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<blockquote data-quote="Sans Serif" data-source="post: 5305197" data-attributes="member: 68777"><p>Wednesday night, once again – Eberron Encounters! Thanks to those who joined us for the first time last week. Start time at 7:00. Bring friends! Location at bottom.</p><p></p><p>____________________________________________________________________________________</p><p>Following is an adventure synopsis that I send out to players via email. As with previous weeks, brand-new stuff is in blue:</p><p></p><p>During the Last War, a creation forge near Darguun, on the border of what is now the Mournland, was important in the experiments that led to the creation of the warforged race. In the past, it produced many prototypes that led the way for the creation of modern warforged. Later, it continued experiments in this vein. </p><p></p><p>Haestus d’Cannith was the forge’s overseer. Haestus and his people kept working on prototype warforged and constructs. They extended their experiments largely without oversight from house officials.</p><p></p><p>The forge’s importance was not lost on other forces. Shortly before the Mourning ended the Last War, a group of irregular special forces, thought to be a freelance mercenary team in service to the Karrnathi government, collapsed the forge’s entrance, trapping everyone inside. Haestus and the other artificers died slowly.</p><p></p><p>The Karrnathi irregulars were journeying through Cyre with news of their success when the Mourning struck. Nobody saw them ever again. Although most people have forgotten the existence of the creation forge, House Cannith hasn’t. The house just hasn’t yet gotten around to sending a recovery team.. until they receive news of a hole being blown in the side of the mountain that held the forge. Eager to prevent enemy acquisition of house secrets, a Cannith representative calls on your party to investigate and “ensure that House Cannith’s property is uncompromised.” You are hired to secure the Cannith facility for future use, keeping its secrets and dealing with any threats within it. Keep any advancements as functional as possible while neutralizing dangers within the forge.</p><p></p><p>The party travels to the location of the forge, where they discover the passageway that was created. It appears it was created by explosive means. Journeying into the mountain, they discover hobgoblins from the bladebearer clan guarding the entrance. They dispatch the guards with relative ease, and move on into the forge. At one point, they find the mutilated body of a wordbearer goblin.</p><p></p><p>As they continue to explore the forge, they bypass a glyph of warding before encountering prototype warforged, powered by an arcane generator. One of the warforged lines was an experiment to create warforged that could pass for humanoid. Then the party stumbled into a barracks of hobgoblins and bugbears. Hack and slash, kill-em-and-take-their-stuff ensued. Swashbuckling fun by pulling bedrolls out from each other’s feet. </p><p></p><p>Moving deeper into the forge, they found the construct lab – complete with a flesh golem, a drake construct, and a goblin artificer. <span style="color: #0000FF">An arcane turret trap proved to be no match for the party, and they found themselves at the original entrance for the forge, where they met Haestus d’Cannith, the overseer of the forge… in apparition form. After defeating his traps and creations, the party found a guard post and a place to rest (yes, that means “extended rest” in game terms).</span></p><p></p><p><span style="color: #0000FF">Fully rested, the party heads down another forge hallway, where they see the blackened bodies of two goblinoids, and the remains of a disarmed fire trap – which evidentally was disarmed two late for the aforementioned two goblinoids. Now they come to a storage room. This is a long room with shelves containing artificial limbs, heads, torsos and other parts of incomplete constructs. Rummaging through the room, there might be some pretty cool stuff in here!</span></p><p>_____________________________________________________________________________________</p><p>Player note: if you’d like to change your character, that’s fine. Please note that whatever you expended with your previous character is also expended for your new character. If your level 5 daily power was expended with your previous character, your new character starts with his level 5 daily power expended. If you used two healing surges, your new character starts two healing surges down. If your previous character was down eight hit points, your new character is down eight hit points. You get the idea.</p><p></p><p>Eberron Encounters is played every Wednesday at 7:00 at Swords & Superheroes in Kingwood.</p><p></p><p>Swords & Superheroes is located at 2527 Chestnut Ridge Road (@ Kingwood Drive, Behind the Tecno Gas Station).</p><p></p><p>New players are always welcome, and you’re encouraged to bring a friend. We’ll have different pregens.</p></blockquote><p></p>
[QUOTE="Sans Serif, post: 5305197, member: 68777"] Wednesday night, once again – Eberron Encounters! Thanks to those who joined us for the first time last week. Start time at 7:00. Bring friends! Location at bottom. ____________________________________________________________________________________ Following is an adventure synopsis that I send out to players via email. As with previous weeks, brand-new stuff is in blue: During the Last War, a creation forge near Darguun, on the border of what is now the Mournland, was important in the experiments that led to the creation of the warforged race. In the past, it produced many prototypes that led the way for the creation of modern warforged. Later, it continued experiments in this vein. Haestus d’Cannith was the forge’s overseer. Haestus and his people kept working on prototype warforged and constructs. They extended their experiments largely without oversight from house officials. The forge’s importance was not lost on other forces. Shortly before the Mourning ended the Last War, a group of irregular special forces, thought to be a freelance mercenary team in service to the Karrnathi government, collapsed the forge’s entrance, trapping everyone inside. Haestus and the other artificers died slowly. The Karrnathi irregulars were journeying through Cyre with news of their success when the Mourning struck. Nobody saw them ever again. Although most people have forgotten the existence of the creation forge, House Cannith hasn’t. The house just hasn’t yet gotten around to sending a recovery team.. until they receive news of a hole being blown in the side of the mountain that held the forge. Eager to prevent enemy acquisition of house secrets, a Cannith representative calls on your party to investigate and “ensure that House Cannith’s property is uncompromised.” You are hired to secure the Cannith facility for future use, keeping its secrets and dealing with any threats within it. Keep any advancements as functional as possible while neutralizing dangers within the forge. The party travels to the location of the forge, where they discover the passageway that was created. It appears it was created by explosive means. Journeying into the mountain, they discover hobgoblins from the bladebearer clan guarding the entrance. They dispatch the guards with relative ease, and move on into the forge. At one point, they find the mutilated body of a wordbearer goblin. As they continue to explore the forge, they bypass a glyph of warding before encountering prototype warforged, powered by an arcane generator. One of the warforged lines was an experiment to create warforged that could pass for humanoid. Then the party stumbled into a barracks of hobgoblins and bugbears. Hack and slash, kill-em-and-take-their-stuff ensued. Swashbuckling fun by pulling bedrolls out from each other’s feet. Moving deeper into the forge, they found the construct lab – complete with a flesh golem, a drake construct, and a goblin artificer. [COLOR=#0000FF]An arcane turret trap proved to be no match for the party, and they found themselves at the original entrance for the forge, where they met Haestus d’Cannith, the overseer of the forge… in apparition form. After defeating his traps and creations, the party found a guard post and a place to rest (yes, that means “extended rest” in game terms).[/COLOR] [COLOR=#0000FF]Fully rested, the party heads down another forge hallway, where they see the blackened bodies of two goblinoids, and the remains of a disarmed fire trap – which evidentally was disarmed two late for the aforementioned two goblinoids. Now they come to a storage room. This is a long room with shelves containing artificial limbs, heads, torsos and other parts of incomplete constructs. Rummaging through the room, there might be some pretty cool stuff in here![/COLOR] _____________________________________________________________________________________ Player note: if you’d like to change your character, that’s fine. Please note that whatever you expended with your previous character is also expended for your new character. If your level 5 daily power was expended with your previous character, your new character starts with his level 5 daily power expended. If you used two healing surges, your new character starts two healing surges down. If your previous character was down eight hit points, your new character is down eight hit points. You get the idea. Eberron Encounters is played every Wednesday at 7:00 at Swords & Superheroes in Kingwood. Swords & Superheroes is located at 2527 Chestnut Ridge Road (@ Kingwood Drive, Behind the Tecno Gas Station). New players are always welcome, and you’re encouraged to bring a friend. We’ll have different pregens. [/QUOTE]
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