Eberron: RISE

2013-06-23
Jungle Fever

We retire from the casino and spend the night in an inn. Sha-Karn receives a gift from Skalmad (a magic dagger), which he takes (and tries to pass off his old piece of crap dagger as the gift).

The next morning, Sha-Karn, Dusk, Rin, and Pino Kino go to Major Miner’s to get our promised – six big, 30-pound packs of supplies – and 6 “Clawfangs.” Meanwhile, Brann acquires a tome to help him learn to speak giant. A young man bumps into Rin and hands him a note that she “dropped.” As the group heads to the South Gate, Rin heads somewhere on a quick errand, and Sha-Karn follows her sneakily… but poorly. Confronting him, Rin asks for him to trust her to have her privacy, but he doesn’t necessarily buy it. Giving in, she lets him go with her to a book shop in an alley where she asks the guy at the counter if her ritual scrolls are ready. Sha-Karn helps him retrieve them, and he learns they are for the Sending ritual.

Meeting up with No-Name, he gives Dusk a small pocket watch, which he says is always correct. The group sets off for Final Rest.

MONTAGE!

8 days later, we come across a 200 foot wide chasm. No-Name and his Clawfang leaps across (with some teleporting help) and makes it across. Rin and Dusk coax their Clawfangs to make the jump. Brann, Sha-Karn, and Pino Kino attempt to fashion a make shift bridge out of trees and ropes. They make it across with 2 of their 3 Clawfangs, but none of their packs. Sha-Karn, Dusk, and Pino Kino make a trek back to the narrower part of the chasm, spending a few more hours to get everything they left. Brann leaves a trail of rock towers for them to catch up, and the group reunites a bit later.

That night, Pino Kino oddly has an odd “dream” that he was a giant play chasing a girl giant. When he “wakes up,” his hands are around Brann’s neck. Brann throws him off, and wakes the rest of the group. Sensing no magic cause, they entertain some theories (mindflayers are mentioned) but come up empty.

Several more days pass, and the group finds a trampled down path. Rin is able to detect trace amounts of the same necromantic energy from the boat, but other natural signs indicate they came through a couple days ago. No-Name thinks they’re heading to Sulatar territory, and the gang’s path under the mountains should get them to the Valley of Shadows before the army.

Finally, the group makes it to a mountain pass. Fire and lava atop the mountains indicate that we’ve made it to the fire giants’ territory. No-Name leads the group to a secret passage, and leads them through a dark, winding series of tunnels. Eventually, No-Name directs them the rest of the way, but goes off another to “hold them off.” Racing carefully through the rest of the path, the group eventually makes it out of the tunnels into a clearing: The Valley of Shadows is ahead, thick with a fog similar to that of the Mournlands.

With a cough, a very injured No-Name exits the tunnels. He reveals that he was exiled for leading a party of outsiders to the Valley of Shadows in the past. His name was Xenias. As he collapses, Dusk and Rin comfort him. Rin performs a final ritual to see several of the most important events of his life. His induction into his brotherhood. Accepting the mission from the adventuring party in the past, one of whom is from House Cannith. Presenting a box of his wealth to a woman, who is horrified by what he has done to attain it. And finally, chained up before a regal, king figure, who exiles him for his betrayal.

And with that, No-Name – the exiled Xenias – dies.

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2013-06-02
Casino Royale

At the House Cannith storefront, we annoy the clerk. Automaton guards block Rin from following Brann.

In the back room, Brann is immediately pinned by warforged guards. Brann bluffs, but the House Cannith dude sees right through his ruse, and identifies Brann. The dude dismisses Brann’s concerns regarding the necromancers outright – they’re just a regular old weapons dealer.

After some debate, we go back into the main part of the city and look for a guide. We talk to Major Minor (and his son Minor Minor) who tell us they won’t possibly fund an expedition to the Valley of Shadows. However, Skalmad has a slave who is an exiled Sulatar (drow) from the region called “No Name” who may be able to help us… if we can get to him.

Sha-Karn, Brann, and Dusk head to the Church of the Silver Flame to get their help because we’re both a) trying to infiltrate Skalmad’s operation, and b) we’re aligned in being anti-necromantic army. The priest on call tells us Skalmad is based out of an illicit casino on the docks – and the rest of his operation is likely concealed carved into the adjourning cliffs.

Meanwhile, Rin and Pino Kino head to the docks to find some of Skalmad’s workers and do some recon. Rin flirts up a guard, who offers to give her a special tour of the casino (wink wink). She stays by the entrance to do recon, and Pino Kino finds the others to bring them down to the casion, too.

Upon meeting up and trading stories, the group heads to the casino, too. Dusk and Brann make a fantastic distraction. Sha-Karn pokes his head through the door and sees people working – it’s definitely the right place. After the debacle, everyone joins Rin in her invisible candle bubble where we wait for the casino to open.

A few hours later, the place finally opens. Sha-Karn, through trial and error, learns that a 25 gold cover will get you in the door. Rin, through not-so-trial-and-error, gets the guard she met to walk her in. Brann storms to the door saying he’s looking for his wife – when he starts to get a little to rogh with them, Dusk runs up and interjects (wingman-like, if you will) and pays off the guard to let them look around.

Inside, Rin makes it into the VIP area and sees a fat, “Jabba the Hut”-like guy who she’s told is Skalmad. At the tables, Brann overhears some high rollers saying Skalmad is a dragon. He also learns from the bartender that a Drow is working in the fighting rings.

Rin seduces and knocks out the guard, assuming his identity and leaving him in a supply closet. She leaves and rejoins the group, then leads them to the back to hang out until the casino closes. However, in the arena, No Name corners the group and confronts Rin. She tells him the group is there to rescue him, but before they can speak in private, Skalmad yells at them and blows their cover.

Called out for their shady dealings, Rin and Brann try to bluff their way into his good graces, and manage to get into the VIP area (out of the open arena). Just as they’re making their final play, the priests of the Silver Flame burst in to fight with us. Skalmad throws his battle axe at the priest, killing (or at least maiming) him. It’s game time!

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2013-05-19
Slumming it in Stormreach

The professor’s ship, the Silver Hydra, was due to arrive a day ago, but never made dock. We deduce that it might also be delayed by the dragon ships.

Buying a telescope, we see several ships on the horizon about a day out.

There’s a Mob boss named Skalmad who is using his money and influence to extort money from the traders in the harbor/marketplace. The Church of the Silver Flame has hired adventurers to take him out, but most of them die, and the survivors say he can’t be killed.

We played a “tell the truth or drink” game. Some of our lighter secrets aired out.

Dusk bought a map!

We waited overnight for the other ships to come in. Come early morning, one makes it in and crashes into… nothing? Flickering into visibility is the Silver Hydra, apparently cloaked by some magical devices. We investigate the ship, weapons drawn, noting that there’s a dark magical energy about the place. We immediately find a bunch of empty weapon crates on the lower deck. Trying to find the magic’s source (and the source of a rank odor), we descend further into the ship, only to find the scene of a massacre: blood, guts, but only a few bones. (Sha karn vomits.) In the center is a dark black necromatic circle. There’s an army of skeletons on the loose!

Brann warns our pirate friends about what’s up, and he sends them on their way.

We head to House Cannith and ask some pretty blunt, dumb questions. When they ask us to leave, Brann shows them his dragonmark, and a serious, threatening man asks to speak to him in the back. *cough*trap*cough*

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2013-04-21
On the High Seas

Messed around on the boat a while. Dusk tried to fly, Sha-Karn made that happen, hilarity ensues.

Pino Kino and Brann had a heart-to-heart and came to a luke-warm understanding that they’re in this together. It was only kinda heart-warming.

Sha-Karn tries to get into an off-limits area in the lower deck, but he’s told to scram, and he doesn’t honestly try that hard.

Brann talked to Bane and were chummy and upfront about their past history. Bane said he’d warn Brann if anybody had it out for him. Brann promised to send him work if he happened to learn of any high risk ventures for him.

Sha-Karn and Dusk get pretty good at fishing.

Morning of the 4th day at sea: The crew is giving us the stink eye. Brann asks Captain Bane what’s the matter. Apparently dragons and their dragon ships are out and being menacing. Crew is mad that we’ve diverted them into danger. We decide to go around the dragons, which gets us to Stormreach 1 to 1.5 days after the Professor. (The crew stops being dicks to us again once they realize we do actually kinda care about their well-being.)

The rest of the trip was uneventful.

Now at the dock in Stormreach, we’re looking to get back on the professor’s scent. We know what ship he arrived on, so we may be able to get leads from that. We know where he’s likely going, so we can head that way, too. We may be able to get some info from guides or caravans he might have employed. And we know House Cannith is involved, so we could check out their local headquarters.

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Doctor Adventure and the Murder Mystery
Part I: Welcome to Sharn

On an isolated Lightning Rail car, nearly empty in contrast the dozens of heavily packed one, 5 unlikely characters one by one get on the train. A mysterious cloaked figure with an outgoing personality, a somewhat temperamental artificer, a cheerful kenku, a note scribbling and extremely well read elf, and finally a large but kind hearted warforged. All of which were invited to Sharn by one Doctor Vaskar, also known as ‘Doctor Adventure’. Though not all were quite up front about it.

As they arrived in Sharn, they were greeted by Watch, the warforged major domo of Doctor Vaskar. He briefs them that they were called to join the Doctor’s new adventuring team. He also laments that he was a ‘former’ member of a team, and now is simply relegated to being a glorified butler. But the Doctor is his friend and he sticks it out despite lack of pay (it appears that over the past few years the Doctor has sunk millions into investigating the Mournlands) for the sake of friendship.

After arriving in the Deathsgate district, the party is introduced to Tanix… sort of. More so, she is in the kitchen eating without pants, so she says she’ll be up in a moment. So Watch leads the party upstairs to meet the doctor. However, as Watch opens the door and grandly introduces Doctor Vaskar, the party stands in shock to find that the professor is dead.

The party went about looking around the study for any indication of how this could have happened. Discovering a small hole in the back of Vaskar’s head and a matching hole in the glass window behind him. Watch immediately puts Tanix, the only person in the house, on ‘house arrest’ in suspicion but Rin doesn’t believe she did it. Sha-Karn peers through the hole and establishes a few potential sniping spots. Discussing with Watch, they find out a few things: the list of enemies the Doctor had was long, that he had been contacted by the Mograve University about a missing colleague, The party decides to split up, with Sha-Karn, Dusk and Pino Kino investigating the rooftops where the killer could have been perched, and Rin and Brann looking into the house’s defenses and Dr. Vaskar’s notes.

Rin and Brann head back to the study to investigate the security wards, finding that while the wards were not broken, they were clearly deactivated. Watch explained that the only ones who had access to turning the wards on and off were him and the Doctor. Rin also starting sifting through the notes on the desk, and after finding a large tome of random chicken scratch notes about the Mournlands, Rin takes the book and places it in her bag. Watch mentions the business Locke & Key from which they acquired the security wards might be a place to investigate as well, and mentions the owner Mr. Locke and his wife Emilia.

Meanwhile, on the nearby roof of a tavern, the rest of the party investigates. They find definite traces of some foot prints, looking like whoever made them was dragging their feet in long strides across the ground. Next to the foot prints, there were three narrow lines of something else being dragged along in the dirt, possibly some manner of tripod. Sha-Karn tries to detect any arcane energies and is immediately shocked by the overpowering left over energies of whatever was done here. So potent that he was able to establish a trail of the energy departing the scene and back through the city. They decide to inquire some of the local homeless about anyone they may have seen, and learn of a description of a coat wearing man who had “five legs – two normal and three teeny tiny ones” who also had a lumpy hunchback. The party deduces that this was probably the culprit carrying some weapon under the coat. They regroup back at the Doctor’s house to plan their next move.

As the group got back together and shared what they learned, and then decide to follow the arcane trail that Sha-Karn discovered. This lead them to a sky carriage station, where they found that in the rough window of when they could say the death happened there were three possible locations that the coated, five-legged, hunchbacked man could have gone: The Menthis Plateau, The Cogs, or Lower Tavick’s Landing. They decided to investigate in what they felt was the most suspicious order. The Cogs turned out to be a dead end, and so did Lower Tavick’s Landing, and finally upon arriving, they found a torrent of magical energy. Possibly not the one they were looking for, or possibly it was just drowned in the copious amount of insane magical power in the area, either way it seemed to all be traced back to one singular location: Mograve University.

Experience Gained for Session: 720 XP.

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