For DMs: Adventure Seeds [Archive] - Wizards Community

Post/Author/DateTimePost
WotC_Doog

07-13-04, 02:35 PM
So, one of my favorite parts of the Eberron book are the little adventure seeds at the end of the description of each region. I love 'em! I could read a whole book of them. Here are a few more. Got more? Make my day -- post them!

:dice: A small city ruled by a high-level wizard has a yearly lottery. The winner gets a wish spell cast in his behalf. Of course, the lottery is corrupt; persuasion and threats are routinely aimed at the lottery officials -- and at the winners. This year the adventurers roll into town and one of the PCs manages to win. How could this happen? What will happen to them in the week before they get their wish? And most of all, what will they wish for, if they live that long?

:dice: All manner of VIPs from Khorvaire royalty to the dragonmarked Houses to the Church of the Silver Flame are trying to discover the location of a legendary treasure left over from the Last War. The PCs get interested or hired, and uncover clues leading to the treasure. It turns out to be a powerful but nearly-dead Warforged warrior who slew entire armies by himself. An evil magical control rig, that could allow any group the ability to turn this warrior to their side, is still attached to him.

:dice: A city is governed by a council of three monk-sages in a political tradition full of ritual and pomp. A representative of one of the sages approaches the PCs; it seems that his master believes one of the other two sages has been killed and replaced by a unscrupulous Changeling. Since it would be politically impossible to request a "random drug test" true seeing on the sages, the PCs must dig for evidence on the sly. The representative gives them a magical key that opens catacombs below the mansion of one of the sages. What will they find? Is there *more than one* Changeling in the mix? Are they working for an opposing kingdom? Might the Changeling actually be the one that hired the characters, to cover his tracks?

Post more! :D
Pallis

07-13-04, 02:41 PM
The Korranberg Chronicle that we're working on as a fan site is basically a souped-up, packed-to-the-gills adventure seed site. Anyone's quite welcome to drop by when it goes live...soon...
;)
WotC_Doog

07-14-04, 12:03 AM
Sounds great! Meantime, here are a few more seeds. Feel free to tweak these to add to the Chronicle or whatever.

:dice: A representative of House Sivis's Speakers Guild delivers a long-distance message to one of the PCs. A Shifter friend of theirs is in dire trouble due to the inquisition of the Church of Silver Flame -- however, the friend is miles and miles away in a remote mountain abbey and his time is short. The race is on -- can the PCs cover all that ground in time? Between lightning rails, horses, and good old hoofing it, the adventurers will need to cross the countryside as fast as they can.

:dice: After a mystical disease sweeps through a town, a beautiful young lady of court insists that her father, the local governor, enact legislation to mandate blood tests for all the townsfolk. Her father makes it so. The local healer contacts the PCs when large quantities of the sampled blood go missing. Is there a vampire afoot? Is it a plot by cultists of the Blood of Vol to determine the bloodlines that will lead to the birth of a powerful antihero? And what is the origin of the mysterious disease in the first place? The PCs must uncover the mystery.

:behold: A merchant caravan stumbles upon the remains of a subterranean village, a secret refuge from the ravages of the Last War. Word gets out that something horrible happened to the unfortunates who died inside decades before the War ended. Universities are interested in artifacts of historical significance from the site; the call goes out for brave adventurers able to retrieve them, since a deep pit dug up from below the village implies the presence of a dreaded beholder.
Dauntless

07-14-04, 12:42 AM
:dice: "WANTED: Archeologists, excavators, treasure hunters, and able bodied warriors. Good pay for reasonable risk. Morgave University, Department of Ancient History. Ask for Professor Theodore."

Professor Mathis Theodore is looking to hire aspiring young adventurers to run a handful of expeditions based off of ancient lore he has been digging up. He can't convince the department to give him enough financing to hire experienced parties, and his expeditions are planned to a number of seemingly unrelated locations. What exactly has the good professor stumbled upon that is so urgent? And who was that strange man he was seen talking to the other day?


:dice: The hobgoblin leader wants to bring the heads of the various clans together, in a first of its kind summit for the goblinoids. He expects trouble, and as a precaution is for the first time hiring normal (demi-)human mercenaries from Deneith to guard the event, as he doesn't trust his own men completely, nor those of the other clans, should anything go wrong.
Endless_Helix

07-14-04, 09:42 AM
:b: Wanted: Adventurers with some experience to help on a humanitarian mission. Contact Prince ir'Wynarn in New Cyre if interested.

The Price has found a huge patch of clear, arable, and "uninhabited" land in Xen'Drik, and needs the adventurers to help protect them on the high seas, or if the land proves to be more difficult than planned. He plans to recreate Cyre on this new continent, but it wont be easy...

:b: Wanted: New colony formed in Xen'Drik. Korranburg Chronicle needs reporters willing to take some risk. No experience necessary.

Pretty much same as above, but different focus.

Enjoy!
WotC_Doog

07-14-04, 11:46 AM
I like the "want ad" format, it lends some good flavor to the adventure seed. Keep it up!

:dice: An experimental oversea lightning rail "track" leading out from Sharn has angered a shoal of sahuagin. A sahuagin scouting-party has begun to attack the foundations of the huge, vertical conductor stones to ruin the oversea byway and to out-and-out kill as many non-sahuagin as they can. The PCs must stop the sahuagin attack to allow the rail to go through so that supplies can reach a stranded expedition on a distant island. If the PCs succeed, the Sharn navy will be very grateful.

:dice: An ancient orc Gatekeeper of the Shadow Marches -- revered by the fay for his work to protect his environment from aberrations -- is dying. A tiny grig (sprite) bounces into the PCs' path to ask for their help to save the Gatekeeper’s life. Perhaps a special mystical leaf taken from the faerie queen will give him another three years of life; perhaps the PCs must risk insanity to stare into the mysterious Pond of Shadows to learn what to do. Perhaps the real task is to convince the grig (and other sprites) that her friend the orc is mortal, and to help her accept his passing.

:dice: People are showing up dead in Sharn (or the city of your choice). They're men and women of many races with no apparent connection except manner of death: by poisoned short-bow arrow, extremely well aimed. Soon the body of a petrified dwarf is found, with one of the same arrows sticking out of it. Petrified? Could a medusa assassin be skulking around Sharn under a heavy hooded cloak? Might the dwarf not have died from the poison, and the medusa had to resort to her gaze attack? Can the adventurers track her down and stop her? What happens when they discover she’s working for the Blood of Vol cult to eliminate potential marriages? What happens when they discover she’s just the bodyguard of an elite master-mage dedicated to eliminating certain people in the name of the purity of Vol bloodlines?
St23aM

07-14-04, 11:47 AM
:dice: 1. After an expedition to Xen`Drik the party uncovers and perhaps over looks a small un-known un-recognizable item. They make there way back to Sharn. Little do they know the item is of great importance to the Drow of Xen`Drik (possibly a Religous Scorpian item). An Elite Drow Assassin has been dispatched to follow them and recover the item. What is this item for what do the Scorpian loving Drow want with it? The characters must return to Xen`Drik to find out but, first they must dodge this hunter that hunts them in the City of Towers. (the drow assassin I envision to be like Craven The Hunter from Spiderman but, instead of Lion Garb it would Scorpion Garb.) You could even have the characters get hit by a rare poison that only the Drow of Xen`drik know the Remedy to.

this one could use some work feel free to revise.
WotC_Doog

07-14-04, 02:58 PM
:dice: An old woman in the Sharn marketplace grabs the arm of one of the PCs – “Help!” she says, “my granddaughter!” She points up into the lofty towers above, and the PCs see a young girl clutching to a wildly defective flying carpet. Can the adventurers catch up to the flying carpet before it smashes the girl into a wall of the City of Towers? Will they need to climb to a rooftop and leap, or lunge from a sky coach, or can they lasso it from the ground? Is the carpet actually under the control of a sinister force intent on kidnapping the girl – who turns out to be part of an important merchant family?

:dice: In the Mournlands is a great coliseum that was the site of a terrible mage-battle during the Last War. Now the site is overrun with living spells. Some are merely annoying (a living grease spell, a living ghost sound) or even beneficial (a living shield spell or bear’s endurance). But some are truly scary (living phantasmal killer, living cone of cold). The structural integrity of the coliseum itself may be in jeopardy due to a runaway living transmute rock to mud. Somewhere in all that chaos is probably the remains of several of the combatant wizards themselves, who would have died with a fortune in magic items and mystic scrolls.

:dice: In a frontier tavern in Q’barra the PCs learn of a powerful ancient relic said to be in a jungle temple. The relic is rumored to grant the owner powers of the gods and knowledge of long-forgotten secrets. The temple is in the deep jungle, and is considered holy by the Blackscale lizardfolk, so the PCs have their work cut out for them. The Blackscales have littered the area with traps to keep out raiders, but the relic beckons. Are the adventurers up to the task? Can they deal with the Blackscales, their traps, and whatever other dangers of the Q'barra jungle? Is the relic the skull of some horror left over from the Age of Demons, or is it all a ruse conjured up by a young dragon that the Blackscales have imprisoned there, so that someone will come rescue it?
JohnnyONeal

07-14-04, 03:27 PM
Just off the top of my head, some Eberron adventure seeds (which could work in almost any D&D campaign world):

:dice: Your party's cleric has advanced beyond the level of the highest priest in his or her order. Older members of the religion lose faith when they see that someone so young has achieved more than they have in a life of prayer. They begin plotting attacks against the character, desperate to destroy what they do not understand.

:dice: A group of heroic Lhazaar rebels are looking to incite citizens to fight against the tyrant ruler of a small island. However, the insurgents are too well-known to walk openly in the contested city. They need good-hearted strangers to lead recruiting efforts, infiltrate the tyrant's headquarters, and fight in the final battle.

:dice: Just as the heroes have fought enough battles to achieve fame, a gang of changelings disguised as the heroes begin committing heinous crimes. How can the heroes regain their reputations, and which of Eberron's world-spanning organizations hired the changelings?

:dice: Years ago, a famous Silver Flame paladin barely escaped an encounter with a succubus. Since then, the succubus has given birth to the paladin's son. Now the half-demon boy is hunting his deadbeat dad, who can't bring himself to kill his own son.

:dice: An innocent teenage girl has been kidnapped by a tribe of goblins. The goblins plan to marry her to their chief in a lavish ceremony at sundown. They hope to breed children with the stature of humans and the strength of goblins -- and they plan to start tonight. Heroes arrive to stop the wedding before it's too late ...and the goblin chief's other wives prove unlikely allies.

:dice: During their last adventure, a trek through mysterious ruins in Xen'drik, the heroes had to pass through an enormous magic mirror to reach their goal. Though the passing exhausted them, they thought nothing else of the teleportation device. The heroes didn't realize that the mirror itself was an intelligent, evil artifact that used their captured essence to create a nemesis for each hero. This party of villains is now stalking the heroes, who are about to literally meet their match.
eigch

07-14-04, 04:04 PM
:dice: An explorer from the wayfarers is funding and heading up a safari to Xen'drik to hunt a great creature of legend. Looking for experienced adventurers with dungeoneering abilities, and magical capabilities. Willing to pay in platinum.
eigch

07-14-04, 04:09 PM
Originally posted by WotC_Doog
The structural integrity of the coliseum itself may be in jeopardy due to a runaway living transmute rock to mud. Somewhere in all that chaos is probably the remains of several of the combatant wizards themselves, who would have died with a fortune in magic items and mystic scrolls.

:dice: A transmute mud to rock, and a transmute rock to mud spell have been locked in battle in the mournlands since the day of mourning. imagine the crazy dungeon that would make.
Tha Sage

07-14-04, 04:22 PM
"WANTED: Archeologists, excavators, treasure hunters, and able bodied warriors. Good pay for reasonable risk. Morgave University, Department of Ancient History. Ask for Professor Theodore."

Professor Mathis Theodore is looking to hire aspiring young adventurers to run a handful of expeditions based off of ancient lore he has been digging up. He can't convince the department to give him enough financing to hire experienced parties, and his expeditions are planned to a number of seemingly unrelated locations. What exactly has the good professor stumbled upon that is so urgent? And who was that strange man he was seen talking to the other day?


This is exactly how Im starting off my campaign! I was thinking Indiana Jones-esque. Cool.

Ill toss one Ive been musing over...

-During the Last War, before they perfected the Warforged, House Cannith greately desired to bring something with the strength of a construct but the will of a human to the battlefields. Rumor has it that they saw two approaches: Imbuing non-living constructs with a will of their own, or giving golem like power to those who can already think for themselves. When the test subjects proved to be monstrosities void of ethics, the project was scrapped... or so they thought. Recent events and local lore imply that someone, or something, has set up shop in <city name> and is trying to complete what the project started.

-In the Eldeen reaches, a young boy has been kidnapped by the Ashbound upon discovering that he has the propensity to become a sorcerer.
eigch

07-14-04, 04:25 PM
:dice: A less than reputable dwarf (wearing four copper rings on each hand) living in the south of Karnnath has been bribing the town gaurd into ignoring his more unsavory actions (murder, necromancy, extortion, ect.) But his bribes have all been done with counterfiet bank notes. Expose the dwarf by proving his nearly flawless notes counterfeit, and then somehow deal with his 3 warforged bodygaurds who are armed to the teeth with all the most expensive magic items and components imported from Xen'drik.
eigch

07-14-04, 04:28 PM
Originally posted by Tha Sage
Rumor has it that they saw two approaches: Imbuing non-living constructs with a will of their own, or giving golem like power to those who can already think for themselves. When the test subjects proved to be monstrosities void of ethics, the project was scrapped... or so they thought. Recent events and local lore imply that someone, or something, has set up shop in <city name> and is trying to complete what the project started.


OH NEAT!
use half golem templates.
what fun.
Tha Sage

07-14-04, 04:29 PM
Originally posted by eigch
OH NEAT!
use half golem templates.
what fun.

Exactly! :D

-In the Eldeen Reaches, a group of Evil Rangers have taken up the activity of hunting Shifters for sport. A leader of a tribe could ask the adventurers for help, or a shifter PC could be attacked.
Roo

07-14-04, 04:30 PM
Originally posted by eigch
:dice: A less than reputable dwarf (wearing four copper rings on each hand) living in the south of Karnnath has been bribing the town gaurd into ignoring his more unsavory actions (murder, necromancy, extortion, ect.) But his bribes have all been done with counterfiet bank notes. Expose the dwarf by proving his nearly flawless notes counterfeit, and then somehow deal with his 3 warforged bodygaurds who are armed to the teeth with all the most expensive magic items and components imported from Xen'drik. I would have left out the specifics there at the end (how many guards + their equipment). It would have been out-of-the-box scalable.

I like this one a lot. Could even replace "Karnnath" with Sharn, easily.
St23aM

07-14-04, 04:32 PM
I agree with Roo leaving out the number and city makes it more scaleable other than that a good seed. I have yet to see that secret society used often. Some how dwarf gangsters/illuminati just works for me.
Saurenda

07-14-04, 05:13 PM
:king: The King's forest is plaqued by not only the Jungle boys and Knight Ranger's struggle for dominance, unusual aberations have been found flooding the nearby thorbs and villages around the forrested area. A tribe of Kobolds is believed to be responsible, but since when could the kobold sorcerors summon such a snignificant threat? Investigate the disturbance and if possbile kill the kobold sorceror responsible for summoning the aberitions. A gatekeeper druid many be particularly interested in this. Rewards for the other PCs would include a minor magical item and some weapon on the kobold sroceror for which he gained his renown so quickly.

:fight!: A good old fashion Dungeon crawl awaits the extreme explorer and his allies. A report of posion flowing down the dagger river has caused suspicion to many of the fishermen in the area. The poison affects the fish making thier meat rancid and tastless, a sure sign that the Breland cattle farmers are destroying the fish spawning grounds near the most inland parts of the river. Find the cave at which the salmon spawn every year and locate the spawning pool. Purify the water and make sure the next generation of fish does not share this fate. Apprehend all thugs hired by the Breland Cattle company and bring them to justice. Again the ending is different if you kill the commoners involved. PEople who want leadership reputations will have to solve this nonvilolently to gain a better leadership score.


:teach: A PC wizard in the group who happens to be a specialist is asked by his peers to offer a seminar on his specialized school to the spell casting alumni. Sharn Arcane Academy.
Though the acedmic superiors are impressed with his knowledge, a living spell suddenly interupts his lecture.
A scroupulous peer seems to behind all of this, he matches the PC wizard in strength, yet with the following feats interchangable with others at your descretion:
Spell focus (General), Greater Spell Focus(General), and Iron Will, Great fortitude, or Lightning reflexes depending on major.
Rewards for this quest would include a certificate for the PC wizard and renown for his friends should they be able to stop this rouge student. The outcome could be different depending on wether or not the party decides to subdually knock the young wizard unconcious or simply kill him.
A search of the young man's body would include a number of scrolls, and possibly a wand containing a spell of the chosen focus school for the PC wizard.
The other PC's would need to track the young man down or try and expose a teacher as the true culprate who provoked the young wizard to attacking the PC wizard.

:smirk: A sorceror's image appears near the greywall mountains. An old Tower believe to have been long destroyed is there, and the minions of the sorceror demand tribute in teh name of their lord. The PCs have thier gear stloen by villagers while at the inn or are assulted. The village had no other way of paying such an outrageous tribute. A puzzle filled dungeon crawl ending with a throne and a dusty skeleton. the minions of the sorceror continue to work for him despite his long death. The monsters are up to you. I recommend gargoyles. The pcs recover thier gear laid at the feet fo the skelton and then must fight the minions. Gems and other treasures lay at the feat of the long dead mage.

:dice: A spice company hired the adventurers to take a shipment past a bugbear village along the orien trade routes to thier distributers. However a DC listen check of 18 reveals a young male aristocrat in one of the crates. He claims to have been drugged, and now the Bugnbears near the village attack with zeal at any village the PCs have passed through. Who is this young man? Why do the bugbears want him?
You find that he is the son of the previous Spice trade owner who recently died, and the inhiertence that waits him was partially promised to teh bugbears in return for killing him. Who organized this? A friend of the family a business partner? Time will tell and the defeat of the bugbear gang.
Tha Sage

07-14-04, 05:35 PM
Recently, Dragon Marked Houses have reported that their Mark abilities are malfunctioning and going horribly awry.
Possible Explanations:
-Kythri has become coterminous, starting up a number of eldritch machines that have lain dormant for thousands of years. Kythiri dosent seem to be going anywhere for a while.
-A magical disease has been released by the Ashbound and the PC's have to find the cure.

A number of Living Spells captured by explorers and brought back to Morgrave University for study have escaped, and wreak havok in Sharn. The PC's could even be hired to capture them in the first place.
WotC_Doog

07-14-04, 05:50 PM
Originally posted by eigch
:dice: A transmute mud to rock, and a transmute rock to mud spell have been locked in battle in the mournlands since the day of mourning. imagine the crazy dungeon that would make.
Now that is awesome. I imagine a half crazy tower, half crazy dungeon, going above and below ground seemingly at random. Just giant clods of earth laced with holes and tunnels, and now it's like a giant termite mound that something now calls home. Mind flayers? Some crazy drow exiles? A beholder who thinks it's art? Horrid termites? :)

More:

:dice: The merchant ship Hoyl’s Hope arrives at port at Sharn, two weeks late, its sails damaged and most of its crew gone. It normally carries supplies and trade goods on a route from the Shargon’s Teeth islands, just north of Xen’drik, but today it only carries barrels of black slime. Only one crew member survives, a human named Bolrith, and he isn’t making sense. He appears to be speaking an entirely unknown language, but the Seaport Authority says he was never educated in any language besides Common. What is this mysterious language? What happened to the rest of the crew of Hoyl’s Hope? What is the origin of this black slime? The understaffed Seaport Authority turns to the heroes for help.

:dice: How do you tell a legion of undead that the Last War is over? Well if you’re an unscrupulous hobgoblin with grand designs -- you don’t! Mekk was an underachieving slaver/mercenary of the Dhakaani clan until he stumbled upon an old tomb containing scale mail of undead controlling. Now, having quit his day job and surrounded by the shambling corpses of fifty-someodd humanoids he raised from an old battlefield, Mekk is moving westward through Marguul Pass with his little army, gleefully ravaging small peasant towns along the way. For some reason (maybe a curse from the tomb, but mostly because I think it’s cool) a permanent thunderstorm follows him wherever he rampages. Confused reports of Mekk’s army have hit Vathirond in Breland, whose borders he may reach within days.

:dice: It’s the day of the Annual Wroat Airship Race in Breland. The PCs are hired as deckhands aboard Gullswift, the amateur-division airship sponsored by the Wayfarer’s Guild. The point is not to win but to finish: the race-course is a dangerous affair that runs over hill, over dale, and even partly underground through a deep chasm. Along the way the heroes will meet a colony of horrid bats, a pack of bandits on spider eaters, an angry wyvern, and a fierce windstorm that threatens to “put out” their fire-elemental engine.
St23aM

07-14-04, 06:31 PM
yea I think the Mud and Rock spells would make a very nice home for a family of purple worms and the like. Muwahhha
Lily_Knight

07-14-04, 07:38 PM
:dice: A killer stalks the dark streets of Sharn. Evidence points towards a nasty innkeeper, but closer inspection reveals a darker note. A Paladin, tricked by a Cultist of the Dragon Below, commits these murders to stop an evil prophecy comming true - or so whispers the cultist.

:dice: A blackguard and a fallen angel (Erinyes) are ammasing a small army of distrunted mercenaries, traitors and lessor demons in northern Breland to launch an assualt upon the city of Wroat. This assualt is actually a diversion, so that the Blackguard's master may steal an important weapon in order to strengthen his/her cabal.

:dice: The Warforged of Sharn seem to be 'sick.' A contagious mechanical disease which causes rust and corrosion runs rampant throughout the city, killing most of those it infects. Could this be a side-affect of a new type of magical transport? Or does a racial purist holding the King's ear use more then words when pursuing his agendas?

Here is one for a nice pace of change, or break from the mysterious and darkness, that is common in an Eberron game:

:dice: A bard hires the PCs for a special job. He refuses to tell them exactly what the job is, but tells them to stock up and prepare for "a challenge worthy for only the greatest of our time." When the PCs arrive at the specific location, they discover that their job is to perform at a child's party, not just any child, but the grandson of the King! And what a rude little boy he is!!
WotC_Doog

07-14-04, 11:04 PM
Here's sort of a Mror Holds theme set o' adventure ideas:

:dice: The Stone Giant of the Dwarves: In the Mror Holds, hundreds of dwarf smiths from Krona Peak and Frostmantle have converged on the ruined city of Noldrunthrone. They have established a small new network of lightning rails. It turns out that the dwarves are moving the ruins of Noldrunthrone, stone by stone, carload by carload, to a site high in the mountains to the south, near the Fist of Onatar volcano. What are they planning? Spy agents of the curious report they are constructing what appears to be a massive…foot. Do they mean to bring to life an enormous creature made from the ancient stones of Noldrunthrone? Karnnath will want to know. Is this some sort of eldritch machine in the making? If so, what will it do, and how can the heroes help to stop it?

:dice: The Schema of Webs: An artificer-scholar finds evidence from ancient texts that a lost artificer schema is entombed in a deep cavern in the Ironroot Mountains. The cavern is infested with enormous spiders, ruled by a singular drider queen. The schema is inscribed in the pattern of silk threads at the center of the drider’s cavern-spanning web. Unknown to the heroes, a pair of assassins are sent into the cavern after them to make sure they never come out.

:dice: The Power of Wealth: Trade companies, Mror banks and private landowners have begun buying up deeds to remote areas of the Talenta Plains. The adventurers get multiple offers from these organizations to scout out and map these new holdings. The halflings of the Plains may or may not honor these land claims, but the organizations have given the adventurers the power to offer generous rewards to those who sell out. In one of the holdings near the edge of the Blade Desert, the heroes find a burned-out ruin of a long-forgotten citadel, now infested by otyughs. The citadel hides a dragonshard. The PCs discover that the Aurum may be using multiple front organizations in an attempt to collect as many dragonshards as they can. What will they do when faced with that knowledge?
(Psi)SeveredHead

07-14-04, 11:38 PM
I don't have much to say, other than welcome WotC_Doog! Haven't seen you before.

I like the idea of that lottery. I wonder which poor wizards have to give up the wish spell, however?
St23aM

07-15-04, 10:29 AM
:dice: You are traveling through New Cyre on your way to Sharn when you get a summons from a Harald of Cyre Nobel. It seems that one of his daughters has contracted a old Cyre Diesase. Once this diease was easily cured by a simple home remedy. However, since "The Mourning" most of the alcemical cannot be recoverd. There has been rumor of a patch of land that still grows Plants and may contain the necessary plants for the missing components the local preist needs to cure the girl. Needless to say the Nobel is paying quite well for a group of Adventurers to recover these components. Will the Charaters be able to find this proverbal needle in a hay stack? How did this girl contract this disease and is this mere conquencedence or is there a greater plot behind it? Who could profit from the charaters discoveries. What is really at this fabled location? Only true Heros can solve these questions.
Endless_Helix

07-15-04, 11:03 AM
The dumbest one of course, who botches it and no matter what, says "your wish may not be granted" no matter what they say.

:b: Wanted: adventurers who are wiling to take moderate risks on a humanitarian mission to Demon Wastes. Excellent rewards, contact Church of the Silver Flame.

- The Church has lost a band of missionaries in the demon wastes, trying to convert the barbarians to The Silver Flame, However, they haven't heard from them in six months. Did they end up in a stew pot, Burned alive, fed to demons or are they still peacefully coexisting with the barbarians, Blissfully unaware their Expeditious messanger was eaten by a passing Gargoyle?

:b: Aundaire has been active lately on the world stage.However is it all a blind for their warlike intenttions? If so can the PCs prevent a full scale war from breaking out?
Fangslayer

07-15-04, 11:04 AM
:dice: Ladies.. Gentlemen.. please be seated, and help yourself to a drink or perhaps some food if you like.. As soon as your ready, we can begin to discuss the proposition I have for you.. Who am I? A good question, but hardly one to be answered so casually.. Let us simply say I am your average everyday common man of Khorvaire.. Mr K. will do.. Now that introductions are out of the way, lets get down to business shall we? It has recently come to the attention of my employers that a certain House Thuranni has been making covert deals with an insidious organization known as the Order of the Emerald Claw.. Rumors have begun to circulate that the Order is responsible for a string of recent murders among the Dragonmarked House merchants and that certain businesses have suffered the loss of, shall we say, some valuable magic commodities.. This is quite unacceptable.. My proposition to you is a simple one, I require a resourceful band such as yourselves to ferret out the Order's agents and to put a stop to their current scheme.. Oh yes, and should you come by any information linking House Thuranni to the Order, I shall indeed make it very worth your while.. Before we proceed any further, I need to know.... Are you interested?

*This plot-line will serve as my opening mission for my group when we begin our Eberron campaign shortly. Is House Thuranni truly in league with the Order of the Emerald Claw? or has an ambitious noble within the House decided to make his/her own play for power within the House? What are the Order's true motives behind the murders and thefts against the Houses?*
Saurenda

07-15-04, 11:08 AM
:dice: A commoner claiming the title "Duncan ir'Tuller" attempts to gather adventuers by his side. A simple knowledge local, or knowledge royalty and nobility check of DC 5 will tell your adventurers that "ir" is a common suffux used by roaylty, or those who posses land given to them such as Lords and Barons. Who is Duncan really? A Rakshasa aristocract, or maybe just a hoax in himself and his claim. If he is who he says he is though the surrounding lands of his home village belong to him. Fearing a shift in the powers that be, the local Houses of the area decide to eliminate Duncan's calim to power, by destroying his supposed evidence. An engraved Silver Chalice which he has hidden in a cave for fear of it's destruction. In addition to being his body guard the adventurers must navigate the cave filled with traps, though Duncanc claims he put none inside the cave. (Optional to make him lie of course). Recover the cup, and make sure Duncan lives till his audiance with the King, or find out who he really is underneath that farce.

:dice: A mage blade is searching for his sister, who happens to be a very powerful artificer of House Cannith. When last he saw her she was conducting research on the edge of the mournlands to discover a way to revivify the land near Cyre where her family once lived. Unfortunately a band of Warforged came and killed her party and took her into the mournlands. He fears that the Lord of Blades may want her talents, and is saddened that his sister would become a slave to the living construct. Unwilling to let that happen he hires the adventurer's and palsn to cut off the warforged party. His knowledge of the outskirts of the mournlands, and stories of old Cyre are remarkable as he himself had lived there all his life. Recover the Artificer currently being held Blackheart Forge, and defeat the Warforged Juggernaut and gang(3-4 npcs) guarding her.

:dice: The pursuit of knowledge drives some mages too far for power. Travel to Xendrik and at the same time the party is exploring a set of ruins, a sorceror emerges claiming to be a decendant of Kyber. Black and blue flames rise from the surrounding pillars and soon the once quiet and ancient fortress is alive with skeletons, devils, and demons. Oh my. It seems that the Sorceror also has discovered a very rare thing indeed, an artifact. Stop the flow of monsters before you are overrun, and apprehend or kill the sorceror causing all this. Within the fortress is an ancient purfied stream, and a a continually gorwing self renewing greenhouse that bears many unusual fruits.
peterson

07-15-04, 11:58 AM
Compliance Waiting: The Last War has been over for two years now, though the air is still tense with unresolved violence. You captain an older model airship, one of the first created during the Last War. Lucky for you, with the advancements made during the latter years of the Last Year, not to mention afterwards, you are able to crew your ship, the Compliance, with only a group of six others. Now, you sail the sky, delivering cargo and passengers, sometimes engaging in less-than-legal activities, never quite making it rich, but always making enough to keep on flying. You have a home on the Compliance, a family in the crew, and adventure in the skies. It’s not much, but its something, and that is better than nothing.

Tranquility’s End: Ever since they first appeared in the sky above you, you’ve always desired a ride on one of the great Airships. Now, a mysterious benefactor has purchased a one-way ride for you to the City of Towers, Sharn. He has heard of your noble deeds throughout the war, and has expressed an interest in hiring you as a – quote – security escort – unquote. Although you are unsure exactly what the job entails, work has been hard to come by as of late, and you’re more than sick of tending corps in northern Aundair. Plus, the benefactor has good standing with the dwarven bank-guilds, as evidenced by the note of credit in your inner pocket. You just start to drift off to sleep when the all-too familiar sound of blade withdrawing from a scabbard reaches your ears…


Just a couple from the top of my head...man, I LOVE this setting!

Mr. Baker, you rock!

Peterson
WotC_Doog

07-15-04, 01:36 PM
Originally posted by (Psi)SeveredHead
I don't have much to say, other than welcome WotC_Doog! Haven't seen you before.

Thanks! I'm usually found posting discussion threads (http://boards1.wizards.com/forumdisplay.php?s=&forumid=481) for the Magic: The Gathering (http://www.wizards.com/magic) site. I'm here chatting up Eberron solely as a fan. :)

More:

:dice: Graduation in Arcanix: If there is a wizard or artificer in the party, the adventurers are invited to a graduation-day spellcaster conference at the largest of the floating towers of Arcanix in Aundair (see illustration on page 140). After several wizard-professors of the Arcane Congress finish their presentations, the PCs emerge from the lecture hall to find the captain of the guard on high alert. It seems that during the conference, enormous magical chains have been strung between three of the towers, linking the floating islands. What could it mean? Is it an attack? Just a prank of the graduating class of magewrights? Or a show of power from an outside force? Where could those responsible have gone? There’s no time to speculate, though – the chains have begun to drag against the islands’ repulsive forces and pull them toward each other – they may collide!

:dice: Nightcraft in Ringbriar: An acolyte of the Church of the Silver Flame is concerned about new interest in “nightcraft,” a form of magewrighting that is done exclusively at night during certain conjunctions of celestial bodies, among townsfolk in the small hamlet of Ringbriar in Breland. The acolyte hires the PCs to investigate and to report on the nature of these nightcrafting folk and the objects they craft. Are they merely good rural folk who have found a better technique to create universal solvents and Heward’s handy haversacks? Or is something more sinister going on—perhaps a revival of ancient, infernal blood magic? Time may be of the essence, since the Night of Three Moons approaches. Unknown to the heroes, agents of House Phiarlan have been dispatched to spy in Ringbriar as well—and possibly to plant evidence…

:dice: Exploration in Dragonroost: Time for some extreme library research! The gnomes of the Library of Korranberg will fund an expedition northward along the Seawall Mountains to Dragonroost (map, page 213). Suppliers there will outfit them with elemental-bound equipment for extreme mountaineering as the adventurers head into the Howling Peaks in search of – what else? – dragon nests. The Howling Peaks are notoriously steep and stormy, and full of beasties including goblinoids, trolls, winter wolves and, of course, dragons. But take heart, heroes: this is just a census! The adventurers “only” need to drop a special tracer stone at the site of any dragon lair they find—and then get out of there fast. To make matters worse, while under the patronage of the Library, the adventurers are not allowed to curse aloud—the puritanical Library docent won’t have it. The tracer stones will be listening—curse once and the deal is off!
scaryfroman

07-15-04, 03:33 PM
:dice: A dwarf adventurer, recently returned from Xen'drik, calls for adventurers to recover an artifact that he found the key to on his last adventure. He is too "sick" from a disease that he contracted on his last adventure. He gives them a magical key, and sends them to Zilargo, where an airship awaits. On the way, they are attacked in the middle of the night on the lightning rail by a group of drow, dropping in from dinosaurs. What they dont know is that the Dwarf was posessed in Xen'drik, and the "artifact" is actually a seal that keeps the legendary Tarrasque imprisoned beneath Xen'drik, and the drow are a LG group dedicated to protecting the seal and the key.

Here's one from Hellcow's ideas on the "Ask keith baker" thread:

:dice: THere have recently been attacks by odd dragons in Q'barra, and they have been moving steadily inward. an old mage determines that the dragons are psionic gem dragons living in the ring of Siberys. He hires the adventures to ride on a special airship up to the rings to figure out what is going on.
peterson

07-15-04, 03:39 PM
The Mark of Red

They came with the Last War, slaughtered most of our people. We would have done anything to stop them, and so we did. Every month, we have the lottery. Every month, the winner of the lottery is sent into their woods. Every month, we lose another member of our village. Every month, we remain safe. For a hundred years, they have not come to our village, and we have not gone into their woods. Never enter the woods. That is where they wait. Never break the truce, for the truce keeps us safe.

First off, yes this was inspired by the movie trailer for The Village - I just thought it would be a nice, one-shot "get the group together and scare them" introductory adventure....

Anyways, how to plug the above into an adventure hook? Easy, either one of the PCs or someone truely dear to one of them (such as a little sister or a significant other) has won the lottery. Now, what Hero would let the lottery "winner" go into the woods by themselves? Yet, if they don't let the unlucky winner go into the woods by themselves, then the truce will be broken.

What really hides in wait inside the woods? What evil did the Last War bring to this small village?

Let not the bad color be seen. It attracts them.
That still creeps me out.
Peterson
The Fireballed Mage

07-16-04, 01:18 AM
:w: The Flying Dutchman

The airship Storm Cloud arrives at its port-tower in Sharn. It is full of cargo, but the crew is nowhere to be found. There is no sign of violence, but House Lyrandar wants you to board the ship and fly its last route and see if you can find any indication of what happened to the crew. Oh… one last detail. The only suspicious thing found on board Storm Cloud when it was searched were the perfectly clean humanoid eyeballs scattered across the decks. The truly unsettling thing… it was a crew of twenty... and forty-one eye-balls were found.


:w: Let Sleeping Dogs Lie

The group's patron asks the party to lean on another lord so as to get him to give up the deed to a section of land. The ground is particularly poor farmland, and any dwarf asked will scoff at the possibility there are any minerals beneath the surface.

But if the party investigates, it will uncover information that at some point during the Last War, a general buried a legion of warforged beneath the land in order to fool his enemy's spies. They have patiently awaited the call to battle, and now, after 20 years someone is trying to sound the trumpet. But who knows if 20 years of being buried alive has done anything to the psyche of the warforged? Can anyone, including the party's patron, control these blood-hungry constructs… because for them, the Last War never ended.


:w: Alas, I knew him well…

A bartender at the tavern the party frequents is being harassed by some thugs. A few days after the party saves their drinking buddy, the bartender vanishes, and the tavern is bought out by a new proprietor.

If the party rises to the challenge, they find no sign of the previous owner. No sign, no house, no family, no history. The new proprietor and the old barkeep are the same person, a changeling who stages his own disappearance every so often. But what happens when the party learns his secret?
The Steve

07-16-04, 05:29 AM
:b: The captain of Brelands security service approaches the party, they have dicovered a plot by assassins to kill King Boranel later that day. Just as the PCs find their first clues, they receive a message that someone close to them has been snatched by the assassin group and will be killed unless the characters kill Boranel themselves. Can the party recover the kidnapped friend(s)? Can they stop Boranel being killed? Who is behind the strike? The Aurum can afford it, the Emerald Claw look like suspects too. Also who in the security team helping them is giving the assassins vital information on the PCs movements?

:b: Someone has combined a delayed blast fireball with a Staff of Power and hidden it somewhere in Sharn. If the fireball goes off the retributive strike could render the City of Towers a charnel house. Only someone who betrayed the party in the past can help them - if the PCs will let them. Can the party stop the blast? Can they discover the group behind it? It looks clear cut - Drooam, the Lhazaar Princes and elements of the Dhakaan high command have signed a deal - the PCs have the paper and the House Sivis mark is unforgeable, or is it? Can the PCs stop the King from sending out death squads against the countries that will start another war?

:b: Have a guess what the next one will be...
Dex The King

07-16-04, 11:03 AM
:dice: A little elf girl in a small village has suddenly manifested a strange dragonmark. Her family is poor, and none of her relatives has a dragonmark. Yet the Order of the Emerald Claw, the Church of the Silver Flame, and even a powerful dragon working for the Chamber are now searching for her.
What are the powers of this mark? Is it some legendary mark lost long ago? Why are the different organizations looking for her? What are they going to do once they find her?
WotC_Doog

07-16-04, 11:30 AM
:dice: Rescue from the Khraal: The heroes’ patron is almost bashful as he delivers the news that he requires the heroes to travel to the Khraal, the dark and steaming rainforest on the edge of the Darguun nation. An agent in Wyvernskull outfits them before they proceed, and tells them that Dhakaani slavers have captured a shifter who was trying to locate a valuable ancient relic made from a dragonshard. The slavers have lately done less slaving and more, well, dragging people into the Khraal jungle for unspeakable midnight rituals. Can the heroes find the shifter’s trail? Will they be able to locate the relic? What other dangers of the Khraal might they encounter?

:dice: The Festival of Lights: The Sharn security force has its hands full: it’s the first day of the three-day Festival of Lights, during which the towers of Sharn are lit from top to bottom and half the populace gets lit, too. Public drunkenness turns into fistfights turns into mass hysteria—every year—so the adventurers have been tapped as additional security. This year a trainload of partying, savage, dinosaur-riding halflings joins the fray, and they’re impressively destructive drunks, but hey, their travel papers check out. Can the heroes keep the city under control? What happens when sahuagin decide to attack the docks during the Festival? What happens when a warforged Last War vet on the security force, tired and half-crazy from cleaning up after drunks every year, goes on a little rampage with his armbow?

:dice: Dolgrim Ultimatum: A small town on the edge of Breland faces a difficult choice. A small army of dolgrim soldiers led by a large, cloaked, humanoid stranger has encamped outside the town, and has delivered the message that if the townsfolk do not leave their homes by sunrise, their town will be razed by the dolgrim army. The mayor dispatches a call for help that reaches the heroes, who aren’t far. Is there time to defuse the situation? Where did these dolgrim come from, and why are they working for the cloaked stranger? What happens when the dolgrim run amok, apparently out of the stranger’s control? What happens when the cloaked stranger fireballs the town, setting it ablaze, and runs for the wilderness?
WotC_Doog

07-17-04, 03:05 PM
Here are a few detective-novel ripof-- er, I mean, homage -- scenarios to use in your campaign. :D

:dice: The Antique Thief: A decorative dwarven shield from the Old Galifar era has gone missing from the Arms and Armor Wing of the Sharn Historical Museum. Two guards were put to sleep during what appears to have been a burglary. No details are known about the thief or thieves. Later, an ornate silver globe on a hardwood stand is stolen from the private library of a wealthy Sharn citizen. His security staff was likewise affected by a sleep spell. The globe-owner hires the PCs as private investigators to find the burglars and recover the globe. Secretly, the thief is a power-hungry elven bard, a disgruntled former employee of Morgrave University who has discovered the clues to finding a poweful artifact. The back of the shield he stole is engraved with a disguised partial map, and the globe-stand conceals an item that will unlock the labyrinth where the treasure lies. What other items will he need to steal to find his treasure? Will the heroes uncover his plot before he is in possession of the powerful item, and might the bard’s actions become more desperate – and dangerous – as he realizes they’re on to him?

:dice: Murder on the Lightning Express: The heroes can’t escape adventure, even on a long cross-country lightning rail trip. The ticket-taker comes to the adventurers asking for a healer, and brings them to the prone form of Arldo Jukas, human merchant, who has been stabbed in the chest with a highly wrought, curved, double-bladed knife. As he dies (despite the heroes’ best healing efforts), he gasps something about a blue-haired elf. Jukas is traveling with his wife, his business partner and his porter; no one else seems to know him on the train. There are several elves among the passengers, but none with blue hair… As they investigate the crime, will the heroes find a blue wig? An illusion specialist? A changeling? Don’t you think there should probably be a showdown with the murderer and his or her gang on top of the train, right as it’s about to enter a tunnel? I do, too.

:dice: Prescription for Murder: The big fad among wealthy Khorvarians is to go to the druggist for ground dragonshard—that’s right, a powdered form of the rare magical meteorites, said to be good for multiple ailments (or at least a fashionable placebo). When two wealthy Sharn socialites show up dead after imbibing some powder they bought from a certain shady supplier, it becomes clear that a counterfeit dragonshard ring has begun to operate. The estate of one of the victims hires the PCs to investigate, offering a hefty reward for details leading to the capture of the perpetrators. But when the powder-overdosing socialites rise from the dead as vampires the next night, what a fix the heroes will be in then! Who could be behind the counterfeit ring? Who else might be turned into the bloodthirsty undead by the black-market powder? What happens when the villain tries to trick one of the PCs into imbibing some of it?
Saurenda

07-17-04, 11:11 PM
[/B][/QUOTE]
Here's one from Hellcow's ideas on the "Ask keith baker" thread:

:dice: THere have recently been attacks by odd dragons in Q'barra, and they have been moving steadily inward. an old mage determines that the dragons are psionic gem dragons living in the ring of Siberys. He hires the adventures to ride on a special airship up to the rings to figure out what is going on. [/B][/QUOTE]

Perhaps for a higher level time whent he characters are ready. right now if they did that they'd spend an entire decade scopping up all the syberis shards in the rings surrounding Eberron and forget the mage's mission. Not to mention "borrowing" all the dragon's scales.

:dice: Some old guy wants you to do a mission for oyu and builds a special vechile just for you to use and then immediately bring back to him as soon as your done.

Yes, yes I will bring it back. The old man might be dead by then, but I would bring it back eventually.
WotC_Doog

07-18-04, 04:41 PM
Who doesn't like sewers? The PCs, that's who! Too bad for them! Here are some sewer-themed adventure seeds. (Of course, feel free to substitute "Sharn" with "sewer-possessing city of your choice.")

:dice: Encounter with Two Old Crabs: The heroes come into possession of an ancient hobgoblin scroll. An old, sewer-dwelling hobgoblin hermit is the only one in Sharn who knows enough about hobgoblin history to decipher it. They’ll have to track him from the advice of some unsavory sorts near the sewer entrance. Once they get nearby, in a dark, smelly, trash-laden corner of the Sharn underbelly, they’re attacked by an enormous carcass crab! The hobgoblin emerges from the shadows, chuckling maliciously, and says, “I see you’ve met Denise.” Can the heroes defuse this situation and get the information they need? Or will the hobgoblin and his pet chase them off before they can negotiate? Will killing the crab spoil the negotiations?

:dice: The Broken Seal: In the dank sewers of Sharn, through a network of pipe-tunnels and down a noisome waterfall, past a nest of snakes (“Why did it have to be snakes?”), pulses a powerful magic source. The tunnels walls glint with mysterious energy. The focus of the magical throb is a round mystic seal, as tall as a man, carved into the wall of the sewer tunnel. The wall in the center of the seal has been broken through, and a dusty, pitch-black, unfinished tunnel leads on… What sounds might the heroes hear down the tunnel? What broke this seal? What was the seal meant to confine within?

:dice: Turnabout is Fair Play: While the PCs are investigating the sewers of Sharn, they arouse unwanted attention in the form of a devious and bloodthirsty ghost. The ghost was a half-elven assassin in life, and now uses its horrific appearance and frightful moan abilities to supplement its attacks. Even if the heroes destroy it, it will probably rejuvenate in a few days to stalk them again. Can they do something to send it on to the great beyond? Perhaps it needs to finish one last job in order to pass on? Or maybe the Sharn sewers hide a larger problem with harboring lost souls that needs further investigation?
Dauntless

07-19-04, 03:43 AM
Now for a series of possibilities for all your Dragonmarked folks out there! (these are suitable for the starts of long campaigns, or one shot adventure hooks)


:tiphat: Speedy Delivery! - House Orien is hiring adventurers (possibly including a dragonmarked Orien member of the party) as armed couriers to safely and discreetly deliver packages to and from various personages. Only rule? Don't look in the box. What's in the box? Who is it being delivered to? Who is sending it? And why on earth are both the Emerald Claw and the Silver Flame willing to kill the messengers for it??


:fight!: All the Baron's Men - The party (possibly including a dragonmarked Deneith member) are members of the Blademarks, but not just your average mercenaries. They hire out for special projects and unique situations, as necessary. The latest mission is on behalf of the House itself however. House Tharashk's Droaam mercenary activities must be serverly curtailed by any means necessary...
eigch

07-19-04, 12:29 PM
:dice: The adventurers transport a shifter spy to Thrane via lightning rail for a prisoner exchange, unaware that an assassin is among the passengers.
gijoel

07-20-04, 02:02 AM
Big Game Fantasy Safari Do you like Animals? Don't mind if they try and take your head off? Have you had experience with curing poisonous bites?

Then the Korranberg Chronicles' resisdent zoological expert Steve ir'Win is looking for you. Steve is about to go on an expedition to Xen'drik to collect new and exciting creatures for his Zilargo Zoo.

Applicants should have an interest in large dangerous creatures and be willing to spend weeks out in the jungles of the lost continent. Steve is looking for those with a ranger or barbarian background, a positive attitude and good working knowledge of knots.

Please send all applications to Steve ir'Win, Zilargo Zoo , Korranberg.
peterson

07-20-04, 06:30 AM
Say, who’s got trouble? The PCs have trouble. How much trouble? Too much trouble. Seems their employer, the back-alley half-elf dealmaker known as “Woolie” Tomas was really Thomas d’Lyrandar, one of the best airship pilots during the Last War and known for his peg-leg. However, something had happened that made Thomas go to ground just after the Last War. Now, he’s dead and the City Watch has witnesses that place the PCs as the last people to see him alive. With House Lyrandar demanding answers, the City Watch looking to hold the group for questioning, and agents of the Aurumn hunting them down, the PCs have enough trouble. Of course, that’s when they find out the Church of the Silver Flame has an interest in Thomas’ death as well. What did Thomas know? Do the PCs actually have the information these groups seek? What about Thomas’ peg leg that was crafted from Soarwood? Just what was Thomas always saying to them? Oh yeah, it was: but your luck will change if you’ll arrange to knock on wood.


You must remember this, a kiss is just a kiss: Oh no! One of the more dashing PCs (perhaps the roguish Warforged for that strange and exotic twist) has a secret admirer! Throughout the group’s various adventures, no matter where they go nor how secret they keep their travels, a love letter is always waiting for the dashing character at every House Sivis message station. Soon, the love letters are accompanied by more and more expensive gifts until one day, the admirer reveals herself – as a love-torn medusa! Oh yes, the world will always welcome lovers as time goes by. (I suppose I could have used the title: Here’s looking at you, kid equally as well)


I stick my neck out for nobody: Borso the Brute is known far and wide throughout House Deneith’s mercenary squads as a rough and tumble leader who cares little for the men under his command. Yet, during the Last War, when a devastating fire tore through a small thorp near what was Cyre, Borso braved heat and fire to save a young girl’s life, becoming horribly scarred in the process. Now, that young girl has grown up and came into a small fortune, one she wishes to give to Borso the Brute as way of thanks. She hires the adventurers to track down Borso and deliver the arcane-locked chest once they find him. Problem? Borso retired almost four months ago, and no one who knew him will talk about him, other to say, “Borso the Brute? He never stuck his neck out for nobody and finally, he’s gone. Where? I could care less.”


Capt. Renault: I've often speculated why you don't return to America. Did you abscond with the church funds? Run off with a senator's wife? I like to think you killed a man. It's the Romantic in me.

Rick: It was a combination of all three.

Did so love this line and the movie itself,

Peterson
MarkB

07-20-04, 07:04 AM
Some ideas inspired by the latest travel-based Dragonshards article

:dice: The Big Dino Drive: One of the larger groups of halflings on the Talenta Plains needs to get their saurian herd from their summer camp just west of the Mror Holdings all the way to Gatherhold in time for the annual Market Day, but the past year has been hard on them and they're short on warriors, so they hire the party on as protection - complementary trained dinosaur mounts provided. On the way, the party will face the challenges of chasing down stray saurians, fending off attacks from halfling poachers and Valenar elf raiders, and an unscheduled detour through some ancient and mysterious ruins. Can they overcome these dangers and still make it in time to take their saurs to market?

:dice: Ship of Fools: It was a great honour to be invited on board the first commercial sailing of House Lyrandar's newest model of airship, even if only as crew and guards, and the new form of elemental binding they used definitely seems to have given it an extra kick of speed. However, when some of the crew turned out to be terrorists and killed the only Marked Lyrandar crewmembers on board, things took a turn for the worse - especially once the ship's elemental turned out to be not nearly so well-bound or passive as it seemed. Now the ship's under the control of an insane elemental who definitely seems to have a particular destination in mind, but it's not likely to be one the crew or passengers will be happy about. Can the party deal with the terrorists and manage to wrest back control from this unusually strong-willed elemental long enough to reach ground - and is that really a good idea given the territory they're flying across?

:dice: Fast as Lightning: The Lightning Rail lines leading into the Mournland have been unused for some time - nobody would risk a journey through the Mournland even if the rails were still intanct, which they're almost certainly not. But nobody could have predicted that the rails themselves might be the conduit for a new threat emerging from the Mournland.

A Living Lightning Bolt Spell has emerged from the Mournland travelling the Lightning Rail. Wildly unpredictable, it seems to be feeding off the rail system and mutating as it travels. So far, it's already hit a few small communities along the route, inflicting heavy casualties. The rail system lets it travel fast, and the only thing that has a hope of catching it before it hits a major metropolis is House Orien's experimental lightning coach. To protect their reputation and save lives, they'll use any means necessary, and so they've bundled the nearest group of competent adventurers into the coach to ride the line in pursuit of the rogue spell, and try to bring it down with an experimental Greater Dispelling wand. It's going to be a fast and furious race to catch up with this unpredictable opponent, and that's assuming nobody else interferes...
Endless_Helix

07-20-04, 10:00 AM
:b: The Party has angered a high up in The Chamber, by accidentally letting a LoD member get away. So, now the heros must fly away (maybe literally) from this danger. However, Chamber reasources will be spent trying to find them and kill them, and the LoD member will most likely try to use them. Where do they run?
Lily_Knight

07-20-04, 10:04 AM
Hmmm, there are some great ideas floating around. Very ummm...pulpy. Lets see some more darker adventures.

:dice: A storm howls, as the PCs go to take cover. But they find more then they bargain for in a dry, secluded Sharn alleyway. The PCs have just stepped into a mass grave.

:dice: A disease is running wild across the hinterland of Breland. This particular virus, causes victums to scream themselves so terribly that they black out from lack of breath and tear holes in their throat. This disease does not kill however. As there seems to be no immediate cure, the population is becomming fearful.

:dice: One of the PCs family members is possessed by a enemy demon and is vowing to kill the PC. The twist? Their is no demon. The family member is only pretending to be possessed so he can get away with murder.

How I love being evil!
:twitch: The crazy type of non-evil but still evil.
eigch

07-20-04, 12:56 PM
:dice: The adventurers must stop a runaway train headed straight into the mournlands. You suspect that this is no accident.

:dice: A rich and powerful dragonmarked human holds a powerful scrying device that can see through almost any security, giving him all the secrets of every other dragonmarked house in khorvaire. Adventurers must retrive the device from his palacial mansion deep in the jungle for an unknown and clandestine patron
kroh

07-20-04, 11:04 PM
:devil: The House That Jack Built: The heroes are cutting their way from the mountains on a desperate race back to the Eldeen Reaches. They were on their way to return a special plant to a group of druidic healers in order for the healers to make a remedy for a local village suffering a sickness. Caught in a horrific storm the adventurers are forced to find cover. They find an old castle, obviously abandoned, that has seen better days, yet provides ample protection from the storm. One of the PC's, bored out of his armor, begins to explore and finds a small staircase that leads below, where he finds riches…and unwittingly unleashes horrors upon a hapless world…

Do they flee the castle and brave the storm to return to the healers or try and stop the Creature before its evil powers grow…

(Good old fashioned haunted mansion…)



:looloo: One more for the Road: The heroes are reclining a bit after the latest escapade and leaving a tavern when they are attackes by a large creature…that they dispatch with the thanks of the town. The creature has been hunting down villagers and eating them. After a few more days passes the villager buffet begins anew and the PC’s are asked to help.

The thickness comes in because the beast they killed was a true lycanthrope and it infected one of the PC’s who has now been sampling some of the local faire (in the form of the villagers)
The PC’s must find a way to cure their comrade before the townspeople find out…or he gets hungry again.



:OMG! Holier than Thou: A priest of the silver flame, to investigate a series of thefts of religious artifacts, hires The PC’s. The artifacts are being stolen from all over the city and the priest latches onto any passing group of adventurers to solve the crime. As the crimes increase in frequency and more items go missing, the PC’s begin to run out of leads. The more dead ends the PC’s hit, the more the priest begins to have luck guesses leading the PC’s to what they believe would be the crooks. Vigilant PC’s will notice the over abundant luck of the priest’s predictions and start to follow him. It seems our little friend (who would condemn the “guilty robbers” for their crimes) has a gambling problem…he never wins. To pay off his sizable debt, he begins to steal artifact at the request of the “bookies.” Little does the priest know is that the bookies are in fact (insert Blood of Vol, Emerald Claw, Etc.) and the items stolen each contain a peace of a miraculous schema… and what that schema details could mean trouble for all in the city…
WotC_Doog

07-22-04, 01:25 AM
:dice: The Quest of the Masters Thesis: The party’s full of heroes. These are no ordinary folk: they don’t back down from a challenge; they seek out danger where it lives; they voluntarily risk their necks day in and day out just for a chance to see, experience or triumph over something extraordinary. …But that doesn’t stop their cranky old thesis advisor, Professor Aruggi of Morgrave University, from demanding that one of the heroes complete her Masters thesis on Old Galifar relics by the end of this semester. But Professor, the end of the semester—that’s just a week and a half from now! Can’t she have just one more extension… No? She’ll be kicked out of the graduate program at Morgrave if she doesn’t produce a historically interesting Old Galifar relic in ten days? But she needs Morgrave’s recommendation to guarantee funding for her magical research… Well, she’d better get cracking! The clock is ticking, and she doesn’t even know where to start… Will she and the rest of the heroes be able to get wind of, research, locate, excavate, and rush back with an appropriately interesting relic in only ten days? And wouldn’t it be terrible if her conniving academic rival, that jealous, half-elven Pre-Galifar History jerk with the bad acne, were to try to thwart the heroes’ attempts to find such a relic, just to eliminate her as competition for the professor’s favor?

:dice: The Secrets of Lord Ratfish: When the party needs information, and they need it fast, the “person” to seek out is Lord Ratfish, the undead dwarf that once led dwarf clans to a string of victories during the Last War. (He was once named Lord Ruftish when he was counted among the living, but now that he lives in a damp cave, the rumor is that he subsists on rats and rancid fish. In truth he doesn’t have to eat.) Ratfish is malicious, dangerous, and crazy as a loon, but also a talented seer. He can divine mysteriously accurate answers from a cauldron full of loose, old, bent keys. In return for his divination services he demands outrageous and often disturbing combinations of things: perhaps an odd trinket from a nearby market, but covered in the blood of a rare beast, or perhaps a common fruit, but cut into the shape of a blasphemous demon by a master chef. If the characters can negotiate a deal with him, he can recommend to them that a certain ancient relic might be in their future…
Saurenda

07-22-04, 02:12 AM
:dice: Often the Knight Rangers would deal with the threat of the jungle boy's, however this time they have gone to the brinks of tolerance. Alceric of the Soverigen host along with an old Sage who set out to find the acient resting place of Brey 'ir Cyre have been kidnaped by the Leader of the Jungle Boys.

A treasure map containing an old riddle from the past hints and directs the adventurers in the tropical forrests to it's outskirts where in the northeast they find the long forgotten Temple of Galifar, and resting place of Brey.

The temple itself holds a crypt, an altar, and a elemental summoning circle. Riddles abound and traps are plentful here in this old temple. Admist the bones and ddecay you may fidn the reaosn why the Jungle boy's coveted the 'treasure' map so, or find out the reason why the temple remained long forgotten.
Endless_Helix

07-22-04, 06:08 PM
:b: Quote the Raven :"Nevermore!"

A well known poet has gone missing, and the is a cryptic poem found in his bed. Having been considered a national treasure by the ________ crown, he was immensly popular with the populace. The reward for finding him alive(and capable of writing of course), is a king's ransom, and to find his body is a slightly lesser reward, but still considerable. However, there have been reports of criminals that are nearly killed being left in front of the watchouse.Perhaps this thing is responsible? Or is it the Poet?
lostone

07-22-04, 10:17 PM
Originally posted by MarkB
Fast as Lightning:
I'm going to have to use this, maybe adding in a very slight chance for a clever and creative group to redirect this towards a sahuagin army encampment that will be invading Breland lands in my campaign.
Dauntless

07-22-04, 11:20 PM
:u: The Love Boat

So the party has to escort a noble lady from Sharn to Newthrone where she is to wed King Sebastes (or his son, either works). However except for short stopovers in Zilargo and Valenar, the trip has to travel along the coasts of Darguun and the Mournland throw in the obligatory storm and shipwreck, and this is no pleasure cruise.
Kaerus B'aant

07-23-04, 02:19 PM
:dice: Excerpt from the Korranberg Chronicle:
Warning! House Phiarlan has recently acquired important information concering the safety of all Lyrander airship travellers! Inquire at your local Inquisitive Depot. for more information.

House Phiarlan has uncovered a House Thuranni conspiracy to hijack a Lyrandian airship from Aundairian skies and pilot it back to a remote outpost of House Thuranni; Shadow Keep. The airship will then be broken down for it's valuable parts (including powerful elemental-bound dragon shards) for use in the Thuranni Eldritch Machine. The fate of any who happens to be aboard is not known.

Note: This could work for evil parties (like my PCs) aswell, with them working for House Thuranni and actually taking the airship and being apprehended, or at least challeged by House Phiarlan 1000ft in the air.
MarkB

07-23-04, 04:26 PM
Originally posted by lostone
I'm going to have to use this, maybe adding in a very slight chance for a clever and creative group to redirect this towards a sahuagin army encampment that will be invading Breland lands in my campaign. I'm glad you liked it. One more tidbit, to use or discard: After I posted the idea, I thought of the perfect setting for the endgame - a massive railyard on the outskirts of Sharn that takes advantage of the environment, so that the railsheds are stacked ten storeys high, and the conductor-stone tracks loop and spiral upwards like a cross between a maze and a rollercoaster ride. Think of the mine-carts sequence in Temple of Doom, but with a living spell and competing lightning express cars.
IanArgent

07-24-04, 03:26 PM
:t: The resumption of trade after the war has caused a vast flow of capital from some countries to other countries. While most business is conducted via letters of credit, bullion and other precious materials must be transported between central banks. The weight and bulk of this material (and in some cases, its magical properties) prevents it from being teleported, so it goes by lightning rail. It is also heavily guarded, and warded. But one man has a plan to rob a shipment and make off with the loot. He just needs a couple of accomplices...
WotC_Doog

07-25-04, 06:37 PM
:dice: The Traitor's Jailbreak: A small company of Brelish soldiers "went rogue" during the Last War, led by the traitorous human Captain Sorek. Sorek was a rebellious but charismatic leader, and inspired fierce loyalty in his men. Captain Sorek was jailed after the war for his treason, but has recently escaped, to the secret joy of many of his men throughout Breland. He intends to locate his three top officers (all jailed as well), spring them, and reassemble his miniature army for some new purpose. The first that the heroes hear of it is when one of the PCs, who fought alongside one of Sorek's men before the company went rogue, receives a letter of invitation to the newly reassembled army.

For what purpose is the company now being reassembled? Why did Sorek and his men desert their duty in the first place? Could their early battles near the borders of Droaam have led to dealings with goblin and ogre tribes? Might Sorek be a cult leader spreading a dark goblinoid religion? Or is he a servant of a rakshasa plot? Or perhaps he seeks some new cause borne of his postwar madness?

And how will the PCs answer the letter inviting them to join? Will Sorek's charisma convince them to be part of his new postwar crusade? What dangers will they face once assassins dispatched from Wroat arrive to end Sorek's crusade?
Eben Duskblade

07-26-04, 04:40 PM
:devil: A young mage runs into a PC and thrusts a fragment of a map into his hand before running off. On the back is a message begging the holder to take the fragment to the mage's uncle, a retired general from the Last War. The general has a letter from his nephew with a cypher in it that leads the PCs to the location of a secret library, the Chronicles of Darkness, that contains among other things, the Book of Vol. The Blood of Vol and the OEC will stop at nothing to find the chronicles and recover this book. What secrets does the Chronicles of Darkness hold? Why does the OEC want to kill everyone who knows of its existence? What dreadful secrets are contained in the pages of the Book of Vol?

:devil: A wand of fireballs, recovered from the Mournlands that belonged to the Archmage Igna Firehand, has been stolen from a museum. The PCs are hired to locate the wand and return it to the museum. The wand has been strangely corrupted by its time in the Mournlands and now produces a Living Fireball when used. What does the thief want it for? Does he even know what it is now capable of?

:devil: A Orien heir needs adventurers to help him go into the Mournlands and recover a lightning rail coach that was stranded during the Day of Mourning. Unfortunately, the Lord of Blades and his men have found it and are using it to transport dangerous monsters from the heart of the Mournlands to the borders, where they are turned loose on the inhabitants on the other side of the Dead Gray Mist.

:devil: A wealthy merchant hires the PCs to help him recover family treasures stolen by the Jungle Boys. He needs them to accompany him into the King's Forest, recover his stolen property from the Jungle Boys, and exact revenge on Tree Viper. Is this man who he says he is? Or is he a former member of the gang that is using the PCs to exact revenge on the gang that left him to rot in prison?

:devil: An airship crashes in Galethspyre. A lightning rail stalls in Aundair. Has someone discovered the key to unbinding beings from Khyber shards? What does he want? Is he an agent of the Lords of Dust? Is he a member of the Cults of the Dragon Below? Or is he a heartbroken lover who hopes to release his love from the Madstone in Karrnath? Whoever he is, Lyrandar wants the PCs to find him, destroy his research and return him to Stormhome.
sheik

07-29-04, 01:04 PM
I love all the adventure seeds everyone posted and hope to use some of them. But what ideas do people have for more character oriented adventures? Such as adventures that focus around the characters themselves, rather than some NPC or someone else's agenda. Or adventures ideas that require the PCs to make some difficult choices or take a stand in the gray world of Eberron. In other words, does anyone have ideas for plots designed to help characters developement?

Two quick examples:

:) Someone has come into the possession of something very personal to one of the PCs, perhaps a keepsake, some hair, or some blood. And they are using it to Scry on the party and counteract their plans. Why are they a target? Who could have gotten something so personal? Could it be someone they know? If they were betrayed by a close friend or ally, how do they deal with the situation? If they fail to track down their observer, perhaps the Scryer is willing to return the personal item, but what are the PCs willing to give up in exchange?

:) The PCs has to choose sides. They come across a group of men betting a group of defenseless warforged near the Mournlands. Do they interfere? The men are racist humans who are abusing the warforged 'slaves' that have tried to rise up (feel free to substitute races and locations). But racism exists on both sides. What does the party do when they later come across the warforged beating up on the humans and collecting slaves, now with the backing of the Lord of Blades. Hopefully any actions the party takes, be it defending the weak, trying to mediate or even ignoring the situation, will say something about the character's view on racism.
Saurenda

07-29-04, 01:39 PM
Originally posted by sheik
I love all the adventure seeds everyone posted and hope to use some of them. But what ideas do people have for more character oriented adventures? Such as adventures that focus around the characters themselves, rather than some NPC or someone else's agenda. Or adventures ideas that require the PCs to make some difficult choices or take a stand in the gray world of Eberron. In other words, does anyone have ideas for plots designed to help characters developement?


This is very difficult to express, but usually these sort of adventure seeds can't be generalized, and are focused by a DM towards thier own players. there is no gaurante that another player from another game would respond to the seed, even if another GM alters it to fit thier character.

This whole "out of the box" attitude when writing them usually means that you leave off a lot of detail to do with the Pcs and generally just play on thier emotions, sense of justice, and thirst for power/knowledge.

While I can see such seeds beign succesful I don't think posting them here would be a good idea, espically when a character from a game I run is also reading the boards.

Though, I did have an idea for that fish market vs. beef market scenario a few posts back. Something like that could effect prices in sharn of seafood and beef products, which are also tied into the Dragonmark of animal handeling since I'm quite sure they control the slaughter houses for meat mastribution as Ycander controls fishing with it's ships. This shows potential to cause a great conflict not only in Sharn but in the dragon marked houses control of consumers. The cheapest meat is often the one most consumed, and if prices on either side rise the other instantly benefits.

You could also try tailoring an exsisting out of the box thread, Duskblade's idea of the map fragments. Just change the NPC to a relative or friend of a PC.
sheik

07-29-04, 07:59 PM
This is very difficult to express, but usually these sort of adventure seeds can't be generalized, and are focused by a DM towards thier own players. there is no gaurante that another player from another game would respond to the seed, even if another GM alters it to fit thier character.


I agree that character oriented plots can be hard to write and generalize. So I'll correct myself...

I'm looking for any adventure seed ideas where the characters have to make a difficult choice. The choices don't necessarily have to be great or have a right and a wrong answer, just require the PCs to make some sort of decision. Perhaps choosing between the lessor of two evils, or the greater of two goods. Eberron is full of gerys. Or perhaps some moral or ethical test. Who knows, perhaps they might even change their minds later.

dana.
Saurenda

07-29-04, 10:25 PM
Ok shiek how about this then?

The PCs have hit a bit of a snag, and it's been weeks since thier last job. finally a break. Word from thrane says that the head of any confirmed lycanthrope on a "list" that the church has constructed will be richly rewarded.

Unfortunately there are several problems:
Half the people on the list aren't lycanthropes, they aren't even relatives of shifters.
The others are scattered throughout the King's forest, part of the list is Knight Rangers.
Finally after confirmation of a lycanthrope the PCs get ready for a rousing battle to discover an old woman and a runaway priest of thrane.

The old woman tells the Pcs this man is indeed a lycanthrope. The afflicted tries to reason with the gorup protesting that a man inside of the silver church has a relic of lycanthropy and is spreading the disease freely to further his carrer, elminating competitors and superiors at his dicretion.

So far the afflicted man was the only one harmed. But the other man intends on bringing the curse of lycanthropy to the people of [Insert town/city/metropolis name here] so that he may take rule of the church in the area, and rule through the church's political power eliminating skeptics and non believes with the lycanthrope relic.

The relic itself is the paw of a werewolf lord, and the afflicted man believes that the person doing this must be stoped at whatever the cost and vows to kill him, or die trying.

Do the Pcs believe this fantastic story? Are the old woman and the afflicted man the true culprits?

Did they fabricate the story; merely infect himself, before he could be exposed, and use the PCs to retrieve the relic and his precious list.

Can an agent or priest of the silver flame truly do something so unforgivable? Will they even get paid for thier trouble?
And worst of all, when they find this priest, will they have to deal with a cleric of the silver church, or a blood thirsty werewolf themselves?
WotC_Doog

07-30-04, 04:43 PM
Some ideas off the top of my head, for sheik (and other fans of moral-dilemma adventure seeds):

:dice: At What Price Rain: The heroes are sent to investigate a mysterious illness in a drought-stricken rural town. Each morning for the past two weeks, a farmer in the town has awakened covered in painful boils. Most recover from the illness eventually, but some of the more frail townsfolk have died from it. However, steady rains have returned to the region after a period of long drought, and the crops have begun to thrive again. It turns out that a young farmer's daughter with a knack for invention has discovered and repaired an ancient eldritch machine that can control the weather -- at the cost of afflicting living things around it with the awful boils. Somehow, horribly, the machine is fueled by the pain the boils cause, yet the service it provides is surely needed. How will the heroes resolve this situation? Will the young farmer's daughter try to hide and defend her machine? What happens when one of the PCs becomes wracked with the painful boils herself?

:dice: The King's Wintry Heart: The king of [nation] is dying, and the final days of the king's life has coincided with an unseasonal snowstorm that may spell doom for the kingdom. The king knows in his heart that the snow will not end until he finally passes on, but he staunchly refuses to die until he recovers a locket that he lost during his courtship of the now-dead Queen. Hardy adventurers are needed to recover the locket so that the king can make his final abdication. However, the king's advisor is sure that the locket is a faded memory of the old king's addled mind, and wants the adventurers to help him find a suitable replacement that will allow the king to die peacefully. Do the heroes try to mollify the aging king with a false locket? Do they scour the wintry kingdom for a trinket that may not exist? Is the snowstorm really connected to the sad-hearted king's state of mind? Might the king's advisor, or some third party, stand to gain somehow from the blizzard afflicting the kingdom?

[edit: fixing some typos]
WotC_Doog

07-30-04, 09:48 PM
:dice: The Blank Scroll: The heroes have finally made it to the lowest level of the DM’s Nicely-Drawn Labyrinth of Appropriately-Challenged Beasties and Traps, found the treasure chamber, and unlocked the ornate chest situated on the dais. Inside the chest they find… A BLANK SCROLL? What, no magic weapons?! No gold?! Nope, just that scroll…

If they detect magic, the heroes will discover that the scroll is invisibly arcane marked with the personal sigils of one Banard Thedriss, a Cyran mage of some import, and of the Lady Sabale of Cyre, both of whom died decades ago. The rest of the blank scroll appears to be covered in illusory script—unreadable except by the intended recipient of the scroll. And yet its intended recipient is the aforementioned Lady Sabale, who is now deceased. Can the heroes figure out how to read the scroll? Will a true seeing spell uncover the missing script, or only send the heroes on a new quest to uncover clues to unlock the scroll?

Is the scroll a love letter? An urgent message that could have turned the tide of the Last War? A map to a previously undiscovered source of dragonshards? A series of individually-locked illusory scripted paragraphs, poems, musings and sketches? A miniature journal of an aging mage attempting to discover a way to end the War? A studious translation of a tiny piece of the Draconic Prophecy? A study of the movements of planes taken from an observatory in the Eldeen Reaches? The recipe for a devastating eldritch machine?

:dice: A Prospector’s Life for Me: It’s risky. It can make you rich. It’s all the rage among daredevils in Western Khorvaire: it’s bloodstone prospecting. Bloodstones are Eberron dragonshards, found in beautiful geode formations all over the West. The heroes join a prospecting company to look for high-risk, high-reward adventure in the impossibly steep crags of Droaam’s Byeshk Mountains, in the buzzing swamps of the Shadow Marches, and among the hollow, mournful trees of the Whisper Woods in Aundair. They’ll need to arrange all the accomodations themselves: quick travel, good supplies, suitable protection, and decent maps—and their contact with the prospecting company will buy all the dragonshards the PCs can find. Along the way the heroes will run into scheming shard cults, screeching aboriginal lizardmen, rival prospecting groups, territorial goblinoid tribes, magic-crazed elven witches, greedy dragons and beholders, goody-goody dwarven geologists, competitive shifter environmental groups, and all manner of random boreal, subterranean and marshborn baddies.
dvsman

07-30-04, 10:32 PM
My god man, leave some stories for us Chroniclers to write!!

O'vey
WotC_Doog

07-31-04, 05:22 PM
Hehe dvsman. I don't think there are a limited supply ;) Here's more:

:dice: Fortress of the Goblin Botanist: The depths of the Khraal rainforest in Darguun (ECSB pg 153) are too dangerous for even hardy hobgoblins and bugbears to inhabit. Yet an enterprising goblin scofflaw named Gomf has managed to create a stronghold inside the ruins of a centuries-old Dhakaani fortress there. How has he done it? By understanding the jungle around him, and using the jungle’s own dangers to keep his stronghold safe. He has assassin vines slowly patrolling the fortress outskirts, yeth hounds hunting in the fortress grounds at night, and two shambling mounds acting as his personal bodyguards. He is attempting to convince a tribe of local trolls to ally with him so that he can strike out at small towns near the jungle’s edge. Local magistrates contact the PCs for help when the troll hirelings conduct their first sortie, indicating that Gomf was successful.

:dice: Guardian of the Loooooooong Bridge: Between where the PCs are and where they want to go there is a deep, wide chasm. The other side is obscured by thick mist rolling up from a distant river below. If the PCs possess flight abilities, more power to them. If they don’t, there’s only one way across for miles—a rickety rope bridge made of old wooden planks. Oh yes, you’ve seen the kind. The kind that lurches sickeningly when you step on it. The kind that drifts from side to side in the breeze. The kind with planks that break as you make your way across, forcing you to grab the creaking rope railing that probably shouldn’t bear your weight. If the misty stillness isn’t enough to make the heroes crazy, and the impossibly long journey doesn’t rattle their sanity, then the cunning manticore that considers the bridge part of its territory will. The manticore will screech, snap its tail, loose a volley of spikes, then fly by the bridge, chomping at injured party members. If a tasty morsel (the cleric, say) should fall, then crank up the action by having the manticore swoop down and snatch it in its claws or jaws. How will the heroes save their compatriot? Will the old bridge finally give out during the fight, turning the rope bridge into a madly swinging rope ladder? Can anyone survive the fall to the river below, or the impact with the far cliff face? Might someone have to leap onto the manticore’s back (watch those spikes) as it flies by, in order to prevent a long fall or to save a snatched friend?
dvsman

07-31-04, 06:11 PM
You're killing me!!
Some of those run close to some of my ideas for the Chronicle. I'd hate for anyone to think I lifted them from here.


Must think more.....
Pocket Ace Pretender

07-31-04, 11:52 PM
The 25 year long feud between House Phiarlan and Thuranni finally erupted into open violence on the streets of Sharn. A Shadow-marked elf of House Thuranni taunted a very high ranking heir of Phiarlan on his cowardice, stating to the crowd that this elf had insider information about what was going to happen on the Day of Mourning. It came to blows, and in minutes, bodies littered the entire street. High-ranked members of both houses have begun having subtle accidents or not-so-subtle murders. Can they be stopped before an entire house is decimated? Do the PCs even want to stop it? What did the Thuranni elf mean? What did the Phiarlan elf know? And overall, what really happened on the Day of Mourning?

Oh, and a request: Xen'drik based adventures, aside from treasure hunting. I can do dungeon crawls, but I'm having problems with adventures dealing with Drow and other such things.
Xaos_Bob

08-01-04, 02:59 AM
I'm new to the boards, and though this thread may seem mundane enough to everyone else, I have to exclaim, "This is a fantastic idea!" Now that it's out of my system...

:dice: Stone giants from Xen'drik's interior have been steadily encroaching upon the territory of some of the more agreeable giant tribes that regularly trade in Stormreach, attacking their camps and villages in raids for food and supplies. One of these "wild" giants was captured and questioned, and claimed they were driven down out of their ancestral mountain ruins by a small group of "cavern elves." These "cavern elves" (undoubtedly drow) have barricaded an entire string of mountains, using powerful magics that bend the mountains themselves as weapons to drive off the giants. What secrets have the drow uncovered in the giant ruins? How does a small number of the dark elves manage to beat back entire tribes of giants? What is so important a discovery to require quarantining such a huge aboveground area? Whatever the answers, with drow at the heart of the matter, they can't be pleasant.

Unless, of course, the "cavern elves" are not drow at all...
Kaerus B'aant

08-01-04, 10:05 AM
:dice: Quite Simple and yet so sweet:

The large deposit of fist sized Eberron dragonshards have been discovered in Q'barra by a friendly lizardfolk tribe. Lacking the knowledge about dragonshards that the other races know, the shards have gone untouched. Three adventuring groups, including the PCs, from Breland have caught wind of this from a travelling lizardman and are making all speed for the steamy jungles of Q'barra. There are no rules, everything is fair game and one may use anyway necessary to get there first. But they must overcome transport issues, mountains or pirate seas, and then the task of locating and securing the shards when they arrive in Q'barra. The shards could be stored in a dungeon that requires additional short dungeon crawls to find the three keys, etc.
MarkB

08-01-04, 10:56 AM
:dice: Here's one for Xen'drik - a reverse treasure hunt.

A recent Morgrave University expedition to a Xen'drik temple recovered a large, plate-like, dragonshard-encrusted object which appeared very valuable. When the object was brought to the University and examined, the scholars deciphered the runes upon it and found that it was actually a magical seal. Its removal has set in motion a cataclysmic release of magical energy from within the giant ruins that will have repercussions even as far as Khorvaire. The party are hired to return the seal to its place - but they face several obstacles. The group who took the seal have succumbed to a fatal curse, and left behind only basic directions to the temple, the local Drow have gathered to protect the temple to prevent further looting attempts and must be negotiated with or evaded, and already the seal's absence has released strange and terrible creatures within the ancient temple, who will do anything to prevent its return.

EDIT: Another Xen'drik idea.

:dice: Saurian Safari

A clan of Talenta halflings wish to improve their stocks of dinosaurs by bringing in fresh blood. To this end, they are mounting an expedition to the plains of northern Xen'drik, where dinosaurs of all sizes roam free. Their main objective is to capture as many Clawfoot and Fastieth as possible to interbreed with their existing mounts, but they would also like to capture several breeding pairs of some of the Large herbivorous breeds which are not available in Khorvaire, with the intention of attempting to domesticate them. The party are brought along as extra muscle, or for special skills that may aid in finding and capturing the 'saurs.
Kaerus B'aant

08-01-04, 12:50 PM
:dice: A quick Xen'drik idea:
Background:
A group of secluded Storm Giants who lived in a fairly civilised town that somehow went untouched by the disaster that wrecked the rest of Xen'drik have been decieved by the Emerald Claw. They set sail to Arenal after being told that the elves fled West. They arrive upon the shores and begin enslaving the first elves they find. Their numbers are too many to be stopped without powerful magics, but the giants have wizards and spellcasters of their own to counter anything the elves throw at them. As news of the spreads across Khorvaire, the elvish dragonmarked houses put out a call for heroes to fight alongside them against the giant group. Enter PCs.

But what are the Emerald Claw's goals? Can the giants be parlayed with by any other race, and what stance will any giant left behind giants take against the North after their kin do not return?
Saurenda

08-02-04, 02:35 AM
Originally posted by Kaerus B'aant
:dice: A quick Xen'drik idea:
Background:
A group of secluded Storm Giants who lived in a fairly civilised town that somehow went untouched by the disaster that wrecked the rest of Xen'drik have been decieved by the Emerald Claw. They set sail to Arenal after being told that the elves fled West. They arrive upon the shores and begin enslaving the first elves they find. Their numbers are too many to be stopped without powerful magics, but the giants have wizards and spellcasters of their own to counter anything the elves throw at them. As news of the spreads across Khorvaire, the elvish dragonmarked houses put out a call for heroes to fight alongside them against the giant group. Enter PCs.

But what are the Emerald Claw's goals? Can the giants be parlayed with by any other race, and what stance will any giant left behind giants take against the North after their kin do not return?

I take it the Undying Councilers won't fight against these giants?
45HD and all those abilities on healing. Maybe make it possible for the PCs to be healed by the Undying council once or seek knowledge from them as a form of payment through a liason?

Besides that I see a lot of good possiblities here, espically for making a martial nation like Arenal in a coward's state of mind. Everyone must be quaking with ancient terror. Maybe have the giants take what few drow/elven slaves with them they had left over? Put the fear of the Gods into those blasted elves. Very good idea.

Also a nice ploy for a Dragon Marked Elf/Favored in House to drop everything and return.

WoTC Doog, you should go back through this thread of yours, a monster among threads you have created, and pick out say your ten favorite? Might be nice to see the ones you liked best after this thread has been up for nearly two weeks and still going.
Kaerus B'aant

08-02-04, 03:49 PM
Originally posted by Saurenda
I take it the Undying Councilers won't fight against these giants?
45HD and all those abilities on healing.

Erm...the Undying Councilors are...on holiday...yes, holiday >_>;

Seriously though this seems to be quite the flaw in my plan. The Storm Giants could possibly have some salvaged artifacts that defeats or incapacitates the Deathless. Remember though, only Ascendant Councilers have the 45HD and all the magics that makes the people fall down. I've not got my ECS near me and I'm too damn lazy to go get it, so I'll guesstimate that there are such a few number of Ascendant Councilors either available or nearby at any given moment that powerful Xen'drik artifact weilding storm giant wizard and fighters can take them down with little trouble.

Just what popped into my head. Probably not a solid enough contigency, but nevermind, eh?
Originally posted by Saurenda

Maybe make it possible for the PCs to be healed by the Undying council once or seek knowledge from them as a form of payment through a liason?

Or that :rolleyes:
WotC_Doog

08-02-04, 06:20 PM
Originally posted by Saurenda
WoTC Doog, you should go back through this thread of yours, a monster among threads you have created, and pick out say your ten favorite? Might be nice to see the ones you liked best after this thread has been up for nearly two weeks and still going.
Well, this has been an extremely high-quality message boards thread, and it would be way too hard to pick favorites. There are stealworthy ideas in every post (except this one :P). Thanks to all who've submitted their brainstorms -- it's just what I was looking for when I started the thread, and I'm glad it's kept going so long.

Let's shoot for four weeks! (I'm going on vacation for a week, starting this weekend, and I expect to see this thread still on the first page when I get back! :))
lostone

08-03-04, 12:11 AM
If you want to guarantee it'll stay up, make it a sticky thread (it's worth it, this is a valuable Eberron DM Resource.
WotC_Doog

08-03-04, 01:18 AM
Here are some seeds inspired by Keith Baker's article here (http://www.wizards.com/default.asp?x=dnd/ebds/20040629a). (And congrats to the D&D web team on the new site design, it looks *awesome*.)

:dice: Horrors in Hatheril: Hatheril is a quiet hamlet—just a sleepy town with one lightning rail station. When the heroes have a stopover there for a night, they start to feel that the townsfolk have something…odd about them. But no matter, they’ll just head out again in the morning. Right?

But when they head back to the lightning rail station the next morning, the train is gone. It must have left in the night. A local man is eyeing them from across the station, but darts off when the PCs approach. This whole town is starting to give them the creeps.

And when they arrive back at their room at the inn, the floor and walls are crawling with black scorpions. Gross! Once they deal with the scorpions, perceptive PCs will notice a leather satchel that was probably used to transport the venomous buggers. It bears a dragon-skull insignia. Might the local tanner know its origin? Will the innkeeper have any information about who has been in their room, or will she clam up—or is she found dead? Does the lightning rail stationmaster answer their questions about the rail schedule, or does he evasively imply that the train won’t be back for several days?

What the heck is going on in Hatheril? Could it be that the whole town has become a new cult of the Dragon Below? Might some of the peasant farmers now have tongueworm symbionts (ew)? Are the PCs being detained here until an upcoming night of quintuple full moons, when a number of unsuspecting non-local humanoids are needed (and the party fits the bill nicely) for a ritual sacrifice? (If so, why did they try to scare them away with the scorpions first? I dunno, maybe that doesn’t make sense, but I like the image of the creepy scorpions all over the place.) Could two or three young innocents not yet have fallen prey to the cult, and might they come secretly to the heroes to seek their help?

:dice: The Scarred Plains of Talenta: The heroes receive notice that Lathon Halpum (ECS page 204), tribe-leader of a group of nomadic halflings, asks for assistance with a new threat in Talenta. Lathon’s halflings have discovered an area of the Talenta Plains that have enormous gouges left over from a fierce mage-battle during the Last War. These chasms are like the claw-rakes of an enormous dragon, deep and wide enough to spelunk down into—and they retain an unnatural itchy heat about them, like the glow of invisible radiation.

A recent earthquake has caused the bottom to fall out of one of these chasms, connecting a dark underground cavern network with the open sky. The rumbling didn’t stop when the earthquake ended: there is something down there, and it’s hungry. It could be a cluster of xorn, or an angry umber hulk, or even a subterranean dragon. The twist is that the magical radiation of the land-scars has seeped into these monsters, causing them to warp and mutate. Perhaps they have gained some of the war-magic skill of the mages involved in the battle. A bunch of xorn with access to lightning bolt? An umber hulk who knows invisibility and fly? Bad news. The heroes will need to end the subterranean threat, and then help Lathon Halpum to somehow heal the psychic agony that clings to the scarred land.
peterson

08-04-04, 11:33 AM
Eternal Peace: A highly decorated Karrnathi soldier, wounded fatally in an attack by Valenar raiders, pleads to his comrades in arms – the player characters. Though considered an elite soldier and viable to be raise as one of the honored undead warriors of Karrnath, the soldier has had enough of fighting and begs his friends (the PCs) to steal his corpse away in the dead of night, to be buried with his family on Deadwood Mountain. His final words are: “Bury me on Deadwood Mountain, next to my brother and my sister. Bury me eight feet down when you bury me, so that I may rest eternal.” What are the PCs to do? If they take the corpse – especially one to undergo the honored ceremony of being raised as a Karrnathi Undead Warrior, Karrnathi agents could hunt them down for the rest of their lives. Yet, if they don’t honor their dying friend’s last wish, will the displeased ghost of their former friend haunt them?


Son of the Damned: In 938 YK, a group from the Order of the Emerald Claw successfully used an Eldritch Machine to open a portal to one of the underground prisons holding a great evil contained. Luckily, before any real damage was done, elite warriors from Breland’s Citadel put a stop to them and the portal. Unfortunately, something got through – a tiefling of a young age. The Citadel agents captured the young one among some ruins, and trained the thing. Now, 60 years later in 998 YK, members from the original group that had created the original portal have assembled another Eldritch Machine – the only piece missing from activating the machine is the blood of the missing tiefling. Little does the group know that the Citadel agent, who has just hired them to help guard a secret stronghold, still mentors the tiefling, nor even that powerful enemies want the tiefling. How will the group fare against a well-equipped attack force, containing a two long sword-wielding Warforged, a powerful Wizard, and a fanatical Cleric of the Vol? Will the PCs chase after the Order of the Emerald Claw group and stop them before another portal is opened?


Okay, yes the second one (Son of the Damned) was inspired by Hellboy, which I finally saw last night. Please note that it is not Hellboy, but rather inspired by it.

Also, for a :cookie:, can anyone name the song and artist that inspired the first seed?

Peterson
Kaerus B'aant

08-04-04, 03:07 PM
Originally posted by peterson
Yet, if they don’t honor their dying friend’s last wish, will the displeased ghost of their former friend haunt them?


Surely he would just be raised as a Karrnathi Undead soldier and then be able to whine and moan menacingly at them? :D

:dice: A monolith too far!:

Scholars of The Twelve have decided it's time to put a long standing argument to rest. What do the Great Monoliths of Riedra actually do? They put out a discreet call across Khorvaire for a band of highly skilled adventurers to travel across the sea to Sarlona and check out the massive egg-shaped constructions.
What will they find there? Deep, fully connected underground bases? Crysteel psionic amplifiers? Hollow and useless wooden eggs? Organised and pre-emptive Inspired resistance? Access to a wide array of psionic technology?
WotC_Doog

08-05-04, 05:52 AM
:dice: Call of the Guardian Trees: The Guardian Trees (page 174) of the Eldeen Reaches send a message to purehearted heroes (perhaps the houseplant in their room at the inn blossoms into a pattern that spells out words – or maybe they just get, you know, a letter). Goblinoid tribes have introduced a species of horrid termite into their woods, and the little buggers are drilling into the old trees. The heroes’ task is not to kill termites all day (the Guardian Trees thrum with ancient magic and can deal with pests) but to track down out the hobgoblin slave caravan that traveled through the forest and left the termites behind.

:dice: The Floating Fortress of Lake Dark: The mist-blanketed Lake Dark (page 182) has long held influence over necromantic magics. An industrious duo, a necromancer and an artificer, have teamed up to construct a floating platform to stay out in the middle of Lake Dark permanently and harvest its death-dealing powers. Rumors say that what started as their small fishing craft has now been built into an impressive artificial isle. Skeletons and other undead, raised from the corpses of poor souls who drowned in the Lake, aid in the construction. What shadowy purpose might the fortress serve?

:dice: Jailbreak at Dreadhold: The friend or relative of one of the PCs has been framed by a Karrnathi secret organization and imprisoned at Dreadhold, the prison island in Lhazaar (page 187). Without legal recourse, the heroes must attempt to infiltrate the island and free their friend. The ward spells of the dwarves will not be easy to penetrate, but the heroes receive aid from an unlikely source: a notorious pirate who wants to free another prisoner held there.
Save_vs_DM

08-05-04, 06:26 AM
I have to say that all these nice little plot threads now reside in a word file on my computer. Just when my well was running a little dry, you wonderful people come up with some great new ideas!

Anyway, figure I'd add mine in as well. Oh, and as if this thread wasn't enough, we do write the Korranberg Chronicle as a source of adventure seeds as well.

:dice: And Freedom For All...
A charismatic and well spoken Holy Liberator has begun speaking out against House Lyander and Orien as slave owners. He is adament that all the elementals used to power the elemental ships have been enslaved. He is calling for their release. He has begun using a variety of non-lethal protest methods, including releasing noxious but harmless gasses in lightening rail stations, hiring bards to sing scathing songs and other such distractions. While not serious it is causing a great many problems for the houses, who are willing to hire the PCs to shut him up for good.

Cheers,
Save-vs-DM
Atlictoatl

08-05-04, 11:40 AM
Originally posted by lostone
If you want to guarantee it'll stay up, make it a sticky thread (it's worth it, this is a valuable Eberron DM Resource.
Seconded. I'd love to see this stickied.
Elemental

08-05-04, 12:51 PM
:dice: A shipment of dragon eggs has appeared on the black market, from a mysterious vendor, who's selling them at high prices to people who want exotic bodyguards, steeds, pets or what have you.

Needless to say, the Argonessen dragons are livid at this, and send a old brass dragon over to demand from the city authorities that the eggs be found, and the perpatrators be handed over, or else. The Chamber, meanwhile, is trying to resolve this quietly, before anyone does anything rash. And it probably doesn't help that the eggs just started hatching.

Can they recover them all before the brass dragon loses patience with the human authorities and goes vigilante? Can they persuade the new owners that dragons might be cute as wyrmlings, but will be less so when they reach Large size? What if a hatched wyrmling has bonded with it's surrogate parent, and doesn't want to go back? Is someone trying to create a rift between Argonesson and Khorvaire? What about the fires that started in the city when a gold wyrmling had a sneezing fit? And what if the eggs don't contain dragons, but half-dragons? Maybe the draconic parent let the eggs be smuggled out, rather than face the stigma of bearing half-breeds.
Restless

08-06-04, 04:11 AM
Darn Double Post.
Restless

08-06-04, 04:11 AM
My characters (A Drow Rouge, a Valenarian Warrior, a Warforged Barbarian) got thrown in the Tharn jail. For some reason, that always happens to these players. They killed a three Gangsters in a bar fight. The Jailmaster, whom I played as a understanding vet of the Last War, struck a deal with them to go and inform his old Brelish war buddy, who abandoned what he saw as a pointless war and now bums in the Shadow Marches, that his Sister, a die hard Brelish loyalist whom disowned him due to his abandonment of his duty, has not written from the monastery she's been collecting herself in for 6 months. So far, they have just delivered the message and on their way back to Sharn. It was a sort of obtuse Hook, but it works, I guess.
kroh

08-06-04, 06:51 AM
:cool: Ghosts:The Pc's are in town X one night when fires break out all over the town. Of course being the stalwart hero's that they are, the PC's try to help. He next morning, when the fire is out and everyone is calming doen, a scream is heard near the outskirts. Comming to the aid of the young woman who is now on the ground holding herself, the PC's look up and find a 100 meters of the road ahead is bracketed by some sort of ritual pikes that have the cleaned and polished bones of some of the townsfolk posted. Beneath each pike is a small carved dish that has the belongings of the victims folded and reverntly displayed. Speaking with the townsfolk (especialy some of the elders), yields that once a generation, for a period of no more than 30 days, fiends known as Razor-Wraiths come from the spirit world to feed on the souls of the living. Every few nights, certain members of the close knit community of the towns go missing and end up on the pikes. These ghosts are discriminate ,however, usually only taking on the strong and vigourous. Do the PC's stay in town to try and stop this colamity? Will they become the Target of the Razor-Wraiths. Are these ghosts actually ghosts or just some old enemies wearing a new face...


:smirk: Darkness: Something is attacking a repair crew on a lighting rail line. The workers are being dragged off and eaten as fast as House Orien can replace them. What are these spectres attacking the line. And what of the rumors that they are just normal animals driven to murder to stop the rail from passing through their territory... Can the PC's investigate without being Eaten...Can the call from Morgrave University to take these animals alive fr study, be heeded?

If you have a minute or 120...PLease watch the movie, "The Ghost and the Darkness." Excellent film based on a book based on a true story.

Regards
WalT
scaredofscissors

08-06-04, 10:07 AM
:dice: The Beast : A wizard has been doing experiments in agriculture in a local hamlet to make the produce bigger. An Ashbound druid summons up a horrid animal to put an end to what he sees as corruption.

Or, as a friend suggested, the magical means that the wizard is using to make the vegetables grow is having unintended effects on the local livestock...
sheik

08-06-04, 11:58 PM
:) Warforged are disappearing for unknown reasons, and no one knows why. Perhaps it is someone with an extreme prejudice against warforged. The PCs are sent to investigate, but find clues that other warforged are behind the kidnappings, or the 'kidnapped' warforged are actually voluntarily disappearing. The clues all lead to the Mournlands.

The Lord of Blades is trying to build a nation of warforged within the Mournlands. He, or others, are recruiting. While most warforged consider the Lord of Blades an extremist, many hope he succeeds in at least starting, if not securing, the foundation for a warforged nation. What side will the PCs fall on? Will they help the warforged race find their own identity, and a home. Or will they reveal the warforged plans to the bordering nations who would consider a new nation outside of the treaty a threat.

The Lord of Blades is an extremist, but other may be working towards a common goal through more peaceful means. How could the warforged build their own a nation and gain the acknowledgment of their neighbors? What do you need to build a nation, and what must you do? If you'd be interested in going into more depth, or exploring the idea of a warforged nation, check out this thread:
http://boards1.wizards.com/showthread.php?s=&threadid=289128

dana. (sheik)

p.s. Thanks to all who replied to my previous post.
Adrinidad

08-07-04, 08:43 PM
The storyline of my campaign so far - long, but neccesary to explain. This results in the party having one of the most powerful airships in Eberron, with nearly every faction seeing green and wanting it themselves.

:dice: Losing money to House Lyrander on high priced cargos, House Orien selects a gifted artificer member of it's house to discover the secret of elemental binding, so it can create it's own airships. Wildly sucesssful, the artificer discovers a method of binding a fire and air elemental to a single airship (fire for "hover" and some propulsion, air for propulsion and steering), thus allowing the airship to not only travel faster than existing Lyrander airships, but allowing the airship to be exponentially bigger.

Finding a magically preserved, ancient Dhakkanese animal traning facility, a hollowed out peak deep in the Byeshk mountains, the artificer employs ancient Dhakkanese proto-warforged to build the airship, employing weekly teleports of raw materials.

Near completion, the artificer begins the journey back to Passage to inform his superiors, only to disappear.

The PC's are hired to find the artificer, then find the airship and bring it back to Passage. When the artificer dies after being rescued in a lightning rail derailment(caused by a third faction trying to prevent acquisition of the airship), the PC's must use his notes and research to find and finish the airship, only to discover their House Orien patron has been working for Lyrander all along, and House Orien has no knowledge of the airship(a clever ruse to get the artificer, loyal to House Orien, to make the ship).

If the party can escape with the airship, they are in possession of the most powerful piece of air power on Eberron. Unfortunatly, they have half of the major players on and off the continent interested in their prize. Fortunatly, the airship is large enough to be essentially a flying town, one in which the party can recruit allies and friends, to essentially have a flying base of operations.

(In my campaign, one of the party members is a member of House Orien, and managed to broker a deal getting the airship recognized as independant, though "patroned" by House Orien. This forced Lyrander, at least publically, to accept the independent owndership of the airship, to avoid a House War. This has allowed them to use Lyrander city moorings, etc, and kept them from being cut off from docking in major cities.)
kroh

08-12-04, 08:31 AM
Did we happen to mention:


The Korranberg Chronicle (http://keen.datavortex.net/)

Go Chronicle!!!


Thanx for the minute...

WalT
mandolor

08-12-04, 11:32 AM
heres a few

the church of the silver flame hires the players to track down a lycanthrop operating in the woods of the eldeen reaches(or whatever)and find out what hes up to. then after they are led by a silver flame paldin to his base of operations they find he and his lycanthrop and shifter companions are getting ready for the conterminous stage of lamannia and plan to go there and escape peguidice. do the players decide to help the peacefull wearwolf and have to fight of silver flame clerics and the paldin, fight the lycanthrops and shifters or leave them all to there own fates.

house lyrandar has asked the pc to help them find and capture a renegade air shape run by a crazy dragon marked ex lyrandar heir he has been fire balling from the ship diffrent villi ges below. the house will pilot a small air ship for them while they are in there service

brelands king has called the pc and other mercenarais to go to xendrix where a number of kobalds and bug bears are producing a new street drug called dragons blood it has casued 3 deaths in users and must be stopped when the pc get there they find that all the kobold are dead and the bug bears missing there heads whene the pc return to there ship they find it sinking and on fire they also seem to be being hunted by some invisible creature as one by one the other mercenaries end up with there heads missing . the players must find a way off xendrix as they are being hunted.
lostone

08-12-04, 05:55 PM
:dice: Information has found it's way into the groups hands via a warforged who has rebelled from the Lord of Blades (or some other radical Warforged leader). They have stolen an airship and moved base of operations up into the Ring of Siberys. They are more protected here, seeing as there is no atmosphere, and with random placements of antimagic clouds any airbreather that tries to get to the base will lose the magic that is providing air for them. What do they intend to do from this strange, remote base? The rebel believes they have a eldritch machine that will be able to tie into the ring of siberys dragonshards, absorb all the sunlight and reflect it away from Eberron, plunging the world into darkness, within months all food supplies will run out, plants will die, and the world will be a barren wasteland populated only by Warforged and other non-organic life. Is this true? Is it the wild imaginings of the warforged's mind deranged by the events it has witnessed and participated in while under the command of the Lord of Blades (or other warforged leader)?
WotC_Doog

08-17-04, 12:52 AM
:dice: The Wolves' Heir

The wild-eyed Frew Jarrun is a shifter and the heir to a bizarre lycanthropic legacy. Many shifters who know the stories revere him, believe that he can lead their race to new ascendancy. Some believe he will only cause conflict with the other races. When the werewolves come to him at the Dawn of the Furred Moon—an obscure shifter holiday—he will have to make a choice. He will be sorely tempted to take on the lycanthrope’s full curse and use their power to enhance (and distort) his abilities.

The heroes find clues to the danger surrounding Jarrun’s situation. Farmers increasingly encounter the werewolves in the woods. Anti-shifter sentiment runs high. Some good shifter men and women want help uncovering the source of the problem. Something in the dark heart of the forest—a twisted old tree? the carcass of an enormous animal? the ruins of some forgotten altar?—is key to the mystic transformation that Jarrun may undergo. Can the heroes find this location in time to change Jarrun’s mind? Or is he too far gone? What are the werewolves truly offering, and are they acting alone? In the clash between anti-shifter groups, the good-hearted shifters, Jarrun’s minions, the werewolves, and the heroes, who will survive?
kroh

08-18-04, 08:03 AM
WOW!. Although the premise is very, very good ( always like it when a character is torn between two natures), the term "furred" moon sounds kinda , anti shifterish (geesh, now that is a mouth full). Still, good adventure hook.

REgards
WalT
lostone

08-18-04, 09:34 AM
Originally posted by WotC_Doog
:dice: The Wolves' Heir

:dice: A group of heroes for the Church of the Silver Flame learn of Frew Jarrun's upcoming choice. How do they react? Do they try to talk some sense into Jarrun? Do they try to destroy the lycanthropes before Jarrun makes his decision? Or do they kill the lycanthropes and Jarrun, but chance making him into a martyr?
Papa_duval

08-18-04, 10:47 AM
Murder on the Khorvaire Express

On a journey through a particularly desolate locale, the lightning train stops dead. The driver is found dead, along with one of the passengers. The heroes need to investigate the two murders, and find someone able to get the train moving once again. Of course, the situation worsens, as they find the next body. The connection, all of the victims have just the right dragon mark needed to drive the train. Someone, or something wants something from the train, and they are making sure that it goes nowhere until they get what they want.

(A little rough, but i'm writing it at work without access to the books :))

<Edit: Oops, someone did, and i scanned straight past it :)>
Endless_Helix

08-18-04, 01:26 PM
The Countess

Ahhh... intrigue. The Subtle appetizer to violence and romance. Recently a lower ranked, but somewhat good hearted duke has fallen in love with a higher ranked nobles beautiful daughter. However, this duke is little more than a rapscallion that was knighted on the battlefeild, and thus he has no respect from the rest of the Aristocracy. So he wants to hire the party members to kidnap her and get a small box located in the pantry, in a secret panel. However, there is a small complication, the girl is about to be married in about twelve hours, to the prince of Aundaire! Also, what does this box contain? Is the girl willing? Can the PCs afford to not do the job? If they don't their record will be permanently ruined. Or can they stall the marriage through some skullduggery?
WotC_Doog

08-19-04, 11:09 AM
Seeds, glorious seeds...

:dice: The Steel Thieves

In Sharn, artificers, weaponsmiths and armorers have complained that shipments of high-grade steel from Wroat have gone missing. The heroes are hired to investigate. Along the road to Wroat they discover an underground cavern, and evidence that the attacks on steel shipments happened nearby. The cavern is the lair of about 20 steel-greedy troglodytes (and their monitor lizard pets) who now have more of the metal than they know what to do with. The lair may be ruled by an ambitious troglodyte artificer, or perhaps a night hag using the trogs as henchmen. Are they just a nuisance for Sharn metalworkers, or a true threat? Could the ruler of the lair be using the steel to build a strange new type of creation forge to crank out lizardlike golems?

:dice: The Spider-men of the Coliseum

The Sharn Coliseum draws hundreds or even thousands of fans each week to watch the three top gladiators fight in the ring. These three fighters are so adept in the unarmed division that stadium officials are concerned that they’re using illegal techniques, including possibly poison; they hire the (who else?) heroes to (what else?) investigate. The gladiators are all obviously talented warriors, but they fight wearing only simple loincloths so there’s no clear poison delivery mechanism. It does turn out that they have ties to organized crime, however, and it could be that a crime syndicate has financed their entry into the gladiatorial world, so that the syndicate could profit from betting on the matches. The plot thickens when each of the fighter’s homes is littered with webs… Are the fighters harvesting spider venom somehow to stun their opponents? Or might the chemistry of the venom enhance the gladiators’ performance in some way? Might it turn out further that the gladiators are actually evil araneas (shapechanging spiders), and the webs are their own? The araneas may be fighting in their hybrid form and biting or scratching opponents with their own strength-sapping venom.
diaboli

08-20-04, 12:13 AM
Originally posted by WotC_Doog
Seeds, glorious seeds...

:dice: The Steel Thieves

:dice: The Spider-men of the Coliseum


I'm sooo using these in my non-Eberron campaign. Thanks.

Some really great ideas here, my contribution (kind of long):


:88E: Test Tube Horrors :88E:

Young men and women are going missing. Interestingly enough for those who care to investigate (or are brave/foolish enough to), all of the disappearances are close to (say within 20 miles of)the Fort of Bones and happen to coincide with typical patrol routes for the troops stationed there. The commander vigorously denies any claims that the Karrnath military has anything to do with the mystery. However, he doesn’t seem to be overly worried about the disappearances, shrugging off the missing youngsters as “probably love struck puppies looking for some peace and quiet.” Rumors have it that it’s not just humans though who who have gone missing, that folks of all races (including goblins, hobgoblins, etc) are coming up missing.

The truth: The missing (kidnapped) folks are being used as breeding stock (enticed through use of drugs and magics) by a powerful wizard (necromancer/Heir of Siberys), Cybil Segovia. Cybil maintains a tower/abode located in/near the Fort of Bones. Although not officially a member of the fort, she is a well known necromancer of the area, and has been known to help/assist with the fort’s defenses and the occasional healing (through the use negative energy spells) of some of its more important undead troops. She has also been known to accompany Karrnathi border patrols that set out from the Fort.

Secretly, Cybil is working on a development program for the Karrnathi government fusing humanoids with golems and/or undead for use as shock troops in a future invasion of the Talenta Plains and Mournland. Because of the high attrition rate of her test subjects, Cybil realized she would need a ready supply of material (humanoids) to conduct her experiments. After careful study in dark magics and a few pacts with extraplanar creatures (night hags?), she has stumbled upon a process to successfully (7 out of 10 success rate) extract an embryo from an expectant mother and transfer it to a specially prepared container (large glass tubes). The embryos are then subjected to a variety of magical and alchemical treatments which rapidly accelerate the growth process. The process is extremely agonizing and taxing on the growing creatures psyche (-2 wis), although because of this process it is much hardier than a typical member of its race (+2 con). Any that survive this rapid aging are then provided additional “enhancements” in the form of grafts (add any of the half-golem, any undead, or similar templates).

Cybil is putting together a large number of specimens in preparation of holding a demonstration for her superiors. She is hoping to secure additional funding to continue her research as well as build a larger complex to mass produce her “children”.

Through the use of drugs and miscellaneous magics, Cybil’s breeding program is starting to take off, although she is always on the lookout for more “stock” (enter the PCs?).

Does the commander really know what’s going on? Or is he just not in the loop?

Perhaps the Korranberg Chronicle gets wind of the disappearances and asks the PCs to investigate. Or a friend/family member of the PCs is taken…
WotC_Doog

08-20-04, 03:17 AM
Two spooky Khorvaire-by-night seeds:

:dice: One Night at the Messenger Service

A buddy of the PCs works the graveyard shift at Opael’s Messenger Company, a kind of FedEx of Khorvaire. They get all kinds of weird packages there, so the PCs’ buddy always has odd stories to tell about his workplace. But tonight he’s a bit scared, and he comes to the heroes’ favorite nighttime hangout to seek them out. See, someone delivered a coffin to the warehouse—a big coffin. A silver-plated, ancient script-covered coffin that is making…sounds. The buddy urges the heroes to come and (say it with me now) investigate! When they make it back to the messenger warehouse, some of the graveyard shift are fleeing the building, and the rest are bleeding on the floor. The coffin lid is open, and the padded satin interior is empty. What was in there? A restless mummy? A crafty thief-assassin intent on stealing some other package from the warehouse? A vampire who travels by mail coach? Um, maybe that hulking red-cloaked figure over there, slamming some poor, limp mail clerk against the wall by his lapels, might know what’s going on… Have fun with whatever it turns out to be. The fight and/or chase scene that breaks out will likely have crashing cubbyhole shelves, sliding piles of mail, thrown crates and parcels, and a blizzard of whatever the Eberron equivalent of styrofoam peanuts is. :)

:dice: The Phantom Airship

It’s an urban ghost story heard in taverns around Sharn: the legend of the phantom airship manned by the spirits of soldiers who died in the Last War, that floats around the City of Towers at night. Professor Jerbec, a historian formerly of Morgrave University, was fired after his crazy pursuit of the legend was threatening the reputation of his peers. Now he seeks a crew to man his ramshackle airship he’s dubbed the Spirit Chaser. The skipper of the ship, a wisecracking tough girl named Uruma, thinks it sounds like the name of a drink more than a ship, but nevertheless she’s agreed to help sail around Sharn hunting this flying ghost ship. The heroes will fill out the crew and help the Professor through a series of obstacles: dealing with the City Watch for flying in-city without a permit; fixing the aging ship in mid-flight as a ghostly light disappears around a distant city tower; evading sky bandits who think the rickety Spirit Chaser is prime pickings; and uncovering the mystery of the phantom airship itself, if they find it. Is it an illusion? Swamp gas? A hoax? Or a true spiritual remnant of House Lyrandar’s airborne navy?
Rajorke

08-20-04, 03:41 AM
During the Last War House Cannith was commissioned to create the warforged and other types of constructs, but long before Merrix d’Cannith I perfected the modern warforged he created many dark terrors through arcane experimentation. One of these terrors he called the Fellghast, probably his darkest creation. The Fellghast was created by forging construct parts onto an undead creature in this case a ghast. Before Merrix I died the Fellghast escaped the laboratory in Cyre and was never seen again, that is until recently. The creature has been attacking the citizens of Sharn and eating their corpses. What seems the most terrifying is that the creature seems to be strangely mutated. Could this be the Fellghast only mutated from prolonged exposure to the Mournland or a more recent creation of House Cannith that has escaped the lab?
Kolakuba

08-20-04, 08:34 AM
:b: North of Thaliost in Thrane lies Barran Keep, a small fort overlooking Thrane's borders to both Aundair and Karrnath. The Crown Knights have been assigned to guard duty at this fort since the end of the last war by the Council of Cardinals, but for the last two months, no reports have arrived from the small keep. Otherro has already spoken to the Council of Cardinals, and was assured that the council would personally look into the matter. After having received no information from neither the fort nor the council for yet another month, Otherro decides to launch his own investigation.

He hires the adventurers to travel to Barran Keep to find out what has happened there. It is of great importance that the mission is kept secret from the council.

Upon arriving the adventurers discover that the fort has been taken over by a troop of Karrnathi soldiers. After having defeated the soldiers, they discover that underneath the fort lies a House Cannith creaton forge. When leaving the fort the characters are attacked by a group of men in the uniforms of the domewatch. These men are an elite group of soldiers who usually act as personal bodyguards for the various cardinals.

What has happened at Barran Fort? Who sent the men from the Domewatch? Why wasn't the Crown Knights informed about the Karrnathi attack? Why did Karrnath attack?
Broddr

08-20-04, 10:50 AM
The Town out of Time:

Adventurers happen along a rather pristine town in a remote area at the border of the Mournlands. It seems to be a good place to stock up and resupply before delving deeper into the horrid landscape that awaits.

The strangers are regarded with high suspicion and are often given the cold shoulder when inquiries are made about the town and its inhabitants. Investigation reveals that many of the populace don't realize that the war has ended. It is obvious that something just isn't right.

Behind the scenes:
In the last days, at the time Cyre was being destroyed, the small town feared for their lives. A mysterious stranger arrived and made a deal with the town that would free them from the war and its effects. The townsfolk agreed, weary from the horrors of war. The mysterious stranger could be a Demon, or a powerful member of the Lords of Dust, or something else fitting. The town itself holds something valuable for the stranger/organization, be it a descendant of a powerful family line, a nexus of magical power, a burial site, a secret forge underground that is powered by the townsfolk, etc. A magical force in the town keeps it "out of time" where it can be preserved. No born resident of the town, however, can ever leave its borders (part of the pact, wouldn't want to let the secret out.)
Invetigators eventually discover that the town itself is "kept alive" and spared from the destruction the other Cyrran towns due to a powerful/highly magical creature (dragon, unicorn, extraplanar being, etc.) imprisoned by the creators of the pact. Should the creature be free, it would certainly show favor to the Adventurers...but all of the townsfolk would suffer their due fates and perish with the remainder of their countrymen, and certainly gain a new enemy from the creators of the pact. If they leave the creature, the townsfolk will live, and perhaps gain an ally in the pact creators. Which is the "right" thing to do?
lostone

08-20-04, 04:23 PM
Originally posted by Broddr
The Town out of Time:
This is good, I like it. But it reminds me of something I read a long time ago, just can't remember what it is.
Rajorke

08-21-04, 02:25 AM
the pcs are asked to investigate the horrible murder of a noble paladin of the silver flame; they go to look at the body and it is covered with claw marks and parts of his body have been eatin. The PCs are shown to the place where the body was found deep in the forest; in this forest they find a hidden away village of shifters. Are the shifters to blame for the paladin's murder or was it some other creature in the forest? If it wasn't the shifters then can the PCs convince the Silver Flame of this and stop the church from the planned execution of the "fowl lycanthrope devils?"
Rajorke

08-21-04, 02:26 AM
the pcs are asked to investigate the horrible murder of a noble paladin of the silver flame; they go to look at the body and it is covered with claw marks and parts of his body have been eatin. The PCs are shown to the place where the body was found deep in the forest; in this forest they find a hidden away village of shifters. Are the shifters to blame for the paladin's murder or was it some other creature in the forest? If it wasn't the shifters then can the PCs convince the Silver Flame of this and stop the church from the planned execution of the "fowl lycanthrope devils?"
WotC_Doog

08-21-04, 08:07 PM
:dice: A Well-Deserved Vacation—Sort of

The heroes need vacation, too! Their patron or a friend of PCs informs them that she owns land in an exclusive resort town near [wherever they are]. “Spend a little time there to rest and to spend a little of your adventuring cash in the town,” she tells them. “Live a little! Kick back! It doesn’t have to be vicious monsters and deadly conspiracies all the time. At least water my plants…”

So they go. And for the first day it’s nice: there’s a little cabin in the woods (where they stay), a scenic and rustic trail, a quaint town full of friendly people willing to trade pampering for gold, and a small lake with an old gnome renting sailboats for day cruises.

But there’s no rest for the wicked. The first night they stay there, the woods are full of evil sounds. Clouds roll in and it drizzles over the dark trees. A scream rips the darkness. The poor off-duty heroes must doff their bunny slippers and go investigate. As they approach the source of the sounds, they see human bodies hanging from the trees, dripping dark liquid… Well, vacation’s over. (You fill in the details—could be a serial killer, a rampaging demonic outsider, some kind of mind-affecting spell on the loose, or maybe a major bad guy trying to set a trap for the heroes.)
WotC_Doog

08-23-04, 03:18 AM
:dice: A Fine Rakshasa Mess

According to the flyers posted around town, a powerful sorcerer is giving a seminar tonight on how he managed to imprison an evil rakshasa member of the Lords of Dust. Given the spectacular danger such a stunt would have involved, the town is abuzz to see the caged rakshasa with their own eyes. It’s a hoax, of course, but the charming sorcerer and his changeling friend (who sits in the cage in rakshasa-form, growling and pawing menacingly at the audience) are raking in the dough on ticket sales to the “seminar.”

Whether or not the PCs care about the sideshow fraud, they are contacted for help by the sorcerer and changeling after the seminar. It seems that before they were able to get out of town with their earnings, they attracted some unwanted attention from the criminal element. Apparently the hoax was pretty convincing, because now bad guys of all stripes are coming out of the woodworks: some mob gangsters from the town, cultists of the Dragon Below, a Vol priest, two shifty shifters, and a partridge in a pear tree. The bad guys want to meet this Lord of Dust and cozy up to him by freeing him from the “goody-goody sorcerer.” The changeling thinks it’s sort of funny, but the sorcerer, nervously pulling on his collar, says he would definitely appreciate some protection from the heroes. Do they give him the time of day?
Broddr

08-23-04, 09:16 AM
Black Wedding

Kirsten is a noble's daughter. She is betrothed to a wealthy and prominent member of another noble line. Her husband-to-be is a popular hero of some renown, known for his chivalrous behavior in the fields during the last war.

During a tournament held to celebrate their engagement, a test of arms is called to compete for a great prize, a magical jeweled ring to the person who bests the noble at the end of the competition. Perhaps the party would like to compete as well? Contestants come and go, and one mysterious gentleman rises to the top. In the contest against the noble (who intends to lose for good sport and good PR) the stranger takes advantage of the situation and slays the noble. The stranger is immediately taken into custody to stand trial for his crime.

Kirsten, grief stricken by viewing the brutal murder of her beloved, begins acting strangely and becomes a recluse. Soon after the burial of the noble lord, strange things happen. The noble tomb is looted, and the body taken from the grave. Also, prominent members of the community go missing... oddly enough, it is revealed that everyone on the list was on the guest list to Kirsten's wedding.

It is up to the adventurers to find out what is happening to the wedding guests, what is happening to Kirsten, and what did the stranger really have to do with any of this?


A couple of ideas as to the outcome:

Perhaps Kirsten is insane, and is taking the steps to continue with her wedding day, from beyond the grave.

Perhaps Kirsten is a pawn of a higher power, perhaps an evil undead or necromancer who is using this opportunity to his advantage by eliminating those in his way to claim a noble title.

Perhaps the stranger is a victim of demonic possession. The demonic entity is "body-hopping" to accomplish his fiendish goals.

Perhaps Kirsten is innocent of any wrong doing. Perhaps the Groom's desire to live has brought him back and he is gathering guests for the "big day." Soon, he will claim his bride!


Regards,

Broddr
Endless_Helix

08-23-04, 10:55 AM
The Baron is dead, Long Live the Baron

Recently a Baron who lived in Sharn died. Baron ir'Vizash had just modified his will the day before he died. Isn't that suspicious? The person who benefitted the most was the younger son, who inherited the title instead of the older one, and thus he is under the most suspicion. The older son would have inherited the title, but was mysteriously cut from the will. So in desperation each tries to prove their innoccence by hiring an adventurers party. Unwittingly they hire the same one.

And as soon as they get to search the area, the autopsy report come in. Apparently, the old Baron died of arsenic poisoning...
lostone

08-23-04, 04:49 PM
On a similar note:

:dice: The adventurers are hired in secret by the eldest son of a Noble who has recently lost favor with his father. The father has just redone his will, but refuses to show it to anyone. He keeps it in a safe in his room, along with the family jewels, the key to the safe around his neck at *all* times. The son wishes the group to get a look at the will and find out just out of favor he is, so he knows whether he needs to make drastic plans to recover his authority. The group asks around and finds out the old Baron goes for midnight walks every night because his old bones won't let him rest easily. That would be the best time to sneak into his room and raid the safe. The door is always guarded so they will need to enter through the balcony, which is shared with the guest room next to it. When they enter the room and get the safe open they hear someone yell "protect the Baron!" and guards start trying to bust in the door, and they can hear guards coming onto the balcony from the adjoining room. When the group looks for places to hide they find the Baron's dead body still in bed, obviously murdered. Have they been set up by the son in an attempt to get at the will and change it, or is this all a big case of bad timing?

(My group actually went through this, and the female PC had the brilliant idea of ripping off her shirt and climbing onto the corpse, pulling blankets up around her and the corpse and moaning a lot, the guards quickly left, afraid they would all lose their jobs for interrupting the Baron's fun.)
Galen_Michael

08-23-04, 07:05 PM
Originally posted by lostone
On a similar note:

(My group actually went through this, and the female PC had the brilliant idea of ripping off her shirt and climbing onto the corpse, pulling blankets up around her and the corpse and moaning a lot, the guards quickly left, afraid they would all lose their jobs for interrupting the Baron's fun.)
I don't usually do "way to go!" posts, but:

A) That scenario rocks; and

B) Your player is brilliant! (if a little sick :))
lostone

08-23-04, 07:33 PM
Originally posted by Galen_Michael
B) Your player is brilliant! (if a little sick :))
Thanks. The player in question is female in real life, and the rest of the group (being guys) were in complete shock that she came up with this idea (she's a nice reserved catholic girl who apparently lives vicariously through her characters :D)
WotC_Doog

08-23-04, 08:32 PM
:dice: The Evil Midnight Douser What Douses at Midnight (apologies to Ben Edlund :D)

(This seed was inspired by Keith’s Dragonshards article here (http://www.wizards.com/default.asp?x=dnd/ebds/20040823a), in particular the paragraph about the Lamplighter.)

Sharn’s everbright lanterns have been going out, block by block, plunging the once-vibrant Sharn night-life into gloomy danger! At the same time, overnight robberies are on the rise. City officials have sent an emergency request for lamplighters (and other magewrights and artificers who know continual flame) from the surrounding areas, but it may be a while before the call is answered. The heroes are deputized by the City Watch to investigate the doused lanterns (which may have been destroyed or had their flames dispelled) and track down the douser. Or maybe the PCs possess the skills to help restore the lanterns themselves. Or maybe they are hired by individual towers or retail neighborhoods to protect their businesses at night… No matter how they get involved, they’re likely to run into an individual or team with darkvision and a penchant for nighttime crime—or perhaps a monster that works better under cover of darkness.
Saurenda

09-01-04, 11:42 PM
:dice:
The Maltese Chimera

A successful dwarven professor of Morgrave University extends an invitation to a female party member asking them to accompany him to an exclusive party where he will unviel one of his priceless finding from Xen 'drik.

Not exactly maltese mind you. More of a Xen' drikese Chimera, a life sized statue of gold. Unfortuntely for the character, to thier dismay a familar pattern lies on the Chimera, as it is a statue in which a Schema has been overlaid, inside and out.

The other characters can crash the party, or rather plan to steal the item being hired by House Cannith to retrieve the artifcat that they say this dwarf stole, along with an asortment of other things from a Xen 'drikian shipment.

Either way leads the party to deal with the conflict brewing between this professor and all of House Cannith South. Greater turmoil errupts when the Chimera starts moving of it's own accord speaking in the Giant's language. Now the Schema wearing, golden claw wielding Chimera escapes into the night for a killing spyre triggered perhaps by misdirected wand fire.

As the more victums it's claims, the birghter the creation pattern grows. Eventually it will have enough power to cause ... dot dot dot. NO!

It will eventually have enough power to erupt in a grand retributise strike destroying itself and anything within several hundred feet.
Dagda Mor

09-02-04, 05:10 AM
Several Karrnathian regiments have been wiped out by living spells. The twist? The regiments were all undead, and the spells were all healing spells. Maybe the pcs are hired to take out the spells; they may not be a threat to the PCs but the longer they take the less they get paid. The adventure is easy enough to expand: Maybe a ist (perhaps a Cleric of the Silver Flame who s negatively charged undead or a Brelish veteran working against Karrnath) has figured out how to store or control living spells. This person, when confronted, could unleash more lethal living spells on the PCs, or she could ask the PCs to defend her from the Karrnathian government, pointing out that she never harmed anyone living. And what if the PCs try to get the lving spell to come with them?
LewisLlynn

09-03-04, 02:28 PM
:dice: A slightly mad member of the Wayfinders' Foundation hosts a scavenger hunt/race. The PCs are one of the teams in the race. He tells the teams that the object is to collect all clues before the other teams— by any means nessesary. Really. Including death and destruction.
Saurenda

09-04-04, 11:00 AM
:dice: A sorceror with the Siberyis mark of making summons the PCs to his stronghold in the Greywall mountains. On the way they run into several warforged fighters who engage them in battle in the name of the Lord of Blades. Afterwards when they arrive at the Tower through the mountains the PCS discover that the sorceror is no where to be found. In his place within the tower are abberitions, and a large crack on the basement floor of the tower. Exploration further down reveals a cult of the dragon below planning to sacrifice the sorceror in order to release a power demon from the depths. (Good excuse to use MM3 ^^)

:dice: A weretouched master is acused of being a full blooded lycanthrope by the silver flame, the only problem is that the weretouched master was a warrior of flame. A successful gather information reveals that a jealous rivial within the political structure has set blood money on the weretouched master. Within the Burnt Woods the few remaining faye tell the PCs that the one who put the bounty out on the weretouched master's head has been alive for nearly several centuries, simply under different guises. Heading back to the silver city capital they find the keeper of the flame bound and the bountier seperating the flame withing a brilliant crimson red and a deep blue.
WotC_Doog

09-13-04, 04:02 PM
My personal thanks go out to all you folks who have posted on this thread. Your enthusiasm and participation in the thread (and enthusiasm for Eberron in general) has inspired this new column, Steal This Hook! (http://www.wizards.com/default.asp?x=dnd/ebsh/20040913a) Enjoy, and thanks again :)

- WotC_Doog
Guy with a new web column
Saurenda

09-13-04, 04:49 PM
That is awesome! Will you be using some of our hooks for the article or will this be from what you can produce?

Again this is great. I'm surprised the thread hasn't been made sticky again.
kroh

09-16-04, 06:31 AM
The other question would be will you be taking fan submitted hooks...?
Sebberoth

09-16-04, 06:41 AM
The players are in Sharn (or wherever, but I used Sharn),when they are approched by a man who claimsto be a scholour with an inteerest in the artefacts berriued in the cyclopian ruins of Xen Derik. However when the players retreive this artefact the Scholour is revealed to be a follower of The dragon Below and orders the player Deaths.

Just out of intrest does anybody else think that putting awarforged Titan against 2'nd level characters is unfair
Saurenda

09-16-04, 09:20 AM
The players are in Sharn (or wherever, but I used Sharn),when they are approched by a man who claimsto be a scholour with an inteerest in the artefacts berriued in the cyclopian ruins of Xen Derik. However when the players retreive this artefact the Scholour is revealed to be a follower of The dragon Below and orders the player Deaths.

Just out of intrest does anybody else think that putting awarforged Titan against 2'nd level characters is unfair

I set three level one pcs against a warforged titan simply because I was lucky enough to get it in Giants of Legend. Granted it had taken damage from destroying a shipment of Cannith's magical items, but much of it's plating was still on.
kroh

09-16-04, 09:30 AM
Concerning the titan...It depends on whether or not your players are inventive. If they are the straightforward hack and slash type...it might be a bit excessive. If they have a brain or two among them ( the artificer finds a way to jurry rig a BAZOOKA out of some chicken wire, dental floss, an empty scroll case, and a bucket of tomatoes) then see what happens. If they are handling the thing...let it play out. If they are getting their collective butts wiped...Then make the 'forged' defective in some way so, right when they are about to buy it...the thing clunks to a halt.

:dice: The League of Absurdly Normal Gentleman
The PC's are hired by a wealthy Land Baron to watch over the man's son. The young Baron to Be is under the delusion that he is a worldy adventurer. He and a bunch of his friends have decided to become a league that uses their wealth and recourses to help the innocent. The only problem is that they are all dilletantes (sp?) and have no idea how to actually help anyone. Throw together a few side adventures of going after the local bandits and trying to keep them out of trouble. The best part of the hook is when the Kids discover an actual plot to usurp the Land Baron's fief. The PC's then not only have to disrupt this maniacle plot but also keep the kids out of harms way in the process....

:dice: The Phantom
The Pc's are traveling through the local town one day when they come upon an outdoor performance troupe putting on a play. Whether they stay and watch or pass by...the GM will just have to decide when the event occours... The play is disrupted by a glowing man in strange piecemail armor and cloak with a mask on who decrees, " the time of judgement is at hand." Raising his hand he summons several ( insert lesser undead here ). Chaos ensues as the crowd and the troupe run for cover. The ghost then tries to capture as many of the troup as he can (using the undead) before he throws what looks like an eggshell bomb (lots of smoke) to cover his escape. The PC's are then left with questions... Why the attack, Who is being judged, Why would a ghost need a smoke bomb? The next day the PC's discover that the shanghaied members of the troupe are free and have no memory of the attack. Further investigation yields that this spectre has been doing this in several nearby towns. If the PC's track down groups of performers (or some other means to track the phantom), they encounter the ghost and eventually beat or follow him. The PC's learn that the ghost is actually a Karnathi special agent and is looking for a specific group of spies posing as a traveling show. The spies had stollen a necromanic book which holds vital info about Karnathi necro-warriorism and the phantom was mearly using a process of ellimination to find the culprits. Do the PC's help? Do they Put an end to the Attacks? DO they find the book and Steal it for themselves?


Thanx for the minute...
WalT
WotC_Doog

09-16-04, 11:02 AM
The other question would be will you be taking fan submitted hooks...?I encourage everyone to post their adventure hook ideas here on this thread. However, I'm not seeking fan-submitted content for the Steal This Hook! column. Don't be surprised, though, if I start a thread about ideas for future column themes from you guys on the boards, as Keith did for Dragonshards. I have plenty of ideas for now, but I know where to come when I need creative input -- this is definitely a creative bunch 'round these parts.
Khopesh122

09-16-04, 12:37 PM
Nostradamus had it easy

A young VIP wants to get rid of his older sibling so he can inherit the family's fortune/power/etc. Looking for a powerful ally, he makes contact with and secures assistance from the Dreaming Dark.

The rightful heir has always had a problem with insomnia, so the usurper presents a gift on the heir's birthday, a magical pillow that assists sleep. After a few nights, however, the pillow begins granting vivid, prophetic dreams of the future. The pillow, though it appears to radiate divination magic, has no power of foresight, it only makes the user believe that the dreams are visions of the future.

Now the heir has embarked upon a lunatic quest to avert the dark future of her nightmares, one that will likely end in her death without intervention.

Can the PC's put together the heir's maddened vision from her journals to find her in time?

Perhaps the heir's vision is not so far from reality, coincidentally. What if the PC's come to believe in the foretelling powers of the pillow, and are given it as a gift? What happens when one of them starts to 'see the future'?
lostone

09-23-04, 10:06 PM
My group managed to get themselves recruited by the King's Citadel, and I am unsure what kind of training & tests to put them through. I figure a few fights against different themed groups, a few stealth tests, etc. But I'm looking for something really exciting and unique, and my mind is drawing a blank. They are in Sharn, dealing with the headquarters for the Kings Citadel there for training.

Edit: I made a new thread for this here (http://boards1.wizards.com/showthread.php?t=312713).
SirEvets

09-25-04, 04:59 PM
:dice: No Good Deed Goes Unpunished

While our heroes are passing through a village, a beat up group of men stumble in from the wilderness obviously fresh from a fight. These men were to have delivered a very valuable Dragonshard to a prominent Gnome heir of the House of Sivis, but claim to have been ambushed outside of town by some orcs and the shard was stolen. Much to the surprise of these men, many of the locals step forward and mention that the culprits must be the same group of orcs that has been hanging out in the hills recently. The Gnome is furious and demands that the Dragonshard be retrieved from these orcs. Enter our heroes. Along with one of the Couriers, they go out to confront the orcs, they won’t find the shard because the orcs had nothing to do with the ambush, in fact the ambush was a ruse so the couriers could keep the shard themselves. When dealing with the Orcs, the PCs do coincidently come across another Dragonshard, when they ask the Courier if this was the stolen shard, he confesses to the PCs that the shard the Gnome covets was never stolen, furthermore he claims that the Gnome is not who he says he is and pleads with the PCs to help him and his comrades trick the Gnome into thinking the new Shard is the one the Gnome wants.

To make matter worse, the orcs are working for the Order of the Emerald Claw and are desperately searching for the location of a lost tomb that they think contains a powerful artifact (and they have been intentionally trying to keep a low profile). When the PCs confront the Orcs, the Orcs naturally assume the PCs are working for some other agency that’s onto their plan of uncovering this artifact (which of course the PCs know nothing about). How will the PC’s handle the situation with the Sivis Gnome and the Dragonshard? What's so special about the Dragonshard? What trouble will come PCs way from the Emerald Claw now that they think the PCs are a threat to their plans?
Red Winter

09-26-04, 11:37 AM
:dice: A young adolescent girl is manifesting her innate sorcerous powers with extreme rapidity. This is not a problem that can be ignored easily, as her powers have already resulted in a dozen accidental deaths as errant lightning bolts, magic missiles, fireballs and poorly placed sleep spells occurred in crowds. Can the PCs safely get the child out of the crowded before things get messy? Will they have to kill her for the greater good? Is this sheer bad luck, or the result of a dark scheme?


:dice: A Child of Winter feels the world needs to be cleaned of all the sickly, old and infirm. His/her methods involve limiting/polluting the supply of food available to a city/town, and leaving only the strongest to survive. Add in an unseasonable snowstorm, and a spreading illness, and the PCs are forced to help evacuate the city/town (possibly leaving it to potential invaders), to root out the cause of the problem, or die along with the weak.

:dice: A loose alliance is being formed between [dragonmarked house] and a hobgoblin nation. Forming this alliance would eliminate the problems of slaver bands, and provide a ceasefire for war for at least a decade. The contract has been signed and sealed, and an exchange of valuable assets has been arranged. The hobgoblins will entrust their new allies with an ancient artifact, and the [dragonmarked house] is marrying their youngest daughter to the hobgoblin chief's son. The PC's are asked to escort the unwilling daughter to the hobgoblins' care. Insert a few groups intent on breaking the alliance through any means necessary, escape attempts from the girl, and a moral dilemma when the groom-to-be turns out to be a violent and sadistic husband. Can the PC's abandon her to her fate for the greater good?
[i]if you want to be a really mean DM, perhaps the girl isn't of age yet, and you're asking the PCs to leave a 10 year old child in the hands of the goblins until she's of age to marry the son.

:dice: A wealthy and eccentric noble/merchant with a penchant for collecting has set his eyes on one of the PCs. This man wields a lot of political power, and he always gets what he wants. To fund some research or advancement/purchase for a PC, he requests they gather a collectible for him. Each time they go to retrieve it, they are foiled as the noble/merchant plots and schemes to hinder the group and cause any adventures to go astray. He uses the time spent with the group to offer the PC a life of luxury and ease. "Dearie, I have a ring of wishes I could give you... I just want a year of your company."
This could just be an obstacle to support another storyline, or it could get really serious, as any efforts to refute him only make him more desperate to obtain the PC and her affections. Perhaps the noble/merchant is a cleric of the Keeper? I'd go so far as to make this character not only repulsive, but ridiculous, to lead the PC's into underestimating him.

:dice:A small village with leanings towards the preachings of Vol has met with a con artist of sorts. The villagers are convinced that the potions the man sells make their 'mortal blood' heavy, where it can sink to the lowest parts of their bodies to be drained, and lead them towards immortality in undeath. The villagers have not only taken to buying these potions, consuming them and cutting up their feet to drain out the mortal blood, but are sacrificing grocery costs to purchase the potions, leaving them tired from lack of food and blood. Is this a con gone out of control, or something darker?
My personal preference? There's an element in the potion that makes it addictive, and a batch for later consumption is entirely poison, capable of turning the villagers into undead.

:dice:A young woman has a village enthralled with her depiction of a 'new' religion. This 'Way of Passion' emphasizes the divinity in art, randomness and raw emotion. The characters may come to suspect that this is the work of The Fury, especially when arguments, lover's squalls and such become commonplace... but what happens when the young woman summons what looks like a true god into the village square?
lostone

10-22-04, 05:32 PM
:bump: Seems a shame to let a thread this useful die.

:dice: Inmates: The players are asked to help test a new prison's security. They will be disarmed and locked into one of the cells and attempt to break out. The guards have been notified not to use lethal force (or so the group is told). What does the group do when they find out that the warden is corrupt and has a grudge against the group for ruining a major business deal he had a while back in stolen/smuggled goods and has hired them to test his security...and to die.
Sebberoth

10-23-04, 04:34 AM
Yes the idea about the prision is excellent, and it's so good I may have to steal it, err did I stay steal I meant creatvily embelish for my Own gaming perposes, I would post another seed but I'm out of ideas at the moment i'll get back to you all
Myrddin Wyllt

10-29-04, 02:54 PM
:dice: Heist! Hire PCs to guard a valuable item as it's transported across Khorvaire from Sharn to Thronehold. As it passes near the Mournlands, it is attacked by a small group of Lord o' Blades' warforged goons, who use gliders to get aboard. They are just raiding for supplies, and don't really have any idea what, or who, is aboard. (Or cannons. That's even funnier...warforged cannonballers...I gotta stop... :rofl: ) The car they're on is detached by the goons and wrecks - injuring almost everyone aboard (do like 2d6 subdual damage to everyone aboard. It'll slow everyone down, but not kill anyone, and it'll remove NPC passengers from the stew), including the goons. The goons should be fairly easy after that, but the horror unleashed from the baggage compartment by the wreck should be spectacular (and virtually unharmed...perhaps immune to subdual damage), and they have to go in, to retrieve their precious cargo...

:dice: Reverse Heist! Hire PCs to steal a valuable item from a lightning rail. The item is a booby trap for the Keeper of the Silver Flame, a powerful cursed item that will sever her ability to tap the power of her faith. The PC's patron (a member of the Chamber, unbeknownst to them) doesn't want to see Jaiel removed from power just yet, since he has plans in motion that require her presence (accomplice or unwitting aid, you can decide for yourself). Return the item to the patron for a hefty sum. Karnnathi undead guard the "present" though...

Either of these should be easily scalable to any party level/size.
Have a blast!
Myrddin Wyllt

10-29-04, 04:04 PM
I'd love to see some hooks that take place in the Shadow Marches, Demon Wastes, or involve some of the other contents of the ECSB, such as Wondrous Locations, Eldritch Machines, etc.

I'd also love to see some more hooks that use the Dreaming Dark and/or Inspired enemies.

Basically, hooks that exploit stuff unique to (or at least more noticable in) Eberron.

Thanks,
kroh

11-01-04, 07:40 AM
:dice: The PC's are hired by a merchant to run a load of cargo into Droaam and make an exchange for some Dhakaani crafted arms and equipment. WHile waiting for the exchange to occour they notice a large crows cage occupied by a massive troll. People are passing by with out much attention paid to the prisoner and the occaisonal stoller chucks a rock or something equally damaging at the beast.

AS the PC's stroll closer to get a better look... The Troll notices the foreigner and decides to start up a chat. The PC's find out the beast's name is Amoriken... and he is schedualed to die by execution for murdering a local Hobgoblin Cheif's daughter and wife. He says he is innocent and that he has been framed for whatever prupose... He also claims that he has been a house guard for some time and his dilligent service to this point has made him a very wealthy Beast. In return for his freedom, the Troll guardian promisses the Pc's a healthy fee plus some items that might serve them in their future endevours.

He claims that he was assigned to guard the princess and House Lady on the night of a big battle on the outskirts of their territorry. During the night there was a skirmish at the gate and the troll assigned 8 dhaakanni guards to protect his charges while he helped to repell the threat. He felt confident in the guards that he chose as he had trained them himself (this troll is no slouch and the DM should play him in an impressive manner... Immagine you go to the worst section of the worst city in the US and the local Gang leader speaks to you as though he could start channeling Plato). He returns from the gate to find that his guards are dead and the princess and Lady hung by their ankles out the rear facing window (opposite the main gate and away from the troll's vision), very much dead.

Should the PC's take up the cause to free the captured beast...couple of things...

1. Set a time limit ( he is going to die in 36, 48, 72 hours etc...)
2. Trickle info... INvesttigating will be tough in this part of the world for several reasons... A) the authorities already believe they have the killer, B) the Cheiftan wants justice right away, C)The PC's are probably foreigners and will have a hard time convincing the locals of their motives.

The PLot Thickens : The PC's through bribery and rumor hear the following things

1. The Cheiftan was rumored to have dealings with some creature from the Deapths of Kyhber that could put his estate and all of Droaam into a compromising position. He would benefit greatly at the expense of many others. No proof has been found of this through divination or straight interigation so he has never been punished for it.

2. It was rumored that the lady and her daughter were planning escape from the clutches of her cruel Mate and hoped to defect to some where more scenic such as the Reaches or some place else where people do not trample the pretty flowers. This would be percieved by the other cheifs as a sign of weekness and the cheiftan could loose his feif. But if she were to be killed and blamed on another...

3. A local merchant who runs the only bank in town, claims to have no knowledge of any monies levied into an acount in Amoriken's name. Royal investiagtors claimed to have found funds in a private account but the banker (called a holder or agent in the goblin tongues) has no knowledge of it. Curious that his books also reflect the transaction but he knows nothing of it ...Is something wrong with that writing???

4. The PC's start to get the feeling that they are being watched or followed as a result of digging deeper into the investigation....

(Insert evil DM laugh here).

Walt
lostone

01-10-05, 09:17 AM
:bump: I came looking for this for inspiration, and had to search for it. We're slacking.

IDHTBWM at work, but I'm looking for new adventure ideas. The entire group is Warforged, none of them druids or rangers, so I was thinking of having the Ashbound (something the group has yet to encounter) becoming more aggressive and the group asked to stop it. But I'm looking for some more flavor for this basic desire. I made a new thread related to this here (http://boards1.wizards.com/showthread.php?t=361716), but that one is asking for basic stats and tactics, this is asking for plot/story ideas.
kroh

01-11-05, 06:42 AM
Yeah...be a shame to let this go to waste and fall off due to lack of posting...

All right , don't be shy...some one post something :)

Regards,
Walt
Streamweaver

01-11-05, 08:09 AM
Just shooting these off the top of my head.

:dice: The party is approached by a villager asking their help. People in their town have started to become possessed by the spirits of bandits and outlaws they have put to death over the last several decades. A silver flame initiate has come to town to purge it of evil spirits, but this has only amounted to him killing off possessed townsfolk. Players must track the possessions back to their source, a dragonshard buried under the tree the town has used to hang the outlaws. Players must convince the silver flame initiate to stop his crusade, figure out the source of the spirits, and destroy the shard. Climactic scene could be fighting several of the more powerful spirits trying to protect the shard.

:dice: In Sharn players must investigate several disappearances throughout the lower levels of the city. People have randomly become sick in a particular district for a period of about a week. After they recover they don't seem quiet right, and seem to run away within a day or two. In reality these people have become infected with Roach Thralls. Once the Thrall has taken over they leave and join their brood in the lower reaches of Sharn, continuing to excavate an ancient gate to Khyber in hopes of opening it.

:dice: In Karrnath players are hired by a low level noble who seeks their help putting a relative to rest. The relative signed their service in the afterlife over to the kingdom before the end of the war in exchange for credit. The relative has since died and their body vanished from the family mausoleum. The patron has tracked the relative to one of the secret undead military bases in Karrnath and has asked the players to sneak in and find the relative and destroy him to put him to rest.

:dice: In the Eldeen Reaches the cult of the Children of Winter have discovered the Throne of the Wendego, an ancient site that plunges the region into bitter cold during the winter. The players must find and infiltrate the site and destroy the dragonshard idol controlling the weather patterns.
Just Justin

01-21-05, 09:01 PM
ive been printing out some of the threads on eberron i thought the 100 corpes in word was alot ( 8 pages)
i converted all of these seeds into a word .doc, it took for ever it ended up as 47 pages when im posting this :mymy:

its hard to explain to my School Liberian why i need to print out a 47 page document in the end i got 20 pages
lostone

02-14-05, 10:27 AM
I'm currently organizing adventures for an upcoming Thieves guild game I plan on running where the group joins a thieves guild, works their way up the ranks, eventually takes over the guild and then the guild goes to war against Rival thieves guilds. All I have is the ECS for Eberron, do any of the other books cover thieves guilds? I thought Sharn might but haven't had a chance to get to the store to browse through it. I'm not sure Sharn would be full of rival Thieves guilds, it seems a bit too civilized, at least on the upper regions of the towers, I suppose the undercity where the older towers are could be rife with them.

I'm looking for additional plot ideas for missions the group would be sent on, exotic things full of intrigue and occasional battles.
Serpentine

02-14-05, 11:24 AM
Sharn: City of Towers details four criminal organizations: Boromar Clan (halfling Mafioso), Daask (monster gangs), Tyrants (changeling/dopp. procurers and information brokers) and House Tarkanan (Aberrant-marked assassins). The Boromars are the dominant group, but Daask is rapidly gaining power and the others are taking the opportunity to expand their territories.

It also has a section on the law in Sharn, and legal issues.

It's a great book. You should definitely pick it up if you want to run a guild-war structured game.
Siberys

02-14-05, 11:44 AM
:dice: A little elf girl in a small village has suddenly manifested a strange dragonmark. Her family is poor, and none of her relatives has a dragonmark. Yet the Order of the Emerald Claw, the Church of the Silver Flame, and even a powerful dragon working for the Chamber are now searching for her.
What are the powers of this mark? Is it some legendary mark lost long ago? Why are the different organizations looking for her? What are they going to do once they find her?

Isn't this the premise of the Lost Mark series that'll come out? from what i've read about it, it sure sounds like it...
Changer

02-14-05, 04:54 PM
:dice: The Aerenal Elves has sent an Ambassador in sharn, but the ship that has to carry him is docked at some distance from the city... The PC are sent to investigate and they discover that the ambassador isn't on the ship.
The captain of the ship is an elven mage that want to became Undead and wanted to sell the ambassador (an Undying Counseilor) to the Blood of Vol in change of vampirism... The Elven mage is somewhat crazy and the Undying counseilor leaved the ship, trying to flee...
The Elven mage is well armed with "Hold Undying" scrolls, given to him by the Blood of Vol envoyee, a Vampire....he tell the pc some fluff on the Ambassador being kidnapped and ask'em to find it... only to shadow them and hitting them when they find the Ambassador hidden in a long abandoned dungeon...


.....
i wish you can unterstand my english, cause i don't :D
Changeling
Gurv

02-14-05, 07:30 PM
:dice: Loose Ends: The players are hired to seek out a changeling explorer who is in possession of a final messenger, and recover that messenger before the changeling can bring it to his employers in the Wayfinder's Foundation. Unknown to the players, a warforged working for the Foundation recently stumbled on a secret their patron wants kept quiet. Before the warforged could be silenced, he launched the messenger to his changeling accomplice, who is unable to 'read' it but knows that something terrible must have happened.

:dice: Loose Ends II A final messenger falls into the hands of the players before it can be recieved by its intended target. Upon 'reading' it, the party warforged (or one hired by the party to translate), reveals that it contains information implicating the party patron in large scale activities of a dark nature.
rwarner3701

02-15-05, 10:46 AM
:dice: A feather? While exploring some ruins in Xen'drik, the players find a feather suspened in the middle of a well warded/trapped room. After retriving it and leaving the ruins they are ambushed by drow who don't attack but treathen until they see the feather, the symbol of their future king who will rid them of a great evil. (think ewoks in SW:VI)

:dice: The illuminati. An NPC or possibly a PC suddenly loses the power to control magic finding no explanation they seek guidence from a cleric who tells them to explore the vast something to find what they seek. A group of psionic somethings are "protecting" the character from some dark fate that would result from their use of magic, or so they claim.

more to come when i get out of class
fizzbang

02-15-05, 10:52 AM
I like the idea of that lottery. I wonder which poor wizards have to give up the wish spell, however?

Frankly, I'd be amazed that there's a caster who can perform wish, much less that they're giving it away on a yearly basis for such frivolous purposes. A figure who's that powerful would be on the top of every organization's list for their own purposes.
Thramzorean

02-15-05, 11:28 AM
:dragon: You are approached by a leading member of Morgrave University in a perfectly typical manner. Strange, altered humans have begun to crop up in small groups in Khovaire. They are highly trained individuals who appear to live much as any other humans but with a disturbing feel to them. They are reputed to wield unusual powers of the mind. You have been tasked to infiltrate their enclaves and determine as much as you can about these beings, their origins and objectives, and report back with your findings only to the professor.

The new beings are Elan (XPH) who are creations of the Daeklyr. The faculty member is a front for the Dreaming Dark. The Daeklyr are stirring! The arrival of the Quori to Khovaire has triggered a reaction from Khyber in the creation of the Elan. The Dreaming Dark are only now beginning to realize the true threat posed by the Elans and their hand is being forced. You are caught in the first move of what could lead to a hidden continent wide conflict, to the greatest interplaner conflict of the known universe!

[The enclaves and secret training is courtesy of the Daeklyr but the Elans could be simply altered humans who still maintain their basic selves, or they could be part of far deeper darker intentions, the Daeklyr are inscruitable and allowing humans to be themselves may better aid their plan, there is nothing about the Elans to trigger a Silver Flame pogrom, while bringing a more psionically aware race into being to assist against the Quori on the surface of Khorvaire, a race who will do so of their own will. Of course, these 'improved' humans could be the blue print the entire human race of Khorvair is to follow over the next millenium as they themselves get altered by the Daeklyr as was done to their ancestors by the Quori]

Edit: as much a hook as a rationale for DMs to bring Elan into Eberron of course :D
kisama

02-15-05, 04:48 PM
This adventure is tailored specifically to my group but hey...

The party is hired to provide personal security for a prominent Sharn noble during a ritzy social function. This is the type of party where the elite of Sharn's upper class will be present. It represents a great venu for the players to rub shoulders and make contacts further down the road.

When the host of the party gets up on stage to address the audience a piece of jewelry he is wearing suddenly flares to life with magical activity. It casts a spell (don't remember the name) which causes the Shifter Frenzied Berzerker in the party to immediately rage, shift and attack him.

This is an open-ended encounter meant to lead the players down one of many paths. For instance, if the host is killed in the attack by the shifter, then the players and their employer will have lots of questions to answer. They may have to go into hiding while they figure out who set them up.

If the host is not killed, the players still face becoming a stygma in Sharn society. If all it takes is a single spell to set off a Frenzied Berzerker as is the case, then the authorities might deem these people to be a menace to the society of sorts. Certainly they will begin to question whether having a Frenzied Berzerker in the group is the right choice.

This adventure also sets up the players for a bit of detective work. Who gave the jewelry to the host which caused the attack? Was their employer part of the scheme to frame the players or just a pawn? How could someone have known one of the party members was a Frenzied Berzerker, was it someone the party had crossed paths with previously?
cmanos

02-16-05, 08:25 AM
Frankly, I'd be amazed that there's a caster who can perform wish, much less that they're giving it away on a yearly basis for such frivolous purposes. A figure who's that powerful would be on the top of every organization's list for their own purposes.


My take is they aren't *giving* it away. They are selling tickets for it.
lostone

02-16-05, 10:10 AM
My take is they aren't *giving* it away. They are selling tickets for it.Exactly, Lotteries are big business, the wizard will probably be able to earn more than he normally would just selling a wish to a rich adventurer.
Vharuck

02-17-05, 12:00 PM
-Their is a great problem sweeping the Dragonmarked Houses: divorce. In the past week, fifteen couples within the house has divorced from each other, none of them having showed any signs of this before this month. As the PCs are reading this in the news, an old, weary bard walks up to them and starts a cnversation. Apparently he used to be the number one entertainer for the nobles, but he was replaced by a younger, more spontanteous bard. According to the old geezer, this new bard is behind the marital discourse. Is he telling the truth? Or is he just craving revenge, no matter how he gets it?

-In the town of Fairhaven (or wherever the PCs are), a historical preservation group (maybe from a university or a library) are planning to reenact the final battle fought in Cyre in hopes that memory of the war shall not be pushed out of Khorvaire's mind, but also in case it might provide clues as to the fate of the country. However, many soldiers, especially Cyran soldiers, do not take to this idea as well as the historians. Will the PCs protect or try to stop the reenactment? Maybe they won't know anything's wrong until the ex-soldiers attack the actors.
Fraction Jackson

06-14-05, 08:30 PM
If I may be so bold, and I beleive I am that bold, I would like to bump this as it is a very good resource for people just starting out in Eberron. Commence with the seeding, yae, for they may blossom into Beautiful Adventures.

Swarthily,
Fraction Jackson
Rajorke

06-15-05, 12:25 AM
A new Seed!!

After years of rebuilding and exploring the possibilities the lightning rail through what is now the Mournland has been rebuilt and is ready for its test run, and the PCs along with many others who want the "privilage" are ready to cross Old Cyre. But along the way something goes terribly wrong and the Rail stops in its tracks for no apparent reason leaving the PCs and other passengers stranded in the mournland. Not sure if the problem can be fixed the House Orien and House Cannith members attempt to repair the Rail but with no luck, and after a few days they notice that a few passengers have disappeard...
Lord Of Xoriat

06-15-05, 09:11 AM
The idea I have used for my campaign is that the 13th Dragonmarked house is the house of time. It's family moved to Xendrik to establish temporal spies to do their bidding and gain power. They came up with their perfect spies: a hybrid experiment of theirs, crossing a bunch of humans & dopplegangers...The Changeling was born! They rebelled; bringing the downfall of the 13th house. But one of it's family members escaped in time and now he's back seeking revenge against his creations ...changelings
kroh

06-15-05, 10:04 AM
Taken From the Pages of the Korranberg Chronicle

Wizard Battle in Port City
Wizards trade spells in an almost unheard of show of magical power.

Story By
Marshall Quinn

Residents of Regalport were
stunned in the early morning hours as
a battle erupted between two sorcerous
combatants. Raining magical fury
upon each other with no regard to the
unfortunate bystander, the two made
their way from the docks to the interior
of the city.

“It was the scariest thing I have
ever seen,” commented Sheila Avoruc,
a local fish broker within the Trade
Quarter. “I was setting up my market
for the day when all of a sudden the
street blew up with lightning and magic
fire. At one point I ducked behind a
statue when a big blast of lightning hit
my stand and sent fish everywhere!”

Many of the bystanders who
were going about early morning business
were caught in the crossfire. In
a surprise move by one of the wizards,
several of the corpses came back to life
and began to fight for him.

“We arrived on the scene just
as the battle ended,” Dock Warden
Seco Namarra claimed. “ We were told
to get to the battle and make sure no
more people got hurt, but not to stop
the fighting. We had to wait for the local
Marines and some of the Seadragons
who were bringing mages of their
own.”

As the city watch made its best
efforts to keep the battle from spilling
beyond the two, the undead overwhelmed
the other sorcerer and brought
him low. His adversary defeated, the
necromancer made his way over and
stripped the fallen man of something.
The undead at his command aided his
escape before reinforcements could arrive.

The Chronicle later learned
that the fallen man was a Rierdran citizen
assigned to the embassy in Regalport.
Rierdran officials have descended
on the final scene of the battle to survey
the damage and collect their fallen
comrade. The identity of the man or
the item that was taken has yet to be
revealed.

The City Watch is offering a
substantial reward for the capture of the
renegade magus. The reward is for any
information leading to his capture. The
reward is tripled for those who bring
him in to the authorities. Riedran officials
have offered separate rewards for
his capture and or recovery of certain
items in his possession.

The City Watch is also offering
to deputize any adventurous soul
willing to rid the city of the undead left
behind in the wake of the battle. The
Watch fears that they were created to
cause confusion to aid in the renegade’s
escape. They are hoping to rid the city
of the undead before they have a chance
to cause any more trouble.

Possible Plot Hooks

* Dm usese the story to send the Party after the Rogue Undead...

*Dm sends the party to find the living combatant who evaded authorities...

* Party comes to the Aid of the Watch or Rierdran ambassador to find out what this is all about...

don't forget to check out the full issue at http://kchronicle.com

Regards,
Walt
Dwarven Jazz Bassist

06-15-05, 09:21 PM
A man with the ability to fly and other strange powers has been seen around Sharn, reports have him leaping from great heights to catch falling pedestrians and even stopping a group of thugs from stealing from an honest man's shop. One eye witness reports that the man had a large odd blue tatoo on his torso and part of his face, that seemed to glow with an eerie faint light. Who is this man and where does he get his powers? Is this "strange tatoo" he bears a manifestation of a powerful Aberrent Mark thought destroyed during the War of the Mark? The Dragonmarked Houses of Sharn want to know, and the PCs are the ones sent to find out.
Setherial

06-17-05, 06:38 AM
A man with the ability to fly and other strange powers has been seen around Sharn, reports have him leaping from great heights to catch falling pedestrians and even stopping a group of thugs from stealing from an honest man's shop. One eye witness reports that the man had a large odd blue tatoo on his torso and part of his face, that seemed to glow with an eerie faint light. Who is this man and where does he get his powers? Is this "strange tatoo" he bears a manifestation of a powerful Aberrent Mark thought destroyed during the War of the Mark? The Dragonmarked Houses of Sharn want to know, and the PCs are the ones sent to find out.

does he have a cape :)
Grymar

06-17-05, 10:03 AM
:dice: WANTED – Potion Testers. Must be free of disease, curses, and undeath. Must be courageous. Willing participants only. See Yiltha Mori at the Arcane Chemistry shop of Everbright District in Middle Menthis.

:dice:LOST PET – please help me find my awakened box turtle Hilda. She is small, green, and has a pretty shell. She also likes pasta and debating planar travel. If found, please contact Sasha in the White Tower of Tavik’s Landing.

:dice: House Orien (through a pc member maybe?) asks the party to negotiate the purchase of some new conductor stones. House Morgaan has a very large supply to sell which Orien needs to continue work on the rebuilding of rail lines destroyed during the war. Unfortunately, House Lyrandaar is also trying to buy the stones, maybe to use in a new type of airship or maybe just to slow the rebuilding of the lightning rails. The party meets with two members of House Morgaan, Thessa and her young companion Soli. They are willing to give Orien an exclusive contract, but they need a favor first. A companion of theirs has been wrongly imprisoned in Dreadhold...he needs released.
Dwarven Jazz Bassist

06-17-05, 10:36 AM
does he have a cape

No, but he wears his underwear over his pants. :D
Raziel_Brokodar

06-18-05, 04:59 PM
:bounce:

I like this idea.
Dwarven Jazz Bassist

06-18-05, 06:21 PM
Suddenly from the sky a large object is falling, you hear screams coming from the tower above and then it hits the street. A dead body lay before you deformed and broken, it bears a strong resemblance to a human but something about it is wrong. Its eyes are missing, the skin seems amorphous as it writhes forming into small tenticles and then reforming back into the normal flesh. Then it begins to stir and looks up at you speaking in a near whisper, "Thirteen there were, and thirteen there will be again." Then the creature's body turns to a pool of stagnant liquid and is washed away with the rain.

What does this mean? What missing "Thirteenth" was the creature refering to? This boggles your mind until more reports of creatures resembling this one come from all over Sharn. The only way to get to the bottom of this is to find them and figure who and what they are.
mahavira

06-18-05, 07:55 PM
- The groom at a society wedding the PCs were invited to is revealed to be a Rakshasa, who promptly grabs the bride and teleports away. A ransom note soon arrives, demanding the family give up a crystal arrow, a curio found by some adventurous ancestor. When the trade is to take place, the charmed bride grabs the arrow and runs off with her 'husband'. The arrow is a relic from the age of demons, capable of slaying the dragon guarding the demon city in Q'Barra. The party must stop the Rakshasa or risk finding out why a dragon is guarding the site.

- The side show is in town! All manner of strange beasts, abberations, and freaks (NPCs with deformity feats(BoVD), abberant feats(LoM), or symbionts) are on display. There is, however, a special tent only VIPs are allowed to see, and beggars and orphans start going missing...the side show is really a cult of the dragon below, and the tent is the refuge of the "owner", an aboleth(in a huge tank), who has orphans thrown into its tank to be transformed by the aboleth's slime and devoured, while VIPs are mentally enslaved and set to who knows what.

- The PCs are taking the lightning rail to a major city, when the train is siezed by a force of warriors and undead (stored in crates in the baggage car). It seems to be a simple train robbery, albeit a ruthless one (the leader responds to resistance by using a wand to kill a child, and threatening worse if anyone else thinks their property is worth more than lives), but is in fact something worse. The robbers are agents of the Emerald Claw, and they have set the train to accelerate until it finally slams into the station on the other end, killing hundreds. The robbery is scam to make people think if they just cooperate they'll live, while the Ebon Claw leaders escape by airship. The PCs must escape their current compartment, liberate the engine room, and stop the train, all while their heavy gear is in the baggage car (rules are rules, you know).
GoodGuy89

06-18-05, 08:53 PM
Long hook:
:dice: The players are elite agenst of the Citadel, retired after the end of the Last War. They are living quiet lives with cover identities, when one day they are called into action again:
Argonth, the mobile fortress, a machine capaple of destroying a small town in mere hours*, virtually impregnable...has been captured! According to a last Sending, the fortress was taking on supplies, and most of the crew were on lease when hundreds of elite soldiers, clad in green, boarded the fortress and slew or imprisoned the remaining crew members. They then sealed the fortress off, and set off towards Thrane, the rest of the fortresses crew unable to stop them. There aren't that many enemies, but the defensive and offensive capabilities of Argonth makes it impossible for the Brelish army to risk a frontal attack.
Now, the players must find a way to get onto Argonth, sneak past the rapid-fire force missile cannons on the deck, the patrolling guards and the extensive defensive detection systems, make their way to the main control room and shut down all weapons systems, allowing the Brelish troops to retake the fortress.
Perhaps there are still surviving crew members aboard. If so, they could be valuable allies in the fight.
Failure is not an option, for Argonth is headed straigth for Ansion, a small town on the southern Thrane border. If the town is attacked by a known Brelish warmachine, it could shatter the fragile peace, and throw the two lands into another frenzied war! With the current speed, Argonth will be there in <substitute with fitting number> days!

Can the players really stop a moving city? Can they avoid the overwhelming enemy long enough to complete their mission? Who is behind the operation? Could it be that the attack was so succesful because the green-clad soldiers knew someone onboard? If so, who is the traitor?
Is Alain ir'Ranek, the commander of Argonth still alive? And if the PC's find him, how come his major-domo Eera ir'Jalon isn't with him? Apparently, the wizard dissapeared right before the attack...

* Yes, I improve a little on the weaponry of Argonth, including magical force cannons, catapults, magic fire and two high-power ballistas on the front deck, firing huge bolts, capaple of punching through a stone wall!
Memsys

06-29-05, 02:38 PM
A Million Cuts

The bodies of town folk are piling up in a series of strange murders and the town is currently without an investigator, he was the first victim. The local guards are having a hard time verifying the identity of the victims and are making no headway in the case. The PC's are approached by the captain of the guard with a lucrative offer if they can solve the mystery. Upon arriving at the latest scene, the PC's are greeted with a gruesome picture.

The body is cut to ribbons and blood is splattered in all directions. Nothing is taken from the corpse, no signs of struggle, the room looks perfectly normal except for the drying gore coating most of its contents and there are millions of tiny cuts in the contents and walls of the room. Upon further examination of the body the cuts are not superficial, if disturbed to much the corpse falls to pieces and can only be moved with shovels.

Can the PC's find the culprit or culprits and bring them to justice?

A Dangerous Invitation

Two elves walk into the Adventures local watering hole and lay an envelope with what appears to be the High King of Valenar's seal on the table. Ignoring any questions they leave as quickly as they entered. It is an invitation to participate in the yearly contest of team combat. This is a great honor since few outside the Valenar warbands are given an opportunity to compete. The prizes are a Masterwork Bronzewood Weapons for each of the winning participants, a prized Valenar Warhorse for each of the winning participants, and finally a three day celebration and feast. Will the Adventures attend? Can they survive the arena since this is no hold barred combat? Can they make it to the finals when a team in the competition is attempting eliminate the Adventures outside the arena?

Strange Appendages

Townsfolk are waking up to find they are no longer complete. Almost every week for the last 5 months a citizen has awoke to find an appendage has been removed and replaced with an undead version! The local government has called for investigators to help solve the mystery after a guard was butchered while on duty. Other than the smell and pain at the location of the graft the new appendage works as well as the original. Who could be doing this, a fiendish lich that has taken residence near Vathirond in the Mournlands? A crazed necromancer? The towns new healer? This type of crime takes a lot of skill but why doesn't the victims remember anything?
kroh

06-30-05, 06:47 AM
Wow...that last one is creepy good!

Regards,
Walt
getyourspotusa

07-21-05, 04:20 PM
bump
Fraction Jackson

07-21-05, 04:55 PM
:dice: Dueling is mighty popular among the Nobles. Challenges have been flung between everyone from Q'Barra and Argossessn, but one duel shows much interest. Aejar Boranel, son of King Boranel of Breland, has been challenged to a duel by a House Deneith Gold Blade. With only one arm and virtually no skill, the young man hasn't a chance against the experienced swordsman. That's where the PCs come in. King Boranel asks you to help the young man win the fight, but to be very discreet. "You can't be seen!" He exclaims! Except another group wishes the Deneith to win, and will go to any length to see it through.

:dice: Jaela Daran is to give a speech outside the Silver Flame Monastery. Being one step outside robs her off her incredible divine might, leaving her incredibly vulnerable. Midway through her speech, a man garbed in the uniform of Aunidar leaps from the top of the parapets, grabs the small girl, and summons a phantom steed before he touches the ground. Zounds! Every adventurer is attracted by the rewards offered, and many are simply out to save their religous leader. For some reason, the man is headed towards the Lhaazar Islands. What purpose does this serve? Is it sinister? Tune In NEXT WEEK!
lostone

09-05-05, 11:32 AM
:dice: An alchemist comes to the small kingdom where the group is currently residing. The alchemist is selling transmutations for adventurers and soldiers that want them. He makes their skin stone-like, as well as a few other goodies such as the ability to burrow through the ground. (He's selling the Mineral Warrior template from Underdark). However something about him seems...off...did he glare at you when you weren't looking? Is he hiding something? What does the group do when one of the transmutations goes wrong and the recipient emerges vastly stronger than he should be yet mentally diminished? He now has the intelligence, attitude and temper of a five year old child, and the strength, power, and toughness of an ogre/troll/choice (with the mineral warrior template).
Silopolis

09-06-05, 06:38 PM
The PCs come to an abandoned village overrun by lions and hyenas (which may or may not be natives to the area... it's spookier if they aren't). They fight the various animals, and it becomes fairly clear that the lions and hyenas are at war with one another. The group finds a child's stuffed animal under some debris, and when checked, it radiates a moderate aura of Abjuration.

Where are the villagers? Where did these animals come from, and why are they fighting? And why are there gnarled footprints leading into a nearby creek, into which they disappear forever?
lostone

10-30-05, 02:16 PM
Time to resurrect this baby.

:dice: A dragonmarked PC is the last member of his house born with a dragonmark. Since the time the PC was born there have been no new dragonmarks in the family. Depending on the PCs age this could be decades. Naturally the house is beginning to panic that their magic and influence is at an end. The house is doing their best to hide this development. So how does the house react when a significant group (ten or more) of teenagers in the house who were all born within weeks of each other all develop the Siberys mark of their houses dragonmark? How do other houses react if/when they find out?
lostone

12-01-05, 09:13 AM
:dice: A child is born to a Dragonmarked house, with that houses Dragonmark. Upon reaching puberty the child develops a second dragonmark from a different house.
lostone

12-04-05, 01:32 PM
:dice: A transmute mud to rock, and a transmute rock to mud spell have been locked in battle in the mournlands since the day of mourning. imagine the crazy dungeon that would make.Was going through this thread again looking for ideas for a new game I'm planning and this one popped an evil little idea in my head that brought a twinkle to my eye.

:dice: An evil wizard is holding Sharn hostage! :eek: He sent a ransom note to the King in Wroat explaining that if the ransom is not paid, the Wizard will release a Living Transmute Rock to Mud spell on the foundations of Sharn, causing the city of towers to literally come crashing down one tower at a time. :evillaugh
lostone

12-04-05, 02:24 PM
Keep coming up with new ones.

:dice: The group is hired to accompany a special Cannith expedition...to the ring of Siberys shards in the sky. They will be along for anything from bodyguarding to menial mining labor as House Cannith wishes to recover as many Siberys shards of as large of size as they possibly can. What kinds of beings will they encounter? What will the environment be like? What kind of special preparations should the group make before going up there, and what special equipment is Cannith providing them since they don't really know what to expect up there? What laws of physics might be different up there, will magic function the same way? They paid a large amount of gold to commission a special airship that will be able to take them there, now all they have to do is figure out what they need and go. And survive whatever unexpected problems they encounter.

REQUEST: More ideas that might get a group to go to the Siberys ring, and plot ideas for what happens there. I think this is a cool idea with a lot of potential for interesting encounters. Maybe a group of outsiders lives up there and has been plotting how to remove the Rakshasa's and then conquer Khorvaire, then the other continents.
lostone

12-12-05, 09:53 AM
:dice: The PCs are traveling through a sleepy group of villages clustered around a bluff. During the night the PCs and villagers are awoken by an impressive lightning storm over the bluff. People with sharp eyes (DC 18 spot) will notice a sillouhette of a castle now on the bluff that was not there before. Everyone else will notice this in the morning. The villagers are abuzz with the Great Fortress returning. If the group had not learned of it already through conversation with the locals they will now hear the legend of the Great Fortress that was erased from existence in a single night of betrayal from within. Only one member managed to escape the destruction of the Fortress, he died of his wounds after reaching the fortress. A known seer, the man prophecied the Fortress would return and the evil that caused its fall would be unleashed on the world. Things look peaceful enough now, no movement is visible on the bluff or the fortress walls. Will the PCs take it upon themselves to explore the DM's new plot device? :evillaugh
lostone

12-12-05, 12:32 PM
A small city ruled by a high-level wizard has a yearly lottery. The winner gets a wish spell cast in his behalf. Of course, the lottery is corrupt; persuasion and threats are routinely aimed at the lottery officials -- and at the winners. This year the adventurers roll into town and one of the PCs manages to win. How could this happen? What will happen to them in the week before they get their wish? And most of all, what will they wish for, if they live that long?Going back to the beginning of the thread. :D

Altering the above a bit: The winning lottery ticket has not been claimed. Days go by and still the winner has not stepped forward. Robberies skyrocket in the city as desperate individuals and criminals ransack the homes of people known to purchase many tickets.
Ibbins

12-12-05, 03:57 PM
Lostone, you are my hero. Thankyou for single-handedly keeping this thread going for so long; here's some relief...

:dice: The people of Karrnath have gotten used to the years of Emerald Claw activity in their lands, most frequently terrorist attacks on foreign, racial, or religious minorities such as clerics of the Silver Flame or the warforged. But more recently, the attacks have been targeting only the most patriotic Karrnathi figures in the nation. Why the change? Perhaps the Order is under new leadership, or maybe they're being manipulated by an old enemy of both the Order and Karrnath. What if the PCs find an unlikely ally in this dangerous fanatic?
lostone

12-13-05, 09:05 AM
:dice: A new reporter for the Korranberg Chronicle is making waves. He is getting the scoops of the year and no one is quite sure how. Somehow he has been finding out things that are supposed to be secrets, such as secret dealings between dragonmarked houses, the corrupt secrets of ruling families, who really killed JFK (Jarod Finneas d'Kundarak, former Baron of the dragonmarked house), etc. How is he doing it? All of his stories are causing political conflicts and unrest, does he have a hidden agenda or just an extremely narrow-minded view that demands the truth be shared with everyone?

Possible way for it to go: The reporter is a ghost, using his ghostly powers to spy on people while not manifested (so naturally invisible and incorporeal). He poses as a living person during the day by wearing a magic ring that makes him manifest fully. Another magic item makes him warm to the touch, and his death by poison left no visible wounds to conceal.

Another way: The reporter is an experienced psion using mind reading and mind control techniques to further the goals of an organization he belongs to like the Order of the Emerald Claw or the Blood of Vol.
lostone

12-13-05, 11:06 AM
I keep coming up with ideas (I'm working on my next campaign so it is good that ideas are flowing freely :D).

:pint: The group has just saved the local village from some terror/tragedy in time for the seasonal festival in a few days time. The group is begged to stay and enjoy all the free food and drink the village can provide, everything including rooms at the Inn are free for the heroes. Naturally the group stays and enjoys the party. The night of the festival they are poured drinks of an unusual brew they have never had before. It is deceptively strong but tastes like cider or juice of an unusual fruit. Before long they are all rip-roaring drunk. The next day they all wake up in their respective rooms, next to their blushing brides... :love: (And if the group decides to be dishonorable and skip town, then in 12-16 years the group can have some encounters with a group of very bitter young adventurers looking for their deadbeat dads...)
lostone

12-13-05, 11:31 AM
:devil: A PC has unwittingly commited an evil act (they might not even realize it was evil yet) that might fulfill an unholy prophecy the Blood of Vol has been researching. The PC suddenly finds himself the unwilling associate of evil strangers who are simply walking up to him on the street and swearing their allegiance to him (and calling him the Demon Lord or Dark Lord or Antichrist or Vile Master) and drawing all kinds of unwanted attention from the local law enforcement. This would be ideal if it happened while the group is trying not to draw attention due to another mission/goal/quest they are trying to complete. :D
gaerfindel

12-13-05, 12:44 PM
:coolcthul A rogue steel kraken (5N) has left the shores of Cyre and has now "claimed" a stretch of coastline along northern Xen'drik as it's "territory". The metal beastie is attacking anything man-made that enters its waters. Several ships have fallen viction to the marine construct's inovative tactic of using its water jet ability to ram the vessels from below.

Prince Oragev wants the steel kraken returned. Cannith South has a claim, and could possibly repair it; or at least melt it down. House Lyrandar wants the beast put down, as well -- it's affecting shipping. The Children of Winter, however, see great promise in the kraken, for if it's disruption shipping to and from the Dark Continent, then the flow of Syberis shards will be greatly reduced...
lostone

12-13-05, 01:01 PM
:headexplo The leader of a nearby dwarven mine has come to the city to warn the city leaders about a problem: Nearly half a ton of potent dwarven blasting powder has mysteriously gone missing without a trace. :mymy:
lostone

12-14-05, 11:40 AM
Not my idea, came across it in an old file where I had saved some fun sounding adventure ideas. It was simply too fun not to pass along.

:king: A gnome illusionist challenges the group to a contest: Who can embarass the king more? No rules other than no harm must come to the King or any innocent bystanders other than to their ego. When the gnome gets caught he sends a desperate letter to the group asking them to save him from execution.
Saurenda

12-15-05, 05:00 AM
Oh this is back. Nifty. WOTC Doog never posted any favorites. Reading back through this thread made me realize just how shallow online campagins are in terms of development, at least those I have been in. This one is from Magic of Incarnum adapated for Eberron.

:dice: Icarnates stem from the extreme alignments, those of pure law, chaos, evil, and good. These four types have governed power in Eberron for milenia. Now a strange cult calling themselves the Viridian Anarchy has begun a series of attacks in Sharn.

The cult believers have proclaimed that only through the contsant observation of Chaos can human kind hope to survive. Citizens attacked have all been found the same greenish glow on thier clothing, and the few unfortuante kidnapped by the cult have been seen in Sharn the following weeks of the primary attacks wielding a strange new power that is niether arcane, divine, or psionic.

Officals have offered a reward to find the cause of this cult, and stop it.

In actuallity the cultists worship a huge Viridian gemstone that is crsytalized Incarnum, swirling chaos without a consistant form, uncut and free flowing like water. Those taken to bask in it's precense who hold the alignment "Chaotic Neutral" have the power of thier extremely chaotic alignment brought forth in the form if an Incarnation.

The Cult is lead by a Soul Born named "Duvlle Shinder". Incarnum crackles from his strangely glowing guantlets and shines from his flooded eyes. His purpose in terrorizing the Citizens of the Lower districts is to weaken the hold of Law in Sharn.

*

Similar cults can persist throughout Eberron. The Azure Order, Law incarnates are easily adpated to the silver flame as could good incarnates. Evil incarnates are excellent for the Lord of Dust.
Kalanth

12-15-05, 05:37 AM
:dice: Many dragonmarked have gone missing, and those that are unmarked that live in the same house are found dead in the cogs. Rumors spread that these deaths are directly related to the sudden evacuation of the psionic shops in the upper districts of Sharn.

:dice: A small fishing camp is found on the western bank of the Wynarn River, those that enhabitted the camp murdered save one girl, tied to a stake with a silver dagger imbedded in her shoulder. She claims the attack came from the Ashbound in retaliation to fishing their land, though there is evidence of more factors at hand here.
cmanos

12-15-05, 09:23 AM
:smirk: Darkness: Something is attacking a repair crew on a lighting rail line. The workers are being dragged off and eaten as fast as House Orien can replace them. What are these spectres attacking the line. And what of the rumors that they are just normal animals driven to murder to stop the rail from passing through their territory... Can the PC's investigate without being Eaten...Can the call from Morgrave University to take these animals alive fr study, be heeded?

If you have a minute or 120...PLease watch the movie, "The Ghost and the Darkness." Excellent film based on a book based on a true story.

Regards
WalT

Totally awesome movie. Fiendish Dire Lions....Hmmm.....
lostone

12-18-05, 02:38 PM
:dice: The great monoliths of Reidra in Sarlona (picture on page 222 of Eberron CS) have been a cause of speculation among the members of various educational institutions for a long time, but no one knows what their purpose may be. The average citizen is unaware the monoliths exist except for maybe a few vague rumors or stories. The people of Khorvaire are about to get very familiar with them, for the monoliths have began to hover their way towards Khorvaire. What are they, what will happen if/when they reach Khorvaire? And probably most importantly, what is inside them.

:dice: A new continent is discovered by a wizard who happened to scry the wrong location while looking for something. He quietly reports to the King and the King puts out a call for explorers to help clear the land of any dangerous monsters. Bounties will be paid to anyone bringing back the head of any monsters (or if no head, the most easilly identifiable bit). The problem is that one of the groups of adventurers is finding it more profitable to steal the trophies from other groups than to kill monsters themselves.

:dice: A powerful Lich is performing a ritual which has begun merging Eberron with the Fernia (the Sea of Fire) or Risia (the Plain of Ice), effectively making the entire planet a manifest zone, forever. Effects will get worse as the areas of intense heat/cold around Volcanoes or Tundra expand across the planet. The Lich is either a Winterhaunt of Iborighu or a Walker in the Waste.
lostone

12-20-05, 03:40 PM
Nothing like shattering the players preconceptions about the world. :D

:dragon: The college of <insert> uncovered a schema decades ago which
is the equivalent to the rosetta stone. With it they have been able
to translate the draconic prophecies and many things come clear and
views are changed (to those who know). The prophecy isn't a prophecy
at all, it is a documentation of events around the creation of
Eberron, might be true or might not be. The story says that the world
of Eberron was created by three dragon gods to be a realm of
tranquility for dragons. However, soon after the creation of the
planet the three dragon gods were attacked and slain by the gods of
men and human(oids) were brought to this planet to be fruitful and
multiply...and kill all the dragons... The prophecy is clues to how
the dragons might bring about their victory. The dragons have been
sitting on this knowledge for a long time, while quietly plotting how
to take back their world, or at least resurrect their dead gods. How
do Dragonmarks fit into this? Could they be part of the dragon's evil
plot, or merely a manifestation caused by the remaining energies of
the dead dragon gods? Armed with the same knowledge the dragons are,
will the college be able to identify certain draconic plots and put a
stop to them, halting the prophecy? If they are too successful, will
the dragons realize what has happened and launch a desperate all out
attack on Khorvaire using summoned extraplanar beings as shock troops?
:help:

:mymy: One of the PCs orders the chicken pot pie at the Inn and finds
a finger in it. :yuck: On the finger is the signet ring of a
well-known noble/merchant who has been missing.
Saurenda

12-21-05, 01:50 AM
:dice: The Finders Guild has long braved dangers of the underground lavaflows around Eberron to find the rare Khyber Shards used in elemental bindings. Unfortunately large caches of the shards gathered have gone missing leaving entire groups of guildmembers charged with theft.

Anyone can sell unattuned shards easily, but none of the supposedly stolen shards have surfaced in the form of items, or have begun to saturate the market allowing Kyhber Shard prices to temporarily increase.

With the apparent gain, there is much skepticism about wether or not the Guild itself is to blame. Rumors point towards an organization called the "Power of Purity" that obsesses with understanding and harnessing elemental power.
Rajorke

12-24-05, 04:37 PM
Here is one in the style of the Sharn Inquisitive:

News for Sar, Vult 24, 998YK
By Landris Voln, Staff Reporter

Explosions rock Upper Dura, killing hundreds

SHARN -Yesterday, Vult 23, explosions rocked Upper Dura with over two hundred estimated killed. The explosions occured early in the morning as many residents were on their way to work or to take care of other business for the day. It is not yet known who is responsible for the incident. Sgt. Brandis Or'Taruk commented yesterday on what the City Watch knows of the incident.
"We have yet to find evidence whether the explosions are the result of either foul play or an accident. But we can assure everyone that we are doing everything to get to the bottom of this."
The Sharn Inquisitive's own Serlin Tulk was in Upper Dura when the incident occured. Tulk was only a few towers away from the explosions as they occured.
"I was walking about getting some info for a story I was doing about recent kidnappings that had been occuring in the area when suddenly I heard a loud boom and people screaming," Tulk related to the Inquisitive yesterday. "I turned and began running toward the screams as hundreds of folks were sprinting away from the explosions. I reached a balcony just in time to see a part of Clifftop tumbling down taking out bridges below as it crashed into the streets of Middle and Lower Dura."
Luckily Tulk survived without any injuries but the same can not be said for the over two hundred reported killed and the nearly thousand others injured in the incident. We have yet to receive numbers on how much of the the cities goblinoid population was killed as the rubble crashed into Malleon's Gate.
If you have any information on the explosions and their possible cause you are encouraged to contact the City Watch or the Sharn Inquisitive so that cause of the incident can be determined.
Rajorke

12-24-05, 07:21 PM
:dice: Something has been stirring in the depths of Sharn. The creature is old, very old. It is not something anyone has seen sense humans have arrived in Khorvaire. Old stories among the goblin kind of Sharn speak of this horror, but the stories are so old that true details may have been lost to antiquity.
Recently workers in the Cogs have been disappearing and goblins in the area have been saying that the creature known as the Riz’Zannak has returned to punish those who have disturbed its sleep. The goblins describe the creature as a tall thin black skinned creature with long tendrils writhing about its body. They say that the Riz’Zannak takes its victims back into its lair where it uses them for purposes a sane mind cannot comprehend.
Sharnwarrior

01-06-06, 11:42 AM
:dice: A retired teacher in the University of Magic in Sharn, asks the PCs to break in and steal the Rod of Wander because he was humiliated by the other teachers and wants revenge. He says you will get a nice reward if you do.

:dice: A group of Elite Students of the University of Magic in Sharn has been expelled, and because of that now they are moving wildly across the city of Sharn firing spell at nearly everything and everyone.

:dice: A mad wizard has created a machine that makes an identical but evil clone and he is using the clones to cause mischief. How will the PCs stop him before Sharn is a city of clones?
Sharnwarrior

01-06-06, 03:41 PM
Well this isn't really my idea, but I found it in a thread and I thought I should put it for him/her.

:dice: When the PCs did something good for their country, they are invited to Sharn’s Grand Summer Festival, either as a guest or as a helper, when they discover that there is an attempt to kill Sharn’s Mayor! :evillaugh
Cooked_Auto

01-13-06, 11:04 AM
I keep coming up with ideas (I'm working on my next campaign so it is good that ideas are flowing freely :D).

:pint: The group has just saved the local village from some terror/tragedy in time for the seasonal festival in a few days time. The group is begged to stay and enjoy all the free food and drink the village can provide, everything including rooms at the Inn are free for the heroes. Naturally the group stays and enjoys the party. The night of the festival they are poured drinks of an unusual brew they have never had before. It is deceptively strong but tastes like cider or juice of an unusual fruit. Before long they are all rip-roaring drunk. The next day they all wake up in their respective rooms, next to their blushing brides... :love: (And if the group decides to be dishonorable and skip town, then in 12-16 years the group can have some encounters with a group of very bitter young adventurers looking for their deadbeat dads...)

I am suddenly reminded slightly of the Firefly episode "Our Ms Reynolds".
Hmm. I would love to spring that one upon someone. Problem would though perhaps a rise if he's seen that episode. Hmmm. Then again, skipping the evil backplot isn't that damaging to the comical situations that could arise. :D

And the one with the costumes and the fog. The interesting thing would be when the players decide to wear some special costumes and they get affected. For a somewhat *ahem* naughty example, one of the female players decideds to dress out as a succubus or a male counterpart as an incubus. And suddenly the fogs rolls in. Wonder how that would affect the player? Or perhaps a male member made a bet and was in the end forced to crossdress. And then suddenly the fog comes in...
Suddenly you've got your whole party switched about in their roles and acting. Maybe a good place for them to learn to respect the other classes?
PrincessMark

01-13-06, 06:54 PM
New forum member here, utterly loved this thread and its made my day at work so much easier, I have gotten so many great ideas for my game!

Now, while my brain thinks of a cool, interesting storyline for this post, heres a simple little one that could make a nice change of pace for a group of PC's

Not quite a Romeo

An old friend of the PC's, perhaps a NPC that helped them in their early days, or the son/daughter of a PC's patron comes to the PC's with a problem that he feels he can trust nobody else with...

Telling the woman/man that he/she is in love with them, and wants their hand in marriage.

The PC's need to help the hapless friend in winning the others heart, either by some encouraging words to even a few buff spells to help them, maybe even helping the pair escape from their parents to enjoy a date.

Of course things dont have to be that simple, perhaps a jealous rival has hired some underhand group to foil their plans and attempts to win the lovers heart instead! Perhaps a non-humanoid creature, or monsterous humanoid has feelings for the PC's friend too and soon a ECL of loving proportions erupts!

Perhaps the friends desire ends up falling in love with one of the PC's themselves?!

Who ends up with who? Maybe its all part of a political farce or threat?

Whatever happens, try and go for a black or white ending, make it cheesy and mushy, or maybe all parties end up heartbroken and questioning their morality?
Missekat

01-15-06, 08:29 AM
Well this isn't really my idea, but I found it in a thread and I thought I should put it for him/her.

:dice: When the PCs did something good for their country, they are invited to Sharn’s Grand Summer Festival, either as a guest or as a helper, when they discover that there is an attempt to kill Sharn’s Mayor! :evillaugh

Heh.. that would be from my campaign, Sharnwarrior. I'm honored that you think it interesting enough to post here :D
lostone

01-22-06, 09:30 AM
:dice: The group has finally located a powerful evil artifact they had been charged to find and destroy. Now that they have found it they need to destroy it. After much research they discover that the way to destroy it is now impossible (DM decision, my thought is that it needed the 13th Dragonmark, which now no longer exists in a usable form). So they must find an archmage that is willing to use Mage's Disjunction to unmake the artifact (something most wizards would be unwilling to attempt). To complicate matters the group learns that a man has been asking around about this very artifact, and is known to be a powerful wizard (could be a Rakshasa). Asking around at various colleges of magical learning they keep getting the same name, an old archmage who was very well respected despite his being slightly crazed. He retired to a small village in <DM's choice> and has not been heard from in several years. When the group arrives at the small village it is nothing but a ruined black crater. If they ask at the next town over they will discover that the powerful archmage is now nothing but powerfully drunk. :pint: He has not practiced magic in years and has become an alcoholic after being responsible for blowing up everyone he loved in his hometown, including his wife and children. The group must convince the wizard to sober up and destroy this artifact before time runs out.
Missekat

01-23-06, 02:28 AM
Here's a nice way to include a puzzle handout and start off an interesting dungeon delve:

You - the DM - buy one of those wooden puzzles. A pyramid made up from smaller bits, that has to be assembled.

http://www.themindblock.com/PyrPlex.html

Then we start off the adventure.

During travel by airship - or somehow else - they find a valley, normally hidden from sight by fog and mist. In the valley, several giant blocks of dark smooth stone is scattered, and what looks like the foundation for a square house.
If they ask about or research this at any university, they will find several obscure myths a bout a misty valley with a giant puzzle that supposedly unlocks some tomb to a very powerful dhakaani sorcerer, (or maybe a giant if you place the puzzle in Xen'drik), and that the valley only appears one month every 100 years. The rest of the time the valley simply doesn't exist.

NOw it's up to you, the DM, to decide how long they'll have to finish this puzzle, get in and out, before the place disappears. You might want to include this info in a more or less correct form.

You should decide how much the blocks weigh, and how long it will take the PC's to hew them around + how long they will be able to struggle with the stone each day, before fatigued.

Give the wooden puzzle to the players, (you can buy them as easy and hard. You know your players best), and let them go at it.

If you want to make it easier on the players, you might let some of the blocks still be in the right place.
Sharnwarrior

02-04-06, 12:03 PM
:dice: A profesional group of assasins (Who are always moving around,whose victims where 200, without leaving 1 clue but their name ´´ THE CONSTRICTOR´´)are moving to Sharn ( or whatever other city the PCs are in.

:dice: A group of 12 kids from 7-15 have been breathing a strange drug, and are found dead.
Sharnwarrior

02-04-06, 12:12 PM
The following adventure seed was inspired from AROUND THE WORLD IN 80 DAYS.

:dice: A NPC is challenged to go Around Khorvarie in ( whatever time you think is neccesary.),and asks the PCs to help him/her for a great reward. But of course LOTS of obstacles appear.

:dice: Karnnath´s warforged production just keeps increasing, but its not like they are in a war. Well Brealand gets suspicious.
lostone

02-06-06, 10:26 AM
:dice: Karnnath´s warforged production just keeps increasing, but its not like they are in a war. Well Brealand gets suspicious.Maybe I misunderstood something (or am not remembering it right, since the last time I read the ECS fully was right after it came out), but I thought Karrnath did not produce any Warforged. I thought the warforged were produced to counter the growing Karrnath undead army.

Or I could be confusing info from my first Eberron campaign with actual game material. :D
Sharnwarrior

02-06-06, 10:45 AM
Yeah, I probably read something wrong. I always do.
lostone

02-06-06, 10:51 AM
Yeah, I probably read something wrong. I always do.I do to. I was mostly commenting on it so someone would set me/us/you straight, for my own sanity. :D If I had the book I'd see if I could find it myself but my book is at home.
Sharnwarrior

02-06-06, 11:02 AM
I got this idea from a TV show:

:dice: When the PCs arrive at the Demon Wastes they are hired to bring a trbe of noble Humans through that big canyon that I forgot it´s name.
Sharnwarrior

02-08-06, 12:26 PM
:dice: Something just feels different in Sharn since the new ´jester´of the mayor showed up.
( He is really a hypnotist.)

:dice: A changeling is found killed in Sharn. Rumor has the changeling was killed for overhearing something that the watchers were saying.
lostone

02-08-06, 01:23 PM
:dice: The group is going about their business one day when suddenly they find themselves in a different location. They are in the middle of a battle between a spellcaster (this could be a BBEG introduction method) and a group of others. The spellcaster has used a spell to summon the group to fight for him (as in Summon Monster X) and the group is compelled to do so. The players win and are teleported back home without being able to loot the bodies or interact with the spellcaster. This happens again a few times. What is worse is they are nearly always summoned to fight against people who seem to be heroes with visible holy symbols of good gods. It seems the spellcaster has devised a Summon Heroes spell. What does the group do about it? What happens when one of them dies in the battle, are the teleported back with the rest of the group fully alive? Does the corpse teleport back with them? Or does the corpse stay there (hopefully they did not have a critical item needed to complete a task the group is on). Maybe the villain is in a win-win situation for him, if the group wins the battle he is happy, if the group dies he teleports away and has one less group of heroes to worry about getting in his way.
t1l7

07-19-06, 01:29 AM
:dice: The Test and The Challenge: A NPC contracts the PCs to steal a so-called "artifact" from a House Kundarak instalation. The PCs go all the way and fight for it, but then discover that it's a mundade scroll with "Congratulations" written on it. When they come back and talk with the NPC, the real job is presented: Baron Merrix d'Cannith want them to set the famous genius artificer Castal d'Cannith free from Dreadhold.

I've come up with this idea after reading the Dreadhold article (Dragon #344) and the Web Supplement (http://paizo.com/dragonissues/344/DR344_Supplement.pdf).
Lujayne34

11-25-06, 10:06 PM
bump:bump:
Halalmester

12-29-06, 06:08 PM
One of the best topics around!

:dice: As the PCs are having their well earned rest, somehow the latest newspaper gets into their hands stating something like this:

Former saviors of Sharn on the dark side?

Yesterday a truly tragic event transpired when one of the great tower of Sharn was blown up by a number of renegade adventurers killing and injuring many innocent people. After the tower crumbled on the streets, the adventurers took weapons and started massacring the remaining populace. When city watch officials finally got there, the adventurers escaped. There were more than a few eyewitnesses and everyone's shocked by the event. Why did the former heroes became villains? - asks everyone but no one is sure. The City officials and the watch has requested the help of the Citadel agents to track down these terrorists. If anyone knows the whereabouts or other details about the adventurers please report to your nearest Watch post.

and of course the very same moment the watch is knocking on the door...

- but what if the newspaper was forged, and the watchmen are merely a bunch of actors hired by someone who wants to test the PCs before proposing them work?
-or the newspaper is indeed real, and the hand of the Tyrants is in it trying to blame the PCs because some villain they've defeated wants revenge