Eberron: Secrets of the Draconic Prophecy
Publisher: Dungeon Masters Guild
Eberron: Secrets of the Draconic Prophecy A Full-Length Adventure for 5th Edition — Levels 7–11
You don't choose to get involved in the Draconic Prophecy. You wake up one morning, and it has chosen you.
Glowing amber script — ancient, draconic, and utterly illegible to anyone in your party — has been burned into your skin overnight. No one asked your permission. No ritual, no bargain, no curse you can remember. The runes are simply there, warm to the touch, pulsing faintly near dragon magic and Khyber stone. They cannot be removed by any magic your contacts know. And by midday, people who can read them are already coming for you — from above the clouds, and from below the earth.
Secrets of the Draconic Prophecy is a continent-spanning adventure that takes a party of four to five characters from the rain-slicked towers of Sharn across the iron peaks of the Mror Holds, through the storm-haunted jungles of Q'barra, and finally down into the ancient dark beneath Khorvaire itself. It runs approximately 20–25 hours across six dramatic acts, each one tightening the noose a little further.
The central tension isn't a dungeon to clear or a villain to defeat. It's a question of trust: two ancient forces want what you're carrying, and both of them have a point. The gold dragons of Argonnessen are not wrong that the prophecy fragment on your skin could reshape history. The fiends clawing upward from Khyber are not lying about what they'd do with it. Between them, a fractured secret society called the Siberys Compact is trying to help — and one of their own has been selling your location to the enemy.
The adventure features full stat blocks for unique encounters including a half-dragon emissary, a Nabassu demon general, and Tul Oreshka's obsidian avatar; a faction pursuit mechanic that tracks how close each enemy force is in real time; four original magic items; four pregenerated level-9 characters with built-in dramatic connections to the plot; random encounter tables for overland travel and dungeon exploration; and optional scenes including a daring escape from Argonnessen captivity and a camp rescue in the Shadow Marches.
It is written for Eberron but adaptable. The world's lore is explained where it matters, never assumed.
The prophecy doesn't care whether you're ready. It never does.
: $2.99