Eberron: The Second Mourning: Your Character in The World

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Eberron: The Second Mourning

W Your Character in the


e begin a journey into a world of draconic
prophecies, a land of harnessed magic, a city of
towers stretching into the sky, and people World
ravaged by war. Begin your journey by reading the
introduction to Eberron: Rising from the Last War. Your character is a brave adventurer willing to
The more you read from chapters 1, 2, and 3 of this explore the heights and depths of Sharn before
book, the more you will enjoy our campaign. making your way into the Mournland. You seek to
In this campaign we will use character options from travel with your band of companions, in
the D&D Player’s Handbook, Eberron: Rising from the cooperation, to prevent the second Mourning.
Last War, and Xanathar’s Guide to Everything.
Tier 1: The City of Towers
Campaign Summary
The first part of our adventure begins in Sharn, the
It’s been four years since the Mourning, the day Cyre City of Towers. It’s a place of magic, with skycoaches
was wiped clean from the map leaving a gray haunted circling mile-high towers and mystic forges toiling
hellscape in the center of Khorvaire. No one knows endlessly in the bowels. It’s a place of adventure and
what caused the Mourning or whether it can be used intrigue. See Chapter 3 of Eberron: Rising of the Last
again. While many seek the answer to these War for details of Sharn.
questions, for both good and ill, our group of brave
adventurers seek to uncover the threat and prevent
the Second Mourning.
Tier 2: The Mournland
The second part of our adventure will take the
Group Factions characters to the Mournland. Once, Cyre shone more
brightly than any of its sibling nations in the kingdom
Our group will determine a single group faction for of Galifar. Today, this region is a festering wound
this campaign. Possible factions include: across Khorvaire. A wall of mist surrounds a land
House Cannith. The Makers. Creators of the twisted into strange and terrible shapes. Countless
Warforged, builders of airships and the lightning rails. ruins, monsters, and mysteries lay beneath the
Most assume they had something to do with the blasted lands.
Mourning and they may not be wrong.
House Jorasco. The Healer’s Guild. Providers of
healing services during the Last War and continue to
House Rules
do so this day. They seek to ensure the horror of the Our campaign will use the following house rules:
Mourning doesn’t happen again for they may have a
bigger part to play in it than they’re saying. • Flexible Racial Attributes. When you select a race
King’s Dark Lanterns. Intelligence division of the with attribute bonuses, you can apply these
King’s Citadel, sworn to defend Breland. They seek to bonuses to any attribute rather than those
ensure the cause of the Mourning never threatens described. You cannot apply two sets of bonuses to
Breland and have license to defend Breland at any the same attribute.
price. • Burgeoning Heroes. Each character begins with 5
The Argentum. Ministry within the Church of the extra hit points.
Silver Flame. They seek to uncover threats to the • Heroic Inspiration. All characters begin each
Church and the people of Khorvaire. The Weapon of session with inspiration.
the Last War must never be used again. • Devasting Critical Hits. Creatures double all
The Finder’s Guild. The loose collection of damage on a critical hit.
independent inquisitive agents overseen by House • Sundered Shields. When a character wearing a
Tharashk. Great wonders and great dangers lie non-magical shield is hit by a melee weapon attack,
beneath the ruins of Cyre. Preventing the next they can choose to have their shield destroyed and
Mourning doesn’t mean we can’t earn a little coin on take no damage from the attack.
the side.

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