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60 adventures found
Cover of Grasp of the Emerald Claw
Grasp of the Emerald Claw
3.5 Edition
Level 6
33 pages
0

Deep in the jungles of Xen'drik, a relic of great power has lain hidden for thousands of years. Now, determined adventurers race against time and the nefarious agents of the Order of the Emerald Claw to locate the relic, overcome unimagined obstacles, and unlock its ancient secret. The Order's hunt for the parts of an ancient creation pattern nears its conclusion, but other groups also seek this powerful item. Once all of the pieces come within close proximity of each other, the ancient intelligence awakens. Suddenly all parties have a new and powerful enemy to contend with...

Cover of Fallen Angel
Fallen Angel
3.5 Edition
Level 3
12 pages
0

On Olarune 9th in the 918th year since the founding of the Kingdom, one of the city of Sharn's floating towers fell from the sky, crusing much of the Godsgate District. Now, a band of bestial savages searches Godsgate for the remnants of a broken statue, pulling the PCs into a plot that could destroy Sharn itself. The city of Sharn is one of the wonders of Khorvaire. Its towers seem to touch the sky, rising up more than a mile from the shores of the Dagger River. But it takes more than stone and steel to support the spires of Sharn: the area is suffused with mystical energy drawn from the plane of Syrania, which empowers all forms of flight. Yet with such wondrous inventions come wondrous tragedies, for when the magic of a flying tower fails, it has to land somewhere... Pgs. 18-29

Cover of MiESSING DOG
MiESSING DOG
5th Edition
Level 1
13 pages
0

Floof went missing somewhere in the City of Towers. Can you help with his search? This short adventure for Level 1 characters familiarizes the players with some essential Eberron concepts: warforged, Sharn's architecture, Cannith arcanic gizmos, and the bitter legacy of the Last War. At the same time, a lighthearted tone of the adventure and a low-risk quest would totally fit novice adventurers.

Cover of Tensions Rising
Tensions Rising
3.5 Edition
Level 4
17 pages
0

Aerdane d'Lyrandar, dragonmarked member of House Lyrandar, has uneventfully and successfully piloted his airship from Stormhome to Fairhaven dozens of times. His lucky streak just ended. A barrage of missiles downed Aerdane's vessel as it navigated along the egde of the Starpeaks less than a mile east of the hamlet Dig's End. While House Lyrandar regrets the loss of its costly ship, it is more concerned with the fate of certain documents within Aerdane's cargo. If these apers become public knowledge, it could result in an embarrassing and potentially volatile political situation. "Tensions Rising" is an Eberron adventure designed for four 4th-level characters. While the adventure takes place near the Starpeaks of Aundair, you could easily place this adventure anywhere Lyrandar's airships traverse. For non-Eberron campaigns, Aerdane's airship could represent a dangerous but potentially lucrative prototype for a new form of travel that must not be allowed to fall into the wrong hands.

Cover of The Forgotten Forge
The Forgotten Forge
3.5 Edition
Level 1
11 pages
0

Designed as an Introduction to the world of Eberron and is intended for a party of four 1st-level characters. This adventure takes place in Sharn, the city of Towers. It begins, as many incidents in the City of Towers do, with a corpse. A warforged assassin, a mysterious blank book, and an offer from a House Cannith heir leads the adventures into the depths of Sharn--eventually to an ancient ruin dating back to before the creation of the Kingdom of Galifar. Along the way, if the adventures are successful, they recover a lost schema--a part of a pattern used by artificers to craft magic items. They also learn that many different agencies are interested in this relic, including those loyal to the various House Cannith elders and agents of the infamous Lord of Blades. Pgs. 307 - 317

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 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 Eyes of the Lich Queen
Eyes of the Lich Queen
3.5 Edition
Level 5
128 pages
0

What begins as a simple expedition to explore an ancient jungle temple sends adventurers headlong into a search for the Dragon's Eye, an artifact created ages ago by demons in order to gain power over dragons. But where exactly is this mysterious artifact, and why do the Cloudreavers and the Emerald Claw think the adventurers already have it? Only Lady Vol knows the truth. Her deadly cat-and-mouse game leads the characters from the wilderness of Q'barra to the wild coasts of the Lhazaar Principalities and the soaring peaks of Argonnessen. There, at last, they can learn the secret of the Dragon's Eye and foil the lich queen's plans... if they survive!

Cover of Defense of First Tower
Defense of First Tower
5th Edition
Levels 3–5
35 pages
0

In this adventure for the Eberron Campaign Setting a group of adventurers travels to the well known but seldom explored thorp of First Tower, 27 miles north of Sharn, the City of Towers. The adventurers must solve a terrible event that happens on the House Orien lightning rail, but then will have some time to relax and have fun in the many events and fun things that happen in the festive town of First tower. In the third act, the adventurers must find a way to fight or negotiate with an orc tribe that claims a section of the land as theirs.

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 Flight of the Magpies: An Eberron Adventure
Flight of the Magpies: An Eberron Adventure
5th Edition
Level 3
28 pages
0

In Flight of the Magpies your party is employed by a famous band of sky mercenaries to do a simple job: find out which airship will be transporting a mysterious prisoner. Simple jobs turn into crazy adventures in Eberron though, and this module is no different. Will the party rise (or fly?) to the challenge? Flight of the Magpies is an adventure for a group of players at level 3 that can be played early in an Eberron campaign to start things off with a bang. It was originally devised as a one-shot and can still be played as one, while also being a fun introduction to this game for new players. It will take 3 to 5 hours to complete as a single session, or it can be split in two shorter ones. This adventure is appropriate for beginners as well as experienced players, and contains enough information on the World of Eberron that you don't have to do any "homework" to play it. Statblocks for all the custom enemies you may fight in this adventure are also provided, so that you can start playing without having to own any other book.

Cover of Eberron Gothic: Curse of the Thornwood
Eberron Gothic: Curse of the Thornwood
5th Edition
Levels 5–8
67 pages
0

Eberron Gothic: Curse of the Thornwood is an intricate, character-driven mystery set against the sins of the past. On a journey to Arythawn Keep at the edge of the Mournland, the adventurers stop for the evening in the Thranish village of Brightdawn where they discover that there are dark secrets hidden in the wilds nearby. . .

Cover of Lost in Dreams
Lost in Dreams
5th Edition
Level 7
31 pages
0

Can you navigate fairy-tale intrigues among fey and living nightmares without getting trapped in the tale? Fight your dreams in the twelfth adventure of the Across Eberron: Convergence Manifesto adventure path with this adventure for 7th level characters. Written for use with either Eberron: Rising from the Last War or the Wayfinder's Guide to Eberron by Keith Baker. Adventure Summary: Using his recently acquired Aethervane, Provost Faurious locates the only connection between the material plane and Dal Quor, a feyspire called Taer Lian Doresh that exists simultaneously in both planes. The player characters are sent to retrieve a powerful artifact, the Mind’s Eye, the petrified eye of a kalaraq quori. As the party enters the feyspire and negotiates with its eladrin lord, what are they willing to give up in return? Negotiations unveil a far deeper story, centered around the machinations of the Inspired of Riedra and the kalashtar they persecute. Can the characters navigate the shifting stories of nightmares and dream-touched fey for possession of the Mind’s Eye?

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 Dead for a Spell
Dead for a Spell
4th Edition
Levels 7–9
38 pages
0

In this adventure, the Lord Commander of the Sharn Watch hires the heroes to investigate the murder of an actress. The investigation quickly spirals into a bloody dispute involving a dead wizard’s spell-book, political rivalries, and secrets that might foment war among the Five Nations. Pgs. 1-37

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 The House That Cannith Built
The House That Cannith Built
5th Edition
Levels 3–4
37 pages
0

Amidst the misty, mournful waste stands a house unaffected by time. The secrets hidden inside could change the world or remain buried in obscurity. The mission of your party is to head there and retrieve all valuable papers and artifacts. But what could await on the way through the lands of distorted magic? Nobody knows for certain. This adventure is designed for a team of four 3rd-level characters. Estimated time: 2–3 sessions, 4–6 hours each. This adventure is focuses on exploration of the Mournland, all that is left from the kingdom of Cyre.

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 Crypt of the Crimson Stars
Crypt of the Crimson Stars
3.5 Edition
Level 7
8 pages
0

Rumors of an Eberron dragonshard of enormous size and power have reached the city of Sharn. Unfortunately, the shard is concealed winthin a Talenta Plains tomb located below a camp of cruel halfling nomads and their dinosaur pets. For centuries the Crypt of Crimson Stars has lain hidden in the vast expanse of the Talenta Plains. Now it has been found, and its legendary lost treasures draw adventurers from across the continent. Can you navigate deadly traps, fearsome guardians, and vengeful nomadic halflings to claim the prize? "Crypt of the Crimson Stars" is part one of the three-part "Shards of Eberron" Campaign Arc. Pgs. 32-41

Cover of The Aundairian Job
The Aundairian Job
3.5 Edition
Level 5
14 pages
0

A powerful artifact lies deep in the vaults of a House Kundarak bank. Can the PCs steal it without getting captured in the process? "You'd be mad to even try it. Assuming you could get inside the compound, somehow avoid the guards and traps, and open one of the best vaults in Khorvaire, you'd still need to get back out. And then, even if you succeeded, the dwarves would still hun you down!" Tergil, commissioned salesman of exotic pre-owned goods. Bank heist adventure with lots of guards. Pgs. 16-29