Eberron 4e


The party has convinced Captain Morgis of the airship Cloud’s Destiny to not throw them overboard, and they now settle in for the journey to wherever the ship is going. The party intends to behave itself for a change (I think the warlock is afraid of being tossed overboard since he can’t fly).

All the plans are blown up as night falls for the first time. Four boarding parties swoop in out fo the night, sweeping the decks of the Cloud’s Destiny with a storm of arrows, then depositing three boarding parties.

Witnesses and a new employer
Where the PCs interfere with the law and wind up with a new assignment.

Our heroes have escorted the Lady Elaydren back to Sharn. While waiting for more work from her, they go shopping. On a moonlit night, they are on their way back to their quarters when they witness…well, they aren’t sure exactly what they are witnessing. But the screams of a damsel in distress are enough to draw them into a fight. Can they figure out who the bad guys are?

Whitehearth Part II

The PCs find the schema. They also find a duplicate of the schema, an eldritch machine that House Cannith used to destroy Rose Quarry, and what must be a creation pattern that makes use of the first two schemas the party has recovered.

But what about the doors in Whitehearth that the PCs didn’t find keycharms to? And what’s up with this creation pattern – there’s room for two more schemas?

As the PCs leave Whitehearth, pondering these questions, Garrow unleashes the trap he has set fot the party.

Whitehearth - Part I

Our heroes get past the guardians and enter Whitehearth.

The Mournland

The PCs pay their first visit to what was once their homeland of Cyre – what has now become the Mournland. They find the entrance to Whitehearth.

The Map Room

The PCs find the map room in Rose Quarry and decode the directions to Whitehearth. Then, Garrow introduces himself to the party by killing a PC.

Need to add more details about the map room and Garrow here. Stay tuned.

Rose Quarry

The PCs explore Rose Quarry, searching for directions to Whitehearth and encountering soldiers of the Order of the Emerald Claw for the first time.

Journey to Rose Quarry

The PCs arrive in Rhuukan Draal, capital of the goblinoid kingdom of Darguun. There, they find Failin and make travel arrangements. Failin has ownership of an earth elemental powered land cart that he uses to transport the party to Rose Quarry.

Call for Help

The PCs, following the Lady Elaydren’s instructions, periodically stop and check for messages at the House Sivas message station. One night, they discover that the message station has been ransacked and a message meant for them has been stolen. While waiting for the City Watch, a message owl drops a follow-up note to the party, summoning them to meet Lady Elaydren at the Broken Anvil.

Once there, the meeting with Elaydren is abruptly ended when a warforged soldier and a band of mercenary kobolds charge in.


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