After avoiding an assassination attempt, the Rabble track down the perpetrator to a seedy dreamlily den. When they infiltrate the building to confront whoever was behind the attack against them, they discover hidden truths and find more than they bargained for. Continue reading
Category: Adventure Summaries
Part 10. A Holy Visit
The party is joined by Jeeves the warforged butler in a tavern and inn in Lower Dura called the Anvil. Together, they meet a priest named Father Gregor who asks them to investigate a group of Silver Flame emissaries that are acting suspiciously. Meanwhile, the innkeeper bemoans the messy state of her establishment and wonders if any kinds souls would be willing to lend her a hand in making some improvements to the place.
Part 9. The Fallen Mad
As the heroes hear reports of demonic occurrences throughout the city, they are visited by a goblin priest of the Silver Flame. The goblin named Flash asks them to undertake a dangerous mission into the depths of Fallen where he suspects they will discover the source of the recent spate of occult incidents.
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Part 8. King of the Heap
When their mission to a Boromar outpost lands them on the wrong side of the law, several of the heroes find themselves doing community service in a junkyard in the Cogs. In the junkyard, they are reunited with an old acquaintance, the goblin acolyte named Stab, and meet a local gang of orphans. A twist of fortune leads the party to a startling revelation about someone from Reckoner’s past. Continue reading
Part 7. Jack of Daggers
Being cured of her curse, Alicia Lund reveals the secrets of the decrypted letter. Soon after, the party learns that a Boromar mob boss had ordered the theft of the letter in the first place. They are requested by House Phiarlan to retrieve evidence of this fact by infiltrating the Boromar outpost, but can they do so in time before a rogue dragonmarked agent, one who is out for revenge, gets there first? Continue reading
Part 6. Double Immiscibility
With the help of a gnome spy named Alicia Lund, the party tries to decrypt the mysterious letter that began their adventure. But a magic trap upon the letter causes Alicia to become unable to speak intelligibly. The party must infiltrate a potion factory and recover an expensive antidote to cure her of the curse. Continue reading
Part 5. The Cannith Code
The heroes are invited to Wroat, the capital of Breland, where they receive honors and royal boons from King Boranel. During their visit, they receive a mysterious letter signed with the name of a gnome spy, asking for help to escape from a House Cannith facility and offering her services as a codebreaker in return. Continue reading
Part 4. Get the Message
With an encrypted letter in their possession, the adventurers attempt to find a codebreaker. They befriend a gnome of House Sivis and spend the afternoon carousing in Lower Dura while waiting for their appointment. Later, they meet the gnome at a speaking stone station where a dire situation has befallen their newfound friend. Continue reading
Part 3. Boromar Ball
The adventurers begin searching for clues as to who may have framed them for the murder in Skyway when they are approached by an agent working for House Orien. They are asked to recover the package taken from the dead House Orien courier which is being kept by a member of the power criminal organization, the Boromar Clan. Continue reading
Part 2. Murder in Skyway
Three adventurers wake up in the streets of Skyway and find themselves framed for a murder they did not commit. To prove their innocence, they must track down the real killer through the dark underbelly of the City of Towers. Continue reading
Part 1. Possession Is Nine-Tenths
At a gathering in the Clifftop Adventurers Guild, a group of heroes are drawn to one another by recollections of a strange dream. They meet a goblin acolyte carrying a holy symbol from a distant land. After saving the goblin from his pursuers, the adventurers organize an auction to find out who is in pursuit of the holy symbol. Continue reading
What’s Past Is Prologue
A group of adventurers are hired by Professor Moonsong of Morgrave University for a dangerous expedition. Once abroad the airship Cloudsliver, they learn that the professor has hidden motives when the crew is drawn into a deadly confrontation. After a fierce sky battle, the adventurers find startling secrets aboard a mysterious airship and begin to uncover a deeper conspiracy. Continue reading
Character Introductions
The following are introductions for the characters in the ongoing Eberron Adventurers League campaign.
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Trust No One
Trust No One is the second episode in the Fear Reveals Truth series of Eberron one-shot adventures written by Keith Baker, Wayne Chang, and Anthony Turco. This session was joined by Balkris the kalashtar barbarian, Fie the changeling warlock, Gaius the half elf rogue, Peggy the shifter ranger, and Reckoner the warforged fighter. Continue reading
Curtain Call
Curtain Call is the first Eberron one-shot adventure for D&D 5th Edition written by Keith Baker, Robert Adducci, and Wayne Chang. Joining us for this run through the adventure were Balkris the kalashtar barbarian, Fie the changeling warlock, Reckoner the warforged fighter, Rufio the hobgoblin rogue, and R. Sativus the gnome wizard. Continue reading
Oath of the Frozen King
Oath of the Frozen King is an adventure kit published by Absolute Tabletop. The following quest in the land of Dragongrin was undertaken by Bison the half orc barbarian, Giotto the tortle blood hunter, Harcourt the human ranger, Orwen the gnome cleric, and Skittak the ratfolk rogue. Continue reading
Part 14. Doom of the Desert
The Albatross Company must face Iymrith within the deadly confines of the dragon’s own lair, deep beneath the sands of the Anauroch Desert, and recover the Korolnor Scepter which is the key to restoring King Hekaton to the throne and stopping the onslaught of the giants across the lands. Continue reading
Part 13. Return of the King
King Hekaton returns to Maelstrom only to find himself betrayed once more by his eldest daughters. The Korolnor Scepter has gone missing and Princess Serissa is paralyzed upon the Wyrmskull Throne. Believing the blue dragon Iymrith to be behind this latest scheme, the king embarks on a quest with four storm giant retainers and the orc barbarian Tarancha to slay the ancient wyrm and recover the lost scepter. Continue reading
Part 12. Unraveling the Mystery
In their search for the storm giant king Hekaton, the Albatross Company travels to Yartar and rejoins the gambling ship the Grand Dame where Kane meets an old friend. Together, the heroes find clues regarding the whereabouts of the king which lead them hundred of miles from the Sword Coast all the way to the Trackless Sea. Continue reading
Part 11. Eye of the All Father
The Albatross Company enters the Eye of the All Father and find their way to the hall of the Oracle, a divine entity that carries the wisdom of Annam, the god of the giants. They begin to unravel the mystery of King Hekaton’s disappearance and learn the truth about Queen Serissa’s adviser Iymrith. Continue reading