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<blockquote data-quote="awayfarer" data-source="post: 3483280" data-attributes="member: 42702"><p>In my Eberron game thus far...</p><p></p><p><strong>Sessions 1:</strong> PC's get introduced in Wroat and discuss threats to Breland with the captain of the Kings Blades*, Captain Ellenar. They hit the hay as they won't be getting their assignments until tomorrow but are attacked close to dawn by a few goblins and hobgoblin wielding poisoned weapons. Thankfully, the warforged were awake and managed to hold off the gobbo's and yell loudly. A letter is found making a number of claims of various targets that have been hit that night, for which the goblinoids claim responsibility.</p><p></p><p>They hear a yell outside and go outside to find an old guard (who they met earlier) fighting off a pair of goblins outside the barracks next to theirs. They easily take care of the nasty little critters, even taking one hostage. Further inspection reveals that everyone in the barracks nearby (this belonged to another Blades team, so 6-7 soldiers) is dead.</p><p></p><p>PC's rush to the citadel to alert Captain Ellenar and find her haivng just survived an attack, wounded but not dead. A loud boom is heard from outside and the Cap'n suggests they investigate. They head outside and see a large pillar of fire to the south, over the bridge. They investigate to see three humans and four warforged outside of a three story building. The warforged are carrying a large object and are just beginning to head east.</p><p></p><p><strong>Session 2:</strong> PC's chase the fleeing 'forged and humans; one of the latter, a man in a heavy red coat and large hat, stays to delay them. Slowing them is about all he manages; they beat him down and he runs and jumps into the river, sinking rather quickly.</p><p></p><p>PC's eventually decide to try and catch up with the rest of the fleeing group. They run east and catch the sound of the rail whistle in the distance. They get to the station to find two House Orien workers knocked out and a lightning rail a little ways in the distance, headed north. Several warforged are atop another rail (a freighter) heading south. PC's manage to climb aboard. A complicated fight ensues as the rail picks up <em>much</em> more speed than it should be capable of, and the shaking makes footing unsteady. </p><p></p><p>The 'forged atop the train are ultimately dispatched, and the artificer manages to disarm the strange object (rigged to explode!) that they find in the control car. Upon stopping the rail, investigation of the other cars proves that they are full of alchemists fire, rather alot of it, and several objects that appear to be intended to set the whole thing off and likely have a tie to the object in the front car.</p><p></p><p><strong>Session 3:</strong> PC's get back to Wroat (The rail only managed to make it a mile before they stopped it) and find a pair of watchmen questioning the now conscious Orien workers. Turns out they were jumped by the warforged. A watchmen comments that the city is in a bit of a bind right now. Lots of bad stuff happened that morning/last night. PC's learn about a hostage situation in the temple of Boldrei and <em>immediately</em> head over. (Which I admit, I didn't expect)</p><p></p><p>An angry mob is outside screaming to be let in the temple. Apparently the goblinoids in there murdered the parish priest, Father Mulrick, and the city watch have their hands full just keeping the angry mob from charging in there. Turns out there's about 6 goblinoids and 7 hostages; 5 commonfolk and two gaurds that got a bit banged up.</p><p></p><p>PC's find the back way in (Through the second floor) and unlock the door after searching the dead priest for the key. The warforged scout moves in and looks around but is discovered. A big fight ensues. The warforged duskblade actually makes the twenty foot leap off the second floor balcony to get at the gob and hob that are guarding the hostages on the first floor. The hob makes good on his threat to kill a hostage but the party cleric charms him (domain spell). At this point, being poorly guarded, the hostages decide to make a break for the front door.</p><p></p><p>The scout fights off three goblin archers while the rest of the party have their hands full of a large, foul-mouthed bugbear wizard that I affectionately dubbed Mr. Tulip#. He gives them a good run but ultimately, they plug him and he falls over the second floor railing, crashing onto the alter below.</p><p></p><p></p><p>*By the book, the name of the orginization is the Kings Swords. I got the name wrong initially and only found out about the error after I had already been calling them that for a while. I figured I might as well stick with it.</p><p></p><p># Named after a large, foul-mouthed character in the Discworld book, <u>The Truth</u></p><p>"Why does that man keep saying "ing"?"</p></blockquote><p></p>
[QUOTE="awayfarer, post: 3483280, member: 42702"] In my Eberron game thus far... [B]Sessions 1:[/B] PC's get introduced in Wroat and discuss threats to Breland with the captain of the Kings Blades*, Captain Ellenar. They hit the hay as they won't be getting their assignments until tomorrow but are attacked close to dawn by a few goblins and hobgoblin wielding poisoned weapons. Thankfully, the warforged were awake and managed to hold off the gobbo's and yell loudly. A letter is found making a number of claims of various targets that have been hit that night, for which the goblinoids claim responsibility. They hear a yell outside and go outside to find an old guard (who they met earlier) fighting off a pair of goblins outside the barracks next to theirs. They easily take care of the nasty little critters, even taking one hostage. Further inspection reveals that everyone in the barracks nearby (this belonged to another Blades team, so 6-7 soldiers) is dead. PC's rush to the citadel to alert Captain Ellenar and find her haivng just survived an attack, wounded but not dead. A loud boom is heard from outside and the Cap'n suggests they investigate. They head outside and see a large pillar of fire to the south, over the bridge. They investigate to see three humans and four warforged outside of a three story building. The warforged are carrying a large object and are just beginning to head east. [B]Session 2:[/B] PC's chase the fleeing 'forged and humans; one of the latter, a man in a heavy red coat and large hat, stays to delay them. Slowing them is about all he manages; they beat him down and he runs and jumps into the river, sinking rather quickly. PC's eventually decide to try and catch up with the rest of the fleeing group. They run east and catch the sound of the rail whistle in the distance. They get to the station to find two House Orien workers knocked out and a lightning rail a little ways in the distance, headed north. Several warforged are atop another rail (a freighter) heading south. PC's manage to climb aboard. A complicated fight ensues as the rail picks up [I]much[/I] more speed than it should be capable of, and the shaking makes footing unsteady. The 'forged atop the train are ultimately dispatched, and the artificer manages to disarm the strange object (rigged to explode!) that they find in the control car. Upon stopping the rail, investigation of the other cars proves that they are full of alchemists fire, rather alot of it, and several objects that appear to be intended to set the whole thing off and likely have a tie to the object in the front car. [B]Session 3:[/B] PC's get back to Wroat (The rail only managed to make it a mile before they stopped it) and find a pair of watchmen questioning the now conscious Orien workers. Turns out they were jumped by the warforged. A watchmen comments that the city is in a bit of a bind right now. Lots of bad stuff happened that morning/last night. PC's learn about a hostage situation in the temple of Boldrei and [I]immediately[/I] head over. (Which I admit, I didn't expect) An angry mob is outside screaming to be let in the temple. Apparently the goblinoids in there murdered the parish priest, Father Mulrick, and the city watch have their hands full just keeping the angry mob from charging in there. Turns out there's about 6 goblinoids and 7 hostages; 5 commonfolk and two gaurds that got a bit banged up. PC's find the back way in (Through the second floor) and unlock the door after searching the dead priest for the key. The warforged scout moves in and looks around but is discovered. A big fight ensues. The warforged duskblade actually makes the twenty foot leap off the second floor balcony to get at the gob and hob that are guarding the hostages on the first floor. The hob makes good on his threat to kill a hostage but the party cleric charms him (domain spell). At this point, being poorly guarded, the hostages decide to make a break for the front door. The scout fights off three goblin archers while the rest of the party have their hands full of a large, foul-mouthed bugbear wizard that I affectionately dubbed Mr. Tulip#. He gives them a good run but ultimately, they plug him and he falls over the second floor railing, crashing onto the alter below. *By the book, the name of the orginization is the Kings Swords. I got the name wrong initially and only found out about the error after I had already been calling them that for a while. I figured I might as well stick with it. # Named after a large, foul-mouthed character in the Discworld book, [U]The Truth[/U] "Why does that man keep saying "ing"?" [/QUOTE]
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