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B U I L D I N G E B E RRON AD E N T U R E S
V
ET YOUR OWN EBERRON ADVENTURES UP AND
C is shaped by modern ideas and aesthetics, and that is
running using the inspiration in this chap
set apart from the rest of the D&D multiverse by a magi
ter. Eberron is filled with political intrigue,
cal barrier.
extraplanar threats, magical mysteries, and
This section is an introduction to those themes, de
back-alley detective work-all in the context
of a world emerging from the turmoil of war. signed to help you tell stories that fit well in Eberron. It
explores techniques for making compelling recurring
The tables and advice in this chapter expand on the villains, and for keeping the action moving over the
material in chapter 3 of the Dungeon M a ster's Guide. course of an adventure. It discusses how to use the Last
Think of this chapter as an extensive library of ideas War as a theme and a setting for adventures, and details
villainous schemes, interesting locations, adventure the Mournland as an adventure location. It goes on to
hooks, encounters, and more-to help you flesh out an describe adventures and encounters that can occur in
adventure you create for your Eberron campaign. transit-on airships, on lightning rails, and at resting
This chapter begins with a look at three key themes spots along the way. Finally, this section discusses the
that pervade many Eberron adventures: recurring role that creatures typically defined as "monsters" play
villains, action, and intrigue. Following that overview in Khorvaire, and explores Eberron's cosmology.
is an in-depth look at various organizations and other
elements you can use to drive the adventures you create. R E C U RRING VILLAINS
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Such elements include maps of locations that can serve The most effective villains are the ones that return, over
as thrilling set pieces; information on the planes of and over, to plague their heroic nemeses. When the he
existence, elemental-powered airships, and the lightning roes foil the schemes of an evil mastermind, the clever
rail; and an introductory adventure set in Sharn. villain escapes to fight another day. A well-developed
Specific monsters and nonplayer characters (NPCs) recurring villain can put a face to the sinister conspir
mentioned in this chapter can be found either in the acies that lurk in the darkness and thus strengthen the
Mon ster Manual or in chapter 6 of this book. When a players' sense of immersion in the world.
creature's name appears in bold type, that's a visual cue You can make a recurring villain in your campaign
pointing you to the creature's stat block in the Mon ster more intriguing by introducing moral ambiguity into the
M a nual or in chapter 6. If the stat block appears in chap villain's background, possibly through references to the
ter 6, the text tells you so.
individual's experiences during the Last War.
ADVEN T U R E TH M E S How TO KEEP VILLAINS ALIVE
E
A group of adventurers leaves the dark, rainy city, put The first task in crafting a good recurring villain is
ting its mean streets behind them. They board a flame ensuring that the villain survives a first encounter with
ringed airship for a journey across the continent, but the adventurers in order to come back and plague them
they're attacked by wyvern-riding bandits on the way again. What follows are some tactics to make sure that
and must fight for their lives as the airship hurtles to even the most resourceful characters can't dispose of
ward the ground! your villain at the first possible opportunity.
After surviving the crash through a combination of Have Lackeys Do the Work. A villain can easily post
quick thinking and heroic effort, they find themselves pone that first face-to-face confrontation with the ad
stranded in the gray mists of the Mournland, facing the venturers by having lackeys soften the party up, all the
dangers of a war-ravaged land as they try to find their while making sure that the adventurers know whom
way back to their original destination. The greatest hor they work for-thus enhancing the villain's reputation.
rors they are about to face might be the ones that lurk in Use All Available Resources. A smart villain, espe
the depths of their own hearts. cially one with access to magic, can put a lot of obsta
As discussed in the introduction to this book, pulp cles in the way of an adventuring party. Mechanical
adventure and noir intrigue are two major themes that and magical traps, wards against divination, and pro
interlace in Eberron. Weaving these themes together, tective magic items are just a few of the security mea
or exploring either one in isolation, can give Eberron sures available to a resourceful villain. Keep in mind
stories a unique feel. Adventures that take advantage that reports from surviving lackeys-and news about
of those themes help to reinforce a sense of place, the adventurers from other sources-can give the vil
immersing the players (and you) in a world that is still lain enough information about the party's capabilities
reeling from the effects of a hundred years of war, that to prepare appropriate countermeasures.
CHAPTER 4 I BUILDING EBERRON ADVENTURES

