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Shilsen's Eberron SH (Finished - The Last Word : 9/20/15)
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<blockquote data-quote="Rackhir" data-source="post: 2815723" data-attributes="member: 149"><p>Written by Shilsen</p><p></p><p><strong>Session 1 - Introduction to Sharn</strong></p><p>* The PCs are traveling to Sharn (from Trolanport in Zilargo) on a sailing ship called the Wild Duck, having worked out a deal with Captain Vail that they will pay half fares and receive food in return for working as guards. When close to the Hilt, the wide bay at the mouth of the Dagger River that Sharn sits on, the ship is attacked before dawn by sahuagin, who use grappling hooks to board the ship. The PCs kill half a dozen, including a particularly tough one with a masterwork trident, before the rest flee. Only one of the other guards on the ship is killed in the attack.</p><p></p><p>* Continuing on, the Wild Duck enters the Hilt, passing fortresses on either side. Nearing the cliffs Sharn stands on, the ship passes a boat town at the edge of the docks consisting of rafts, houseboats & other craft connected by a web of piers, gangplanks and rope bridges (called Ship's Towers, one of the two waterfront districts). Passing Ship's Towers and the slum area behind it, consisting of a cliff face with cave openings in it and small hovels around them (Mud Caves), the ship continues north, attracting a small swarm (couple dozen) of tiny dragons, iridescent white in color, called spiretop dragons.</p><p></p><p>* Ship continues north to a larger dock section (Grayflood). Guided by smaller boats to dock. As PCs are leaving, Captain Vail welcomes them to travel with him any time and says he will probably be in Sharn for a week. PCs disembark, to be met by a waiting group, first by some (from the Wharf Watch) asking what items they are transporting and asking for identification. When they discover the PCs are foreigners, pass them on to others in the group (from the Guardians of the Gate). They ask the PCs about their business in the city and tell them the Guardians will help as needed (HQ is in Black Arch district, in Lower Tavick's Landing). They pay particular attention to Gareth and Corven as Deneith people and tell them that the main Deneith enclave is in Dragon Towers (Middle Central Plateau). Also tell the Cyran PCs that there are many Cyrans in the High Walls area (Lower Tavick's Landing) and that the Cyran embassy is in Ambassador Tower (Middle Central).</p><p></p><p>* PCs continue into Grayflood. Meet youngsters clamoring to guide them into city and accept one called Bodo as guide. Bodo gets them a skycoach and they fly to Middle Central Plateau.</p><p></p><p>* Traveling around Middle Central, the PCs stop in turn at the Cathedral of the Cleansing Flame (Sovereign Towers district), the Cyran embassy (Ambassador Towers) and the Deneith enclave (Dragon Towers). At the Cathedral of the Cleansing Flame, Gareth speaks to an acolyte (named Golar) about the Cathedral, learning that it is run by Archieropant Ythana Morr, a powerful cleric of the Silver Flame. At the Cyran embassy, Corven asks whether any of his family (ir'Lanya) survived and are in Sharn/Breland, and is told that the clerk will look into it and let him know if he returns the next day. At the Deneith enclave the PCs speak to a pair of female twins called Lalia and Tasra d'Deneith, who are both Sentinel Marshals. Lalia doesn't seem impressed by Corven and Gareth not working for the house but is eventually persuaded to try to find any freelance/mercenary work for them (and mentions that there is some problem in the Cogs that may need looking into). 6 of 6 keeps asking people how much a boat guard makes, while Nameless is talking to his rock! </p><p></p><p>* The PCs walk to Middle Dura (seeing a falling man get saved by a feather fall spell on the way) and up to the Clifftop district of Upper Dura. Bodo takes them to a small but very good restaurant called Kavv's, which serves Xen'drik food, run by a husband & wife pair (Saza and Taji Kavv) from Stormreach. After the meal, the PCs visit the Esoteric Order of Aureon and Gareth speaks to a sage called Harned about his sword, learning that it may have latent powers that will reveal themselves in time. </p><p></p><p>* Heading down to Middle Dura and the inn district of Underlook, the PCs find an average inn called the Healthy Harvest (innkeeper named Palk) and get rooms, and send Bodo off with instructions to return the next day. After wandering around the area a bit, they pack up for the night. </p><p></p><p>* The next morning, they get up to find Bodo waiting and head off to the Deneith enclave, where a clerk tells them that there is a commission for them. People have been disappearing from lower Dura, mostly vagrants but recently a rich merchant down there on "personal" business. Some members of the City Council have authorized an investigation and the PCs are asked to go check out the area and report back with any discoveries they make. They are provided with a map and directions.</p><p></p><p><strong>Session 2 - Things that go "bump, gibber, gibber, smack, slash, aaargh!" in the night</strong></p><p></p><p>* The PCs are told that the missing merchant was using the alias Durij and was probably in the Silvermist dream parlor, a place that uses illusions to entertain. It is suggested that they ask around about any more recent disappearances (Durij disappeared over a week ago) and are told of a nearby bar/inn called the Cracked Mirror, where information might be available. They are given directions to an abandoned access shaft leading down to the Cogs nearby, which House Deneith just found out about, and which may have been used by the miscreants. A little persuasion gets the clerk to say that the merchant was possibly down there for illegal reasons. </p><p></p><p>* Heading down to Lower Dura and the Callestan district, the PCs find that it is a very seedy inn district, with a large shifter population. They first visit the Silvermist parlor, where a woman named Jix (probably the manager) gives them some information about Durij being a regular customer and a description (red hair and beard), which Six makes a drawing of. Nameless gives her some money & asks her to find out any information that she can. </p><p></p><p>* Deciding to skip the inn, the PCs are accosted while passing near it by a young shifter who tries to pick a fight with Gareth ("damn Flamer!"). Gareth puts a bit of a scare in him and he calls for help to someone called Gorlick, who emerges from the Cracked Mirror, turning out to be a much bigger, tougher-looking shifter. The latter is more irritated than belligerent and the PCs diplomatically talk him into having a drink with him. The PCs buy drinks for everyone at the bar (which has a large number of shifters and at least two evident changelings), quickly becoming more popular - esp. with Bodo, who sneaks two drinks before Gareth notices. Gorlick, apparently known locally as Redtooth, seems quite friendly, and much more so than the younger shifter (his brother Arian). Upon inquiry, the PCs discover that an old beggar disappeared a couple days before. They are told that violence and disappearances are common in Lower Dura.</p><p></p><p>* Leaving the inn, they find the garbage dump that hides the old access shaft and tell Bodo to return to their inn, the Happy Harvest. Once he leaves, they open and enter the shaft. They find that it is old and rubble-strewn from parts that have collapsed, but usable, angling down underground. After searching the entrance area, find a smear of dried blood and some grayish slime. Corven examines it and says that it came from a live person and that it is mixed as if the wound was caused by a slime-coated weapon. </p><p></p><p>* Continuing on, they travel for about a mile, passing areas where vertical shafts open into it from far above and getting closer to the rumbling and heat of the Cogs. Eventually, they emerge at one side of a large cavern, which is split in two by lava pools and streams, with a stone bridge crossing it. Reaching the bridge, they talk to a couple of guards and carters driving wagons across the bridge. They find no information about disappearances but do hear rumors about violence against warforged in one of the other areas. They are also told about the two other Cogs areas besides Ashblack (the industrial district where they are) - Blackbones (also industrial, but with a greater warforged population) and Khyber's Gate (apparently full of strange creatures which can't exist on the surface of Sharn). They are also told about some of the criminal elements in Sharn, esp. the Boromar clan of halflings who used to dominate its underworld and the new group called Daask, consisting of monstrous creatures (many of whom live in Khyber's Gate).</p><p></p><p>* Before leaving, they cross the bridge and find a large cavern where people live and work. They see a dwarf overseer called Berek yelling at and punishing some warforged. He seems irritated at the interruption & says he has no idea about the disappearances but does confirm he heard about a warforged being found dead. He seems to view the warforged as tools, asking if Six is for sale.</p><p></p><p>* Leaving the area, they head back into the access tunnel. When halfway to the surface, they hear a loud crashing sound from a shaft above them and get out of the way, just before a dead warforged falls out. Someone has cut off its hands, scorched it badly and bashed in its side, chest and head. A strange raised metal section on its left forearm looks like someone cut something off it and its battered mouth has stylized fangs. Corven examines it and says that it was killed only minutes ago and that the head blow (probably from a mace or flail) killed it. Six rigs up a rope to it and drags it behind him.</p><p></p><p>* When they are about a minute from the opening, some of the PCs hear the sounds of movement up ahead. Multiple people begin to shoot at them from out of the darkness ahead and they engage in battle. The enemies turn out to be a combination of aberrations (which Nameless identifies), consisting of a dolgaunt (a large, pale creature with no eyes and two long tentacles), half a dozen dolgrim (squat, four-armed creatures with two heads squeezed into one) and two chokers (like hairless, naked halflings with long tentacular arms). Nameless catches most of the creatures in one place with a web spell and incapacitates some of the dolgrim with sleep. Two of the dolgrim turn out to be spellcasters, but do little damage, other than confusing Six for a bit. Despite taking some significant damage, Gareth cuts the dolgaunt in half and dispatches many of the others with Six's help. After having used some spells, Nameless is attacked by one of the chokers that sneaks up on him climbing along the ceiling, which knocks him down, chokes him, bashes his head against the floor and renders him unconscious. Corven has a very hard time using his wands and settles for attacking the choker with a mace. Finally, all the creatures are killed, except for one sleeping dolgrim, which is tied up. The last to fall is a dolgrim which manages to get to what is probably a secret door and trying to open it, when a screaming figure charges it and stabs it through the ear*. The attacker turns out to be Bodo, who is then scolded by Gareth for disobeying orders, given one of the dolgrims' shield and morningstar and sent off again.</p><p></p><p>* After the requisite healing, the PCs open the secret door and pass through, finding a tunnel running parallel to the shat beyond it. Continuing along it, they hear a weird gibbering up ahead, which mentally affects Six, causing him to attack and wound Gareth. The gibbering turns out to come from a weird ooze-like creature that perpetually grows dozens of mouths and eyes, which Nameless identifies as a gibbering mouther. The PCs have a difficult fight, partly because of the weird creature's resistance to their non-bludgeoning weapons, and partly because of its multiple abilities. It spits acid at them (blinding Six right after he comes out of the confusion), bites at and fastens onto them with multiple (albeit weak) mouths and tries to drag them down. Nameless uses his last web to keep it held in one place and summons a fiendish wolf, which is forced to flee due to the gibbering. Gareth is bitten, grabbed, engulfed, and has a substantial amount of blood sucked out of him, only surviving due to his divine vigor and the one time Corven manages to heal him with a wand. Six is comparatively much less damaged, being distracted by the confusion and momentary blindness. Corven is still unable to use** his wands other than the one time and disgustedly gives one to Nameless, who blasts the creature with scorching rays from it till the mouther dies. </p><p></p><p>* Wounded, tired and low on resources, the group heads back to the surface, taking the dead warforged and the dolgrim (which they knock out) with them. Getting a cart to put their 'trophies' on, they quickly draw a crowd as they head towards the higher levels and are stopped by a guard patrol before even reaching Middle Dura. They have to wait till their claim of being on a job for House Deneith is verified and a skycoach is obtained to quickly transport them to Middle Central. Reaching Dragon Towers and the Deneith enclave, they are met by a number of guards and Lalia d'Deneith. She has the warforged and dolgrim taken away and finds out everything that has occurred. She thanks the group and tells them to return to their inn and rest, promising that a reward will be sent to them. </p><p></p><p>* Natural 20 plus 20 to confirm!</p><p>** At least a dozen rolls below 10 during the two fights.</p></blockquote><p></p>
[QUOTE="Rackhir, post: 2815723, member: 149"] Written by Shilsen [b]Session 1 - Introduction to Sharn[/b] * The PCs are traveling to Sharn (from Trolanport in Zilargo) on a sailing ship called the Wild Duck, having worked out a deal with Captain Vail that they will pay half fares and receive food in return for working as guards. When close to the Hilt, the wide bay at the mouth of the Dagger River that Sharn sits on, the ship is attacked before dawn by sahuagin, who use grappling hooks to board the ship. The PCs kill half a dozen, including a particularly tough one with a masterwork trident, before the rest flee. Only one of the other guards on the ship is killed in the attack. * Continuing on, the Wild Duck enters the Hilt, passing fortresses on either side. Nearing the cliffs Sharn stands on, the ship passes a boat town at the edge of the docks consisting of rafts, houseboats & other craft connected by a web of piers, gangplanks and rope bridges (called Ship's Towers, one of the two waterfront districts). Passing Ship's Towers and the slum area behind it, consisting of a cliff face with cave openings in it and small hovels around them (Mud Caves), the ship continues north, attracting a small swarm (couple dozen) of tiny dragons, iridescent white in color, called spiretop dragons. * Ship continues north to a larger dock section (Grayflood). Guided by smaller boats to dock. As PCs are leaving, Captain Vail welcomes them to travel with him any time and says he will probably be in Sharn for a week. PCs disembark, to be met by a waiting group, first by some (from the Wharf Watch) asking what items they are transporting and asking for identification. When they discover the PCs are foreigners, pass them on to others in the group (from the Guardians of the Gate). They ask the PCs about their business in the city and tell them the Guardians will help as needed (HQ is in Black Arch district, in Lower Tavick's Landing). They pay particular attention to Gareth and Corven as Deneith people and tell them that the main Deneith enclave is in Dragon Towers (Middle Central Plateau). Also tell the Cyran PCs that there are many Cyrans in the High Walls area (Lower Tavick's Landing) and that the Cyran embassy is in Ambassador Tower (Middle Central). * PCs continue into Grayflood. Meet youngsters clamoring to guide them into city and accept one called Bodo as guide. Bodo gets them a skycoach and they fly to Middle Central Plateau. * Traveling around Middle Central, the PCs stop in turn at the Cathedral of the Cleansing Flame (Sovereign Towers district), the Cyran embassy (Ambassador Towers) and the Deneith enclave (Dragon Towers). At the Cathedral of the Cleansing Flame, Gareth speaks to an acolyte (named Golar) about the Cathedral, learning that it is run by Archieropant Ythana Morr, a powerful cleric of the Silver Flame. At the Cyran embassy, Corven asks whether any of his family (ir'Lanya) survived and are in Sharn/Breland, and is told that the clerk will look into it and let him know if he returns the next day. At the Deneith enclave the PCs speak to a pair of female twins called Lalia and Tasra d'Deneith, who are both Sentinel Marshals. Lalia doesn't seem impressed by Corven and Gareth not working for the house but is eventually persuaded to try to find any freelance/mercenary work for them (and mentions that there is some problem in the Cogs that may need looking into). 6 of 6 keeps asking people how much a boat guard makes, while Nameless is talking to his rock! * The PCs walk to Middle Dura (seeing a falling man get saved by a feather fall spell on the way) and up to the Clifftop district of Upper Dura. Bodo takes them to a small but very good restaurant called Kavv's, which serves Xen'drik food, run by a husband & wife pair (Saza and Taji Kavv) from Stormreach. After the meal, the PCs visit the Esoteric Order of Aureon and Gareth speaks to a sage called Harned about his sword, learning that it may have latent powers that will reveal themselves in time. * Heading down to Middle Dura and the inn district of Underlook, the PCs find an average inn called the Healthy Harvest (innkeeper named Palk) and get rooms, and send Bodo off with instructions to return the next day. After wandering around the area a bit, they pack up for the night. * The next morning, they get up to find Bodo waiting and head off to the Deneith enclave, where a clerk tells them that there is a commission for them. People have been disappearing from lower Dura, mostly vagrants but recently a rich merchant down there on "personal" business. Some members of the City Council have authorized an investigation and the PCs are asked to go check out the area and report back with any discoveries they make. They are provided with a map and directions. [b]Session 2 - Things that go "bump, gibber, gibber, smack, slash, aaargh!" in the night[/b] * The PCs are told that the missing merchant was using the alias Durij and was probably in the Silvermist dream parlor, a place that uses illusions to entertain. It is suggested that they ask around about any more recent disappearances (Durij disappeared over a week ago) and are told of a nearby bar/inn called the Cracked Mirror, where information might be available. They are given directions to an abandoned access shaft leading down to the Cogs nearby, which House Deneith just found out about, and which may have been used by the miscreants. A little persuasion gets the clerk to say that the merchant was possibly down there for illegal reasons. * Heading down to Lower Dura and the Callestan district, the PCs find that it is a very seedy inn district, with a large shifter population. They first visit the Silvermist parlor, where a woman named Jix (probably the manager) gives them some information about Durij being a regular customer and a description (red hair and beard), which Six makes a drawing of. Nameless gives her some money & asks her to find out any information that she can. * Deciding to skip the inn, the PCs are accosted while passing near it by a young shifter who tries to pick a fight with Gareth ("damn Flamer!"). Gareth puts a bit of a scare in him and he calls for help to someone called Gorlick, who emerges from the Cracked Mirror, turning out to be a much bigger, tougher-looking shifter. The latter is more irritated than belligerent and the PCs diplomatically talk him into having a drink with him. The PCs buy drinks for everyone at the bar (which has a large number of shifters and at least two evident changelings), quickly becoming more popular - esp. with Bodo, who sneaks two drinks before Gareth notices. Gorlick, apparently known locally as Redtooth, seems quite friendly, and much more so than the younger shifter (his brother Arian). Upon inquiry, the PCs discover that an old beggar disappeared a couple days before. They are told that violence and disappearances are common in Lower Dura. * Leaving the inn, they find the garbage dump that hides the old access shaft and tell Bodo to return to their inn, the Happy Harvest. Once he leaves, they open and enter the shaft. They find that it is old and rubble-strewn from parts that have collapsed, but usable, angling down underground. After searching the entrance area, find a smear of dried blood and some grayish slime. Corven examines it and says that it came from a live person and that it is mixed as if the wound was caused by a slime-coated weapon. * Continuing on, they travel for about a mile, passing areas where vertical shafts open into it from far above and getting closer to the rumbling and heat of the Cogs. Eventually, they emerge at one side of a large cavern, which is split in two by lava pools and streams, with a stone bridge crossing it. Reaching the bridge, they talk to a couple of guards and carters driving wagons across the bridge. They find no information about disappearances but do hear rumors about violence against warforged in one of the other areas. They are also told about the two other Cogs areas besides Ashblack (the industrial district where they are) - Blackbones (also industrial, but with a greater warforged population) and Khyber's Gate (apparently full of strange creatures which can't exist on the surface of Sharn). They are also told about some of the criminal elements in Sharn, esp. the Boromar clan of halflings who used to dominate its underworld and the new group called Daask, consisting of monstrous creatures (many of whom live in Khyber's Gate). * Before leaving, they cross the bridge and find a large cavern where people live and work. They see a dwarf overseer called Berek yelling at and punishing some warforged. He seems irritated at the interruption & says he has no idea about the disappearances but does confirm he heard about a warforged being found dead. He seems to view the warforged as tools, asking if Six is for sale. * Leaving the area, they head back into the access tunnel. When halfway to the surface, they hear a loud crashing sound from a shaft above them and get out of the way, just before a dead warforged falls out. Someone has cut off its hands, scorched it badly and bashed in its side, chest and head. A strange raised metal section on its left forearm looks like someone cut something off it and its battered mouth has stylized fangs. Corven examines it and says that it was killed only minutes ago and that the head blow (probably from a mace or flail) killed it. Six rigs up a rope to it and drags it behind him. * When they are about a minute from the opening, some of the PCs hear the sounds of movement up ahead. Multiple people begin to shoot at them from out of the darkness ahead and they engage in battle. The enemies turn out to be a combination of aberrations (which Nameless identifies), consisting of a dolgaunt (a large, pale creature with no eyes and two long tentacles), half a dozen dolgrim (squat, four-armed creatures with two heads squeezed into one) and two chokers (like hairless, naked halflings with long tentacular arms). Nameless catches most of the creatures in one place with a web spell and incapacitates some of the dolgrim with sleep. Two of the dolgrim turn out to be spellcasters, but do little damage, other than confusing Six for a bit. Despite taking some significant damage, Gareth cuts the dolgaunt in half and dispatches many of the others with Six's help. After having used some spells, Nameless is attacked by one of the chokers that sneaks up on him climbing along the ceiling, which knocks him down, chokes him, bashes his head against the floor and renders him unconscious. Corven has a very hard time using his wands and settles for attacking the choker with a mace. Finally, all the creatures are killed, except for one sleeping dolgrim, which is tied up. The last to fall is a dolgrim which manages to get to what is probably a secret door and trying to open it, when a screaming figure charges it and stabs it through the ear*. The attacker turns out to be Bodo, who is then scolded by Gareth for disobeying orders, given one of the dolgrims' shield and morningstar and sent off again. * After the requisite healing, the PCs open the secret door and pass through, finding a tunnel running parallel to the shat beyond it. Continuing along it, they hear a weird gibbering up ahead, which mentally affects Six, causing him to attack and wound Gareth. The gibbering turns out to come from a weird ooze-like creature that perpetually grows dozens of mouths and eyes, which Nameless identifies as a gibbering mouther. The PCs have a difficult fight, partly because of the weird creature's resistance to their non-bludgeoning weapons, and partly because of its multiple abilities. It spits acid at them (blinding Six right after he comes out of the confusion), bites at and fastens onto them with multiple (albeit weak) mouths and tries to drag them down. Nameless uses his last web to keep it held in one place and summons a fiendish wolf, which is forced to flee due to the gibbering. Gareth is bitten, grabbed, engulfed, and has a substantial amount of blood sucked out of him, only surviving due to his divine vigor and the one time Corven manages to heal him with a wand. Six is comparatively much less damaged, being distracted by the confusion and momentary blindness. Corven is still unable to use** his wands other than the one time and disgustedly gives one to Nameless, who blasts the creature with scorching rays from it till the mouther dies. * Wounded, tired and low on resources, the group heads back to the surface, taking the dead warforged and the dolgrim (which they knock out) with them. Getting a cart to put their 'trophies' on, they quickly draw a crowd as they head towards the higher levels and are stopped by a guard patrol before even reaching Middle Dura. They have to wait till their claim of being on a job for House Deneith is verified and a skycoach is obtained to quickly transport them to Middle Central. Reaching Dragon Towers and the Deneith enclave, they are met by a number of guards and Lalia d'Deneith. She has the warforged and dolgrim taken away and finds out everything that has occurred. She thanks the group and tells them to return to their inn and rest, promising that a reward will be sent to them. * Natural 20 plus 20 to confirm! ** At least a dozen rolls below 10 during the two fights. [/QUOTE]
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