| Post/Author/DateTime | Post |
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| #1lonewolfMay 05, 2008 21:15:23 | Im DMing an Eberron campaign and am about to send the PCs from Sharn to Adar. Their objective is that they need to learn how to destroy a hanbalani(Im not using the normal rules for that) and I decided that they will need to get into contact with some of the summit road guide to do so(I´d imagine that the Akiak duergars could also teach them, but the PCs dont know about them). I am a little unsure what kind of adventures they could have on the way there. They plan to enter the continent in Syrkarn and make their way towards Adar from there. They havent determined how to get there from Sharn yet, but I imagine I could influence them in their decision how to get there. Unfortunately the PCs have a tendency to avoid any adventures they think unnecessary for their mission, so you can expect them to disregard a possible sidequest-hook if they think they can. What I am looking for is: - some kind of action during the long travel to Sarlona(preferably not only some kind of standard random sea encounter) - at least one adventure within Syrkarn(this is where I have the most problems coming up with good ideas) - ideas for the first contact with members of the Summit Road to get into Adar. - possibly some ideas of additional adventures that could happen within Adar. The group is 11th level. thanks for all the help in advance! |
| #2mystrichMay 06, 2008 0:07:10 | You might be able to adapt the Voyage of the Golden Dragon's first part (and maybe the rest with a larger stretch), or at least the general premise of a murder mystery on the ship they take. Perhaps Sarlona decides to allow a few diplomats of the 5 nations to meet up in Sarlona (such as a port city or something) and PCs are able to get in as well (by 11th, I would hope you've given them a contact or two to call favors into), which then leads to the Voyage of the Golden Dragon idea. |
| #3lonewolfMay 08, 2008 17:48:53 | thanks! Im looking through the adventure now and I like the basic idea, especially the murder mystery part during the journey. Any other ideas on what could happen once they reach Syrkarn and beyond? |
| #4elrodianMay 11, 2008 12:14:51 | well you could have a strom that sends you to the The Serens Island where u get in a fight with the different tibes. This can also help u bring in a Serens clans person if you want. |
| #5lonewolfMay 27, 2008 15:08:58 | Alright, I´ve done the murder mystery part of "Voyage of the golden dragon" and it was really fun to play! No were approaching Sarlona and I still lack any good idea how to proceed. Any ideas? please? |
| #6AlasMay 27, 2008 15:26:46 | Hmmm... my players went into Adar via the port of Dvaarnava, rather than Syrkarn. I liked the name and the locale, so I "colored it in" a bit: Show Dvaarnava (pop. 6,730) is the only accessible port in the land of Adar. It lies at the extreme southern tip of Sarlona, hidden in a cliffside sea cave. It is from Dvaarnava that most Overlook kalashtar sailed to reach Khorvaire. A native of Dvaarnava is called a Dvaarnavan; not to be confused with a Dvaarnaist. Notable Features Barrier Rocks The sea approach to Dvaarnava is filled with jutting spires of black rock. Only one channel through the rocks is deep enough to admit galleon-sized vessels, and that channel was until recently the home of the monstrous Susiutl (see Stormwrack). Local residents avoid the barrier rocks if at all possible, and consider it taboo to touch them. Dvaarna Hermitage The Dvaarna Hermitage is the oldest structure in Dvaarnava, and home to practitioners of an arcane tradition that predates the Kalashtar arrival in Adar. The wizards of the Hermitage are content to leave public matters in the hands of the Monastery of il-Yannah, though they participate actively in the port's defense. It was the summoners of the Dvaarna Hermitage who bound The Susiutl to the barrier rocks centuries ago; maintaining its bonds was a regular ritual for the wizards and the creature's death during the Battle of Dvaarnava was a great loss for the order. The Hermitage has begun preparations for binding a new guardian, though the wizards have not been forthcoming about what they are going to bind. (If you want to get techincal, the Dvaarna Hermitage began as a lavra.) Galleries The galleries are a series of defensive emplacements carved into the cliffs overlooking the port's sea approach. In times of war (as during the Battle of Dvaarnava), the galleries are manned by ballista crews from the city militia and arcane artillerists from the Dvaarna Hermitage. Monastery of il-Yannah The abbots of the Monastery of il-Yannah have been Dvaarnava's de facto leaders for two centuries. Kalashtar of the Kharn lineage dominate the local priesthood of the Path of Light, and are noted for their scholarly inclinations (this fact accounts for the warm relations between the monastery and the otherwise asocial Hermitage). Temple of Aarakti The Temple of Aarakti (Arawai), goddess of plenty and storms, is the largest of its kind in Adar. The temple is best known for the "Dawn Thunder" ceremony that takes place every morning. During the ceremony, the priesthood (and observant citizens throughout the port) play conch shells, trumpets, and horns as loud as they can for a full minute. The cacophany echoes throughout the caves of Dvaarnava like the thunder itself, and is considered a blessing upon those who hear it. Native residents are quite proud of the ceremony, but somehow always neglect to warn visitors that it's coming. Economy Dvaarnava is the only true seaport in Adar, but frequent blockades by Riedra have kept ship trade lower than it could be. Ships arrive irregularly from Ardhmen (Syrkarn), and even less frequently from Khorvaire (primarily adventurers and Lhazaar pirates). Caravans arrive overland from Shambala, Pihdri and Xephanan throughout the summer months. Major exports include dried fish and niint (a local cave plant), sea salt (very valuable in the remote settlements), and water-carved stone (a specialty of the Dvaarnaist magewrights). The use of currency is on the rise thanks to Lhazaar pirates looking to circumvent the Riedran trade, but barter is still the order of the day. |
| #7lonewolfJun 03, 2008 12:31:53 | one last try to this.@Alas: Thanks for the suggestions, but thats not really what Im looking for. |
| #8elrodianJun 03, 2008 17:11:10 | hey Alas were did you get that info is it made up or form a book. |
| #9octaviusiiiJun 03, 2008 18:21:21 | Hmmm... approaching Sarlona, something crazy yet nonstandard needs to happen, and your PCs are a captive audience but don't like to do side quests. Well, the standard answer is to have pirates try to take the ship. Another would be for the Inspired to try to impound the ship. Perhaps they could wreck on an island that happens to be one of those areas where two planes meet (I forgot what they're called). This island happens to be adjacent to Mabar. During the day, the ship gets repaired; during the night, the camp comes under seige by creatures of the other plane. As you launch the boat, make sure they spot a nightstalker through the trees... Within Syrkarn, there might be a group of ogre-magi refugees have holed up in the port town, and Riedran troops have set up a light seige of the city. Although normally not the characters' concern, the port has been sealed to some degree as well. How do the PCs get through the blockade? Do they let the town burn and just book it into the bush, or will they help the townsfolk to safety before proceeding to Adar? |
| #10AlasJun 04, 2008 7:20:25 | Thanks for the suggestions, but thats not really what Im looking for. Just tossing out ideas. You could always use Dvaarnava as an endpoint (or start point) for the Summit Road-- add a little community of half-giants and road runners, then send them along the mountain passes with a pit stop at an abandoned, pre-Kalashtar mage-temple (now haunted and infested by galeb duhr, constructs, and shadows). hey Alas were did you get that info is it made up or form a book. The names and geography I took right from Secrets of Sarlona; the rest (like the Hermitage) I made up by elaborating on hooks dropped here and there. |
| #11dsivisJun 05, 2008 17:44:23 | Maybe combine some of the ideas... have the PC's ship be attacked by pirates under psionic influence of the Dreaming Dark. Remember, many of the old Lhaazar cultures maintain esoteric traditions unknown to the rest of Khorvaire, including some Psionic ones. So the Principalities are another potential beach-head for the Inspired. |