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Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design.
It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.

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Published by Fijsar the Buccaneer, 2022-04-01 03:33:37

Princes of The Apocalypse

Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design.
It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.

THE ORDER OF THE GAUNTLET delegation that kicks off the adventure in chapter 3
The Church ofthe Silver Flame might be organized by House Kundarak.
• Include some NPCs of Eberron-specific races. Grund
The Church of the Silver Flame is more narrowly in Red Larch (described in chapter 6) can be a war-
religious than the Order of the Gauntlet, but its overall forged; much of the town looks down on him anyway.
tone is similar. Because the Silver Flame is Thrane's The doppelganger in the "Halls of the Hunting Axe"
state religion, characters of any class from that nation side trek could be a changeling, and it's not difficult
might work toward the Silver Flame's ends. to imagine the prophet Vanifer being one too. Some
ofthe lycanthropes and druids at Scarlet Moon Hall
THE EMERALD ENCLAVE (described in chapter 3) might be shifters.
The Wardens ofthe Word or the Gatekeepers • Tweak the adventure's background to connect it to
the Last War. Perhaps the four prophets are war ref-
The Wardens of the Wood are this faction's logical ugees—or war criminals. And they found themselves
equivalent in Eberron if you're setting Princes of picking up their elemental weapons for the first time
the Apocalypse anywhere near the Eldeen Reaches. on the Day of Mourning.
Otherwise, the Gatekeepers are a good choice.
YOUR OWN WORLD
THE LORDS' ALLIANCE
If you've created a fantasy world of your own to serve
The Twelve or the Aurum as the setting for your DUNGEONS & DRAGONS game,
it will work just fine for the Elemental Evil campaign.
The Twelve serves as the defender of civilization much The servants ofthe Elder Elemental Eye might operate
as the Lords' Alliance does, and its members are under different names or present themselves in new
similarly vulnerable to occasional bouts of rivalry and guises, but elemental corruption can strike any world at
infighting. The Aurum, while far less altruistic than the any time. Heroes are always be needed to drive back the
Lords' Alliance, fulfills a similar function in the world forces of darkness and destruction.
of Eberron, fighting to protect the status quo and ensure
that those in power stay that way. The events of Princes of the Apocalypse take place
in a thinly settled frontier, far from any kind of central
THE ZHENTARIM authority. There are no power groups that can easily
The Order ofthe Emerald Claw contest the rise ofthe elemental prophets—that's why
the burden of action falls to the player characters. The
Replace the Black Network with the Order of the easiest conversion is to take the whole Dessarin Valley
Emerald Claw, though you should downplay the and drop it into the map of your world. Locations such
connection to Vol. as Red Larch or the Sumber Hills are generic enough
that they would fit in most D&D settings. You may want
DRAGONMARKED HOUSES to rename deities or factions to the pantheon or power
groups present in your campaign, but otherwise you can
As an alternative to the five factions, you can use incorporate the adventure as written into a part ofthe
Eberron's dragonmarked houses. If you do so, world your player characters have not yet explored.
remember that many members ofthe houses don't
possess dragonmarks, and that even houses dominated Alternatively, you can find a suitable place in your
by one race (the half-elves of House Lyrandar, for world where you can arrange towns analogous to
example) include members of other races. Red Larch, Womford, Beliard, and Westbridge in the
vicinity of a desolate wilderness like the Sumber Hills.
When you start the adventure, have every character In this adventure, these towns are as much as 70 or
choose a dragonmarked house in addition to a race, 80 miles apart, but there is no reason you couldn't fit
class, and background. House Deneith functions much them in a much smaller area. As long as the towns are
like the Order ofthe Gauntlet, House Kundarak serves at least a day's travel from each other, you have enough
as the Lords' Alliance, House Lyrandar or House wilderness to make moving from town to town a serious
Tharashk is equivalent to the Harpers, House Phiarlan decision point for the players.
and House Thuranni are the Zhentarim, and House
Vadalis fills in for the Emerald Enclave. The Sumber Hills are presented as an area of
dry badlands, but they don't have to be hills in your
OTHER ELEMENTS campaign. A region of uninhabited moorland, a wide
marsh or swamp, or even a dark and haunted forest
Once you've located the adventure in the world and would serve just as well as a setting for the cult outposts
figured out how you're going to handle the factions, only and the events described in the search for the missing
a few tasks remain. delegation from Mirabar. Naturally, you should select
a setting where old castles are likely to be reoccupied
• Give some of the magic items in the adventure an by sinister newcomers, and a huge old subterranean
Eberron spin by connecting them to the magic of complex could underlie the mysterious ruins.
dragonshards. The four elemental weapons wielded
by the prophets, for example, might be powered by
Khyber dragonshards.

• Connect the economy of the Dessarin Valley to the
dragonmarked houses. Kaylessa runs Red Larch's
inn, the Swinging Sword, on behalf of House
Ghallanda, and many ofthe town's wagonwrights
are affiliated with House Lyrandar. The missing

APPENDIX C I ADAPTING TO OTHER WORLDS
250

AFTERWORD

For the Elemental Evil story, we tried to bring the
elemental cults to life in a way that we'd never done
before. We also wanted to make sure that each cult had
its own identity and recurring motifs. Water cultists
have scaly skin. Air cultists use elemental devices,
such as balloon packs and wingwear, to fly. Fire cultists
harness the forge to create all sorts of fiery implements
and weird ironworks. Earth cultists meld their
flesh with stone.

Because the cultists are insane, it's easy to imagine
many crazy ideas. Water cultists riding giant walruses!
Earth cultists with purple worm hatcheries! It's all good.
This appendix contains a sampling of the concept art
we commissioned for the Elemental Evil story, not all of
which ended up in this adventure. Sometimes we went
in directions that proved too wacky for our tastes, but
hopefully you'll see something here that inspires you.

T H E MYSTERIOUS VlZERAN D E V I R
CREATES FOUR MIGHTY WEAPONS
IMBUED WITH ELEMENTAL POWER.

AFTERWORD

AIR CULTISTS CAN
GLIDE THROUGH THE
AIR USING WINGWEAR
AND PREFER TO
ATTACK AT RANGE
WITH CROSSBOWS
OR JAVtLINS.

i l l l.KWOKD

EARTH CULT ROBES
CONSIST OF T H I N ROCK
TILES, FORMING A FABRIC
OF FLEXIBLE STONE.

EARTH BEACONS ARE
STONE CITADELS ATOP
NATURAL CRAGS OR
PILLARS OF ROCK. THEY
USUALLY APPEAR OFF
THE BEATEN TRACK NEAR
BARREN CANYONS, ROCKY
HILLS, OR MOUNTAINS.

p A f m s r r e fP_o>-\

Pt-ucMO S o u

CLAIKNOYAMT-
A«yL.rnt,S

A I- I V It WO Kb

FIRE CULTISTS BIND
FIRE ELEMENTALS TO
THEIR WEAPONS AND
WAR MACHINES.

BEACONS TYPICALLY HAVE SMOKE OR FIRE
N& FROM THEIR TOPS, AND STRUCTURALLY
RESEMBLE TORCHES OR LAMPS.



^PB

WHAT HAPPENS NEXT?

ONTINUE UNRAVELING THE MYSTERIES T H E S W O R D COAST IS FAR

of ancient evil with the downloadable FROM SECURE, AND THE
I module Neverwinter: Elemental Evil ADVENTURE GOES FAR BEYOND
ys\ ^ for the acclaimed free-to-play action
THESE PAGES.
^ MMO RPG.
Characters in the tabletop roleplaying game The Temple of Elemental Evil Adventure
can delve deeper into the devious plots of the System board game provides new ways to
corrupt, power-hungry prophets every week in experience this epic story. Combine the contents
stores worldwide with the D & D Adventurers with the other D & D Adventure System
League Elemental Evilseason of adventures. Cooperative Games, including Castle Ravenloft
Bring your tabletop adventures to life and 77?^ Legend o/Drizzt, to create even more
with Elemental Evil miniatures and other exciting play experiences.
game accessories by Gale Force Nine and
WizKids Games. Learn more at DungeonsandDragons.com.

WHAT HAPPENS NEXT?

PRIMORDIAL EVIL
THREATENS
THE REALMS

The first signs are always small: bandits
on the roads, pirates on the Dessarin River,
monster sightings throughout the Sumber
Hills—all too close to the lands of civilized folk.
To top things off, a delegation from the
dwarven city of Mirabar has gone missing.
Are these events all some bizarre coincidence,
or is there a deeper reason behind them?
Working through its prophets, the Elder
Elemental Eye has emerged to spread chaos
across the Forgotten Realms. How will the
adventurers prevent absolute devastation?

A DUNGEONS & DRAGONS adventure for

characters of levels 1 -15
Includes new spells and the element-touched

genasi as a new playable race
For use w i t h the fifth edition Player's Handbook.
Monster Manual, and Dungeon Master's Guide

DUNCEONSANDDRACONS.COM

WquATcv


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