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The Dream Adventures table puts these principles to D R E A M I N G DARK
gether and suggests hooks into this kind of adventure.
E
C A M P AIGN TH M E S
D R E A M A D V E N T U R E S Long ago, the Dreaming Dark caused a long period of
d 4 Adventure Goal strife on the continent of Sarlona, fostering suspicion,
rebellion, fear, prejudice, and greed among and within
Break a psychic lock that is preventing a House Thu
the various nations that held power at the time. While
ranni spy from remembering what they learned about
chaos reigned, the quori also carefully nurtured the
a sinister Dreaming Dark plot.
human bloodlines that would become the Inspired,
2 Escape into Dal Quor to find an artifact that can be perfectly suited to serve as hosts for quori spirits. Then,
brought back to the a terial Plane when the charac when the destruction of the old kingdoms was complete,
M
ters awaken. a group of bold champions-Inspired vessels of the
3 Rescue a character who is s u ff e ring from debilitating Dreaming Dark-formed a new nation from the ashes
recurring nightmares by defeating the u ori inhabit of the old. Having conquered Sarlona by means of such
q
ing the character's mind. manipulation, the Dreaming Dark has turned its sights
4 Stop the construction of an eldritch machine in Dal to Khorvaire-which is already a continent in turmoil.
With the conquest of the entire continent in mind,
Quor that will give the quori physical access to the the Dreaming Dark has three objectives in Khorvaire.
Material Plane again.
The first is to cause chaos and strife whenever possible,
turning allies against one another and spreading fear.
DYING IN DREAMS The second is to promote their chosen champions. A
Death in dreams is less severe than in reality, but it's champion could be a nation, a mercenary company, a
not without consequence. Of course, characters who are dragonmarked house, or a religion-whatever it is, it will
mere figments of a dreamer's imagination are simply have been thoroughly subverted by the Dreaming Dark.
removed from the dream. But a character dies while ac Finally, the Dreaming Dark relentlessly pursues the ka
tually dreaming, the character receives no benefit from lashtar and takes every opportunity to bring down these
the rest and takes 3d6 psychic damage. enemies. The kalashtar are descended from rebel quori
If you want to establish more severe consequences, that defied the Dreaming Dark and want to push Dal
you can. A dreamer killed by a quori could be trapped in Quor into an age of light.
Dal Quor while the quori possesses their body, forcing Given those objectives, the Dreaming Dark can drive
their allies to try to rescue them from their nightmares. events on a small scale, by setting bandits in motion or
triggering local feuds, or the adventurers might uncover
R
I
DREAM N G DA K N P C s evidence of plans that could reignite the Last War or
o
Agents f the Dreaming Dark are insidious villains that bring an entire nation or religion under the sway of the
can appear anywhere, in almost any context. They re Dreaming Dark.
ceive orders from a cabal of powerful quori. The leader
of the organization, known as the Devourer of Dreams, D R E A M I N G DARK
communes with the nightmare spirit of Dal Quor itself. A D VENTURE HOOKS
The Dark's chief agent in Eberron is a kalaraq quori
(see chapter 6) named Tirashana, who has planted mind The Dreaming Dark Adventure Hooks table offers some
seeds-mental copies of herself-across Khorvaire. ideas for strange occurrences and nightmarish events
The Dreaming Dark has Inspired agents and kalaraq that can touch off stories involving the Dreaming Dark.
quori mind seeds (see chapter 6) scattered across Khor
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V
vaire, hidden within the membership of dragonmarked D R E A M I N G DA K AD E N T U R E H O O K S
houses, noble families, and other driving forces. Be d4 Adventure Hook
cause Dreaming Dark agents can communicate and co The i gh priest of a temple falls into a deep sleep
h
ordinate with one another in dreams, they never have to from which nothing can awaken them.
risk losing their cover to receive assignments or trans 2 The characters notice a pattern after defeating sev
mit information.
eral foes: each enemy exhibited a particular u irk of
q
R
D R E A M I N G DA K N P Cs speech or gesture. They now recognize that quirk in
an ally or mentor.
d4 N P C
3 A mad wizard encoded the remedy to a destructive
A servant in a manor house overhears everything the
spell in their own dreams. The characters m u st enter
visiting nobles whisper about in their private rooms. the dreamscape and recover the remedy.
2 The captain of a successful mercenary company sud 4 A war criminal imprisoned during the Last War
denly changes the kinds of contracts they'll accept.
reaches out, claiming to have evidence of their
3 A local druid searches out monsters in the wilderness innocence and warning that a destructive force is
and drives them into murderous rampages.
influencing the government.
4 A charismatic Cyran stirs up anger and discontent
among the frightened refugees.
CHAPTER 4 I BUILDING EBERRON ADVENTURES
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