Eberron in Houston

The Forgotten Forge
This adventure beings with a corpse

A lot of the text I usually wrote in my old campaign I’m going to trim down in these logs to just the facts. Your great critical hits or incredible flops are fun to talk about, but time consuming to write out in detail. As such I’m just using these logs as the cliff notes of your adventures so that you have what you need in case you didn’t take notes. I do however encourage you to talk about exploits to eachother and to others if they ask, in true role play fashion.

The group finds a deadman (Bonal Geldem)on a bridge in the Upper City. Before fully investigating the body you were attacked by a warforged who upon defeat a mechanical bird flew from its chest and into the darkness.

Investigating the body you find.
Identification papers (Bonal Geldem, human male, elderly, Provost at Morgrave University, School of Pre-Galifar studies)
Blank journal lined with mithral thread and an ancient symbol.
Blank papers, quills and inks and a wrapped apple

You convince Sgt. Dolom of your honest intentions in investigating the body and he lets you go, warnning you to leave investigations to the city watch.

You are then approached by a woman from House Cannith (The house of making) with an offer. (The mistake I made in this, is that it happens after you left the scene, but before you reach a house/inn, tavern etc, it didn’t happen seconds after Sgt. Dolom let you go) Find a piece of an ancient schema deep below the sewers and you will be handsomely rewarded (1000gp, 200 up front) and gain a favor of House Cannith.

Using her signet ring of House Cannith she was able to open the journal to reveal Bonals notes on the location of the schema.

You questioned her and gained the following pieces of information.

What does the schema look like?

“The relic I see is an adamantine plate in the shape of a seven-pointed star about the size of your hand. It has no special power by itself, but is an ancient schema, a piece of a pattern used by the Cannith artificers of old to craft unusual items. Recover this piece of history for us and House Cannith will be extremely grateful”

Who killed Bonal Geldem?

“A servant of the Lord of Blades. The warforged prophet wants the schema for his own dark purposes.”

How do we reach the lower levels?

“This map shows the way to reach the sewers of the Dorasharn Tower. Somewhere beyond the E-213 Valve Cluster you’ll find a sealed door with the same mark as the one on Bonal’s journal. Open the seal, and the tunnel beyond will take you to the long forgotten level far below, where the foundry resides.”

Are there any dangers we should be aware of?

“Other than the Lord of Blades, who may have other agents seeking the schema, who knows what lurks in the hidden places beneath the city? Now that I think about it, Bonal did say that he would definitely need to bring fire on the expedition. I wonder what he meant? Anyway, I urge caution, but I am completely confident that you can handle anything you may encounter in your search.”

You head to the lowest level of Dorasharn tower, but couldn’t find an entrance to the sewers. The Rat’s Market run by the goblin Skakan knows information and through a combination of gold and intimidation he shows you a secret passage that leads into the sewers. Both of you notice that a shifter was watching your conversation with Skakan closely, but when it was evident you were aware of this fact, faded quickly into the crowd.

View
The Forgotten Forge pt2
Into the Depths

Deeper into Dasharn Tower the group finds an underground sewer valve system where they are ambushed by a warforged and the shifter that were watching them. They demanded Bonals Journal, but the group refused opting to fight instead.

The group finds the sealed portcullis with the symbol of ancient House Cannith. By placing the journal onto the symbol flashes of mystic fire race along the symbol and open the door to a dark pit below.

Down the pit the they find an expansive room filled with ruins from a by-gone age. Dangerously unstable walls leave the group pressing forward only to be attacked by a horrid rat, a large bone plated creature with an wickedly acidic bite.

The group finds a sturdy structure, an ancient temple to Onatar the god of artifice and the forge. There they gain a sense of peace and comfort as they enter its ancient room. A search finds a font filled with a healing liquid the group joyfully gathers.

Past the temple they are attacked by a swarm, clearly the danger Bonal was referring to when telling Lady Elaydren that he’d need fire.

Going in through the roof of the House Cannith room. Guard dogs known as Iron Defenders attack the intruders. Presenting Bonals journal however to the dogs protects Samael from the attacks. Past the intruders the group finds a puzzle above a forge corresponding to different shaped rods that popped out from the iron defenders head once they were defeated. Trial and Error. Inside they find the schema along with gold and a map.

One their way out they face Saber another agent of the Lord of Blades, he demands the schema, but the group once again refuse. Saber attacks with powerful fervor while ranting about the degradation the warforged have suffered and boasting about his own combat prowess. A very close match even 2 v 1, but the group manages be victorious.

Going back to the Broken Anvil they call Lady Elaydren and she arrives not in secret like before, but in full glimmerweave along with two powerful House Cannith guards. The group looked a bit uneasy, but upon giving her the schema she was all smiles. Paying the two the remaining gold owed to them she tells them “Periodically, check in with the House Sivis message station at the Barmin Tower. I may leave a message for you if more work becomes available.”

View
Shadows of the Last War
A Call For Help

The House Sivis station was attacked right after they recieved a message addressed for the party.

A giant owl gives them the following note the party acts on

“Adventurers,
__
The normal means of communication seems to have been compromised, so I have sent this special messenger to personally find you and deliver this letter. You served me once before and now I need your help again. Time is short. I feel that our enemies have discovered me and are closing in.
__
Meet me at the Broken Anvil tavern, where we first discussed heirlooms and job opportunities. Act quickly for I believe that we are all in terrible danger.
__
Your patron,
__
Lady E."

At the tavern Lady Elaydren looks disheveled. She leaves them a bag saying that its all they need to know. The group is then ambushed by a warforged and kobolds. After defeating them they read the note.

" My friends,
__
The object you recovered for me from the ruins beneath Sharn is a schema, a piece of a pattern used to create items both mundane and magical. I have learned that another schema connected to this pattern was being studied in a secret Cannith workshop in Cyre, called Whitehearth. I wonder if this research is tied to the Day of Mourning?
__
Parts of my own house seek this pattern for evil purposes and I do not know whom to trust. So I turn to you. I need you to travel to Cyre, find the workshop and recover the second schema.
__
The location of the workshop was a closely guarded secret lost when the patriarch of House Cannith died in the destruction of Cyre. You must travel to the House Cannith outpost in the town of Rose Quarry in Darguun to recover a record of all of Cannith’s hidden workshops.
__
In Rhukaan Draal find a man named Failin in the Bloody Market. He can provide you with transport to the Rose Quarry. From there, travel into the Mournland to find Whitehearth and the second schema. It is an adamantine plate in the shape of a diamond about the size of a humans palm. Once you have retrieved it, return to Rhukaan Draal, where I will meet you. Succeed and I will see to it that you are well rewarded for your courage.
__
Lady E."

The group facing a few options for travel opt the House Lyrander water-elemental bound galleon. On the third night the ship was attacked during a night of deep fog. Skeletons climbed out of the ocean with rusted saber in hand.

In Rhukaan Draal they find the the Bloody Market and in time Failin inside the Clenched Fist tavern. Failin agrees and after a brief fight with shadows from Failins past they get onto an earth-elemental bound caravan and head to Rose Quarry.

Despite the weather being warm the party can see ice covering parts of the ground in Rose Quarry. More curious than this and perhaps more concerning is that there is already people in the Rose Quarry of an unknown temperament.

View
Shadows of the Last War pt2
Rose Quarry

The group opts to sneak into Rose Quarry rather than talk to the camp already there. At the quarry they find not ice, but glass covering the area and the forms of dwarves twisted in anguish forever frozen inside it. Not all have remained buried in it however and the group fought off several groups of dwarven glass zombies.

Inside the camp they find two mostly intacts buildings. One, a church to the Sovereign Host, and the other a House Cannith marble processing building. Inside the House Cannith building they find members from the camp clearing away rubble from a room whose floor is a giant map of the five nations. The group has little trouble with them and note that they are members of the Order of the Emerald Claw, but don’t actually know what that organization is.

Once cleared out Greggorin quickly figures out a puzzle inside the Cannith building and by using the map on the ground believes he’s determined the location of Whitehearth somewhere in Cyre’s southern hills.

In the church they find almost everything removed except for a single chalice. In the back of the church dwarven glass zombies dig up graves. While destroying the zombies a tall emaciated man with red eyes, fangs, and deathly white skins emerges from the shadow of a glass tree. Turning into vapor the gaseous form drifts slowly towards the players who opt for a hasty retreat again the unknown foe.

An extra helping of payment to Failin along with a lot of diplomacy convince him to take the group the edge of the Dead-Grey Mists that border the Mournland.

View
Shadows of the Last War pt3
The Mournland and Whitehearth

Greggorin has a fitful episode with pain in his shoulder and had to be woken up by Failin and Samael.

The duo convinces Failin to stay for four days as the they venture into the dead-grey mists. It takes hours to navigate through them, but they finally bust through and enter the mournland. The quiet desolate region puts the group continually on edge as they move towards the southern hills.

Finding a broken down siege engine they investigate to find dead brelish soldiers whose bodies seem recently killed although the it was four years ago when they last set foot on what was then Cyre. Getting too close they encounter skeletal wolves which attack them on sight.

Past the siege engine they stumble upon a massive battle waged long ago between brelish infantry and cyran archers. In addition they found out of place Valenar elves and Talenta halflings. Investigating these they are beset by a carcass crab, elves and halfing spiked into its large shell. They defeat the crab and discover a still alive human stuck to the crab. Savrin is awakened, but head trauma has left him unable to completely tell his story. Only that he traveled alone and was heading for the Mror holds when he was attacked by the crab.

During their time in the Mournland they’ve noticed a zombie vulture keeping its distance, but continually following the party, its true intentions unknown.

At the southern hills they find a mine with a mark of House Cannith on it. Before they can enter they are attacked by the vulture, but take it down quickly.

Inside the mine they find an entrance that utilizes a blue sapphire rod that acts as a key to areas of the facility below.

Some sort of laundry room, a room charred by some sort of sentient flame and finally a sentient wolf named Rorsa and her pack are all they’ve found so far. Talking to Rorsa they learn that whatever event happened a while ago is what killed the masters of this place and made her grow in size and able to speak. They negotiate for a key she possess in exchange for defeating a “stone wolf” that prevents her from recovering the rest of her pack. The group seems undecided as to the true motives of Rorsa and the session ends with a tentative agreement.

View
Shadows of the Last War pt4
Whithearth and Ambush

The group is led to the kennel area by Rorsa where they find the “stone wolf” which turned out to be a bizarre fusion of obsidian and flesh. Samaels eldritch energies washed over the creature rendering him near useless in the encounter. Greggorin solo defeats the creature and with the wolves released Rorsa honors her deal and gives them the green keycharm.

Searching around more rooms they find a room with the scheme, a metal hydra machine spewing molten glass and two fire elementals. The elementals attack on sight, but are easily defeated. Inside the crystal chest they find not one, but two copies of the schema.

Heading out they are ambushed by the vampire and other members of the group they encountered briefly in Rose Quarry. He presents the group a deal, give him the third schema and he’ll let them go. The numbers were against them and that acquiesce, giving him a copy of it, but as he turns and leaves he orders his troops to attack. Despite the numbers, the group wins and heads back to Failin and Rhukaan Draal.

In Rhukaan Draal they find Lady Elaydren who pays them, but is very concerned when they tell her that its implied that the order has now two of the schema’s. She pays them once more for being her personal bodyguards back to Sharn and then she leaves them to their own devices, thanking them again for all the work they’ve done.

View
You think you know a guy
Its a small world afterall

Greggorin and Savrin setup a staged accident on a skybridge to see if they can evoke a response from two members of House Deneith whose attitudes towards Greggorin seem to have changed. Sure enough they did evoke a response and the two came to Savrin’s defense when Greggorin bumps him referring to him as “their kind” and a “degenerate”.

Savrin later on tries to meet up with one of the guards to figure out what he meant by that statement, but a slip of the tongue reveals that Savrin and Greggorin are in fact companions. Under the stress of being caught in a lie he runs off leaving an overturned table in his wake.

Samael investigate a message he received from Prince Oragev ir Wynarn of New Cyre and learns about his attempt to rebuild Cyre.

Greggorin does research at Morgrave University about House Deneith.

The group travels to New Cyre via House Orien Lightning rail where Greggorin meets a distant cousin, Ryan ir’ Orien, acting as ticket checker, he says he doesn’t know of any issues with the family back in Passage, but did mention Orien possibly attempting to send a test train through the old Mournland route to see if it still runs. He also wasn’t aware that Greggorin had left the House, but suggests he work out whatever issues he has and rejoin the family. They arrive in New Cyre, the last remnants of Cyran culture and Samael speaks the prince himself. After a long conversation about loyalty and trust gives Samael a mission for the furtherment of New Cyre’s interests and the group Heads back to Sharn.

View
Postmaster Mysterious

House Jorasco looked into Savrin’s illness, but are stumped as to the cause as both magical and mundane means to diagnose him resulted in failure and escalation of the disease. Desperate, but broke the group uses their letter of commendation from House Lyrandar to get onto an airship as guards. After a brief layover in Aundair the group is dropped off Karnnath and use horses to get to Korunda’s Gate.

A few days into the horseback through the mountains the group is stopped by a gnome who demands to take in Savrin and refuses to explain his motivations to the group. Not afraid of the gnome they refuse and a battle ensues where it is revealed that the gnome carries the Mark of Scribing. Spells are lobbed by the gnome but are ineffective at subduing the group. The battle then got more chaotic as a gang of Jhorash’tar orcs who attack both groups. The gnome, weakened from the fight says that Savrin is more dangerous than he realizes and then disappears. The group clean up the orcs who were outmatched and they continue on.

At Korunda’s Gate the group notices the heavy House Kundarak influence. Despite having no memory of this area Savrin leads the way underground and directly to a bar “The Obsidian tavern” where he finds who he is looking for; the only human in the bar wearing a crisp white suit sitting next to a black skinned dwarf. With a rather peculiar phrase uttered by the man Savrin and him go into a back room. After a brief moment they leave, but Savrin unfortunately doesn’t remember what transpired.

The group try to pry answers out of him, but his responses are shrouded in mystery and dodges many of the direct questions asked. The only information the group gleaned was that “Savrin was trained well” “Savrin was late” and that “He hired him using an organization not associated with the Dragonmarked Houses”. When asked why he didn’t use House Sivis to send the information he responded that he didn’t trust the Houses.

With no cash to leave the Mror Holds Savrin, by suggestion of the man in white checks his holdings at the House Kundarak bank to find fifty thousand gold with a hold placed on it requiring it to be fore travel only. A safety deposit box written in Savrin’s writing style simply says “The questions you have can be answered in Regalport”.

With the means of travel now secured the group decides to head to the nearby country of Karnnath and earn some cash in the Mournland pacification campaign.

View
Mournland Pacification Campaign

With new found travel money in hand the group decides to try and pick up a little more in Karrnath. The Korranberg Chronicle briefly mentioned a pacification campaign on its borders and because of the groups prior experience decided to check it out.

A brief run-in with an owlbear on their way to Loom Keep is the only bump on their travel via House Orien Caravan.

At Loom Keep they meet Captain Thorin where he explains the situation.

Karrnath has been having trouble along its Mournland border, creatures that used to stay on their side of the grey-mist barrier. People looking to make some gold can set up in a makeshift camp and pacify the creatures that run across the barrier.

Five people per campsite requires the group to add more members to sure up their numbers. Looking around they find a cleric to the Dark Six (later they find out to specifically The Mockery), a wizard, a set of halflings that bear a resemblance the group, and many others.

They manage to pick up the cleric along with Tom, a duel-wielding dagger user. The first night is dark and upon the sounds the flapping is the group beset by Stirges, they attach themselves and the group see’s the horror that they giant mosquitoes can bring. As they fight them off the cleric doesn’t fair well and with each passing moment his face goes paler and his body becomes gaunt. He screams, but his voice is hoarse and his body goes slack and he dies, the Stirges engorged on the dead priests blood. The battle goes in the groups favor and they head back, Savrin taking the dead priests hand as a toy.

The other groups fair somewhat better and worse, the group of doppelganger halflings manage to come out without a scratch.

The groups opt for another night, but are unable to find another priest and instead find just another sword wielder. This night they are attacked by wolf skeletons, once again the group does alright, but the skeletons viciously rip apart Tom and their newest member Rick.

The next day they head back and once again some groups do better and some worse. One group is killed off entirely. The doppelgangers once again fair well and come back with a member lost. Captain Thorin comes to both groups with an offer for a more dangerous mission to go into the Mournland and attempt an investigation. The halfling group and the party accept and each travel head into the mist.

Once out of the mist they find no sign of the halfling group and head towards the nearest landmark, a set of hills. Nearby they find the bodies of Cyran heavy infantry with their heavy armor ripped off, the tips of their arrows taken and all their swords taken.

Nearby the group also finds dozens of dead beetles known as Gem Scarabs, all of which were found heading towards they grey-mist barrier. Called gem scarabs because of the gems on their back they were all found with their gems removed.

Up the hills they find a nest where presumably the scarabs came from, wherein they find many more scarabs all of which found dead. Investigating the area thoroughly they find all the scarabs killed the same way, tiny puncture wounds, their gems also removed. They manage to find a single metal dart of an unusual construction that reminds Samael of House Cannith’s work on the warforged, but can’t place any design to anything they’ve made.

Continuing to investigate the hills they find a pack of death dogs, dangerous two headed beasts with wolf like mentality, dying from lacerations and puncture wounds. Investigating the animals further they find many of them with broken teeth.

Heading back to Loom Keep they still find no signs of the halfling party, but Captain Thorin is statisfied believing that the Lord of Blades must be attacking creatures and forcing them across the mists to weaken Karrnaths borders.

The session ends with payment to the group for their information.

View
The Merchant and the Lighthouse
How many hours does it take to check a lighthouse?

Heading from the Karrnathi camp near Loom Keep the group is stopped by Araphy, Bratthaw, and Hemlond, the trio of sell swords were searching the area for adventurers willing to undertake a task for Brendlin Orth of the Gilded Runners. The group accepts and are brought to a nearby mansion where they meet with Lord Orth and he explains the situation. A lighthouse keeper has shut off his light and as a result two of Lord Orths trade galleons have crashed upon the rocks. The task would be to go to the lighthouse and convince the keeper to turn it back on as part of the arrangement he agreed to with Lord Orth. Alternatively if he refuses to answer, to break in and light it yourselves. After surveying the group he throws in a possible bonus if they kill the lighthouse keeper and bring the head back, regardless of if he cooperated or not. The group talks it over and decided to accept the task. They spend the night at the mansion and visit the mess hall. When they ask about the lighthouse different people have different stories. That the keeper is a vampire, that the keeper is a wizard and that the area is infested with werewolves.

The next day Araphy takes the party just outside the area of the lighthouse and promises to wait for them until their return. The group surveys the tower and upon a failed attempt to open the front door opt for the window on the second story. Savrin climbs up the tower and upon reaching the window finds a note attached. The quaint rhyme it contained set off an explosion that nearly sent him tumbling, but his grip held firm. After the group enters they begin to survey the rooms. A bedroom, library, storage, and laboratory can all be found. Of interest they find a chest containing a helm and three bottles, a tome called the Manual of Effecient Invocation, a book that Samael believes could be the wizards spellbook, a crude map/drawing, and the lighthouse keepers Journal.

Below is the pages from the journal. As a point of reference the current date 2/19/998yk

2/28/991
My search for that rarest of mollusks has led me to the seashore caves located north east of Karrnath. My search unearthed not the treasure which I sought and still seek, but instead a brood of kuo-toans. Even as I stumbled upon them, I went unnoticed – for each and every one of those hideous creatures was transfixed in their gurgling prayer, chanting to their god and offering sacrifice in the way of looted gold. Some small research on my part and the application of alteration magic could produce most favorable result, though impersonating a god could pose a dangerous situation. Still, a most enticing prospect.

3/13/991
Research into the kuo-toan religion has proven to come not without cost – time mostly – for fifty gold coins to purchase a rare tome describing the avatar of the fish-like god Koa Matuu is but a paltry sum, considering the possible advantages.

4/8/991
My association with the kuo-toans has been quite profitable indeed, so much in fact that I have decided to build my tower over the vertical shaft which leads to the caves below. They call me “Matuuab”, which I understand to mean “the bringer of storms.” At last the time has come for my research to transgress from theory to practice, and I shall become pure energy, the very essence of magic.

9/12/991
The workers are near completion, though they leave early each day, an hour before sundown. Superstition and fear keep them from this area at night, if they only knew what I know.

8/10/994
The ground shook quite horribly today, disrupting a most costly experiment and setting back my endeavors some six weeks or longer. My greatest regret is that Munvaln is not due with provisions for yet another week. Perhaps this will give me time to theorize on the Equation Exotica.

8/18/994
A courier arrived today, delivering a message requesting that I meet the merchant Brendlin concerning matters of soliciting my services. As the experimentations have been costly, they must be put on hold for lack of immediate funds (though Mattuab shall soon make another appearance). I am interested to hear this business proposal from the Merchant Lord.

8/22/994
Brendlin himself did not come seeking an audience, but sent his lackeys instead, no matter, they have lined my pockets quite handsomely. The recent quake has toppled the nearby island lighthouse, some half-mile’s distance, and Karrnath has not the excess coin in their treasury to rebuild. The merchant wishes to convert this tower as an inexpensive replacement. My services will be rewarded with a monthly fee, and I am hopeful that this extra income will provide the necessary funds to see the experiments through.

12/21/997
The kuo-toans performed another offering to Matuuab today. A much needed, healthy bounty, the equivalent of five hundred gold coins, were taken as well as helm, though I have not had time to test for its properties. Four potions I also extracted from the kuo-toans, all apparently of the same make. When tested, I was imbued with the ability to breath under water. I have deduced by simple logic that an adventuring company equipped to explore the depths has fallen prey to a kuo-toan hunting party. Perhaps these adventurers had heard the tale of the Siren’s Prize and all the wealth that it contained, and came creeping through the coves, only to discover they were ill-prepared to pass those obstacles which obstructed.

12/28/997
Another failed experiment, this one quite costly. Perhaps I should consider selling the helm and potions.

1/1/998
I sent word through courier back to Brendlin – demand for a thirty percent increase in payment, or services will cease. The experiments have proven so costly as of late, the diamond supply running exceptionally low.

1/15/998
The courier has returned with payment of ten percent increase, not to my satisfaction. Payment was accepted of course, but the threat still holds.

2/1/998
Traveling to the cavern below last night, as Koa Matuu, I ordered an attack upon the Siren’s Prize and the riches it is rumored to contain. Such slaughter, thought I, upon seeing their bloody return – the war party numbering, but a fraction of what was sent. They spat tales of razor sharks’ teeth, and no less than four severed limbs amongst them conferred these testaments to be true. Perhaps I acted rashly in ordering the attack…

The group heads up to the lighthouse and prepare it for the evening as a storm blows in and winds and rain constantly threaten to keep the fire from going out. Meanwhile in the distance the group hears the terrible bays and howls of some horrifying creature. Greggorin catches a small glimpse of it when the lighting came flashing down and its great body dwarfed the horses they rode here on. The howling continues and the group readies for an attack, but none came. Instead a great series of crashing sounds came from beneath them and when the storm passed they found the first floor to be destroyed and great claw marks dug inches deep into the walls of the tower. Investigating the cellar they find a hatch, that could easily have been closed from their side, swung open revealing a tunnel submerged under water. The group heads back to Araphy to check in only to find the dismembered body of his horse, but no sign of him anywhere.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.