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60 adventures found
Cover of Khyber's Harvest
Khyber's Harvest
4th Edition
Level 2
30 pages
0

A trek across the Shadow Marches leads weary travellers to Blackroot, a quiet village of ramshackle huts nestled among the darkwood trees. Here, orcs and humans live in peace. However, all is not well. Something evil has crawled up from below, threatening to devour the village and its denizens. Only a party of brave heroes stands in its way. In Khyber’s Harvest, the PCs battle an ancient evil threatening a remote village in the Shadow Marches. The dark power of the planes has grown strong in this place. Depraved cultists and twisted aberrant creatures are dragging innocents down into ancient caverns to undergo a horrific transformation. To save these helpless villagers, the PCs must overcome the terrors of Khyber—a quest that brings them to the attention of the dreadful Belashyrra, the Lord of Eyes.

Cover of Seekers of the Ashen Crown
Seekers of the Ashen Crown
4th Edition
Levels 2–5
96 pages
0

Will the adventurers be able to thwart the machinations of a mad dragon in the hopes of saving the city of Sharn from certain destruction? Is the slinky elven maiden really in trouble or working for the enemy? Is the body in the morgue really the center of this whole puzzle or merely one piece? This adventure, in the style of a Dashiell Hammett novel, will certainly test their skill and resolve. This is the first full adventure for Eberron with the 4th edition D&D(R) rules. This adventure builds on the sample adventure provided in the Eberron Campaign Guide but is also playable as a stand-alone adventure.

Cover of Pit of the Fire Lord
Pit of the Fire Lord
3.5 Edition
Level 8
12 pages
0

A madman hidden deep below Sharn plans to tear open a portal to the Sea of Fire. Can a band of heroes reach him in time to save the city from conflagration? The city of Sharn bakes in the grip of an intense heat wave. For most citizens, the temperature is nothing more than an annoyance. The scholars of the city know the heat is a sign of something more -- Fernia, the plane of fire, has drawn near. For one insane sorcerer, the heat is a sign that his revenge is at hand as he prepares to drown the city in a lake of fire. "Pit of the Fire Lord" is part three of the three-part Shards of Eberron Campaign Arc. Pgs. 48-59

Cover of March of Madness
March of Madness
5th Edition
Level 5
32 pages
0

Millennia ago, aberrations from Xoriat, the Realm of Madness, were driven from Eberron. The Gatekeeper druids–mostly orcs–placed powerful dimensional seals throughout Khorvaire to prevent the creatures of Xoriat from returning. To repair a breach in one of the seals at a settlement called Tjorda, a Sealguard Complex was built. An immortal guardian ws tasked with attending to the repaired crack in the seal. Thousands of years later, the Gatekeeper druids rediscovered the sealed complex. Even without knowing its precise history, they ascertained its sacred nature and have guarded it from then on. Being sealed in to protect the site and commune with the inner guardian is considered a great honor. Much of this history has long-since been forgotten. But 10 years prior to the adventure’s start, Vilda Karrte–a relic hunter with her own agenda–tracks a Xoriat artifact called the Spiral Well to the complex. Turned away by the Gatekeeper, she forces her way inside, grievously injuring them. Having discovered Vilda’s journals, Provost Nigel Faurious, through the Clifftop Adventurers’ Guild Handler Lhara, tasks the adventurers with recovering the Spiral Well.

Cover of Whispers of the Vampire's Blade
Whispers of the Vampire's Blade
3.5 Edition
Level 4
32 pages
0

A Brelish spy steals and defects with a powerful magic sword and the adventurer's have been hired to track down and recover the item. This adventure features a lengthy chase overland on horseback, on a train, and an airship. Along the way the adventurers will also have to deal with third parties seeking to recover the sword for themselves, such as Warforged agents of the Lord of Blades who have hired halfling mercenaries riding glidewings (pteranodons), and Emerald Claw raiders piloting an opposing airship. This adventure can be run stand-alone or as a sequel to The Forgotten Forge and Shadows of the Last War.

Cover of Live Another Day
Live Another Day
5th Edition
Level 2
22 pages
0

Provost Nigel Faurious’s continued planar research has uncovered a reference to a sapphire amulet and a map with general directions to the entrance of the Shining Valley deep within the Graywall Mountains. He believes that the Valley is an Irian manifest zone, capable of charging the sapphire and granting unknown healing properties. The Provost has already acquired the sapphire and contracted Lhara, a female shifter within the Clifftop Adventurers’ Guild, to put forth a writ calling for adventurers to follow the map he uncovered and discover if the amulet’s properties are authentic. Unbeknownst to the Provost, a flight of harpies known as the Haunting Song is already living within the Shining Valley after escaping an attack on their lives by two other flights. The characters will have to convince these current inhabitants that they mean no harm. The harpies have already learned the healing properties of the valley and have been raising a new generation without any outside interference, but due to the party’s recent expedition, an oncoming war party has been spotted and the harpies now demand they assist in defending their home.

Cover of Riding the Rail
Riding the Rail
3.5 Edition
Level 5
10 pages
0

Lightning rail rides in Breland are never as relaxing as they should be, especially when the coach is being used to transport a monolith hauled from the mysterious depths of Xen'drik Can the unsuspecting PC's overcome their surprise in time to repulse the invaders from the inside, or will they finish their journey in chains? Pgs. 18-27

Cover of Murder in Korunda Gate
Murder in Korunda Gate
5th Edition
Level 5
15 pages
0

"When three bodies were found with severe burn marks around thier necks, it was clear the city guard were out of their league. Inquisitives were called in to solve the case..." This is a one-shot noir adventure set in the world of Eberron. In it, the players take on the role of inquisitives investigating strange murders in one of the seedy backstreets of Korunda Gate, a city on the border of the Mror Holds. The adventure is for four level 5 players (though adjusting for 3-6 players would be minimal effort) and is expected to take around four hours. It is a great introduction to Eberron for DMs and players alike. It includes: * An exciting mystery to solve across four locations * Three vicious new monsters to fight: flaming zombie, flamelock, and face of flames * An optional bonus scene where the players pursue persons of interest in a high speed rooftop chase * A battle map for each encounter

Cover of The Saviour of Sharn
The Saviour of Sharn
5th Edition
Level 4
100 pages
0

Want to discover the incredible world of Eberron? You won't even need a DM... This adventure is written in gamebook style (think Fighting Fantasy / Lone Wolf) but with 5e mechanics. Narrative entries guide you through the adventure and remove the need for a Dungeon Master. Custom combat sheets run monster tactics during combat, and battle maps for all possible encounters are included in a zip file. This is the pdf version. For the Fantasy Grounds version, click here. The numeric entries are also hyperlinked, so all you need to do is click and the pdf will automatically navigate you to the next entry, removing the need to scroll or enter a page number. The story begins with you, the PC, deep in study in the Morgrave University Library. Then, a mysterious figure slips you a letter and disappears before you can discern their identity. Let the adventure begin...

Cover of At Death's Door
At Death's Door
5th Edition
Level 6
34 pages
0

At Death’s Door is a dungeon crawl that takes place almost entirely in the upper chambers of the Lair of the Keeper. This lair belongs to an ancient dracolich that perhaps styles themselves after the legends of the Keeper, or perhaps even inspired them. Stormhome. The player characters are called to the home city of House Lyrandar to meet with Guild Handler Lhara regarding their quest for an artifact tethered to Dolurrh, the Realm of the Dead. The Descent. Traveling by airship over the horrors of the Demon Wastes, the party descends into a vast canyon to find the Lair of the Keeper. After agreeing on a pickup point, the party skydives into the hellish landscape and hides to avoid the notice of a would-be god, then explores the surrounding area. The Lair of the Keeper. The bulk of the adventure takes place in the upper chambers of a dracolich’s lair in a manifest zone tied to Dolurrh, the Realm of the Dead. Surviving the horrors of this place is the main challenge of the adventure. The Ghaash’kala. There is one last challenge standing between the players and their escape to the airship. The orc tribes called the Ghaash’kala consider it their holy duty to protect the rest of the world from the horrors of the Demon Wastes. They will attempt to stop anything from escaping the Wastes, unfortunately including our heroes.

Cover of Queen with Burning Eyes
Queen with Burning Eyes
3.5 Edition
Level 1
17 pages
0

Take your first exciting foray into D&D's newest campaign setting with a deadly exploit in Sharn, City of Towers. Descend into the ruined undercity to face the legacy of the daelkyr, aberrations from the evil plane of Xoriat, and come face to face with the Queen with Burning Eyes! Pgs. 16-32

Sharn Files: Secret of the stolen Beef Boranel
5th Edition
Tier 2 Level
30 pages
0

In Sharn Files: Secret of the stolen Beef Boranel you can cast a suspicion on the teammate while defenestrating the enemies. This one-shot mixes social deduction games a la Mafia or Blood on the Clocktower with fun combat encounters inspired by Tactical Breach Wizards! A perfect little distraction after you have traumatized your players during the main campaign and everyone needs a breather. This 3-5 hour one-shot for level 7 characters adds the character-driven tension to a simple but exciting dungeon crawl. Sharn Files tells the stories of Blackened Book, a special unit within Sharn Watch that takes on magical crimes. However, this mission is special, since our heroes need to not only raid an underground drug laboratory, but also find a traitor among themselves! Someone stole the Captain’s lunch and all of you are suspects. Find the traitor before the end of the mission, or risk to patrol the streets with the regular guards for a while. Features: - Over 25 lavishly-illustrated pages - 3-5 hours of gameplay - 2 custom-made encounter maps – a multi-level warehouse and a hazardous laboratory - 6 pre-generated characters, each one cuter than the other - 6 unique monsters perfect for throwing out of the windows - 4 new Magic Items approved for use by Sharn authorities - Additional subclass: Warlock who’s patron is the City itself 100% human made - no AI was harmed (or used) in the process.

Cover of Steel Shadows
Steel Shadows
3.5 Edition
Levels 6–8
16 pages
0

A killer is stalking the warforged of Sharn. Some say the murderer is a vengeful spirit, while others blame human bigotry and fear. Can the adventurers expose the truth that lies hidden in the depths of Sharn? Steel Shadows is a D&D adventure suitable for four characters of 7th level. This adventure is set in the city of Sharn in the Eberron campaign setting. Since this is a mystery themed adventure, at least one of the characters should have the Investigate feat. The adventure includes a sidebar for scaling the adventure for lower and higher level characters.

Cover of Rime or Reason
Rime or Reason
5th Edition
Level 2
24 pages
0

Provost Nigel Faurious’s research has revealed the location of an icy spire near the eastern side of Icewhite Island. The Provost needs the Hoarfrost Flower, an artifact found inside this spire, to make his Convergence Manifesto a reality. Eager to complete his work as quickly as possible, the Provost previously paid for an expedition from the Deathsgate Guild to explore the icy spire at the same time the Clifftop Guild surveyed the Shining Valley in the last adventure. The Deathsgate expedition’s ship, the Nightwood Cask, was destroyed by the cold of the Risia manifest zone. They made it to the island on lifeboats and headed to the spire, hoping to use it as shelter until someone from the Deathsgate Guild comes to rescue them. The spire’s builders are long gone and forgotten, but their traps and magic remain. Mror archeologists once found this place while in search of their ancestors that many believe hailed from the Frostfell. Only their camp remains in the foyer of the spire, where the party from Deathsgate waits. While the Deathsgaters’ supplies dwindle, they argue among themselves on their next steps. Should they try and make it to shore and hope their ship somehow survived, continue to wait, or delve deeper into the spire to complete the task they were hired for?

Cover of Night's Gambit
Night's Gambit
5th Edition
Level 4
27 pages
0

This heist adventure that takes place almost entirely at Fort Bones. It is split into five scenes: Karrnathi Opening. The characters meet Vedim ir’Durna, a noble from the region who is willing to help the player characters infiltrate the Fort. Guild Handler Lhara introduces their prize: a necromantic artifact called the Queen of Night, tied to the plane of Mabar. Valenar Gambit. Whether by wit or stealth, the characters find their way inside the walls of Fort Bones. They might use the incoming Valenar attack as a distraction, find a secret entrance, or plant themselves on a visiting dignitary’s staff. Castling. Safely inside, the characters must figure out when the artifact is unguarded, and find their way into the castle’s inner sanctum. Check. The characters must navigate their way past a magical vault door, then descend into the crypts. The Queen of Night is guarded by a terrifying construct. Endgame. With the artifact in their hands, will the characters be able to escape with their lives?

Cover of A Heart in Mourning
A Heart in Mourning
5th Edition
Level 6
27 pages
0

A Heart in Mourning is a dungeon crawl and survival adventure that takes the party through the mists into the strange and dangerous Mournland, where they encounter threats both environmental and living. The party has been given a map with the task of retrieving the Steelheart from Ash Tower, where the Provost’s research has led them under direction by Guild Handler Lhara. Their destination lies in the middle of a manifest zone of Shavarath. Once there, the party will have to survive a tower climb filled with fiends, demons, and more in order to retrieve the Steelheart, a powerful artifact guarded by a powerful guardian.

Cover of Flight of Madness
Flight of Madness
5th Edition
Level 5
20 pages
0

"You enter some sort of corridor, but it is a far departure from the airship hallway you expected. The walls and ceiling are rusty chain-link fences and the floor is a corroded mesh of iron slats. Beyond the fence is a void of black, unmoving emptiness which carries the faint scent of ozone and rotten meat..." Inspired by horror franchises such as Silent Hill and Saw, Flight of Madness is a one-shot horror adventure in which the players must venture though an airship which has been warped by the plane of Xoriat--also known as the Realm of Madness! During the adventure the players will attempt to save the crew from unspeakable horrors, uncover the nature of the madness that has afflicted the ship, and face off against the one who appears to be responsible for all of this. But is everything as it seems? The adventure is for four level 5 players and is expected to take around 5 hours to complete. It is a great introduction to the darker side of Eberron for DMs and players alike. • An exciting mystery to unravel, with multiple interpretations and endings • An alternative to the madness mechanics provided in the Dungeon Masters Guide, which is integral to the final encounter of the adventure • Two terrifying new monsters: the winged torso and corrupted captain • Detailed battle maps as well as a map of the ship • Newspaper hand outs for the end of the adventure • Terrifying monster art WARNING: This is a horror adventure aimed at mature audiences and as such includes extreme violence and disturbing scenes. Before running this adventure it is recommended that you confirm that your players are comfortable with the adventure’s contents.

Cover of Heart of the Forbidden Forge
Heart of the Forbidden Forge
4th Edition
Level 7
31 pages
0

Many Cannith creation forges were lost on the Day of Mourning, but a rogue artificer has uncovered one of those that pursued some of the most experimental and dangerous research during the Last War. But while seeking the forbidden knowledge in the forge, this explorer awakened a dark power that was more than she could handle, and that now threatens the region. Pgs. 4-34

Cover of Living Legend
Living Legend
5th Edition
Level 3
19 pages
0

The characters, members of the Clifftop Adventurers’ Guild, have been tasked with acquiring the Chains of Mur’taal, an artifact tied to Thelanis, by their guild handler, Lhara. This artifact is the latest in a series that Provost Nigel Faurious has commissioned the Clifftop guild to retrieve for him. The adventure starts when the characters arrive in Rhukaan Draal via Orien caravan. They’re given a chance to explore a small portion of the city before they head to a local bar to meet their contact provided by Lhara. Accompanied by a local guide, they make their way to the Seawall Mountains, where they’ll have to follow clues and their intuition to find the Valley of the Hero, which conceals the artifact that they’ve been hired to obtain. In order to earn the artifact, characters must first pass three tests laid before them by the Story: The Test of Courage, the Challenge of Wisdom, and the Trial of Honor. Once they finish the tests and collect the artifact, the party heads back toward Rhukaan Draal. But there are Marguul forces in the area, and they don’t intend to let the heroes escape with a priceless piece of their folklore…

Cover of Curtain Call: A Sharn Adventure
Curtain Call: A Sharn Adventure
5th Edition
Levels 1–4
24 pages
0

Curtain Call: A Sharn Adventure is an introductory Eberron adventure. This is a great adventure for new Dungeon Masters to Eberron and includes sidebars to help DMs and players get familiar with the world of Eberron. A paying job in Sharn to find out what happened to a missing noble turns into a myriad of street chases, personal grudges, spy agencies, cultists, and charlatans as you take an exciting tour through the City of Towers.