Adventuring Ideas in Eldeen Reaches Plot in Eberron | World Anvil

Adventuring Ideas in Eldeen Reaches

From the Eberron Campaign Guide (3.5e):

  —A scholar from the Arcane Congress hires adventurers to aid in an expedition to locate and explore an ancient ruin in the heart of the great forest. Should they help her remove a seal hidden in the ruins that might unleash a great power from the depths of Khyber?   —One hundred years ago a champion of the Silver Flame disappeared into the Twilight Demesne. The Church believes that he was seduced and trapped by the fey, and now that the Last War has ended they want to rescue the lost hero. In fact, the paladin saved the fey from a terrible spirit that had seized control of the court, and his memory is revered. The lords of the court still hold the armor and weapons of the noble knight. If a new champion of the Flame finds the court and passes the tests imposed by the fey, she may receive the relics of the fallen hero as a reward.   —The Wardens of the Wood request the help of visiting adventurers. In the northern reaches of the Towering Wood, the Order of the Emerald Claw has established a stronghold from which to launch missions into the rest of the region. The stronghold must be breached, and the Emerald Claw agents must be dispatched before they can upset the balance of the region.   —A Dragon Below cultist has entered the Gloaming to engage in an arcane experiment meant to fi ll him with the power of Mabar itself. Can a group of brave adventurers navigate the dangers of the Gloaming and its Children of Winter protectors in time to stop this experiment from reaching its conclusion? If not, will they possess the power to stop a cultist who wields the energy of the Endless Night the way a fi ghter wields a sword?   —Something among the Guardian Trees has turned a horrid boar toward Greenheart, and every day more horrid creatures appear to threaten the community and the Great Druid’s grove. The Wardens of the Wood, at the behest of the Great Druid, call on the adventurers to assist them in dealing with the monsters and discovering the source of their agitation. Conversely, if the adventuring party includes a druid or ranger, that character could hear the call for help the Great Druid broadcasts to those in the area.   —House Vadalis has been suffering acts of terrorism and sabotage from the Ashbound, and the sect seems to have increased its efforts against the dragonmarked house in recent weeks. The house sends for adventurers willing to protect its interests and fi nd a way to reduce the number of attacks coming from the Ashbound and their agents.