Dhakaani Adventure Primers [Archive] - Wizards Community

Post/Author/DateTimePost
chimpman

08-21-05, 01:14 AM
As way of introduction, I've got a group of PCs over in the Real Roleplay forum made up entirely of Dhakaani goblinoids (Volaar to be specific). Their first adventure was farily straight forward, and is coming to a close. They set out from an old Volaar stronghold in order to find allies for an upcoming war.

Along the way I've dropped some vague hints for possible follow-up adventures. It's those follow-ups that I'd like to share with you here. I've labeled the trhead Adventure Primers becuase what I have right now aren't fully functional adventures- just adventure ideas. I'm looking for comments and suggestions that will help me take these "adventure primers" and turn them into full blown adventures.

For players in my game (you know who you are) - Go no further!















My next post will contain my first adventure primer - The Hall of Memories. After that I've got A Game of Stones (dealing with a threat from Droaam) and Return to Duur'Shaarat (a quest to recover a Dhakaani artifact).
chimpman

08-21-05, 01:14 AM
Well, things go slowly since we play by post, but I'll certianly keep you updated. You can check out the current campaign Eberron: Dhakaan Rising (http://boards1.wizards.com/showthread.php?t=386825) if you like. The group consists of several goblinoids with various ties to the Kech Volaar.

Right now they've just made contact with an ogre tribe and are trying to win its allegiance. Unfortunately for them the Shaarat had the same idea. If they can win the battle with the Shaarat then the ogres will journey with them to help defend Volaar lands.

With that done the PCs will have a little more freedom in the direction that they choose. They'll be able to follow up on:


The Hall of Memories (http://boards1.wizards.com/showpost.php?p=7029717&postcount=5) - They came across a dead hobgoblin during their journies. He was the last one left from the doomed first attempt by the Darguul to find the Hall.
A Game of Stones (http://boards1.wizards.com/showpost.php?p=7045648&postcount=9) - The party also met a band of bugbears that had recently been driven from their homes. I don't think they have quite enough to go on here, but some prodding by their superiors might send them in this direction as well.
Quest for Byeshk (http://boards1.wizards.com/showpost.php?p=7220031&postcount=16) - A nearby seal trapping one of the Daelkyr has begun to crumble and the ancient enemies are beginning to spew forth from Khyber. Byeshk weapons are needed to fight off the aberations, and fortunately word has come back of a large cache of the weapons in foriegn lands.
And of course they could head in another direction entirely.


After that I plan on moving them a bit further from the Seawall Mountains and either into Droaam or Duur'Shaarat (Sharn). Then they can tackle these:


Return to Duur'Shaarat (http://boards1.wizards.com/showpost.php?p=7138685&postcount=11) - This will be their first journey to Sharn. Basic retrieve the artifact scenario.
The Dragon's Blood (http://boards1.wizards.com/showpost.php?p=7138685&postcount=10) - As part of their task to reclaim Sharn, Daask will need to be dealt with. They'll have to journey far into Droaam to find and destroy the dragonsblood production facility.
Forge of War (http://boards1.wizards.com/showpost.php?p=7278954&postcount=19) - Yeah, I have plans to send them against Merrix as well. Once they get wind of an operational forge I'm hoping that images of vast armies under control of the Volaar come into their minds.


The final stage of adventures will see the PCs tackling more continent spanning issues, with the final result either being a new Dhakaani Empire being born, or the dreams of the goblinoids smashed forever.


The Wolf's Head (http://boards1.wizards.com/showpost.php?p=7396469&postcount=22) - After millenia of neutrality in the conflicts of Dhakaani Clans, the taarka'khesh finally makes a bid for power. Will the PCs join forces with the wolves, or will they fight against them? [I've got a short story (http://boards1.wizards.com/showthread.php?t=493075) that sets this adventure up in another thread.]
Dhakaan Rising - Many read the signs of the Prophecy that tell of Dhakaan rising. Most interpret this to mean that the goblinoid empire will rise to its former glory. The hags of Droaam however, have another interpretation.
Taurren

08-21-05, 06:28 AM
Great idea's chimpman!

I'm running my own players through a Dhakaani based storyline based off of the Forge of Fury. I think I'll steal some of your idea's and plant clues to the Hall of Memories within Khunda-Rhukar's (Forge of Fury).

Keep the notes coming.
Tek

08-21-05, 04:20 PM
Lots of really good ideas here in a well organized manor. With all the pieces on the board (Eyes of Aundair, Dhakanni, etc), it really feels like an Eberron adventure. Keep up the good work. Let us know how it played out, if you can.
chimpman

08-21-05, 05:34 PM
Adventure Primer:
Hall of Memories

Introduction
…Ghaalkuugec… Legends say that in the Hall, the dead will speak. The King, the Traitor, and the Slave…

The Hall of Memories, known to the Dhakaani as Ghaalkuugec, is one of their most ancient strongholds. It is said that all of the secrets from the Age of Monsters can be found here, for those who know how to ask the proper questions. The entrance to the Hall has been sealed for ages. Some say that the words of The Prophecy itself bind the portal that allows entry to this great wonder, and The Prophecy alone can open them.

This adventure is intended for a group of PCs from 2nd to 3rd level.


The Prize
The ultimate prize to be found in the Hall of Memories is in the form of three Husk Globes - undead bodies encased in crystal spheres (see Libris Mortis pg. 78). Two are hobgoblins, one male and one female, dressed in the finest regalia. The third is a withered old elf wearing a crown of bones.

The King – The Lhesh Maaor lead his people during the time of the Daelkyr invasions.

The Traitor – Faalur Gheshka was the premier dirge singer of her time. She inspired several Dhakaani lords to overthrow what she considered to be a decadent ruler. This unfortunately contributed to the fall of the empire and the splitting of the Heirs of Dhakaan.

The Slave – Corthis d’Vol was an Aerenal general who lead his people in battle against the hobgoblins of Khorvaire. In the end Corthis was captured and pledged to serve his captors in exchange for his life. He imparted many necromantic secrets to the Dhakaani.


Guardians
Sealed since the end of the Age of Monsters, the Hall of Memories nonetheless still has powerful guardians. Many of those were left there by the Dhakaani when they were forced to abandon their stronghold long ago. Others have found their way inside the Hall through other means, both ancient and recent.

Dread Guards (MM II?, CR 3) – These ancient suits of Dhakaani armor may seem like the walking dead, but are actually constructs placed here long ago. They watch over many of the corridors and passageways throughout the complex.

Shadows (MM, CR 3) – Not all of the Dhakaani made it out of the Hall before its gates were sealed. Those that remained were animated by the Prophecy itself and doomed to become undead guardians.

Aberrations (Any) – These daelkyr spawn have invaded the stronghold from the depths of Khyber. Finding cracks through the lower levels they have made their homes in many of the chambers within the Hall.


Major Players
There are several different factions that are currently interested in the recovery of the hall of Memories. In addition to the guardians of the Hall of Memories, any of these players can serve as enemies or allies to the PCs.

The Lone Dhakaan
The minor son of one of the great houses of Dhakaan, Vaagur Malok has obsessed with finding Ghaalkuugec for his entire life. Stealing several tattered scrolls hinting at its location he has set out into the depths of Khyber to find it. Though he will accept help from others, Vaagur believes that the secrets held within are for him and him alone.

Vaagur Malok (Hobgoblin Wizard) – Vaagur has spent many years in the dark of Khyber and is beginning to loose his grip on reality.
The Chamber
Vak’lithnaal, an enterprising young copper dragon, and rising star of The Chamber, has learned of the Hall of Memories and determined that the knowledge contained within could prove detrimental to the ultimate goals of the Prophecy. To that end she has manipulated the Eyes of Aundair into sending a team to investigate the ancient stronghold.

Killian Bardell (Human Fighter) – Killian is the leader of the group and a well known Aundarian war hero. He believes he is on a mission of great import to the Crown, though he knows nothing of the involvement of the Royal Eyes.

Hyrasteria (Kalastar Rogue/Monk) – Actually one of the Royal Eyes, and the real leader of the expedition. She does not know of Vak’s real identity.

Vakella (Shifter Ranger) – Vakella, known as Vak to her close friends, served as a long range scout for Aundair during the Last War. In reality Vakella is just another identity for the dragon Vak’lithnaal.

Oracle (Warforged Wizard/Diviner) – Somewhat of an anomaly, the warforged now called Oracle took more to the arcane arts than to the martial. Nevertheless, his military commanders knew where his talents lay and put them to god use. He still uses his powers for the Crown, now serving as a member of the Royal Eyes.

Haarg d’Tharashk (Half-orc Rogue) – Haarg spent his early days sneaking through the swamps of the Shadow Marshes. During his travels he unearthed many profitable dragon shard fields.

Aundarian soldiers (Human Warriors) – The group is rounded out by several battle hardened Aundarian warriors, all veterans of the Last War. Now they serve as guards and laborers for the expedition.
Darguul Mercenaries
During the last war some Darguul mercenaries stumbled upon hints leading them to the Hall of Memories. The Lhesh himself has sponsored them in their endeavor to find the lost fortress in the hopes of acquiring its secrets for himself.

Chaarg and Rhekger (Hobgoblin Fighter & Worg cohort) – Chaarg the mercenary has served in countless military campaigns. While in Thrane Chaarg and one of his fellows, Ghuurk, stumbled upon the legend of the Hall of Memories. Ghuurk led the first expedition to find the fabled location and has so far failed to return.

Druug (Bugbear Barbarian) – Druug fled from his Marguul tribe in the Seawall Mountains when it was taken over by agents of the Queen of Stone.

Voorg Jhesh (Goblin Druid) – A former “city goblin” from Sharn, Voorg grew disgusted with his lot in life and decided to journey to Rhukaan Draal and pledge his life to the Lhesh Haruuk. He knows more of the human nations that most Darguul and has served the Lhesh well over the years.

Lhesh Haruuk’s soldiers (Goblin/Hobgoblin Warriors) – These warriors are mercenaries under the Lhesh Haruuk’s command.

Minor Players
These are factions that would be interested in the adventure and its outcome, but that do not play a direct role in bringing it about. They may find use in further adventures and should prove helpful in developing future plot hooks.

The Emerald Claw
Should the Emerald Claw (and by extension, Erandis d’Vol) ever find out about the existence of the Corthis husk globe, they will stop at nothing to acquire it. Though quite an adept necromancer, there are doubtless still House Vol secrets that Erandis could pry from Corthis’ desiccated corpse.

Argonnessen Dragons
There are as many factions of dragons on Argonnessen as there are interpretations of the Prophecy. One of those factions, the Crossbreeders, were partially responsible for the birth of Erandis, and may be just as interested as she is in recovering the Corthis husk globe. Perhaps Corthis himself was a part of the long term breeding program that initiated the birth of Erandis centuries later.

Other factions may not take so kindly to the recovery of Corthis. Many dragons of Argonnessen spent a great deal of time and effort making sure that House Vol was removed from existence and its secrets lost to the ages. They may not be pleased with the rediscovery of such knowledge.

The Mosaic Council
This secretive group based from Arcanix is dedicated to the prevention of the Prophecy’s fulfillment. The fact that the Prophecy seems to be working through the Dhakaani to bring about the fall of the Five Nations is more than enough to justify their beliefs that it should be stopped at any cost. The Mosaic Council can gather all of the magical forces of Arcanix in order to oppose the party.
Altaris13

08-22-05, 11:53 AM
Dude! This kicks butt! I'm sorry I missed your pregame set up as I've been dying to play an Heirs of Dhakaan campaign.
chimpman

08-22-05, 12:37 PM
Thanks for the words of support guys :D. It's always good to hear that others think you're doing something right.

Anyway, I have some specific questions regarding the primer above. In order to make this into a full fledged adventure I figure I'm going to need to do (at least) 2 things:

1) Develop or find a suitable map on which to run this. I could make one up myself, but... well the fact is I'm a bit lazy at the moment. I'd rather find something on the net or convert a pre-existing module (or at least its maps) to fit my needs. If anyone has suggestions I'd love to hear them. Keep in mind that the central feature needs to be the Chamber of Memories where the three husk globes sit.

2) Once I have the map I'll need to flesh it out with some more baddies for my group to tackle. They'll probably be level 2 going in. I'm paging through my MM books to find things that look good right now, but I'd still like to hear ideas.

Also does it make sense for any other factions to be involved. They need not actually be a part of the adventure, but they might step into the story at a later date. For example I don't want to clutter a single adventure with too many players, but the Emerald Claw might have some interest in the husk globe of Corthis d'Vol. If they ever found out about it that would let me plague my characters with Erandis and her cronies.

Hmmm... interesting thought I just had. I might also be able to tie that in with my "Against Daask" plot since there I have the Daughters experimenting with half-dragon creations.
chimpman

08-23-05, 11:58 AM
I've added a section for minor players to the Hall of Memories. The next Primer: A Game of Stones will follow.
chimpman

08-23-05, 11:59 AM
Adventure Primer:
A Game of Stones

Introduction
Armies shall be raised, and our enemies will be made into our allies. And all opposition will be crushed when Dhakaan again rises.

The Queen of Stone has sent several of her agents into Darguun to stir up foment among the humanoids there. She has begun to gain control over several Marguul tribes and is building up quite an army. Some believe that she intends to use this army to strike out at the nations of Khorvaire – Zilargo, Breland, perhaps even into Droaam itself. However there are some among the Heirs of Dhakaan who think differently. They remember the ties between the monsters of stone and the ancient enemies, and some believe that so does the Queen of Stone. Should her designs be to free the ancient terrors, then all of Khorvaire, all of Eberron, will feel the impact.

Signs of conflict should be apparent to any who enter the area. Displaced bugbears roam the mountainside preying on whomever they can. Lifelike bugbear statues litter the area, a testament to the medusas’ power.

This adventure is intended for a group of PCs from 2nd to 3rd level.


The Prize
The prize to be found in the crags of the Seawall Mountains is neither silver, nor gold, nor anything of physical value. Still it must be pried from the grasp of the Queen of Stone. Should anyone be able to free the enslaved Marguul tribes, they would command quite a military force. The Marguul bugbears are chaotically violent and will be difficult to control, but if their attention is focused upon combat and destruction, then they may be manageable. If any one Dhakaani Clan were to gain control of this force they might be able to use it to wrest power from the others.


Guardians
The Queen of Stone has many servants – medusas, gnollish clans, and other creatures of stone and madness. She has sent some of these into Darguun in order to do her will.

Thoruul (Medusa MM, CR 7 – use level advancement from SS to lower CR) – The medusas are the long arms of the Queen of Stone, and Thoruul has been tasked with gathering an army in the Seawall Mountains. Though he is perfectly willing to use his bugbear army to terrorize the surrounding area, Thoruul suspects that the Queen has something else in store for them.

Varshek (Basalisk MM, CR 5) – These creatures are bred as pets and guardians by the medusas of Droaam. This one is Thoruul’s personal pet, and spends much of its time lurking around the camp stalking small animals and the occasional stray bugbear.

Ten Stone Birds (Cockatrice MM, CR 3) – These creatures are bred as pets and guardians by the medusas of Droaam. Several of them are kept in pits for playing the game of Ten Stones.

Gnoll enforcers (Gnolls MM, CR 1) – Gnolls are the enforcers of Droaam, and the Queen of Stone has several clans under her sway. Although canny there are still several gnollish statues littering the campsite.

Eyeless (Troll MM, CR 5) – The medusas plucked out Eyless’ eyes years ago (and burned his sockets to prevent regrowth) for fear that he would get himself petrified by accident. Although blind the troll has learned to cope with his new state and is still a major enforcer for the Droaamites. [Give the troll the Blind-fight feat, and treat all attackers as invisible. This should also reduce his CR.]

Bugbear soldiers (Bugbears MM, CR 1) – These bugbears have been subjugated by the Droaamites and now willingly serve the medusas. Even if the creatures from Droaam are vanquished, these Marguul could never return to their own kind. They would be seen as traitors and killed on sight.

Mountainside Creatures
The Seawall Mountains are a dangerous place under normal circumstances, and in addition the the forces of the Queen of Stone, the PCs may run across any number of the native inhabitants.

Krenshar (MM, CR 1) – Though usually shy, especially in regard to more intelligent prey, these krenshar are extremely hungry. Most of their normal prey has either been driven off or turned to stone by the medusa and its pets.

Displace beast (MM, CR ?) – Like the krenshar, this creature’s normal prey have been driven off by the medusa and its pets. Unlike the krenshar, the displacer beast is not shy about attacking two legged creatures.

Owl bear (MM, CR 4) – This owl bear is confused and angry. It found its mate several days ago lying absolutely still in a clearing. The poor creature had been turned to stone.


Major Players
There are several different factions currently in the Seawall Mountains that are competing for control of the Marguul tribes. In addition to the Droaamites, any of these players can serve as enemies or allies to the PCs.

Bugbear Brigands
These Marguul bugbears were driven away by the medusas. Too weak to confront the invaders, and yet too proud to bow down before them, now they must eek out a living by preying on travelers and merchants who pass through the area.

Rhakar (Bugbear Adept) – A priest of the Mockery, Rhakar isn’t really concerned with reclaiming Marguul lands from the Droaamites. Instead he has gathered a group of displaced bugbears together for the express purpose of causing as much pain and suffering as possible to those around him.

Agrar (Hill Giant MM, CR 7 – use level advancement from SS to lower CR) – Agrar is a hill giant past his prime who has been eking a living from the Seawall Mountains for the past decade. Though old and feeble, he is still an imposing figure, and Rhakar uses him to intimidate his troop.

Marguul thugs (Bugbears) – These bugbears either refused to bow down before the medusas or were too dangerous for the Droaamites tastes. They fled when they saw others turned to stone and joined Rhakar’s band of thieves and cutthroats.
Bugbear Freedom Fighters
These Marguul bugbears have been driven away by the medusas. Though they could not stand up to the invaders at the time, these bugbears have chosen to organize themselves into a force capable of doing so in the future rather than fall into banditry. In addition several emissaries from the Lhesh Haruuk have joined the rebels in the hopes of currying favor afterwards.

Rhorlaar (Bugbear Barbarian) – Rhorlaar was in the middle of his own coup, trying to supplant the old chieftain, when the medusas came. He accepted their help, thinking they would make him a king of his people and only narrowly escaped with his life when they turned on him.

Marguul thugs (Bugbears) – These bugbears either refused to bow down before the medusas or were too dangerous for the Droaamites tastes. They fled when they saw others turned to stone and joined Rhorlaar in the hopes of regaining their positions when the medusas are vanquished.

Dherlaar Dhakhuur (Hobgoblin Fighter) – Leader of the emissaries sent from the Lhesh Haruuk, Dherlaar has ulterior motives for being here. He has seen the Lhesh grow old over the years and plans to subvert the Marguul into placing him on the throne of Darguun after they are freed.

Gaark (Goblin Rogue) – An emissary from Darguun, Gaark despises the Marguul and their disdainful attitude toward his “smaller” race. His offer of help is a front while he searches in the area for the fabled Hall of Memories.

Wolf riders (Goblin Warriors) – These goblins and their mounts were sent by the Lhesh Haruuk to aide their Marguul brethren.
Soldorak Embassy
Soldorak dwarves have heard of the massing army being raised by the Queen of Stone in the Seawall Mountains and they want a piece of the action. They have come here to bargain with the Queen’s representative and hope to be able to influence him in the selection of military targets.

Aldar Soldorak (Dwarf Expert/Aristocrat) – In addition to being a Soldorak, Aldar is also a member of the Aurum’s golden conclave. His agents in Darguun first alerted him to the possible bugbear threat months ago. Now Aldar has plans to use the bugbears to hinder overland trade routes thus crippling his business competition.

Habbeth of the Claw (Halfling Monk) – A member of the Long Claws, a specialized tribe of warrior monks, this halfling is serving Aldar Soldorak in order to pay off a clan debt. Though he doesn’t care much for the dwarf, Habbeth will follow his orders until the debt is paid.

Bek (Changeling Rogue/Assassin) – Bek has served Aldar throughout the dwarf’s long and convoluted career. In his youth Aldar contracted with Bek to eliminate some of his more stubborn competitors. Bek proved so useful that Aldar prefers to keep him around all the time… just in case he’s needed.

Soldorak soldiers (Dwarf Warriors) – Having seen many battles on the Karrnathi front, these veterans of the Last War are hardened soldiers.

Minor Players
These are factions that would be interested in the adventure and its outcome, but that do not play a direct role in bringing it about. They may find use in further adventures and should prove helpful in developing future plot hooks.

House Tharashk
The House of Finding has ties to Droaam, many more than any other entity on Khorvaire. They may or may not be aware that the Doraamites are creating an army in the Seawall Mountains. If they are aware, it is possible that House Tharashk is actively helping to train this fighting force.

House Deneith
House Deneith is fiercely protective of their monopoly on mercenary forces, and they may try to sabotage the effectiveness of the bugbear army if they ever learn about it. This is especially the case if they should find out about any involvement from their rival House, Tharashk.
chimpman

09-02-05, 02:06 AM
Adventure Primer:
The Dragon’s Blood


Introduction
The power of Daask, and of the Daughters of Sora Kell, is slowly spreading across the face of Khorvaire, pushed incessantly by the substance known as dragonsblood. Daask has used its resources to gain a foothold in Duur’Shaarat, in Sharn, the ancient stronghold of the Dhakaani. In order to break the stranglehold of Daask, the PCs will have to stop the flow of dragonsblood. In order to do that they will need to travel deep within the borders of Droaam and discover the source of the dangerous substances creation.

Other forces are at work behind the scenes, forces that even the Daughters of Sora Kell may not be able to fathom. The dragonsblood that makes its way into Khorvaire is just a byproduct of the rituals being performed in Droaam, and the fate of the world may rest in the balance.

When the PCs finally discover the source of dragonsblood, they will find the twisted and mutilated body of a black dragon. Captured by the Daughters of Sora Kell the dragon Furril’ghan has been sustained by dark magics, her body now serving as an incubator for twisted creatures and bazaar experiments. Furril’ghan’s mind is still active although she can no longer control her body. The Daughters have been able to harness this mental energy and are trying to tap directly into the Draconic Prophecy.

This adventure is intended for a group of PCs from 5th to 7th level.


The Prize
Stopping Daask and removing their stranglehold on Sharn is the main objective of this adventure, although there may be other prizes to seize as well. The vacuum that Daask leaves in the city can be filled by Dhakaani operatives, which should be seen as the first step to regaining power within the city.

Many prizes can also be gained from the dragonsblood “facility” though once there the PCs should realize that their real goal is to kill Furril’ghan preventing any further use of the facility. The dragon’s body is so twisted and bloated however, that the PCs must journey to the location of her head in order to put her out of her misery. Once there they may be able to extract fragments of the Draconic Prophecy before dispatching the wretched dragon.

In addition to dragonsblood, which may be recovered from the facility, there are several other items and substances that the PCs might be able to use. Dragon eggs have been collected from across Khorvaire and beyond and brought here to incubate within Furril’ghan. These eggs can contain anything from dragon symbionts, to monstrous oozes, to developing half-breeds. Enterprising Dhakaani might find a way to employ these techniques for the empire.


Guardians
The PCs will have to journey across the monstrous territories of Droaam, in their search for the hidden dragonsblood production facility. Even before they face off with the facilities guardians, they will be forced to deal with this nation’s inhabitants.

Taa’Xak (Greater Barghest MM, CR 5) – Taa’Xak emerged from the depths of Khyber one day and pledged his loyalty to the Daughters of Sora Kell. In offering, he brought with him many dark secrets gleaned from the depth of Khyber itself. Although it was the Daughters who captured the dragon Furril’ghan, it was Taa’Xak who first realized her uses. He has since turned her body into a vast laboratory from which to run his foul experiments. In reality Taa’Xak is a servant of the Lords of Dust, and his experiments are designed to bring about their goals. The lords of dust want to infuse the blood of dragons into their own servants, and possibly even themselves, thus gaining some control over the Draconic Prophecy.

Blood Garden (Dread Blossom Swarm MM III, CR 6) – Taa’Xak was gifted by his master with several of these other-worldly flowers, and has since nurtured an entire field of them around the dragonsblood facility.

Guard dogs (Ambush Drake MM III, CR 5) – The ambush drakes were one of the first viable creatures spawned by the twisted dragon Furril’ghan. Taa’Xak applies a salve to their hides that protects them from the predations of the Dread Blossom swarms outside the facility so that they can come and go as they please. Packs of ambush drakes patrol the surrounding area on a constant basis.

Taa’Xak’s lieutenants (Barghests MM, CR 4) – These Barghests serve as lieutenants of Taa’Xak. Though they do the bidding of the Daughters, like their master their real loyalty lies with the Lords of Dust.

Khyber tainted goblins (Goblin half-fiends MM, CR +1) – Now twisted and tainted by the depths of Khyber, these goblins are the descendants of a proud and ancient Dhakaani tribe. Long ago they fell under the sway of the barghests and still serve them to this day.

Gnoll hybrids (Draconic Gnolls Drac, CR 2) – Infused with draconic blood, these gnolls now serve as the facility’s main defense. Most have sanity problems after being infused in the amniotic egg sacs that grow from walls of the facility. Taa’Xak has theorized that infusing younger specimens instead of fully grown adults, will obviate this problem.

Kairgoth (Flind half-dragon MM III, CR 5) – Kairgoth is one of Taa’Xak’s success stories. The infusion process worked especially well on the flind, producing an individual with strong expression of draconic blood. Taa’Xak has taken a special interest in the flind, trying to determine what it was that made the creature so powerful.

Aberations and oozes created by the dragon’s body.

Creatures with dragon grafts.


Major Players
There are several different factions that are currently interested in eradicating Daask and removing the dangerous substance dragonsblood from the hands of the populace. In addition to the guardians of the dragonsblood facility, any of these players can serve as enemies or allies to the PCs.

The Chamber
The Chamber has learned of the dragonsblood facility and has decided to destroy it. Once again the agent in charge, Vak’lithnaal has convinced a group of lesser beings to do her dirty work for her. Taking on the guise of Illia Alvak, she has convinced a member of the Aurum to mount an expedition into Droaam.

Illia Alvak (Gnome Ranger) – The dragon Vak’lithnaal, under the guise of the gnome Illia Alvak, has convinced Ellum Torrinil that there is profit to be had in Droaam. By feeding him stories of a great treasure hidden near the Byeshk Mountains, Vak has been able to mount an expedition in force to the hidden dragonsblood facility.

Ellum Torrinil (Gnome Expert/Wizard) – A member of the silver concord, Ellum sees this expedition as his big chance to show his worth and move up the ladder in the Aurum’s hierarchy. After claiming the treasure in Droaam, he plans to use his new found wealth to fund a plot to infiltrate positions of power in Arcanix.

Buldar Kundarak (Dwarf Rogue/Dragonmarked Heir) – An excoriate d’Kundarak, Buldar was expelled from his house after several items he had apparently warded went missing. He spent several decades afterwards working for various nefarious individuals, Ellum Torrinil simply being the latest.

Forged muscle (Warforged Fighters) – Veterans of the Last War, these warforged were found in the slums and docks of Sharn and were hired to provide the muscle for this operation.
Boromars
For too long the first crime family of Sharn has taken put up with Daask’s attacks on their businesses and operations. Calling in favors from the old country, they have managed to outfit a group designed to pay Daask back by hitting them at home. Several dinosaur riders have agreed to journey deep into Droaam and destroy Daask’s dragonsblood facility.

Jakser Gerrivol (Halfling Rogue/Fighter) – Jakser is a distant blood relation the the Boromar family of Sharn, and was one of their main lieutenants before Daask moved in. Unfortunately for Jakser, Daask choose his territories to invade first, and have all but ruined his operations. He sees this expedition as his only chance to get back into the Boromar family graces.

Talenta dino-riders (Halfling Rangers and Barbarians) – Despite loosing his reputation in Sharn, Jakser still had enough pull in the old country to gather some of his relatives together and mount a punitive raid into Droaam. Most of these dino-riders have seen action on the Karrnathi or Valenar fronts and have been slightly displaced after the Last War ended.

Nai’it and Farlia (Halfling Monk/Rogues) – This brother and sister team were raised from a young age in the war monastery of the Three Horns tribe. They follow a long tradition of warrior monks, and have joined Jakser’s expedition out of a sense of exploration rather than for glory or revenge.
Lords of Dust
The Lords of Dust have secretly supported the dragonsblood project and have no wish to see it ended now. Aksahl has other duties in Droaam, and so can’t always watch the dragonsblood facility. He will arrive on the scene shortly after the party takes their leave, possibly tracking them and ambushing them later.

Akshal (Rakshasa Zakya ECS, CR 8) – Akshal has served the Lord in the Dark for countless eons, and is a tireless warrior. Over the ages he has seen many of his contemporaries fall in battle, but Akshal has always been able to prevail.

Minor Players
These are factions that would be interested in the adventure and its outcome, but that do not play a direct role in bringing it about. They may find use in further adventures and should prove helpful in developing future plot hooks.

Minor Dhakaani Clans
Unknown to the greater clans, many of the minor clans have been receiving gifts from mysterious creatures offering them their support. Dragonsblood and other equally dangerous substances have been working their way into the Dhakaani military, giving the minor clans just the edge they need to throw off the oppression of their more powerful brethren.

The Aurum
The Aurum may be affected one of several ways. Should they be involved with the distribution of dragonsblood, and other materials coming from Taa’Xak’s facility, then the Aurum will be displeased with any interference in their plans. However, should they not currently be involved with dragonsblood, some of their membership might take this opportunity to fill in the vacuum left by Daask.
chimpman

09-09-05, 03:23 AM
Adventure Primer:
Return to Duur’Shaarat

Introduction
From the fallen blades, towers shall be raised that reach up to the stars themselves. Find the sword that was lost and the sky shall fall, ushering in a new age.

Long ago, before the War of the Mark, before the coming of Maleon, the city known as Sharn was known by another name – Duur’Shaarat. Roughly translated the name means “fallen blade” and the city was one of the last remnants of the shattered Dhakaani Empire. When the city finally fell to Maleon the Destroyer, the last hope of the goblinoids was devastated. Legends say that the goblins took the blade of Dhakaan and spirited it away, deep within the depths of Duur’Shaarat. And now rumors say that the blade has returned, though not in the hands of the goblins.

The warforged prophet, the Lord of Blades, has unearthed this ancient treasure and is using it to draw other warforged under his banner. His agents working in Sharn found the blade in an old temple near a lake of molten stone underneath the Cogs. Driving away the temple’s inhabitants they now use it as a base of operations from which to rally disaffected warforged to their banner.

This adventure is intended for a group of PCs from 5th to 7th level.


The Prize
Once wielded by the Lhesh Dhakaan, the Sword of Dhakaan is an ancient golbinoid artifact. Its powers have been lost to the test of time, though wielding the blade is enough to grant the possessor the power to carve out his own empire… or so the Prophecy says. It would definitely be enough to bring the Heirs of Dhakaan together under one banner, if only it were in the hands of a goblinoid.


Guardians
Though many of the temple’s original inhabitants have been driven away by the Lord of Blade’s minions, some still remain in its remoter areas. In addition to those two factions and occasional monster from the depths of Khyber will stake a claim to a portion of the temple. The temple itself also has natural guardians, being surrounded by lava and unstable ground.

Giant Insects (Scorpions, Spiders, Centipedes MM) – These feral creatures are descended from the semi-domesticated mounts used by the ancient Dhakaani. They infest areas of the Cogs that are rarely traveled by those from the surface.

Degenerate hobgoblins (Skulks FF, CR 2) – After the fall of the Dhakaani Empire, and the conquest of Duur’Shaarat by Maleon, many goblinoids took to living in the deepest recesses of the city. Eventually these degenerates became the skulks, creatures that prey on their more civilized brethren from the shadows.

Lava inhabitants (Flame Snake FF, CR 1-7) – Flame snakes and other pests abound in some of the hotter environments of the Cogs.

Smokey pests (Ash Rat MM II, CR 1) – Another common pest in the hotter areas below Sharn, ash rats are especially attracted to the banks of lava rivers near the temple.

(Bats, Giant bats, Dire bats, Bat swarm) – These creatures were attracted to the temple by the presence of the were-bats. Although the were-bats have been driven out, these creatures remain in their dark home. They venture out into the Cogs and the streets of the Lower wards during night.

(Chain Golem MM II, CR 5) – Some sections of the temple still remain un-plundered, in large part thanks to these unswerving guardians. The chain golems were some of the mightiest constructs created by the old empire.

(Dread Guards MM II, CR 2) – Some sections of the temple still remain un-plundered, in large part thanks to these unswerving guardians. The suits of plate armor were crafted in the later days of the Dhakaani Empire.

The Lord of Blades
These warforged revere the Lord of Blades as a savior of their kind. They have cleared portions of the temple and converted it into a base of operations.

Siege (Warforged Juggernaught) – Siege is one of the Lord of Blades’ preeminent captains, and was sent to Sharn after the Lord of Blades learned of Gauntlet’s tale. Siege holds rallies in his masters name almost every night, trying to gather a small army to himself from within the walls of Sharn.

Scout (Warforged Ranger) – Scout was once a soldier of Aundair. When the war ended Scout set off to explore the Mournland in an attempt to explain why the Last War (and his own purpose) was cut short. What he found inside the Mists was the Lord of Blades.

Gauntlet (Warforged Barbarian) – When the Last War ended, Gauntlet found himself fighting in the hobgoblin arenas of Darguun. It was there that he first learned of the tales of the Sword of Dhakaan. When one of his fellow combatants seemed to know more than others on the topic, Gauntlet learned as much as he could from him. He then killed the talkative goblinoid before setting out to find the Lord of Blades.

Warforged soldiers (Warforged Fighters) – All of these warforged soldiers have spent time in the Mournlands serving under the Lord of Blades. They are all fanatical followers of his cause.

Major Players
There are several different factions that are interested in recovering the Sword of Dhakaan from the minions of the Lord of Blades. In addition to the guardians of the Dhakaani temple and of these factions can serve as enemies or allies of the PCs.

Cog Gangs
These cursed goblins are descendants of the Dhakaani who fled from Maleon ages ago. They turned from their own gods and worshipped the ancient fiends bound within Khyber. In return they were blessed with the feral power of lycanthropy. Now that the warforged have pushed them from their ancestral lands, the were-bats have infiltrated many of the goblin gangs living under Sharn.

The Cursed (Goblin Were-bats) – For generations a group of goblins have been living in the old temple. When Duur’Shaarat fell to Maleon, their ancestors took shelter deep within the depth of the city. Unlike those goblinoids who later became skulks, these maintained a portion of their heritage, but at a price. The strength needed to defend their lifestyle was bought when they pledged their lives to the Lords of Dust and were rewarded with the curse of lycanthropy. Recently pushed out of their ancestral home by warforged fanatics, the were-bats have begun infiltrating other goblin communities in the Cogs.

Daaghaan Rhar (Were-bat Lord) – Rhar is a wily old bat, and the oldest member of his tribe. He has led the others through the decades as they hunted in the darkness. Now younger members of the tribe have experienced life outside of the temple, and many have little desire to return. Rhar fears that their boldness will bring down another crusade from the Silver Flame.

Talsiziiz (Imp MM, CR 2) – The devil Talsiziiz has dwelt with the were-bats in the temple since their initial pact with the Lords of Dust millennia ago. Keeping watch over its master’s flock is one of its main concerns, and Talsiziiz serves as a line of communication between the were-bats and the ancient demons who still roam Eberron.

Rat runners (Goblins MM, CR 1/3) – These goblin clans make their living from the refuse that is discarded from the heights of Sharn. The small clans roam the underworld of the city, plundering and scavenging what they can. Recent incursions from Daask have begun to disturb them, but the arrival of the were-bats may signal a shift of power in their favor.

(Kenku MM III, CR ½) – A gang of kenku have made their way into the underbelly of Sharn, many of them doing business with the unsavory goblins that roam the Cogs.
King’s Citadel
The King’s Citadel took note right away as soon as the warforged troubles became more prominent in Sharn.

Gerrin Krow (Human Fighter/Cleric) – Gerrin is a cleric of Dol Arrah. He served many years in the army of Breland during the Last War, and continues to serving the crown as a member of the King’s Citadel. Now he has been tasked with finding the warforged who have been causing unrest in the city.

Wynith Taell (Half-elf Wizard) – Wynith Taell has never officially existed. She is one of the King’s Dark Lanters, and a master of disguise. Lately she has been focusing on magics that will alter her appearance to look like a warforged. Unknown to the others in her group, Wynith’s real goal is to infiltrate the ranks of the Lord of Blades, travel back to the Mournalnd, and determine if he is really one of the king’s former guardians.

Pallor Allormar (Halfling Fighter) – A native a Sharn, Pallor grew up in the midst of Boromar controlled neighborhoods. Thinking that he would escap the politics of his childhood, Pallor joined the Brelish army, but since he has been back in Sharn he has been approached by many from the old neighborhood asking for favors.
The Boromars
Though not interested in the Sword of Dhakaan itself, the Boromars can smell a good business deal when one comes by. They may also wish to place the sword into the hands of someone willing to stand up to Daask.

Quentar Hammof (Halfling Expert/Rogue) – One of the older Boromar bosses, Quentar had begun to rely on his nephew Fennon to run the local businesses when Daask moved in. Not entirely confident in his nephew’s abilities, Quentar came out of retirement just in time to deal with the goblin were-bats as they fled their ancient home. He is unsure of the alliance with the creatures, but at this point is running out of options.

Fennon Hammof (Halfling Rogue) – Unknown to his uncle, or to anyone else, Fennon has infected himself with lycanthropy. He intends to use his newfound powers to wrest control of the local businesses from his uncle once and for all.

Dhukuush (Goblin were-bat) – Now that Dhukuush has fully experienced life outside of the temple he does not wish to go back. Taking a few trusted followers with him, Dhukuush has defied Rhar and made an alliance with the Boromars. He has already infected one of the halflings with lycanthropy, and intends to infect more, as well as several of the city goblins.

Minor Players
These are factions that would be interested in the adventure and its outcome, but that do not play a direct role in bringing it about. They may find use in further adventures and should prove helpful in developing future plot hooks.

The Lords of Dust
These scheming demons have long held an interest in the lycanthropic goblins of Duur’Shaarat. What their plans for the goblins are is unknown, though the goblins have lain dormant in their lair for far too long. Now that they have emerged into the world once more, the Lords of Dust can use them to spread their influence.

Morgrave University
Scholars are always interested in ancient civilizations, and those at Morgrave are no different from any others. Once they hear of an ancient Dhakaani temple with inhabitants still intact, they will become very interested. Unfortunately for any brave, or foolish, individuals leading expeditions to the temple, this may be another opportunity for the goblins to spread their curse into the world.

The Silver Flame
Once word gets out of a lycanthropic outbreak in Sharn, the Silver Flame is sure to investigate. If the were-goblins are not contained quickly, they will spread out of Sharn and into other goblinoid communities throughout Breyland and Aundair. In short order the Silver Flame might have another plague on their hands, though this time focused on goblinoids instead of shifters. If the Church of the Silver Flame uses the same tactics it did during the Purge, they might be faced with a general goblin uprising… and that might be enough to bring Darguun into the picture.
Setherial

09-09-05, 03:57 AM
great stuff man !
Altaris13

09-09-05, 09:35 AM
Chimpman, keep it coming. Thanks you much for sharing this awsome, awesome stuff.
Kid SixXx

09-10-05, 09:37 AM
So.. WoTC mods...

Any chance we can get this fine thread sticky so that it doesn't drift?

*scribbles down more notes*
chimpman

09-10-05, 12:00 PM
Thanks for the vote of confidence guys! :D I'm glad folks are finding this useful. Although I devised these adventures for my group of Dhakaani PCs I'm sure you could adapt them to most any party with just a little work.

I've got about 3 more primers halfway down on paper, and one left floating around in my head. I'll get them posted as soon as thet're finished. As for keeping this information around, Fabian Benavente has kindly offered to post them on his website. There is a link to it in my sig.
chimpman

09-11-05, 03:50 PM
Adventure Primer:
Quest for Byeshk

Introduction
The seals will crumble. The Lords of Madness will flow through dark cracks, their spawn seeping once again into the world. What was sundered can be remade, by the forges of the purple steel.

One of the Ancient Seals has begun to crumble and the old enemy is returning. Deep under the Seawall Mountains the Seal Gate is now overrun by servants of the daelkyr Rhokec Kuur (the Buzzing Lord), threatening to flow into the lands of both the Volaar and Shaarat. Once, proud warriors fought these creatures off, with blades of byeshk – a purple iron-like material that is a bane to all daelkyr spawn. However the caches of precious weapons have been lost to time, and the art of forging more has dwindled into obscurity. Hope still remains however. Darguun mercenaries returning from foreign lands bear weapons of purple metal.

During the years of the Last War, a Thranish patrol unit stumbled upon the ruins of an ancient Dhakaani outpost. Plundering many of the outer chambers they found many treasures… including weapons forged of byeshk. Some of these were lost in battles with Darguul mercenaries, although more treasure is sure to remain behind sealed doors deeper in the fortress. A local priest of the Silver Flame is mustering forces to explore this long lost treasure trove, although he has ulterior motives for doing so.

This adventure is intended for a group of PCs from 2nd to 4th level.


The Prize
Clearing the fortress may provide many benefits to the Dhakaani, the most pressing of which is the discovery of caches of byeshk weapons, ready to resume the fight against the daelkyr. In addition the cleared fortress may serve the Dhakaani as a stronghold in Thrane, if they can manage to secure it from both the surface and the depths of Khyber.

There are several blocking points that may hinder the Dhakaani from acquiring their prize however. The stronghold in Thrane is far from their homelands and they will have to devise a way of transporting large amounts of byeshk weapons back to Volaar lands for the war effort. In addition both the Darguul and Thrane will vie for ownership of the stronghold and its treasures.


Guardians
The halls of Dhekach Maac are vast indeed, and it would take many goblinoids to fill them up entirely. The abandoned citadel is now home to many different factions of creatures. Most of these have moved up from the depths of Khyber to claim a portion of the abandoned Dhakaani citadelfor themselves.

(Formians MM, CR ½ - 17) – A small Formian nest has established itself in the outer halls of Dhekach Maac, near the surface. It was the formians that attacked and killed the previous Thrane expedition to the runis.

(Fungus MM Shrieker CR 1, Violet CR 3) – The fungus is grown and tended to by the formians, and can be found throughout their lair.

(Aranea MM CR 4) – A band of aranea has taken residence in the outer halls. They have come seeking the ancient knowledge of the Dhakaani Empire. The regard the formians as destructive and wage an unending war on the ant people as well as sending raids deeper into the keep.

(Phase Spider MM CR 5) – The phase spiders have allied with the aranea for mutual protection.

(Skum MM CR 2) – This tribe of skum live in the deeper halls of the keep, halls that nearly reach the realm of Khyber. Many of the chambers they inhabit have been flooded. Slowly they are pushing their way up from the depths into the outer halls. It is possible that some force deeper below controls their actions.

(Grimlocks MM CR 1) – Several grimlocks cooperate with the skum. They form part of the forward barrier between the inner and outer halls.

(Troglodytes MM CR 1) – Recently a band of troglodytes has also allied with the skum. The troglodytes are not locals, having come from some distance (perhaps even from Q’barra). Now they serve the skum unswervingly.

Darguul Mercenaries
These Darguul have been hired by a patron in Thrane to explore and clear out a recently discovered ancient ruin. The PCs may be able to journey with the Darguul as members of their mercenary band, however ultimately the Darguul will have to be denied any of the treasure they find. Unknown to the Darguul, they are being set up by the local priest of the Silver Flame who wishes to frame them for the destruction of the previous Thranish patrol and thus implicate Darguun in treachery.

Yuurit Gaamn (Hobgoblin Fighter) – A rarity among her kind, Yuurit is one of a very few female warriors actually in charge of a Darguul mercenary band. Many of her subordinates chafe under her command, but Yuurit has proven herself as both a competent fighter and tactician. Though told that this was a simple mission to clear some ruins, when Yuurit sees the cache of byeshk weapons she will realize the significance of this mission. She will do her best to bring any prizes found back to the Lhesh Haruuc.

Kazaaz (Bugbear Ranger) – A formor Marguul, Kazaaz found service with the Darguul mercenaries after his tribe was decimated by a band of creatures from Droaam. He still remembers the cold stone statues of tribal warriors as he fled for his life the day his tribe was attacked. Though he has no love for weakling hobgoblins and goblins, he has latched on the fighting lifestyle of the mercenary band.

Darguul mercenaries (Hobgoblin Warriors) – These hobgoblins are all grizzled veterans of the Last War and have fought on many fronts.
The Silver Flame
For centuries the Silver Flame has fought the forces of evil, and the constantly strive to maintain this battle. To that end the forces of the Silver Flame, and of Thrane, are always interested in ancient powers. During the Last War just such a treasure trove was discovered, though it could not be properly plundered. Now that the war is over the local priest, Tannith Lucor, has sent a group to clear the ruin and bring back any treasures. Unfortunately that band failed and was decimated by the ruin’s guardians. Seeing an opportunity Lucor has hired a band of Darguul mercenaries to do what his own men could not. When they emerge he plans to be there waiting for them, ready to accuse them of murdering his previous patrol.

Tannith Lucor (Human Expert/Adept) – A priest of the Silver Flame, Tannith Lucor holds great sway in the local politics of the area. He is ambitious and more than a little amoral, and his actions of late have caused the deaths of several devout followers. The latest such incident was authorizing the exploration of ancient ruins newly found in the area. Church leaders in Flamehold have begun to take notice of Tannith and his activities and have sent agents to investigate him.

Gregin Harhm (Human Paladin) – Gregin has devoted his entire life to the Silver Flame, and the ideals that it represents. During the Last War he served Thrane, mostly in campaigns against Karrnath, and had many opportunities to use his powers vanquishing the undead legions. Since the war ended his superiors have stationed him on the Thrane – Karrnathi border, and unfortunately for Gregin he has come under the jurisdiction of Tannith Lucor. Though he dislikes the priest, he respectfully follows his orders to the best of his abilities.

Lucor’s men (Human Warriors and Rogues) – Though these men all wear the trappings of the church of the Silver Flame, many are less than devout followers. Most of them are criminals, or Thrannish deserters who have found a place for themselves as the long arm of Tannith Lucor.

Major Players
There are several different factions that have all caught wind of the find in Thrane. Any of these players can serve as enemies or allies to the PCs.

Droaam
The hags of Droaam have their own plans for Khorvaire, and for the ancient goblinoid empire that once ruled it. However whether they wish to acquire the byeshk for their own personal war against the dealkyr, or in order to keep it out of the hands of others, is unknown.

Dezlair (Doppelganger MM, CR 3) – A devout follower of the Traveller as well as servant of the Daughters of Sora Kell, Dezlair undertakes many covert operations for Droaam. She travels the continent of Khorvaire tirelessly, seeking knowledge and artifacts that will aide her mistresses.

Daark (Manticore MM, CR 5) – Raised by Dezlair from a very young age, Daark often shadows her travels by the air. Dezlair rewards the beast by feeding him the remains of her former victims.

Vagm (Minotaur MM, CR 4) – Vagm spent many years in the slave pits of Droaam, fighting every day for his continued survival. Once Dezlair saw him fight, she bought him and made Vagm one of her personal bodyguards. Vagm serves her loyally not out of any sense of gratitude, but from fear of the Daughters of Sora Kell. He knows that Dezlair is favored by them and wishes only to prove his continued worth.
The Silver Flame
There have been rumors in Flamehold of strange goings-on out in the borderlands of Thrane. This delegation has been sent directly from Tira Miron in order to determine what exactly is behind YYYs activities.

Eridan (Shifter Paladin) – A descendant of Silverclaw himself, Eridan has participated in the rare few lycanthrope hunts of this time. He is dedicated to the Silver Flame, and tireless in his pursuit to eradicate all evil in the world, especially evil that he perceives to be tied to him. He views his service to the church as a continued penance for the sins of his forefathers.

Maverie (Shifter Ranger) – The wife of Eridan, Maverie is also a devoute follower of the Silver Flame. Her adoration for her husband shines through most of her actions. Although she is less fanatic in her views of the evil of her ancestors, she nonetheless holds lycanthropes and any shifters who harbor them in the lowest regard.
The Aurum
News of riches travels fast, and there are many across Khorvaire that would do anything to acquire such wealth.

Ahlla Kundarak (Dwarf Bard/Dragonamrked Heir) – Ahlla has used her skills to rise high within the ranks of House Kundarak. She is also secretly a member of the Silver Concord of the Aurum.

Bello d’Kundarak (Dwarf Expert/Ranger) – Bello is a field operative for House Kundarak. He works wherever the House sends him, and his expertise lies in securing objects of value out in the open.

Minor Players
These are factions that would be interested in the adventure and its outcome, but that do not play a direct role in bringing it about. They may find use in further adventures and should prove helpful in developing future plot hooks.

Gatekeeper Druids
Though the Dhakaani and the orcs of Khorvair have long been rivals, there was one instance when the two groups joined forces. When the forces of Xoriat threatened all of Khorvaire these ancient enemies joined forces to defeat them. Should the Gatekeepers hear any hint of the return of Xoriat, they will undoubtedly show up to combat this common foe.

House Deneith
House Deneith is always interested in anything that might give its members an edge in battle. An ancient cache of byeshk would be just such a thing. Though not on the scene during the initial exploration of Dhekach Maac, Deneith mercenaries may visit the ruins at a later time, searching for additional treasures. They may be hirelings of some third party, or working directly for their own house.
DragonWatcher

09-12-05, 04:01 PM
This is all great stuff. I have one nitpick though...

I don't have my book with me right now, but isn't Byeshk purple in color? I thought that it was flametouched iron that was green in color.

Other than these are awesome. :D
chimpman

09-15-05, 12:49 PM
Man, I meant to get back to this earlier, but things just got crazy for me. Nice catch, DragonWatcher. Byeshk is purple, not green. Why do I keep thinking green :confused: . Anyway, I've made the appropriate changes above.

More are on the way. I've modified the campaign summary post above to reflect changes in my overal design scheme, as well as added the last stage of adventures.
chimpman

09-17-05, 07:46 PM
Adventure Primer:
Forge of War


Introduction
The Empire that was, will be again. Their swords and shields will be drawn. Their armies will be forged anew.

Somewhere, hidden in the heart of Sharn, Merrix d’Cannith has an operational Creation Forge, and despite the strictures of the Treaty of Thronehold, he continues to use it. To those who pay attention, it is obvious that warforged are still being created despite the dismantling of House Cannith’s forges, though not in the numbers that they once were.

This adventure is intended for a group of PCs from 5th to 7th level.


The Prize
Gaining possession of and controlling an operational Creation Forge will allow the Dhakaani to create a nearly unlimited army. The Forge may be useless without a Cannith Heir however, so some understanding between the groups will need to be brokered.

In addition to the main prize many other weapons and artifacts may be found among the defenders of the complex. Extremely lucky, or diplomacy minded, PCs may also be able to broker some form of alliance with the visiting Xen’drik drow.


Guardians
Merrix d’Cannith’s stronghold in the depths of Sharn is a guarded secret. Few are ever invited to visit its halls, and even of those that make their home there, few know of the Creation Forge. Merrix’s plans stretch far and wide, reaching from across Khorvaire down into the depths of Xen’drik. He thinks of his forged creations as his own children, and will do nearly anything to insure their continued existence and development.

Cannith Heirs (Human Artificers) – These are Cannith heirs (both dragonmarked and otherwise) that have sworn fealty to Merrix d’Cannith and Cannith South. Many of them go about the House business of creation, designing and devising new types of living constructs in an attempt to circumvent the Thronehold Accords. Without the use of a Creation Forge, so far all of their attempts have proven fruitless.

Warforged Guards (Warforged Any class) – These guards represent Merrix’s most loyal and trusted creations, as well as some of the newer creations that he has been experimenting with.

Homonculous – These creatures are bound to the many artificers that work in Merrix’s workshops. Few will actually try to hinder the progress of intruders. Instead they will watch from the shadows and from around corners and report any unknown activities back to their masters.

(Warforged Titan ECS, CR 7?) – This huge warforged guards the entrance to the Creation Forge. It obeys commands only from Baron Merrix.

Drow – These natives of Xen’drik have journeyed to Sharn in order to bargain with Merrix. He is offering them support in their war against neighboring tribes and giants. In return they are bringing Merrix artifacts scoured from ancient ruins.

(Iron Cobra FF, CR 2) – The iron cobras are an earlier creation of House Cannith. Originally intended to penetrate narrow openings in an enemy’s defenses, now most of the creatures serve as defenders themselves. Merrix likes to have them patrol the corridors nearest to the creation forge.

(Automata MM II, CR 3) – These constructs are created by Merrix’s subordinates without the help of a creation forge. So far none of them have been imbued with the same living intelligence as the warforged.

Mangled veterans (Half-golems MM II, CR +3) – Many Brelish soldiers suffered disfigurement during the war. Few such unfortunates found their way under Baron Merrix’s auspices where he gladly supplied them with replacement parts. Merrix keeps these individuals under close scrutiny after their operations, for he knows that their mental stability may fail at any time. Several House heirs are working with the half-golems, in an attempt to counteract the effects of madness.

Bronze spy (Nimblewright MM II, CR 7) – The nimblewrights may be a new form of golem, one that Merrix designed to be able to infiltrate human societies undetected. He is currently trying to imbue some of the nimblewright’s properties on his newest batch of warforged.


Major Players
There are several different factions interested in acquiring Merrix d’Cannith’s Creation Froge. In addition to the guardians of Merrix’s complex, any of these factions may serve as enemies or allies of the PCs.

Draleus Tairn
The Draleus Tairn have been negotiating with Merrix for several years now. Each of the delegates has dedicated hundreds of years in the fight against the Dragons of Argonnessen. They have come to Merrix in the hopes of acquiring a new tool in their arsenal. Their hope is to create warforged who are designed specifically for the task of dragon slaying. Though they are true elven children of Aerenal, they are not here with the backing of their nation. In fact the Undying Court might be most displeased to find that these negotiations are taking place.

Wylraeth (Elf Dragonslayer Drac) – Wylraeth is the leader of the stout band. Though nearing her twilight years, Wylraeth is still made of the strongest stuff. She is a devout follower of the Elven Prophecy and has studied it all of her life. Those studies paid off, for they led her to Sharn and Merrix d’Cannith. She has high hopes that the leader of Cannith South will choose to help her people.

Draleus Madyrn (Elf Dragonstalker Drac) – Elves and dragons have been playing a deadly game of cat and mouse for thousands of years, nearly since the elves threw off the yoke of their giant masters. The dragonstalkers are experts at this game. Quietly they roam across the continents of Eberron, looking for the telltale signs of draconic influence. When they can track that influence back to its source, the dragonstalkers strike, ridding the Elven Prophecy of one more vermin.

Draleus Saer (Elf Dragonslayer Drac) – Not all interactions with the dragons are cloak and dagger… some are much more forward. It is in these interactions that the dragonslayers excel. They face dragons directly and do not shy away from the great beasts. When the dragons retaliate against the elves, the dragonslayers are the ones on the front line, defending their people.
Lord of Blades
The Lord of Blades has finally learned of Merrix’s working Creation Forge and he will stop at nothing to acquire it for himself. He would prefer to do so quietly, and in secret so that he can use the forge to create an army from within the city itself. If that route fails the Lord of Blades will send his heavy hitters into the city in order to take the forge, piece by piece if necessary.

Incursion (Warforged Juggernaught) – Though he knows not from whence they came, Incursion is aware of and investigating the new breeds of warforged that have been seen in or near Sharn. Should he learn of the working Creation Forge, he would gather as many of his agents together and mount an all out assault on the complex.

Fix (Warforged Artificer) – Fix is one of Incursion’s most talented captains, as well as one of the most charismatic. He is personally responsible for bringing hundreds of warforged under the banner of the Lord of Blades.

Minor Players
These are factions that would be interested in the adventure and its outcome, but that do not play a direct role in bringing it about. They may find use in further adventures and should prove helpful in developing future plot hooks.

The Dreaming Dark
Agents of the Dreaming Dark are always interested in ancient Xen’drik secrets, and the warforged rank high on their list. For years the Dreaming Dark has been trying to get its hands on a working Cannith Creation Forge, and now they may be close to succeeding. Any individual within the complex, or without, may be a sleeper agent of the Dark.

Kings Citadel
Should the King’s Citadel learn that Merrix d’Cannith is openly defying the precepts put forward by the Thronehold Accords, they will take immediate action to shut him down. Breland can not be caught harboring international criminals of such magnitude.

Queens Eyes
Queen Aurala is looking for an excuse to invade her neighbors… as long as that excuse would lend legitimacy to her actions. Learning of an operational Creation Forge in the heart of Brelish territory might just do that. With such knowledge she could turn the other nations against Breland and carve that nation up among them.
Setherial

09-20-05, 05:22 AM
another cool adventure, thanks man, I love reading these !!!
chimpman

09-24-05, 02:57 PM
Updated A Game of Stones. Added Minor Players section to A Game of Stones, Dragons' Blood, Quest for Byeshk, and Return to Duur'Shaarat. The Wolf's Head is up next. I'm still working out the pieces for that one. It's a little more complex than the others. Hope to have it up soon.
chimpman

10-01-05, 02:39 PM
Adventure Primer:
The Wolf’s Head

Introduction
“For millennia the taarka’khesh have served Dhakaan. We are scouts, warriors, and when need be, killers. Always we have observed the ancient traditions and never interfered with Clan rulership. We serve all… and none. We serve Dhakaan.”

“Always it has been so taarka’maal,” the clan leaders agreed, wondering what it was that prompted the taarka’khesh master to summon them here.

“And so it is still,” said the wizened old goblin sitting before them. “Though no longer am I the taarka’maal.” A slight nod from the old master unleashed a flurry of swords. In moments all of the clan leaders were dead or dieing, their life blood spilled out across the cavern floor. “What I do, I do for the Empire.”

The master’s servants bowed before him. “It is done, Taarka’Dhakaan.”

Those that listen to the words of the Prophecy may reap its rewards. Those that do not hear are doomed. So believes the taarka’maal, the master of the taarka’khesh. In the Prophecy he has seen the rise of the Dhakaani Empire. Unfortunately the other Dhakaani Clans were too busy fighting one another to notice. In a desperate act that the taarka’maal believes is the only hope for Dhakaan, he has named himself the new emperor.

The taarka’maal’s plan is not without forethought however. Although his clan is small it is integrated into every facet of Dhakaani life. In a masterful coup, the taarka’maal has sent assassins into every major clan, timing their deaths to occur all at once. In addition he has sent emissaries into the smaller clans, gaining the support of many of the minor noble families. The taarka’maal is ushering in a new order, with himself at the head. With the minor clans pledged to him, and the major clans leaderless, he may succeed in his attempt.

The events that take place above should occur during a time when the PCs are absent. When they return from their far away mission, they will return to find a new order being imposed upon the Dhakaani clans, and will have to choose whether to support the Taarka’Dhakaan or to oppose him.

This adventure is intended for a group of PCs from 8th to 10th level.


The Prize
Unlike previous adventures the prize garnered from this experience is less tangible. The party must choose which faction to support in their bid for dominance among the Heirs of Dhakaan. Openly supporting one faction will immediately turn the others against the PCs, however not choosing to support anyone will make all the factions enemies.

Once support is promised, the other factions must be dealt with, their leaders removed and their power base shattered. PCs who accomplish these tasks will be given prominent roles in the new rising empire, and may become leaders of their people as they emerge from the depths of Khyber to take their rightful place on the surface above.


Factions
These are the main obstacles in the path of conquest.

The Taarka’Khesh
The taarka’maal now calls himself Dhakaan, and his agents have assassinated many of the most important clan leaders. The new Taarka Dhakaan has also garnered the support of many of the minor clans, as well as usurping control from a few major ones.

Taarka Dhakaan (venerable Goblin Ranger/Monk) – For most of his long life, the taarka’maal had seen the infighting among the Heirs of Dhakaan, and he had despaired at them. More than any other Dhakaani leader he saw the potential of his people, should they be united. Now taking the title of Dhakaan, the old goblin has decided to do what his contemporaries could or would not do. He has decided to unite all of Dhakaan under one banner – his own.

Taarka’khesh (Goblin Rangers and Monks) – These rank and file soldiers of the taarka’khesh perform as scouts and trackers in service to most Dhakaani clans across the continent of Khorvaire. The trust engendered by their long tradition of service put them close to many Dhakaani leaders, and when the time was right they struck them down.

Minor Clans – The minor clans have long had to endure existence under their more powerful brethren. In order to survive, many of them swore service to a larger and more powerful clan, though most of them chafe at this indignity. Those that could not ally themselves with larger benefactors were consumed by rival clans, but in many cases their loyalty remains to their original clan. The Taarka Dhakaan has promised them autonomy and a prominent place in the new empire if they will support his cause.
The Major Clans
After the betrayal of the taarka’khesh the remaining leaders of the major clans have banded together in an effort to maintain their supremacy. The major stumbling block to regaining their former control is themselves however. The clan leaders must choose a new Dhakaan to unite them all and lead them to victory.

Volaar Leaders – Tuura Dhakaan was a strong and wise leader, possible the greatest dirgesinger of her time. That saved neither her, nor her lieutenants when the taarka’khesh struck. The few Volaar leaders that remain now command from the shadows. Their allies have left them, and their clan teeters on the brink of destruction.

Shaarat Leaders – The Kech Shaarat was torn apart from within. Over the millennia the Shaarat have subsumed other clans. Those conquered always call themselves Shaarat, though there are some who remember their old names, and their old ties. These, the Taarka Dhakaan tempted, promising them power in return for overthrowing their Shaarat masters. Now the Kech Shaarat find themselves much smaller than they once were, and their leaders struggle to maintain cohesion.

Other Major Clan Leaders – Like the Volaar and Shaarat, many of the other major clans are in turmoil after the taarka’khesh attack.
Darguun
If the Lhesh Haruuc can choose a strong heir, the nation of Darguun will solidify into a stable power. If not, the dream of a goblinoid kingdom may be lost forever.

Lhesh Haruuc (Hobgoblin Fighter) – Though nearing the end of his life, the Lhesh Haruuc has not yet lost his mental faculties. He knows he needs a strong heir in order for his kingdom to thrive and grow, and he may very well choose such an heir from among the PCs.

Marguul Bugbears – Many of the Marguul were driven into the service of the Lhesh Haruuc when creatures of Droaam invaded their territory.

Major Players
These are other factions that might become involved in some way.

Lords of Dust
Minions of the Lords of Dust have a vested interest in this conflict. Though officially they are backing the Taarka Dhakaan in his bid for kingship, the Lords of Dust simply want to see a strong Dhakaani Empire emerge from the depths in order to ignite the fires of war on Khorvaire once more.

Taa’Xak (Greater Barghest) – The PCs may have met up with this barghest from the adventure The Dragon’s Blood. If Taa’Xak has been slain, simply substitute another greater barghest in his place. Taa’Xak is the connection between the Lords of Dust and the Taarka Dhakaan’s plans for conquest.

Khyber spawn (half-fiends and half-dragons) – Taa’Xak can call minions forth from the depths of Khyber, many of them powerful to have earned the half-fiend template. Depending on how the successful the PCs were in dealing with the dragonsblood problem, Taa’Xak may also have one or more half-dragons at his call.

Dustlings (Rakshasa, Zakya and otherwise) – The rakshasa initially support the Taarka Dhakaan, but will shift their allegiance to the strongest faction if given the chance. A strong and unified Dhakaan means war and instability for the rest of Khorvaire.
Droaam
The Daughters of Sora Kell have their own plans for a new Dhakaani Empire, and have little wish to see it under the control of another. Their interest lies in prolonging any conflict, making it as long and as bloody as possible. They may offer aid to the weakest faction, only to withdraw it once that faction grows strong again.

Daughters of Sora Kell – The three hags have plans of their own. They have found the body of the Lhesh Dhakaan and given it life again. With their puppet king they hope to rally goblinoids from Droaam and throughout the Five Kingdoms to their banner.

Queen of Stone – The medusa queen longs to be out from under the thumb of the three sisters. She has gathered her own forces, and intends to strike the hags at the right moment. Aberrations from Khyber, conquered Marguul tribes, and even several expatriate giants from Xen’drik all rally under her banner.

Lhesh Dhakaan – Though still under the command of the Daughters of Sora Kell, the Lhesh Dhakaan is slowly breaking free of their will. The three sisters created a being more powerful than even they expected. The dark creature now seethes with the strength of Mabar combined with the Prophecy behind him. Should he break free of the hag’s control the Lhesh Dhakaan will unleash his own plans for the continent of Khorvaire.
The Five Nations
None among the Five nations want a strong goblinoid kingdom arising in their back yard. Agents from across Khorvaire will be sent in an attempt to destabilize any fledgling empire emerging from Darguun. Aundair and Breland will be most active in this area, for they would face the brunt of any unified Dhakaani attack. Zillargo and Valenar may also take an active interest in the fledgling empire. The Zil have no desire to be slaves again, and the Valenar remember their ancient enemies well.