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When we run a level 1–20 campaign, it’s easy to lose sight of the long arc. That’s when a clear outline from the start can help—something flexible enough to adapt to the table, but strong enough to hold the weight of twenty levels of play. Here’s the full arc of Lhazaar Principalities: Adrift, from job board quests in Regalport to a multi-planar showdown with Dyrrn the Corruptor.
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
Elevator Pitch
A disbanded naval crew trying to find its place in post-war Eberron, chasing the mystery of their missing changeling captain. What begins as odd jobs in the Lhazaar Principalities becomes a desperate hunt across Khyber and the planes themselves to stop Dyrrn the Corruptor from seeding the world with an aberrant dragonmark plague.
Tier 1 (Levels 1–5): Job Board Adventuring in Regalport
We start small. The crew is based in Regalport, competing with rival crews, taking jobs, and building alliances. Every adventure is another chance to earn reputation, coin, and allies (or enemies).
But threaded through these early jobs are hints about the missing changeling captain. Whispers of a kidnapping. Rumors of a strange dragonmark. Evidence that someone—perhaps a cult—is pulling strings in the shadows.
The truth: the captain bears an ancient aberrant dragonmark tied to the daelkyr. A Cult of the Dragon Below has abducted them, and in hidden lairs, the cult experiments on the captain to awaken something far more dangerous.
Tier 2 (Levels 6–10): Finding the Missing Captain
Clues lead the crew to Trebaz Sinara, a cursed island unseen for five centuries. Here, the mystery deepens. The cult, secretly led by a mind flayer, serves Dyrrn the Corruptor.
In volcanic caverns, the ritual reaches its climax: the cult is awakening the captain’s mark, which is no mark at all but a seed—a living aberrant corruption planted generations ago in the captain’s bloodline. If unleashed, this seed would spread through Eberron itself, corrupting land, people, and magic under Dyrrn’s sway.
Stopping the ritual saves the captain, but the greater danger remains. The seed is real. And Dyrrn’s plans are still unfolding.
Tier 3 (Levels 11–16): Diving into Khyber
The crew now understands: the seed is just one piece of Dyrrn’s design. To truly stop it, they must dive into Khyber.
The search for the correct portal takes them across Eberron: through the Mror Holds, where the captain’s ancestor first received the dragonmark in a foul bargain with the daelkyr, and into the Shadow Marches, where the shrewd Gatekeepers control the portals to Khyber. The right portal into Khyber is hidden among these fractured places.
Once found, the crew confronts Dyrrn’s daelkyr lieutenants in their grotesque fortresses of Khyber—each twisted commander plotting to spread the seed further.
The climax: a battle against Dyrrn’s right hand, revealing that the Corruptor himself is already moving beyond Eberron. His true ambition is not one world, but all worlds.
Tier 4 (Levels 17–20): Hunting Dyrrn the Corruptor Across the Planes
The final tier takes the crew beyond seas and underworlds—into the planes themselves. Dyrrn is seeding the multiverse. The chase carries the party through dream-haunted Dal Quor, the living nightmare of Xoriat, the radiant fields of Syrania, and more.
Each plane offers both allies and enemies, as the corruption begins to seep into the fabric of reality itself.
The finale: a multi-planar battle against Dyrrn the Corruptor, fought on shifting ground where the stakes are nothing less than the survival of all existence.
Closing Thoughts
From job board adventures to a planar showdown, Adrift in Lhazaar escalates naturally. Each tier builds on the one before, while raising the stakes until the crew faces one of the greatest evils Eberron has to offer.
If you’re charting a course for a 1–20 campaign, take this as a skeleton. Flesh it out from session to session with your table’s choices, rivalries, and crew dynamics—and let your players decide what kind of legends they’ll become.
This article is part of a series of posts about a Lhazaar Principalities D&D Campaign:






