Characters are inducted into the Clifftop Adventurers’ Guild with a literal leap of faith, playing the notorious freefall game Sharn Chicken—who will be the last to activate their feather fall talisman? As new members of the guild, they are then tasked with collecting an artifact, tied to the fires of Fernia, from an artificer in the deep forge districts of Sharn. Within the Cogs, the characters find the item has not even been finished—the warforged employees of the forge are on strike! In order to resolve the strike, characters might join the protest, seek allies among the warforged locals, or earn the crew some street cred by taking part in an underground wrestling match. Once the warforged have returned to work, the party must help an artificer stabilize the magical forge while being attacked by emerging fire elementals. Finally, once the prize artifact has been constructed, the characters fight their way past an ettin enforcer for the monstrous Daask crime syndicate.
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.
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?
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.
A killer has come to Oakbridge, and she won't stop her murderous campaign until she exacts revenge against a group of ex-carnies who have come to Sharn in an attempt to start new lives in the aftermath of the Last War. Pgs. 22-36
WE-1: Red Dawn: An Eberron adventure about the end of the world. The year is 1019 YK, and the world is ending. Twenty-three years ago, the nations that were once Galifar signed the Treaty of Thronehold and ended the Last War. Now, the drums of war rumble once again. The peace that lasted a generation is threatened, and Eberron may go to war once again. As a member of the Scions of the Second Dawn, a secretive order dedicated to studying the Draconic Prophecy, this is merely background to you. Or, it was, until the eve of your initiation as full Scions. You emerged from the rite to find your monastery destroyed, bandits looting it, and all your friends and allies slain. You are the last survivors of your order, and the world is ending. You cannot stop the end of the world. But you can rebuild it. Can you escape the wreck of your secret order’s monastery, journey across the mountains in winter, search the mountain valley to unlock the cipher, and discover how to rebuild the world? Or will your frozen bodies join those of your fellows? Will you fall to fatalism and ennui, or will you fight to save what can be saved and rebuild what can be rebuilt? Find out, in the light of this RED DAWN.
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.
"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.
Terror grips the city of Sharn. A serial killer stalks the streets and catalogues his slaughter in the annals of the city’s newspaper, to the delight and horror of its readers. To catch this elusive criminal, the PCs must match wits with an old adversary. Even beaten, scarred, and imprisoned, Viktor Saint-Demain is determined to have the final word. This is a sequel to Dungeon Magazine issue #133’s adventure “Chimes at Midnight”.
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. . .
An agent of the King’s Dark Lanterns has stolen a cache of gold from the Brelish exchequer. Hunt him down, retrieve the gold, and thwart whatever else the rogue agent is plotting. Pgs. 28-65
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.
A Riedran deserter has come to the adventurers with a simple request—save her lost love from the control of the Inspired and bring her safely back to Khorvaire. Player characters must navigate the sinister surveillance state, do battle with powerful psionic foes, and resist the creeping threat of psychic assimilation. Far more than an adventure module, Escape from Riedra provides DMs and players with a bounty of tools to bring any Sarlonan adventure to life, including: * An introduction to the empire of Riedra and how it integrates psionics into daily life. * A new system for tracking the nefarious and ubiquitous psionic influence of the Inspired. * An extensive bestiary with thirteen new monsters for use in any campaign. * Racial traits for Chosen and eneko player characters.
House Tarkanan and the Trust have embroiled the Sharn underworld in a silent war, the result of which has dire consequences for Zilargo. The characters must fight their way through assassins, aberrant dragonmarks, information brokers, and fancy parties in this conflict between shadow organizations.
Lost within the ruined House Cannith citadel of Whitehearth, an arcane workshop somewhere in the perilous Mournland, is the key to constructing a terrible magic weapon. Agents of the Emerald Claw will stop at nothing to recover the ancient device. As malevolent forces hunt for the artifact, only the most resourceful heroes will reach Whitehearth first and discover the secrets that lie within. "Shadows of the Last War" is a stand-alone adventure for the Dungeons & Dragons game that will immerse your characters in the Eberron campaign setting. Designed to challenge 2nd-level D&D heroes, it pits them against one of Eberron’s most nefarious organizations.
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.
Save Sharn from planar catastrophe in the epic thirteenth and final episode of the Across Eberron: Convergence Manifesto adventure path. This three-part adventure is designed for five 7th-level characters. Your party does not need to have played past episodes to enjoy Skyfall, though previous adventures (see below) with the Clifftop Guild will deepen their experience. Written for use with either Eberron: Rising from the Last War or the Wayfinder's Guide to Eberron by Keith Baker. Adventure Summary: In this climactic conclusion to Across Eberron: Convergence Manifesto, the adventurers are charged with saving the magical metropolis of Sharn before a vengeful academic can destroy its manifest zone using the convergence of Eberron’s 13 planes. Characters must race across the city’s diverse districts in a battle of wits and weapons, locating artifacts linking the 13 planes and disabling the Convergence Engine before it is too late.
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.
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
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.