Session 8
- Cosmo Drop came to the cottage late and saw the outhouse open and saw no head outside.
- Boklo was saved by his fast acting friends! The party had some time to explore as the waves of undead attacking seemed to pause, long enough for a short rest.
- Kalli Arlan realized that Sprocket could not have been put to sleep magically and must have freed the other Gray Dogs.
- The party investigated the body of the woman on the table, whose journal indicated she was Curla Hurwinch, but only 2 pages were readable.
- From the journal the party learned that 5 foci must be destroyed in the cottage, and a drop of blood had to be spilled from Curla's arm by Jagged's Warblade.
- Nella Halthorn shouted down to the party to parlay and start over. She and Sprocket came into the cellar and explained Durvo Tellis had tried to run but was consumed by undead circling the perimeter.
- The party split and either rested in the basement cellar or went on a foci hunt upstairs. Three foci were easily found and burned but it took some time to find Shemp, the crawling claw pet.
- That left Jagged's Armblade and the severed head missing.
- The party also finally opened the desk drawer in the office, but nothing exciting was inside, just a coin purse.
- The party gathered again in the cellar, waiting for the next assault, which started as the spectral light flared again.
- During the onslaught of zombie, skeleton, ghast, ghoul, specters and shadow; an Undead Durvo Tellis shouted down to everyone, "The dead want you to join us" and threw down the severed head.
- The screaming caused some in the party to save against madness. Eventually a wight of a Warforged attacked shouting, "Blood for Jagged, Blood for Jagged!"
- With the wave apparently ending the part had everything needed to perform Curla Hurwinch's Ritual:
"A bright blue-ultraviolet light emanates from the wolf’s head symbol on the cellar ceiling, shining through the floorboards and filling the house with a vibrant energy. The undead surrounding the cottage wail fearfully and begin to flee as fast as they can, deep into the Mournland’s mists."
- The sun rose shortly thereafter, and the party made their way back to Salvation Outpost, finding a copy of the latest issue of The Salvation Times on the ground outside of their base.
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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