Adventure 1: The Forgotten Forge
Session 1: From Bonal Geldem to The Broken Anvil
- In this session, 4 PCs- Brenys, Qiang, Pepsi, & Isolde- cleared Pt. 1 of “The Forgotten Forge” pretty much as described in the Eberron Campaign Setting. They recover Geldem’s Journal, meet Sgt Dolom of the Sharn City Guard without incident, & follow the instructions of a mysterious cloaked figure to meet Lady Elaydren d’Cannith at the Broken Anvil. Lady Elaydren explains her plight, offering the PCs 100gp (total) up front, and another 1,000gp (total) upon completion. The PCs proceed to Pt. 2.
Session 2: Into the Depths
- In this session, Pepsi runs off to see to urgent business, but is eventually replaced by M. Ortel, a dim-witted Warforged Fighter who “wants to be a real boy,” and has a tendency to emulate humanoid behavior. He happens upon the party on their way into the depth of Dorasharn Tower. Offered a not-quite equal share of the profits (unbeknownst to him), Ortel accepts the party’s invitation to join and everyone proceeds to The Rat’s Market. The group meets Skakan, the goblin running The Rat’s Market, several levels below Dorasharn Tower, at sewer level. After an extensive haggling session, he agrees to lead the PCs to the E-213 Valve Cluster. The group goes into the sewer, leaving Skakan behind, and they are attacked by a warforged & 3 shifters. After a long battle, the PCs are victorious.
Session 3: Enter LeiAna
- The PCs are at the part marked “Door to Yesterday” in the adventure. LeiAna, a well-known dragonmarked member of House Cannith, seeks out Ortel to deliver a critical fix to a “chink” in his armor. Locating him with a special linked coin, she fixes his problem, and decides to accompany the group as well, bringing them to 5 members. She is offered an equal share in the rewards. Reaching a circular hatch, the group encounters an acid trap. After some effort, they figure out that Bonal’s Journal is also a key to this door. Opening it, the PCs proceed onto Pt. 3 of the adventure.
- Forced to climb down a shaft that eventually levels out into a tunnel (losing about 50’ of rope in the process), the PCs eventually come upon the Ruins of Dorasharn. Carefully proceeding forward, the group comes upon a few beetle swarms. After some heartache, biting, and a bit of nausea, the PCs burn the crap out of the bugs, heal up, and move on. They enter a broken down old temple and find a fountain with about 3 uses worth of Cure Light Wounds liquid. One is wasted as one of the PCs wash their face, and the other two are used to heal some members of the group. Resting after a long day, the PCs wake refreshed, and continue to explore. Due to their route, the PCs never encounter the rats in the adventure, so instead go straight to the foundry, after some dead-end exploration around a large column.
Session 4: House Cannith Foundry & Endgame
- Dropping down into a hole in the top of the foundry’s roof, Ortel engages two iron defenders. Once everyone is in, through some crafty combat (Isolde staying on top and firing down into the fray), they defeat the metallic dogs & recover crystals from their heads. Eventually they figure out that one of the crystals they need is under a large block of fallen ceiling with the third iron defender. A group effort moves the stone & all crystals are recovered. Going over to a huge forge/furnace, the group figures out the rod placement without incident, avoiding a nasty Shocking Grasp trap. Opening the hidden vault, they get a lot of loot, a piece of paper with the name “Vestan ir’Simul,” & the schema. After some searching, they exit and start to look for a way back.
- The players enter Pt. 4, “Endgame.” A flaming bolt flies past the group as they are jumped by a warforged named Saber, a servant of the Lord of Blades. A drawn out battle leads to Ortel’s near-disabling experience, injury for several other party members, and Saber’s escape without the schema. Finding their way out of the ruins, the PCs meet up with Elaydren, retrieve their reward, and are promised work in the future. XP is given out and the adventure concludes.
Adventure 2: Shadows of the Last War
Session 5: From The Message Station to The Broken Anvil, With 2 New Friends
- The PCs have had 2 weeks to level, resupply, and chill in Sharn. Isolde discovers some info and passes it on to the rest of the group. She is also told she will be contacted soon by a member of her guild’s main guild. The group investigates a Message Station which was recently attacked and they discover that the only item taken was a message meant for them. After helping the gnome running the place & failing to find anything of importance there, they leave. A Hypogriff (because the DM forgot to bring his Giant Owl) lands before the group on the cloudy evening and delivers a message to them from Lady Elaydren. The PCs hurry off to The Broken Anvil to meet her.
- Once at the Broken Anvil, they speak with Lady Elaydren who is accompanied by an apparent half-elf named Nox, and Isolde meets with Dennik, the mysterious person she was told about. After noting Elaydren’s haggard appearance & her explaining some recent developments, the group, now 7 strong, is attacked by 6 kobolds, a goblin warrior, an orc sorcerer, and Saber, their enemy from the previous adventure. Without hesitation, Qiang engages the kobolds while Ortel protects Elaydren & LeiAna (also probably hesitant to fight Saber again, due to their last encounter). Isolde, Dennik, & Brenys take pot-shots at various enemies, most of their fire directed at Saber, while the sorcerer is largely ignored, despite his firing of sure-striking Magic Missiles. The kobolds pummel Qiang into unconsciousness (he takes out a few on his way down), and Ortel decides to enter the fight. Nox takes some of the pressure off by casting Fear on the goblin warrior. The group drops the rest of the kobolds, then goes toe-to-toe with Saber (a rematch). With missile support from the Rogues & melee support from Brenys, Ortel engages Saber, who refuses to run this time, and goes down under Ortel's mighty sword. The goblin warrior, his Fear ended, heads back into the fight, but sees his employer fall, and no longer feels obliged to stay, so he hobbles off, barely avoiding death. A practically unwounded orc sorcerer escapes easily. Ortel wants to pursue, but it’s decided that it isn’t in their best interest. The group receives a Heward's Handy Haversack filled with goodies from Elaydren, who runs off after the combat, not wanting to wait any longer. After a lot of loot and a note from Elaydren is found & read, the PCs decide to rest for the night before heading out the next day.
Session 6: Going into Pt. 2…Moving Right Along, Shump Joins Up
- Resting for a night, the group heads to the docks to catch the House Lyrandar boat to Rhukaan Draal. Dennik is nowhere to be found, so it is decided he will catch up if he wants to, and the remaining 6 PCs take off. At the boat, though, they are greeted by a half-orc representing House Tharaashk who is to act as a guide of sorts while they travel through the goblinoid lands. His name is Shump. Ortel and Shump take a quick liking to one another, and the adventurers set sail.
- On the high seas, noise is heard in the middle of the night, and the group wakes up, rushing up to the top deck to find a whole mess of skeletons assaulting the crew with no obvious master. Supposedly, a dark cloak is seen by a few of the adventurers dropping off the end of the boat, but in the raucous, no one knows for sure what it was. After a bit of fighting, Nox makes most of the skeletons her (love) slaves and has 6 of the 9 jump ship, taking their expensive weapons & armor with them. Shump wants to send one overboard, so he Bull Rushes one over the side. 2 skeletons are beaten into powder, their items confiscated by the party as loot. After ensuring everyone who is still alive is alright, the PCs continue on to Rhukaan Draal. The Captain of the vessel rewards them for their help.
- At the Bloody Market, the PCs start their frustrating search for the man known only as Failin. Shump flexes his diplomatic muscles (literally), while Ortel avoids an axe to the face…realizing his diplomacy isn’t as high as he had hoped. The now-revealed Changeling, Nox, transforms into a Hobgoblin female and realizes a little late that she doesn’t actually speak Goblinoid. So, she uses body language to communicate instead (i.e. she flashes everyone, hoping to score a free trident…which she does). Picking on a poor, defenseless whelp of a goblin child, then nearly choking him to death with a silver coin, the party finds out Failin’s location and then…tries to figure out where the heck that location is. On their way across the city, some buddies of the goblin boy decide to get the group to pick on someone their own size…or more precisely, four someones that are about Ortel’s size. After a solid pummeling is dealt out on both sides, guards show up to find some dead Hobgoblins & Bugbears, freshly looted, and a group of outsiders standing over their corpses. Ortel wittily tricks the guards into letting them keep the loot, offering up some crappy loot in return. Ortel then returns to being a dullard after his moment of clarity. Shump remains a dullard…just a very perceptive dullard. The heroes set out to find Failin…again.
- The party finds Failin, and discovers he is a douche bag, but he’s pretty much their only option at finding this place. After a lot of haggling over price, the group sets out…Failin remains a douche, even after the group drops 3 bugbears and a hobgoblin crossbowman who want to treat him like their sisters (they were Arkansas Bugbears). At this point, the DM goes to California!
Session 7: Enter Pt. 3…4…5…27…however many parts Shump & Ortel Ended Up As
- See “In Case of Zombies, Break Glass” post for a synopsis of this session.
Saturday, December 1, 2007
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