Session 14
- The necromantic terror group, the ORDER OF THE EMERALD CLAW, seeds discord across Khorvaire to leverage the influence of the nation of KARRNATH and the BLOOD OF VOL faith. Their agent in SALVATION, the corrupt salvage broker Irullan Karnach, has devised a means to awaken the WARFORGED COLOSSUS on the outskirts of the outpost. Now she plans to use it to destroy the entire settlement: a test run for further strikes into the nation of Breland. Only a ragtag army of SALVAGE CREWS stand between the colossus and the outpost.
- RIGHT LEG: Infiltrate the right leg and deactivate the undead-creation engine! Belaluur gave the players a large Radiant bomb. The players put their characters 3 at a time into the foot as it stepped down on corpses and made zombies out of them. Fighting off hobgoblins and zombies the party set the bomb to explode as they left.
- CHEST: Free the creature that’s supplying extra power to the warforged colossus! Garundah pilots the elemental rotor machine toward the warforged colossus. The players open the hatch on the chest cavity. Inside the hatch was a bound fire elemental and darklings siphoning it's power. The players had 2 rounds to get back out to the flying platform!
- RIGHT ARM: Deactivate the force shield that’s helping to protect the titan! The characters must attract the colossus’s attention, force it to reach down to grab them, and then restrain its arm for long enough to disable the force shield generator. Pascale used Thaumaturgy to finally get the Colossus' attention. Every player but one was able to secure the arm with cables from Belaluur but ice mephits emerged from the joints in the fingers and attacked the party! Joining late was a champion and a few cultists. Galvyn was able to destroy the generator in two turns with shatter, initiating a countdown..
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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