Tosh's Eberron Campaign

Prison Break
Session 01

The party began in a Karrnathi prison. Each member had been imprisoned for at least two years, some as many as ten years. Although the Last War ended over a year ago, the prison was still operating as a slave camp, with the prisoners performing manual labor for Warden Norton and Guard Captain Hadley. The number of guards had been slowly decreasing since the end of the war. The party was held in a small prison block of six cells. The sixth cell had previously been occupied by Kvort’s love interest, an elf woman named Eiluvial. She was recently killed by Guard Captain Hadley, for reasons unknown.

The party awoke one morning to find their cell doors unlocked and open. A small bag was found on the floor, containing a key to the party’s cuffs, and a small note. The note said “New Thistlewood – meet at the Inn.” After some exploration, the party found one of the guards dead on the floor of the prison. The cause of death was unknown, but he appeared gaunt, and had some black markings that indicated some sort of magic use.

Further exploration revealed that the main prison door was also unlocked. This door was controlled from a nearby room, outside the cell area. This would have been impossible to open from inside. The guard here was also found dead. The party was able to recover some equipment from the dead guards, and a weapon rack found in the guard room. Bjorkus and Howler went through all the cells, passing the key around to unlock the prisoners’ leg irons. The cell doors were still locked however, so the party was forced to continue on without the aid of the other prisoners.

Proceeding carefully out of the prison, the party encountered a group of guards who were relaxing in a common room. Combat ensued, and with the help of a well-placed flock of bats from Bjorkus, the party defeated the guards. Afterwards, the party encountered an Orc prisoner named Groth, who was found sweeping the floors in the common area. He asked the party to free him from his shackles, and the party obliged.

Meanwhile, a commotion began around the prison, indicating that news of their escape had spread. Groth helped the party barricade one of the doors, and the party continued towards the Warden’s and Guard Captain’s rooms. The Guard Captain turned up in the next hallway, right outside the barracks. Kvort kicked off a bloody melee, and was able to hold the doorway along with Howler, and support from Deacon’s defensive runes. The guard captain and his allies were defeated, leaving the party free to explore the remainder of the prison.

Qadan was able to recover the prison’s logbook, and the party was able find some equipment from the armory. Howler discovered that the Guard Captain was using his old Khopesh, while Kvort was able to find an unused suit of hide armor. A brief search for Groth turned up empty.

Upon leaving the main prison building, the party discovered Warden Norton rallying some troops in the prison courtyard. After a tense exchange with the Warden, Kvort again initiated a fracas. This time some pesky archers gave the party some trouble, but in the end the party emerged victorious again.

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New Thistlewood
Session 02

The party finished the first session by defeating Warden Norton and recovering the key to the prison cells. They quickly freed all of the prisoners and finished searching the prison for any extra equipment. After stocking up on supplies, they decided to escort the newly-freed prisoners to New Thistlewood. This seemed a logical choice, since New Thistlewood is known as a haven for refugees from the war. The party was headed there anyway, because of the mysterious note they found during their escape. One of the prisoners, a Halfling named Barris, volunteered his farm as temporary housing for the refugees. His farm is near New Thistlewood.

As the party prepared to leave the prison, Groth appeared and offered his services as a guide. Shado seemed very excited to see Groth, and after some inquiry from Howler, Groh explained that he had met Shado previously. Groth indicated that he had been around the prison prior to his capture, and had encountered Shado, who was also wandering around the prison area.

Groth led the party through the wilderness to a cave that he was familiar with. The party, along with the refugees, was able to sleep there through the night and resume their journey in the morning. Around midday, Groth indicated that the outskirts of New Thistlewood were not far off, and that he would leave the party to finish the journey without him. The Halfling Barris recognized their location, and was able to guide the party the rest of the way to his farm. His wife Briel was very excited to see him home, and while she was unprepared for such a large number of guests, she welcomed the refugees to stay at the farm.

The party left the refugees there and continued on to New Thistlewood proper. Upon arriving, they encountered some guards, who were polite and welcomed the party. Deacon offered a Karrnathi military salute, much to his own surprise.

The Inn of the Welcome Wounded was very easy to locate, due to its tremendous size. It is a very nice inn, with room for at least 100 guests, and a tavern to accomodate them. The party was greeted by a friendly, excitable Halfling who introduced himself as Francis Thistlewood. He informed the party that his father had founded New Thistlewood. Francis bore a large, obvious Dragonmark, which the party easily identified as the Mark of Hospitality. This certainly explained the large and prosperous Inn.

Francis called over the waitress, Darla, who brought a round of drinks and several plates of food for the hungry party. During their meal, the party noticed a Half-Elf observing them from a few tables over. After the party finished their meal, the Half-Elf approached and introduced himself as Anton. He asked about Eiluvial’s absence, and seemed distraught upon hearing that she did not make it out of the prison. He indicated that he was responsible for aiding the party’s escape from the prison, and that he had a business proposal for the party. The party chose to relax a few days before discussing the business deal. Anton offered to pay for their room and board.

After spending three days in New Thistlewood, the party returned to speak with Anton. He asked the party to investigate a group of Halflings that has recently been ambushing his caravans. Since he himself had not been on any of the caravan runs, he suggested that they speak with Mason, one of his caravan drivers. The party decided to speak with Mason before accepting the job.

The party spoke with Mason at his home, where he answered the door wearing a large hat and his arm in a sling. He described the raiders as a group of Halflings, sometimes riding dinosaurs (clawfoots) and often wielding strange powers, controlling and throwing rocks as weapons. The party asked where the last ambush occurred, and he gave them directions. The party decided to investigate this location.

The ambush location was fairly obvious when the party arrived. The were some very large rocks blocking the road, with a forest on either side. Ideal spot for an ambush. The party decided to investigate the rock, and were immediately set upon by a group of Halflings. Two of the Halflings were riding clawfoot dinosaurs, and two were hidden in the forest throwing rocks at the party. Two earth elementals also joined the fray, along with a number of smaller Halflings.

The party was able to defeat the Halfling ambushers, and will now consider what to do next.

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The Tomb of Korgen Thistlewood
Session 03

The party started this session on the road, having just been ambushed by a group of rabid Halflings. This was obviously the group that Anton had asked the party to investigate, so Howler proceeded to follow the raiding party’s tracks back to their camp. It was obviously a temporary camp set up by the ambush party, and few valuables were found. An older set of tracks led away from the camp.

The party, again led by Howler, was able to follow these tracks. They headed generally back towards New Thistlewood, but through the forest and not along the road. As he was tracking, Howler was able to hear an approaching patrol, and was able to alert the party before they crossed paths. The party intercepted the patrol, which turned out to be a human, two halflings, and a shifter. All of them had the same feral look and clothing as the raiding party they had fought earlier. Qadan attempted to parlay with them, but they were immediately hostile and attacked the party on sight. The human begain by summoning two earth elementals, which attacked the party alongside the humanoids. After a rough battle that saw Bjorkus fall unconscious, the party emerged victorious.

After dispatching the patrol, the party continued to follow the original tracks through the woods. The trail eventually merged with a rough footpath, which the party followed up a hill. Howler hid in the woods along the side of the path, and stealthily approached the crest of the hill. There he found a pair of Halflings guarding the entrance to a tomb.

Howler returned to the party and described the situation. The party decided to approach the tomb quietly through the woods, but this time the guards were able to spot Howler and Qadan. Two large mounds of dirt surfaced and began to harass Qadan, while the Halflings encased themselves in stone as they pounded away at Howler and Shado. By the time the rest of the party arrived, both Howler and Shado had fallen, and Qadan was fighting for his life.

As the rest of the party engaged the guards, K’vort paused briefly, feeling that the tomb was familiar to him somehow. He wasn’t sure why, and didn’t have much time to think about it, as another Halfling soon emerged from the tomb, summoning and flinging boulders at the party. The fight was long and difficult, but the guards eventually fell, leaving the characters to recover from their wounds.

The party entered the tomb, which K’vort judged to be roughly 40-50 years old. Inside were two sarcophagi, one each for Korgen and Raina Thistlewood. Upon searching the interior, the party discovered a trapdoor under Korgen’s sarcophagus, but decided to rest before venturing into the tunnel below. As they made preparations, a loud crashing sound emerged from the tunnel. The party surmised that a passage had collapsed below, which they would investigate after a night’s rest.

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Caric Whitestone
Session 04

The party began this session just outside the tomb of Korgen Thistlewood, having just spent the night in the forest nearby. As planned, the party ventured into the tunnel revealed by the secret door under Korgen’s sarcophagus. K’vort examined the tunnel and concluded that it was part of the original architecture of the tomb. The party immediately discovered the cave-in a short way into the tunnel. Stones and rubble completely blocked off the passageway, leaving a side doorway as the only reasonable path to advance.

The door appeared to be a makeshift cover for a tunnel that had been carved into the wall. The large metal door was barred from the inside, so it was easy for the party to remove the bar and open the door. The tunnel quickly opened up into a cavern, where the party encountered a number of giant ants. Howler and Raithar were familiar with these large insects, which are not uncommon in Khorvaire. These particular ants were different, however, in that they appeared to have a number of mutations. Some of them had extra limbs, some had unusually large mandibles, and some even had tentacles. They were also extremely aggressive, and attacked the party on sight. Fortunately the party was able to dispatch the group with relative ease, and evaluate their next step.

Two tunnels led out from the cavern, in addition to the one from which the party came. One tunnel appeared to lead deeper into the ant cave, while the other ended in a door similar to the one the party had just encountered. The group surmised that the doorway was likely to lead back into the tomb structure, which was their original goal. Ignoring the rest of the ant colony, the party chose to continue investigating the tomb.

The doorway led directly into a large round room, which was also part of the original tomb construction. Several braziers were placed around the room, of which all but one where lit by magical flames. In the center of the room stood a large stone statue – a human male in plate armor, armed with a large mace and a shield. The nameplate said “Caric Whitestone”, although the statue was black in color. K’vort attempted to identify the material, but while its texture seemed like marble, the dark black color was unusual. While studying the statue, K’vort again felt a familiarity with this room.

A small vault lay open and empty at the foot of the statue. After examining the vault for several minutes, the party was unable to find anything noteworthy. Placing an item in the vault, and then removing it had no apparent effect. Lighting the last brazier also had no effect. The party then focused its attention on a trapdoor, which was on the floor on the far side of the room. The door appeared to be built in similar fashion to the ones blocking the ant tunnels, except this one led into tunnel in the floor, rather than the wall.

As soon as Qadan attempted to open the door, a loud voice said, “Do not open the vault,” and the statue attacked the party. The fight was long, difficult, and nearly fatal for the party. The statue continuously spawned small globes of black energy, which the party was forced to destroy, while the statue continued to bash at K’vort with its giant mace and shield. K’vort eventually fell, knocked unconscious by a blow that would have killed even the heartiest of men. The rest of the party rallied, and was finally able to defeat the statue. Upon defeat, the statue crumbled, and the dark color faded away to reveal a natural white marble color. Deacon examined the remains determined that the golem’s original intent was to guard the vault, but it had been altered to instead guard the trap door. Deacon was also able to recover a part of the golem’s core, which he fashioned into a component for himself.

After the grueling encounter with the golem, the party decided to rest before venturing below.

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Foulspawn
Session 05

The party awoke fully refreshed from their rest after defeating the guardian golem. Packing their things, they ventured deeper into the tunnel below the tomb.

They immediately found themselves in a long hallway, which ended in a double door. On each side of the corridor was a doorway. The tunnel itself appeared to be architected, although not in the same style as the tomb above. The construction seemed recent and, while stable, less skillfully done than the tomb.

The party advanced, and found that the doorways opened into a set of four rooms, two on each side of the hallway. These were the living quarters of the Halflings. Here the party encountered a pair of deformed Halflings, with inky black skin, long gangly arms, and gaunt, horrid faces with large mouths. The creatures attacked on sight, and were soon joined by two more humanoids, who approached through the double door. These newcomers were even more hideous than the aberrant Halflings – one was a large, ape-like humanoid with large fists and a gaping mouth, while the other was taller and thinner, with long thin arms and tentacles sprouting from its back. K’vort recognized these as Foulspawn, created by the Daelkyr in the Realm of Madness. While not unheard of, they are not often found in Eberron.

The characters were able to defeat the Foulspawn and the mutated Halflings without too much difficulty. They proceeded to search the barracks, which had once been furnished, but was now quite a mess. The cots were in disarray, and the footlockers were smashed and strewn about. The party was able to dig up some gold, and various bits of jewelry and treasure, including a fine necklace. Several sheets of old, decaying paper were also found throughout the area. Qadan took particular interest in these, and was able to piece together the remains of an old journal. Most of the journal was missing, either lost over time or discarded by the Halflings, but he was able to read parts of the pages that did remain. It seemed to be a journal of an old monk, who recorded both his personal thoughts and the journeys of his adventuring party. The monk did not mention his own name, but his companions were Korgen, Caric, Jaylen, and Dirge.

After searching the barracks, the party ventured forth through the double doors. The doors opened into a large cavern, which was neither architected nor naturally formed. It seemed as though the cavern was simply blasted out of the rock. There were also body parts, blood, and bones scattered throughout the area. Some of the body parts were still moving, and along with a handful of Dolgaunts, they attacked the party. The fight was tough, but the party ultimately defeated the Foulspawn. They took a moment to look around the cave, gather their thoughts, and take a brief rest before exploring the rest of the cave.

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