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| one_winged_angel72001-16-06, 09:02 PM | I am currently working on an introductory adventure to get my players accquainted with the Eberron setting. So far, this is my adventure, the barebones of it anyways. The heroes recieve a message from a contact and sometime employer, a seedy little gnome by the name of Unjo Lerkash. With a buyer all lined up for a priceless artifact, Unjo only needs one thing to go through with the sale: the artifact itself. Enter the heroes, who are hired to track down the location of the tomb it was thought to be intered in, as well as physically retrieving the item. Unfortunately for the heroes, several others have their eyes on such an item of power, and will do anything in their power to stop the heroes from reaching it before they do. The Item The Codex Inferniui Potentia, thought to be the most comprehensive text of lore regarding the Lords of Dust, lies intered in the tomb of its author, a wizard of old Galifar named Garael. Many lesser texts make reference to this great work, but the Codex itself was never transcribed. Many artifacts dating back from Age of Demons lie tucked away in museums and private collections gathering dust; with possession of this work, the secrets that make those antiquities tick would be rediscovered, a potentially disastrous occurance, should the knowledge fall into the wrong hands. Adventure Outline: Starting Place- The Shadewood Inn and Tavern The heroes are given their mission and directed to Korranberg to uncover the tomb's location En route, the heroes are atacked by zombies and skeletons when a chill fog rolls in Midpoint- The Library at Korranberg The heroes toil to learn the location of the tomb, only to discover the answer lies in the hands of a gambler. The heroes must win at a game of Zilargo darts to claim the that bit of knowledge. Information in hand, it is only a matter of time that the heroes are ambushed by a trio of shifters accompanied by a shady character, who attempt to warn the characters off the trail, but flee when overpowered. Ending Point- The Tomb of Garael The heroes begin their travel to the tomb by lightning rail, where they must quell an insurgence of rats and dire rats that have mysteriously stowed away. Finishing the rest on foot, the heroes are assaulted yet again by undead, only to be rescued and interrogated by a goblin tribe. The goblins let the heroes free, explaining that in exterminating excavating the ancient tomb, the goblins can usurp it as a base with no threat to themselves. Once in, the heroes must brave traps and deadly guardians to grab the treasure they seek. Once out, the goblins turn on the characters and demand all of their possessions in exchange for their life. Depending on the outcome, the heroes could return home victorious, or have to escape with their lives and hunt the goblins down. The undead attacks will manifest into a direct hostility with the Blood of Vol, which is in turn just a contrived plot to guage the worthiness of the heroes, as they will learn that they are in truth working for the bad guy, in classic cliched action story fashion. The rats and the shifters, the work of a rather charismatic wererat worshipper of the Devourer, and poised to become more of a villain than the Blood. Works are underway to make a recurring goblin NPC that isn't tied into the whole epic plot, existing only as a thorn in the characters' side. I'm just looking for feedback right now, most specifically if that would be something that would grab your interest as a player. |
| Fabian01-17-06, 09:34 AM | This is good stuff. You have the making of a fun adventure. Let us know how it plays out (if you hit any snags) so we may 'borrow ideas' for our campaigns. Game on! Fabian Troubled Past - An Eberron PBEM http://www.geocities.com/cfbenave/Eberron/Eberron-Page2.htm Wanna play? Email me. |
| Sereno01-17-06, 09:47 AM | The Item The Codex Inferniui Potentia, thought to be the most comprehensive text of lore regarding the Lords of Dust, lies intered in the tomb of its author, a wizard of old Galifar named Garael. This sounds like the makings of a good adventure, but what level were you planning on starting out at? I'd highly recommend starting at 1st level and let Eberron grow on the characters as well as the players. My main question, though. If the Codex is so important and powerful, why wouldn't it be guarded by something(s) fearsome? Or, might it be like the One Ring ... it's importance long since lost to it's current "guardians". |
| one_winged_angel72001-17-06, 08:16 PM | The game is starting at level one; I hope to have it span most of their adventuring career. The thing about the item, is not the power it has in and of itself. The Codex is merely a manuscript. Its 'power' lies in the fact that it is a sort of instruction booklet to some potentially overwhelmingly powerful toys. Only those in the know or lucky to come across reference into it in research are likely to find it. Also, as the game progresses, it will eventually be uncovered piecemeal that the Codex is in itself a paraphrasing of some older, much older texts, and so provides only a partial understanding of the forces in play. |
| one_winged_angel72001-23-06, 08:25 AM | We had some setbacks, but the game is underway today, I'll let you know how it turns out! |
| Acev01-23-06, 08:09 PM | Your campaign sounds really fun. I like the fact that you are intertwining many different groups into the plot. That's sure to keep things interesting. |