Echoes of the Last War (Mini-Campaign)

Session 3: A Time to Mourn
Four years later, the PCs reunite, and face off against a horror with a tie to their past.

Four years go by. The PCs finish out their service with the army of Breland. The events of the Day of Mourning, which completely destroyed the nation of Cyre, leave the remaining nations stunned and serve as a wake-up call to the tiresome conflict between them. Now with an uneasy peace between them, a existence without an overt war begins to slowly become the way of life.

In the massive city of Sharn, also known as the City of Towers for its connection with the Syrania, an astral dominion that is filled with elemental air, the PCs are invited to attend a special memorial on the 4th anniversary of the Day of Mourning by Bren ir’Gadden. For many of the PCs, this invitation serves as a good excuse to reconnect with the others that long ago went their separate ways, a rekindling of a bond forged through the shared witnessing of the events on that horrible day.

For a short time, the PCs mingle with one another, talking about the past and what they’ve been doing of late, while waiting for the ceremony to begin. Many other guests have gathered on the balcony of a prominent towertop in Sharn, including several displaced Cyran nobles and officers that were away from their home on that terrible day.

Almost as soon as the ceremony begins, trouble finds the PCs. A strange mist pours out of a nearby room on the balcony, coalescing into a terrible ghost-like mist ape, something that the characters identify as a Mourning haunt, a spirit that is somehow connected with the Mournland (the new name for the dead zone once called Cyre). The haunt’s fog and whispy tendrils slow the PCs down as they move in to attack, and the Mourning haunt begins to savagely lash out at any within reach. One of the Cyran nobles is killed outright, and another plummets to his death as the spirit attacks all near it.

However, in the end, the PCs prove victorious over the Mourning haunt, sending it back from whence it came and saving the lives of 13 innocents. However, many questions now remain in the aftermath of the haunt’s attack. What really was that thing? Where did it come from? Why was the haunt sent here? And what could it have wanted?

Treasure: The PCs are thanked by the survivors with a reward, netting them 50 gold.

Session 2: A Time to Mourn
The characters face off against the Emerald Claw and a necromancer as the Day of Mourning falls on Cyre.

With a strange, arcane storm rolling in, the PCs prepare for combat. While the Brelish army squares off against the Cyran forces in what will be known as the Battle of Saerun Road, the PCs ready themselves for a skirmish against agents of the Emerald Claw – a mercenary organization with ties to the undead-employing nation of Karrnath.

A decrepit necromancer, shrouded in black bearing a crooked bone staff with a strange magical charm commands a group of zombies. With her is a stout Emerald Claw soldier, no doubt her bodyguard. The zombies shamble towards the PCs en masse, while the necromancer uses her formidable necrotic magic to impede and infect our heroes. The soldier deftly maneuvers to position himself ahead of his charge.

The rag-tag special unit has none of it, however, and with some assistance by the Lord Major’s wand and sword, they manage to make short work of the necromancer, leaving the soldier for last. While the combat continues on, flashes of orange lightning and a strange mist can been seen rolling ever closer to the battle raging on the border road between Breland and Cyre. With the final blow landed, the PCs are victorious in their fight, but catastrophe befalls their allies on the nearby Saerun Road.

Screams of pain and death rise up the hillside, as the forces fighting on the border are consumed by this strange storm. After only a few moments, the wails and cries grow quiet, as all along the border of Cyre are forever lost in the mist. The Day of Mourning, a cataclysmic event that will define the beginning of the end of the Last War, has struck down the entire nation of Cyre. The PCs were fortunate to be on the Brelish side of the front, spared a horrifying end. The Lord Major, his aide, and the characters head back to the rear army support area to complete their mission and find out the true nature of the event they witnessed.

Treasure: +1 amulet of double fortune (found on the necromancer) +1 scale fortification armor (found on the Emerald Claw soldier) 120 gold as a reward for rescuing the Lord Major

Advancement: You’ve made 1st level!

Session 1: Horrors of the Tower
Our story begins as a group of would-be adventurers bands together for the first time.

It is the year 994 YK, and the Last War, a generations-long conflict, continues to grip the continent of Khorvaire. The nation of Breland, a powerful country that has been worn down by the seemingly endless conflict, seeks to strengthen its border with Cyre, the most affluent and cultured nation on the continent. A critical supply route on Saerun Road must be secured, and while the main Brelish force is sent to battle with Cyre and its allies, a special unit is sent to secure a nearby tower and rescue a captive officer, one Lord Major Bren ir’Gadden. Rumors also swirl around of Emerald Claw involvement, an evil mercenary organization affliated with the nation of Kaarnath.

Dispatched to take on the mission, the troubleshooting PCs head up the hill to the Tower of Scars. After scouting about, they find the ancient remains of an altar devoted to the Dark Six, a pantheon of evil deities sharing a similar origin with their much more benevolent counterparts, the Sovereign Host. In addition, a standing stone of primal power is uncovered, wrapped in dark vines, its waning magic still able to be harnessed by those who can read the runes and incant the commands.

Opposition soon appears at the tower, when a small, aberrant humanoid known as a dolgrim begins to assault the PCs. It’s soon revealed that the multi-mouthed, four-armed dolgrim isn’t alone – several dog-sized insect-like creatures known as kruthik emerge from the rubble near the tower and make for a bloody first battle.

While the fight rages on, the Lord Major and his aide Aric Blacktree are discovered as captives in the tower. Bren is chained to some sort of arcane sigil, while Aric lies nearby in a catatonic state, no doubt gripped completely in fear of what fate could await him with the dolgrim and its pets. The arcane sigil seems to bear some sort of connection with the Draconic Prophecy, an enigmatic narrative that purportedly tells the fate of the world.

The PCs manage to best the dolgrim, kill the kruthik hatchlings, and rescue the Lord Major and his aide. After reviving Bren, they find out that the dolgrim was apparently attempting to use the energies in the sigil to trigger the formation of a dragonmark on his body – an arcane symbol imbued with wondrous powers found on some humanoids, believed to be a physical manifestation of the Draconic Prophecy. While investigating the arcane sigil, the PCs learn a bit from it, and find the following verse:

_Six at the brink of desolation stand as one against the tempest’s roar. _

Collecting up the former captives, the PCs get ready to leave the tower, finding only that the rumors of Emerald Claw involvement prove to be true, as a force of undead lead by a necromancer and her guard approach, intent on claiming Bren for their own and slaying all that stand in their way.

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.


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