Six adventurers met in the ruins of Seaside, a town in the lost nation of Cyre now known as the Mournland. Continue reading
Tag: Dungeons and Dragons
Tales from the Crown Pub, Part 2
The Crown Pub crew and the Gray Dogs narrowly escaped death in Kalazart by sowing discord among the warforged raiders. Together with the Gray Dogs, they escaped from the ruins and headed back to Salvation Outpost. On their way, they stumbled upon a house on a lonely hill. Continue reading
Stories from The Salvation Times, Part 2
After surviving the journey to Kalazart and rescuing the GRAY DOGS, the journalists of The Salvation Times made a few stops on their way back to Salvation Outpost. Continue reading
Tales from the Crown Pub, Part 1
SALVATION OUTPOST had fallen on hard times. The lightning rail stopped coming to town due to a regional strike among the House Orien railway workers. Without new adventurers and supplies arriving by lightning rail, trouble began to brew in Salvation. Gangs of outlaws from the MOURNLAND circled the town like vultures, and the local taverns began to run dry. Salvation’s only hope was a new tavern that had recently opened: THE CROWN PUB. Continue reading
Stories from The Salvation Times, Part 1
SALVATION is a frontier outpost on the border between the nation of BRELAND and the barren wastes of the MOURNLAND. Teams of salvagers are hired by salvage brokers to brave the dangers of the Mournland and recover lost treasures from the ruins of CYRE, the once beautiful nation that was destroyed a few years earlier by the mysterious arcane catastrophe known as the Mourning. The office of the local newspaper, THE SALVATION TIMES, was recently reopened by a new staff of editors to keep the people of Salvation informed about local events. Continue reading
The Goodberry Brigade, Pt 3: The Seeds of Revolution
In the city of Varna, the members of the Goodberry Brigade gathered once more. They were KAEL the githzerai wizard, KALHENVASHIR the Kalashtar ranger from the Eldeen Reaches, LUUMI the aasimar ranger and druid of the Icehorn Mountains, and TABRIUS the noble paladin of Aundair. This time, they were joined by two new chrononauts. They were CLADETH the high elf wizard of conjuration and a sage who sought power in knowledge; and GRACK the kobold barbarian who lived in the wilderness and carried an enormous sword. Continue reading
The Goodberry Brigade, Pt 2: The Fruit of Memory
In the small city of Varna, KAEL the githzerai wizard, KALHENVASHIR the Kalashtar ranger, LUUMI the aasimar ranger, and TABRIUS the noble paladin of Aundair gathered again in a small tavern. They were listening to radio broadcasts transmitted by their newly acquired astral docent, which Luumi had named JIMBEI. Suddenly, they received another broadcast from the far future, warning them of the dire fate of Eberron’s timeline. Continue reading
The Goodberry Brigade, Pt 1: The Harvest of War
998 YK. The small city of Varna in the Eldeen Reaches was the border between civilization and the natural world. People from both the Eldeen Reaches and the nation of Aundair gathered together here. It was home to the largest House Vadalis enclave, and smaller enclaves belonging to each of the dragonmarked houses could also be found here. Continue reading
Part 17. Secrets Below
As effects of the Delirium Machine worsen and threaten all of Sharn, the Rabble embark on their final quest and infiltrate the Sharn Forgehold to confront Merrix d’Cannith in a battle to determine the fate of the City of Towers.
Continue reading
Part 16. The Killing Blade
The Rabble meet with Zorlan d’Cannith who implores them to find Merrix’s secret laboratory and put an end to his experiments which threaten all of Sharn. The heroes follow Mickey Bishop to find the secret lab, but Mickey leads them instead to the hideout of the warforged assassins sent by the Lord of Blades to kill him. Continue reading
Part 15. Searching for Secrets
The heroes have awakened from a magical dream created by Merrix d’Cannith’s eldritch machine… All but Mickey Bishop! To save the warlock, they track down the fragments of an ancient artifact that have been gathered together at Morgrave University by an old acquaintance. But when they arrive at the university, they find that they are not the only ones who are seeking the relic. Continue reading
Part 14. The Kundarak Job
Big Mondo is put on trial in Wroat and stands accused of a long list of charges. In order to save the mob boss, the Rabble return to Sharn to intercept important evidence en route to the Kundarak Bank and prevent it from falling into the prosecutor’s hands. But during the course of their quest, they begin to realize that things are not what they seem.
Continue reading
Part 13. Blades of Terror
After a successful meeting with Big Mondo, the heroes are enjoying themselves aboard the airship casino when they encounter a halfling stowaway who wishes to join them on their adventures. Suddenly, the airship comes under attack by another stowaway – a warforged assassin that serves the Lord of Blades. The heroes find mechanical dragons among the mysterious crates aboard the ship and confront Sterryk ir’Tyran about the cargo. A fierce battle ensues against the warforged assassin that leaves the airship badly damaged, forcing the heroes to make a crash landing outside Wroat.
Continue reading
Part 12. Against the Lightning 2/2
The heroes fight for their lives against a gargantuan warforged and find hidden secrets beneath the Silvermist Theater. Having survived the trap laid by Merrix d’Cannith, Balkris runs in the local election for the Cogs, but fails to secure the office. The unexpected victor of the election invites the Rabble to a meeting aboard an advanced House Lyrandar airship, the Portent King. Continue reading
Part 11. Against the Lightning 1/2
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
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.
Continue reading
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