Eberron Adventures

Session 2 Recap
Wherein our heroes fortify the Giant ruins and overcome a plant demon.

After clearing the Giant ruins of the roaches, they return to Base Camp to convince Grundark to move to the more secure location. Despite Two-Ton and Kormar’s best efforts, Smilla succeeds in convincing Grundark to at least inspect the site. To save time, the group makes a daring night-time journey back to the ancient inn. A cursory inspection is all it takes to change Grundark’s mind.

The next morning, the party conjures up several Tenser’s Floating Discs and they move base camp in a long, slow-moving train of men and pack animals. Panthers stalk the group the whole way, but refrain from attacking it. Kormar detects some Bullywugs attempting to set an ambush at the Giant bridge, but the Field Team is able to easily foil it. The entire expedition arrives safely at their new home without further incident.

The expedition spends the next couple of days fortifying the ruins against possible attack. Monsoon season begins, greatly reducing visibility, but after clearing the overgrowth within the main structure, the team now has a relatively cozy, easily defensible fortress in the jungles of Xen’drik.

After securing their base camp, the party debate whether to make contact with the lizardfolk or the Kenku, or hunt more Bullywugs. They agree the safest path is to take up Ssaross’s offer to introduce them to the lizardfolk leadership. On the way out of the camp, Kormar finds signs of Bullywug scouts, which he informs Grundark of.

As the party approaches home of the Emerald Scales tribe, they see a green dragon in flight overhead; it makes a lazy loop overhead and lands within a large, rocky tor. The lizardfolk live in a small, fortified village at the base of the tor. A high wooden palisade protects the village and all the structures are on stilts to keep them dry. The guards welcome Ssaross and the rest of the group, and the head shaman of the tribe agrees to an audience with the group.

Our heroes learn more about the ruins; they are on a dual manifest zone to Thelanis (otherwise known as the Feywild) and Lammania (the Twilight Forest). Entering into the ruins themselves is taboo, and requires a Purification Ritual. No lizardfolk has performed the ritual and entered the inner sanctum of the ruins in generations. The lizardfolk consider the ruins to be holy land, and draw their power from the primal energy from the planes without having to enter the ruins proper.

The party asks about the green dragon, and are told that the dragon is the “warlord” of the tribe. It, too, seeks something within the ruins, but is wary of committing the entire lizardfolk tribe to retaking it, especially with the Bullywug threat. The head shaman requests the assistance of the party to retake the ruins from the Kenku, and direct them to the Emerald Sage, a greatly respected oracle of the tribe that lives in Bullywug territory and refuses to relocate to the safety of the village. If the party can pass the Sage’s test, they may be able to earn an audience with the dragon.

After availing themselves of the lizardfolk hospitality, the Field Team returns to Base Camp, where they update Alvyn Wrenchwright. For his part, Alvyn has translated more of the documents, and confirms that the ruins are a dual manifest zone to Thelanis and Lammania. The ancient artifact within is called “The Heart of Life”, although he has not been able to determine its powers or history, yet.

Our heroes decide the next best course of action is to consult with the Emerald Sage, since attacking the Bullywugs will improve their standing with both the Kenku and the lizardfolk without the risk of alienating either group. While Grundark and Jordell train the rest of the expedition staff in basic crossbow marksmanship, Ssaross leads the party into Bullywug territory to the home of the Emerald Sage. The swamps are dangerous, even without the Bullywug threat, and a pair of Otyughs ambush the group, inflicting filth fever on all of them, except Quinn. Two-Ton and Kormar recover quickly, but the disease lingers on Smilla and Ssaross.

The Emerald Sage is an ancient lizardwoman mystic, who greets the party as if she was already expecting them. She tells them that she knows the location of the Bullywug demon leader, but she does not think the group is strong enough to defeat it yet. She presents them with a challenge: defeat a plant demon the Bullywugs are attempting to raise, and she will give them the location of the Bullywug headquarters.

Recognizing a quest when they see one, the party readily accepts. Ssaross stays behind, as this is a test for the foreigners, but Kormar is able to safely guide the group to the standing stones in the swamp described the Sage. Weather favors the party with good visibility, and they strike hard. A pair of Bullywug Mud Lords rain fire and lightning upon the party, while the plant demon engages in a duel-to-the-death with Two-Ton. Quinn pins the demon to the ground with his fiendish Tyranny of Flame, and the party makes short work of the bloodthorn vines and Bullywugs. The plant demon, however, is quite resilient and constantly regrows. It struggles valiantly to absorb the warforged, and finally succeeds, leeching the fighter’s lifeforce to replenish its own. The situation looks dire as our heroes pour firepower onto the demon, but are unable to bring it down. At the last possible moment, Two-Ton forces his way out of the beast’s maw, and concentrated fire finally reduces the abyssal creature to mulch.

View
Session 1 Recap
Wherein our heroes arrive on Xen'drik and clear out a roach infestation at an ancient tavern.

After an uneventful elemental galleon journey from Sharn to Stormreach, the Wrenchwright Expedition arrives at last on the shores of Xen’drik. They are greeted there by their lizardman guide, Ssaross, and an oppressive heat and humidity that bears down on them like a sweaty Orc. Their porters, Alek and Drew, unload the expedition gear onto mules, as the party spends their last night in civilization. They set off early next morning deep into the jungles of the Mystery Continent.

Along the way, Ssaross informs the party that he feels Grundark Grundarkson, the Dwarven Chief of Site Security, is making a mistake in his choice of base camp location. The native lizardman has been unable to convince the stubborn Dwarf to see his point of view, but lizardfolk are not known for their diplomacy skills. Alvyn continues studying and translating the map and lore surrounding the Kor’rash Ruins as the party painstakingly makes its way through dense undergrowth upstream along the multiple creeks and streams flowing from the heart of the jungle.

Our heroes engage the first hostile flora and fauna of the continent approximately one day away from base camp, four days into their trek. The expedition scout and naturalist, Kormar, detects the carnivorous plants before they can get the jump on the group, but he underestimates the speed at which bloodthorn vines can slither through the jungle, and is caught in a flurry of thorns and a surprise clutch of stirges that burst from a nearby tree. The team is able to handily defeat the creatures with eldritch and radiant blasts, clearing the way to base camp.

Base camp is located at the fork of the river on a bluff approximately five feet above the riverbank. The junior expedition members are busily clearing the tree line to improve sightlines and using the lumber to erect a hasty palisade. Kormar makes an inspection of the site, and determines that it will stay above the waterline when monsoon season arrives, but it will be surrounded by swamp—ideal terrain for the bullywugs should they start raiding the camp. The rest of the party introduce themselves to the rest of the expedition staff and laborers. Jordell Dash, the Karrnathi Second-in-Command of Site Security, is excited that the entire expedition has arrived, and looks forward to exploring in earnest. Smilla gets to know Grundark better, and tries to get a read on him in the event he needs to be convinced to move base camp.

After inspecting the camp, the party consults Ssaross to see if there is a better site. He recommends an ancient Giant ruin 3 hours to the west—deeper in bullywug territory, but drier and much more defensible. Our heroes decide to follow up on the lead to see if they should move headquarters before the rains come in three or four days. Alvyn defers to the expertise of his seasoned field team, but Grundark grumbles that he could use their help building up more defenses. The party ignores his complaints, sure that the calculated risk of scouting the site will be more fruitful than their physical labor on a camp they may abandon.

Ssaross leads them to an old, overgrown Giant bridge that the expedition will need to use to cross the river when it swells from the rains. Instead of taking a safe ford, they decide to clear the bridge. Kormar detects more bloodthorn vines, which Two-ton baits into the waiting magic and claws of the rest of the party. Two-ton pushes ahead to try and lure out more hidden enemies, and is swarmed by thousands of poisonous centipedes that erupt from underneath the bridge. Smilla keeps the warforged on his feet with judicious healing, while Kormar’s Faerie Fire burns the vermin away. Two-ton’s clever tactical use of Tide of Iron sweeps hundreds of the insects into the river below, clearing the bridge for future use.

The party climbs up a steep rise onto a low plateau into old-growth jungle, eventually coming into a clearing with the Giant ruin Ssaross spoke about. The ruin is mostly intact, and rests upon a ten-foot high stone foundation. A twenty-foot high, five-foot thick stone wall surrounds the compound; except for some collapsed sections, it looks in very good shape. Quinn, the team’s history and arcana expert, identifies the statue in the courtyard as an eldritch giant, the former rulers of Xen’drik. A worn plaque at the base of the statue in Ancient Giantish identifies the building as an inn or tavern. The well in the courtyard maintains the same water-purification enchantment it has for millennia.

Kormar spots motion within the completely overgrown main two-story structure and transforms into a small spider to scout it out. He identifies about half a dozen enormous roaches, and the party decides it would be best to clear out the structure for future use. Following standard operating procedure, Two-ton advances to lure out the enemies, and the roaches swarm him the moment he steps into the dank building. The adult roaches pin him into place with sticky spittle, while the younger roaches spit sheets of acid at the expedition members unlucky enough to be standing in the doorway. Smilla summons her Beacon of Hope, soothing the acid burns, and the expedition focuses its fire on the tough-to-kill Xen’drik roaches. Unable to bring their superior numbers to bear, the mindless, disgusting vermin are crushed by the party’s superior tactics.

After a short breather, the party turns to search the structure. What treasure may the roaches have scavenged? Will Grundark be convinced to move base camp to the Giant tavern ruins? How many bullywugs were drawn to the signal fires Quinn lit in his attempts to clear the foliage from the bridge? This, and more, next time on Eberron Adventures: The Ruins of Kor’rash.

View
Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.