Page 241 - Eberron -Rising from the Last War_Neat
P. 241

HO E ,  SWEET HOME                                H O M  E   BA E
              M
                                                                     S
          If you're creating a campaign based in Sham, it's a   dl2  Location
          good idea to establish a location that serves as a home   The Drunken Dragon (Clifftop, Upper Dura) is a
          base for the adventurers. You can use the Home Base     tavern frequented by members of the Clifftop Ad­
          table as a source of inspiration, or you can develop a   venturer's  u ild. It has a wide selection of spirits,
                                                                          G
          unique location.                                        and its walls are covered with adventuring trophies.
            Work with the players to develop the connections that   The owner, a middle-aged halfling named Hascal
          each character has to the site. If the location is a tavern,   d'Ghallanda, is a former adventurer who lost an eye
          for instance, a bard character might perform there two   and a leg  n   Xen'drik; he always has a story to share.
                                                                         i
          nights a week. A fighter could be a regular who has a
          drink named after them. A ranger could be the unde­  2   The Anvil (Callestan, Lower Dura) was one of the
          feated champion of the local darts league. If the players   first Ghallanda halls in Sharn. Its glory days are long
          enjoy this creative exercise, you could also allow each   past, but the young innkeeper, Eranna d'Ghallanda, is
          player to add a physical detail to the place or to describe   determined to keep it alive. The Anvil is frequented by
          one of the location's NP Cs-the stuffed gorgon head     members of the Boromar Clan and is a good choice if
          over the hearth, another regular among the customers,   one of the player characters has ties to this group.
          and so on. This is a way to make this location truly feel   3   The  Dezina  u seum of Antiquities (University,  p per
                                                                           M
                                                                                                    U
          like home, and to give each player a personal investment   Menthis)  is attached to the library of Morgrave Uni­
          in it. This location becomes an automatic starting point   versity. The museum has a remarkable collection of
          for adventures, the place where the adventurers will
          meet with patrons and conduct business.                 relics, but it's always looking for more. The curator is
            The Home Base table can also be useful to determine   an elf named Emeron Sennared. He might be a per­
          the venue if a patron wants to set up a meeting at a neu­  sonal friend or former teacher of one of the adventur-
          tral location.                                          ers, or simply one who indulges their enthusiasm for
                                                                  antiquities and exotic locations.
          THE STREETS OF SHARN                                4   Coldflame Keep (High Hope, M  i ddle Northedge)  is a
          The Street Events tables starting on page 241 are       garrison church dedicated to the Silver Flame. Once
          filled with random events the characters can witness    it supported a troop of templars, but it was  largely
          while they wander around Sham. You can expand on an     abandoned during the war and now maintains a mini­
          entry to make it the start of an encounter or adventure,   mal staff. The priest, Mazin Tana, is a faithf l   servant
                                                                                                 u
          though not every event needs to draw the characters into   of the Silver Flame and will provide modest food and
          a longer story. Each table is meant to be used on a differ­  lodging to adventurers who are trying to make the city
          ent level of Sham: the lower wards, middle wards, upper   a better place.
          wards, and Skyway. You can choose results from the   5   The  Red  Hammer (Blackbones, the Cogs)  caters to
          tables, or randomly determine what happens, and you
          can modify results as you please, tailoring the details   warforged. It is  run by two warforged, the envoy Blue
                                                                      j
          of an event to be a better fit for a particular district. The   and a  u ggernaut named Crucible. Although this place
          events on the tables are phrased so they can be read    is a haven for warforged, other humanoids are al­
          aloud or summarized to players.                         lowed inside iftheir warforged allies vouch for them.
                                                              6   A Gold Dragon  Inn (described earlier in this chapter)
          WHAT HAPPENS NEXT?                                      operated by House Ghallanda and  located  in almost
          After the adventurers witness an event on the streets   any part of Sham.
          of Sham, what happens next depends largely on what
          they do. Maybe they avert their eyes and keep walking,   7   The district of Fallen (Lower Dura) was abandoned
          as many residents of Sham have trained themselves to    after a floating tower fell on it. The adventurers might
          do. Maybe they rush to get involved, or poke around del­  have taken over an old temple or tavern on the edge
          icately to learn more. An event like one of these doesn't   of the district.
                                                                                                       i
          have to be the start of an adventure, but it can be-par­  8   An abandoned bell tower, which could be anywhere  n
                                                                                  d
                                                                                       t
          ticularly if it really catches your players' imagination.   the city. The spells that  r ove  h e   massive mechanism
           When the players decide to learn more, it's up to you   failed long ago.
          to figure out what they can discover. Ask yourself these   9   An abandoned library, damaged  u r ing the war or
                                                                                         d
          questions:                                              thought to be cursed or haunted.
           How did the people involved in this event get to this   10   A shuttered tavern, which is a failed business tied to
           place? What were they doing earlier today? Where       the family of one of the adventurers.
           were they going when this event happened?          1 1    If one  f  the adventurers  s   a noble, the characters'
                                                                      o
                                                                                    i
          •  Why isn't anyone else getting involved? What is com­  base of operations is in the basement of the family
           plicating this situation?                              estate or a tower apartment owned (but not currently
          •  What do the people involved hope is going to happen
           next? What are they afraid might happen next? How      used) by a dotty old aunt.
                                                                                         t
           are the circumstances changed because the charac­  1 2    A ramshackle skycoach tethered  o   a condemned
           ters have witnessed the event?                         tower on the edge of the city.
          CHAPTER 4  I  BUILDING  EBERRON ADVENTURES
   236   237   238   239   240   241   242   243   244   245   246