1001 Eberron Adventures Seeds [Archive] - Wizards Community

Post/Author/DateTimePost
Charles Phipps

01-13-07, 04:41 PM
This is a thread to cut down on the usual traffic asking for adventure seeds from everyone with them frequently then disappearing from the front page and all the interesting bits then disappearing. This will hopefully last a little while longer. Basically, whatever you want to insert that's distinctly 'Eberron' as an adventure seed can be inserted here. It has to be related to an existing setting element and it can't go too far out from what's normally possible in the setting.

To also make this different from other such threads, I encourage readers to also comment on the threads that they like and what they would actually be interested in using if they had the chance for their group. Feedback is an excellent way to make this thread warm and alive as opposed to just being something that is a place to put one's own adventure ideas. I'll start with a rather extensive list to get things going here...

1. Greed of the Dragonshards: A played out mine has attracted an undue amount of attention in a nearby area as representatives the Thirteen have immediately cordoned off the area. House Deneith mercenaries are all about the place and no one is allowed to leave under pain of death. The players encounter a young child whose brother has since died at the hands of mercenaries of the organization even as he is certain the townsfolk will die. The mine has recently apparently been found to be brimming with Khyber shards that has seemingly caused a half dozen representatives of the Thirteen to go practically insane with greed. They fully intend to enslave the locals to mine them all out before the King comes to 'steal them all.' It'll be some time before bureaucracy sends an investigator even as the boy begs the PCs to come help.

What no one knows is that there ARE no Dragonshards and that a powerful demonic spirit imprisoned there by Gatekeepers long ago is creating hallucinations with his powers while setting everyone on edge. After his prison is unearthed, he intends to use the massacre to free him and has converted one of the manipulated Thirteen members and some of the townsfolk to the religion of the Dragon Below already.

2. The Scales of Revenge A young woman makes an attempted assassination on a local Baron and barely manages to get away even as the PCs find sight of her soon afterwards as the local guards tear up the poor looking for her with little regard to their lives. The woman is a Cyrean Avenger whom is seeking the Baron for his complicity in putting an entire town to the sword during the Last War that she is one of the few survivors of. She is not alone in her assassination plans. This would be ambigious enough were not for the fact that he is negotiating a peace settlement between a Karrnath Warlord and a Valenar diplomat for his work with both during the Last War.

In truth, the Baron is a member of the Chamber (a Blue Dragon) that is manipulating both sides in preparation for war. Having molded the lives of the Last Wars' survivors as part of this plan, he intends to set up a many decade war of attrition with the Valenar and Karrnath to keep them occupied from further expansion.

3. The Price of Peace The players unwittingly save the life of a young Dargunn Lord whom is coming to a tourament and conference to determine the next heir of the King. Little do they know that the Gnomes of Zilargo were the ones who plan the assassination. In hopes of preventing a strong Darguun, they are arranging for a civil war by intending a bloody slaughter in the wake of the King's death. It doesn't help that the Darguun are unabashed slavers and brutal warriors that willingly present captured women as gifts.

If the wrong person comes to power then Khovaire will know a lengthy war against the Dhaakani but if civil war occurs then countless goblins will die.

4. House Jorasco's Poison: 7. The players find out that the horrible agony from countless wounds and phantom pains for Last War survivors can be eased with only a steady supply of a drug called orphine. House Jorasco has a vast need of it for their healing potions that can be mass produced cheaper, more plentifully, and more effectively with its inclusion in them. The problem is that there has been a holdup in a recent shipment. Offered a huge incentive by the House to investigate, they find the Inspired of the Dreaming Dark are hording the orphine that they manufacture from Dreamlilly. They intend to create the illusion that it is not plentiful and difficult to grow.

The players also find that they have created vast plantations for it that they man with Lizardman slaves and fully intend to release it as a much more potent dreamlilly narcotic soon once enough people are addicted to a 'pure form' that they intend to undercut Jorasco's monopolies with.

5. [b]Train Job[i]: A Cyrean entrepeneur with the aid of Merrix D'Cannith has created a vast rail system to cross over the Mournland in an astoundingly short period of time. This has been without the usual problems of monsters, warforged attacks, and undead assaults that are normally expected of such. It's believed that this will create a vast and powerfully wealthy addition to commerce in the Four Nations as the Mourners are outraged over the fact that it was constructed without their permission or payment.

The owner's success can be contributed to the fact that he's robbing Peter to pay Paul. Having lost everything, he's made a deal with a Daelkyr's minion to deliver the entire train population into the hands of his minions to be dragged off to Xoriat when a Manifest Zone occurs right in the center of the train trip and the train breaks down for it. The Lord of Blades has also been promised prisoners from it including the inaugeral riding of the Crown Princess of Breland. Having pocketed most of the investors money for the project, he will escape by the aid of Emerald Claw allies while leaving the rest to die.

There will even be an attack by Mourner terrorists to shut it down. Oh and the PCs recieve free tickets in a mail gift! Can they lead the survivors in an exodus away from the horror or can they repair the machine to take them past a horde of horrors?
DragoonDarkfire

01-13-07, 06:00 PM
The Trappings of Religion: The Church of the Silver Flame announce a new crusade against the barbarians of the Demon Waests. Claiming them to be devil worshipers and demonists. Though partially true they have a hard time distinguishing between the true servants of the Lords of Dust and the Barbarians of the Kalok Sash.

When the Barbarians originally offer their help. Beliveing that they worship the same force (and ironically they do) the Knights of Thrane belive it to be a trick or trap of the feinds of the Waests and begin to fight with the Barbarians. Not only that but Thrane suddenly closes off it's borders entirely, not allowing anyone to enter into the country as supposedly weird rituals are being practiced within it.

The PC's are called by the government of Karrnath to investigate this for two reasons. Karrnath both hopes to understand Thrane more and possibly exploit a weakness within the nation. And it is simply curious like the rest of the nations to understand this new threat.

What is not known to anyone. Not even Thrane is that the demon at the pit of the Silver Flame is driving a cult forward in the name of good. This cult is unknowingly spreading the ideas of a ritual that will free the demon at the pit of the flame. What is not known is that his years of imprisonment have left him weak and should he be free'd his first few days of existance will leave him vunerable to attack.

It is also wondered what will the Coutal who is also imprisoned within the Silver Flame or the spirit of Tira Minon will do once it is free.
Charles Phipps

01-13-07, 06:23 PM
Wow, impressive adventure seed.

Kudos.
DragoonDarkfire

01-13-07, 07:40 PM
Thanks. Here's another.

Head of the Bear King Boarnel of Breland comes down with a mysterious illness that is slowly killing him. Finding himself on his death bed, many mages and clerics belive the king of Breland only has a few months left to live. Brelish citizense mourn for their dieing king but a few new diplomats have arrisen to take the place of Boarnel.

One is a charismatic young man named Irreven Geyhal. He is both charming and popular amongst the human populations of Breland. But he has a secret. He is in truth one of the Inspired. Makeing promises of peace and prosperity but in reality planning to build one of the Inspired Monoliths right in Breland.

To oppose this a Kalashtar soulknife named Annelisian asks for the PC's aid in exposeing the fake diplomat for who he truely is.

Another person hopeing to gain the title of King of Breland is a woman named Jaileer Yethar. Though she is polite and outgoing, she also carried a secret with her. She is one of the Swords of Liberty and if she takes control of Breland, plans to re-start the last war to spread democracy throughout the rest of Khorvaire. The PC's may learn of this while they are dealing with Irreven.

The final person running is Vinra Teldaad. A Changeling assasin who had poisoned King Boarnel so that she could take his place as ruler of Breland. Should she succed, she will not stop until all nations are under her control. What is not known however is that she is also carrying the spirit of a Feind inside her that hopes to posses the changeling once she is the ruler of Breland and drive the entire nation into Civil War that will kill thousands.

If the PC's end up discovering and fighting Vinra then they may also discover the cure to Boranel's ailment and give the king a few more years of life.
Charles Phipps

01-13-07, 09:04 PM
I'm very impressed with that adventure as well and may have to steal it for my own usage.

Well done my friend.
Slightly_Unscrewed

01-13-07, 10:31 PM
4. House Jorasco's Poison: 7. The players find out that the horrible agony from countless wounds and phantom pains for Last War survivors can be eased with only a steady supply of a drug called orphine. House Jorasco has a vast need of it for their healing potions that can be mass produced cheaper, more plentifully, and more effectively with its inclusion in them. The problem is that there has been a holdup in a recent shipment. Offered a huge incentive by the House to investigate, they find the Inspired of the Dreaming Dark are hording the orphine that they manufacture from Dreamlilly. They intend to create the illusion that it is not plentiful and difficult to grow.

The players also find that they have created vast plantations for it that they man with Lizardman slaves and fully intend to release it as a much more potent dreamlilly narcotic soon once enough people are addicted to a 'pure form' that they intend to undercut Jorasco's monopolies with.



Somthing like this happened with China and Britain, right? I don't really know, I've hav'nt studied World History but I think I read this somewhere.
SSj3goblin

01-17-07, 11:50 PM
Very good, I may steal from those, give us more please.
DragoonDarkfire

01-17-07, 11:58 PM
Dark Justice: Zilargo is faceing a crisis. The countries top magewrights and artificers of the nation are being found dead and dismembered in dark alleyways and in Sivs complexes. It is discovered that dark elves are behind these assasinations.

Now the PC's must interrogate or discover how the Gnomes came upon the secret of elemental binding and find a way to stop the Drow attacks before all of those who study or use elemental binding come under threat.
Charles Phipps

01-18-07, 12:46 AM
OOC: Yeah, loosely based on a miniature version of the opium war.

8. Heart of Darkness

General Zayne and his forces ignored the Treaty of Thronehold as they retired their army into the middle of the borders where they refurbished an old Dhakaani fortress with slave labor into a new keep to prepare to continue the war. They now carry out increasingly more daring and monstrous raids in order to continue the war.

A concentrated assault on his fortress will wipe out many men in order to destroy him but he must be put down or the war will resume. He's even more of a danger as he's started to recruit people into his service with seeming utter ease. They become fanatics willing to fight and die for him.

What no one realizes is General Zayne is dead and replaced with a Rakashasa. The keep is built over a powerful Pit Fiend's prison and slowly the bloodshed is allowing the monster's demon armies to be freed one by one in order to possess the living. However, even they are being swept up in the hatred of General Zayne's 'vision' just the same as the Rakashasa whom no longer remembers his 'real' name is.

9. Soldiers of Sorrow

A group of Seven Cyrean Knights have banded together and started a campaign of terror against the nation of Aundair for refusing to recognize Cyre. Such a small force would not be a problem if not for the fact that they have been reported killed on numerous occasions but thus far have come back each time to menace their attackers. Queen Aurala is at her wits end since many of the deaths were extremely talented warriors and members of her elite forces.

The soldiers are, unknowingly, immortal thank to the Mournings effect on them. They regenerate from any wound, no matter how serious, and will continue to hunt Aurala's forces until their hatred of purged. Each of them has a specific weakness though in addition to their loyalty to Cyre. Using these specialized weaknesses like reunification with a child or killing a hated rival will render the soldier mortal.

At least one's weakness is so vile that one cannot allow it....the resuming of the Last War.
TacoClone

01-18-07, 06:32 PM
10. The Magebred Dragon: On the streets of Sharn, the city of towers, nearly any sight is to be seen. As one walks the streets of the monsterously large place, a single, brightly colored and almost shining Spiretop Dragon is seen flying around. The tiny dragon looks oddly stronger and more imposing than its mundane brothren, and yet its scales have a strange rainbow-like pattern to them.

Should the PCs ever get close to the beast, they would soon find a short, round wizard running after them, yelling something along the lines of, "Get off him! He's mine!"

It seems to be the man is a human from House Vadilis who has come to Sharn to research Magebreeding with other creatures than just the average animal. Unfortunately, in his desire to make an outstanding discovery for the House of Vadilis, he hasn't regarded the creatures' feelings that he's been manipulating with arcane magics. Such a thing couldn't be supported by Vadilis, could it?

11. Clogged Pipes: The sewers of Sharn have always ran smooth. With the tons of waste that the over-populated area generates, it's a wonder that they're able to manage it all, even with magic as advanced as it is in Eberron.

Unfortunately, it seems there's something wrong with one of the districts sewers. Over the past week, the waste and rubbish has begun to back up and everything is clogged. The streets are smelling worse than a rotten corpse and sells are at all time lows.

Finally, the city watch has deduced that there must be something far in the tunnels of the sewers causing this trouble, since everything that they have tested has turned up no results. Now they're offering a prize to any adventure who can traverse the undercity that is the sewers and fix whatever is wrong.
Charles Phipps

01-22-07, 04:23 AM
Very good Tacoclone!

12. A Duel to Remember A professional duelist has challenged a much weaker candidate in order to assassinate him for a very powerful employer in politics. The much weaker candidate comes to him for taking care of the killer. What they don't realize is their 'friend' is manipulating him against a man working to kill him so he doesn't continue to degrade the peace process.
SiouLubb

01-22-07, 01:42 PM
Ghost Soldiers: (Can be used in any nation of Eberron, but any of the Five are probably best.) There is a military outpost that does not exist. Neither does the unit that is assigned there. Corrupt officers in the army have created the outpost and the unit on paper alone. They are taking the wages of the imaginary soldiers and selling the supplies that would be sent to the fort on the black market. Anyone in the army who finds out is "transfered" to the outpost (ie, murdered). The officers have also "transferred" others who they wanted disposed of as well. The officers are most certainly willing to kill anyone who comes close to their secret.

The PCs might get involved in any number of ways. A relative in the army might get transferred to the outpost and the PC goes to visit. A map they are following marks the outpost, but there is nothing there when the PCs arrive. (Especially dangerous if the PCs were desperately counting on the outpost being there to give them shelter.) If part of an organization like the Citadel, they might be assigned to investigate supplies showing up on the black market or other rumours. Perhaps the officers are diverting the gold and supplies to their own plot (could be any faction backing them- Lords of Dust, Dreaming Dark, Emerald Claw, etc). What happens when a unit which does exist is assigned to drop by the outpost and re-provision and reinforce? Are the officers willing to attempt the murder of an entire unit to cover their crimes? If a platoon of soldiers is sent to reinforce the outpost, do the officers divert the soldiers to their own ends?

Perhaps the officers chose a location where an old outpost used to be. Perhaps the "outpost" isn't deserted at all.......
Alex_

01-22-07, 07:19 PM
Dilverance: The PCs are approached my Jorgan d'Tharashk (LN Male Half-Orc aristocrat3/rogue1) of House Tharashk. He will tell them that an important shipment of Dragonshards has been stolen (largest in a long string of thefts), and he believes the culprits to be a backwater clan located in the swamps of the Shadow Marches. The PCs will hear rumors about the clan being especially uncultured and savage, with a tendency to do things to prisoners that would be best left unsaid (happened to my uncle's friend's sister's boyfriend's little brother!). The party should leave by boat with a couple of NPCs.


Aberration: The PCs, whether traveling abroad, or sent by a patron, will discover a crashed Airship in the middle of uncivilized territory (forest, swamp, jungle, desert, plains, whatever) but one close to their intended destination. Upon exploration, the PCs will find that the crew has been ruthlessly slaughtered, and that the walls seem to be covered in some kind of disgusting goo. They will find one survivor: a person who managed to lock themselves into one of the lower holds, but has suffered from a nasty wound. With labored breathing and a voice slowly draining of life, he'll explain how they were transporting a mysterious creature they believe to be a Daelkyr weapon that must be kept from spreading. Before he can give any useful information, he'll begin to go into convulsions and a small Otyugh-like creature bursts from its chest. The PCs will kill it, and find that several more of the creatures (some larger) have surrounded them. After fighting the creatures off, the PCs can make it to the nearest community, where they will find the creatures have already spread and killed off most of the town's inhabitants. Any survivors they find will tell them of a massive hive built into the village inn, and hint at the existence of a "queen" Otyugh.


The Adventures of Joan Kest: The PC's patron has learned about a relic that will be instrumental to his pot, or critical to keep out of the reach of enemies. The PCs will have to go and retrieve it. The problem, however, is that another group is already on the way. The PCs should meet the team at some point, which will consist of a young Halfling extreme explorer named Joan, his Gnome friend Jadi, Rush: a Warforged acting as their bodyguard, and Dr. Kenton, a capable artificer and alumni of Morgave university. Did I forget Jadi's pet clawfoot? This group of experienced adventurers is in it for the thrill, and appreciate the competition, but are also ruthless in their tactics and unwilling to lose. In addition to the standard treasure hunt/dungeon crawl, the PCs will have to handle an opposing team that always seems one step ahead and seeks to retard their progress by doing things like cutting rope bridges, collapsing stone statues, or leaving them false clues. Of course there'll be a climactic showdown in the treasure room, where they will wrestle the relic out of the NPC's hands (perhaps literally), defeat them in combat, and escape from a crumbling structure; successfully having seen the last of Joan Kest and his gang... or have they?
Solar-powered_Warforged

01-22-07, 08:43 PM
16. Sacrifices (epic)
A researcher studying the outskirts of the Mournland has made a disturbing discovery: if someone willingly sacrifices themselves to the Mournlands, the Dead-Grey Wall of Mists recedes leaving the land "pure" (as in pre-mourning pure) untouched as if the area was never affected by the Mourning. The adventurers are hired by prince Ogarev to investigate and find out the long-term effects of the sacrifices and the possibilities for the return of Cyre. When the party arrives they find hundreds of Cyran refugees camped outside the mists preparing to fling themselves into the mists. Meanwhile the researcher stands by; coolly taking notes down in his journal, the PC's only have one opportunity to talk to him but he is strangely evasive with his answers, indirectly referencing a "cult". He vanishes into the crowds of refugees if pursued, never seeming to directly avoid the PC's but to prepare something or talk with someone important. If the PC's do nothing the mourner's eventually commit mass suicide as thousands of them band together and run headlong into the mists vanishing forever, but restoring miles of Cyre as the mists recede dramatically. Upon reaching the bodies of fallen soldiers slain by the effects of the Mourning (not by the soldier's of an opposing faction) the soldiers stumble out of the mist's as if out of a horrible dream (the bodies of those who had died previous to the Mourning are missing). As the mists recede further and further the mists thicken and darken, turning from slate-grey to thunderstorm black. The LoBster seems to have vanished and the 5 nations are in an uproar as to what to do-the eventual return of Cyre seems inevitable and many fear it may rekindle the Last War...

Should the PC’s investigate the researcher they find his tent strangely empty save for a fragment of a massive stone tablet the tent is pitched around, written in a language forgotten to all that may hold the only clues to what has happened, and more importantly, what is yet to come…
SiouLubb

01-23-07, 01:20 PM
Dilverance:

Aberration: The PCs, whether traveling abroad, or sent by a patron, will discover a crashed Airship in the middle of uncivilized territory (forest, swamp, jungle, desert, plains, whatever) but one close to their intended destination. Upon exploration, the PCs will find that the crew has been ruthlessly slaughtered, and that the walls seem to be covered in some kind of disgusting goo. They will find one survivor: a person who managed to lock themselves into one of the lower holds, but has suffered from a nasty wound. With labored breathing and a voice slowly draining of life, he'll explain how they were transporting a mysterious creature they believe to be a Daelkyr weapon that must be kept from spreading. Before he can give any useful information, he'll begin to go into convulsions and a small Otyugh-like creature bursts from its chest. The PCs will kill it, and find that several more of the creatures (some larger) have surrounded them. After fighting the creatures off, the PCs can make it to the nearest community, where they will find the creatures have already spread and killed off most of the town's inhabitants. Any survivors they find will tell them of a massive hive built into the village inn, and hint at the existence of a "queen" Otyugh.



Might I suggest Vargouilles as an alternate choice? Substitute a Roach-thrall for the crewmate (from Sharn: City of Towers). It locked itself in the hold and didn't get kissed by a vargouille. You can spring the thrall on them later as a nasty surprise.
SquirrelMortis

01-23-07, 03:10 PM
Siou, I very much like Ghost Outpost. There is a high chance I will use it!

Now, for one of my own

The King's Host

The High King of Valenar is worried that the King's Host isn't quite as loyal to the king as he might've hoped. In particular, a certain warchief, Tarmen Corralmat, has engaged in some suspicious activities. For instance, they have traced the only Deneith purchases in Valenar for the past 6 months purchased by Tarmen. Also, checking the records, clans friendly with Tarmen's seem immensly richer than those who aren't. Suspecting bribery and blackmail, the High King hires the PC's to infiltrate Tarmen's warclan and uncover his secret, whatever it may be.

Unfortunatly, Tarmen, as well as his veritable private army of Deneith Blademarks, Valenar Knights, and Thuranni Assassins, are rather averse to the PC's investigations...

Complications
Tarmen is guilty, but technically, so is his opposition. The High King is being controlled by the (insert driving evil power-group behind your campaign, i.e Order of the Emerald Claw, Aurum), and only Tarmen has suspected something. He is gathering Deneith Blademarks and acquiring allies so that he can launch an assualt on the King's palace and get to the bottom of the kings peculiar actings of late.
DragoonDarkfire

01-23-07, 03:44 PM
The Marks Lost

an NPC shows up with an Aberrant dragonmark on his forehead, he askes the PC's for help in uncovering a book of records that is supposedly lost in Sharn over the war of the mark. The book contains historical depictions of the dragonmarked houses and families before they were developed. It also contains journal entries from the Lady of Plauges and of house Tarkana that the NPC seems to be interested in.

In truth the book contains the truth of the war of the mark. That the Dragonmarked houses selectivly elimminated and killed thousands of innocent men, women and children for bearing the Aberrant marks. Since modern day Khorvaires perceptions of good and evil have been blurred by the last war, if the discovery of these documents is publicly announced a huge public outcry could come against the Dragonmarked scions and the twelve houses.

The houses are adiment to not let this happen. The PC's will have to deal with Deneith Blademarks, Phiarlan Assasins and Spies and numerous other Dragonmark scions who will stop at nothing to make sure that these documents are not found.

If one of your characters carries a true dragonmark then you might want to consider what he will do. Will he be as outraged that his house had helped or partaken in a senseless slaughter as the rest of the populace? Or will he work to destroy those documents as well?
Senko

01-27-07, 10:47 PM
Here's my attempt at one.

TWILIGHT OF THE WARFORGED

In recent months there has been a steadily increasing series of disapearances in the major nations of Eberron. In the begining it was just a family here or there who'd disapear in the night their house badly damaged as though something had smashed into it and taken the people there for some dark purpose (the only bodies ever found were of people experienced with fighting who were killed trying to resist). The PC's are assigned to investigate this during which time the enemy moves on from isolated farm houses to small villiages. At first their investigation will yeild little no information until they arrive at a villiage that is slated to be the forces next target, either by noticing a pattern in the attacks or by sheer coincidence (DM discretion.)

As they are settling in the for the knight they hear screams coming from the villiage when they investigate they find weird twisted warforged (some skeletal in nature, others bearing multiple arms, or rotating blades, others still seem to be just a box with a open mouth. The only constant thing is their eyes glow red and the metal on them is a reddish black) the worst part of which is that these warforged seem to have some kind of organic compponent with flesh showing up on some of them. These warforged seem more interested in taking prisoners than fighting. If the party engages them they find them fairly tough (at least equal to PC's I'd recomend 1 or 2 only being necessary to handle the entire party), on the other hand if they folllow them they see a white figure (clothes, skin, hair, eyes) who teleports them away. Now they need to find where the warforged took them. Said tracking can be acomplished in whatever manner the DM feels best (working out where the center of the attacks was, trace teleport, divinition now they know what the enemy looks like) and reveals they are in the heart of the mournland.

Should they get past whatever dark challenges the GM has in store they will find a ruined base guarded by more of these creatures in the center of which is a terrible secret. Someone or something dedicated to the destruction of all living things has found a remnant by some ancient force, the Makuraymai a terrible flame the fuses living beings and inorganic matter into a new form of destruction that serves whoever cast it in. The prisoners are being cast into this flame along with weapons, armour and anything else destructive to form the black warforged who will be their army of destruction bathing the world in flame and death once they have enough numbers. The party have to find a way to defeat the opposing forces, reach the chamber at the heart of the complex and either destroy or nullify the flame (DM discretion as to how two suggestions are nice GM = destroy the container holding the flame, nasty GM one of the party must willingly sacrifice their self/soul and all for the good of others the love of which will counter and put the flame to sleep....until someone reawakens it).
Ricohard_Draconis

01-27-07, 11:03 PM
Baby sitting
(requires mid-high levels and brelish/dark lantern connections)
The party get summoned to Wroat where they are all but abducted and smuggled into the Citadel. Here they meet with a high ranking member of the Dark lanterns who lays out that the crown needs some operatives that don't act like lanterns and have no traceable connection to them.

It turns out that Haydith Ir'Wynarn is intending to take a break from her studies and take a tour of Breland culminateing in attending a party at the Karnathi Embassy for her brothers Birthday. However she intends to do it with only the smallest of entorages. Yet the Dark lanterns have there worries about that and so want some agents to follow her that the king can deny if neccessary.

However the host of forces that are arrayed against the girl are numerous from Emerald claw seeking to destabilise the Karnathi/Brelish peace to Swords of liberty striking out against the monarchy as well as the normal threats of the countryside and the city.
Senko

01-27-07, 11:28 PM
A comment in another thread inspired me with this idea.

Collision Imminent
Contrary to popular belief the spell worked on Xoirat doesn't keep it away from Eberron but keeps Eberron away from it. At the time of casting no one thought this would be a problem but Eberrons planar orbit has slowly been corrupted and its now on a direct collision course with another plane. A high level mage/druid/magic or psionic user of DM's choice was researching the spell and realized Eberron and the plane know only as Earth (another remote plane) are going to come into alignment within the next 3 years. This is a 100% alignment that has never happened to them before and she doesn't know what the potential implications of two different planes colliding will be whether they will bounce, merge, conflict or tear each other apart and she doesn't want to be around to find out. The powers of Eberron must find some way of altering Eberrons orbit again to avoid the collision (I allow 3 years as it will give a timelimit while allowing actual research to happen).

The party could come in as (a) trying to find information on the spell that seperated eberron and Xoirat, (b) trying to find a way to earth to see what that world is like, (c) trying to find a safe plane for the powerful to winter on until they see how things turn out or (d) trying to hinder any attempts to avoid the collision.
DragoonDarkfire

01-28-07, 12:40 PM
Hear and Obey

An evil (and slightly perverted) sorcerer comes from the Lazarahh principalities. After finding himself on the bad side of a few princes he tries to make a new home inside the mournland. By sheer coincidence he finds an area where life seems to flourish and the land is quite hospitable. He constructs a huge tower in this land and begins his plans.

This sorcerer wishes to not only control the entire mournland (and possibly all of Khorvaire) but he wishes to make for himself the ultamit harem. Deep inside his tower he uses the arcane energies of the mournland to form an elderitch machine that can turn any normal article of clothing or jewlery into a carm effect (anyone who wears a peice of the Jewlery or clothing is subject to a Dominate Person spell).

With this he has begun giving out the cursed items to beautiful young women who seem to leave unexpectidly of their own free will. At first the disappearences go relatively unnoticed until Haydith Ir'Wynarn suddenly leaves Boranels castle and disappeares completely from Breland. OR if the DM wishes to make things more personal he may have a female member of the party targeted by this sorcerer.

If either of them succumb to the power of his magic and disappear into the Mournland then the adventurures are instantly called to investigate this. If they study up on the elderitch machine created then they know the only way to destroy the machine is to use some compulsion effect on it's creator (the sorcerer) and then a Dispel Enchantment spell or effect must be cast upon the machine. When complete the machine will collapse in on itself and everyone under the domination of the machine will be freed.
Alex_

01-28-07, 05:38 PM
Might I suggest Vargouilles as an alternate choice? Substitute a Roach-thrall for the crewmate (from Sharn: City of Towers). It locked itself in the hold and didn't get kissed by a vargouille. You can spring the thrall on them later as a nasty surprise.

The idea is that the creature that bursts out of the crewman's chest is the same type of creature that killed off the rest of the crew and threatens the town and the rest of the world. Capturing and implanting eggs that burst out of people's chests is how they reproduce.

Basically my Eberron version of the movie Aliens.

I just looked up the Roach Thrall, and it's EXACTLY what I was looking for. The only thing I would change is adding a queen by adding some extra DC to one of the individuals. She's the one implanting eggs/larva into hosts who become Thralls who subdue more hosts to implant eggs/larva into.
Charles Phipps

01-28-07, 06:32 PM
To remind folks that we're supposed to comment on at least one adventure before we post, here's some reviews

Dark Justice: I very much liked this adventure and applaud the idea behind it. Murder mysteries are always fun.

The Magebred Dragon: I liked this plot less than Clogged pipes but I think its still very solid. Clogged Pipes just gave me a fun feeling of sewer trapaizing.

Baby Sitting is just wonderful. I love the idea of kidnapping bodyguards.

I loved Ghost Soldiers probably most out of all the adventures thus far suggested. Its just so...conspiratoral.

The movie adaptations were also quite impressive. I love the use of a little used monster for it ;-)

Marks Lost is a great adventure that's very "Eberron" but it does have something strange about it in that I never assumed that it wasn't common knowledge that the Dragonmarked houses DID murder everyone they laid their hands on.

Twilight of the Warforged is a hellish and high level adventure. Bravo. I liked the nightmarish imagery it depends on. Very Eberron and post industrial fear based.

Colliseon Imminent is more a campaign base than an adventure but perfect for a long term game. It's also very realistic yet suitably apocalyptic.

Hear and Obey is a disgusting but very human villain.
Senko

01-28-07, 07:56 PM
Whooops forgot that one :embarrass . Anyway here's my comments.

Greed of the Dragonshards Interesting although I'm curious how they'll react when they realize none of the shards they're mining is actually being taken away from the mine.

The Scales of Revenge Political intrigue a tricky game to play and does she know he's a blue dragon?

The Price of Peace Frankly I'd be inclined to just walk away from the whole mess. "Glad we could help you but I have no desire to be a gift so good bye."

House Jorasco's Poison I can see the players being captured and addicted to the pure stuff so easily in this campaign.

Train Job Now this one I really like there's just something about the whole innocent trip into hell that appeals to me. Whether the PC's are guards or merely taking the trip I'd be interested in playing this one.

The Trappings of Religion There's a demon at the heart of the silver flame or was that an adventure addition? If there is a demon there I need to go back over my books.

Head of the Bear Well thought out idea even if I don't like dealing with political messes again I'd be inclined to say "hello and goodbye" because I don't want to get sucked down into it.

Dark Justice Interesting is there a peaceful way to solve the problem and what if a party member is an artificer.

I'll post some more comments later.
DyloniusFunk

01-29-07, 12:58 AM
The Trappings of Religion There's a demon at the heart of the silver flame or was that an adventure addition? If there is a demon there I need to go back over my books.



The section on Thrane in the ECS has everything you need. But to summarize the Silver Flame has inside it a Rakasha fiend, a Couatil and Tira Miron, the Paladin which sacrificed herself to help the couatil battle the field, battling each other.
Senko

01-29-07, 01:16 AM
Hmmm interestng thanks I haven't paid too much attention to the regional info yet focusing more on classes and magic.
SiouLubb

01-29-07, 02:19 PM
The Puzzle Box: PCs are given( or somehow recieve) an Adamantium puzzle box, about 1.25 feet square (Or spherical, if you like). It has House Kundarak seals as well as a fiendishly clever puzzle which finally opens the box, followed by an amazing locking mechanism. (Depending on the adventure level, wards to block scrying may be appropriate as well) There are those who want the box and are willing to kill for it.

Threads the PCs could take up include the Kundarak banker who provided the seals. Was he there when the box was closed? Did he see the mechanism being worked and is able to provide a clue? Or has he already been killed? Is there a custom-made spell that will specifically open the box (and only this box) and a scroll containing the spell was sent via a seperate courier? Is there a song that helps open the box?

What's inside? Could be anything, but here's my suggestion. A warforged's severed head. The WF is obviously deactivated but could be repaired. The markings on the head indicate that it was part of a certain military unit during the last war. Is the WF the last survivor of the unit and perhaps was witness to something that some want to reveal and others want forgotten forever? If you really want to complicate things, the WF might have been a wizard with access to the still spell feat and might still have a few spells memorized when reactivated...... (Charm Monster would be a fun one to hit a PC with when alone with the head)
SquirrelMortis

01-29-07, 03:18 PM
News That Would Rather Be Missed...

News Papers aren't uncommon in Khorvaire. The Korranberg chronicle, Breland Ledger, and the Aundarian Scroll just to name a few. But new competition has arisen, in the form of the Korth Journal.

It seemed harmless enough. It provided some of the leading news stories without bias, while still promoting an intense sense of Karrnathi patriotism. But an agent of the Karrn Crown found out a shocking fact: everything 'patriotic' the newspaper said about Karrnath and the Last War was undoing the careful diplomatic liasons Kaius III had been making for the past two years.

Is the seemingly harmless paper a plot of the warlords? The Knights of Thrane, Dark Lanters, or Royal Eyes of Aundair? The Aurum or the Order of the Emerald Claw? The Lords of Dust or Dreaming Dark? As soon as Regent Moranna asks them to undertake the mission, it becomes apparent that the PC's are the ones meant to find out...
Senko

01-29-07, 05:00 PM
Hmmmm had to respond to the last 2 seeds with what immediately sprang to mind on reading them (I was wrong but still they don't need to be modified much).

The Puzzle Box The warforged isn't just the last survivor of his unit but his unit was the ones guardng those responsible for the mourning and he know's the truth of what happened.

News That Would Rather Be Missed...
The news its reporting is actually tommorows news it just took awhile for people to realize it due to travel times. Who is printing the news a day ahead and why, for that matter where are they really located since the official building is empty.
Cryforge

01-29-07, 06:05 PM
King of the Lizardfolk
The jungles of Q'barra are home to many horrible monstes. In particular, the lizardfolk live in many large tribes, all constantly disagreeing, and all worshipping Rhashaak(sp), the evil black dragon who guards Haka'torvhak(sp). When a mysterious lizardfolk warrior rises above the rest and unites his tribe with many others, rumors spread that he is the chosen of Rhashaak. When almost all of the lizard tribes of southern Q'barra unite under one ruler, they will finally be able to gain the blessigns of Rhashaak. All they need is a proper sacrifice. Their eyes fall on the towns and cities of Q'barra.
DragoonDarkfire

01-29-07, 06:50 PM
Love and Loss

Reila ir'Wynra, an Aundarian noble woman who is young but politicaly charismatic and kind shows up at a Brelish dance/party that invites members of the five Nations and all dragonmarked houses to the event. Wether by chance or invitation the PC's arrive and while the festivities go on a mysterious man breaks into the BallRoom and kidnaps Reila from the very dance floor.

The PC's are called in to track the villan down and bring him to justice. In truth however the kidnapper is a Dalkeyr half blood who had been secretly courting the young noble. The two lovers had staged the kidnapping in hopes that they could avoid persicution for the obviously unhuman (and slightly insane) half blood.

This is not the only twist however. The half bloods father (a true Dalkeyr) has found out about one of his spawns "interests" and finds the notion absolutely riviting. He himself wishes to marry the couple... once he has made a few "improvements" to the bride.

Will the Royal Eyes of Aundair find out about this and demand Relia's head for stageing a kidnapping? Will the Dalkeyr lord also take Relia for experimentation? And how will the PC's deal with these problems?
Charles Phipps

01-29-07, 07:32 PM
In honor of News That Would Rather Be Missed... that I very much enjoyed as a plotline simply because propaganda warfare is a natural juxtaposition, Here's another another couple of print adventures.

28# Red Journalism: Parliament is in a bit of an uproar due to the fact that Mathias Saxon the radical anti-foreigner, anti-monarchy, anti-crime, anti-poverty (as in clean out the Cogs with Swords), and pro-military candidate is edging in the polls for Prime Minister of Breland. He's about ready to break out the troops to swim into election.

Meanwhile, acts of violence by citizens are becoming shockingly common. The crowds seem on the verge of rioting and the Red Chronicle newspaper is a preferred bit of reading for many citizens though only 1 out of 20 seem to actually become prone to sabotage. Those who know anything about psionics find that the Print has somehow been infused with a suggestion even as the King's Wands have missed it because it doesn't register to their spells.

If the PCs have no familiarity with psionics, an old martial arts style guru approaches them to help. If the PCs have familiarity with the Quori, then he suggests that they are the ones responsible for this misdeed.

The Swords of Liberty are taking advantage of this situation as they're preparing a gunpower plot of treason as well during all this. How do all of these various plots tie together? In the event of Martial law and their success then Saxon might well become de-facto military dictator of Breland.

Twist: Answer? They don't. The KALASHTAR are responsible for the Red Chronicle as a couple of radicals have figured out a way to use their blood and gathered psychic energy to make it. They don't care anything about Mathias Saxon though (whose just a normal, albeit bigoted war veteran) and he's only benefiting by proxy as they want people to drive the Riedrans from the city. The PC's helper is one of the Inspired.

The Swords of Liberty are also benefitting from the situation.
Charles Phipps

01-29-07, 07:44 PM
Will the Royal Eyes of Aundair find out about this and demand Relia's head for stageing a kidnapping? Will the Dalkeyr lord also take Relia for experimentation? And how will the PC's deal with these problems?

Well done and just the kind of twists I love. Especially the fact that it utterly and completely blows the whole "help the two young lovers escape because society doesn't undersstanndddd them" meme out of the water. Sometimes, the people are just stupid.

:-)
Slightly_Unscrewed

01-29-07, 09:24 PM
Marks of the Dragon Between

In the small village of Dragonsblood in the Elldeen Reaches, about, 100 years ago, just before the start of the last war, a young man manifested what appeared to be an abbarent dragonmark, and the power of the mark is power to change the form of things. He hid it, and never spoke of it. The last war started just a couple months later. Thanks to the remote location, Dragonsblood never felt the effects. Life went on in Dragonsblood. The man married, and had children. When the man's children grew up, they manifested dragongonmarks, all slightly diffrent, but held same powers their father wielded. The man taught his children to hide their dragonsmarks. Life went on. The man grew old, and his children had children. By now the man's Dragonmark had grown large, the size of a greater mark. When the man's grandchildren grew up and manifested this mark of change, the man taught his grandchildren to conceal their marks. Life went on. The grandchildren had children, the great-grandchildren of the man grew up, and manifested the mark: but a diffrent mark came, and with this new mark came power of plants, making them walk, speak, and grow tall. It was at this time the Last War ended, and a old war wizard, weary of battle, came to the small village to live out the end of his life in peace. The wizard soon noticed the marks throughout the man's family, and feared a rising abbarent house. The wizard confronted the man, but the man pleaded with the wizard, and the wizard then noticed that the power of the marks stayed the same for three generations, which meant the marks were not abbarent marks. Even more confounding to the wizard was that the marks suddenly changed after the third generation. That, and the fact that the marks did not look the same from bearer to bearer, meant that these dragonmarks were not true dragonmarks either. The wizard pondered this problem for three years before coming upon the answer. If true Dragonmarks are connected to Siberys, the dragon above, and abarrent dragonmarks are connected to Kyber, the dragon below, than by process of elimination, these new dragonmarks must be the marks of Ebberon, the dragon between! The very day the wizard found the answer, however, an heir of Orien stumbled into dragons blood and saw marks and their powers, and made the conclusion an abarrent line existed in the town. The heir of Orien jumped on his horse and ran towards the nearest town, intending to alert the dragonmarked houses of these "abbarent marks" The wizard now calls upon the PC's as an old friend to protect the man and his descendents from the agents of the dragonmarked houses, while he tries to convince them that these new marks are not abbarent. However, their are those within and without the houses that do not wish to see the marks of the dragon between rise...
Senko

01-29-07, 11:15 PM
Now that's an interesting idea and actually makes a lot of sense (could still be wrong and some new plot by an evil force but still a lot of sense) I like it.

EDIT
One thing though why the change in the 4th generation?
Slightly_Unscrewed

01-31-07, 08:02 PM
One thing though why the change in the 4th generation?

Well, I had to strike a balance between the true dragonmarks, in which the power of the mark stayed the same throughout hundreds of generations, and abbarent dragonmarks, which change every generation. So I settled on the marks staying the same for a few generations, but changing every 3rd or 4th generation, so to be more stable than abbarent marks, but less stable than true marks.
Senko

01-31-07, 10:44 PM
Ah I see then why not alternating e.g. 1st gen = changing, 2nd gen = plants, 3rd gen = changing, 4th gen = plants, 5th gen = flight, 6th gen = changing, 7th gen = plants, 8th gen = changing, 9th gen = plants, 10th gen = flights and so on?
Slightly_Unscrewed

02-01-07, 04:19 PM
Ah I see then why not alternating e.g. 1st gen = changing, 2nd gen = plants, 3rd gen = changing, 4th gen = plants, 5th gen = flight, 6th gen = changing, 7th gen = plants, 8th gen = changing, 9th gen = plants, 10th gen = flights and so on?

I hadn't thought of that. Good idea.
Vharuck

02-01-07, 07:09 PM
The Gray Grin:

Despite the Treaty of Thronehold, a certain ship still continues the war: the Gray Grin. Captained by Kuskan ir'Jornah (a male dwarf bone knight, see Five Nations) and his first mate Vespera Vance (a female human cleric), the Karrnathi ship sails the waters and attacks vessels from "enemy nations." Aside from the captain and Vespera, the boat's only sailors are undead. While most are Karrnathi skeletons and zombies, a few other more sinister atrocities are rumored to man the ship, undead with spellcasting powers. Despite their shady company, Kuskan and Vespera have become rogue heroes to Karrns displeased by their king's suddenly peaceful actions. Many Karrns still think there is a war, and the two renegades have become the generals of it.

The PCs may hear of this boat and be comissioned to put an end to its reign of terror over peaceful trading vessels, or they may be forced to deal with Kuskan's personal war when he sets his sights on their ship. Either way, the PCs will come to know why sailors across Khorvaire are full of dread when spotting the ship's namesake black sail featuring a gray, grinning skull.

While the encounter with the Gray Grin may be a one-time affair, it could also raise many more mysteries: why did the two "loyal" Karrns not return to Karrnath when ordered by the king himself? Are they secretly members of the Order of the Emerald Claw? If the rumors about spellcasting undead are true, where did a vessel only officially given Karrnathi skeletons and zombies acquire them? Did the Blood of Vol supply them with these units, or is Vespera a more powerful necromancer than most thought?
Senko

02-01-07, 09:11 PM
Hmmmm for the more politcally minded perhaps they could still be getting support from the King who inspite of his official actions doesn't really want peace and is using the grey grin to continue the war supplying them with equipment and new undead.
Charles Phipps

02-01-07, 10:28 PM
31. The Long Siege

The player characters are traveling through Valenar when their guides die of the Elvish wasting plague that sweeps in through the night. The disease has been an annoyance to the elves for years but forces the players to take a detour from their intended path that takes them to a group of twelve small towns under siege by the Valenar.

The human beings are Cyreans that have fortified their homes and made themselves totally into warriors. They subsist on rationed gruel, they raise their children with bows and knives to kill the wounded, they practice for four hours every day, and they believe in nothing more than the cause that they will eventually drive the Valenar away that want nothing more than their extinction. They have been fighting since the Valenar took the land and been utterly cut off from the rest of Khovaire. All their children have been raised solely for the purpose of battle and they have total courage in their cause. Willingly kissing their loved ones good buy to buy a little time in the face of death. They don't know why the Valenar hate them but they believe their foe is implacable and will never give up.

The player characters may sense something is odd about this picture. Frankly, the commendable bravery of the colonists aside, there's really nothing they could do if the Valenar wanted to wipe out the Ten Towns here. Frankly, if the players join in repulsing a raid then they'll find out the Valenar are driven off fairly easily while far gathered forces are just beyond the battle lines.

If the players kill a couple of Valenar warriors then they'll be honored if they walk out under a flag of truce or other thing the Twelve Towners would never submit to. Indeed, just investigating their permanently stationed camps outside will result in them being happy to explain the situation. The Twelve Towns aren't under threat of extinction at all. It's a game preserve.

The Valenar can't stand the current situation of peace and while sending off lone warriors to adventure is fine, they're sort of stuck with the problem that a lot of their ancestors did great things battling entrenched Cyrean warriors. Plus, WHEN war breaks out with Karrnath or some other nation, they won't have any good experience with the new generation. Thus, they've pretty much cut off the Twelve Towns and routinely menace them. They're fairly sure that the people inside would never want to leave since they've become 'honorable warriors' themselves.

While some Valenar might harry them for sport on the way out, most wouldn't mind if they just evacuated. Convincing the townsfolk to do so would put them up against leadership and fifty years of hate.
Charles Phipps

02-02-07, 02:41 AM
32. Register here please

The Arcane Knights, King's wands, or other state magician's organization has decided to make it a point to catalog all practioners of magic in the Realm. It's a matter of signing your name, current address, and having your ability evaluated by a magus of the Realm for an hour to determine how great a magician you are. Magewrights go in one book, Wizards go in another, and Sorcerers go in a third. The law is part of a larger program that intends to make for greater accountability to the Realm. Visiting magicians are also expected to undergo the test and go in a fourth book.

Strangely, there's nothing sinister going on here at the top levels. Someone just thought it would be a very good idea to know who had the power to incinerate people with a few words in the Realm. Unfortunately, the final records have a far larger and more dangerous effect by their mere existence than anyone could have suspected.

* The wizards who performed the initial program are now starting to wonder why they should allow "unlicensed" magicians to operate in the Realms. No one thinks Magewrights are much of a threat but more powerful magicians? Why shouldn't they be forced to serve the King or expelled for their power?

* A Quori Inspired is working on a Thrall clamp that will allow fairly decent ability to be maintained by the dominated but hasn't really had a good way to show it off until now. The idea of subverting every wizard in the Realm unaffiliated with the government strikes him as a very good way to get a BIG army and he'll know as soon as he gets those books.

* At least one sorcerer in the Arcane organization believes very strongly in a pseudo-science idea of a "magic particles" in the blood. The idea of creating a master race of sorcerers is only a matter of getting a sufficient breeding population together to start it off. Similiarly, one might view the best way to get rid of rogue users of magic is to wipe out sorcerers.

* A foreign national may want the work to provide a "hit list" in case of wartime to cripple the magical war machine of the enemy.
Charles Phipps

02-02-07, 02:54 AM
BTW, I really like the Gray Grin.

33. A Short but Victorious War

Either King Kaius, Boranal, Cardinal Kronzen, or Queen Aurala have noticed that there's an incredible amount of out of work soldiery that are causing a great deal of problems. Frankly, morale is also bad in the military that is still soaking up way too much of their budget. The answer, without breaking the Treaty of Thronehold, is a war that will provide them new sources of revenue to reinvigorate the economy. To that end, they want to conquer a principality of Lhazaar.

Frankly, 100 years of warfare have certainly taught the power a good deal about fighting technology and the Principality they attack is swiftly and decisively conquered. With outrageous taxes imposed along with its port made into the heart of a new part of the X nation's Empire.

DM's Note: Alternatively, this may be a "Rogue Operation" by one of the Generals operating under the Command of the Dragon Mark Houses whom in Dutch East India Fashion are eager to find work for themselves with the windfall of war profits.

Frankly, the current Governor is so impressed with the ridiculous ease of his conquest that he's debating the possibility of moving against the other Lhazaar Princes and intent on carving out a new Empire. The other Three Nations are unwilling to do see this happen and some might intend to carve out their own principals of Lhazaar if Breland stays.

This is where the players are invited by the Lhazaar Prince in exile. He's willing to pay and pay well for the players to organize a resistance to drive out the single garrison and group of three ships that serve as their occupier's forces. Bluntly, their chances aren't very good but if they suceed then they might be able to make Lhazaar seem like a less tempting prospect for the future.
Charles Phipps

02-02-07, 03:07 AM
34. Wayward Daughter

Radical Brelish Patriot Colonel Wilfred Edgars (Human Male CN Fighter 2/Aristocrat 6) has been left more than a little "off" by his experiences in the Last War. The man bellows, wails, chews the scenary, and often lies around the house in full dress uniform with medals decorating his entire body. Now in his mid-sixties, he's desperate to find some way of preserving his family legacy since his four sons were lost in the war. Recently, a magician of dubious authenticity has revealed that his only remaining child in Captain Yeesha Edgars (Human Female LG Fighter 5) is still alive and in Karrnath despite being taken captive four years prior.

Wilfred is rich, so instead of crazy it's best to think of him as "eccentric." The man is a figure to be pittied anyway for his current state is the result of many atrocities witnessed and horrible losses. Inbetween his obvious, or perhaps not so obvious, theories about his daughter probably being routinely violated in a Karranth secret prison...he offers them pretty much anything they desire up to and including enoblement. His estate proper is his gift to his daughter but anyone 'Brelish enough' might get randomly offered his daughter's hand in marriage since he's interested in seeing grandchildren before his death.

Captain Yeesha is, as might be suspected, not a captive in Karrnath at all. Treated honorably during the war, she met and married a Riekkan Order officer named Bernard Hauser (Human Male LN Fighter 6). They also have a young child. While she loves her father, she is quite comfortable in Karrnath and has no desire to return home to his outrageous tantrums.

The Colonel is easily persuaded that she is under an enchantment and frankly fully willing to kill Bernard. If the players won't bring her back then he's willing to turn to agents of House Deneith (whom would hardly be conducting their first 'off the books' mission for money) and the Emerald Claw that are offered an outrageous bounty, possibly more than Edgars can afford, to kill a man that they already despise for being a Sovereign Host worshipper.
Charles Phipps

02-02-07, 03:23 AM
35. SIEGE DRAGON

The Emerald Claw is aware that they've been effectively crushed by King Kaius and frankly need an image change. One enterprizing young man named Anulf Krauser (NE Human Male Bard 6/Fighter 2) has been recruited by the Emerald Claw from his dead end position as a wandering storyteller since the Last War. Outfitting him in some fake credentials as a long lost war hero and an unverifiable noble pedigree, they've set him up to start recruiting into the "The Green Dragon."

Anulf is an excellent public speaker and provided you get someone to throw him just enough information so he knows what he's talking about, his speeches are remarkably compelling. The Green Dragon movement embraces militarism, rebuilding the damage from the last war, invoking "imagery from the past" (Volism), and some cross class appeal that everyone can be a soldier in the new regime. Anulf isn't above lying to certain people about what the real goal of the organization is.

Kaius could probably smack down the Green Dragon movement like it was nonexistent but he's honestly decided to let it fester for awhile. The organization isn't terribly friendly to the aristocracy and Kaius thinks that giving the Warlords something to worry about aside from how to take his crown will be helpful. It's lack of direct Volist connections, Anulf can honestly say he only knows Volists, is also a reason to dismiss it. Due to his deeply autocratic leanings, he underestimates just how much power the 'People' can theoretically wield.

Recommended sub plots

* Erandis has taken interest and provided Anulf with a Crown that will allow him to usurp control over the undead in the Kingdom if he can be crowned King. In a day, a peasant may become the new Leader with a capital L.

* A beer hall organized plot is prepared to sieze control of the government. The rebellion will be crushed and scattered if not for the fact that a group of vampire hunters have discovered a way to neutralize most of Kaius' magical items that protect his true nature from being discovered.

If he's assassinated then the government may fall to the first one who claims power.

* Anulf has gotten....strange. Even more charismatic and more focused with no end to his danger as he's purged all Emerald Claw members that have a loyalty over Erandis over him.

....his Dreams have started to speak to him.
SiouLubb

02-02-07, 11:52 AM
35. SIEGE DRAGON

* A beer hall organized plot is prepared to sieze control of the government. The rebellion will be crushed and scattered if not for the fact that a group of vampire hunters have discovered a way to neutralize most of Kaius' magical items that protect his true nature from being discovered.

That brings up a good way to set the PCs on the trail of Kaius' undead status with or without this adventure thread. A new magical item that Kaius comissioned to conceal his magical nature goes astray. Either the PCs are hired to kill whoever is delivering the item to Kaius, they intervent in the courier being killed or somehow come into posession of the item.

Needless to say, Kaius would send his agents after the item. The Blood of Vol might be very interested to get the item as well. (Either for blackmailing Kaius or for their own ends)
DragoonDarkfire

02-02-07, 08:41 PM
The New Forged

Arian d'Cannith (LE Artificer 7/Renegade Forge Master 3*) worked with Merrix d'Cannith for a few years of his life in his secret forge. Despite this Merrix has refused him access of the secrets of Warforged. In rage he left Sharn and became a Renegade Forge Master, turning his body into that of a living construct.

Now however he has new and interesting ideas for the civilized life of Khorvaire. He believes that the path to becoming a Living Construct is the next step in evolution and while few agree with his ideas he has decided that people will either bow to his idea of a new Khorvaire or die under his iron fist (literally).

He has begun kidnapping peasants from Breland, Thrane and Aundair and taking them to his secret lair in Khyber where he has begun installing construct grafts onto unwilling participants. What makes it worse is that he has found a way to alter peoples brains to make them completely obedient and willing solders to his cause. Once news of his work reached Merrix he calls the PC's in to stop his plans, beliveing that such negative propaganda (and the possibility of Arian falling into the governments hands) may reveal the truth of his secret forge and the fact that he's still building Warforged.

*See Magic of Eberron
Ryoden_Anariavas

02-05-07, 10:16 AM
Forgoten Relic
the PCs find themselves stranded on a desolate island near the western extent of the lazar principalities. they need to repair the means of transportation they were using (I suggest a sailing ship) and therefore set out in search of lumber. unfourtunately the windblown and steep mountianus terrain provides little if any cover for sutably sized trees. All seems lost until the "flat" top of the island turns out to be a volcanic crater with a dense and vibrant forest inside. When they explore the crater they come to the only site that seems to be unnatural. A stone doorway that is closed off due to the great tree sending roots across the entrance. much to the chagrine of the (I would suggest lower level) PCs. the disgrunteled tree prevents thier entrance and demands they leave at once.

After talking it out with the awakened but somewhat dimwitted tree they discover that he has been charged with defending this place and needs the PCs help to remove the intruder from within. Once access is granted they find that the intruder is a long starved explorer that had discovered something powerfull in the ancient place. Saddly the explorer is no longer living but thanks to the relic the tree is intended to gaurd has been twisted into some sort of Abberation.

What happened here is that the ancient Dwarves of the kingdom below the Mror holds brought this relic up from the depths to this volcano so that when it erupted again it would be destroyed. For whatever reason the volcano did not blow and now can serve as a passage to Kyhber and the ancient kingdom. but now that the PCs have found it who will try to use the passage and or the relic.
SiouLubb

02-05-07, 11:01 AM
And that's what little girls are made of....

Did you hear that some Warforged have insides that use lots of gold for their internal components? Well, the people of the Demon Wastes have heard this, and some of them are just waiting to encounter a Warforged so they can loot its dead body.....

This could be a rumour started by warforged haters or might be a tale spread by the PCs' enemies if they have a Warforged in the party. If those who believe the rumour kill a Warforged and don't find the gold they're looking for, the rumour wouldn't die, but just become "oh, this WF didn't have the gold, but the next one should...."
Slightly_Unscrewed

02-20-07, 09:56 PM
Crazy :bumb:
Charles Phipps

02-21-07, 08:02 AM
I loved the "That's what Little Girls are made of" bit. That's such a disgusting and yet appropriate rumor.
SiouLubb

02-21-07, 10:30 AM
I loved the "That's what Little Girls are made of" bit. That's such a disgusting and yet appropriate rumor.

Even more fun if the rumour is true- there are Warforged models which have some gold components as part of their construction. Perhaps as part of some magical properties or special capabilities. The reason for the gold components could be a mystery that leads to an adventure.

Or perhaps one or two just have a heart of gold. :D
grifo

05-24-07, 07:33 AM
this thread hasnt been updated in a while butrealy liked it and i think we can all contribute a bit. so here's my hook.

39.the ashbound crusade

the ashbound druid sect is known for it's hatred of civilization and non druidic magic, but until now it has never been powerful enough to threaten anyone but the farmers of the eastren reaches. this changed how ever a few months ago with the arivel of a new leader: Riana, this former cyren farmer has come to a conclusion that the mourning was a sign from eberron itself- a punishment for cyre's disregard for nature and it's long heratige with the arcane arts.
riana is a very charasmetic woman and has brought many new members to the sect in a very short time. after adding more then 150 the sect's numbers, riana has set a new goal- the distruction of the arcane congres. she and 70 of her felow ashbound have begun to murch too arcanix in a crusade to eliminate the top arcane facilaty in khorvaire. riana is an amazing speaker and with every village her army passes through her forces increase, and even the two platoons sent by aundair were turned by riana and have joined her crusade. whice by now consists of over 300 people.
the slowly progressing army is murching along lake galifar and will soon reach verna.
the advaturers are hired by a group of people who fear the crusade will kill them and destroy their posessions (i suggest either the arcane congress or house vadalis) to stop the ashbound by any means necesery.

if you want you can make this a miletery campeign but i would make it about trying to destry riana and the people's trust in her.

so with what i hope is a good new hook, let's get this thread back on the road!
gelalshawr

05-24-07, 02:46 PM
The "Gray Grin" was awesome, and I liked "What little girls are made of" I really think they would be fun to play or run, so here's an idea of my own

The New Weapon: While staying at a Ghallanda Inn in the Talenta Plains, the PC's are approached by a house scion asking for help. It seems the tribes dinosaur herds are being inflicted with a wasting plague that kills the sick animal within a day or two of contracting the disease. This in and of itself would not push the proud halflings to seek outside help, but every single body of the deceased clawfoots has disappeared overnight.

The Karrnathi Count Vedim ir'Omik in his experiments to expand Karrnath's undead army has found a way to make improved zombies and skeletons out of the Talenta's deadly dino's.
Tumult

05-28-07, 02:03 AM
The Grey Grin is a great adventure seed!

The Sleeper Awakened

A Lord of Dust (or a cult) seeks to free his(their) master imprisoned inside Whisper Rock.
(Eberron Campaign Setting pg 140, Five Nations pg 34-36)

This Lord of Dust (or cult) may have enslaved, destroyed, converted to undead or even just infiltrated the tribe of centaurs who jealously guard the Rock for its Oracle status.

If the PCs happen to be seeking the oracle they could arrive in time to help the centaurs (The rock could have told the centaurs the PCs were coming).
Alternatively, Whisper Rock itself could be working through the centaurs to enlist the aid of the PCs to (unwittingly) complete the tasks required to ensure its freedom.

To free the master could require the accumulation of particular magic items utilized together in a ritual or maybe a single major artifact. The ritual may have to be performed when a particular plane is coterminous (This gives the PCs a deadline to stop the Lord/cult). The villain(s) may have to keep returning to Whisper Rock for more orders.
Vharuck

05-31-07, 11:56 PM
Since people liked my first seed, here's my stab at a second (of course, change levels and whatever as you please):

Night in the Swamp

A small, isolated village deep within the Shadow Marches called Brownglade has known relative peace under the guidance and protection of its council of six Gatekeeper druid elders. These elders are part of a long tradition in the village; they willingly contracted the curse of lycanthropy. This tradition is rumored within Brownglade to have been started by the same dragon who taught the first Gatekeepers for the same reason: to battle the extraplanar threat from Xoriat and protect Eberron. Each one has his or her own unique animal form, passed on by the elder he or she succeeded. The current elders are Saska (TN female half-orc werewolf druid 6), Hagun (NE male orc wereboar druid 5/fighter 3), Gerren (CN male human wererat druid 4/rogue 2), Imska (TN female orc werecrocodile druid 7), Bokun (NG male orc werebear barbarian 3/druid 6), and the senior elder Domu (LN male orc weresnake druid 12).

While violence is no stranger in the mostly lawless swamps, gruesome nocturnal events have occurred with terrifying frequency of late. The villagers, previously always having found solace in their protectors' ability, grow more nervous and frightened after each mauling. To make things worse, the bodies show signs of having been torn to shreds by a massive animal. The elders, once looked to in times of trouble, are now the ones under the scrutiny of the villagers' paranoid distrust and suspicion. Each night, anywhere in Brownglade one can hear a terrible sound, one that is neither man nor animal but a vile blend of the two.

Who or what is behind the murders? Did one of the elders defect to a nearby Cult of the Dragon below, or even directly to a daelkyr lord itself, and gain the ability to shift into a twisted mockery of his or her animal (I'd suggest the DM use the pseudonatural template from Complete Arcane, or just give the animal form tentacles and other weird stuff)? Did a fervent and psychotic Silver Flamer, angered that the village's elders survived the Lycanthropic Inquisition due to their isolation, frame the beloved druids? Or did one of the elders, maybe even wise old Dumo himself, attempt to pass on his or her role to a disciple who proved incapable of dealing with the curse's beastial urges? If so, why hasn't the elder stepped forward and admitted the mistake?

Hooks:
#1. The Church of the Silver Flame, who left Brownglade alone during the Inquisition, has caught wind of the recent deaths. The church is now hiring secular adventurers to enter the village and investigate the elders' possible connections to the murders.
#2. A druid player is approached by a messenger from his or her druid circle with a command to look into Brownglade's elders. Whether the player is meant to clear them of blame or find their faults depends on the druidic organization to which the player belongs.
#3. The players, having found temporary refuge in Brownglade unfortuitously the same night as the first killing, find themselves suspects as well. Being a stranger in the Shadow Marches is tantamount to being guilty. They must clear their name before one of the elders (or all of the elders) has them killed as scapegoats. Conversely, the players may be so renown as to be free from prejudice but are begged by one of the more suspected elders (probably Gerren, the odd human out) to find the true killer.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~

Personally, I'd do something different from my suggestions: I'd have elder Saska be the newest elder and, with Gerren's command of respect for having proved himself so worthy as to be inducted as a human into the elders' circle, the least respected due to her non-orc blood. Instead of proving them wrong, she strikes a deal with an illithid cult leader and gains terrible new forms and power. Her brother, a half-orc ranger who also suffered from racial discrimination in the village, begs her to let him get vengeance as well, and Saska complies and bites him to give the gift of the aberrant lycanthropy. Now the two reap the villagers who mocked them in their youth and continue to stare icily at them to this day.

Why do I want this? Because I'd want the players to fight two werewolves with tentacle arms and worm-like heads with fanged, lamprey mouths. I just envision them crouched and drooling before the wispy swamp trees with the moons shining behind, and I smile.
Senko

06-01-07, 12:20 AM
Hmmmm great minds think alike I had something similar planned for a campaign I'm currently running (I'll say no more as my players may read this forum).
Rechan

06-06-07, 05:38 PM
Niiiice, Vharuck.

I am sort've uncomfortable with the notion of a Gatekeeper druid turning on their very teachings to embrace the Daelkyr spawn for petty revenge, but that's people for ya.

As an aside, where are the Weresnake/Werecrocodile templates?
Vharuck

06-06-07, 06:26 PM
Niiiice, Vharuck.

I am sort've uncomfortable with the notion of a Gatekeeper druid turning on their very teachings to embrace the Daelkyr spawn for petty revenge, but that's people for ya.

As an aside, where are the Weresnake/Werecrocodile templates?

They don't exist, and for the longest time I was under the impression that the lycanthrope template could only be used with a mammalian animal; however, the rules simply state that the animal be either omnivorous or carnivorous.

I guess you could make your own template, or if that's too much work (or if you're like me and just suck at making new monsters :P), substitute a pre-existing template.

Also, yes, I'm of the opinion that all people are capable of horrible, horrible things.

Edit: Oh, yeah. Thanks for the compliment!
Ratchet

06-13-07, 10:12 AM
Seeds of Doubt

(Sub-Plot) One of the PC's is late to the initial meeting with their unit commander in the citadel as they are out looking for there sisters no-good husband who has gone on another of his drinking binges, and not returned.

The PC's, who are working for "The Citadel" are sent to investigate the retrieve a lost agent who has information concerning an assassination plot against a charismatic new (pro-monarchy) player in the Breland political scene (Melver Curdlin). Upon finding this information (stored on a piece of parchment behind an illusory script spell) they get the details of a meeting between the conspirators and a name of a person, but not all of the details from the script are clear (as the link between what the conspirators are to do in relationship with the person named is not clear). The name of the person just happens to be their unit commander in the Citadel. If The unit commander is told about the presence of his name, he says it is probably a group of people meeting to arrange his assassination as he is the one conducting this investigation against them, and hounding them out.

(sub-plot) upon returning from there initial mission, the PC's sister approach them saying they still cannot find her husband (Leonard), but not to worry as she has teamed up with the wife (Alhana Merrydew) of one Leonard's drinking buddies and they are going to look for him.

Upon making a report to the Citadel, they are ordered to go to the meeting point and observe the meeting. Once the meeting is finished they are to follow the conspirators and report any further contacts. (The PC will always just miss this meeting, and NOT see who the ringleader is). One the way to the meeting they will pick up a member of the local militia/ranger etc. This Militiaman should be killed or seriously injured by the conspirators in an altercation during the tailing. During this altercation at least one of the conspirators should survive. When interrogating the remaining conspirator (or returning him to the citadel, the unit of the slain militiaman will catch up to the PC's and demand that the conspirator is turned over to them as they want to extract there own brand of justice on him for the slaying of their companion. At this point the conspirator should quietly tell the PC's they have to make sure he does NOT go with the militiamen, in return he will tell you want the meeting was about. Once he has been retrieved from the Militiamen he leads the PC's to an isolated area that contains a coach. In the coach is headless, handless corpse of a woman. The conspirator then makes a run for it (or the militiamen turn up again) and he can be disposed off (no further use in the plot).

Upon returning to the Citadel with the corpse of the woman, a "speak with dead" is cast on the corpse, by a Citadel appointed priest. She reveals herself as "Alanha Merrydew" and she was killed 4 day ago (before the PC's sister met her "Alanha Merrydew"!)

Hopefully next what will occur is a frantic search for the PC's sister. They will discover that she left town yesterday with a friend to look for her husband. They will then receive a message (via the spell) that they are proceed through the "Black House" (mental institute), into the caverns below, under the city and into the basement of the "Heraldworks" (newspaper), where they are to wait for further instructions, they have to be there by 9am the next morning or the PC's sister will lose her eyes. Investigation will show that Melver Curdlin is due to make a speech at the Heraldworks tomorrow at 9.30am.
Warforged Goblin

06-13-07, 11:35 AM
Basically my Eberron version of the movie Aliens.

I'd suggest using kythons out of the Book of Vile Darkness.

Also, were-serpents are found in Serpent Kingdoms.