Eliminate the Gnomesis! (An Eberron setting adventure)
Summary:
Within the gnomish government a heretical faction is at work, and the party must travel to the capital and reveal the truth. Can the party survive long enough to thwart their plans?
Description:
The top-secret gnomish society known as The Trust has rotted from within - one faction has been consorting with the Quori nightmares to bring about an invasion and support their takeover of all Khorvaire! The party derailed their efforts to use empty warforged as hosts for the Quori, but the betrayal of the Church of Zil must be revealed to the other leaders of The Trust.
Can the party successfully make their way into the city of Zilargo? Can the treachery of the Church of Zil be exposed to the loyalists within The Trust? And why should anyone care or believe them, or act appropriately?? Full gnome chaos is in play, and the party stands alone as the sole hope of the gnomish government to keep this train on the lightning rails!
Eliminate the Gnomesis! (An Eberron setting adventure)
Summary:
Within the gnomish government a heretical faction is at work, and the party must travel to the capital and reveal the truth. Can the party survive long enough to thwart their plans?
Description:
The top-secret gnomish society known as The Trust has rotted from within - one faction has been consorting with the Quori nightmares to bring about an invasion and support their takeover of all Khorvaire! The party derailed their efforts to use empty warforged as hosts for the Quori, but the betrayal of the Church of Zil must be revealed to the other leaders of The Trust.
Can the party successfully make their way into the city of Zilargo? Can the treachery of the Church of Zil be exposed to the loyalists within The Trust? And why should anyone care or believe them, or act appropriately?? Full gnome chaos is in play, and the party stands alone as the sole hope of the gnomish government to keep this train on the lightning rails!
A band of adventures seek out an artifact, hoping it may help them get home. Custom mini and d6 to each player
Description:
In the mystical nation of Kujo, a band of iconic characters are summoned to a grand dungeon, vying for the ultimate prize: an ancient artifact said to grant its possessor unmatched power and authority. Hank, the Ranger, brave and noble, maintaining a focus and determination; Eric, the Cavalier, valiant and chivalrous; Diana, the Acrobat, brave, athletic, and outspoken; Sheila, the Thief, always quick with a joke (and a dagger); Presto, the Magician, with spells as potent as their knowledge; and Bobby, the Barbarian, who wields strength unmatched, along with their trusted friend UniĀall come together for this remarkable quest.
They must navigate perilous traps and face fantastical creatures lurking in the shadows. They search for the whereabouts of the artifact while competing not only against the dangers of the dungeon but against others, each seeking to prove their worth.
Search a dungeon for an artifact to claim the throne. Custom mini and d6 to each player.
Description:
The King of region is dead and the temple has risen in response. A competition is held to choose the next king (or Queen). You gather into a party to search for the artifact within the temple to claim the throne. A rules light homebrew, all resources will be provided. Generics are welcome.
Find the forbidden factory, investigate the heresy, put a stop to the shenanigans! Or support the gnomish plans, if you can ever determine what they are.
Description:
The top-secret gnomish society known as The Trust has determined that an isolated facility has developed a way to create new warforged! Creating new mechanical sentience is a violation of the very Treaty of Thronehold! Even worse, a faction of gnomes may have been involved! Worsest of all? Some of those gnomes may be double agents, so who can say whom to trust within the Trust! Can the party uncover the mystery and put a stop to this heresy? Eberron setting material will be taken from the 3.5 sourcebooks and adapted for 5e rules.
Find the forbidden factory, investigate the heresy, put a stop to the shenanigans! Or support the gnomish plans, if you can ever determine what they are.
Description:
The top-secret gnomish society known as The Trust has determined that an isolated facility has developed a way to create new warforged! Creating new mechanical sentience is a violation of the very Treaty of Thronehold! Even worse, a faction of gnomes may have been involved! Worsest of all? Some of those gnomes may be double agents, so who can say whom to trust within the Trust! Can the party uncover the mystery and put a stop to this heresy? Eberron setting material will be taken from the 3.5 sourcebooks and adapted for 5e rules.
Bandits have been tracked to an old keep near the Mountains. The local lord has put up a generous bounty. Since your money and mead have just run dry, the bandits' luck has just run out.
Description:
Bandits responsible for disrupting trade in the region have been tracked to an old keep near the Algoran Mountains. The local lord has put up a generous bounty and ceded rights to anything found there. Since the money and mead have just run dry, it looks like the bandits' luck has just run out. Free custom d6 given to each player.
Bandits have been tracked to an old keep near the Mountains. The local lord has put up a generous bounty. Since your money and mead have just run dry, the bandits' luck has just run out.
Description:
Bandits responsible for disrupting trade in the region have been tracked to an old keep near the Algoran Mountains. The local lord has put up a generous bounty and ceded rights to anything found there. Since the money and mead have just run dry, it looks like the bandits' luck has just run out. Free custom d6 given to each player.
A mudslide unearths a strange set of dwarven runes. Could this be the final resting place of the Mad King Haddrick and his followers?
Description:
Legends tell of Haddrick, the mad Dwarven king who enthralled his followers and disappeared deep into the depths of the world. Centuries later, a mudslide unearths a passageway that may lead the adventurers to the final resting place of the king and his followers. What secrets will be unearthed? What treasures revealed? Is this perhaps and entrance to a reforged Dwarven kingdom or an entrance to death in the Underdark? Free custom d6 given to each player.
A mudslide unearths a strange set of dwarven runes. Could this be the final resting place of the Mad King Haddrick and his followers?
Description:
Legends tell of Haddrick, the mad Dwarven king who enthralled his followers and disappeared deep into the depths of the world. Centuries later, a mudslide unearths a passageway that may lead the adventurers to the final resting place of the king and his followers. What secrets will be unearthed? What treasures revealed? Is this perhaps and entrance to a reforged Dwarven kingdom or an entrance to death in the Underdark? Free custom d6 given to each player.