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WE-1: Red Dawn
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WE-1: Red Dawn


The year is 1019 YK, and the world is ending.

Twenty-three years ago, the nations that were once Galifar signed the Treaty of Thronehold and ended the Last War.  Now, the drums of war rumble once again.  The peace that lasted a generation is threatened, and Eberron may go to war once again.

As a member of the Scions of the Second Dawn, a secretive order dedicated to studying the Draconic Prophecy, this is merely background to you.  Or, it was, until the eve of your initiation as full Scions.  You emerged from the rite to find your monastery destroyed, bandits looting it, and all your friends and allies slain.  You are the last survivors of your order, and the world is ending.

You cannot stop the end of the world.  But you can rebuild it.  Can you escape the wreck of your secret order’s monastery, journey across the mountains in winter, search the mountain valley to unlock the cipher, and discover how to rebuild the world? Or will your frozen bodies join those of your fellows? Will you fall to fatalism and ennui, or will you fight to save what can be saved and rebuild what can be rebuilt?

Find out, in the light of this RED DAWN.

WE-1: Red Dawn is an Eberron adventure about the end of the world, and one ancient order's fight to prevent the end from being the end.  It is the first adventure in the World's End series, and covers the party's escape from the wreck of their monastery, their journey to safety in a nearby village, their exploration of the mountain valley where the Cipher was stored, and their discovery of some of the secrets of their order and how they can save what can be saved.

Red Dawn is a Tier 1 adventure for a party of 4-6 characters.  Level 2 characters are recommended, but any Tier 1 character will work; suggestions are included for how to adjust encounters as necessary for larger or smaller parties.  Most parties will take between 12 and 20 hours of play to complete Red Dawn.

Red Dawn is set in the future of Eberron, in the year 1019 YK, twenty-three years after the Treaty of Thronehold was signed (21 years after the default date to start an Eberron campaign).  Suggestions and options are included for how to run it in a more normal timeline, with your existing Eberron characters.

In addition to its value as an adventure, Red Dawn also features an innovative wilderness encounter system that allows you to easily generate both travel events and encounters!  The included encounter and event tables can be useful to any DM running a Tier 1 wilderness adventure, whether or not you're actually running Red Dawn.  Also included are new easy-to-use rules for wilderness survival, hunting, and butchering animals, useful to any DM who likes wilderness adventures!

Also included are six separate handouts, as separate files to make them easier to hand out.  Both things that you might like to show to the players, such as the wilderness survival PSA ("Don't Be Wolf-Food: Remember How To Not Die!") and things that might be useful to you as a DM, such as the Mountain Valley of the Cipher map.

This all sounds good, you say, but you're still doubtful?  You can see the introduction and first chapter backstory with the included flipbook preview, or check out the full-length PDF preview!

Have questions, comments, feedback, or just want to talk to the author?  Find me on Twitter @aryxymaraki!

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File Last Updated:
February 13, 2020
This title was added to our catalog on February 13, 2020.