Eberron Revisited - Heroes of Xandrar

The Adventure begins
12 day of Aryth, 1036

In the morning: The Changeling wizard, Arvik Zaltos, is hanged.

Mid day: A dragon is attacking Drum Keep. Sir Isteval calls troops to Market Square to do what they can to help. A group of 100 assembles and heads off through the driving rain towards Drum Keep.


Dragon hunting through the swamp
13th to 20th of Aryth, 1036

Weather: Rain, rain and more rain.

The reinforcements race through the day and night and arrive at Drum keep just after midnight. There is no dragon there, although the keep had been attacked by mutant lizardfolk.

It turns out that the dragon left without hurting anyone after its demands were met. Countess Yassiv ir’Oeskai, the owner of Drum keep explained what the Dragon wanted:

“An altar. A half-forgotten relic left behind by my ancestors. It was made of blue coral, with sides that looked like crashing waves. It’s been locked away in the dungeons of this castle for years. I’m not sure how the dragon knew of it. It seemed a fair price to pay for my soldiers’ lives.”

The characters go down into the dungeon to investigate the room where the altar was and see it is in a similar water theme, with a massive carving of a trident on one wall. Sir Isteval notes the curiosity of the characters and the next morning asks them to go on a special mission for him – to find the lair of the dragon. He notes that they should under no circumstances approach the dragon, but he wants to know where it is.

Maechen and Ainm Lu have arrived at the keep by this point, and Maechen volunteers the two of them to join this task.

The party head off through the swamp. It is slow, wet, miserable going, but apart from scaring off some giant lizards at night they have no dangerous encounters.

They do find a magical gazebo and from there they find humanoid boot trails leading into the swamp. Following the trail leads to a ruined goblin fortress with a Orchish Shaman (Mama Booga) and her 8 half orc, half dwarf sons. They act very suspiciously and when the party try to delve they attack. The party kill two of the boys and seriously wound the mother. At this point the orcs surrender and let them know the following points.

  • The orcs were responsible for the attack and raid on Lord Floshen’s manor in Xandrar. They admitted to stealing an stained glass altar (although they do not mention the captured servants). They were working under the instruction of a powerful wizard named Arvik Zaltos. They passed the altar on to a black dragon.
  • They knew the dragon and the lizard folk were going to attack the keep. They took the opportunity to raid the dragons lair and they stole an egg.
  • They claim to be decendants of the Belsilmer clan of Dwarves, they wanted to raise money to fund a quest to take back their ancestral homelands.

The party go and check out the egg. At Kleris’ approach, the egg hatches and a wyrmling black dragon bonds with him. They debate killing the dragon, but defer the decision.

The orcs give the party directions to the temple so they head off. On the way they find a crashed sky ship ‘The Vengence of Sam’ and camp there the night. They continue their journey until they find their way to the temple…


18th Aryth – The skyship Tito is travelling on crashes in the swamp. He wanders aimlessly for two days until he finds the temple as the party are preparing to enter.

The abandoned temple of Dol Arrah
20th of Aryth, 1036

As they party are discussing the best way to enter the temple, a ragged, dirty exhausted halfling stumbles out from the swamp. “Help me” he gasps.

He is Tito. They heal him and explains he was on a skyship that was stopped by The Feathergale Knights on Hippogriff. He tells the party that for some reason the Knights seems offended that the captain would enslave an elemental to run a skyship. They then used a device to release the elemental causing the ship to plummet into the swamp. The crew were killed (if not by the fall, then by the knights afterwards) but Tito managed to escape. He has been wandering aimlessly through the swamp for days.

The party explain their mission and Tito decides to assist them.

At this point Kleris seems to go into some sort of a trance. The wyrmling moves over to protect him.

They party decide not to wait and enter the temple. They fight a number of lizardfolk and giant bugs and then are forced to rest. They bring Kleris (who is still in a trance) in out of the rain. They then fight stirges and giant lizard and find stairs going down into the dark…


Kleris' Vision
20th of Aryth, 1036

Nothing exists. No colour, no light, no darkness. Then, in that emptiness a single mote of existence. It grows and separates into four components. Fire, Air, Water, Earth.

Those four components separate further and mix with each other, a glorious mix of chaos. Then chaos creates life, elementals appear followed by other beings in a confusion of shapes and colours.

Dragons grow and fight. One is destroyed, and another is restrained. 3 dragons locked together and life appears on them and inside them.

The chaos takes shape and starts to become beautiful. A pattern begins to emerge, but life does not understand the patterns and causes breakages and errors in the pattern.

Then around the three dragons, four moons come into focus. One made of water comes close, followed by the others made of fire, air and earth. They merge with the dragons and break them into their original four components. They have reclaimed them.

Life cannot survive the purity of the elements and ends. All is still. The four elements slowly reduce, until nothing is left by a single mote of existence, which blinks out of existence.


Battle in the Lizard temple
20th of Aryth 1036

The party go down the stairs into ancient preservation and burial chambers for the priests of Dol Arrah. Apart from a short battle against a gray ooze, they find little of interest apart from stairs going further down.

As they descend the stairs they see a light off ahead and in the light they can see some lizardfolk watching something off to the side in rapt attention. They also hear the sound of drums. Tito and Layna decide to sneak down and see what is going on, but Tito slips on a damp stair, landing badly and alerting one of the lizardfolk to their presence.

Tito rushes in to attack before they can react, but realises that there are actually more lizardfolk that he saw from the stairwell. He is surrounded and cut down. Layna rushes down the stairs to try and save him, but is attacked herself and cannot get to them. The battle appears to be more than they can handle and the party consider retreat, but that option is removed from them when what appears to be a lizardfolk shaman casts a summoning spell, filling the stairwell behind them with 8 giant lizards. However Layna manages to battle her way to the shaman and hits it, causing it to loose concentration on the spell. The lizards disappear. But not before they have caused awful damage to the heroes at the back. They fall of the shaman dispirits the rest of the lizardfolk and the party eventually defeat them.

When they examine Tito’s body they find that he is badly wounded and unconcious, but not dead. Morythas is able to heal him somewhat, but the entire party is in a bad way. They decide to find a bolt hole and rest. However as they discuss this, Morythas is poking around in the chamber. He disturbs something and the entire chamber is filled with a high pitched screeching sound. This attracts a carrion crawler, which they manage to fight off, but then they head back upstairs, battered but wiser and rest the night.


21 of Aryth, 1036

The party rest upstairs in the temple and patch up their wounds. They then head back down for further exploration and find themselves in a large underground cavern with a lake. As they are investigating, a large black dragon emerges from the waters…



The heroes manage to convince the dragon that they were not the thieves and describe the half-orcs-have-dwarves that were in the ruins where they found the egg that Bitey the wyrmling emerged from. The dragon knows these dwarf-orcs and had been using them for his own purposes. They party introduce the dragon to Bitey who is very interested in the large dragon.

The party ask the dragon about the alter he took from Drum Keep and the dragon reveals it is the second he has taken recently.


During the conversation, the party have revealed some details about themselves.


The party leave, but explore a little further on the way out. Mythras finds a small chamber with a pool of water in it. As he enters he hears chanting and for just a moment thinks he sees Maechen. But the chanting figure disappears, not to be seen again. Kleris is drawn to the pool and tastes it. His face goes blank and he is unresponsive for a moment. When he comes to his eye is twitching, he is sweating and pale, and he stutters when he talks. While this appears to wear off shortly, no-one else is keen to taste the water.

They leave the temple. It is still raining, but the rain seems to be slowing.


Return to Xandrar
21 - 26 Aryth, 1036

The heroes trudge back to Xandrar though the swamp. They stop briefly as an earthquake occurs, to ambush a patrol of lizardmen and when they come across another crashed skyship. Tito identifies that this is the one he was in.

They return to Xandrar late on the 22nd and immediately report to Sir Isteval, rousing him from his bed. He is happy to see them and surprised at all they have to report. He tells them he will think on it and asks them to return late tomorrow morning. He provides them with a token for Regalmanor and the heroes spend the night in complete luxury.


The next day, the party reports to Sir Isteval, and he tells them that he is very happy with what they accomplished. He sees potential in them and says he would like to quietly employ them to investigate sensitive issues. He also agrees to send to Sharn for Tito’s parents.

He asks them to stay around so they can be called upon as needed. They ask if they can investigate the Featherspire and he agrees to write a letter of introduction, asking the knights for any suspicious activities they may have noticed. He puts Layna in charge of the group and sends them on their way.

It takes Sir Isteval some days to sign the letter to the Feathergale Knights (that Layna ends up writing for him), but also tells them that he would like them to also see if they can find any clues as to the whereabouts of an important delegation that had recently passed through Xandrar from Greenheart, on the way to Wroat. Wroat had reported that the delegation had never arrived. He leaves to their discretion which path they follow and which leads they take but tells them that both of their goals are important.

By now the rain that has persisted for weeks finally stops.


1) Find the missing Greenheart delegation
2) Investigate the Feathergale knights.

The Featherspire
27th of Aryth - 1st of Vult, 1036

The next morning the heroes ride out to Drum Keep, staying at an inn along the way and arriving late the next day. They stay the night and then start asking questions.

They had already ascertained the makeup of the Greenheart delegation through Sir Isteval:

  • Bruldenthar – a renowned dwarven scholar from the Byeshk Mountains. He had a large number of precious books and manuscripts with him
  • Tereseil – An elven druid from Greenheart
  • Rhundorth – An orcish Gatekeeper
  • Desyna ir’ Mejarra – a diplomat from Wroat

The delegation were also transporting a body and had a number of House Deneith guards with them.

The keep has a small village inside the walls, and questioning shopkeepers reveals a book at a local tinker that the heroes suspect belongs to Bruldenthar. The tinker says that he was sold the book from a lake dweller at the small village of Womford, which can be found just off the main road going south and by the lake.

The heroes decide that investigating the knights takes priority, so ask Countess Yassiv to assign some knights to look for the delegation down the south road. She agrees, so the party head into the hills. They are warned to walk, so they leave their horses at the keep and follow a small path that leads to the Featherspire. They camp on the trail overnight and in the afternoon of the 1st day of Winter arrive at the featherspire.


They are welcomed with open arms and taken to the leader of the knights, Thurl Merosska. He explains their noble traditions at length. When asked if he has seen anything suspicious he suggests that they investigate a nearby monastery, The Sacred Stone Monastery.

When asked if he knows anything about airships that have been getting attacked, and whether he knows where his men are at all times he begins getting evasive, but at that moment a hippogriff rider arrives reporting sightings of a Manticore. Thurl invites the party to join a squad and hunt down and dispatch the beast and they agree.


  • A book of ancient dwarvish history from a tinker in drum keep. He says he got it from a lakeman in Womford
  • The Sacred Stone Monastery has been identified as suspicious by Thrul Merosska, the leader of the Feathergale Knights.
  • A telescope mounted at the top of the featherspire appears to be set to watch a large crevasse in the side of the valley.
The hidden city
1st - 3rd of Vult, 1036

The heroes are given a quick lesson in Manticore riding and then head off with a group of 4 Feathergale Knights who are riding giant vultures. The knights allow the heroes to take the lead, but are obviously nervous when the heroes immediately head off westward toward the crevase.

The party find a rocky area where a large number of shattered bones lie. They investigate and realise that whoever these people are they were dropped from a great height. The Knights warn them not to go any closer to the crevase:

“A dragon lairs in that crevase. it is beyond yours our our ability to defeat. I strongly suggest you stay well clear.”

The knights are obviously distressed at the idea of the heroes going near the crevasse, so the party decide to concentrate on the task at hand and hunt down the manticore. After a short time they find the beast and set up an ambush for it. This gives them a good element of surprise and they dispatch it quickly.

They arrive back at the tower and are invited to share in a feast. Many tales are told of the heroes bravery in dispatching the manticore. At one point Layna is taken quietly aside and asked by a knight if she would be interested in joining with a group who are trying to harness the power of elemental air. The knight explains that with the power of air, the knights would be able to defend Breeland from all it’s enemies.

However at the feast, the heroes ask too many questions, and the leader, Thurl Marroska starts to become uncomfortable. He gives the heroes a tour of the tower and then assigns them bedchambers.

Later that night, Layna and Tito leave the room and sneak up to Thurl’s chambers. They are able to quietly unlock the door, sneak into the chamber, search, and then leave. They find this note, which they return before they leave:

We are pleased to hear about the outcome of
your altercation with the Black Earth cult, and
we praise you for the capture of one of their
prisoners. This noblewoman from Sharn
has an interesting tale to tell, and we shall enjoy
interrogating her further. Keep a close watch on
the Sacred Stone Monastery. I want to know what
our enemy is planning next.
Your beloved queen,
Aerisi Kalinoth

In the morning, the wake to find that the sky has clouded over and snow is starting to fall. Despite the risk of travelling through the hills in snow, Thurl is insistent that the party must return to Drum Keep – "We have a sensitive mission that we need to accomplish. We cannot afford to accomodate you. My apologies, but you must return to the keep. I am happy to assign a man to take you back to Drum Keep on Hippogriff if you wish.

The party insist on walking, but notice as they leave that they are being tracked by a giant vulture flying high above them. As the snow gets thicker, they are able to slip their tracker and head back to the entrance of the Featherspire. They hide, wait and watch for the activity they expect to see on top of the spire as the knights leave for their ‘sensitive mission’ but this never eventuates.

The snow is getting thicker again, and some of the party are feeling the cold badly. They are forced to find an overhanging ledge to shelter under for the night, but no-one is able to sleep in the cold.

In the morning they know that if they do not move they are facing death, and a couple of the party are starting to have difficulty functioning. They realise that it would not be a wise move to return to the spire, and that they are now unlikely to survive the journey to Drum Keep, so they decide their best chance is to head to the crevasse and see where it leads.

After an hour of clumisly crossing the valley through the thick snow, they make their way across and into the crevasse. The crevasse leads underground. After several miles they find themselves outside an ancient and destroyed dwarvish city, dimly lit through gaps in the cavernous space above.

From the city echos screams of agony. The group tentatively approach the gates and find that the area is being watched by a group of Kenku. The screams are coming from these. The group, though weakened, fight and dispatch the Kenku. But during the battle Layna is seperated from the rest of the party and pushes her way through an old stone door. On the other side she finds a plaza where a group of what appear to be cultists are playing recorders around a small pool.

They look up in surprise as she enters…..


Flight from the Wind Cult
3rd and 4th of Vult, 1036

Leading the cultists in their musical endeavours is what appears to be a bard. He watches Layna enter, sees the dead Kenku behind her (which the other cultists are not in a position to see) and attempts to bluff that Layna is another Bard called Susan who has come to help them with their training.

They leave the plaza and enter the corridor where the rest of the heroes are through a secret door. The bard (Windharrow) tells the heroes that they must leave, that these people are more dangerous than they look and that the heroes have stumbled into something that will kill them if they don’t walk away now.

He explains that he was a friend of the leader of cult before she started going down this path, but he feels that she has lost most of who she was. He is in fear for his life if he displeases her and asks the heroes to take him with them when they leave. The heroes decide to head onwards, but promise to take Windharrow with them when they depart.

They wander further into the dwarven city, hearing sounds of grinding machinery and tortured screams over the constant sound of falling water. Eventually they find themselves in the most beautiful room they have ever seen, where a Djinni is slowly and painstakingly carefully carving the most intricate and beautiful patterns they have ever seen. They question him and he explains that the Dwarven King a long time ago summoned him through a magic horn and made a wish that the Djinni restore the city to it’s former glory by making it the most beautiful city that ever existed. However the Djinni has not been using magic to do so as (he says) he did not like the demanding nature of the king and was never set a time to do the task in. So he is fulfilling his task, he just expects that it may take a few thousand years.

The heroes head over a bridge towards a pyramid, when a cultist riding a Wyvern fly down and attack them. The heroes duck back into the Djinni room for cover, but the Wyvern and rider nearly kill two of the party with spells and sting. The party win the battle, but the Djinni is furious about blood on his perfect floor. The party quickly get to work cleaning and soon appease the Djinni, and actually impress him with their industriousness.

The party cross the bridge and open the doors at the base of the pyramid. Inside are another group of cultists who also immediately attack at the sight of the party. Many of the cultist throw lightning darts, one casts a gust of wind forcing them out of the room, and then one casts a lightning bolt which hits most of the heroes, immediately killing Kleris and Bitey, and badly injuring 3 others. Only Layna is left unscathed. The party scatter, Aimn grabbing Kleris in a firemans lift and fleeing back to the Djinni room, the others running around the other side of the pyramid.


Aimn manages to convince the Djinni to cover their escape and he continues back the way they came. Meanwhile Layna, Morythas and Tito find that the route they take is actually a quicker way out of the complex. However they are forced to hide briefly as they see the flute playing cultists leaving the plaza. They wait for them to pass, and exit the dwarven city – collecting Windharrow along the way. They find a hiding place to watch for Aimn and Kleris and to patch their wounds.

However Aimn has run round a corner and directly into the path of the cultists. He tries to convince them that he is meant to be there, but fails badly. They attack, quickly knocking him unconscious.

Layna, Morythas and Tito wait, but eventually Layna decides that they can wait no more, and that she needs to report what she has found to Sir Isteval. They head back up the cravasse to the sighing valley. When they get to the entrance to the sighing valley they see that it is beginning to get dark. It is no longer snowing, but snow has fallen heavily. There is no way they can go through the valley without leaving tracks. They look across and see lights in the Feathergale Spire. They look back and see many lights moving up the crevasse towards them. They are being chased! They climb up the sides of the cravasse and begin to follow the cliff line. They spend hours in the dark, trudging through the snow. Exhausted they look back and see the lights following their trail along the cliffs edge. At this point 4 birdmen (Aarokcra) land in front of them and challange them, accusing them of being cultists of elemental evil.

The group manage to convice the aarokcra of their good intentions, and the are taken to an old Manticore lair that the aarokcra have converted into a base. They are able to rest the night and recover while telling the birdmen of their experiences so far.

The next morning, one of the aarokcra tells the group that he has decided to aid them in their quest. He is Aur Keer (Ben J, replacing the fallen Kleris).

The group follow the river as they are fairly sure it will lead to the lake, and thus the road back to Drum Keep and Xandrar.


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