The next D&D hardcover is Eberron: Rising from the Last War, and releases on November 19th, 2019 on D&D Beyond. This campaign setting describes the war-torn continent of Khorvaire, as well as other regions of the world of Eberron. Additionally, it contains monster statistics for dozens of new creatures unique to this world, as well as magic items, mystical Dragonmarks, and other supernatural elements that set Eberron apart from other D&D settings. Indeed, Eberron is a world where magic has been used to create technology somewhat analogous to the real-world era of the First World War—with some additional fantastical elements, like the living constructs known as warforged.
This encounter series, called Around Khorvaire in Fifty Days, is a whirlwind tour of Khorvaire, the thematic heart of the Eberron campaign setting. It’s a perfect place for new players to enter the campaign setting, as it introduces and highlights many of the elements that make Eberron stand apart from other campaign settings, like the Forgotten Realms. This series elaborates on all the immediate details you need to run this adventure.
However, if you suspect that you’ll need to improvise new adventures beyond these encounters (as most DMs have to do), you may need to know more about the world of Eberron before Rising from the Last War is released. You can purchase Wayfinder’s Guide to Eberron, a fifth edition-compatible playtest product that will form the backbone of the upcoming hardcover, from the D&D Beyond Marketplace. Alternatively, you could purchase an older edition of the Eberron Campaign Setting from the DMs Guild, though some of the setting information will be out of date, and its game mechanics were designed for an earlier edition of Dungeons and Dragons.
Background
An illustrious explorer named Angelica Estrella d’Sivis has planned a journey around all of Khorvaire in attempts to create a map more detailed and magnificent than any created before. She has hired academics, crew, and mercenaries to join in her journey, and you’re one of them! Whether you’re here to help her in her cartography, run the ship, or protect it from danger, simply traveling aboard the Celeste Noir will be one of the greatest adventures you’ve ever embarked upon! Together, you will travel around the continent of Khorvaire in fifty days, stopping at various cities and points of interest to rest, refuel, and explore.
This journey begins in Sharn, the famous City of Towers known across Khorvaire. Sharn is a city of ideas, of invention, of fabulous wealth and staggering poverty and crime, and everything in between. Though Khorvaire was devastated by a war to end all wars, Sharn has survived and thrived in these uncertain and heady postbellum days. Surveying the continent is exactly the sort of thing a wealthy Sharnite seeking fame and fortune might do—but even now, people might wonder if such a person might have an ulterior motive. There are those who would wish to uncover terrible secrets lost in the Last War and profit from them. No one won the Last War. What if someone were to begin it anew—and rise to stand atop a world of ashes?
This encounter series will take place over the course of eight weeks, up until the release of Eberron: Rising from the Last War. This week’s installment, Departure from Skydock Six, is the beginning of the series. If you want to dedicate time to explaining the Eberron campaign setting before this session begins, it might help your players feel more comfortable playing in this new world. On the other hand, if your players are okay with learning new information (that their characters “should” already know) and adapting to it on the fly, you can start without any preamble.
Encounter Summary
The characters gather in the offices of Angelica Estrella d’Sivis, a cheery gnome and an eccentric explorer with a dream of creating a new map of Khorvaire that details the changes the continent has seen since the beginning of the Last War just over a century ago. She introduces herself to the characters (and the characters to each other), and welcomes them aboard her state-of-the-art airship, the Celeste Noir. Just as the ship takes off, however, they are ambushed by unknown assailants. If the heroes survive the fight and grill Angelica on who the attackers were, she reveals an unpleasant fact she had wished to keep secret…but is she telling the whole truth?
Combat Encounter: Departure from Skydock Six
A roleplaying scene that sets up this encounter series precedes a combat encounter suitable for 1st-level characters.
The characters are in Upper Dura, a district in the sky-scraping city of Sharn. The sky-scraping towers of Sharn are stratified by wealth and social class, with those of wealth and means at the top and those without below. However, Dura Quarter is the city's oldest and poorest district. As such, even its highest point, it’s still a middle-class neighborhood, comparable to Middle Menthis or some other middle-tier ward. The characters have just arrived in Upper Dura, possibly by taking a lift from below or by walking across a bridge from a wealthier neighborhood—or even by hiring a carriage! They gather outside of Angelica d’Sivis’s flat, whose exterior is festooned with wind chimes, weathervanes, and other bits of eclectic paraphernalia. You can ask the players to describe how their characters arrive.
This is like the opening scene of a movie, so by allowing the players to describe their characters’ arrivals, you give them the opportunity to show the other players a little bit about their characters. Do they travel in style? Do they dress simply and travel quietly? What’s their reaction to the strange decorations outside of Angelica’s apartment?
Once the characters are gathered, read or paraphrase the following:
A small crowd of adventurers have gathered outside of this eclectic flat. After a moment of awkward tension, the door springs open, and a sprightly gnome appears. Her silver hair is pulled back into a messy bun, and a pair of oversized, circular spectacles magnify her tiny eyes. A glimmering symbol, almost like a tattoo, sparkles on her left temple. “You’re here for Angelica Estrella d’Sivis, Explorer Extraordinaire, right? Speaking. Please, come in.”
The interior of Angelica’s flat is just as cluttered with glittering esoterica as the outside. She sits them down on well-worn armchairs and lays out the terms of her contract. In short, Angelica is conducting a cartographical survey of Khorvaire to note how the landscape has changed in the hundred-odd years since the beginning of the Last War, noting new settlements, abandoned towns, arboreal growth or shrinkage, and most importantly, the potential spread of the Mournland—the inhospitable wasteland in the continent’s center that was once a nation called Cyre. She is also testing the power of a brand-new, state-of-the-art airship provided to her by the engineers of House Cannith known as the Celeste Noir. They claim that this fabulous craft can circle Khorvaire in fifty days—or fewer! She intends to put this claim, and her navigational skills, to the test with the Celeste Noir’s maiden voyage.
In exchange for aiding her in her survey—either as crewmembers, mercenary guards, or fellow surveyors—they will be provided meals and lodging, paid a weekly stipend, and allowed to keep any objects they find over the course of the expedition, provided they aren’t vital to Angelica’s research, of course. She produces a simple, easy-to-read contract to her prospective employees. A character that succeeds on a DC 10 Intelligence check recognizes that this contract is clean and straightforward, without any tricky clauses that could come back to bite them later.
Angelica’s Dragonmark
Angelica Estrella d’Sivis is a member of the dragonmarked House Sivis. The dragonmarked houses are known throughout Eberron, and wield tremendous magical and political power. As Angelica is an heir of House Sivis, she bears House Sivis’s dragonmark: the Mark of Scribing. This dragonmark grants her special powers of communication, which she uses to great and unusual effect as a cartographer. If asked, she proudly explains the nature of her mark. Dragonmarks and the dragonmarked houses are described in greater detail in Wayfinder’s Guide to Eberron and Eberron: Rising from the Last War.
Onward to Skydock Six
Once the paperwork is out of the way, Angelica leads the characters to Skydock Six, where the airship Celeste Noir is docked, at the edge of Upper Dura. The dock overlooks the sea many hundreds of feet below, but the airship’s majesty and sleek, black hull is enough to distract anyone from the dizzying drop beneath their feet. The characters board the craft, its engines fire up (creating a blazing ring of elemental fire around the center of the craft, which could pose quite a shock to characters unused to flying on magical aircraft), and the Celeste Noir departs Sharn.
The crew of the Celeste Noir, such as its pilot, will be described in later installments of this encounter series. The ship’s pilot, a half-elf named Demetrius d’Lyrandar, is the only member of the crew who possesses the Mark of Storms, and thus is the only person who can fly the airship.
The ship moves with incredible speed, traveling miles in the span of only a few minutes. Within a mere twenty minutes of taking off, however, danger strikes. A group of three kalashtar thugs flying upon three pteranodons soar up onto either side of the ship. These pteranodons are under the effects of a potion of growth; they are Large instead of Medium, and remain this size for three more hours. The kalashtar leap from their dinosaur steeds onto the deck of the Celeste Noir. One of them declares, “Lady of House Sivis! Surrender your vessel, or your life.” Angelica looks to the characters and declares, “I’m no fighter! Please, protect the ship, and I’ll explain everything later!” She then zips belowdecks to hide.
The kalashtar direct their dinosaur companions to attack in tandem.
Kalashtar
Kalashtar are beings that appear humanoid, but have a powerful supernatural connection to the Plane of Dreams. A quori spirit—a being from the dream-realm of Dal Quor—has a supernatural connection to the kalashtar's soul, in an attempt to guide their kalashtar host towards greatness. A kalashtar can’t directly commune with the quori that guides them, but it influences their lives in subtle ways. The kalashtar that attacked Angelica are members of a sect known as the Dream Raiders, and they hate Angelica d’Sivis in particular for a grave crime she committed against them. They fight to the death, but if they are captured and questioned, this is all they are willing to divulge. Kalashtar are described in greater detail in Wayfinder’s Guide to Eberron and Eberron: Rising from the Last War.
Angelica’s Secret
Once the kalashtar assailants are defeated, Angelica Estrella d’Sivis emerges from hiding and thanks the characters with wide-eyed surprise. If asked why she was attacked, she sighs and reveals that she has a secret. She tries to demur by saying that, “She would rather not get the characters involved.” However, if pushed once more, she sighs and explains:
- She once killed a kalashtar while he was meditating and trying to commune with his quori spirit guide.
- Angelica once served with a group of sky pirates, and the kalashtar she killed had apprehended them.
- The group that attacked them, the Dream Raiders, have hunted her for years. She is trying to reform her ways, but her past has a way of catching up to her.
A character that makes a successful DC 10 Wisdom (Insight) check is reasonably confident that her story is true. A character that succeeds on this check by 5 or more also has a suspicion that there’s more to the story that Angelica isn’t saying. If pressed a third time, Angelica simply shakes her head and says, “I’m sorry, there are some secrets that I need to keep. If that’s a deal breaker, I understand. I can drop you off next time we make port.”
The depths of Angelica’s secrets will be revealed in future installments of this encounter series.
From here, the Celeste Noir travels eastward towards Zilargo, towards a treacherous storm. Why attempt this journey? Angelica claims she needs important data from atop one of the peaks...
Where in Khorvaire do you want to travel to while sailing upon the Celeste Noir? Let us know in the comments!
Eberron: Rising from the Last War releases on November 19th, 2019. Preorder it now on the Marketplace!
Did you like this encounter? If you want to read more adventures, take a look at the other encounters in the Encounter of the Week series! If you're looking for full adventures instead of short encounters, you can pick up the adventures I've written on the DMs Guild, such as The Temple of Shattered Minds, a suspenseful eldritch mystery with a mind flayer villain. My most recent adventures are included in the Electrum Bestseller Encounters in Avernus, a collection of over 60 unique encounters created by the Guild Adepts, which can be used to enhance your campaign in Avernus or elsewhere in the Nine Hells.
James Haeck is the lead writer for D&D Beyond, the co-author of Waterdeep: Dragon Heist and the Critical Role Tal'Dorei Campaign Setting, a member of the Guild Adepts, and a freelance writer for Wizards of the Coast, the D&D Adventurers League, and other RPG companies. He lives in Seattle, Washington with his fiancée Hannah and their animal companions Mei and Marzipan. You can find him wasting time on Twitter at @jamesjhaeck.
I totally agree with your action.
This makes me wistful for the Voyage of the Princess Ark series printed in the Dragon magazine. Once the book comes out, would it be possible for you to revisit this encounter and suggest 'joint-party' backgrounds?
Some places that would be interesting to visit in this series: Frostmantle in the Mror Holds and Fairhaven in Aundair. Love seeing an Eberron specific series - looking forward to more.
I would like to put my vote for visiting stormhome and Korranberg if I could.
For your #1 item, it specifically states "These pteranodons are under the effects of a potion of growth; they are Large instead of Medium..."
It did not originally. Haeck changed it after that comment was made.
That was a later addition, thanks to Reg's comments. No harm done. =)
Thank you I love Eberron
The ship go to Rhukaan Draal in Darguun. It is supposed to have a tower for Airships.
We may disagree on this, but I don't think it's a good idea to build uninteresting failure points into an adventure. That's really the crux of it.
What happens if the character fails the contract check? There's now ambiguity about whether this contract is going to screw them over. You're messing with the character's motivation to go on the airship, and as far as I can tell, there's no payoff for doing so. Right? You've added a complication, an anti-hook, that has no payoff. There's only a payoff if this leads to interesting decisions for the player to make - either now, attempting to mitigate the failed check, or later, when the contract bites them in the rear and provides a source of conflict in the story. It sounds like neither of those things have been planned for, so *why have it?*
This is why I suggest it would be better to, if the player asks, say "the contract looks good" - no dice roll. (Of course if your player really loves contracts, make it interesting for them. But I think this is not typical.)
Same thing for the insight check.
On your other point, I'm not saying the characters have no motivation to go on the adventure. I'm saying that this story puts obstacles in front of that motivation (again, on this airship you're trusting your life to a captain who might be lying to you and who is definitely being hunted), and those obstacles don't benefit the story or the gameplay by being there. The contract can just be good, and the captain can just seem honest. Generating random numbers is not an interesting player choice. It's a way to adjudicate an action after the players have (hopefully) already had the opportunity to make an interesting choice. I don't see that here, which makes me think it was a misfire to have those two particular checks.
I'd love to see the Celeste Noir visit Thronehold! Ooh and Stormhome too! This was great fun to read!
This is glorious. In preparation for the release of the Eberron Campaign setting, I am running a new game for the friends I've played tabletop games with for nearly 2 decades.
I am planning on having their campaign take place less than 2 years after the signing of the Treaty of Thronehold. I am definitely going to leave hooks for this encounter chain as an option for what they do to get to Karrnath.
By the mischevious blessing of the Traveler, the wizard-rogue of the party has stolen a Karrn researcher's spell book that also contains the villain's primary research notes and plans for some particularly nefarious, necromantic processes and rituals. This will set into motion an initial chase by the other members of the party to find the rogue and the book, before truly horrible situations reignite conflict across the continent of Khorvaire.
Having the group be given the lead of seeking this airship will certainly provide a great option for traveling under guise of remapping Khorvaire in a post-Mourning world.
The party contains a research subject that was captured by Karrnath during the last war. This bugber has been altered with alchemy and necromancy to ping as Undead, despite being alive, as a sort of IFF prototype for the Karrnath military. The player is using the Blood Hunter as an experimental class that their captured bugbear has been forced into being. Kinda like an arcane Robocop. The Mourning returned his free will somehow.
The Divine Sorcerer was recuperating in a field hospital when the Mourning. They were Cyre human, but became infused with way too much divine magic and were linked to the good will of Boldrei, God of Community and Hearth. He also mutated into an unascended Aasimar.
The fourth member of the party is a "minotaur" paladin who fought beside the bugbear in the war. It's actually a changling that is part of a tribe that maintains a primary look of monstrous races in Droam. The paladin is going to encounter the bugbear and I feel like it's going to be akin to the scene in Robocop, where his partner recognizes him in a hall, "Murphy, It's you..."
The research-absconding thief is a wizard who is multiclassed into some rogue and is in WAY over their poor head.
I look forward to seeing where they end up through the adventure.
Great to see some Eberron love here! I ran a 3.5 game set there, and we had tons on fun!
My favorite DM memories:
1. The party secretly escorting the Keeper of the Flame(!) to meet the Daughters of Sora Kell in Droam. She has a vision that led her there; it's her first time ever out of Thrane, and her power is greatly reduced. Droam's struggle to be recognized as a nation was a big part of the campaign.
2. Riding an experimental lighting rail train through the Mournland, on the *memory* of the original tracks.
3. Cthulhu-inspired horror tale about a Morgrave University professor implanting symbiotes into students.
4. Body jumping time travel back to the Last War, with the party inhabitanting bodies of soldiers from the past (including cruder 'Mark I' Warforged)
5. Discovering the truth behind the Day of Mourning, at least as it went down in *my* campaign 😈
Great setting, great memories!
Let's visit the Orcs and explore their Spirituality. For Example the Ghaash'kala of the Demon Wastes and the Orc Tribes of the Shadowmarches
I'd like them to travel to the Mournland
I LOVED road to baldurs gate. And from this chapter one, i get the feeling I'm gonna love this one too. James, you're rapidly becoming my favorite adventure writer
Pteranodon's flying speed is 60' or 1200 feet/min with a Dash. If google shows correct value of 5280 feet/mile then ship requires at least 4.4 minute to travel a single mile or you can easily convert it's speed to a 24 km/h roughly assuming 1m = 3feet.
I guess your pteranodons need more steroids if you want ship to go faster than that.
You're welcome. I have all the books and have read them to no end. I love Eberron and feel like I am knowledgable in most cases when it comes to what Wizards has produced. Again, however you run your Eberron is really up to you. They made this world so malleable for DMs, from the Day of Mourning to how the Houses can be run. Keith Baker has A LOT of great info on his website too. He likes to do deep dives on stuff that hasn't been touched in publication. Which, as an Eberron nerd I gobble up. He will even respond to questions you may have about the world or maybe even help you with a story problem in your game. :)
Please, update us on the story if you have the willpower and the time! :)
Elemental airships dont "have engines" and since those engines dont exist, they dont "fire up"