Unfinished Wars

Into The Ziggurat
Death of a Hero

Dar Edhelen Lharvion 11, YK 999

The party approaches the Ziggurat of Dar Edhelan and were confronted by Zarra, the daughter of Calderus. She claimed that Haydith’s abduction had been necessary to get her aid in repairing a seal between Eberron and Mabar, the plane of eternal night, and the source of the most powerful shadow magics. Whether this is true or not, the party decided to try to rescue Haydith rather than trust the word of Calderus that she would be returned unharmed.

Once inside, the party was faced with Drow warriors and poison gas, which they escaped. In a storage room, they made the odd acquaintance of Meepo, a lost Kobold who had sneaked into the ziggurat to retrieve a dragon’s egg stolen from his clan. Sadly for Meepo, after getting in, he was unable to get back out, and his clan seems to have moved on. The party promised to safely return him to the surface and left him with Ender outside in the city before moving on.

Proceeding through the dungeon meant overcoming puzzles requiring blood sacrifice, as well as deadly traps. On the last room of the ground level, they were attacked by a giant animate plant that attempted to drain the souls from Ky and Tellelotar while its vine minions trapped the others against a wall. At the last desperate momment, Ky slew the creature.

Climbing a large, winding staircase, the party reached a long causeway stretching over the edge of an underground sea and leading out to a second ziggurat built on a small island. Standing between them was an unidentified woman and her undead warriors. Rauthur, hoping to defeat the enemy rather than fight on the perilous bridge, attempted an Arcane Gate spell to drop the enemy out the bottom of the bridge. Sadly, creating a dimensional rift this close to the border of Mabar had unintended consequences. Though the woman was dragged through the portal, a Shadow Hulk climbed out and began rampagin across the causeway. After two near-falls by members of the party, a retreat was agreed upon and Annie was able to use her Dismissal spell to lock the creature away in an interdimensional space. Sadly, it escaped after only a few seconds and began to pursue the party toward the other Ziggurat. Seeing no escape, Tellelohtar told the others to go, turned, and charged the Shadow Hulk. Leaping onto its back, the elf began cutting through its armor while the beast thrashed. Finally, he slashed off one of the beast’s antenae, causing it to vear to the side. However, as it reached the precipice, The beast was able to grab Tellelohtar, and both elf and monster slid over the edge of the causeway and plummeted into the sea far below.

Reward: 5,460 XP each

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The World Beneath
A Return to Khyber

Under Stormreach, Lharvion 10, YK 999
Rumors of Haydith ir’Wynarn’s location have reached Halas Martain, a Wayfinder ally of the Loaded Dice. But first you must find his contact, Lohn Ender, an Zil scholar specializing in the native species of Xen’drik.

Traveling into the maze of tunnels beneath Stormreach, the Dice are confronted by a group of apparently mad Drow working in league with a few dolgaunts. Notably, the Drow wield shadowblades like that wielded by Jak Conroy. With the Drow dispatched, the party discovers that they were not alone in being attacked. A village of Thri-kreen had faced similar attacks, and worse, an attack by surface Drow led by a red-eyed Drow carrying a black sword.

The party ventures on into the depths, facing the dangers of Khyber once again as the follow Ender’s trail, and getting lost a few times. However, despite the danger, the Dice eventually emerge into a giant carvern, where they rescue a group of Umbragen Drow from Sulataar Drow mounted on flamesleds. While the cultural particulars of this conflict seem rather arcane to the party, what is learned is that the Umbragen have returned from the depths of Khyber, driven by the all-consuming force that has taken over their culture, a force of shadow called the Umbra. The Umbra has been the source of their power for millennia, allowing them to craft the shadows into powerful weapons. However, some Drow – including those the Dice rescued, feared that the Umbra was gaining too much control of them, and that it was more than just a source of power, but a living thing, perhaps even a Daelkyr.

The appearance of Ender and a conversation with him confirms that Haydith was brought here by the same group of Drow seen by the Thri-kreen hive. Ender was also able to shed light on the underground city contained in this cavern. Ender claims it to be Dar Edhelan, the capital of the Qalbarin, an ancient race of elves, rumored to have been masters of necromancy, and the creators of the first vampires.

Despite this ominous news, the Dice determine that they are willing to face the risks to rescue their friend, and set out toward an ancient ziggurat on the other side of the city. For it is there Ender says Haydith’s captors were headed. According to the drow, that ziggurat is also the home of the Umbra.

DM Note: You guys earned level 15 in our last session, so go ahead and level up even though you weren’t planning an extended rest. You’ll need all the advantage you can get, because there will be no rest once you get inside.

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The Caldyn Fragments
Combat, Cannith, and Courtisans

Two weeks since the Battle of Silverwall, and no information has yet been gained on the crew of the Tranquility. When a band of Thuranni assassins make an apparent attempt on the life of Maleen, Chevkos, and Arkos, the Loaded Dice begin searching for the secret Thuranni enclave located beneath the upscale brothel known as Shadows. While searching, Merrix d’Cannith arrives with an offer. He knows the whereabouts of the Tranquility crew and will give them the information, for a price. For the safe return of their friends, the Loaded Dice must obtain document known as the Caldyn Fragments from the Thuranni enclave. Seeing no way around it, the Dice agree.

Disguised as patrons, the Dice infiltrate Shadows and begin searching for a way beneath. When armed men burst into the brothel, demanding the Caldyn Fragments, the Dice leap to the defense. While most of the Dice disarm, disable, or frighten off the assailants, Jak uses the distraction to slip into the back offices and finds a secret door, as well as a ledger of patrons, which he steals.

Making their way down into the tunnels, the Dice are forced to overcome traps and guards before eventually finding a safe containing a sheaf of papers containing what appears to be a strange, poetic, and very vague prophecy, possibly referencing them. Before they can escape, they are confronted by itinerant bard and informant Matthew Murdoch, who wishes to obtain the fragments for his organization, the Crimson Codex. From Murdoch, the dice learn that Caldyn was a scholar who studied the Draconic Prophecy, and then made his own predictions based on it. These seem to have come true, though it is hard to see that until after the fact. While Murdoch is explaining all this, Annie uses a ritual to commit this fragment to memory. The Dice then exchange the fragment for a convincing fake that Murdoch offers.

Merrix takes the fake upon the Dice’s return, and the next day, the crew of the Tranquility return, unable to offer information about their whereabouts other than that they were taken by Blackwheel soldiers to a base in the jungle, but were blindfolded the entire time. Alarmingly, Haydith ir’Wynarn has not been returned. According to Malcolm, the captain of Tranquility, she was captured by drow in the employ of the Emerald Claw during the fighting around their crash site during the battle.

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The Liberation of Stormreach
No plan survives contact with the enemy.

After seizing the tower of Kol Korran and uncovering some of Storm Lord Ammanatu’s plots, as well as slaying the dwarf and preventing him from becoming and Immortal, the Loaded Dice were forced to deal with a new threat, a massive airship owned by the mercenary Blackwheel Company.

Using Rauthur’s arcane gate ability, the Dice teleport to the ship’s deck and find themselves surrounded, but before a fight can break out, the enemy are called off by none other than Merrix d’Cannith, the leader of Cannith South and a member of the Council of Twelve. He dropped some tantalizing clues about Ky’s mark, and then revealed his possession of another Dragon’s Eye, a strange arcane device designed to contain and control a dragon. Merrix threw the device overboard, unleashing a dragon on Stormreach and forcing the Dice to retreat rather than leave the city to be destroyed.

In a mad rush across the city the party faced blazing skeletons, fleeing Emerald Claw, and even some Umbragen Drow before finally facing off with the dragon – Calastryx – in the Temple of the Sovereign Host. There, in a mighty battle, the dragon was finally slain.

On their return, the party discover that the Emerald Claw have abandoned the city, and deduction leads to the conclusion that the Emerald Claw were after whatever it was Merrix and the Blackwheel Company were seeking, and Merrix found it first. So the Emerald Claw have cut their losses and fled, leaving the party to put Stormreach back together.

The victory was dampened by the discovery that in their retreat, the Claw and their drow allies had managed to overwhelm and capture the crew of the Tranquility. In the days that follow, the city begins to come back to life. Of the Storm Lords, Yorrik Ammanatu is dead. Paulo Omaren and Varen Lassite are your friends or allies. Kirris Sel Shadra, the gnome who handles the behind-the-scenes security of Stormreach, has come out of hiding now that things are safe again. And Jolan Wylkes, the half-elf Harbor Lord, remains missing, and is sadly presumed dead.

Now, many questions remain. Merrix implied that there were other Dragon’s Eyes to be found, where are they? What are the mysterious Caldyn Fragments that both the Emerald Claw and the Blackwheel Company are seeking? Where are Malcolm the Fox and his crew? And who will rise to fill the empty spaces on the council of the Storm Lords?

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Silverwall: The Assault
The Attack on the Tower of Kol Korran

With their plans laid, the Loaded Dice attempt to put them into action. As it fell out, Ky was unable to convince the rival militias of the western city to put aside their feud and help, but the diversion assault on Master’s Key was successful.

Much worse, Rauthur’s spell to make the Tranquility invisible failed mid-flight, leading to the ship being shot from the sky. The Dice managed to take the ships skiff in and land at the tower, but the Tranquility and her crew crash-landed near the harbor.

After seizing the landing pad, the Loaded Dice noticed that their foes were not armed in the usual fashion of the Emerald Claw. Closer examination showed that they were in fact, members of a notorious mercenary group called the Blackwheel Company. Undeterred, the party pushed farther into the tower.

While Rauthur and Gwen held off Blackwheel reinforcements, the rest of the party ventured upstairs where they were confronted by none other than the supposedly dead Storm Lord Yorrik Ammantu in the midst of performing a ritual to turn himself into an Immortal ((i.e. a demigod of sorts)). After a vicious battle, Ammantu was slain and the ritual stopped. A search of the room discovered letters between members of a mysterious ‘Club’ of which Ammantu seems to have been a member, along with many other powerful figures from Khorvaire. In addition, a treatise On Dragonmarks and the Prophecy by Vyssilthar, the dragon who carved the Mark of Command into Ky beneath the Dreadhold so long ago.

Finally, the party discovered a magical gemstone that was warding the building against magical communication such as sending stones. When this was turned off, an urgent call from Jak led the party to the rooftop where they beheld a massive, black airship bombarding the city, and Blackwheel Company troops moving in to unravel all of their careful planning. Forced to adapt their plans on the fly, what will the heroes do? Tune in next time to find out.

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Assault on Silverwall: The Plan

After a meeting of the Loaded Dice and the return of Tellelohtar and the crew of the Tranquility along with Hallis Martyn and Haydith ir’Wynarn, a plan has been made to assault the southernmost district of the city, Silverwall. Silverwall is important as one of the wealthiest areas, and the base for most of the Dragonmarked Houses in Stormreach. It contains what appears to have been one of the Emerald Claw’s primary objectives, the mysterious Tower of Kol Korran.

The planning session was disrupted by the arrival of a large force of armed dragonborn, led by Andreas Dythan, who is the father of the young dragonborn you rescued from Blackbriar. Dythan feels a debt is owed to you, and has agreed to assist you as best he can.

With new allies, a plan was laid out. The basic concept is as follows. While most of the group’s allies attack the Claw throughout the city, and create general chaos, Dythan’s Legion will assault the main gate of Silverwall. At the same time, the Loaded Dice, aided by shadow magic provided by Rauthur and Haydith, will slip in to Silverwall and seize control of the Tower of Kol Korran. Hopefully, the Emerald Claw will be caught between the Dice and the dragonborn, and Silverwall will be secured.

In preparation, the following actions need to be taken. Most of these can be done via forum roleplay, skill challenges, or a combination of the two. Some will happen at the table. Some of the jobs were assigned to particular characters based on general skill sets, but obviously there is plenty of work to go around.

- The plan must be discussed with the NPCs involved, including Drago, Hallis, and Haydith.

- In preparation of receiving wounded, Annie needs supplies for her clinic, and plans to talk to Hallis about making runs into the jungle to obtain herbs for her.

- Gwen will scout the jungles looking for Emerald Claw supply lines, which can then perhaps be disrupted.

- Jak will reach out to Lady Paulo Omaren in the hope of gaining support of the Iron Watch, an elite force of Warforged with whom she is allied.

- Rauthur will begin work on rituals to shield and cloak an airship for the covert trip into Silverwall, as well as creating arcane listening devices to gather information.

- A general effort will be made, headed up by Jak, to set up an information network throughout the city.

- Dythan’s Legion will seize the Lyrandar Shipyards in preparation for their attack.

- Contact is to be made with the following groups in the hope of winning their support.
– The 9th Wands, an Aundairian militia operating in Whitewash
– The Knights of Thrane, a Thranish militia operating in the Embers
– The Titans, a half-giant gang of hired muscle

- Ky also wishes to seize Greystone, a small section of the Cross dedicated to a House Tharashk dragonshard refinery. The hope is that the contents of the warehouses could yield much needed funding.

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When a Plan Goes South
It's about to get messy.

Normally I write these from a perspective, my character, the Sharn Inquisitve, or the Brelish historian persona Holly created, P.R. Songsteel. For our most recent session, none of those work exactly. Gwalcavad is not keeping a journal of the current adventure, and what he has to say is probably rather dark at the moment anyway. Songsteel works best after a complete adventure has been finished, and the Inquisitive of course would have no news of this. So, I will simply tell it as a player who just had a great D&D session.

Few things could have gone more wrong for the Loaded Dice in our last adventure. On the one hand, I suppose it must be said that we successfully defeated a strong Emerald Claw regiment in Stormreach. After that it starts to get bad.

None of our party doubted the presence of a trap when we first encountered the drunken wagon team and their broken wheel. However even the most paranoid of us can hardly have expected our prodigy healer Annie to be snatched up by a horseman galloping at 90 mph.

The presence of mind of Rauthur prevented Gwalcavad from murdering the surviving wagon team, and some quick thinking by the rest of the party prevented us all from being trampled to death by giant angry beasts of various kind. Some clever cat-herding work by Ky even resulted in Gwalcavad being able to tame a Shadowcat for Gwen to use as a mount.

Once the chaos had stopped, the Loaded Dice mounted up and are now in transit to Black Briar, a House Vadalis compound known for secretive experimentation. Their ticket in, Gwalcavad, who has finally revealed his given name, Gavin d’Vadalis.

So to sum up, a whole lot of pissed off, super-powerful individuals are about to descend on a House Vadalis enclave, and I suspect we’re gonna burn that mother down.

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The Rolling Mist

(Copy of letter included with report filed by Summerhawk with his superiors in Sharn.)

Gwalcavad,

Normally I would wait until we meet again to relate our adventure in Kenrun, but I fear by then it might be too late.

As you know, Prince Oargev had heard reports that the Mist was expanding out from Cyre and closer to Kenrun. Normally he would have dismissed this as the general hysteria the Mist sometimes causes, but he had also received news of something or someone attacking the village. While he gathered men to respond to the threat, he asked that we scout ahead and assess the situation, and if necessary bring out any survivors.

A few miles outside of Kenrun we came upon a boarded-up farm. At first we thought it abandoned, but soon discovered a family of five holed up inside. They quickly let us in and explained that everyone else was dead. The head of the household was angry, as they believed the noise our group had made would draw the attention of “the others.”

Before we could inquire more closely, the farmhouse was attacked by a horde of ghouls. Hungry ghouls. While we were able to eventually repel the attack, we lost one of the children. These ghouls apparently like their food still breathing.

Thankfully, Rauthur had created a link with a circle in New Cyre and was able to perform the ritual to send the family back. Before they left, the survivors explained the ghouls were once people from Kenrun.

Deciding that if any other survivors remained in the town they would take refuge in the Temple of Arawai, we made haste to Kenrun. Luckily we did not have any further run-ins until we reached the town proper. Despite Tellelohtar’s best efforts to hide us, we were attacked half-way through the village. This led to a harrowing chase to the temple, where we discovered the grounds were overran with more of the ghouls. We managed to somehow fend off attack until we could enter and bar the doors of the temple.

There were no survivors.

A journal we found at the site indicated that the townsfolk were each driven mad by some external source that lead them to crave the taste of flesh. In the end all succumbed and in the process defiled the temple.

I still have it with me, and when I have the time I’ll study it more thoroughly to see if I can determine the cause.

While the others tended to the dead, I purified and re-sanctified Arawai’s Temple. As night had fallen during our endeavors, we elected to rest until dawn when we would return and make our report to Prince Oargev.

Just before the dawn there came a pounding at the door. As we had not returned nor sent word to the Prince, he’d sent scouts in after us to determine what had happened. Before us was the lone scout who’d survived to the temple. He also reported to us that he’d seen an army on the march for the bridge of Kenrun.

Rauthur, using one of his spells, sent word to Oargev of the army headed for the bridge and our intention to hold it until he could arrive with reinforcements. Perhaps it was foolish, but we could not allow an army of the dead to march out of the Mournland.

Whether through luck or through skill I do not know, but we managed to make it out of the town and to the bridge without meeting any ghouls. Upon our arrival at the bridge we established barricades. And just in time. Within the hour the undead army attacked.

Through the valiant efforts of our small crew, we managed to hold the bridge throughout the day. The prince was close but had not yet arrived when the army fell back and a drow rode forth. Using my goggles I determined him to be a very powerful vampire. Far more powerful than Stellos was.

He named himself Calderus d’Vol and at best seemed amused at our efforts to stop his march. After some interplay with Ky, Calderus said our efforts were of no matter. The army had served the purpose of delaying us, and they had no further use for the bridge or the town. And then they left.

I am unsure if he meant to delay our group specifically or to delay Prince Oargev. Either way, the only place we have intention of journeying to is Sharn. This leads me to surmise that he or an ally of his has designs for the Day of Mourning, and the presence of either ourselves, Prince Oargev, or all of the above at an earlier point would prove a hindrance to him.

Regardless, we’re on our way to Sharn now with Prince Oargev and his retinue. At this rate we should arrive the day of the ceremonies.

Be careful, my friend.
Annie

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The Mournland - Quest Log
What's the worst that could happen?

Our party has ventured into the Mournland on an errand for Prime Minister Rukin ir’Clarn of Breland, and so far very little has gone right.

Major Quest: The Dragon
-Near the field of ruin, a dragon who was present during, and changed by the Mourning dwells still in its lair. We have been given an artifact known as the Dragon’s Eye with which to subdue the beast. We are then to return it to the agents of Prime Minister ir’Clarn so that this threat can be neutralized safely.

Side Quest: Rauthur is dead. Long live Rauthur.
-Rauthur’s vampiric ways finally went off the deep end when he started hunting children in New Cyre. Summerhawk discovered this and gave chase while the others tried to catch up. In the end, Rauthur was slain. His body transformed into a Rakshasa and fled. At the same time, another part of his soul, previously bound to a book carried by Annie, manifested as a version of Rauthur bent on undoing the mistakes of his Vampire counterpart.

Side Quest: Chasing Annie
-A massive bounty has been placed on Annie by House Jorasco. How the knowledge of her dragonmark was leaked is a question that now occupies the thoughts of several party-members, along with what they will do to the person who leaked it. Summerhawk has set his team of subordinate Dark Lantern agents working on discovering the truth. In the meantime, the Mournland is not a bad hiding place.

Quest? : Hallis Martin
-We’ve also taken up with the adventurer extraordinaire, who knows the way to the Field of Ruin.

Conclusions
“Excerpt from the after-action report filed by Summerhawk with his superiors in Sharn”
Reaching the field of ruin, we were confronted by Mournland wights from many of the nations of Khorvaire. They seemed to have been waiting for the party to arrive, an event foretold by the Messengers – mysterious creatures who appeared in Thrane once during the Last War and led a crusade into Cyre. With one of our party unaccounted for, the wights flew into a rage and attacked us. Their death triggered something that awoke all of the dead on the Field of Ruin, from whom we wisely fled.

We reached the mouth of a cave in the Glass Plateau pursued by hordes of undead warriors. At the entrance of the cave, Hallis Martin turned and drove a staff into the ground, from which radiance exploded, destroying the undead and saving us from pursuit. What became of him is unclear, but he seems to have a knack for getting out of trouble and we found no remains on our return.

Inside the cave, we found corpses from all nations pressed into the earth and rock of the cave floor and walls. A curtain of battle standards were hung from the ceiling as if they were captured trophies. Ky and I cut the Brelish and Cyran banners from this strange furnishing.

Farther in, we reached the dragon’s lair. The beast was sleeping. I approached alone, knowing that fighting the creature was not an option. As I needed the creature to awaken, but did not want to approach closer than necessary, I fired a bolt into its hide – no doubt doing no damage at all but it seems to have been enough to wake the beast. I was then able to unlock whatever arcane energy was possessed by the artifact and subdued and captured the dragon.

Side note – We found a prisoner in the lair: a Cyran named Therkin ((sp?)). He was disfigured by long exposure to the mist. He said the dragon mistook him for an old friend from Cyre. Obviously the creature’s mind had been deranged by the Mourning. We extracted this poor individual and he seems to be recovering in the care of Prince Oargev.

As we exited the cave, we were intercepted by a party of Emerald Claw led by Gunter (whose interrogation I oversaw some months ago) and Leofalcon Wolfsbane (who led the team of assassins who made the attempt on Lady Haydith’s life in Throneport). How they tracked us and who sent them is uncertain. Messages intercepted since seem to indicate that Gunter was acting without orders in an attempt to recover favor with the organization after his previous failure. I am extrapolating from limited evidence so I cannot say how accurate these conclusions are. Interestingly, Leofalcon’s new undead form (you will recall he was killed in the Watching Wood) seemed to be in thrall to Gunter. Once he lost visual contact, Leofalcon snapped out of it and there seems to have been some sort of reconnection between him and Aurora. I was across the cave and engaged and have only second-hand reports to go from. I have not found a convenient time to speak with Aurora about this matter.

In the end, Ky slew Gunter, who lashed out in some strange arcane attack at Aurora. Leofalcon stepped in the way and was killed by this attack, so regardless of the motivations of either assailant, both were killed in the fight. I recovered something of interest from Leofalcon, but I am still conducting research into its nature and will write more of it soon. It appears to be a shard of living shadow.

We have no returned to New Cyre and the Prince had shown a great deal of gratitude for the items we recovered. The party has decided to remain in New Cyre for the winter. If possible, I would like to base my operations out of this town. There are experts here who may help be decipher the shadow shard, and considering the difficulty on our Western front, having closer ties to New Cyre can only help our organization. It may even be possible to set up a new Lantern Post here.

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Prisoners of the Dreadhold (Quest Journal)

When we complete the adventure I’ll update this to a more traditional adventure log, but I thought since this has been something of a chaotic adventure with lots of objectives, I would post an sort of “Quest Journal” for the adventure.

Quest Journal
Major Quest: The Missing Spy >Complete<
- Whether out of friendship, duty, curiosity or boredom, you have decided to follow the trail of the missing spy.
- You tracked Gwalcavad from Throneport to the Lhazzar Principalities where you discovered that he was ambushed at the Vorgaard Estate and taken to the Dreadhold prison.
- You slipped into the Prison and rescued Gwalcavad from a group of Dolgaunts and their Mind Flayer master, now you just have to get out.
-You successfully escaped the Dreadhold

Minor Quest: Protect Haydith >Complete<
-You successfully defended Haydith ir’Wynarnn from House Thuranni Assassins

Minor Quest: Dark Rumors >Failed<
-Gwalcavad was investigating a collection of clues that his contact, Vorgaard, had put together for him.
-The clues so far are as follows
1. Since YK 991, the king of Karrnath has received no visitors
2. A prison cell in Korth, Karrnath contained the cryptic rhyme
“The King is Dead, yet long lives the King
Blood upon his golden ring.”
3. The same cell had tally marks that seemed numerous enough to date back 2-4 years.
4. The cell also contained an etching that indicated that the occupant was being moved in YK 994
5. A prison ledger for the Korth Prison showed a 994 transfer to the Dreadhold, the name was blotted out.
6. Haydith claims that over the last several years, her brother has not seemed himself, and has distanced himself from his family.
-Gwalcavad and Vorgaard appear to have both drawn the conclusion from this evidence that the throne of Karrnath is occupied by an impostor and that Kaius III is actually a prisoner in the Dreadhold. Gwalcavad would like to investigate this further, but is in no shape to do so.
-You were unable to confirm the rumors. All you can be sure of is that agents of the Emerald Claw escaped with a prisoner.

Minor Quest: The Dragon’s Favor >Complete, sort of<
-Vyssilthar, a black dragon dwelling under the Dreadhold, has asked you to end the shard mining operation by slaying Filgrimm, the dwarf that runs the mine. She claims he does not have the open permission of his House, so if he were killed and the mine brought to light, House Kundarak would have to shut it down.
-You killed Filgrimm, but also slew the Warden of the prison. The results of these actions are yet to be seen.

Conclusions (Political)

-Steeling a small vessel used by the garrison when they need to get to the mainland, you make your way the the near end of Cape Far. You found a quiet cove to tie up your ship and from there made your way inland until you were able to find a village. Despite your strange appearance, and the many rumors and questions it no doubt raised among the villagers, you were able to get directions to a proper city, and from there made your way back to Sharn, at Gwalcavad’s suggestion.
-After you return, you are able to gather news of events since your departure some weeks ago. The events in Throneport are still making news (see Sharn Inquisitive articles soon to come). Word reached you that Haydith had returned to Wroat uneventfully in the company of the King’s Shields. You also learn that Breland’s was not the only embassy attacked that night in Throneport. The Karnnathi Embassy was apparently also assaulted and a high-value prisoner was rescued from a holding cell there. Who made the attack, and who the prisoner in the Karnnathi Embassy was has not been released to the general public.
-Breland has demanded an explanation from Thrane over the currency found on Haydith’s would-be assassins. The government has also demanded that House Thuranni release the name of the one who hired the assassins. This request has been met with chilly silence.

Conclusions (Personal)

-By an slip of the tongue, Kor ir’Wynarnn revealed to you that “Gwalcavad” is not the true name of your Dark Lantern companion, referring to him instead as “Summerhawk.” It is unknown if anything will come of this.
-You also discovered that Gwalcavad bears the Mark of Handling.
-Gwalcavad has been temporarily relegated to a desk job (the Citadel equivalent of medical leave) managing the operations of subordinate agents in the field.
-Both Annie and Ky have manifested Dragonmarks through different means.
-Tellelohtar’s encounter with a mind flayer seems to have left increasingly unstable.
-The reappearance of a revenant form of Leofalcon Wolfsbane and his repeated escape from you continues to frustrate an haunt Aurora.
-Aurora also found a part of a ledger that indicated that two members of Amaron’s family had been in the Dreadhold but were sold to an organization called “Project Leviathan.” She has not yet revealed this to him.
-Rauthur disturbed the group’s peace of mind once again by showing an interest in necromancy as he brought an undead servitor with him through part of the adventure. Annie and Tellelohtar killed it.
-A trio of tiefling’s returned with you at the request of Vyssilthar: Maleen Silvereye, Chevkos, and Iron Talon. Who they are and how they will affect your group is yet to be seen. You have secured housing for them in an apartment three towers south of the Hen House.

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