iserith
Magic Wordsmith
THE SNOW JOB
As the plane of Risia becomes coterminous with Eberron, frigid winter descends upon the Ironroot Mountains. Lack of food and supplies drives the Jhorash'tar orcs out of their lands deep in the wilderness to within striking distance of Korunda Gate. The forces of House Kundarak and the clans of the Mror Holds rise to face the threat head on, defending their ancestral lands and the many rich vaults in their care that lay deep underground.
As the brave dwarves defend their homes from Blood Spiller and the howling horde at his back, few remain to guard the vaults of Korunda Gate.
Opportunity knocks...
THE SETUP
The Snow Job is a D&D 5e heist scenario set in Keith Baker's Eberron campaign setting and draws upon some of the rules for Eberron presented in Unearthed Arcana*. The format is inspired by two excellent blogs on heists, bawylie's Heist By Numbers and Runagame's Heist Framework. Thanks to both for their advice in the creation of this scenario!
The Snow Job is intended to be a one-off adventure on an off-night for your campaign or can be slipped into a regular campaign with some modifications. It might be fun to have this scenario be played as a vignette in your game where the regular player characters must then deal with the aftermath created by these characters in a later adventure.
This adventure is built with 3rd-level player characters in mind. Some pregenerated characters for this scenario can be found in the spoiler block below.
Pre-Generated Eberron Characters
* Please note that the pre-generated characters are not updated in accordance with the 7/23/18 release of Wayfinder's Guide to Eberron. They are based on the Unearthed Arcana pdf. While they will work just fine in the context of this scenario, you may wish to update them to the new rules if you plan on making them part of a regular campaign.
THE HOOK
The team leader (likely Tcotchke d'Cannith if the pre-gens are used) or a quirky, cagey (but usually trustworthy) quest-giver approaches the adventurers with a once-in-a-lifetime opportunity to break into a Kundarak vault and steal a priceless piece of Cannith technology - a prototype weapon that draws upon the plane of Risia to produce blasts of cold that can freeze enemies right in their tracks. In addition, the vault contains countless chests of gold, coveted magical relics from the Last War, and libraries of information both damning and valuable. The team leader or quest-giver has one of two keys necessary to unlock the vault and provides those to the team.
Anyone daring and lucky enough to successfully pull off this heist would make themselves rich and powerful and would be counted among the greatest of thieves in history...
Work with your players to tie their characters into the scenario by establishing wants and needs for the adventurers' such as:
As the plane of Risia becomes coterminous with Eberron, frigid winter descends upon the Ironroot Mountains. Lack of food and supplies drives the Jhorash'tar orcs out of their lands deep in the wilderness to within striking distance of Korunda Gate. The forces of House Kundarak and the clans of the Mror Holds rise to face the threat head on, defending their ancestral lands and the many rich vaults in their care that lay deep underground.
As the brave dwarves defend their homes from Blood Spiller and the howling horde at his back, few remain to guard the vaults of Korunda Gate.
Opportunity knocks...
THE SETUP
The Snow Job is a D&D 5e heist scenario set in Keith Baker's Eberron campaign setting and draws upon some of the rules for Eberron presented in Unearthed Arcana*. The format is inspired by two excellent blogs on heists, bawylie's Heist By Numbers and Runagame's Heist Framework. Thanks to both for their advice in the creation of this scenario!
The Snow Job is intended to be a one-off adventure on an off-night for your campaign or can be slipped into a regular campaign with some modifications. It might be fun to have this scenario be played as a vignette in your game where the regular player characters must then deal with the aftermath created by these characters in a later adventure.
This adventure is built with 3rd-level player characters in mind. Some pregenerated characters for this scenario can be found in the spoiler block below.
Pre-Generated Eberron Characters
Tchotchke d'Cannith, human wizard 3 (guild artisan)
A scion of House Cannith excoriated for creating Colonel Clank after the Treaty of Thronehold
Colonel Clank, warforged fighter 3 (soldier)
The latest model of warforged, designed for command and ruthless efficiency
Billy Gruff, shifter rogue 3 (criminal)
The meanest second-story man in the business
The Visage, changeling bard 3 (charlatan)
Jack and Jill of all trades, Master and Mistress of Disguise
A scion of House Cannith excoriated for creating Colonel Clank after the Treaty of Thronehold
Colonel Clank, warforged fighter 3 (soldier)
The latest model of warforged, designed for command and ruthless efficiency
Billy Gruff, shifter rogue 3 (criminal)
The meanest second-story man in the business
The Visage, changeling bard 3 (charlatan)
Jack and Jill of all trades, Master and Mistress of Disguise
* Please note that the pre-generated characters are not updated in accordance with the 7/23/18 release of Wayfinder's Guide to Eberron. They are based on the Unearthed Arcana pdf. While they will work just fine in the context of this scenario, you may wish to update them to the new rules if you plan on making them part of a regular campaign.
THE HOOK
The team leader (likely Tcotchke d'Cannith if the pre-gens are used) or a quirky, cagey (but usually trustworthy) quest-giver approaches the adventurers with a once-in-a-lifetime opportunity to break into a Kundarak vault and steal a priceless piece of Cannith technology - a prototype weapon that draws upon the plane of Risia to produce blasts of cold that can freeze enemies right in their tracks. In addition, the vault contains countless chests of gold, coveted magical relics from the Last War, and libraries of information both damning and valuable. The team leader or quest-giver has one of two keys necessary to unlock the vault and provides those to the team.
Anyone daring and lucky enough to successfully pull off this heist would make themselves rich and powerful and would be counted among the greatest of thieves in history...
Work with your players to tie their characters into the scenario by establishing wants and needs for the adventurers' such as:
- An enormous debt that is owed to the quest-giver;
- A desire to be known as the greatest thief in Khorvaire;
- Unrivaled greed for gold;
- A grudge against House Kundarak or House Cannith;
- A need for a particular magical item known to be in the vault;
- An insatiable desire for valuable knowledge.
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