High-level Eberron adventure hooks

Post/Author/DateTimePost
#1

saurixen

Jul 20, 2008 20:43:28
I need them. I already got easy ones, like Vol, Lords of Dust, Argonessan, etc. But I need more. My players have reached level 16, and have a giant airship at their disposal. I need more hooks for them.
#2

demon_paladin

Jul 20, 2008 23:13:25
I've always been a fan of Mordain. Maybe have an army of monstrosities (or one biggie)break free from his lab, and wreck havoc on their way towards the Brelish country side. Crazy threeway battle between the PCs, trying to save Breland, Mordain, trying to get his experiments back, and the monsters, making a suicide run to freedom.
#3

rocksa13

Jul 21, 2008 0:26:28
Dissillusioned high level member of The Twelve forms his own secret group of cult like followers with the intent of creating their own god, as in literally making a living god. Leader of cult is a dragonmarked member of House Vadalis, actually helped work on a project to make magebred soldiers during the last war. Was a religious man who lost his family during the war and decided that if the gods wouldn't help make this world a better place, then he'd just make his own.
#4

missekat

Jul 21, 2008 2:53:33
Not trying to steal the idea with the god here.. just wanting to post an idea i'm working towards with my own players:

The warforged gets religion on a large scale. A warforged prophet travles the lands and preaches the good word of the Becoming God, (mentioned in FoE).

I think someone in here posted about a prophet sometime, calling him The White King.

This would suddenly give the wf a social identity and something to rally around. Some wouldn't of course, but many would.
And is the King a pawn of the LoB? Or in opposition to him, (and therefore worth helping and defending?).

What if they built this God they want to build? Would he be benevolent or a god of war, and are they able to decide that themselves?

And what impact would the avatar of a WF God walking around in Eberron have on the religious and political structure? Would non wf rally to this religion with a obvious and present God? Would the Silver Flame then Launch a Jihad against this abomination? And what would House Cannith think about a wf God? Wanting the plans and blueprints I bet!

Would the wf gain enough of a social awareness as a people to claim a land? Or take one with force? I meam, would any country give up land willingly to these leftovers from the war?

And when they were denied a land.. would there be uprisings? Demonstrations.. war? (Albeit probably guerilla war.. they are up against everyone else).



Well.. just this idea that got me turned on. I think there a plenty of possibilities in this line of speculation, and like I said: Am going to use it myself. Even though the characters of my campaign are fairly racist and hate the forged.
#5

Alas

Jul 21, 2008 8:18:20
Level 16+ adventure hooks, eh? Let's extemporize...

To the Moon
I'll admit-- when I think of airships and Eberron's 12 (or 13?) moons and the Ring of Siberys, my old Spelljammer box sets call for me to bring them together. So, what I'd do is
  • pick one of Eberron's moons (let's say Rhaan, the Scribe's Moon)
  • imagine a lavish and impossible set on it (let's say a city-sized abandoned library, a monument to Aureon)
  • people it with some exotics (warring illumian and buoman factions? runescribed dracoliches? Swarms of book-shaped mimics?)
  • throw the PCs at it (unite the factions, read the dracolich its doom, and win the Tome of Y'allgo'upalevel)

Basically, the moons can act as high-level, one-off planes that don't have to worry about the rest of the cosmology (or polity).

Welcome to the Jungian
Deep in the jungles of Qbarra, a cursed, Khyber-tainted dragon rules over the ruins of Haka'torvahk. He's got legions of fanatical lizardmen, a ziggurat full of bound demons, he's ancient, and he's surly. If that isn't asking for a bunch of high-level adventurers to come in and start setting things a-right, I don't know from hooks. A truly interesting adventure would be an attempt to cure the dragon, restoring him to wholeness (if not goodness). Imagine what the plot of The Dark Crystal would be like if the Crystal were sentient and could breathe acid, and the missing shard were lost in the terror-filled depths of the very castle it guarded.
#6

elondir

Jul 21, 2008 14:14:56
How about combinations of the easy ones?

The Daelkyr and Quori form an unlikely alliance and the dragons of Argonnessen set out to prevent it. But the Lords of Dust release Tiamat and the dragons are forced to deal with her instead of the quori/daelkyr. Meanwhile in Xen-drik the Riedrans are seeking the Mark of Xen-drik (Dragons of Eberron) to enable them to manifest once more in Eberron.

The dragonmarked houses gradually become aware of these happenings, as do the royal houses. They send an expedition to Xen'drik to stop the Riedrans. But Vol has plans of her own and sends a counter force to use the mark of Xen-drik to power an epic spell of incredible proportions, something like FR-style divinity or some such.

So the PCs first have to go to Adar to get some kind of magic key that will restore the seal, locate and get to Io'lokar (they'll have to get through an all-out dragon war) to learn how to use it (which has to be done with the mark of Xen-drik), and finally scour Xen-drik for the mirrors, align them properly (or prevent their alignment), while fighting off the forces of Tiamat, the Lords of Dust, the Quori, the Daelkyr, and Vol. During the ensuing tension, the Lord of Blades strikes out from the Mournland against Breland. All-out war breaks out between the two, and it is in danger of escalating into a new Last War.

Meanwhile back on Xen-drik, when two moons eclipse, if the mirrors are aligned, then Vol makes her move against the Riedran expedition. Remember that the Riedrans need the mirrors one way, Vol needs them another, and the PCs need them in a third (the proper) way. So it's a race to align the mirrors. If the Riedrans have failed to align them their way, then the Daeklyr break their alliance and leave them hanging. If Vol succeeds, the party has one combat to stop her ascent. If the party has their mirrors aligned (let's hop they do), then the Mark manifests (they can see it from their airship), the Quori remain banished, and the next big round of adventures await.
#7

missekat

Jul 22, 2008 13:29:36
Holy cow.. I would be stressed out completely if I was in that adventure! (That means I think it's an awesome idea!)
#8

saurixen

Jul 23, 2008 16:37:11
Good stuff, good stuff. I'm deffnietly going to use this stuff.:D
#9

oorlof

Jul 24, 2008 3:39:26
This is the story I'm running my guys through now. They're almost level 7 now, I hope to get them up to level 9 or 10 at the campaigns conclusion. Obviously, the defenses of the Tarrasque will need a bit of tweaking. Then again, if they allow a group of relatively squishy mages to bring the thing back to Eberron, serves them right, right?

The Daughters of Sora Kell rule the nation of monsters. But they're missing one monster in their collection: "he Devourer", a beast of singular destructive power - yep, the Tarrasque.

Said beastie is currently lying unconscious but alive in the dark lake of night, a body of water on the plane of Mabar. Millennia ago, Dhakaani dirgesingers lured the monster they could not defeat into Mabar and erased (almost...) all records of the event.

The Daughters are smarter than heading into Mabar themselves. It would generate a lot of attention and agents from the Five Nations would band together against them. Instead, they're using a retired Knight Phantom (Aundarian arcane cavalry) as their unwitting agent. Chevalier Semaitre lost land and family when the Eldeen Reaches declared independance and wants bloody revenge. He travelled far and wide to find lore that could help him defeat the Eldeen druids, finally finding the Copper Book, a single scale of a copper dragon, as large as a buckler shield. One side of the scale accepts questions written in draconic, the other side answers them via divination magic. Semaitre thinks the Copper Book is a self-contained divination aid and has used it to find the biggest monster he could possibly throw against the Eldeen Reaches. In truth, it relays the questions to the Dusk Hag seer, Sora Teraza, who twists the answers given to suit her own goals.

Semaitre's plan is as follows:
* obtain more info about the Tarrasque by searching Dhakaani ruins and ancient scrolls
* find a way to keep open a rift to Mabar - he'll be cooperating with the Nightbringers-death cult from the Eldeen Reaches, Mabar-worshipping druids who want an end to all life
* have a House Vadalis excoriate, who finds the fleshtwisting magic of Mordain just a tad too interesting, create a huge necklace to control the Tarrasque
* outfit an expedition into Mabar to track down the Tarrasque, heal it, then take it back to Khorvaire
* have the Tarrasque cut a bloody swath through the Eldeen Reaches, then turn control over to Aundair's Royal Eyes to use the thing once the War heats up again

The Daughters of Sora Kell have a rather more simple plan: have Semaitre bring the Tarrasque to Khorvaire, then steal the critter from him. Or just dominate the sucker Aundarian and have him send the Tarrasque to Sharn for some nasty Gojira-work.
#10

elondir

Jul 24, 2008 12:23:32
Okay, I've combined what I've read so far (sorry Oorlof, it was too late to add yours, because your hook is awesome!)...


EBERRON CAMPAIGN: THE MARK OF XEN'DRIK

Prologue: Mordain’s Monstrosities
The Sharn watch approaches the PCs and explains the situation about Mordain. Apparently some of his creations are running amok in the countryside. The PCs must contain these creatures immediately.

CHAPTER 1: Welcome to the Jungian

After the PCs deal with the creatures and Mordain, House Cannith approaches the party about a plot they’ve uncovered that Riedra is going after the Mark of Xen’drik, which can only happen when Rhaan and Zarantyr eclipse the sun, something which is going to happen soon. They know that the key to the mark is somewhere in Adar, but they don’t know where. However, spells suggest that a clue to its whereabouts might be in Haka'torvahk in Q’barra. The PC’s are to set off ASAP.

The PCs land in Q’barra’s capital city of Newthrone, where they meet up with their local guide and are ambushed by Riedrans. They embark on an expedition to the ruins, and find the place overrun with lizardmen. The dragon has scoured the place clean of all the secrets and locked them away in a ziggurat filled with demons. Meanwhile they’re being followed by the Riedrans. The PCs must evade the Riedrans and defeat the dragon’s presence.

Just as the PCs look to be defeating the dragon and its demonic minions, the Riedrans attack in a titanic three-way battle. After the PCs emerge victoriously, it is discovered that the Riedrans are in fact actually members of the Order of the Emerald Claw in disguise. What does the OotEC want? Meanwhile, they find clues leading them to the distant land of Adar.

CHAPTER 2: Into Adar
This begins with rolling random airborne or sea encounters for the voyage across the sea.

Upon landing in Ardhmen, Syrkarn, the PCs learn that the Riedrans are actively seeking the key, and that they are aware of the PCs and their intent. The PCs make their way to Il-shakti where they speak with the elders there. First they must prove themselves in that dungeon they describe in Secrets of Sarlona, where they have to take a bunch of tests.

CHAPTER 3: Korrandar
They learn that they have to climb Korrandar, because that’s where the key is. The trek up Korrandar is rough, and they have to face many dangers, but eventually they reach a cave. They must convince the guardians of their good intent. They explain that the way to use the key is lost; perhaps someone back home in Io’lokar might know. They tell them to seek the heart of the continent. But the PCs are warned that Tiamat has been unleashed upon the world and that she has amassed a mighty army of demons, dragons, dragonspawn, half-dragons, and draconic creatures and is waging a full scale war against the Light of Siberys. Just as negotiations are winding down, the Riedrans steal the key (which is actually a prismatic dragonshard) and run.


CHAPTER 4: Durat Tal
The PCs must chase down the Riedrans all the way to Durat Tal, where they must recover the key from the heart of the Military District, where it is being studied in a Monolith. The PCs have to find a way into the monolith and recover the key before the Riedrans learn how to use it. While in the monolith they learn that the Daelkyr and Quori have allied themselves to unseal both of their races, with the understanding that the Daelkyr will leave Sarlona unscathed in return for the rest of the world. As soon as they make it into the airship, with the Riedrans chasing them, the Riedrans launch airships of their own, powered by crystals. The Riedrans will try to board the airship, get the key, and then destroy the airship with all the PCs on it.

CHAPTER 5: The Tapestry
The trip to Argonnessen is smooth until they get there. Dragons there tell the PCs that no one is allowed into Argonnessen. Heavy negotiations may be necessary to let the PCs in. They are warned that it is extremely dangerous, and that no one will save them if they get in over their heads. Once in, they find a war-blasted land with fiends and dragons battling all over the place. The PCs have at least three encounters with aerial patrols from the army of Tiamat, and two from Dragons.

CHAPTER 6: Into Io’Lokar
When they get to Io’Lokar, they find the city besieged and locked. They must find their way into the city, and then find the knowledge they need. An old 24th level sage teaches them the lore required to use the key to activate the mark.

Before the PCs find a way out of the city, Tiamat’s army attacks Io’Lokar. The PCs must find a way out of the battle; this one is way over their heads in abilities. They will have to fight off several dragons, yugoloths, tanar’ri, and dragonspawn.

CHAPTER 7: Escape from Argonnessen

To get to Xen’drik, the PCs must fly over the Light of Siberys. That means lots of random encounters with demon and dragon patrols. Do it enough to make the players wish they were out of this forsaken land already. Make sure one encounter involves an arcanaloth.

CHAPTER 8: Xen’drik at Last
The PCs now have to find the five mirrors the sage spoke of. They must find an ancient Giant library in the Obsidian City, and decipher the texts to find the locations (while fending off their enemies). They are in the Tempest’s Spine, the Bluespine Peaks, the Scimitar Spires, the Skyraker Claws (mirror), and the Titan’s Teeth. The mark is displayed in the central mountain range in between the two volcanoes.

Each mirror must be aligned in a certain way and locked so that no one can change it once it is set. Each mirror is atop the tallest mountain in their respective ranges, and each mirror is controlled by a control room in carefully protected underground complexes (read: dungeons full of golems and other nasty things epic giants might craft, along with the Riedran and EC expeditions). At this point, they are chased by the Riedrans, the Order of the Emerald Claw, and an arcanaloth that learned of the PCs and their quest during the escape.

The PCs will have to cross many features as they go from each corner of Xen’drik. For example, they’ll have to get across Menechtarun and the jungles. This shouldn’t be too difficult since they’re flying, but if the airship were to crash for any reason… (hint hint)

CHAPTER 9: Eclipse
Once the mirrors are aligned, they have to haul their butts back to the center of the continent for the grand display. Waiting for them are several inspired and Vol herself, already duking it out. The eclipse happens.

Remember that the Riedrans need the mirrors one way, Vol needs them another, and the PCs need them in a third (the proper) way. So it's a race to align the mirrors. If the Riedrans have failed to align them their way, then the Daeklyr break their alliance and leave them hanging. If Vol succeeds, the party has one combat to stop her ascent. If the party has their mirrors aligned (let's hop they do), then the Mark manifests (they can see it from their airship), the Quori remain banished, and the PCs get teleported to the moon of Rhaan.

CHAPTER 10: To the Moon
Here we have a city-sized library populated by various factions of illumians, buomen, a hidecarved dracolich who is actually lawful good but is possessed by a klurichur. Parts of the library are wild and populated with things like ragomoffyns, golems, book-shaped-mimics, etc., and even a “big ol’ room of death” (trapper, lurker above, four living walls, and mimics, with one mimic disguised as the door itself). The PCs must avoid the faction war (or end it), and exorcise the dracolich, learn their part in the Draconic Prophecy and how their actions impact it. One of the PCs is taught an epic spell (or given an artifact if nobody can use epic spells) that will seal Tiamat within Khyber once more, permanently. But the PCs have to defeat her first. The dracolich teleports the PCs back down to Eberron when they are ready.

The view of Eberron should make the PCs go ga-ga. They might notice lots of black clouds over Breland.

CHAPTER 11: The Pit of Five Sorrows
This is a big nasty epic level dungeon. Like Red Mage said, “This is the end game. End games are 70% dragon”. That’s right, you have to face off with Tiamat and a large host of her minions. Hope you’ve got rings of universal energy immunity handy. The PCs then seal her carcass in there once more. The world is safe, they can go home now.

CHAPTER 12: Home?
Upon reaching Breland, they learn that Breland is at war with the Lord of Blades, and that the war is destabilizing the five nations. The war threatens to turn hot unless the PCs can do something about it.

The PCs have to visit the royals from each of the Four Nations to prevent the Last War from restarting. They also have to defeat the Lord of Blades at the Battle of Thronehold, where the Four Nations must unite once more...

EPILOGUE
The Daelkyr, Vol, and the Quori all want revenge. The Daelkyr planned on breaking the alliance with the Quori anyway, but nonetheless they don’t like being cheated. The Quori don’t do anything at this time, but during later adventures, they send Dreaming Dark assassins after them. The Daelkyr might plot and scheme, or maybe not. They are insane, after all. Vol will someday get her revenge. And the Four Nations' alliance - what will become of it, now that the Lord of Blades is defeated? But these are stories for another time…



At first I had 13 chapters but now there are 12. How Eberron is THAT? :D
#11

grifo

Jul 24, 2008 12:50:29
This is the story I'm running my guys through now. They're almost level 7 now, I hope to get them up to level 9 or 10 at the campaigns conclusion. Obviously, the defenses of the Tarrasque will need a bit of tweaking. Then again, if they allow a group of relatively squishy mages to bring the thing back to Eberron, serves them right, right?

The Daughters of Sora Kell rule the nation of monsters. But they're missing one monster in their collection: "he Devourer", a beast of singular destructive power - yep, the Tarrasque.

Said beastie is currently lying unconscious but alive in the dark lake of night, a body of water on the plane of Mabar. Millennia ago, Dhakaani dirgesingers lured the monster they could not defeat into Mabar and erased (almost...) all records of the event.

The Daughters are smarter than heading into Mabar themselves. It would generate a lot of attention and agents from the Five Nations would band together against them. Instead, they're using a retired Knight Phantom (Aundarian arcane cavalry) as their unwitting agent. Chevalier Semaitre lost land and family when the Eldeen Reaches declared independance and wants bloody revenge. He travelled far and wide to find lore that could help him defeat the Eldeen druids, finally finding the Copper Book, a single scale of a copper dragon, as large as a buckler shield. One side of the scale accepts questions written in draconic, the other side answers them via divination magic. Semaitre thinks the Copper Book is a self-contained divination aid and has used it to find the biggest monster he could possibly throw against the Eldeen Reaches. In truth, it relays the questions to the Dusk Hag seer, Sora Teraza, who twists the answers given to suit her own goals.

Semaitre's plan is as follows:
* obtain more info about the Tarrasque by searching Dhakaani ruins and ancient scrolls
* find a way to keep open a rift to Mabar - he'll be cooperating with the Nightbringers-death cult from the Eldeen Reaches, Mabar-worshipping druids who want an end to all life
* have a House Vadalis excoriate, who finds the fleshtwisting magic of Mordain just a tad too interesting, create a huge necklace to control the Tarrasque
* outfit an expedition into Mabar to track down the Tarrasque, heal it, then take it back to Khorvaire
* have the Tarrasque cut a bloody swath through the Eldeen Reaches, then turn control over to Aundair's Royal Eyes to use the thing once the War heats up again

The Daughters of Sora Kell have a rather more simple plan: have Semaitre bring the Tarrasque to Khorvaire, then steal the critter from him. Or just dominate the sucker Aundarian and have him send the Tarrasque to Sharn for some nasty Gojira-work.

That is one bad-ass plan.
#12

garnathfrostmantle

Jul 24, 2008 16:11:46
I need them. I already got easy ones, like Vol, Lords of Dust, Argonessan, etc. But I need more. My players have reached level 16, and have a giant airship at their disposal. I need more hooks for them.

I think someone had mentioned Spelljammer and the "13" moons of Eberron.
That's what my players did.
After they (all members of the Dark Lanterns) found (and exploded) a monolith underneath Sharn that was built by Mindflayers for the quori, they found a nautilod full of Gnome engineer slaves. They have a ship and crew. They sailed the stars for a bit, came back to Sharn and found that quori were released in the city. They are "ghost" hunting.
They have found that a local librarian and ex-professer at Morgrave University made a deal with the Dreaming Dark to become a very powerful Lich. So right now they are Lich hunting.
They will soon learn that the Lich relased the Quori in Sharn and has ties to Reidrea in Xendrik.
*Hopefully* they are heading to Xendrick to find a song dragon located in the middle of Stormreach....yet they will be on a goose chase to it's lair in Sarlona...who can tell them about the Quori and take on the Dreaming Dark. Then to the Mournlands where it turns out, in my game it was casued by the dreaming dark, that the Quori get thier warforged bodies back, thanks to the lord of blades, and they go to battle with Quori possesed warforge.

Then maybe they will get to do more spell jamming. Of course it's all up to them on what they do.
#13

oorlof

Jul 24, 2008 17:05:57
That is one bad-ass plan.

Thanks! :D

We just finished playing and the party is now at the gates of the monastery of Orla-un in Aundair. In the basement, a lab has been set up where all kinds of items related to the mission are crafted. If the PCs raid this place, they'll have the gist of the plan - cultists want to mount an expedition to Mabar and bring back something big. That should get them in motion.

(They'll probably steal the construction manuals and try to start a blackmail-operation. I know my guys.)
#14

oorlof

Jul 24, 2008 17:08:11
Then to the Mournlands where it turns out, in my game it was casued by the dreaming dark, that the Quori get thier warforged bodies back, thanks to the lord of blades, and they go to battle with Quori possesed warforge.

Then maybe they will get to do more spell jamming. Of course it's all up to them on what they do.

Dude. Fighting legions of psychically empowered Warforged in the nightmare mists of the Mournland? Hardcore! :evillaugh
#15

PJammaGod

Jul 26, 2008 0:48:32
I've always had a soft spot for the Daelkyr and they represent some of the most bad-arse powerful monsters in Eberron. Perhaps House Tharaskh is hired by an "unknown" gentleman to go searching through the Shadow Marches for some strange magical artefacts. In truth the employer is a Mind Flayer in disguise and searching for several of the Dimensional Seals. Once enough have been located and desecrated the Daelkyr are released from their prisons beneath the earth.

Suddenly the Eldeen Reaches becomes one huge war zone, with abberations spilling out from Khyber. Meanwhile Breland and Aundair close their borders once they release the gravity of the situation, turning away huge numbers of civilian refugees and causing an international (literally, even the Dragons of Argonessen are interested) scandal. Soon however the forest of the Eldeen Reaches begins to exapand, though it's much less natural forest and more twisted animate trees perverted by Daelkyr magics. Nobody is able to survive within the poisonous and animated forest for more than a few days.

So groups job is two-fold. Firstly they have to find a way to burn back the slowly spreading forest. Secondly they have to find a way to reseal the Daelkyr. Which means a trek to Argonessen and attempting to bargain with the Dragons to search for the lost Library of Vvaraak.
#16

ellorin

Jul 27, 2008 5:58:44
Welcome to the Jungian
Deep in the jungles of Qbarra, a cursed, Khyber-tainted dragon rules over the ruins of Haka'torvahk. He's got legions of fanatical lizardmen, a ziggurat full of bound demons, he's ancient, and he's surly. If that isn't asking for a bunch of high-level adventurers to come in and start setting things a-right, I don't know from hooks. A truly interesting adventure would be an attempt to cure the dragon, restoring him to wholeness (if not goodness). Imagine what the plot of The Dark Crystal would be like if the Crystal were sentient and could breathe acid, and the missing shard were lost in the terror-filled depths of the very castle it guarded.

More or less the plan for our current campaign, with an important exception:there is a war going on and the PCs are manipulated by the Talons of Tiamat to actually take Rashak down and put one of them in his place. Ironically, that dragon is the only person they trust without reservations. I really look forward to the day they realise what they have done.