Timeline

XVIII

Overview

First afternoon in the Rhest marsh, called the Blackfens. Ambushed by two blue monsters, first contact with the marsh elves. Entering Starsong Hill.

Rafting around

After seeing your machinations with the raft and the carpet the Flamehairs started to feel like not being amphibious enough. After a short negotiation, it was decided that they'll make up a camp on the crossing of the road to north, to observe any traffic going along the main road.

The raft indeed was painted to reality, with the expertise of hero pirate ("Onni we will not be able to travel around in a bog with a galley like that"). The flying carpet was installed as the tractor and off you go.

Later in the afternoon you found an island with a corpse of a giant owl. The bad guys were hiding underwater and pincer-attacked you as soon as most of you were in the middle. Journal repeats that these folks have resistance to at least fire and thunder, have advantage on saving throws agains magic and seem to regenerate every round.

Silent wing

Soon after the battle five giant owls with elven riders entered the scene. Apparently your pink hut was an easy landmark to spot on the open bog. The elves made a landing and started to search the remains of the slain owl. The rider was found dead underwater nearby.

The elves didn't talk much (actually only one of them was talking, Killiar, although he didn't say his name yet). You got a feeling that they had been battling the reds or the blues before, and were impressed by your ability to take down two of them.

Killiar asked you to accompany them to his tribe's encampment deep in the Blackfens. Flying on silent, giant owls above the sunset bog was a impressive sight. On far north you could see some stone buildings, that must be the rooftops of the sunken city of Rhest. The elves were heading to West, leaving the ruined city behind you on NE direction.

Developments

The sun goes down the horizon as you fly. The elves will lead you to Starsong Hill.

The giant owls are silent as they wing through the gloom, apparently able to navigate effortlessly through the darkness. Your elf escorts are also silent, aside from softly pointing out some dimly glimpsed landmark far below from time to time.

Before long, you reach your destination. Rising from the marsh is a low hill of solid ground, encircled by a thick ring of trees. Dozens of pinpoints of light dot the hill - small lanterns filled with fireflies, each hanging from a tree-platform or the upper reaches of a conical tent. Many elves silently emerge to watch as you fly overhead. Killiar produces a sleek, silver horn of some sort from a saddlebag and blows one wailing note similar to a loon's cry.

Near the hill's peak stand three large trees, and built into their boughs are wooden structures. One glows softly with luminescence of its own and seems to be a temple. Another looks to be some sort of public building or town hall. The third, and your destination, is the smallest of the three - a cozy-looking tree house set above a large pool.

NPC's met

  • Lanikar Nightshadow, male elven hunter, deceased
  • Killiar Arrowswift, male elven hunter (not introduced yet)
  • four hunter elves

Left behind to guard the road

  • Uldrina Flamehair, female dwarven bard, met in The Sword and Chalice
  • Duliggs Flamehair, male dwarven fighter
  • Regkyl Flamehair, male dwarven fighter

Items of interest

From the island

  • headband of intellect
  • +2 trident
  • a pearl of power
  • ring of free action
  • 720 gp

From Adranna the Young

  • 3 x ring of swimming (swim speed 40 ft)

RHoDI

RHoDI

Red Hand of Doom I Eberron

Getting around

Characters

The Blackfens

Crossing the War Theatre

The Thornwastes

The Battle of Drellin's Ferry

The Witchwood

Rainbow Dire

Curtain Call

NPCs and POIs