Novaseaker
Explorer
Hello. Just heard about the WOTC forum closure, and I knew I had to save this post. It was basically a transcription of the outline of my first ever entirely completed Eberron campaign. I had never written it all down before or since, and I would hate for it to be lost forever. I hope if you feel like reading this wall of text that you enjoy the experience!
It didn't petter out and die. I didn't sideline it for other interests. It didn't even end abruptly when I graduated from college, it just went on hiatus. This is the first time a DnD campaign of mine has actually reached its final and true end!
To celebrate, I thought I'd share the tale with you all. (This will, of course, be a lengthy post)
I dubbed this campaign "Beyond Broken Seals", and it lasted four years (excluding a three year hiatus), and spanned two editions. The party was a core of three to four players, my college friends, with a rotating cast of PCs played by other friends from semester to semester, when their schedules allowed. When I graduated and moved away, the edition switch happened and the game was on hiatus until my career had me move within easy traveling distance of two of the original core group. They ended up playing two PCs each, and together with my with-the-party-from-the-beginning DMPC, we completed the campaign this past weekend.
Although the campaign started in 3.5, looking back on it I can see how well it fits into 4e's tiers of play. So I thought it'd be good to break it up into tiers as I recount the tale.
First, backstory: "Beyond Broken Seals" actually starts in campaign-year 1000 YK, and is set after the events of my first-ever Eberron game (which did petter out, as a stable player base never manifested). In this game, the Dreaming Dark started the Last War by implanting paranoid nightmares in King Jarot, so that the kingdom of Galifar would be sundered and they could eventually step in and "save" the nations. The Mourning was a kink in the Dreaming Dark's plans, putting an end to the war before they could end it themselves with their manufactured saviors.
Their solution was to manipulate The Mourning's energies. Although they did not know its origin, or have the means to recreate it, they did manage to find a way to spread it. They destroyed Thrane (the PCs of this original game failed to stop them, and were at ground zero for "The Second Mourning". They survived though). In the resulting panic, the War restarted, just as the quori planned.
This is where "Beyond Broken Seals" starts, two years later.
Heroic Tier
The party starts their adventures having come to Regalport in the Lhazzar Principalities for their own reasons. They're each recruited to crew the Dragonbite, a vessel in High Prince Rygar's Seadragon fleet, captained by Victor Stealheart (The DMPC. A paladin of the Sovereign Host with an apparent emphasis on Kol Korran.).
The first few adventures deal with pirating other pirates, and getting involved a bit in Lhazzar politics as each principality is backing a different interest in the War. They even run into one pirate vessel that is apparently independent of any principality, eventually discovering it was an Emerald Claw funding operation.
The last pirate adventure dealt with chasing down a group of goblinoid pirates looking for a dakhanni relic. The Dragonbite chased them to an uncharted island. When the PCs and Victor disembarked onto the island to search for them, they found an ancient stone structure. Inside, they found massacred goblinoids, and a trail of blood leading further down into the complex. As they descended they were accosted by various psuedonatural creatures, summoned from Xoriat by some mad cult.
At the bottom, they found not a single living goblinoid, but a cultists priest dressed in goblinoid skins, obviously insane. Once they defeated him, however, his body remained standing. The PCs could only watch in horror as another man tore his way out of the priest's head, his angelic, beautiful face smiling at them crazily. Victor, stunned by the immense overwhelming evil, told everyone to run. And run they did, making it back to the Dragonbite just as the island began to sink, leaving the dead goblin's vessel to be dragged into the resulting whirlpool.
The Dragonbite made it back to Regalport, Victor dead set on informing Prince Rygar about this overwhelming threat. However, they were just moments ahead of a ghastly attack. The goblinoid ship was apparently following them, and when it crashed into Regalport's harbor, they saw that its sails were made of flesh. When it's hull broke, dozens of corpses spilled out, and hiding among them were various aberrant creatures.
When the PCs dealt with the aberrant attack, they found a note written onto the back of one of the bodies. It was a pleasantly-worded letter, welcoming new neighbors. When any PC tried to read the signature of who wrote the letter, they blacked out momentarily, waking with a huge migraine.
After informing Rygar of the threat, there were several more aberrant attacks that the Dragonbite crew dealt with throughout the principalities, ultimately leading to High Prince Rygar issuing a reward for anyone finding a way to deal with this rising threat. After some deliberation, the PCs decide to talk to the druids of the Eldeen Reaches. Victor volunteers to sail them to Eldeen Bay and accompany them to talk to the druids as a Lhazzarite ambassador.
When they set foot in the Eldeen Reaches and begin their journey, they encounter a few horrid animals and defend themselves. This causes them to run afoul of an Ashbound sect of druids, but eventually calling the attention of the Wardens, who escort them to Greenheart. They state their claim to the Wardens, and the druids mention that byshek is believed to be anathema to most aberrant creatures. They mention three Gatekeeper druids recently leaving to trade with a "mountain-folk" (goliath) village in the Byshek Mountains for byshek weapons after reading foreboding portents in the night skies. The druids are overdue for their return.
The PCs get directions to the goliath village and travel there, only to find it in ruins. They are almost immediately attacked by an aberrant creature with a byshek-plated hide. Once they defeat it, they look for clues. The entire village is devoid of any of the purplish metal, and there are tracks leading up the mountain. The party follows the trail to a cave-opening, leading deep within the mountain.
They travel into the mountain, and eventually under it, encountering many strange underground monsters. They also encounter a cell of the Emerald Claw, and managed to take one prisoner. They find out the Claw is prospecting for Khyber shards for something called "Operation Leviathan" but are unable to get any more out of the prisoner. They bind the prisoner up and take her along with them.
Eventually the group descends into "true Khyber" where the underground environment starts becoming unreal; organic in places, perfectly cylindric tunnels, and just plain wrong areas. They encounter the three missing Gatekeepers, each physically and mentally corrupted by vile experiments, turning them in aberrant slaves. They're forced to put them out of their misery to continue following the trail.
Eventually the tunnel they were following opens up into a vast continent-sized cavern, with a glittering starlight-like ceiling illuminating a dark and murky ocean. The tunnel opens up into a thin shoreline hugging the wall of the cavern, with a thin peninsula leading out to a hand-shaped tower, leaning out over the dark sea, like an offering hand.
The PCs and Victor storm the tower, captured byshek weaponry to slay the mind flayer cult leader and his thralls. When the mind flayer died, however, it sent out an echoing psionic beacon-cry that reverberated through the immense cavern. As the party continued their rescue efforts, the tower began trembling rhythmically. When they rounded everyone up to leave the tower, outside they saw the source of the tremors. Under the faux-starlight, they can saw a city-sized monstrous creature made of living stone crawling through the ocean toward them. It filled the vast cavern, the ocean only coming up to its wrists and its back scraping the glittering roof. The party tried to run back toward the tunnel, but they knew they wouldn't be able to outrun the immense creature's vast crawling strides.
Off to a side of the peninsula, a mysterious fog billowed forth from the shore, and a battered warship with crimson sails emerged from it. From the railing, a tall, hairless figure with glowing yellow eyes called down to the PCs, though it had no mouth. It promised to take them anywhere they wanted, as long as they fought one fight for him. (This is the Crimson Ship from the Explorer's Handbook, pg 86).
The party and Victor readily agreed, and the Crimson Ship lowered its boarding plank. As the PCs ushered the goliath villagers and their Emerald Claw villager on board, the huge stone creature lowered its jaws to the offering hand and opened its mouth, its granite tongue lolling out to rest on the tower's proffered hand. As the Crimson Ship began to reverse course and allow the PCs to escape, they saw a stone throne form in the center of the titanic gargoyle's mouth, and seated on it another insanely beautiful humanoid wearing living armor and vestments made of sinew and chitin. It merely smiled at them as the fog enveloped them and the Crimson Ship disappeared.
Phew! That was a mouthful. I think that'd be a great end for a heroic-tier game in 4e, so I'll recount the paragon-tier leg of "Beyond Broken Seals" later.
It didn't petter out and die. I didn't sideline it for other interests. It didn't even end abruptly when I graduated from college, it just went on hiatus. This is the first time a DnD campaign of mine has actually reached its final and true end!
To celebrate, I thought I'd share the tale with you all. (This will, of course, be a lengthy post)
I dubbed this campaign "Beyond Broken Seals", and it lasted four years (excluding a three year hiatus), and spanned two editions. The party was a core of three to four players, my college friends, with a rotating cast of PCs played by other friends from semester to semester, when their schedules allowed. When I graduated and moved away, the edition switch happened and the game was on hiatus until my career had me move within easy traveling distance of two of the original core group. They ended up playing two PCs each, and together with my with-the-party-from-the-beginning DMPC, we completed the campaign this past weekend.
Although the campaign started in 3.5, looking back on it I can see how well it fits into 4e's tiers of play. So I thought it'd be good to break it up into tiers as I recount the tale.

First, backstory: "Beyond Broken Seals" actually starts in campaign-year 1000 YK, and is set after the events of my first-ever Eberron game (which did petter out, as a stable player base never manifested). In this game, the Dreaming Dark started the Last War by implanting paranoid nightmares in King Jarot, so that the kingdom of Galifar would be sundered and they could eventually step in and "save" the nations. The Mourning was a kink in the Dreaming Dark's plans, putting an end to the war before they could end it themselves with their manufactured saviors.
Their solution was to manipulate The Mourning's energies. Although they did not know its origin, or have the means to recreate it, they did manage to find a way to spread it. They destroyed Thrane (the PCs of this original game failed to stop them, and were at ground zero for "The Second Mourning". They survived though). In the resulting panic, the War restarted, just as the quori planned.
This is where "Beyond Broken Seals" starts, two years later.
Heroic Tier
The party starts their adventures having come to Regalport in the Lhazzar Principalities for their own reasons. They're each recruited to crew the Dragonbite, a vessel in High Prince Rygar's Seadragon fleet, captained by Victor Stealheart (The DMPC. A paladin of the Sovereign Host with an apparent emphasis on Kol Korran.).
The first few adventures deal with pirating other pirates, and getting involved a bit in Lhazzar politics as each principality is backing a different interest in the War. They even run into one pirate vessel that is apparently independent of any principality, eventually discovering it was an Emerald Claw funding operation.
The last pirate adventure dealt with chasing down a group of goblinoid pirates looking for a dakhanni relic. The Dragonbite chased them to an uncharted island. When the PCs and Victor disembarked onto the island to search for them, they found an ancient stone structure. Inside, they found massacred goblinoids, and a trail of blood leading further down into the complex. As they descended they were accosted by various psuedonatural creatures, summoned from Xoriat by some mad cult.
At the bottom, they found not a single living goblinoid, but a cultists priest dressed in goblinoid skins, obviously insane. Once they defeated him, however, his body remained standing. The PCs could only watch in horror as another man tore his way out of the priest's head, his angelic, beautiful face smiling at them crazily. Victor, stunned by the immense overwhelming evil, told everyone to run. And run they did, making it back to the Dragonbite just as the island began to sink, leaving the dead goblin's vessel to be dragged into the resulting whirlpool.
The Dragonbite made it back to Regalport, Victor dead set on informing Prince Rygar about this overwhelming threat. However, they were just moments ahead of a ghastly attack. The goblinoid ship was apparently following them, and when it crashed into Regalport's harbor, they saw that its sails were made of flesh. When it's hull broke, dozens of corpses spilled out, and hiding among them were various aberrant creatures.
When the PCs dealt with the aberrant attack, they found a note written onto the back of one of the bodies. It was a pleasantly-worded letter, welcoming new neighbors. When any PC tried to read the signature of who wrote the letter, they blacked out momentarily, waking with a huge migraine.
After informing Rygar of the threat, there were several more aberrant attacks that the Dragonbite crew dealt with throughout the principalities, ultimately leading to High Prince Rygar issuing a reward for anyone finding a way to deal with this rising threat. After some deliberation, the PCs decide to talk to the druids of the Eldeen Reaches. Victor volunteers to sail them to Eldeen Bay and accompany them to talk to the druids as a Lhazzarite ambassador.
When they set foot in the Eldeen Reaches and begin their journey, they encounter a few horrid animals and defend themselves. This causes them to run afoul of an Ashbound sect of druids, but eventually calling the attention of the Wardens, who escort them to Greenheart. They state their claim to the Wardens, and the druids mention that byshek is believed to be anathema to most aberrant creatures. They mention three Gatekeeper druids recently leaving to trade with a "mountain-folk" (goliath) village in the Byshek Mountains for byshek weapons after reading foreboding portents in the night skies. The druids are overdue for their return.
The PCs get directions to the goliath village and travel there, only to find it in ruins. They are almost immediately attacked by an aberrant creature with a byshek-plated hide. Once they defeat it, they look for clues. The entire village is devoid of any of the purplish metal, and there are tracks leading up the mountain. The party follows the trail to a cave-opening, leading deep within the mountain.
They travel into the mountain, and eventually under it, encountering many strange underground monsters. They also encounter a cell of the Emerald Claw, and managed to take one prisoner. They find out the Claw is prospecting for Khyber shards for something called "Operation Leviathan" but are unable to get any more out of the prisoner. They bind the prisoner up and take her along with them.
Eventually the group descends into "true Khyber" where the underground environment starts becoming unreal; organic in places, perfectly cylindric tunnels, and just plain wrong areas. They encounter the three missing Gatekeepers, each physically and mentally corrupted by vile experiments, turning them in aberrant slaves. They're forced to put them out of their misery to continue following the trail.
Eventually the tunnel they were following opens up into a vast continent-sized cavern, with a glittering starlight-like ceiling illuminating a dark and murky ocean. The tunnel opens up into a thin shoreline hugging the wall of the cavern, with a thin peninsula leading out to a hand-shaped tower, leaning out over the dark sea, like an offering hand.
The PCs and Victor storm the tower, captured byshek weaponry to slay the mind flayer cult leader and his thralls. When the mind flayer died, however, it sent out an echoing psionic beacon-cry that reverberated through the immense cavern. As the party continued their rescue efforts, the tower began trembling rhythmically. When they rounded everyone up to leave the tower, outside they saw the source of the tremors. Under the faux-starlight, they can saw a city-sized monstrous creature made of living stone crawling through the ocean toward them. It filled the vast cavern, the ocean only coming up to its wrists and its back scraping the glittering roof. The party tried to run back toward the tunnel, but they knew they wouldn't be able to outrun the immense creature's vast crawling strides.
Off to a side of the peninsula, a mysterious fog billowed forth from the shore, and a battered warship with crimson sails emerged from it. From the railing, a tall, hairless figure with glowing yellow eyes called down to the PCs, though it had no mouth. It promised to take them anywhere they wanted, as long as they fought one fight for him. (This is the Crimson Ship from the Explorer's Handbook, pg 86).
The party and Victor readily agreed, and the Crimson Ship lowered its boarding plank. As the PCs ushered the goliath villagers and their Emerald Claw villager on board, the huge stone creature lowered its jaws to the offering hand and opened its mouth, its granite tongue lolling out to rest on the tower's proffered hand. As the Crimson Ship began to reverse course and allow the PCs to escape, they saw a stone throne form in the center of the titanic gargoyle's mouth, and seated on it another insanely beautiful humanoid wearing living armor and vestments made of sinew and chitin. It merely smiled at them as the fog enveloped them and the Crimson Ship disappeared.
Phew! That was a mouthful. I think that'd be a great end for a heroic-tier game in 4e, so I'll recount the paragon-tier leg of "Beyond Broken Seals" later.