaged the continent of Khorvaire, turned allies into enemies and destroyed
an entire nation. It began when the once-unified kingdom of Galifar split into The Five Nations,
eventually spawning a bitter struggle for continental control. It was a century marked by shifting
alliances, and periods of cold-war stalemates and intense battles and death. The grueling conflict left
deep scars on the land and the people, but was nothing compared to The Mourning. The nation of
Cyre was suddenly hit by a holocaust of grey fog and twisted magic. The mist spread quickly until it
stopped exactly at the edge of the Cryan border. More than a million died in that single Day of
Mourning. No one knows what caused the mourning, or how to stop it from happening again;
Fear brought the nations to the negotiating table and a treaty was finally signed.
Two years have passed, the peace is tenuous, and the continent is more divided than
before the war. Although many celebrated the end of the war, there was no winner and control of the
continent is still unsettled. People optimistically refer to it as “The Last War”, but distrust between
nations continues to rise and most believe that it’s only a matter of time until conflict begins again.
Meanwhile, refugees from the defunct Cyre are without a home, and the war’s end has left the
Warforged (sentient metal humanoids created for war) without a purpose. While others struggle to
survive, the Dragonmarked dynasties emerged from the war even stronger, more powerful than any
nation. Through it all, the forces of good struggle to contain the forces of evil that threaten to break its
chains.
In short, Eberron is a world that is in desperate need of heroes
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