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Every great seafaring story needs a legendary island, and in Eberron, that island is Trebaz Sinara. Said to have been the home of pirate queen Lhazaar herself, the island has been lost to the seas for more than five centuries. Sailors dedicate their lives to finding it, lured by tales of buried treasures, cursed tombs, and dragon legends.
This article is part of a series of posts about a Lhazaar Principalities D&D Campaign:
- Session Zero for a Nautical Eberron Campaign
- Adrift in Lhazaar: A Level 1-20 Epic Campaign Outline
- Regalport Job Board: Earning Renown in the Lhazaar Principalities
- Eberron’s Treasure Island: Survival Adventuring on Trebaz Sinara
- Epic Mind Flayer Boss Battle: Design and Tactics
In our campaign, the crew learns that their missing changeling captain, Pax, has been taken to this island by a Cult of the Dragon Below. Armed with a centuries-old map, the crew must cross perilous seas and survive whatever protections Lhazaar left behind. What they find is a jungle-shrouded land of volcanic earth, buried wealth, and long-forgotten secrets.
Location Overview
- The Island. Trebaz Sinara rises from the sea in sharp cliffs and spiked reefs. Only the southern side offers safe passage, at a port once used by Lhazaar herself.
- Twin Volcanoes. Known as Old Brother and Little Brother, the volcanoes dominate the island. Legends say two red dragon brothers forged the island and guided its dragonborn tribes—until jealousy and demonic betrayal destroyed them both.
- Extinct Dragonborn Tribe. The Urum once called Trebaz Sinara home. They built a grand mausoleum around a colossal Eberron Shard, which they believed was a fragment of the world itself.
- Pirate Queen’s Treasures. Queen Lhazaar’s riches, relics, and curses are scattered across the island, waiting to be claimed—or stolen.
Point Crawl Exploration
Once the crew lands, travel across Trebaz Sinara is run as a point crawl. The island’s jungles are thick and dangerous, and crossing from Port Lhazaar in the south to the Little Brother volcano in the north takes multiple days.
- Locations. The map below contains evocative titles for locations on the island. Let these inspire your own descriptions and encounters for each.
- Paths. The party chooses their route, deciding which landmarks to explore and which dangers to avoid.
- Encounters. Travel brings both set-piece encounters at key locations and random dangers in the wilderness.
- Rival Crew. The party may discover that their rivals from Regalport have tracked them here—either hunting treasure or secretly working for the cult.
This structure makes exploration feel dangerous and open-ended while keeping the campaign moving toward the volcanic climax.


Secrets of Trebaz Sinara
As the crew pushes through the jungles, they uncover the deeper history of the island:
- The Brothers’ Folly. Little Brother betrayed Old Brother by summoning demons from Khyber. The demons killed both dragons and poisoned the northern island.
- Demon-Haunted North. The northern lands around Little Brother volcano are scarred, cursed, and crawling with remnants of Khyber’s servants.
- The Urum Legacy. The dragonborn tribe believed themselves children of Eberron. Their tombs and lingering spirits can reveal about the island.
- The Boon of Eberron. To survive the multi-day trek, the crew must gain a blessing at a mausoleum built by the Urum. Without it, they cannot rest safely on the island.
- The Primordial Guardian. A massive beast—ancient, hungry, and twisted by the demonic corruption—prowls near the mausoleum, eager to devour intruders.
Jungle Monsters
The island teems with dangers both natural and unnatural. Options for encounters include:
- Basilisks, Ankhegs, Giant Boars, Giant Apes, and Tyrannosaurus Rex.
- Ettercaps and their spider swarms, Phase Spiders, and Shambling Mounds lurking in the undergrowth.
- Awakened Trees, Trolls, Flameskulls, and Banshees guarding forgotten ruins.
- Giant Toads and other hungry predators in swamps and rivers.
Every step is a chance for ambush, and every treasure chest might just be bait.
Closing Thoughts
Trebaz Sinara is more than a legendary treasure island—it’s a crucible where the crew must prove their worth against ancient secrets, cursed jungles, and rivals hungry for the same glory. Each path across the island uncovers a piece of its forgotten story, drawing the crew closer to the truth of their missing captain and the cult that holds him.
In the next article, we’ll dive into the climax of this arc: the ritual within the heart of Little Brother volcano, where a mind flayer cult leader wields Pax’s aberrant dragonmark in a bid to corrupt all of Eberron.
This article is part of a series of posts about a Lhazaar Principalities D&D Campaign:






