Eberron - Return of the Lich Queen

The Mines

February 21, 2010 10:10

Mol – Rhaan 9th, 998 YK
Monday – September 9th, 998 YK

Evening

Jukkeam has you retrace your steps back near the forge and then deeper into the prison. The smooth stone hall soon gives way to a tunnel of jagged flagstone. The tunnel darkens as you move away from the light of the prison torches. Not all of you can see as well in the dim light of the tunnel so travel is slow.

Ahead, the tunnel opens into a wider cavern with a low ceiling. Three tunnels branch off further into the darkness. Thick timbers shore up a combination of rough-hewn and natural walls, giving them added structural support. The cavern floor is worn from use and covered with scattered patches of loose gravel. Crude machinery and skeletal scaffolding fills the remaining space, along with massive cable spools set on crank spindles and wound with coarse hemp ropes. A strange thin blue slime partially covers the walls and floor of the cavern.

Just around the corner, six dwarves guard the dusty cavern, chatting idly.

“Thraxis is down the tunnel to the right.” Jukkeam points.

“Wait everyone, I have an idea!” Miklos whispers excitedly.

Miklos quickly but quietly darts into the shadows of the cavern and conjures a ghostly sound down the tunnel on the left. The guards quickly turn toward the sound and march down the cavernous corridor.

Morthos makes his move. “Let’s go before they return!”

You all hastily follow Morthos’ lead and escape detection.

Prison Break

February 21, 2010 10:00

Mol – Rhaan 9th, 998 YK
Monday – September 9th, 998 YK

Evening

You make your way past the Forgehold and continue down Dreadhold’s stone halls. As you approach a 4 way intersection, you hear the sounds of guards rounding the corner to the left. Sejik and Kirin dart across the intersection. Taveah follows behind, but catches her boot in the uneven stonework floor. She crashes to the floor. Morthos grabs Kohl’s collar before he can follow her and pulls him into the shadows.

“Shh…” Morthos whispers to Kohl while waving at Miklos to make no sudden movements.

Four armed Kundarak guards round the corner, just in time to see Taveah pick herself up and continue ahead.

The dwarves charge. “Baruk Khazâd! Khazâd aimênu!”

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The Forgehold

February 07, 2010 10:55

Mol – Rhaan 9th, 998 YK
Monday – September 9th, 998 YK

Evening

You continue to make your way through the labyrinthine tunnels, trying to follow Damog’s crude map to the forge. After a few minutes the chamber ahead is hot, and the air already feels thick and hazy. The centerpiece of the room is a massive forge, its brilliant yellow-white flame lashing up toward a blackened iron hood. The room is cramped with workbenches, a half dozen battered anvils bolted to their worn and chipped plank surfaces. Racks of hammers, tongs, bellows, and other tools are mounted along the walls above the benches, while other walls are stacked with crates filled with manacles, iron masks, and locks.

A large stand holds a 4-foot-by-4-foot stack of 1-inch-diameter iron bars, each between 6 and 12 feet in length. Several barrels of water are nearby, along with an apron rack, a rack of keys, and a 5-foot-by-10-foot clay bin used for carving and setting molds. On the south wall, a shallow alcove leads to a descending stairwell blocked by an iron gate.

From behind the forge, a muscled dwarf works a piece of metal. His left arm is warforged; mechanical, not flesh. A large fiery warhammer has replaced his hand.

As you peer into the room, a 3-foot-long metal serpent slithers beneath a nearby tool bench.

He glances up as he hears your approach. He takes cover as he mutters an incantation.

[Insert Combat Here]

Journey to Dreadhold

February 07, 2010 10:47

Mol – Rhaan 9th, 998 YK
Monday – September 9th, 998 YK

Evening

The crew of the Laughing Lady defeated you are greeted by Damog, Doc, and the rest of the Sea Wyverns as they quickly board the craft. Before long, the ship’s sails are raised and her prow is cutting a sharp wake across the moonlit sea toward Dreadhold Prison.

The Laughing Lady is no match for Swiftwind’s speed. The journey to Dreadhold is slow. Finally, on the 4th day at sea, you reach your destination. Isolated in the cold waters off Cape Far is the massive prison known as Dreadhold , the dumping ground for the most dangerous criminals in Khorvaire. As you approach, the dark sea air seems heavy and oppressive. Atop the rocky island, a thick black fog cloaks the prison. Only a single iron tower can be seen, jutting defiantly into the sky. Below it, angry waves crash against the jagged shoreline.

Soaring above the towers are the shadows of manticores.

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Stealing the Lady

February 07, 2010 10:43

Zor – Rhaan 5th, 998 YK
Thursday – September 5th, 998 YK

Twilight

After 3 hours of waiting, Kirin looks at Sejik and Taveah.

“It’s getting late. Morthos and Kohl haven’t returned. Something must have gone wrong.” Kirin grumbles.

Miklos, now quite awake and nearly sober. “Maybe we should go find them?”

“Yes, maybe we should.” Sejik replies, “Captain Damog, our friends may have gotten lost, can you help us find them?”

“Certainly. I’ll have me mates ask around. In the meantime we should head to Harborside. It’s almost time to steal the Lady.”

You follow Damog’s advice and travel with the Captain, Doc Grimm, and four Sea Wyverns to the rendezvous point.

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Sea Wyvern Parlay

February 07, 2010 10:30

Wir – Rhaan 4th, 998 YK
Wednesday – September 4th, 998 YK

Evening

You make your way through the sea swept cobbled streets and reach a small rundown weather-beaten house at the end of West Pearl Street. You arrive a early and decide it would be better to wait in another pub rather than risk a drunk Miklos in the city streets.

After an hour, evening falls. Miklos surprisingly hasn’t passed out despite having consumed nearly another bottle of whisky during your wait. You exit the tavern and return to the house. Sejik and Kohl each hold Miklos up as you walk.

You knock at the door and after several minutes, a large human woman wearing a fishmonger’s apron answers the door. Her face is beaten by age and the harsh sea.

“What do ya want?” she asks.

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Port Verge Arrival

February 07, 2010 10:15

Wir – Rhaan 4th, 998 YK
Wednesday – September 4th, 998 YK

Afternoon

After 2 days at sea you arrive in Port Verge in the afternoon. The port buzzes with the usual shuffle of sailors, merchants, and vendors. All large ships are moored out in the harbor to avoid the port’s shallow waters and strong tides. Only dories and other shallow-bottomed boats are able to dock near shore. The locals make a decent living for themselves running small launch services, ferrying passengers, sailors, and equipment to and from ships out in the cove. Gulls on the wharf swoop in and around skiffs bringing in their loads of freshly caught fish, eels, and reef clams.

Farther inland, timber-frame and shingled seaside homes lie in scattered clusters, their whitewash peeling from the harsh sea winds. Cobbled streets weave between them, their crooked signposts directing a steady flow of ocean borne transients seeking warm meals and hot baths after months at sea.

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A Regalport Wrinkle

February 07, 2010 10:10

CornnathMol – Rhaan 2nd, 998 YK
Monday – September 2nd, 998 YK

Afternoon

You arrive in Regalport’s harbor in the late afternoon. You are unrested and weary from the voyage, but once on land you focus on the task at hand.

The transfer of Vorgaard’s ship is completed without issue, however, it turns out the Emerald Claw vessel is indeed stolen and the crew is missing.

Kohl argues with the dockmaster about maritime law and the right to keep the ship, however, it is soon clear the dockmaster is unwilling to listen to his arguments and threatens to arrest Kohl if he interferes with the acquisition of the of Emerald Claw vessel.

During their heated discussion, Kohl let’s slip that a member of the Emerald Claw who stole the ship is aboard the Swiftwind. The dockmaster demands that Cornnath be handed over immediately. Sejik tries to intercede on Cornnath’s behalf but is unsuccessful. Kohl manages to secretly warn Cornnath of his impending arrest and Cornnath makes an escape.

The dockmaster is enraged at Cornnath’s disappearance and nearly arrests all of you. After some careful diplomacy and suitable coin, the dockmaster changes his mind on the condition that you set sail aboard the Swiftwind immediately and leave Regalport.

You take heed and make your way toward Port Verge.

Aberrant Dreams May Come

February 07, 2010 10:05

Mol – Rhaan 2nd, 998 YK
Monday – September 2nd, 998 YK

Before Dawn

It has been over two weeks since the strange aberrant mark violently appeared on your body; and with each passing night your dreams have grown more troublesome. More so than usual that is.

While you sleep aboard the ship as it sails back to Regalport, you awaken with a startle. You catch your breath and struggle to focus on reality.

Another strange dream.

You try, but you still you cannot remember what it was about, only that it didn’t end well for you. You peer through the inky darkness and see nothing but your featureless room. You hear the constant groaning of the ship’s soarwood against the waves and feel the uneasy rolling of the ship.

No sleep for you again, mate..

You decide to sit up on the side of the bed and pour yourself some water. There’s that itch again. You rub your hand against your dragonmark. Still there. Still burns.

Damn itch.

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A Gift of Loyalty

February 07, 2010 10:00

Sul – Rhaan 1st, 998 YK
Sunday– September 1st, 998 YK

Twilight

You return to the Swiftwind and get an update from its captain, Brandis d’Lyrandar, a Khoravar (half-elf) of House Lyrandar. He informs you that the Emerald Claw prisoner, named Cornnath, is being held below deck. The captain is also curious about your plans for the two remaining ships. You inform him that you will be taking custody of both ships and will return to Regalport with your small fleet.

Captain Brandis raises an eyebrow at your plan and advises that maritime law dictates that Vorgaard’s ship is the rightful property of the Vorgaard family. In order to avoid any legal entaglements, he suggests that Vorgaard’s ship be given to the government of Regalport for processing. He also warns that if the Emerald Claw ship is stolen there could be difficulties with the dockmaster in Regalport. You take his suggestions under advisement and agree to return Vorgaard’s vessel, but decide to take your chances with the Emerald Claw galleon.

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