Eberron - Rising from the Last War

(Joyce) #1
HOME, SWEET HOME
If you're creating a campaign based in Sham, it's a
good idea to establish a location that serves as a home
base for the adventurers. You can use the Home Base
table as a source of inspiration, or you can develop a
unique location.
Work with the players to develop the connections that
each character has to the site. If the location is a tavern,
for instance, a bard character might perform there two
nights a week. A fighter could be a regular who has a
drink named after them. A ranger could be the unde­
feated champion of the local darts league. If the players
enjoy this creative exercise, you could also allow each
player to add a physical detail to the place or to describe
one of the location's NP Cs-the stuffed gorgon head
over the hearth, another regular among the customers,
and so on. This is a way to make this location truly feel
like home, and to give each player a personal investment
in it. This location becomes an automatic starting point
for adventures, the place where the adventurers will
meet with patrons and conduct business.
The Home Base table can also be useful to determine
the venue if a patron wants to set up a meeting at a neu­
tral location.

THE STREETS OF SHARN
The Street Events tables starting on page 241 are
filled with random events the characters can witness
while they wander around Sham. You can expand on an
entry to make it the start of an encounter or adventure,
though not every event needs to draw the characters into
a longer story. Each table is meant to be used on a differ­
ent level of Sham: the lower wards, middle wards, upper
wards, and Skyway. You can choose results from the
tables, or randomly determine what happens, and you
can modify results as you please, tailoring the details
of an event to be a better fit for a particular district. The
events on the tables are phrased so they can be read
aloud or summarized to players.


WHAT HAPPENS NEXT?
After the adventurers witness an event on the streets
of Sham, what happens next depends largely on what
they do. Maybe they avert their eyes and keep walking,
as many residents of Sham have trained themselves to
do. Maybe they rush to get involved, or poke around del­
icately to learn more. An event like one of these doesn't
have to be the start of an adventure, but it can be-par­
ticularly if it really catches your players' imagination.
When the players decide to learn more, it's up to you
to figure out what they can discover. Ask yourself these
questions:


How did the people involved in this event get to this
place? What were they doing earlier today? Where
were they going when this event happened?


  • Why isn't anyone else getting involved? What is com­
    plicating this situation?

  • What do the people involved hope is going to happen
    next? What are they afraid might happen next? How
    are the circumstances changed because the charac­
    ters have witnessed the event?


CHAPTER 4 I BUILDING EBERRON ADVENTURES


HOME BASE
dl2 Location
The Drunken Dragon (Clifftop, Upper Dura) is a
tavern frequented by members of the Clifftop Ad­
venturer's Guild. It has a wide selection of spirits,
and its walls are covered with adventuring trophies.
The owner, a middle-aged halfling named Hascal
d'Ghallanda, is a former adventurer who lost an eye
and a leg in Xen'drik; he always has a story to share.
2 The Anvil (Callestan, Lower Dura) was one of the
first Ghallanda halls in Sharn. Its glory days are long
past, but the young innkeeper, Eranna d'Ghallanda, is
determined to keep it alive. The Anvil is frequented by
members of the Boromar Clan and is a good choice if
one of the player characters has ties to this group.
3 The Dezina Museum of Antiquities (University, Upper
Menthis) is attached to the library of Morgrave Uni­
versity. The museum has a remarkable collection of
relics, but it's always looking for more. The curator is
an elf named Emeron Sennared. He might be a per­
sonal friend or former teacher of one of the adventur-

4

ers, or simply one who indulges their enthusiasm for
antiquities and exotic locations.
Coldflame Keep (High Hope, Middle Northedge) is a
garrison church dedicated to the Silver Flame. Once
it supported a troop of templars, but it was largely
abandoned during the war and now maintains a mini­
mal staff. The priest, Mazin Tana, is a faithful servant
of the Silver Flame and will provide modest food and
lodging to adventurers who are trying to make the city
a better place.
5 The Red Hammer (Blackbones, the Cogs) caters to
warforged. It is run by two warforged, the envoy Blue
and a juggernaut named Crucible. Although this place
is a haven for warforged, other humanoids are al­
lowed inside iftheir warforged allies vouch for them.
6 A Gold Dragon Inn (described earlier in this chapter)
operated by House Ghallanda and located in almost
any part of Sham.
7 The district of Fallen (Lower Dura) was abandoned
after a floating tower fell on it. The adventurers might
have taken over an old temple or tavern on the edge
of the district.
8 An abandoned bell tower, which could be anywhere in
the city. The spells that drove the massive mechanism
failed long ago.
9 An abandoned library, damaged during the war or
thought to be cursed or haunted.

(^10) A shuttered tavern, which is a failed business tied to
the family of one of the adventurers.
11 If one of the adventurers is a noble, the characters'
base of operations is in the basement of the family
estate or a tower apartment owned (but not currently
used) by a dotty old aunt.
12 A ramshackle skycoach tethered to a condemned
tower on the edge of the city.

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