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Eberron Continues July 21, 2009

Posted by elopingcamel in 3.5e, Eberron, Narrative, PC.
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Searching for Failan

After arriving in the destroyed kingdom of Cyre, which is now generally the Mournlands, and purchasing some gear and better weapons, we secure lodging in a small hotel/inn just outside of Blood Market. Then, we move on to the task of finding an information trafficker named Failan–Lady Eladrin’s note told us to seek him out. The owner of the tavern, a large and unpleasant bugbear, suggests that we head to the arena to find him. We ask directions to the arena, which he gives after a mocking laugh: “Listen for the crowd.”

Exiting the inn, it becomes obvious why he would have thought it unnecessary to spell it out for us; the arena is massive and the crowds are pumped for whatever form of entertainment they are about to get. As we approach we see huge stands on the outside of the arena where many many creatures of various races are being sold as slaves. The party briefly discusses how they might help but quickly decide that the task is more than they can take on and they need to stay on target to find the schema for Lady Eladrin. They pay to enter the arena–a small and easily frightened goblin is running the ticket counter/entrance. Rurick starts getting ideas about fighting in the gladiatorial arena (for the adventurers have now discovered that is what it is), but we quickly decide against this when, after asking the goblin where to find Failan, we learn that Failan is not at the arena today but is back in Blood Market. We intimidate the goblin into giving us our money back and head that way.

Entering the market, we spy another human–a rare sight in these goblinoid-infested lands–and make our way to him. He looks like a formidable opponent but is pleasant in his speech. He ask him where to find Failan, and he says that he just left the Red Hand Inn, where he saw Failan nursing a mug of ale. He also describes the wormy, balding man for us so we can recognize him. He declines our invitation/request to take us there and accompany us afterward, so we move on without him.

Failan is easily spotted once we enter the Red Hand, and Rurick immediately heads off to purchase ale. This causes Ana to grow angry at Rurick’s constant need for insobriety, but this turns out to be a great idea, because Failan is incredibly cold to us as we try to spark up conversation. It isn’t until Rurick comes back with some ale that Failan begins to talk and open up. Failan in a word: apathetic. This guy just does not seem to care about anything besides getting money with which to stay drunk. We hire him to drive us–we learn that he is also in that business–to the mines where Lady Eladrin believes some information can be found that will lead us to the location of the schema. He says he’ll pick us up in front of our hotel in the morning, which slightly unsettles the women in the party who are wondering how he knows where we are staying. His answer is to simply smile creepily and say, “I know lots of things.”

The next morning, as the party is loading into the obviously magical cart (there were no horses and the wheels were basically partway in the ground; they didn’t roll, instead they seemed to slide in the ground), a couple of bad-looking bugbears come turning around the corner of the building, screaming at Failan that he owes them money. They run toward the cart and Failan yells for us all to get in. Rurick had already entered the cart, so he climbs up on top of it in preparation to leap into the fray if needed. Lia takes a shot at the onrushing brutes. Fetalus also jumps into the cart (it is safer in there for a little guy like him and provides him better cover to cast spells on these attackers). The battle is over sooner than the party could have anticipated, when Wolfie bites and trips one, Lia deals out a few terrible blows with arrows, Ana slams a few magic pebbles into the foes, and Rurick leaps from the cart into a bugbear and begins a good old-fashioned pummeling. Some silver is looted from the bugbears and the party heads off.

The Mines

The mines are in an area that was decimated on the Day of Mourning and is now covered in a strange sheet of glass. Ruins dot the landscape, providing cover for the party while they spy out the area. A campfire is spotted a ways off, so Lia (easily our highest stealth check) sneaks over to learn what she may. She sees skeletons that appear to be standing guard and Emerald Claw soldiers talking relaxedly. She overhears them discussing their search efforts and lack of success, and Lia returns to the party to tell us what she has learned. We decide that the Emerald Claw has taken an interest in finding the schema and that we must find it before they do; we begin to search the ruins.

We are far enough away from the campfire to not worry about the guards hearing/seeing us, but we are careful to avoid being seen anyway. We move closer and closer in toward the campsite as our search of the outer edges yields no fruit. At one point, Rurick looks up in time to see two dwarves covered in a fairly smooth sheet of glass, carrying debris through the forest. It is the same glass layer that is over the ground and ruins. Unfortunately, the glass-covered dwarves also spot Rurick and rush toward him. He has time to position himself in the small of the entrance to a section of ruins (between two crumbled walls that are no more than a couple of feet high). Rurick takes some damage from the dwarves (who, now that they are closer, we realize are zombies), but slows down their rush, while the rest of the party tries to pepper them with arrows, stones, and spells. The glass covering staves off much of the damage from our attacks, until eventually we damage the glass enough to shatter it. One of the dwarves begins to amble over the wall toward us three that, up until now, have been held safely inside. This opens up attacks of opportunity and we take good advantage of the situation to destroy it, and then focus on the remaining zombie. We are all terrified that the guards will have heard the noise, but no help ever came to the zombies and all remains quiet.

We begin again to move closer and eventually see a large building (similarly covered in glass)–and are about to head in–when we hear two zombies scraping along the ground. They are obviously about to leave the building through the very door that we are about to go in, so we sprint around the corner of the building and hide. The zombies do not spot us and move about their business.

We enter the building and see…

(continued next time, because both of our wives were getting sleepy and not caring about the game anymore and frankly this post is already plenty long as it is)

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