Eberron - Rising from the Last War

(Joyce) #1
PLANAR OBSERVATORY ADVENTURES
d8 Adventure Goal
A disguised dragon requests assistance repairing a
damaged orrery within the observatory.
2 One of the character's contacts is secretly the servant
of a Chamber dragon observer. When the contact
goes missing, their notes point toward a hidden
"library" in the mountains.
3 The planar observatory might offer a way to prevent
or at least predict what seems to be an epidemic of
destructive manifest zones.
4 An observatory has been taken over by demonic cult­
ists, and the characters must reclaim the facility or
destroy it before the cult makes use of it.
5 A dragonmarked character has recurring nightmares
that lead them to the observatory.
6 A thief or assassin has been using a derelict obser­
vatory as a hideout, occasionally selling bits of the
observatory's dragonshards and equipment.

(^7) A scholar hires the characters to assist with studying
and restoring a rediscovered observatory.
8 Several observatories across the region will produce
a powerful effect if each is brought into a specific,
simultaneous alignment.
CHAMBER NPCs
The dragons of the Chamber typically use magic to dis­
guise their true nature and move unseen among human­
oids. Although their goals of acquiring knowledge and
opposing the Lords of Dust can make the dragons suit­
able as allies, their devotion to their long-term interests
can blind them to the short-term impact of their actions.
CHAMBER NPCs
d6 NPC
A wizard agent of the Chamber seeks to eliminate all
the people they worked with in the past to cover their
tracks and preserve the Chamber's secrecy.
2 The Prophecy requires the eventual destruction of
a humanoid city. A disguised silver dragon, cunning
and subtle, works to destabilize the city and bring
about its ruin.
3
4
5
6
A local librarian is a disguised gold dragon in the
service of the Chamber, who provides useful leads to
send the characters down paths vital to the Prophecy.
A dragon becomes convinced that the dragon marked
houses are corrupting the Prophecy. It might specif­
ically target dragonmarked heirs, or start a popular
movement that seeks to destroy the houses.
A royal advisor or prominent noble, secretly a servant
of the Chamber, guides the leader in a direction vital
to the Prophecy but disastrous to the region.
A disguised dragon is convinced that an adventurer
has a critical role to play in the Prophecy, but an agent
of the Lords of Dust is determined to drive them
down a different path.
CHAMBER CAMPAIGN THEMES
In a campaign featuring the Chamber, the adventurers
might initially carry out simple tasks on behalf of a dis­
guised dragon or secret Chamber agent, not necessarily
doing anything shady or villainous, but maneuvering
pieces into position so they can play their designated
parts. As the campaign unfolds, the dragons of the
Chamber might reveal that the adventurers have their
own part to play-in particular, perhaps, any member of
the party who bears a dragonmark. The Chamber be­
gins interfering in the characters' activities, for good and
for ill, and the Lords of Dust might also get involved. Un­
fortunately for the adventurers, the dragons are not nec­
essarily any more concerned for their well-being than
the Lords of Dust are, and the characters might have to
consort or cooperate with demons in order to escape the
clutches of the dragons.
Throughout the campaign, the goals of the Chamber
might not be readily apparent. Locations such as the
planar observatory described here might be able to give
the adventurers some insight into the substance of the
Prophecy they have become tangled up in, and seers
and sages might be able to offer further insight into the
different ways that the demons and the dragons could
be interpreting those words. Ultimately, the adventurers
might be in the position of having to choose between
an outcome that is bad for them but good for the world
in the long term, or a short-term triumph that carries
tremendous risk for the world in the distant (or not too
distant) future.
Another possibility is that the adventurers are openly
working with the Chamber to gather information on the
Prophecy and fight the Lords of Dust. In this case, the
Chamber could act as a group patron; see the "Immortal
Being" section of chapter 1.
CHAMBER MISSIONS
The Chamber Missions table suggests several ways that
adventurers might (knowingly or unknowingly) be asked
to advance the Chamber's agenda, while the Chamber
Adventures table offers a few more ways in which the
activities of the Chamber could lead to an adventure.
CHAMBER MISSIONS
d6 Mission
2
3
4
5
6
Gather pristine dragonshards to expand or repair an
observatory.
Seek out a group of people who must be eliminated
in order to bring about the fulfillment of a stanza of
Prophecy.
Discover who killed another minion of the characters'
dragon patron.
Defend a Chamber safe house against a rival draconic
attack.
Steal a local sage's research to prevent them from dis­
covering the Chamber's activities.
Recreate an ancient ritual that will bring a new piece
of the Prophecy to light.
CHAPTER 4 I BUILDING EBERRON ADVENTURES 1
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