D&D 5 0 DMG Eberron Sharn Schema Scandal An Eberron Conversion For

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Table of Contents ........................................................................

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Introduction ................................................................................5
Required Reading ..................................................................5
Story Overview ......................................................................5
The Lost Schema ....................................................................5
Dhakaani Workshop ..............................................................5
War in the Streets..................................................................5
Forgotten Relics .....................................................................6
Dragon’s Blood ......................................................................6
Choose Your Villain ................................................................6
Seasons .......................................................................................6
Spring.....................................................................................6
Summer .................................................................................7
Autumn ..................................................................................7
Winter ...................................................................................7
Indebted .....................................................................................7
Patrons Over Factions ...........................................................7
Chapter 1: A Job Well Done ........................................................8
Forgotten Relics Changes ......................................................8
Roleplaying Garra ..................................................................8
Conclusion .............................................................................8
Laying Low .............................................................................8
Level Advancement ...............................................................8
Chapter 2: Bazaar Belltower ........................................................9
Bazaar District Map ...............................................................9
Bell Tower Floor Plan .............................................................9
A Patron Appears...................................................................9
Open for Business? .................................................................... 15
Business Rival: Emmek d’Ghallanda ....................................15
The Collectors Cash In .........................................................15
Sample Collectors ................................................................15
Level Advancement .............................................................16
Chapter 3: Dragon’s Blood ......................................................... 17
What the Blazes? .................................................................17
Tyrants Caught in the Act ....................................................17
The King and the Rake .........................................................17
What about the Gralhunds? ................................................17
Unraveling the Plot ..............................................................18
The Crime Scene ..................................................................18
After the Blast......................................................................18
The Watch Arrives ...............................................................18
Speaking with the Victims ...................................................18
Excoriate ................................................................................... 19
Dragon Towers ....................................................................19
Hunting the Hunter .............................................................19
Tarkanan Hideout ...................................................................... 19
Overview .............................................................................19
Encounters in the Hideout ...................................................19
The Broken Mirror ..................................................................... 21
Caught False Handed ...........................................................22
Aftermath ............................................................................22
Level Advancement .............................................................22

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Chapter 4: Duur’Sharaat ............................................................ 23
Setting the Stage .................................................................23
Finding Hrabbaz ...................................................................23
Spellshard Map ....................................................................23
Encounter Chains.................................................................23
Spring Encounter Chain .......................................................23
Summer Encounter Chain ....................................................24
Autumn Encounter Chain ....................................................24
Winter Encounter Chain ......................................................25
Encounter 1: Bazaar .................................................................. 25
Sundry’s Shop ......................................................................25
Saving Sundry ......................................................................25
Encounter 2: House of Healing................................................... 26
Encounter 3: Skycoach ............................................................... 26
Aerial Ambush .....................................................................26
Ruffled Feathers ..................................................................27
Encounter 4: Auction House ...................................................... 27
The Aurora Gallery ..............................................................27
Overview .............................................................................27
Encounter 5: Cloud Dragon ........................................................ 28
Encounter 6: The Bear’s Rest ..................................................... 28
Stoneyard ............................................................................28
Encounter 7: The Hollow Tower................................................. 29
Encounter 8: Chimera Chase ...................................................... 29
Encounter 9: Daca’s Watch ........................................................ 30
The Broken Anchor ..............................................................30
Gnome Escape .....................................................................30
Encounter 10: Diamond Theater ................................................ 31
Encounter 11: Houseboat .......................................................... 31
Ship’s Towers.......................................................................31
Encounter 12: Sewers ................................................................ 32
Encounter 13: Fathen’s Shrine ................................................... 33
Encounter 14: Coldflame Keep .................................................. 33
Puzzle: Count the Candles ...................................................33
Solution ...............................................................................33
Wretched Sight ....................................................................34
Encounter 15: Nightshade ......................................................... 34
Encounter 16: Malleon’s Gate ................................................... 35
Roleplaying Braala ...............................................................35
Encounter 17: Ashblack ............................................................. 35
Ashblack Watch Tower ........................................................36
Encounter 18: Pool of Onatar’s Tears......................................... 36
Complex Trap: Pulverizing Path ...........................................37
Smith at the Pool .................................................................38
Encounter 19: High Walls........................................................... 38
Lockdown ............................................................................38
Have You Seen this Duergar? ..............................................38
Encounter 20: Redblade’s .......................................................... 39
Vault Keys ................................................................................. 39
Key Descriptions ..................................................................41

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Broken Blade ............................................................................. 43
Duur’Sharaat Features.........................................................43
Areas of Duur’Sharaat .........................................................43
The Riddle of the Sphinx ......................................................44
Leaving Duur’Sharaat ..........................................................44
Patron Reinforcements........................................................44
Conclusion ...........................................................................44
Level Advancement .............................................................45
Chapter 5: Tax Season ............................................................... 46
Foiling the Clan’s Operation ................................................46
Where’s Lazlo? ....................................................................46
The King of Fire ......................................................................... 46
Areas of the King of Fire ......................................................46
Chapter 6: The Shape of Summer .............................................. 51
Disrupting Juise’s Operation ................................................51
Shapeshifter’s Sewer ................................................................. 51
Areas of the Sewer ..............................................................51
Chapter 7: Drinks and Dragonmarks .......................................... 53
Disrupting Tarkanan’s Operation.........................................53
Kolat Towers ............................................................................. 53
Areas of Kolat Towers..........................................................53
K21. Dal Quor Gallery ..........................................................56
K22. Planar Chamber ...........................................................56
Dal Quor Sanctum ..................................................................... 56
Areas of the Sanctum ..........................................................56
Chapter 8: Daask the Halls ......................................................... 58
Disrupting Daask’s Operation ..............................................58
Cog Hub..................................................................................... 58
Areas of the Cog Hub ...........................................................58
Features and Creatures .......................................................59
Appendix A: Monsters and NPCs ............................................... 61
Lazlo Boromar......................................................................61
Hondar’Aashta .....................................................................62
Darkling ...............................................................................63
Juise .....................................................................................64
.............................................................................................64
Felth Dire .............................................................................65
Illusionist .............................................................................65
Kobold Scale Sorcerer ..........................................................65
.............................................................................................65
Flutterfingers .......................................................................66
Niho Koi ...............................................................................66
Oleander Nightbloom ..........................................................68
Swashbuzzckler....................................................................68
Daily Dose: The Doctor is In! ...................................................... 69
Daily Dose ............................................................................69

Thank you to Alwin, Art, Arvon, Captain, Fix, Scion, Wynphyra, and Zivtari and the crew of the Lemonfeathered for being the first to foray into
the City of Towers.

4
Long ago during the War of the Mark, the dragonmarked houses
“There’s not quite another city in the Five Nations like Sharn. All routed Halas Tarkanan in what are now the ruins of Old Sharn.
Halas’s own powerful magic created these ruins, and in doing so
walks of life try to find a foothold in the City of Towers but climb he destroyed many enclaves for the dragonmarked houses. It’s an
open secret that a creation forge may exist in Old Sharn, but it’s
too high and you might find yourself slipping—or being pushed.” far from the only treasure left buried in Halas’s wake. Whereas the
creation forge may already be assembled, it is the only known one
that has been created in Sharn. The lost schema, however, is
— Hondar’Aashta, Tharashk bounty hunter merely a blueprint. With the resources the syndicates have, that
blueprint may be sold to the highest bidder or used to create
harn Schema Scandal aims to convert the published machines so powerful they could make the dead rise, magic
adventure Waterdeep: Dragon Heist into an adventure useless, and planes collide time and time again.
the for Eberron setting. In this adventure, the characters
are pit against the four major crime syndicates that
influence Sharn from its shadows as they try to locate and
acquire an object known as a schema. Schemas are The schema everyone is after resides in a Dhakaani workshop
blueprints for magical objects, and rumor has it that one is sealed deep below Old Sharn. Goblinoid artificers created weapons and
in a lost workshop built by the Dhakaani empire in the ruins below tools for their empire with legendary craftsmanship, and it is a
Sharn. One of the leaders of House Cannith, Merrix d’Cannith, closely guarded secret that House Cannith has taken credit for
believes it is the rightful property of his house, and is willing to pay inventions that the Dhakaani created first. Yet it is House Cannith
an enormous sum to get it back. that still stands to this day and their enterprises during the Last
War made them one of the wealthiest entities in the world. Baron
Merrix d’Cannith, the leader of House Cannith South, believes
recovering this schema will give him leverage to claim sovereignty
Sharn Schema Scandal requires the core D&D rulebooks. over the currently divided house. As such, half a million galifars are
Furthermore, Eberron: Rising from the Last War and Waterdeep a drop in the bucket to the dragonmarked regent compared to the
Dragon Heist are a necessity (hereby abbreviated E:RftLW and wealth and power having the schema would amass for him.
W:DH respectively). This adventure combines a multitude of
aspects from these two books, using items, names, locations, Merrix has been employing treasure hunters far and
encounter maps, and many other details from both. wide throughout the city, and at last his searches bore some fruit.
An ancient Dhakaani poltaa’kur has come into his possession.
Literally translated as “thought key”, a poltaa’kur is an item
resembling an artifact that contains the thoughts and feelings of
the goblinoid artificer who created it.
Sharn Schema Scandal can be summarized as such:
The Dhakaani poltaa’kur functions as this adventure’s
• A House Cannith schema has been lost in the ruins of Stone of Golorr. Due to the Dhakaani empire’s demise at the hands
Old Sharn. Baron Merrix d’Cannith will pay half a million of the daelkyr, nothing about the how the Dhakaani poltaa’kur
galifars (gold pieces) to see it returned to him. works needs to be changed; it could very well be that an aboleth
• The four crime syndicates of Sharn—some who are named Golorr poses as the goblinoid artificer the characters will
puppets for even greater evils—are also seeking the speak to.
schema for their own nefarious agendas.

The gynosphinx, Flamewind, usually spends her time at


Morgrave University, but at the start of this adventure she is
The Boromar Clan has a saying: “Where there’s crime, there’s
mysteriously absent. Flamewind has found the vault in which
collateral.” The collateral in Sharn is the innocent civilians who get
the schema is located and has moved her studies there for the
everything from mugged to murdered by the crime syndicates
time being. Believing that it is connected to a legend known as
every day. Four syndicates comprise the criminal underworld of
the Draconic Prophecy, she waits for the right characters to
Sharn, although some among these networks openly hold
arrive and test her hypothesis. She cares not for their plight nor
positions of power in the city’s law enforcement and council. The
what they mean to do with the schema; if they can answer her
“Choose Your Villain” section listed later on provides more details
riddle, then they are the prophesized ones and that’s all the
on these syndicates, but each syndicate will attempt to thwart the
confirmation she needs to let them continue.
characters at one point or another in this adventure.

It is entirely possible that a character may have


connections with one of these syndicates. Consider the contacts
given in chapter 3 of E:RftLW if you wish to give a player character
an ally in one of the syndicates.

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murderers, often leaving gruesome displays of their power as a
message to those who would cross them. The oni Niho Koi has
been tasked by Daask’s leader, Sora Katra, to acquire the schema.
For this adventure to begin proper, it is highly suggested you play
The schema contains the instructions needed to build a Mabaran
the “Forgotten Relics” adventure from E:RftLW. Not only does that
resonator, a device that amplifies the effects the plane of Endless
adventure serve as an introduction to Sharn, but many NPCs from
Night has on Eberron. With such a machine at their disposal, the
that adventure will be seen again in this one. You can opt to play
fearsome hag coven known as the Daughters of Sora Kell could use
your own introduction, but know that the characters Germaine
the resonator to try and restore their mother Sora Kell’s mortal
Vilroy, Alden d’Orien, and Niho Koi are all prominent figures for
form, or simply raise armies of undead at their command.
this adventure.

HOUSE TARKANAN
House Tarkanan is comprised of many outcasts across all races.
After completing “Forgotten Relics”, Sergeant Vilroy offers the
They are a family of mutants joined together by the aberrant
characters a safehouse away from Daask in the form of an
dragonmarks they possess. Vezt Deshirod, a dragonmarked
abandoned bell tower, advising them to lay low for about a week.
Kalashtar and agent of the Dreaming Dark, searches for the
During this time, the characters are visited by various group
schema on behalf of House Tarkanan. If she acquires the schema,
patrons and dragonmarked houses (described later in this
the organization could build a spell sink, a device that dampens all
adventure) who bring new enterprises to them. It is not long
magic across miles of space. Given that the established
before the towers of Sharn are shook by a roaring fireball. The
dragonmarked houses all have an enclave in Sharn, House
events of this chapter closely mirror the events listed in W:DH, but
Tarkanan could cripple their operations and kill thousands by
with Sharn’s own spin on it.
suppressing the magics that keep airships flying and people from
tragic falls in Sharn. In short, they could finish what Halas Tarkanan
started.

Each of the crime syndicates have their own schemes in motion in


this adventure, but only one will make it far enough to see the THE TYRANTS
Dhakaani workshop alongside the characters. Select one of the
The most elusive of the syndicates, the Tyrants are a network of
four crime syndicates to be the main antagonist of this adventure.
changelings that specialize in grift and theft. Much like the
Rivalries and grudges among the crime syndicates run deep, and
Boromar Clan they avoid killing when they can (after all, it gets
the others may be willing to help or hinder the characters’
complicated trying to steal someone’s identity if that someone
progress against the main villain.
died a week ago). Little do the Tyrants know, they themselves
have been infiltrated by an elder oblex calling itself Juise. Juise
Unlike W:DH, the characters are not taking on any
needs the schema to learn how to reverse engineer dimensional
syndicate’s leader but rather someone of importance within their
seals, which bind daelkyr like itself to Khyber and Xoriat, so that it
criminal organizations. They are powerful, but not so powerful
may release its alien brethren.
that they cannot be slain or defeated. In contrast to W:DH, this
adventure provides villains that can be defeated but will likely take
one or two characters with them. Due to the healing services of
House Jorasco and the plentiful temples in Sharn, death is
something that could not necessarily mean the end of a
character—or villain! Just like W:DH, seasons play a dynamic role in this adventure.
Sharn is built within a Syranian manifest zone, and the effects of
THE BOROMAR CLAN the plane of the Azure Sky are reflected in the weather.

The Boromars are a multigenerational mob of halflings who prefer


to bribe, pickpocket, and extort. By virtue, the clan doesn’t like to
resort to violence, but that doesn’t mean they won’t. Lazlo In the springtime, brutal blizzards from the winter melt into
Boromar is a powerful mage within the Boromar Clan with a
heavy rains early into the season. After the rains have
mastery of abjuration magic. He has been commanded to acquire
the schema which would allow the clan to build its own storm
passed, sunlight dries the city and glints off the soaring
spire. Considering how Sharn is built in a Syranian manifest zone, towers, burning out the winter’s gloom. The spirit of rebirth
the power to control the weather means the Boromars could and renewal is in the air, most evident in the skyparks that
bleed Sharn’s coffers dry in exchange for favorable weather or flourish with new flora. Sharn is most at peace at this time,
smother the city in primordial storms if their demands aren’t met. and this peacetime culminates during the holiday Sun’s
Blessing.
DAASK
Daask is formed by much of Eberron’s monstrous races: gnolls,
kobolds, minotaurs, ogre-kin, and so on. They are bullies and

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In summer, the clouds from Syrania cling around the tower tops, Sharn Schema Scandal chooses group patrons over the traditional
sealing all heat and moisture in the Middle and Lower wards factions used in W:DH. This change was decided foremost because
beneath them. The humidity in the city is sweltering below and a the group patrons are an excellent way to engross your players in
dry heat permeates through the Upper wards above. It is not the world of Eberron and Sharn. Additionally, many group patrons
uncommon for the nobles of Sharn to take vacations during the have an enclave or faction in Sharn! Group patrons function like
summer to beachside estates or fairer countries, but those who the factions from W:DH, but function uniquely all on their own.
can’t escape the heat find themselves blowing off steam in more Ultimately it is a small change, and if you would prefer to run the
violent manners. Half spectacle and half anger management, a patrons as factions or create your own, you have the option to do
holiday called the Hunt takes place during the peak of summer. so. That being said, this adventure will provide four sample
During the Hunt, a beast is released into Old Sharn and hunted patrons and their patron missions which cover a variety of skills
down by the brave to receive Balinor’s blessing. and playstyles.

During autumn, summer breezes rage into howling gales. Airborne


travel is treacherous as the winds have been known to knock
airships together and shred sails and wings alike. Nights begin to
grow longer, and so does the drinking. During autumn, seasonal
spirits are imported from the finest wineries and breweries across
Khorvaire. Taverns make a killing this time of year, particularly
during Wild Night, when the streets fill with inebriated revelers.

In winter, the air chills in Syrania for a winter wonderland on the


plane itself. This is not so in Sharn. Blizzards tear through the city
streets, blanketing thoroughfares in feet of snow. Ironically,
airships manage to traverse the air without difficulty, as the
elementals bound to them melt the snow before it can weigh the
ship down. The lantern lights of Sharn are modified with
multicolored lights akin to the faerie fire spell. Many residents
decorate their own dwellings with these lights and other displays
of mirth as well, for they believe it staves off the evil that prowls
during the time of Long Shadows. Long Shadows represents the
darkness and cruelty of winter and is a time where many believe
that dark and evil forces are more easily coaxed into being.

By adventure’s end, wealth will hardly be an issue for the


characters. At the start, gold is an excellent motivator for the
characters to explore every nook and cranny of Sharn. Consider
having your player characters start with one of the debts listed
under the section, “Why do You Need 200 Gold Pieces?” in
E:RftLW. Although optional, this adventure lists sample bounty
hunters that pursue those who owe debts to the various criminal
organizations of Sharn. Keep in mind that needing 200 gp is not
the same as starting with nothing; allow the characters to begin
with their normal starting wealth. This adventure provides enough
temptations for the characters to spend their coin on, so allowing
them a head start should not be an issue.

How a character pays off their debt is largely up to you.


They could have to meet their bounty hunter in a tavern, leave it
in a dangerous location, or even navigate a dungeon to reach
them. However you choose to make them repay their debt is yours
to do with as you wish.

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• The Boromar Clan might still see the characters as
potential allies if they rescued Corrin Delmaco. If the
main villain of the adventure is the Boromar Clan, they
will still see them as enemies, but Corrin will not.
• No Lyrandar pilot comes to the characters seeking a
crew for far-flung adventures. Maybe next time!

hapter 1 details what happens after the adventure


“Forgotten Relics” in E:RftLW including an alteration
to its end. In brief, Germaine Vilroy fears for her and Vilroy furrows her brow surveying the bloody scene. Her pensive
her friends’ safety now that Daask has made a new look flashes a sign of worry for but a moment. “You knew the
enemy. She gives them a safehouse, the Bazaar risks when you took the mission,” she says, “but it appears that
belltower (See chapter 2) and advises them to lay low your mission was riskier than I thought. Come. I know a place
for a while. She supplies them with a codex of legal laws and where you can lay low.”
statutes and suggests they read up in the meantime.
After Garra is dealt with, Germaine congratulates the characters
but is worried by the scope of Garra’s mission.

Vilroy pays for a skycoach ride to the Bazaar in Middle Dura.


Kidnapping dragonmarked heirs, digging into old Sharn, and
schemas seems beyond a normal Daask operation. She tells the
Nearing the end of the “Forgotten Relics” adventure, the characters her concerns, then hands them a key. The key unlocks a
characters see themselves at odds with a Daask operative named long since condemned belltower on the edge of the Bazaar
Garra. Below are the alterations made for continuing into this district. She explains how it was due for demolition, but a wicked
adventure. The section headers are the same as they appear in the spirit is rumored to haunt it. She hands over a codex that functions
former adventure. as this adventure’s Code Legal and Waterdeep Enchiridion,
obviously changed to the appropriate content for Sharn and
Eberron instead.

Garra remains the same, only omitting the opportunity for the
characters to join Daask. She might respond to someone’s request
to join with “Why? So you can stab me in the back instead of the If you are using milestones for level advancement, the characters
front?” or some other rebuttal. advance from 1st to 2nd level when they board the skycoach with
Vilroy. If your characters are already level 2 prior to this event,
TREASURE they remain at level 2.

The characters receive the same treasure regarding the books,


schemas, and magic items. However, 600 gp is a lot—enough to
pay off three characters’ debts at the start! Instead of ending
additional adventure elements before they even start, the
characters instead find 300 gp.

If the characters fail to stop Garra, she instead hides her plunder
and awaits Niho Koi’s arrival in Sharn. The other possibilities at the
end of this adventure have also been modified:

• If the characters killed Garra, they can still collect their


50 gp from Germaine. However, Niho Koi still arrives in
Sharn, disappointed that Garra didn’t collect the
schemas they were looking for.
• If the characters returned Caden d’Orien to Alden, Alden
does not ask for help but will support the characters in
other ways. If the characters are on good terms with
Alden, he will create a teleportation circle in the Bazaar
bellower once the characters have the means to pay
him. Merrix d’Cannith also finds out about the
characters through Alden, although the baron may have
done so through less scrupulous means.

8
Whenever you roll to determine the profit or loss for the bell
tower, add 20 to the roll.

BOO! GOES THE BELL-RINGER


Rynn Gabel (specter) is the slain bell-ringer for the bell tower who
still haunts its floors. Rynn functions exactly as Lif does in W:DH.
lone bell tower droops near a vacant lot in the
Bazaar district. Once the focal point and vanguard
to the storefronts beyond it, the belltower is just a
distant memory of a time when Sharn was younger Sharn has plenty of groups looking for capable characters to bring
and its towers shorter. Once, the bells would toll a into their fold. Word spreads fast about those who helped the
happy chime signaling the opening of the markets. Sharn Watch and thwarted Daask. Sure enough, representatives
Children would buy mechanical toys and sweets, from various groups begin to show up at the bell tower.
and adults would buy spirits and clothing all while
enjoying what the marvels the Bazaar had to offer. When the Chapter 1 of E:RftLW describes the various group
markets were due to close, the tower would chime again, and such patrons that will come to visit the characters. Although in theory
was the belltower’s role every day. group patrons would require the cooperation of all characters, do
not limit yourself or your players to picking just one; the patrons
Now, the belltower is haunted by the memory of tragedy given as examples here should all work harmoniously with one
as well as the victim who experienced it. During a heist gone another. The characters can choose not to have a group patron or
wrong, the thieves made their final stand in the belltower against become their own if they choose.
the Sharn Watch. When the bell-ringer (and owner) tried to
interfere, they overwhelmed them and threw them off the edge of Group patrons will offer adventures tailored to their
the belfry. The thieves fought to the bitter end in the tower, and interests the party can embark on. Failing to complete these
some of the damage from the standoff still stains both the walls missions may result in them losing sponsorship and patron
and legacy of the building. As time went on, Sharn’s towers grew benefits. Completing missions will reward the party with allies,
to dwarf the lonely revenant, and no one gives it a passing thought contacts, loot, and renown. The extent of how cooperative and
except for children who dare their friends to go inside its haunted how benevolent their group patron is, is largely up to you.
floors.

CLIFFTOP ADVENTURER’S GUILD


The Clifftop Adventurer’s Guild is a network of professional
The Bazaar uses map 2.1 from W:DH. The shops and merchants adventurers who undertake dangerous and unique missions.
provided in the table “Bazaar Merchants” in chapter 3 of E:RftLW Anton Calabra (NG male human) is sent from the guild to offer the
replace the stores listed in the original adventure. Place as many characters a spot among its ranks. He is their contact for the guild
as you’d like as the map offers dozens of buildings; only the one and walks with a limp after a romantic romp with a medusa left
labeled “T1” must be reserved for the bell tower. Naturally, there him with a petrified leg (that he keeps petrified as a kind of
is no sewer access (T7). trophy). If the characters want to think about it, they can visit the
Clifftop Adventurer’s Guild later to request admission.

The bell tower uses the same floor plan as Trollskull Manor from
INQUISITIVE AGENCY
W:DH—yes, including the taproom! Long ago, the bell-ringer made The Finders Guild has taken interest in the party. They’ve sent
a small fortune giving weary shoppers a place to rest, eat, and Hound (NG longtooth shifter) to solicit an answer. Hound is a hard
drink. boiled cynic and has no hope that Sharn will ever be truly free
from corruption. Nonetheless, Hound proves a proper and loyal
The turret in Trollskull Manor becomes the belfry. The ally with a ton of knowledge on the city streets. If the characters
bells and the mechanisms that ring them have failed long ago. A want to think about it, they can visit the Information Acquisition
DC 15 Intelligence (Investigation) check can offer some insight bureau in Underlook later to request admission.
onto what has caused them to fail and how to fix it: bone, blood,
and rust have gunked up the mechanisms. A character who works
on the mechanisms for 4 hours every day for a week with tinker’s NEWSPAPER
tools fixes the mechanism. Using the tools involves scraping the
blood and bone off the moving parts, oiling them, and even An up-and-coming newspaper, Tower Tabloid, is gaining popularity
replacing them in order for them to move again. in Sharn. Whereas other newspapers report world news or spew
propaganda, Tower Tabloid capitalizes on popular culture, gossip,
Once the bells are fixed, the mechanisms automatically ring them and lighthearted reporting its readers can use to escape the
at the start and end of the day, just like they used to long ago. festering wounds of the Last War. They’ve sent an energetic and
loud warforged, Buzz, to get a response. Buzz (N warforged) is a
junior editor with a unique talent for spouting off gripping

9
headlines. If the characters want to think about it, they can visit
the Tower Tabloid press in Torchfire (Lower Menthis).

MORGRAVE UNIVERSITY
Morgrave University sends Val ir’Morgrave (short for
valedictorian), a homunculus (Monster Manual) professor created
by Lord Lareth ir’Morgrave himself. Val can only speak
telepathically and does so with language and vocabulary befitting
a scholar. Val longs to go on adventures with the characters but
can’t due to its fragile form. If the characters want to think about
it, they can visit Morgrave University later to request admission.

10
CLIFFTOP ADVENTURER’S GUILD MISSIONS

Party Level Mission Brief Mission Requirements and Reward

Strange lights are emanating from an Three living spells (CR 1) have taken residence inside the manor. Removing them
abandoned manor in Stormhold. Some from the manor completes the mission and raises the characters’ renown by 1.
of the more curious citizens have tried
2nd
to find the source and have never
returned. Find and eliminate the
source if necessary.
The characters must escort a giraffe (which uses riding horse stats) through the
House Vadalis has created a breed of
wards of Sharn. Every time the characters enter a new ward, they must succeed a
“long necked horse”, but it easily
DC 12 Wisdom (Animal Handling) check or chase the now startled giraffe through
startles. Escort the beast from
3rd the city. Use the chase rules as described in the Dungeon Master’s Guide.
Wroann’s Gate (Lower Tavick’s
Alternatively, any magic that calms beasts counts as an automatic success. Once the
Landing) to a House Vadalis enclave in
giraffe is successfully brought to its destination, the characters gain 1 renown and 50
Skysedge Park (Upper Central).
gp each for their efforts.
Skyblades is an aerial jousting match that sees two competitors try to knock each
other off their flying mounts. The lances are blunted, and wards are in place to
The Pavilion of the Host is looking for prevent death from falling. To play skyblades, a character must make two checks:
volunteers for a charity skyblades Strength (Athletics) and Wisdom (Animal Handling). They then make one attack roll
4th tournament. Compete at Cornerstone (modifiers still apply). The DC for each check is 5 +2d10; generate a separate DC for
in Tavick’s Landing and spread the each one. The attack roll must beat the opponent’s AC of 19 (splint mail and a
good name of the guild! shield). If the character succeeds 2 out of 3 rolls, they win the bout. The Pavilion
wins either way, but a character who wins receives 1 renown for the entire party
and a painting of themselves on a mount worth 50 gp.
Infiltration of the guild is no laughing matter. The rivalry between the two guilds has
been known to boil over into violence, and now is no exception. Characters can
discern who the spies are by making a DC 16 Wisdom (Insight) check. Regardless of
The Deathsgate Explorers Club has
who they’re speaking to (except Anton), the first time they succeed the check they
5th infiltrated the guild. Find and oust
have identified the spy. The spy then calls on their lackeys which creates an
them by any means necessary.
opposing party of four: a cult fanatic, a druid, a spy, and a veteran. After dealing
with their opponents, the characters gain 2 renown, 100 gp each, and a special gift
from Anton: a figurine of wondrous power (onyx dog).

11
INQUISITIVE AGENCY MISSIONS

Party Mission Requirements and Reward


Mission Brief
Level
The skycoach the characters are looking for is painted rose-red with the word
“rosebud” stenciled on the hull. It can be found in one of the warehouses of
Precarious with a successful DC 12 Intelligence (Investigation) check. Four thugs
A noble lady, Vanessa ir’Kane, had her (each wearing a chain shirt and wielding a shield) on the Sharn Watch guard the
skycoach illegally seized by corrupt skycoach and flex their power over any intervening characters. The guards can be
2nd
Sharn Watch officers. It was seized coaxed to abandon the ship or dealt with via combat with the appropriate
near Precarious. consequences. Once this mission is complete, the characters gain 1 renown. Vanessa
ir’Kane offers to post any bail or pay any fines if the characters get into trouble with
the law. She will not pay for any character who killed a Sharn Watch member.
Furthermore, the characters are paid 50 gp for the mission.
The spouse tells the characters that their partner had to visit Olladra’s Kitchen today
(Middle Central). The characters can locate the cheater with a successful DC 14
Intelligence (Investigation) or Wisdom (Survival) check. The cheater appears to be on
a date on a restaurant’s patio overlooking the towers below. To confirm the
The spouse of a merchant is worried
spouse’s suspicions, a character must make a. DC 15 Intelligence (Investigation) or
their partner is cheating on them. They
3rd Wisdom (Perception) check. A check that succeeds by 5 or more notices the cheater
want confirmation and will pay extra if
has a slender forked tail wrapped inconspicuously around its seat. If the characters
the cheater is confronted.
confront the cheater, it flies into a rage and reveals its true form: a
succubus/incubus. Once the creature is defeated and/or the act is reported, the
mission is complete, and the characters gain 1 renown. The now-widowed spouse
will give the characters their wedding ring worth 250 gp.
The characters must make three DC 15 Wisdom (Perception) check to hear Warble’s
voice. After each successful check, her voice moves closer to its source: the
orchestra pit beneath the stage. On a failed check, 1d3 shadows creep out from
The shifter opera star, Warble,
within the Opera House and attack the characters. Once the characters locate the
believes her voice was stolen. In the
source of her voice, they must descend 40 feet into the lowered orchestra pit that
4th Sharn Opera House, her voice can be
rests beneath the stage. The pit is covered in darkness cast by a darlking elder’s
heard faintly moving about the
darkness spell. The characters can negotiate with the elder to exchange Warble’s
building.
voice with an art object worth 50 gp or engage in combat where the darkling elder is
joined by three darklings and 1d3 shadows. Once the mission is complete, the
characters gain 1 renown and 500 gp.
The warforged hides in a tenement in Rattlestone. Residents in the tenements can
point the characters to the warforged’s apartment near the top of the building. The
threshold before the apartment door is a pressure plate that follows the rules for
A warforged is wanted for armed
the “fire-breathing statue” trap, with the door replacing the statue. After the trap is
5th robbery of prosthetic parts. Find and
disabled or triggered, the warforged (using the stats of a helmed horror) emerges
corner the criminal.
from its apartment, giving chase to the characters if they flee. It cannot be reasoned
with and only stops pursuing when it dies. After the mission is complete, the
characters gain 2 renown, 300 gp each, and Hound gives them a gem of seeing.

12
NEWSPAPER MISSIONS

Party Mission Requirements and Reward


Mission Brief
Level
At Moraggan’s, the Mror barkeep touts her new beverage: the alemental. It costs 5
sp, appears like any ordinary ale, magically or otherwise. When a character first
drinks, they make a DC 10 Constitution saving throw. On a failed save, the drink
forces itself back out of their mouths and into their cup and they feel as if they had
Try Moraggan’s new cocktail in Upper just been punched from the inside of their mouth. After a hearty laugh, Moragann
2nd
Dura and write a review! remarks that her new drink “packs a punch and takes on a life of its own”. A
character who succeeds a DC 12 Intelligence (Arcana) check learns that the ale has
been animated by a spell akin to the animate objects spell. After writing their
review, the characters earn 25 gp each and gain 1 renown. A character who gets a
quote from Moraggan herself earns a 5 gp bonus.
The Silvermist Theater has been boarded up for a while. Breaking in requires a
successful DC 14 Dexterity check made with thieves’ tools or a successful DC 16
Strength (Athletics) check. The theater’s wooden stage rots and its suede seats have
been picked over by moths. In the daytime, the theater has an air of dread and the
Rumor has it that the Silvermist
characters feel as though they’re being watched (particularly on stage), but their
Theater is haunted. Spend a night in
3rd search turns up nothing. At night however, a spectral menagerie gathers to rehearse
the theater and report on your
and perform to an empty house. Characters who disrupt the ghosts are subjected to
findings.
their “horrifying visage” feature, but otherwise the ghosts are nonhostile. Characters
who don’t interfere are left peacefully alone to watch the ghostly performance.
Once their findings are reported, the characters gain 1 renown and a potion of
longevity.
The Burning Ring moves around Menthis and can be discovered with a successful DC
20 Intelligence (Investigation) check. A character with the Urchin background
automatically succeeds this check. Alternatively, characters can ask for information
from the criminal types of Sharn.; doing so lowers the DC by 2 each time. Once the
Burning Ring is discovered, the characters meet a slew of rough-and-tumble types.
The Burning Ring in Menthis has The characters are freely given information about the Ring, but once they attempt to
eluded the Sharn Watch, but it won’t leave, they are blocked by its members and the character with the most hit points is
4th
elude you. Find it and write an exposé challenged to a brawl. If a character accepts, they are made to doff their armor and
on the blood sport that goes on within. fight until they yield, defeat their opponent, or die. Their opponent, an unarmored
gladiator, does the same. If at any time another character tries to intervene, the
fight turns into one to the death. If a character declines, the members demand a fee
of 100 gp as a show of good faith that they won’t be reported to the Sharn Watch.
Once the characters write their exposé, they gain 1 renown and 150 gp. A character
who participated in the fight receives a bonus of 50 gp.
The Aereni elves in Gates of Passage (Shae Lias, Upper Northedge) are adepts at
funeral rites and reviving rituals. A character must be willing to die in a ritual, while
the other characters assist in reviving them. Once the volunteer dies, they enter
Dollurh, the Plane of the Dead. Have the volunteer make three DC 15 Intelligence
(Religion) check. On a success, they are able to resist the memory draining effects of
Prepare your last will—you’re going to
Dollurh and retain information on what they see. On a failed save, they remember
die! We need you to go to the Undying
5th nothing, and begin to lose some of their own memory. After these checks are made,
in the Gates of Passage and report on
have the living characters make a DC 15 Wisdom (Medicine) check, treating them
what the afterlife is like.
like death saving throws. Each character may make this throw. If the living
characters fail all of their saves, their dead companion watches as they lose all
discernable features of themselves—memory, looks, feelings—and they join the
husks of the dead in Dollurh. After their report, the characters gain 2 renown, a 300
gp reward each, and a staff of charming from Buzz.

13
UNIVERSITY MISSIONS

Party Mission Requirements and Reward


Mission Brief
Level
A character carrying Val’s books must make a DC 11 Dexterity (Stealth) check to
evade the librarian (mage) at the front desk of the library, or a DC 11 Dexterity
(Sleight of Hand) check to hide the books. If caught by the librarian, the librarian
quips about being lazy and irresponsible and casts polymorph (spell save DC 14),
Val ir’Morgrave requests that the turning the character into a mule on a failed save. The librarian is otherwise nt
characters return their overdue library hostile towards the characters. The polymorph spell lasts for the entirety of its
2nd books back to the university. They duration despite any means of dispelling it. If the characters slip past the librarian,
recommend doing it stealthily to avoid they must make a second DC 10 Dexterity (Steatlh or Sleight of Hand) check against
punishment. the four duodrones that sort the library’s books (only one roll is necessary). On a
failed save, the duodrones attack, dealing nonlethal damage until the librarian
intervenes. If this occurs, they must pay a 50 gp fee for damages dealt and are
banned from the library. The characters succeed if they drop off the books anywhere
in the library while avoiding detection. If the characters succeed, they gain 1 renown.
A living spell (lightning bolt) split into four smaller versions of itself and scattered
across campus. These lightning motes (living spell, CR 1, witch bolt) can be sensed
with a DC 13 Intelligence (Arcana) check or the detect magic spell after which the
mote appears as a crackling ball of blue lightning. The characters were provided
Val’s experiment got loose. Hunt insulated bottles to capture the lightning in which is achieved by making a DC 15
3rd down the living spell and recapture Dexterity (Sleight of Hand) or Intelligence (Arcana) check. On a success, the lightning
lightning in a bottle. is captured in the bottle and cannot escape unless opened. On a failure, the lighting
teleports away to the others in a flash of light. If all four motes are together, they
combine and create the lightning bolt living spell, at which point the creature must
be vanquished to complete the mission. Once the mission is complete, the
characters gain 1 renown and 100 gp.
A professor and their students are In this room, there are seven desks with seven stacks of paper on them. Across from
trapped behind a prismatic wall in the desks is the prismatic wall and beyond it the professor. Each stack of paper is
their classroom. Free them by any written in a colored ink that corresponds to a color of the wall. There are a number
means necessary! of papers in a stack equal to the layer of wall it is color coordinated by. For example,
the fourth layer of the wall is green, so there are four papers in the stack written in
green ink. A successful DC 15 Intelligence (Investigation) check reveals the
4th correlation between the pages and the walls, whereas a successful DC 15 Intelligence
(Arcana) check reveals that the writings on the papers are spell scrolls that can affect
the corresponding layer of the wall. The scrolls in order of correct use are: ice knife
(4th level), warding wind, disintegrate, passwall, fireball, daylight, and dispel magic.
Alternatively, the wall can be destroyed by its other means (spell save DC 17) Once
the wall is destroyed, the mission is complete. The characters gain 1 renown and 300
gp each for their efforts.
The professor (mage) has resurrected three slain students as zombies under their
A professor has locked themselves in
command. Dozens more litter the auditorium and one student rises as a zombie
5th an auditorium with students to
each round until the professor is defeated. Once the mission is complete, the
conduct a ritual for the Emerald Claw.
characters gain 2 renown, 500 gp, and a ring of spell storing from Val.

14
FLUTTERFINGERS
Flutterfingers (lightfoot halfling master thief) serves the Boromar
Refer to W:DH for information on how to run the Bazaar bell Clan. Flutterfingers doesn’t kill but knows how to send the
tower as a business with the information found under the same Boromar’s message; those who don’t pay their debts find their
section title as this one, including the “Tavern Keeping Expenses” gold and their hand missing.
sidebar. Replace any mention of “tenday” with a seven day week,
as Eberron’s weeks consist of seven days only. 2nd level: Reconnaissance. Flutterfingers is tasked only to watch
the character. At the start of each day, Flutterfingers takes the
Everyone has to make a living in Sharn, and there are Hide action and watches the character from afar. If a character’s
plenty of taverns and inns that run just find without the help of Passive Wisdom (Perception) ever beats Flutterfingers’ roll, they
House Ghallanda’s Hostelers Guild. For this reason, feel free to use become aware that a “halfling is watching from the shadows.”
the same NPCs described in W:DH to fulfill the various roles that
the bell tower would need; bonus points for making them 3rd level: Paranoia. Flutterfingers goes on the prowl. At the start
magewrights! of each day, Flutterfingers still takes the Hide action but now
actively stalks the character, sewing paranoia. Unlocking the doors
to their chambers, moving their things, and leaving messages
coded in thieves’ cant are all examples of activities Flutterfingers
might do to create unease and anxiety.

4th level and beyond: Implementation. Flutterfingers is now on


The Ghallanda house has been struggling to stay in the black in the attack. Knowing how to reach the character at their most
Dura and has largely done so due to a lack of competition. The bell vulnerable, Flutterfingers will wait until the character is asleep or
tower’s tavern being restored is a serious threat to the earnings of alone to attack. Flutterfingers will not attempt to kill the
the dragonmarked house in a territory they can’t afford to lose in character, only incapacitate. Once the character is incapacitated,
Sharn. Emmek d’Ghallanda replaces Emmek Frewn as this Flutterfingers will sever one of their hands and steal whatever coin
adventure’s business rival—pretty much only by name! The two is on them before trying to escape. Afterwards, the Boromar Clan
characters maintain the same scheme, only with this Emmek’s considers the debt repaid and will stop pursuing the character.
schemes being funded by House Ghallanda. Emmek is in hot water
with the house after his catastrophic management at the Anvil in
Lower Dura, and as such has been moved to the Ghallanda Hall DINGDONG AND LIZ
where he is under the scrutinizing eye of the house’s enforcers— Dingdong is an ettin that collects debts for Daask alongside its
the Boromar Clan. basilisk pet, Liz. Rumors say that Dingdong petrified one of its own
heads using Liz’s gaze after getting into an argument with itself. As
such, Dingdong lacks the ettin’s “Two Heads” and “Wakeful” traits.

Just as word travels to the benefactors, it also travels to the 2nd level: Watch da Crook! Dingdong is instructed only to watch
malefactors. If a character owes a debt to an organization or the character. The ettin tries to blend in—poorly. At the start of
entity, their henchmen will begin to harass them in the streets or each day, Dingdong takes the Hide action rolling disadvantage, and
even at the bell tower. watching the character from crowds or taverns. If a character’s
Passive Wisdom (Perception) ever beats Dindong’s roll, they
These collectors don’t appear until after the characters become aware that a “two-headed giant is quickly leaving their
have been visited by the prospective patrons and guild members. vicinity.”
At first, they are content to watch the characters but as time
passes and the characters grow stronger, the collectors grow 3rd level: Spook ‘em a little! Dingdong begins to intimidate the
bolder. Of course, if the debt is paid, the collector has no qualm character. Each morning, a large stone lands near the character’s
with the character—unless you invent one! feet, evidently thrown from somewhere. Carved in orcish on the
stone reads the message: “Pay up”.
If the debtor has the ability to prevent tracking or
detection (such as by an amulet of proof against detection and 4th level and beyond: Get ‘em, Liz! Dingdong is now cleared to
location) the debt remains but the collectors give up the chase. eliminate the character. At the earliest chance they get (and away
from the eyes of the law), Dingdong sics Liz on the character while
it fends off any help that might be coming. Dingdong knows it is
expendable to Daask and fights to the death. If the debtor is
petrified by Liz, Dingdong attempts to demolish the statue or toss
This section provides sample collectors for the Boromar Clan, it from the heights the Sharn.
Daask, and house Tharashk. These collectors will behave
differently based on the debtor’s level in order to maintain
fairness and the sense of menace through foreshadowing. HONDAR’AASHTA
Hondar’Aashta (LN male Mark of Finding half-orc archer) has been
assigned the bounty on the debtor’s head and is an expert in

15
tracking. With the help of his death dog and blood hawk, very few
have ever escaped him. Hondar’Aashta likes prey that puts up a
fight and may not even go for the kill if he thinks his bounty is as
skilled a hunter as he is.

2nd level: Scouting. Hondar’Aashta is building a profile on the


character. Hondar’Aashta is one of the few collectors whose
dragonmark allows him to use less subtle means of surveillance.
He doesn’t keep a low profile but doesn’t wantonly draw
attention. If approached, he’ll tell the characters he is hunting
someone for Tharashk (which is not uncommon in Sharn). A
character who succeeds on a Wisdom (Insight) check contested by
Hondar’Aashta’s Charisma (Deception) check can sense that he is
studying them intently.

3rd level: Tracking. Hondar’Aashta begins to track their


movements. With the use of his animal companions, his death dog
patrols the streets, following the character on foot, while his blood
hawk watches from above. Both beasts take the Hide action at the
start of each day. If a character’s Passive Wisdom (Perception)
ever beats the beasts’ rolls, they become aware that “stray beasts
seem to be following them”. If approached, the beasts flee and
return to Hondar’Aashta.

4th level and beyond: Neutralizing. Hondar’Aashta begins the


neautralization process. He uses his companions to separate the
debtor from any grous or allies, marking them with the hunter’s
mark spell. When Hondar’Aastha reaches half his hit point
maximum, he will attempt to flee to safety. House Tharashk will
call off the hit, now focusing on covering up a botched bounty.

The characters should advance to 3rd level by engaging in patron


missions, dealing with the collectors, or partaking in self-directed
activities. Just like W:DH, this period of time is meant for the
characters to adjust to the city of Sharn.

16
The King of Fire in Hareth’s Folly is one of the safest places to put
money down on the sports that take place in Dura. It is also owned
by the Rake, an ally to the Boromar Clan who always makes sure
the Clan comes out on top of any bet.

ragon’s blood is an addictive simulant from Droaam Although the poisoning took place in his establishment,
with unpredictable side effects. Chapter 4 of E:RftLW the Rake has no affiliation with the crime. If the characters cause a
explains the drug in greater detail, but the gist of ruckus in the King of Fire, a group of halfling bodyguards (using
what you need to know is this: it was the drug and not thug stats) escort them to the Rake’s private office overlooking his
a necklace of fireballs that created the earthshaking establishment (see map 4.12 “Nightclub” in E:RftLW). There, the
fireball. This is one of many changes to the fireball Rake will make sure to let them know exactly who they’re accusing
investigation of W:DH. Like all changes in this and the consequences that could entail. By principle the Boromar
adventure, they were made to “make sense” in Eberron or Clan doesn’t like to murder to get what it needs. The Rake will
preserve the unique identity this adventure strives to bring to admit however that he doesn’t often check what goes on at the
itself. Warforged are common, for example, so looking for a bar, as his attention is focused on fixing bets.
“nimblewright” in a city as large as Sharn would be nigh
impossible. Continue reading to see how the plot has and hasn’t The assassin is Tabaera d’Medani, an excoriate from
changed for this explosive chapter. House Medani.whose dragonmark manifested as an aberrant
dragonmark. Ever since, she hated the houses for casting her out
into a world where half-elves hardly had a community to begin
with. House Tarknanan gave her a family and for that she’ll do
anything to further the destruction of the dragonmarked houses.
An explosion rocks the Bazaar district right outside of the bell
tower. The investigation itself plays out how it does in W:DH but When House Tarkanan heard that they could thwart two
there are numerous location and character alterations. dragonmarked houses’ plans, they could not resist the opportunity
to interfere. Tabaera used her aberrant dragonmark to charm
Dalakhar d’Kundarak is a mark of warding dwarf who (through the charm person spell) to convince the dwarf bartender,
was tasked by Merrix d’Cannith to deliver the poltaa’kur to the Morkos of Mror, to slip the dragon’s blood into Dalakhar’s drink.
characters at the bell tower. The poltaa’kur is important because it Because of Morkos’s own dwarvish constitution, he hardly noticed
contains the map that leads to the lost Dhakaani workshop. a change in the drink—which is why Tabaera told him to double
Hearing from Alden d’Orien how capable the characters are, Dalakhar’s dose. Morkos claims that he saw a dragonmark he
Merrix sent Dalakhar in his stead due to his mark’s ability with didn’t recognize on Tabaera when she handed him the drug. A
security. character can make a DC 15 Intelligence (History) check on
Tabaera’s dragonmark, doing so with advantage if they have a
Pursued by the Boromar Clan, Daask, House Tarkanan,
dragonmark themselves. On a success, they recall that there was a
and the Tyrants, Dalakhar grew quite nervous. He stopped at the
group called House Tarkanan who drew immense power from
King of Fire in Hareth’s Folly to get a drink and steady his nerves.
their aberrant dragonmarks
Someone spiked Dalakhar’s drink with dragon’s blood, and the
dwarf combusted into a fireball thanks to the drug’s volatile If the characters return to the King of Fire having learned
nature. that the Boromar Clan might be to blame, the Rake denies the
Clan’s involvement and tosses them out of his establishment. As
The syndicates know better than to take on a
he does so, however, he tells them that the Tyrants like to gather
dragonmarked house on their home turf, but that doesn’t mean
at the Broken Mirror in Lower Dura and to go bother them.
they don’t have their informants. When they caught wind of what
Needless to say, the characters have piqued the Boromar Clan’s
Dalakhar was going to have on him, they set their plans in motion
interest at this point, and the Rake warns them that the next time
as well. While the characters are about to taste the main plot, the
they come into his place throwing accusations, they may not be
syndicates of Sharn are looking to take a bite out of anyone who
leaving it alive.
stands in their way.

The Tyrants (who are and aren’t analogous to the Zhentarim) were
close to nabbing the poltaa’kur when the blast rocked the district.
Though wounded, the changeling Lin (who has adopted the By now you might have noticed that not everything adds up in this
persona of Urstul Floxin: see appendix B in W:DH) was able to adventure to leave space for the Gralhunds. That’s because the
swipe it and flee to the Broken Mirror in Lower Dura. role the Gralhunds play in this adventure has been dissected and
divided amongst different groups. This can be understandably
confusing, so in brief the role of the Gralhunds, their villa, and the
characters surrounding them are listed here:

17
• Lord and Lady Gralhund are now Jon and Jane, the
changeling owners of the Broken Mirror.
• Lin and their Tyrant cronies replace the Zhents affiliated
This section proceeds as written, save for a minor alteration to
with the Gralhunds.
Barnibus Blastwind. Barnibus instead belongs to House Medani
• The Gralhund nimblewright assassin is no longer their
assassin. It is Tabaera d’Medani, who is affiliated with
House Tarkanan. “I swear, I saw three men following that dwarf but after the
• Hrabbaz serves as a bouncer for Jon and Jane. explosion, a woman had taken one of the men’s place! The
• The Gralhund villa is far too spacious and extravagant for other two are lying there dead near him, but that last one—
the Broken Mirror. Instead, its map is used for the that had to have been the one to do it! If that thing can
Tarkanan hideout seen later in this chapter. change how it looks on a whim, then who knows what else it
can do!”

(therefore being called Barnibus d’Medani) and uses his


During their investigation, the characters should learn who or dragonmark to assist his investigation. Again, this is more for the
what caused the fireball (the dragon’s blood, spiked by Morkos enrichment of the setting to differentiate it more from W:DH— it
under the influence of Tabaera), why the attack was committed has no bearing on the plot!
(to steal the poltaa’kur), and where the artifact was taken (the
Broken Mirror in Lower Dura). If the investigation stalls, friendly
NPCs—especially their group patrons looking to add their name to
EYEWITNESSES
this investigation—might offer assistance or compensation for Different cities mean different demographics. As such, the
favors. eyewitnesses have been changed to reveal relevant information.

“Right after the explosion, this junk smacked me square in


the forehead. Spilled all over me, too.”
After the dust has settled, citizens flock to the scene. Singed
banners and shattered glass mar every building’s façade but
otherwise the damage is minimal to the city. The initial blast
injured dozens and killed eleven, including: FALA LEFALIIR
Fala owns the Old Apothecary in the Bazaar district. She relates
• Two changelings, reverted back into their true forms the same information, only exchanging “heading toward the Bent
(Tyrant spies) Nail” for “ heading toward a lift to Lower Dura” in her statement.
• A trio of students from Morgrave University, their
textbooks and uniforms charred
• A warforged lamplighter
JEZRYNNE HORNRAVEN
• A kalashtar ascetic Jezrynne was on her way to meet with the two dead merchants.
• A dwarf (Dalakhar d’Kundarak) whose sequined gloves She was leaving the King of Fire having placed her money down on
have singed away, revealing his dragonmark a race when she witnessed the following:
• Two merchants whose walking canes splintered in the
blast Jezrynne witnessed Lin shapechange from their Urstul persona
• A tiefling beggar with only rags to their name into simply another person to try and throw off the trail.
As in W:DH, the characters only have a few minutes to search the
crime scene before the Sharn Watch arrives. A search of the MARTEM TREC
bodies accompanied by a successful DC 15 Wisdom (Perception) Martem Trec is a student at Morgrave who escaped with his life
check reveals the following: while his friends fell. His forehead bleeds and he speaks slowly,
dazed from the item that hit his head in the explosion.
• Both of the dead changelings wear a copper earring
shaped like a capital T. Earrings like these are how Tyrant Martem produces a silver flask engraved with the manticore of
agents recognize each other in public despite their House Kundarak. It flew in the explosion knocking him square on
myriad of masks and personas. his head. A DC 8 Charisma (Intimidation or Persuasion) check gets
• The dead dwarf had a pocketbook on him with two him to hand it over and it is still a 200 gp fine to withhold evidence
receipts: one for a skycoach ride from Dragon Towers from the Sharn Watch. However, a character can make a DC 15
dated earlier this day and one for a drink at the King of Intelligence check with alchemist’s supplies or brewer’s supplies
Fire. The Dragon Towers receipt is legible but the King of on the liquid splattered over Martem, learning that it is Zil brandy
Fire receipt is too badly burnt. A DC 15 Intelligence check laced with dragon’s blood.
made with calligrapher’s supplies allows the character to
piece together where the receipt came from.

The victims are taken to Sovereign Towers in Middle Central.


This section proceeds as written. Clerics from the Pavilion of the Host fulfill the role of the clerics

18
from W:DH. The dead Tyrant sellswords relate the same spell in multiple locations; those who have entered the building
information changing the mention of Gralhund Villa to the Broken have already been deemed safe to enter. Coincidentally, the
Mirror. Their names are unimportant. Dalakhar on the other hand characters can meet Barnibus here as well and try to squeeze
can reveal the following information if the right questions are information from the investigation out of him but do so with
asked: disadvantage. Otherwise, Carlisle d’Medani—another house agent
itching to get in on the investigation—is more than happy to share
• Dalakhar was entrusted with delivering the poltaa’kur to his suspicions on the matter for 50 gp. Carlisle suspects the
the characters on behalf of Baron Merrix d’Cannith. assassin is rightfully an excoriate from their own house working
• The poltaa’kur locates a lost Dhakaani workshop with Tarkanan. He remembers a woman with the mark of
beneath Sharn. Merrix believes that an ancestor of detection being thrown out of the enclave a few weeks ago.
House Cannith (Aaren d’Cannith) hid a schema in the
workshop worth hundreds of thousands of galifars.

House Tarkanan has survived so long because it frequently moves


from one concealed hideout to another. A character can make a
In another departure from its source material, this adventure lacks DC 15 Intelligence (History) check to try and discern where House
a parallel to the events that transpire in and around the House of Tarknanan may be based. On a success, they recall that the
Inspired Hands. With warforged being commonplace, this is group’s founder is largely the cause for the destruction of Old
another reason why the assassin had been changed to a House Sharn and that the group likely remains in the ruins. Otherwise,
Tarkanan agent as they are few and far between. Instead, this the characters can contact their group contact(s), Alden d’Orien,
adventure has the characters explore more of the scandal and or Germaine Vilroy who can try and dig up information on where
history of the dragonmarked houses and House Tarkanan. the group may be hiding. To do so, their contact must be paid a
sum of 5 gp for supplies and given three days to conduct their
research. Afterwards, they will tell them that someone has
spotted Tarkanan agents entering and exiting a deserted villa in
Old Sharn.
All the dragonmarked houses have enclaves in Dragon Towers
(Middle Central). The enclaves of Cannith, Kundarak, and Medani
may be of particular interest to the characters.

HOUSE CANNITH The Tarkanan hideout uses map 3.1, “Gralhund Villa”, from W:DH.
Once, this villa was owned by a noble family who could not escape
In the Cannith enclave, the characters meet with Sec, a warforged
the destruction of Old Sharn. The villa is steeped in aberrant and
receptionist in a sprawling lobby of malachite and brass. Two
malevolent magic; foul fungi prowl the courtyard and the vengeful
warforged titans guard the elevators that lead higher into the
dead of the noble family claw at the doors that bar them. The
tower. If Sec is told that the characters are here to investigate the
Tarkanan agents are adept at maneuvering through the villa
fireball event, Sec will comply in giving them a visitor’s log on
without incurring the ire of these other creatures, considering
those who came to the enclave. Dalakhar’s name is on that list. If
them an extra layer of protection from the Sharn Watch and
the characters wish to speak to Merrix d’Cannith, Sec tells them
others.
truthfully that the baron has been moved to a safer location, but
they can take a message for them.

HOUSE KUNDARAK The villa resides among other ruined manors that look just like it.
The only indication that it has residents comes from the dim lights
House Kundarak’s enclave looks like a deep cavern with veins of
that barely illuminate foot paths for the villains. Here are a few
gold and silver glimmering up the walls. Behind a dozen sitting
things to keep in mind:
Kundarak bank tellers is an enormous wall with hundreds of
extradimensional vaults constructed from adamantine. Security is
• Old Sharn is an entire city buried beneath another city.
extra tight after the event in the Bazaar, and dwarven abjurers are
Natural darkness pervades every nook and cranny.
posted between every teller. The tellers do not know anything
• The villa is enclosed by 12-foot-high stone walls that
about the events that transpired other than that Dalakhar had
require a successful DC 15 Strength (Athletics) check to
taken a rather lucrative job from house Cannith. Having dealt with
navigate without the aid of climbing gear or magic.
thieves before, the tellers suggest that it could be the Boromar
• The stench of rot, sulfur, and mold saturates the air. It is
Clan or the Tyrants who stole the artifact.
not enough to trick the senses, but it penetrates every
surface no matter how thick.
HOUSE MEDANI
House Medani’s enclave is smaller than the others and seems the
most relaxed out of them all. That is hardly the truth, as the entire The following encounter locations describe the hideout as it
lobby and façade of the building is bugged with the arcane eye stands when the characters arrive. Tabaera schemes up top with

19
her cohorts while the dead wail and scratch at the walls on the
ground floor. Much of the descriptions will fit the rooms all the G8. GREAT HALL
same, but the encounters have been changed quite a bit.
The great hall is the same as its written in W:DH with the following
exception:
G1. RUSTING GATES • Of the ten corpses (two of which belong to Tarkanan
The gates have rusted into disrepair and can be pushed open with agents), 1d6 of them reanimate as zombies. These
ease. Instead of trees in the yard, the characters see large fungal zombies bear the livery of old Dhakaani nobility—regal,
colonies that tower like them instead. They can still see the two but practical enough for battle.
story brick mansion although dilapidated and crumbling as well as
the detached coach house. G9. PARLOR
Two zombies occupy the parlor.
G2. YARD
Churned and scorched earth, and overgrown fungi runs rampant G10. DEN AND TROPHY ROOM
through the yard. The characters still can access the balcony, and
In this room, a taxidermized dolgaunt howls silently in the corner
instead of a groundskeeper and their dogs, the fungal grounds are
while the heads or trophies from other aberrations mount the
patrolled by a myconid sovereign and their two mastiff spore
walls on plaques. The skeleton of a bird lies covered in webs
servants.
resting in a cage on a table in the middle of the room.
A character who moves into the cluster of mushrooms to
the east stumbles upon a circle of fourteen myconid sprouts and
six myconids. They are suspicious of the characters but not
G11. DOJO
inherently hostile. If attacked, however, the myconid sovereign The door to the room is still locked and requires a successful DC 15
and its spore servants rush to the circle and attack while the Dexterity check using thieves’ tools to unlock. In the middle of the
others defend themselves. room is a 10-foot square bamboo mat. Kneeling towards the door,
a hobgoblin wight rises and draws its blade (which it sets ablaze)
A character who speaks with a myconid learns that they when a character approaches. This hobgoblin was the former lord
want to be left alone, and the “foul creatures of the hollow rock” of the villa, Vuutal Thresh.
gone (the villa).
Treasure. After slaying the lord, the characters can loot
his flame tongue (longsword) off his body. The blade is inscribed
G3. COACH HOUSE with the following phrase in goblin: “Vus’shaarat (fire blade),
The coach house remains the same save for the destruction that scorch the dark vines of insanity.”
befell it. Any living creature that appeared here in W:DH are
corpses picked clean by insects and vermin. G12. LIBRARY
The books and bookshelves in this library betray the age of the
G4. GUARD BARRACKS rest of the estate. Most of the books in the library are about the
This room proceeds as written. dragonmarked houses, the War of the Mark, or dragonmarks
themselves. Amongst all these tomes, one book stands on an iron
lectern with a flower pressed into it. A character who makes a DC
G5. KITCHEN 15 Intelligence (Nature) check learns that it is a dreamlily, native
to Sarlona. The title of the book reads in Riedran: “The Medicinal
This room proceeds as written. Uses of Dreamlily: A Holistic Guide to the Sarlonan Psychadelic”
and describes the flower’s euphoric properties.
G6. PANTRY
The foodstuffs in the pantry spoiled long ago. Three swarms of
G13. UPSTAIRS FOYER
rats have made a colony inside the pantry and have chewed the In the once elegant foyer, two Tarkanan agents have just
bones of dead servants down to the marrow. The back door is still succumbed to their wounds. The doors to the master bedroom are
barred, jammed as the manor settled over the years. flung open where labored breathing can be heard inside. A DC 10
Intelligence (Investigation) check in the foyer reveals that the two
G7. LAUNDRY ROOM Tarkanan agents had struggled to lock something behind the door
leading to the ballroom (G14) via the directional splattering of the
The laundry room is haunted by a poltergeist (see specter sidebar) blood on the walls and floor.
that throws buckets, mops, and other items at the characters. It
will follow them up the stairs and into the hallway between G19
but will not pursue further. It is the vengeful ghost of the noble’s
goblin laundrymaid.

20
G14. BALLROOM G17. BALCONY
This door to the ballroom is locked and can be unlocked using This room proceeds as written.
thieves’ tools and a successful DC 15 Dexterity check. The room is
opulent even despite its austere goblinoid influence, with heavy
iron chandeliers and moth-eaten tapestries depicting goblinoids G18. CHILDREN’S ROOM
battling daelkyr. In the center of the ballroom stands a hobgoblin
In this room, a woven tapestry of flesh hangs over broken child
revenant in a scorched ball gown. This is the lady of the estate, sized beds. Faded dragonmarks from the various houses can be
Haaran Thresh. If spoken to, she tells the characters that seeks
seen on the fleshy tapestry, implying they were taken as trophies
vengeance on House Tarkanan for killing her in life and
from slain heirs. Scrolls have also been nailed into the flesh,
imprisoning her in death. describing theories and conspiracies around House Tarkanan’s
founder, Halastar Tarkanan, and a figure known as Mordain the
If Haaran has a hand in defeating Tabaera, she will tell
Fleshweaver being one and the same.
the characters that her husband, Vuutal, also remains in the estate
and wields a blade worthy of the characters’ bravery.
G19. SERVANTS’ WING
G15. GUEST SUITE The servants’ wing remains the same with the exception that the
servants have been zombified.
G15a. remains a bathroom. In the tub, three rotting corpses of
hobgoblin children are piled upon each other.

Nothing of interest lies in G15b. The furnishings of a


guest room are still viewable, but in various states of decay.

G16. MASTER BEDROOM


In the master bedroom, three Tarkanan assassins, each with 20 hit
points and their leveled spell from their innate spellcasting feature At the Broken Mirror in Lower Dura, each guest’s experience is
expent, tend to their wounds, keeping a close eye on the door to never the same. The changeling owners make it a point to keep
the foyer. Tabaera d’Medani rests near the fireplace in the their tavern exciting and nobel by changing its appearance every
southeast corner of the room. Tabaera also uses the statistics of a week. Rumors have been sewn that the tavern is connected to the
Tarkanan assassin (with the friends and charm person spell), and Tyrants—a rumor that is about to be proved, although not in the
has full hit points, spells, and access to the appropriate mark of way the people of Sharn think.
detection features.
After the explosion in the Bazaar, Lin returned to the
Tabaera commands her assassins to stand down as she Broken Mirror to recuperate. The owners of the tavern, Jon and
attempts to talk to the characters. She wants to know what stakes Jane, were told by Lin that in exchange for housing them, the
they have with the dragonmarked houses and wants to see if they three of them would wait out the chaos until House Cannith would
can come to an agreement. She’ll split the pay she earned from post a reward for their artifact back, then cut the Tyrants out of
the hit job (500 gp) in half with the characters if they leave her be. the operation entirely and split the profits. Now, with a bloodied
A successful DC 18 Charisma (Persuasion) check can get Tabaera to thief in their midst, Jon and Jane debate whether or not to take
reveal the following: matters into their own hands, using their bouncer, Hrabbaz, to do
the dirty work.
• She works for Vezt Deshirod, a kalashtar woman known
The Broken Mirror’s appearance reflects what season
as the Last Laugh.
the adventure takes place in. The following themes are listed
• Their goal was to assassinate Dalakhar for the mere fact
below to give you an idea of what the tavern could look like:
that he had a dragonmark and they could also deal a
blow to House Cannith.
• Spring. The tavern is furnished like an enormous
• Tabaera used her aberrant mark to charm Morkos at the
greenhouse. Bees buzz lazily among blooming flowers
King of Fire but was not at the murder scene. She
and ivy climbs the walls.
returned here, hearing the explosion far in the distance.
• Summer. The tavern is furnished like a beach party.
Any attempt to intimidate Tabaera fails, as she laughs and
Colorful parasols, palm trees, and even an inflated
retorts that “Anything Vezt will do will be much worse.”
“beacholder” beach ball rolls over the sand-dusted floor.
If asked about the theives who stole the artifact, she’ll point • Autumn. The tavern is furnished like a secret autumnal
the finger at the Boromar Clan or the Tyrants, saying that they’re forest grotto. Illusory leaves fall from the ceiling and
typically the pickpockets in this city. Lastly, if the characters take crunch beneath the patrons’ feet.
Tabaera’s deal, she tells them to leave now before she decides she • Winter. The tavern is furnished like a winter cabin.
wants her gold back. Colored lights decorate the walls and the large tree in
the tavern lobby. Illusory snow falls gently from the
ceiling.

21
When the characters arrive at the Broken Mirror, they find Lin,
Jon, Jane, and Hrabbaz (who still looks the same) trying to wedge a
prosthetic hand onto Lin’s right wrist. Characters can see the
poltaa’kur dangle from a keyring on Hrabbaz’s waist, although
they may not know they’re looking at it yet.

As soon as the changelings notice the characters, Jon


and Jane ask Hrabbaz to “bring the brandy from the cellar”, which
is code for Hrabbaz to take off with the artifact (and vanish until
needed in chapter 4 of this adventure). If they need to buy time
for their bouncer, Jane produces a deck of illusions and Jon draws
a renaissance pistol (as described in chapter 7 and chapter 9 of the
Dungeon Master’s Guide respectfully.) Lin prepares for a one-
handed assault. Jon and Jane use changeling statistics whereas Lin
uses a modified assassin block, lacking the poison damage from
their weapons and gaining the changeling’s “unsettling visage”
trait, giving them a challenge rating of 4 (1,100 XP).

After the changelings are dealt with, they explain what


their scheme was in exchange for their lives. They admit that they
were not the assassins but the thieves and point to the Boromar
Clan and Daask as potential leads (assuming the Tarkanans haven’t
already been found). They also explain that they used a code to
send Hrabbaz on his way, and that they’d adopt a particular
persona to find him again when the coast was clear. Until then, he
bounces from tavern to tavern, which the characters will come to
find in chapter 4.

Treasure. Jon and Jane will part with their pistol and
deck of illusions if asked. For each card Jane used from the deck,
subtract it from the amount of cards a character receives.

Despite the criminal activity occurring at the Broken Mirror, the


Sharn Watch and the dragonmarked houses are dedicated to
solving the murder of Dalakhar. The characters may feel
compelled to report what they learned to any of these forces, but
this may raise questions about why they didn’t report what they
learned as soon as they found out. Regardless, if the characters
report what they’ve learned to the Sharn Watch or the
dragonmarked houses, they receive a 50 gp reward each for their
efforts.

On the other hand, the crime syndicates have taken a


great interest in the characters. At this point in the adventure, the
characters have come into contact with the Boromar Clan, House
Tarkanan, and the Tyrants. Daask may not have been met yet, but
it will be a raucous and bloody introduction.

The characters advance from 3rd to 4th level if they conducted their
own investigation into the fireball and if they affected the
outcome of events in the Broken Mirror. Otherwise, they are still
3rd level at the start of chapter 4.

22
• If the Boromar Clan is the main villain, the name “Sundry”
is written right by a large X. The X marks Sundry’s
pawnshop in Bazaar.
• If Daask is the main villain, the map leads into Malleon’s
Gate, marking the residence of Braala, an old prizefighting
hobgoblin.
• If House Tarkanan is the main villain, a spot near Ships’
ord’s out to the syndicates that a blueprint for an Towers is marked with an X. The artifact is with Old
eldritch machine is lost beneath Sharn. With that Saltbreath, a portly sahuagin.
kind of power at their command, there’s no limit to • If the Tyrants are the main villain, the Bear’s Rest in Lower
what they could achieve. The hunt is on to locate Northedge is marked with an X.
the Cannith schema. The poltaa’kur knows where
the schema is sealed in a vault in Duur’Sharaat—
goblin for “Broken Blade”—ancient goblinoid ruins Like the original adventure, you are not bound to the encounter
buried beneath Sharn. Much of this chapter focuses chains provided. Unlike the original adventure, each encounter chain
on the characters’ hunt for the artifact. The challenges they face has its own unique encounters. Sharn is a massive city and can
depend on the villain (or villains) you put before them. No matter facilitate such a change. However, the maps provided in the
the villain or season, the goal is simple: obtain the poltaa’kur, locate encounter chains are still pulled from W:DH or E:RftLW.
an entrance to Duur’Sharaat, and acquire the schema.

Springtime. The time where flowers bloom in Sharn’s parks, birds


In chapter 3, Hrabbaz took the poltaa’kur and fled with it. Hrabbaz soar through its towers, and heavy rains channeled from the plane
delivers the artifact to a location and leaves it there for the main of Syrania itself wash the revels of winter into the gutters. However,
villain or villains to retrieve: most citizens of Sharn call spring by another name: tax season.

• If the Boromar Clan is the main villain, the poltaa’kur has


been given to Roger Goldshoe, the auctioneer at the SUMMARY
Aurora Gallery auction house. is going up for auction at the
Aurora Gallery (Platinum Heights, Upper Central). Hrabbaz delivered the artifact to Sundry, a gnome fence for the
Boromar Clan. Sundry runs his own store in Bazaar (Middle Dura).
• If Daask is the main villain, it lies with a member of the
Sundry’s shop has been ransacked by Daask forces, who are making
Deathsgate Explorer’s Club, Felth Dire.
off with stolen goods from his shop when the characters arrive
• If House Tarkanan is the main villain, it has made its way to
(encounter 1, “Bazaar”). After battling Daask, they investigate
Oleander Duskbloom, a bartender at Nightshade in Shae
Sundry’s store and find the gnome left for dead. He pleads for them
Lias.
to take him to House Jorasco’s House of Healing (Middle Tavick’s
• If the Tyrants are the main villain, it is being used as a
Landing), where he’ll tell them that the artifact was sold to a
stage prop at a performance in the Diamond Theater.
personal attendant of Hruitt, a city council member. If they hail a
skycoach, they may be able to catch the attendant in time before
Daask tries to steal the artifact again.
Finding Hrabbaz is merely a matter of stepping into any tavern
where he will be drinking with comrades. Hrabbaz is easy to spot In reality, Sundry lied to the party but revealed to agents of
due to his cleft lip and his impressive size sticks out over most. the Boromar Clan in House Jorasco that their back-up plan had
Naturally, the characters can’t get bloody in the tavern without worked. Hruitt, is a longtime adversary of the Boromars, and was to
attracting the Sharn Watch or sympathizers, but a successful DC 16 become a target for them sooner or later. Hruitt has nothing to do
Charisma (Persuasion or Intimidation) check gets Hrabbaz to cough with the artifact, but now is being hunted by Daask.
up his spellshard. He tells the characters that the spellshard has the
information on where he dropped off the poltaa’kur. If the The characters catch a skycoach (or other means of flying)
characters do decide to fight him, use his stats from W:DH. and find the attendant and Hruitt with them on their personal
airship. Daask forces assault the airship for an that isn’t there. Once
they are successfully repelled, Hruitt believes that the characters are
also assassins from the Boromar Clan. After hearing the characters’
explanation, Hruitt tells them that they’re on their way to the Aurora
Hrabbaz was going to pawn the spellshard off once he figured out House (Platinum Heights) and wants the characters as extra security.
how to wipe the information on it. The item stores a map that leads Coincidentally, the auction house is where the artifact was actually
to where the artifact was to be dropped off with an “X”. This map delivered in the first place. The Boromars plan to purchase it legally
points the characters where they need to be, setting off a sequence in order to tie up House Cannith’s claims of ownership in a legal
of encounters (see encounter chains). The main villain determines battle, giving the Clan enough time to use it and find the schema.
which ward the map depicts and what name is written on it.
The characters attempt to steal the artifact while Hruitt
tries to tie up the Boromar buyer in the auction. If the Boromars

23
successfully buy the artifact, the characters have one last chance to
steal it from the Clan at the Cloud Dragon restaurant (Skyway). Once
WEATHER EFFECTS
a character attunes to the poltaa’kur, it reveals that an entrance to Until the encounter chain is complete, the following weather effects
Duur’Sharaat is beneath the City of the Dead in the cliffs of Sharn. are in play.

Heat Wave. During the day, a character without access to


WEATHER EFFECTS drinkable water must succeed on a DC 10 Constitution saving throw
Until the encounter chain is complete, the following weather effects at the end of each encounter in the chain or gain one level of
are in play. exhaustion. The saving throw is made with disadvantage if the
character is wearing medium or heavy armor. Characters who have
Heavy Rain. Heavy rain falls from noon until midnight. resistance or immunity to fire automatically succeed on the saving
Creatures in the rain have disadvantage on Wisdom (Perception) throw.
checks that rely on hearing or sight. The rain also extinguishes open
flames. Visibility is reduced to 60 feet.

Thick Fog. From midnight to until noon, the city is engulfed


in thick fog. Creatures in the fog have disadvantage on Wisdom In autumn, the winds of Syrania howl with full force. Airship traffic
(Perception) checks that rely on sight. Visibility is reduced to 30 feet. slows to a crawl as extra precautions must be taken to ensure they
don’t crash over the heads of the citizens below. Some gales are
even so strong that citizens have been known to walk on air for
minutes at a time. House Tarkanan is moving on the artifact as swift
as the wind.
Summer cooks up violence in Sharn as the sweltering heat makes
tempers simmer. The Tyrants is ready to exploit the temperaments
of Sharn sewing violence and chaos—and stay in the shade while SUMMARY
doing it.
The artifact finds itself in the hands of Old Saltbreath, a portly
sahuagin squatter. Rannidrend “Randy” Seahome, the sailor whose
SUMMARY houseboat has been commandeered by Saltbreath, finds the
characters at their place of business and begs for their help. The
The artifact makes its way to the Bear’s Rest in North Market (Lower sahuagin has turned Randy’s boat into a party boat in the Ship’s
Northedge). Leara is working with the Tyrants who have promised to Towers district. The characters find their way to the party boat,
leave the shifter community out of their schemes even going so far encountering Saltbreath’s sahuagin lackeys along the way. Once
as to not change into them. She gave the artifact to a House Phiarlan Saltbreath is confronted, he confesses easily that the artifact has
ringmaster who is rehearsing for the House’s annual Carnival of been smuggled back into the city through the sewers where it would
Shadows in the Hollow Tower (Hareth’s Folly, Middle Dura). The be harder to detect. He suggests they go through the smuggling
ringmaster knew that a Tyrant would be infiltrating the circus and route where they may find clues as to where the artifact went. A
the artifact would be exchanged during the act. wererat named Wretch took it to Lower Northedge but got
kidnapped by zealots of the Silver Flame. They took Wretch to
However, during rehearsals something spooks the exotic Coldflame Keep in order to eradicate the lycanthrope, but all died to
beasts and causes them to go berserk on the characters and the a mysterious poison. They find Wretch barely alive and they tell
circus cast. A spooked chimera flies out of the tower with the them that a drow had recently dropped off a bottle of wine to the
artifact in its mouth, leaving a path of destruction as it soars temple. When the zealots died, they made off with the artifact.
aimlessly through Sharn. The chimera flies to Daca’s Watch (High
Hope, Middle Northedge) where the poor gnome is becomes A small investigation reveals that the bottle came from the
hoarded by the chimera. Daca says in a cryptic riddle that a tavern Nightshade, which specializes in lightly poisoned beverages
dragonborn at the Broken Anchor (Warden Towers, Middle Menthis) (Shae Lias, Upper Northedge). Once at Nightshade, the characters
can soothe the beast and free Daca and the artifact. catch the bartender Oleander with the artifact—and an entire bar
full of animated poison bottles.
Once they return with Dolessen the Smoking Flute (the
aforementioned dragonborn) they find that the bard does indeed Once a character or ally attunes to the artifact, it reveals
soothe the chimera. The chimera drops the artifact, but it is quickly that an entrance to Duur’Sharaat is beneath Terminus Station
snatched by Tyrant changelings who attempt to flee on foot. If they (Lower Tavick’s Landing).
get away, Daca cryptically tells them that “what they seek has
tumbled down to the diamond in the rough.” Daca means to say that
the artifact has been taken to the Diamond theater (Downstairs,
WEATHER EFFECTS
Lower Menthis) where it is being used as a stage prop. After the Until the encounter chain is complete, the following weather effects
characters retrieve it by whatever means they choose and once a are in play.
character attunes to it, it reveals that an entrance to Duur’Sharaat is
beneath the Scarlet Flame brothel (Firelight, Lower Menthis). Autumn Wind. Wind whistling through the streets imposes
disadvantage on ranged weapon attack rolls and Wisdom
(Perception) checks that rely on hearing. The wind also extinguishes
open fires smaller than a torch flame.

24
The plane of Syrania brings a chill to the air that rivals the ices of
Risia. As winds whip up water from the nearby Dagger River and When this encounter begins, the characters find themselves before
ocean beyond, heavy snowfall blankets Sharn all season. Airship Sundry’s Shop. The windows have been broken and the door busted
traffic actually increases during this time, as the bound elementals’ in.
fiery heat keeps the snow from burdening the ships bound to and
from Sharn. The citizens of Sharn cluster inside warm taverns and
Rain soaks the displays in the shattered windowpanes of
shops before quickly heading home.
Sundry’s shop. The door has been busted off its hinges and you
can hear a commotion inside. A few city guards who were
Winter also brings Long Shadows, the time of the year
dispatched to the scene lie near makeshift cots administering
where evil seems more easily coaxed out into view, and as such, the
makeshift medicines.
magewrights of Sharn have doubled the amount of everbright
lanterns in the streets, changing torch flames into bright hues and
colors to maintain a jolly atmosphere day and night. Daask is adept The few citizens and guards nearby can tell the characters that a
at operating in the shadows, however, and the longer the shadow, horned creature and some goblins barged into Sundry’s shop. As far
the longer their reach. as they know, Sundry is still inside.

SUMMARY
The artifact lies in the hands of Braala, a retired prizefighting Sundry’s shop is not much larger than a pantry, and it shows. The
hobgoblin residing in Malleon’s Gate. Braala handed it off to a floor is littered with broken trinkets and baubles, all now valued
warforged who was bound for Khyber’s Gate through Ashblack (the worthless. Four goblins and a minotaur fling drawers out from
Cogs). As the characters explore the Cogs, they learn that the cabinets and shake shelves off the walls, searching for the artifact.
Boromar Clan tipped off the Sharn Watch, who arrested and are At the far end of the shop is Sundry (LE gnome commoner), bloodied
torturing the warforged. When the characters interrupt the torture, and left for dead.
the warforged (or guards) tell them that a duergar with a tentacle
whip made off with the artifact. They said something about getting it The Daask members have not noticed the party yet
blessed, which both parties assume to be at the Pool of Onatar’s (confident they can repel any other reinforcements). However, all
Tears in Blackbones. stealth checks are made with disadvantage due to the sheer amount
of broken glass and debris that litters the floor. The Daask members
Once arrived at the Pool of Onatar’s Tears, the characters cannot be reasoned with and will attack on sight.
speak to the temple forge priest there. They admit a duergar did
come through with an artifact, but only asked for directions on how
to get to House Jorasco’s House of Healing. This leads the characters
out of the Cogs and into High Walls (Lower Tavick’s Landing). High
Walls is currently on a lockdown drill, making both the duergar and Sundry has 1 hit point left and will lose consciousness in a minute
the characters unable to leave the district again. The characters can from blood loss. Any sort of healing magic or effect or a use of a
likely catch the duergar here, but if they don’t, the duergar tries to healer’s kit will stabilize the gnome. While he is grateful for the help,
flee with the artifact but is slain by Felth Dire. Felth Dire takes it to he insists they take him to House Jorasco’s House of Healing to be
the Redblade’s, a tavern that caters to the Deathsgate Explorer’s sure he wasn’t poisoned or cursed or any other reason he can
Club, where the characters can confront her and obtain the artifact. invent. A successful Wisdom (Insight) check against Sundry’s
Charisma (Deception) check reveals that he has ulterior motives for
Once a character or ally attunes to the artifact, it reveals going to the House, but not what they are. If characters press the
that an entrance to Duur’Sharaat is beneath Fallen (Lower Dura). gnome, he slips a ring off of his finger in an attempt to get them to
quit asking. The ring as well as the few other trinkets left intact are
listed under the “Treasure” section below.
WEATHER EFFECTS
Until the encounter chain is complete, the following weather effects If the characters ask Sundry where the artifact is, he says
are in play. he’ll be able to say once he’s at the House of Healing and he’s safe.

Blizzard. Shrieking wind and falling snow impose TREASURE


disadvantage on Wisdom (Perception) checks that rely on hearing or
sight. The wind also extinguishes open fires smaller than a torch A few items of interest can be salvaged from Sundry’s Shop. They
flame. Visibility is reduced to 60 feet. Snow on the ground creates are: an imbued wood focus (Fernian ash), a prosthetic limb
difficult terrain in areas that are not heavily trod. (interchangeable leg from the knee down), and a veteran’s cane.
Furthermore, Sundry wears and forfeits his ring of feather falling.

25
At House Jorasco’s House of Healing, Sundry reveals where the The characters must find a way to get airborne. Sharn has plenty of
artifact has gone. He’s not the only one listening, however. flying mounts and services that will take them to the skies. If your
characters are having trouble figuring out how to do this, consider
You arrive at a round building with an enormous dome top. having an ally or merchant nearby offer to give them a ride (even if it
Windows are fogged from the inside as a hot mist permeates means for free). They will need it to reach Hruitt’s skycoach.
throughout the space, incensing it with the smell of lavender
and eucalyptus. Halflings dressed in infirmary uniforms bustle
to and from sickbeds, dragonmarks aglow as they diagnose and
heal groaning patients. You set Sundry on a bed nearby, and a
It does not take long for the characters to find the skycoach. The
halfling scurries away to grab a rate sheet.
vessel is being boarded by Daask forces by the time the characters
arrive.
As the Jorasco halfling gets busy healing, Sundry gets busy talking. As
he speaks, a character with a Passive Wisdom (Perception) of 16 or
higher realizes that most of the halflings are intently listening to You cruise through thick blankets of fog that envelope you in a
Sundry as well. Sundry tells the characters the following information. cold dampness. The weather seems to have lessened air traffic
today, lending to your search. As the city of Sharn vanishes
• Sundry did have the artifact but sold it to an attendant to a thousands of stories below you, you wonder if you are too late
city council member named Hruitt.
to save Hruitt from plummeting to their death.
• Daask came looking for the artifact, and Sundry had no
choice but to tell them who has it in exchange for his life. You shake the thought as you can hear harpy screeches in
• They might be able to catch the attendant by skycoach the distance. Shredding through a dark cloud, a skycoach with
before it’s too late. The attendant, a Lyrandar heir, is likely the figurehead of an owl is under attack by harpies and
the pilot of Hruitt’s personal skycoach. kobolds. You’re bound to intercept the ship any second now!
• Hruitt’s skycoach is hard to miss; it has a figurehead of a
giant owl in flight. The characters are 60 feet away from the skycoach, atop which
If the characters ask Sundry about the eavesdropping halflings, he Hruitt is defending himself. Three harpies and five winged kobolds
tells them to pay them no mind. He goes on to say that Hruitt has fly 30 feet around the skycoach, swooping at Hruitt and landing on
done huge financial harm to the House of Healing, a lie purely the deck when necessary. None of the Daask forces have noticed the
invented to smear the Boromar rival. characters.
Beyond this, the House of Healing does provide services
for the beaten adventurer. Listed below is a rate sheet for the types HRUITT AS A COMBATANT
of services a character can receive.
Hruitt (giant owl) is a former aerial racer, matching his agility with
House Jorasco’s House of Healing Rates his wisdom. When Hruitt catches on that the characters are fending
off his assailants, he begins to try evasive maneuvers and let them
handle the rest (taking the Dodge or Hide action is a good way to
Potion of healing…………………………………. 25 gp simulate this). Hruitt can transform back into a human form, in
which form he uses the noble statistics.
Antitoxin……………………………………………….. 50 gp
In the event that Hruitt falls off the skycoach and is unable
to transform into an owl, the Lyrandar pilot at the helm brings the
Cure wounds…………………………………………. 50 gp skycoach into a nosedive, putting all combatants in free fall until
Hruitt is scooped onto the vessel again. You can use the “Falling in
Sharn” table in chapter 3 of Eberron: Rising from the Last War to see
Lesser restoration…………………………… 200 gp what happens to the characters. In any case, any surviving
combatants can finish the battle on map 4.11, “Sharn Heights” in
Greater restoration………………………..1,000 gp chapter 4 of E:RftLW.

If Hruitt dies, characters will be contacted by an ally in 1d4


Disclaimer: House Jorasco is not responsible for any fatal reactions to any service provided by its staff. If you die from our
healing, you were probably supposed to anyways. days about the artifact. Their ally tells them that it will be going up
for auction today, in which case you can proceed to encounter 4,
Auction House.

26
characters time to make off with the artifact. How the characters
acquire the artifact is something he cannot help with.
After the battle, Hruitt remains on guard with the characters. Hruitt
believes that the characters are from the Boromar Clan. Knowing
how the Clan operates from feuding with them, he believes they will
not kill him. This leads him to demand an explanation from the The Aurora Gallery uses map 4.6 “Courthouse” from W:DH. The
characters. Whether he maintains his owl form or human form is up auction house is under tight security as many treasures are
to you—either one can speak, read, and understand common. maintained and kept within vaults warded by House Kundarak.

When the characters explain their situation, Hruitt seems


relieved. He explains in return that he’s on his way to the Aurora
Gallery, an auction house in Platinum Heights. He produces a coin
Here are a few things to keep in mind in the Aurora Gallery:
purse with 500 gp and tells the characters he’ll pay them to be his
security. When the characters agree, he tells them that they’ll fly to • Equipment that could cause harm such as weapons and
Hruitt’s estate where he will give them each a set of fine clothes (if spellbooks are confiscated at the door and stored in in the
necessary), then arrive at the gallery. The entire process takes lockers (H7). Characters that refuse to cooperate will be
around an hour. barred entrance from the auction house.
• The security in the auction house is strict, but also bow to
nobility without much arguing. Any Charisma checks made
between a guard and a character with the noble
background or house agent background has advantage. If a
character has the mark of warding, they double their
proficiency bonus during these checks.
• Where words fail, wealth succeeds. Any guard can be
bribed to look the other way with a 25 gp bribe minimum.
Arriving at the Aurora Gallery, the characters are among some of the • Every door except the privies is locked physically and with
richest socialites in Sharn—including Sabel Boromar, who plans to the arcane lock spell, requiring a DC 20 Dexterity check
purchase the artifact. with thieves’ tools to unlock. Someone in possession of a
clerk’s keycharm can automatically unlock these doors.
The Aurora Gallery greets you with grandiose marble archways
and a sprawling patterned carpet rolling down an entrance hall.
H1. LOBBY
Wealthy aristocrats dressed in exquisite glamerweave chatter This room has the following features:
amongst themselves, their rings gleaming as they wave their
• Behind a desk sits the house clerk (magewright).
hands as if only to flash how decorated they are.
• Two warforged soldiers stand on either side of the clerk’s
A halfling woman dressed in a mink coat approaches Hruitt, desk. They confiscate the characters’ equipment before
allowing them to mingle with the others. One of them
heels clicking as she crosses the hall. She extends her
collects the equipment and heads to the lockers (H7) while
bejeweled hand towards him. You notice that a few digits have the other stands guard.
been cut off. After they chat for a moment, Hruitt returns to • Two privies in the corner are equipped with Sivis speaking
you. stones.
Clerk. The clerk asks what the characters’ business is here. A
“That’s Sabel Boromar,” Hruitt explains. “She’s the one who successful DC 12 Charisma (Deception, Persuasion, or
is going to buy your artifact right from under your nose.” Intimidation) check convinces the clerk that the charactes are
here for a legitimate reason. The clerk holds a keycharm, which
Sabel Boromar (LE halfling noble) has the entire bankroll of the unlocks any door in the auction house.
Boromar Clan at her disposal, and their reputation. Even for a rival
like Hruitt, no one in the auction house would dare to outbid her.
Instead, her role in the Boromar’s scheme is as follows:
H2. RECORDS ROOMS
This room proceeds as written, with the exception that the records
• Purchase the poltaa’kur by any means. kept are receipts form prior auctions instead of court rulings,
• Do not let ambition get the best of her—play it by the
books.
• Do not make a scene. H3. CLERKS’ OFFICE
With specific instructions not to, Sabel chafes under the idea
This room proceeds as written, with the exception that the clerks
that she cannot flex her syndicate connections. Astute characters
are magewrights and also hold keycharms that unlock any door in
may be able to exploit this.
the auction house.
In the meantime, Hruitt explains that he’s here for an
entirely different item but will tie up Sabel in the bids to give the

27
artifact unless it is in the staging office). Otherwise, each vault holds
H4. STAGING OFFICE any assortment of gemstones, art objects, or magic items worth 500
gp.
This room is used to store items that have gone off the auction floor
or are waiting to be brought onto it. At any given time, there are 1d8
art objects worth 250 gp in this room. When the characters enter
this room for the first time, roll a percentile die. There is a 20%
H9. SECURITY ENTRANCE
chance the poltaa’kur is in this room. This is where clerks and security enter the auction house. A
warforged soldier stands guard here behind a pair of steel doors
Security. At all times, a warforged knight guards this room. secured by an iron bar. It takes two people to lift the bar that
Furthermore, the desk on which the items rest are warded with an obstructs the doors to the outside. A successful DC 21 Strength
alarm that activates whenever someone who isn’t a clerk or security (Athletics) check enables one person to do it alone.
officer touches the items on it. The ward isn’t perfect, however, and
can be avoided via means of magic like the disguise self spell or a
changeling’s “shapechanger” trait.

H5. AUCTION FLOOR


The auction floor is where items are bought and sold and where
Hruitt will try to tie up Sabel Boromar. Prior to the first sale, items
are brought from the lower level of the building via the middle If the characters fail to stop Sabel Boromar, they can find her at the
corridor and stored in the staging office (H4). The auction floor has Cloud Dragon restaurant in Skyway. Hruitt, never one to pass on a
the following features: chance to thwart his rivals, offers to chauffeur the characters around
Skyway. Hruitt can’t be seen publicly intimidating anyone on the
• Two warforged soldiers are posted in here at all times; Sharn council, so after dropping the characters off at the restaurant,
one near the middle corridor and one near the double he takes his leave.
doors that lead into the lobby.
• An iron defender resembling the House Kundarak How the artifact is obtained is largely up to the skills of the
manticore guards the large desk to the north, where the characters. They can attempt to steal it, cut a deal with Sabel
items are placed for auction. Once all the nobles have (perhaps by eliminating Niho Koi), or take it by force. Keep in mind
taken their seats, the clerk from the lobby stands at the that Skyway is the height of Sharn’s wealth and aristocracy, and
desk and begins the auction. characters will stick out if they don’t act as such. If they do decide to
• The desk on which the auctioned items are placed is attack Sabel, she maintains her noble stats as listed earlier and is
warded with a symbol spell (DC 13). The spell triggers if joined by two veterans and a House Jorasco acolyte, her personal
any creature who isn’t a clerk or security officer attempts bodyguards.
to touch the items on the table. Once activated, a creature
who fails the save immediately falls asleep for ten
minutes, or until it takes damage or a creature uses an
action to shake it or slap it awake.

H6. DETAINMENT CELL


Would-be thieves and rabblerousers are detained in this room until
the Sharn Watch arrives to handle the rest. Stone benches hang
from rusty chains. Two warforged soldiers are posted here in this The exotically decorated inn in North Market (Lower Northedge) is
room at all times, one at each door. If the characters are caught where the characters’ chase kicks off. Leara, the beasthide shifter
stealing or trespassing, they will try to be forced into this room until who maintains the Bear’s Rest, had offered to hold on to the
further notice. poltaa’kur if the Tyrants left the shifter community out of their
schemes. Leara feels guilty for hiding contraband and is paranoid
about anyone who asks about the artifact. A DC 10 Wisdom (Insight)
H7. LOCKERS check allows a character to sense both her guilt and paranoia but
not the source of it. If the characters continue to press her for
This room holds the characters’ confiscated equipment. There may
answers, she’ll cave and tell them to meet her on the hrazhak court
also be other items of worth confiscated from other nobles at your
in Stoneyard tonight.
discretion. A warforged soldier is posted in this room at all times.

H8. VAULTS
Stoneyard is home to many in the shifter community. Like other
Where the hall meets the vaults and the lockers, an alarm spell lies
demographics that might be perceived as wild or even monstrous,
and can be avoided in the same manner as the one in the staging
Stoneyard is a haven for shifters and lycanthropes where they may
office (H4). Each vault has a consecutive 20% chance of holding the
otherwise be discriminated against elsewhere in Sharn. They are
poltaa’kur (meaning the fifth vault checked should always have the

28
quick to protect each other and eliminate threats; the strength of
the pack is more than just a phrase in Stoneyard. Wind howls through the Hollow Tower, meeting your every
step with a gentle resistance as you make your way inside.
Leara greets the characters in the hrazhak court under Stands encircle a massive bottomless chasm in the center of
what appears to be a pool of moonlight. A DC 15 Intelligence the tower, giving credence to its titular name. Rolling, leaping,
(Arcana) reveals that the pool of moonlight is magical, as does any and tumbling over the chasm in the center are a dozen Phiarlan
spell that detects magic. 2d8 shifters hang around the court talking artists. Winged beasts catch toys in midair or perform soaring
amongst themselves. One of these shifters is a druid and responsible aerial loops. Not a single performer seems nervous that they
for the pool of moonlight; in reality, it is a moonbeam spell that are quite literally walking on air, save for one trapeze artist
Leara is hoping will catch any shapeshifters in disguise. After the doing an intricate stunt with sconces at the end of their
initial damage is done, she summons the druid over to immediately balancing pole and a chimera high overhead. A frustrated
heal any wounded party members, explaining with the reasons woman, the ringmaster, calls up to the trapeze artist not to
above why she did what she did. worry.

If there are shapechangers among the characters, Two giant bats, two hippogriffs, two griffons, and one chimera
however, Leara shrieks, convinced they are Tyrant spies that have create the menagerie of exotic beasts in the Carnival of Shadows.
been sent after her to make sure she isn’t snitching. At this time, the Ten of the performers use the statistics of magewrights
shifters on the sidelines begin to approach with the intent to protect (performers), while the ringmaster Philomina d’Phiarlan uses the
Leara. The characters can attempt to calm her down using any sort statistics of an illusionist. The trapeze artist is Gen, the Tyrant
of charming magic or abilities, or succeed on a DC 20 Charisma associate (changeling) meant to acquire the artifact. Their lack of
(Persuasion) check to return her to her senses. training and agility is noticeable.

However the characters convince Leara that they’re safe to The House is not hostile to the characters and welcome
speak with, she tells them the same information all the same: The them as a private audience. Gen on the other hand, protests their
poltaa’kur has been passed onto a House Phiarlan ring master. The company, complaining that they already can’t focus on their routine.
House’s Carnival of Shadows is set to start any day now, and as such,
she says that the character could catch them rehearsing in the If the characters bring up the poltaa’kur, Gen grows
Hollow Tower (Middle Dura). A DC 15 Intelligence (History) check on nervous. Philomina on the other hand tries her best to deflect and
the Carnival of Shadows makes it known that House Phiarlan puts on change the subject. Their exchange can go on as long as you’d like,
this feast for the eyes in Smoky Towers (Middle Menthis). The acts but the catalyist for the next event comes whenever you’re ready.
use a mesmerizing blend of illusion magic, sleight of hand, and
exotic beasts. The wind roars as a blustering squall rushes into the tower from
the pit. The trapeze artist shrieks as they lose their footing and
plummet right onto the chimera beneath them. Spooked, the
chimera roars back, a jet of flame pluming high into the air on
the wind. The other animals cry and whine in a panic now too!
On its draconic wings, the chimera dives at the ringmaster and
chomps before twirling away and into the streets of Sharn—the
artifact in its mouth.

The spooked beasts begin to rampage throughout the tower,


Usually the Hollow Tower is used for the various sports of Sharn, but
trampling over anything and anyone in their paths. Philomina pleas
every so often House Phiarlan rents it out in order to practice their
for the characters to chase down the chimera before it hurts
amazing acrobatic stunts. Today, the characters will see just how
someone while she and her artists work on calming down the
incredible the Carnival of Shadows is shaping up to be—or would be,
others.
if catastrophe didn’t strike!

The Hollow Tower lives up to its name; in the center of this


sky-high arena, there is no pit or ground which athletes stand on; all
sports and spectacles are purely aerial. Spectators can watch from
the sidelines, but as for as the core of the tower goes, wind
constantly rushes through giving lift to performers and slowing the
rate at which the unfortunate may fall until referees or security can
quickly pull them to the safety of the stands. In autumn, however, so
strong are the winds of Syrania that one finds themselves able to The chimera takes off into the air and over the streets of Sharn. This
walk through the Hollow Tower’s chasm. As the characters will soon encounter uses the rules for urban chases as described in chapter 8
discover, a trapeze artist is about to lose their balance from a squall of the Dungeon Master’s Guide. If appropriate, consider using some
and set off a chain of events that results in the artifact being of the street events listed in chapter 4 of E:RftLW to spice up the
whisked across Sharn in the mouth of a chimera. chase. Seeing as Sharn is a massive city, it is alright if the characters
cannot chase down the chimera; catching the chimera is not as
When the characters enter the Hollow Tower, describe the important as the urgency of catching it.
following to them:

29
The chase begins with the chimera 90 feet ahead and lasts ten information about Dolessen. Those who lived in Menthis make this
rounds. On the tenth round, offer a skycoach or other transport to check with advantage.
your characters—for a hefty price. If they accept, they can match the
pace of the chimera, inevitably trailing it to Daca’s Watch. Once at the Broken Anchor, Dolessen isn’t hard to find.
Otherwise, if the chimera escapes them, an ally, broadsheet
(newspaper), or circumstance reveals to them that the chimera has The rowdy jeers of the Broken Anchor’s patrons are surpassed
taken roost at Daca’s Watch. only in volume by the lilting notes of a flute soaring overhead.
On a raised stage in the corner of the bar, a dragonborn plays a
solo on a carbon-black flute underneath colorful incandescent
light. He points to the bartender with a wink. The bartender
nods and with a wave of his hand, dims the lights over the
stage. You watch the dragonborn exhale hard and in a moment
the flute ignites with jets of flame dancing on his breath. The
crowd cheers as the dragonborn bard takes a bow.

Dolessen imagines himself to be more popular than he is. Although


One way or another, the characters learn that the chimera has taken most in Menthis know of him, beyond his ward he’s just another
roost at Daca’s Watch (High Hope, Middle Northedge). Daca the citizen passing by. Dolessen is looking for his big break, but has
gnome has sat atop her pillar for years and has become somewhat turned down every opportunity so far because in his own words
of a celebrity due to her unexpectedly sound advice she offers to the they were “all cracks, and not breaks, see?”
passerby. Some believe she speaks with Boldrei’s voice, others think
she’s a crazy old coot; all agree that she’s in danger of being There are a few ways the characters can get Dolessen to
swallowed whole by the chimera! come tame the chimera by appealing to whatever is in it for him.
Dolessen refuses to help until he hears some solid reasoning: Daca is
When the characters arrive at Daca’s Watch, describe the famous, so rescuing her by extension might make him famous; or
following scene to them: he’s a nobody outside of this tavern, and the characters are giving
him a chance to get his name out there. Dolessen won’t budge for
The smell of brimstone and bestial roars of the chimera made it coin, no matter how much is offered and offers this retort: “In
easy to find in this district. A wary crowd has gathered around Lhazaar, a pirate can be a prince by supper and hanged before
it though given it a wide berth as it roosts atop a large pillar. In breakfast. Money won’t buy the kind of fame I’m after.”
its claws, the chimera hoards a gnome who—despite the
The characteristics of Dolessen are largely up to you, as is
situation she’s in—remains remarkably calm.
how he reacts. Consider the strengths and weaknesses of your party:
will Dolessen have to be brought physically there? Is a party member
In addition to hoarding the gnome, the chimera still holds the a noble who has some influence Dolessen might be intrigued by?
poltaa’kur clenched in the teeth of its lion head. Daca (LG gnome Perhaps a party member is also a bard or a dragonborn and can
commoner) smiles warmly, still dispensing advice to those who pass appeal to his sensibilities.
by. She is fully aware of the situation she’s in, a fact revealed if a
character asks her. On top of acknowledging the present danger, she
also mentions the following:

• Harming the beast will set her free, but she advises it If Dolessen is convinced to soothe the chimera, he does so by
would be unwise to upset House Phiarlan or endanger playing a song on his flute that appeals to both bard and beast’s
citizens. draconic lineages. It is enough of a moment for the beast to drop the
• Cryptically, Daca refers to “the son of dragons, an anchor, poltaa’kur as it flies off to new horizons. Daca, evidently unphased,
and a flaming flute” as the one who can tame the beast. remains on her pillar.
A character can make a DC 10 Intelligence (History or Investigation)
check to decipher some of Daca’s clues: specifically that she’s talking Just as the beast escapes, however, four changelings
about someone at the Broken Anchor tavern (Warden Towers, posing as spectators watching the scene enact the scene they have
Middle Menthis). been rehearsing for. Read the following to your players:

The beast drops the artifact from its mouth and into the crowd.
At the Broken Anchor, the clientele are rowdy and always boasting. Daca, unphased, smiles warmly still and waves a meager
Many being immigrants from the pirate-laiden coasts of Lhazaar, goodbye to the chimera. Suddenly a woman cries from the
they’re no strangers to swashbuckling and starting the night with a crowd. “Help!” she shouts. “That man is trying to take my
drink and finishing it with a fistfight. Dolessen the Smoking Flute is a child!”
dragonborn bard from Lhazaar who came to Sharn with dreams of
making it big in the city. Most in Menthis have heard of him already; A man shoves his way through the crowd with a young girl
he’s the red dragon who uses their fire breath to light up their flute in his clutches. The two of them begin to take off through the
as he plays. If any of your characters are native to Sharn, they can street.
make a DC 15 Intelligence (History) check to learn the above

30
These changelings have planned this since the chimera first claimed
Daca. One plays the role of the mother while the two play the roles
of kidnapper and the child. The fourth unseen changeling swipes the
poltaa’kur and takes off in the opposite direction. A player with a
Passive Wisdom (Perception) of 16 or higher notices the other
changeling taking off with the poltaa’kur despite the diversion.

The kidnapper and the child run 120 feet away and turn a
corner where they wait for the “mother” to join them when the At the Bazaar Belltower (or wherever the characters may be), a foul-
coast is clear. If the changelings are pursued and caught, they mouthed sailor puts everyone on edge with his drunken ranting.
maintain that the characters have it all wrong—the child doubling Rannidrend “Randy” Seahome is hellbent on making a ruckus.
down on the fact. These changelings also wear the T-shaped earrings
of the Tyrants, as does the changeling playing the mother. The A man off his keester hiccups in between his drunken tirade.
Tyrants are reluctant to draw their weapons, but will do so if they Other patrons in the establishment have given him a wide
feel threatened. berth as he swings his arms or bangs his fist to really punctuate
his words. “I’ve been sleeping on these boiling streets while
If a character pursues the changeling with the poltaa’kur, that fat fish parties it up in my home! My home! Once I get me
once again begin an urban chase using the rules from chapter 8 of a big ol’ knife, marching right back down to Ship’s Towers to
the Dungeon Master’s Guide. The chase lasts 5 rounds with the fillet that Old Saltbreath!”
changeling beginning 60 feet ahead. If the culprit isn’t caught here,
Daca again issues a riddle: “What you seek has tumbled down to the
diamond in the rough.” A character can again make a DC 10 If the characters don’t take the hint, have patrons actively leave
Intelligence (History or Investigation) check to learn that Daca is their establishment or mutter that they wish someone would
referencing the Diamond theater in Downstaris, Lower Menthis. intervene. Randy (NG bandit) has lost his home to Old Saltbreath. If
the characters talk to him, he reveals the following information:

• He had just returned from a voyage at sea when he found


his houseboat taken over by a fat sahuagin.
• The sahuagin told Randy that his boat belonged to him and
House Tarkanan now and that he best leave if he wanted
to be seen alive again.
• Randy also believes he saw what appeared to be drugs
being stashed onboard as well.
The Diamond theater has recently gained a lot of positive attention Randy can lead the characters to his houseboat in Ship’s Towers,
due to its in residence playwright, Luca Syara. Luca’s plays deal with which uses map 4.2 “Mistshore” from W:DH.
the Last War, so choreographed fights and prop weapons are in
abundance in the Diamond theatre. The audience may even assume
that a battle on the stage between the Tyrants and the party
members might even be part of the show!
Ship’s Towers is one of the tenement districts on the edge of the
The Diamond theater uses map 4.4 “Theater” from W:DH. Dagger river, far below even the lowest wards of Sharn. The law is
For simplicity’s sake, it also uses exact same encounters in the same hardly ever present in this district nor does it need to be; there is a
areas, with two exceptions: code of honor amongst the sailors who make their homes here, and
those who break it are ostracized if not battered and bruised by
• In area P5 (Wing), the poltaa’kur rests with the other stage those who have sailed some of the most treacherous waters of
props as well. Eberron. Many sailors have converted wrecks or decommissioned
• In area P8 (Dressing Rooms), instead of 1d3 commoners, ships into houseboats, Randy included. But the sea has its toll on
there are three dopplegangers. These dopplegangers are more than just the ships, and dreamlily addiction runs rampant
Tyrant strongmen who have knocked out and assumed the throughout the district.
identities of the actors. If the poltaa’kur is taken from area
P5, two dopplegangers happen to be on stage and one
happens to be in area P7. If characters are caught with the
D1. DAGGER’S SCABBARD
artifact, these Tyrants won’t hesistate to fight. The Dagger’s Scabbard is a beached riverboat that used to sail along
the Dagger River. Randy claimed it as his home, but now it is in the
clutches of Old Saltbreath and his goons. On top of the deck, 1d8 (5)
sahuagin drink and feast, paying no mind to the characters’
approach. The only way to access the top of the deck is through the
stairs belowdecks, and Old Saltbreath’s guard dog of sorts—a hunter
shark—keeps watch.

The bottom of the ship has been flooded, allowing the


shark to live in a cramped existence. A character can free the shark

31
by attacking the ship’s hull to allow it to escape. If the shark enters • Ceilings and doorways are 7 feet high.
combat, one of the sahuagin atop the deck are alerted to the • There are no light sources.
intruders via their “shark telepathy” trait. • Due to the heat, the stench in the sewers is sickening.
Characters become poisoned by the stench unless they
Old Saltbreath is not on the ship, a fact revealed if the have some way to repel the stench. This effect lasts until
characters go above decks. A character who can communicate with they leave the sewers.
the sahuagin learns that Old Saltbreath is in the dreamlily den
nearby (D3). B1. SEWER ACCESS
This area proceeds as written with the following change: instead of
D2. DEN ANTECHAMBER any official notice by city officials, the door merely reads “JACKALS
IN. EVERYONE ELSE OUT.”
In this small room lies a coffer with 100 sp. It is guarded by a tortle
and an inspired. The tortle acts as a bouncer for anyone trying to
score dreamlily without paying the price, while the inspired B2. SEWERS
kalashtar acts as Vezt Deshirod’s informant and quori connection.
The two refuse to allow anyone into the den, merely stating that the This area proceeds as written.
“boss wanted a private session”. If the sahuagin aboard the Dagger’s
Scabbard have not yet been alerted to the party, the inspired does
their best to get their help while the tortle defends the den.
B3. SECRET DOORS
This area proceeds as written.
D3. DREAMLILY DEN
This den is outfitted with a special apparatus that vaporizes
B4. RUSTY IRON DOOR
dreamlily into a gas. Old Saltbreath (sahuagin baron) and four This area proceeds as written.
female kuo-toa are each have some kind of mask strapped around
their mouth and nostrils and are catatonic. A DC 15 Wisdom
(Medicine) check reveals that they have been put into a euphoric B5. ARROW SLITS
slumber under the effects of inhaling dreamlily.
This area proceeds as written, except a half-orc thug stands watch,
This sleep is nonmagical and any means of stirring a person listening for the iron door (B4).
from sleep work on these creatures. Alternatively, the dream spell
allows one to communicate with Old Saltbreath or the kuo-toa. If
cast, the messenger sees a rather risqué dream between Saltbreath
B6. STORAGE ROOM
and the kuo-toa before being able to shape the dream to their will. This area proceeds as written, except 2 shifters also listen for the
The kuo-toa have no information to reveal, but communicating with iron door (B4).
Saltbreath (whether through the sleeping or waking world) reveals
the following:
B7. RAT KENNEL
• The artifact has been smuggled back into the city via the
This area proceeds as written with the following exceptions: it has
sewers. A wererat named Wretch took it from Saltbreath.
been repurposed to be a living area for rats that the Jackals train.
• Saltbreath is working with House Tarkanan to fuel his
One shifter trains two giant rats named Beef and Taters to stand on
narcotic addiction and operation. He says that a Kalashtar
their hind legs.
woman makes some of the best dreamlily product in
Sharn.
If the characters promise not to harm Saltbreath or report him to B8. SUNKEN CELLAR
the authorities, he’ll tell them that the sewers belong to the Red
Jackals, shifters and half orcs who are very territorial. This area proceeds as written.

B9. RAT-INFESTED CELLAR


This area proceeds as written with the following exceptions: two
swarms of rats looking for their next meal skitter around area B9a,
while a half-orc wererat prepares the said swarms’ meals in area
B9b.

The sewers use map 4.7 “Cellar Complex” in W:DH for their
encounter locations. It is assumed at this point that the characters
B10. JACKAL LIVING QUARTERS
have trekked through the sewers for a few hours before reaching This large area encompasses everything a hideout would need to
this location, as they are traveling across the city’s entire sewer meet the most basic needs. Straw cots, moldy furniture, and even
complex. The sewers have the following features: water logged playing cards provide rest and relaxation for the Red

32
Jackals. At any given time, 1d6 + 4 shifters keep themselves busy in The calm emotions spell or other effects like it can quash
this area. the riot for the time being, allowing the characters to learn where
Wretch was taken. Both shifters and priests will answer the likeliest
spot is Coldflame Keep (High Hope, Middle Northedge).
B11. CHEWIE’S ROOM Alternatively, both shifters and priests alike can be intimidated into
revealing their suspicions with a DC 15 Charisma (Intimidation)
The entirety of area B11 has been flooded with wastewater. The
room itself is sunk 10 feet below and belongs to “Chewie”, the giant check. If the shifters or priests have not entered combat yet,
crocodile the Jackals use to eliminate any evidence or tresspassers. characters make this roll with disadvantage.
Chewie can’t escape their room, but any hostile encounters with the
shifters in the living quarters (B10) will prompt them to try and lure
the charactes to Chewie in an attempt to feed the hungry, hungry
sewer croc.

Coldflame Keep is a garrison temple that was once staffed by


hundreds of Silver Flame templars. Now it is all but abandoned, only
staffed by a handful of devout clerics—and often used for self-
spurred inquisitions. Wretch has fallen victim to one such
inquisition.
When the characters emerge from the sewers, they enter North
Market in Lower Northedge. A commotion has grown around
Fathen’s Shrine, with the shifter community at odds with the
pilgrims of the Silver Flame.
To get to where Wretch was taken in the keep, the characters need
Escaping the stench of the sewers, you return to the surface to solve the keep’s puzzle first. As they enter, they find themselves
and find yourself amidst a throng of shops. These shops offer in a room where a statue of Tira Miron surrounded by four saints
everything from fur grooming, claw trimming, and a plethora holding candles and a wall of silver flames blocks their path.
more of services dedicated to Sharn’s shifter community.
However, the stores are empty as all the clerks have joined a Entering Coldflame Keep, a magnificent marble tableau of a
larger group of shifters around a shrine. Looking closer, you see female paladin and four saints surrounding her greets you from
now that the Sharn Watch has set up a defensive line between across the hall. An inscription at the base lists the names of the
the shifters and pilgrims of the Silver Flame. In between them, saints and also reads:
you see some from the shifter community and some from the
Silver Flame already slain.

The shrine in question is Fathen’s Shrine, a priest of the Silver Flame “Thou shalt not burn within the flame
who ended a scourge of wererats in Sharn. Worshippers of the Silver
Flame often make pilgrimage to the shrine, but the shifter If thou can speak her holy name”
community has always heard stories of Fathen discriminating
persecute all of their kin whether or not they were true
lycanthropes. Behind the tableau, a veil of silver flames blocks the path
forward.
Only minutes before, zealots from the Silver Flame
kidnapped Wretch, the House Tarkanan smuggler. Whipped up into The paladin is Tira Miron, who gave her life to bind an ancient
frenzy, both sides—numbering well over thirty--are too furious to demon within the Silver Flame. She is often seen as a martyr and
reveal where they suspect the zealots took Wretch. some visage or tribute to her can be found in nearly every Silver
Flame church.
The Sharn Watch was only recently deployed to prevent a
riot and have yet to gain a handle on what incited the violence in the The candles burn with the essence of the Silver Flame and
first place. They warn that characters who interfere will be punished can’t be extinguished. A character who tries to cross the veil of
with fines or even arrested. Meanwhile, bloodthirsty shifters and flame takes 26 (4d12) radiant damage and is blinded for 8 hours. A
wrathful practitioners of the Flame are itching for the chance for the character can make a DC 16 Constitution saving throw at the end of
other side to strike first and call it “self-defense”. If a character goes every hour to end this effect.
to try and help the slain shifters or priests (a futile attempt unless in
possession of spells that can raise the dead), the other side takes
that as a decision made against them, and attacks (4 shifters if the
priests are helped or 4 priests if the shifters are helped). 8 guards This particular statue also includes four saints from
also get involved, trying to subdue the combatants instead of killing
Coldflame Keep: Tulio, closest to Tira; Imelda, behind Tulio;
them. Rhiannon, third furthest from Tira; and Archibald, the furthest from

33
Tira. Each saint holds a number of candles: Tulio, twenty; Imelda, • They were caught by these zealots and brought here to be
nine; Rhiannon, eighteen; and Archibald, one. The number of tortured. They only cared that Wretch is a lycanthrope
candles each saint holds corresponds to a letter of the alphabet. and didn’t seem to care about the artifact at all.
Characters can count into the alphabet to learn what letter each • They tied up Wretch and kept them blindfolded and
number corresponds to. The proximity of the saints to Tira spells out gagged until it was time to torture them.
her name: (T)ulio, (I)melda, (R)hiannon, (A)rchibald. Once a • Sometime into their torture, the zealots fell over, dead.
character speaks her name, “Tira”, aloud, the veil of flames vanishes, If left unsupervised, Wretch flees back to the sewers.
and it is safe to proceed.
The dead zealots succumbed to the poisoned wine sent by
A character does not need to “solve” the puzzle to know Oleander, Wretch’s contact. The bottle of wine lies within the
Tira’s name. For example, if they follow the Silver Flame, they may chapel, as does a few other items that function as red herrings. A
know already who the tableau depicts. censer full of powdered silver, a basin of holy water, and holy
symbols of the Silver Flame all look suspicious—how that’s so can be
HINT CHECKS left up to you.

Any character has the option of making these ability checks to A successful DC 15 Wisdom (Medicine) check on the
receive a hint. zealots reveals that they were poisoned by a liquid. If the characters
try the wine bottle for clues, it lists its ingredients but not any sort of
Intelligence (Investigation) DC 15. The character senses that the vintner or place of business. A successful DC 15 Intelligence (Nature)
name of the saints may have something to do with the name of the check on the wine deciphers the ingredient listed as atropa
paladin. belladonna as the poisonous deadly nightshade. After this check is
made, another DC 15 Intelligence (History) check reminds a
Intelligence (Religion) DC 10. The character knows that these are character that they have heard of a tavern in Sharn by the same
important figures of the Silver Flame and that the order of the saints name: Nightshade.
to the paladin is important.
Alternatively, the detect poison and disease spell reveals
Wisdom (Insight) DC 10. The character senses that the number of that the wine is poisoned. Ingesting the wine also reveals that it is
candles isn’t arbitrary. poisoned; a character must succeed a DC 20 Constitution saving
throw, taking 44 poison damage and immediately falls unconscious
on a failure or take half as much on a successful one.

In the chapel behind the tableau, Wretch clings to their life in the
middle of half a dozen dead templars.

Behind the veil of flame, a small chapel lies. Sitting on a pew is


a wererat clinging on to life. Scattered on the floor are half a
dozen lifeless Silver Flame templars. The wererat looks at you,
wincing as it speaks. “It wasn’t me,” it says. “It was—ack!” The
wererat chokes on their words as they rub their freshly seared Once at Nightshade, the characters find the drow contact, Oleander
neck. Nightbloom. Oleander is one of Nightshade’s premiere bartenders
for his charm and expertise. His smile is disarming and vivacity for
Wretch was being tortured by the templars when they all suddenly life makes his patrons forget their drinks are poisoned until their lips
died by poisoned wine. Burns mark their wrists, neck, and chest, and begin to tingle. Oleander recently allied himself with House
their ears have been cropped and cauterized before bleeding could Tarkanan, finding sympathy in their plight and a family in a land
occur. Regardless, the searing pain caused by the Silver Flame is unknown to the Xen’drik immigrant.
unbearable for the lycanthrope and they will die within a minute
without any healing from the adventurers. Due to the magic of the If a character speaks the phrase, “I’m looking for Bella
flames, Wretch can only be saved by healing magic: using a healer’s Donna”, have them make a DC 15 Charisma (Deception) check with
kit appears to heal the wererat but doesn’t. A successful DC 15 disadvantage. If they succeed the check, Oleander tells them that
Intelligence (Arcana) check reveals that the burns are severely “she’s in the back” and directs them to where the poltaa’kur is. On a
affecting the lycanthrope and magic must be used to heal them. failure, Oleander tells them that “she’ll be out in a moment” and
insists that they have a drink. A character can make a Wisdom
If Wretch is healed, they’ll tell them the following (Insight) check contested by Oleander’s Charisma (Deception) check
information as thanks: to learn if he is lying. If they succeed, they also sense that they are in
immediate danger from Oleander. If the characters imbibe, they
• They were hired by House Tarkanan to smuggle an artifact must make a DC 15 Constitution saving throw or be poisoned for
to an associate, a drow. one hour.
• They say the code phrase they were supposed to use was
“I’m looking for Bella Donna”. This would let the drow If combat begins, Oleander uses a special action before
know they’ve found the right person. initiative is rolled to animate six bottles of liquor from his bar.
Consider Oleander to have cast the Melf’s minute meteors spell,

34
except he doesn’t need to maintain concentration, and the liquor
bottles deal poison damage instead of fire (simulating the poisoned
liquor shattering on impact). Just as if it were a spell, dispel magic or
Braala is gruff and stern, but quite a pleasant chatter. She lives and
a similar effect returns the bottles to their mundanity.
manages the facility in which she trains the citizens of Malleon’s
Once Oleander is reduced to half his hit point maximum, Gate how to fight. She is in Daask’s pocket, as the organization sees
he’ll yield and produce the poltaa’kur. a perfect recruiter and trainer for future soldiers. She has a coin
purse on her person holding 150 gp, her fee for housing the artifact.

When it comes to Daask’s business, Braala has tight lips—


unless someone gets her in the ring. Too focused on fighting, Braala
will let anything slip if it means shutting her opponent up. How
adverse Braala is to speaking is largely left to you, but when she
opens up she tells the characters the following information:

• She was given the artifact by Hrabbaz. A day later, a Daask


Malleon’s Gate is home to a large population of Droaamish settlers agent showed up with her pay and told her a warforged
and goblinoids. It is a tough neighborhood, where the Sharn Watch would be on their way within the week.
refuses to go with anything less than ample protection. Halflings and • The warforged stopped by less than an hour ago and was
other smaller races that have crossed the Boromar Clan are known headed through the Cogs to Khyber’s Gate.
to have been dumped there to let the street gang, Muut, deliver • She is actively buying time for the warforged to get away
punishment as they will. Malleon’s Gate is distrusting to all who they from the characters. Hrabbaz tipped her off that they
don’t call their own. But if you’re a goblinoid or a native from would come looking.
Droaam, you won’t find any more dedicated and loyal neighbors. A successful Wisdom (Insight) check contested by Braala’s Charisma
The sense of community is strong in Malleon’s Gate, whether it be (Deception) check reveals that something is worrying her. If a
to eliminate an outsider or welcome a newcomer. character beats her in the ring or succeeds a successful DC 20
Charisma (Intimidation) check, she reveals that she thinks Boromar
Braala resides at a boxing ring she converted into her assassins are after the warforged.
home. When the characters find her, they find a handful of other
goblinoids and Droaamite characters using her facilities to train.

Trudging through the snow, you find yourself in a bleak and


dark tenement district. Whereas the rest of Sharn is bedecked
with colorful lanterns to stave off the dark, Malleon’s Gate
offers nothing to look at except the glares of its roughest
citizens as you pass by. A dozen shouts and grunts spill out into
the snow-laden street from a building nearby. A sign above it
reads “Braala’s Beatdowns’. The tunnels of Ashblack are cramped and collapsing, but well-
traversed. Rivers of lava snake through the region, but the tiefling
Inside the building are 1d4 orcs and 1d6 hobgoblins. Braala (LE population of Sharn pay the heat no mind and often end up making
female hobgoblin captain) watches a spar between an orc and quite a bit of money as part of the Sharn Watch that patrols the
hobgoblin, calling out techniques and corrections. All creatures Cogs. The warforged laborers who toil here are often covered in
inside the building are unarmed and unarmored, replacing their soot and emit a glow as their own metal heats up to a bright red
attacks with unarmed strikes and their AC with 10 + their Dexterity luster. Still, even their bodies are not strong enough to withstand
modifier. If a character instigates a fight that would end in a fatality the Fernian lavas that bubble below—a fact the characters may find
for any of the creatures mentioned above, they instigate a fight with out if they don’t interfere.
all of them.
The sulfurous tunnels of Ashblack are cramped and stuffy. The
When a character enters Braala’s Beatdowns, read the snow steams off your bodies as streams of lava trickle along the
following. craggy earth while the faint echoes of metal striking metal rings
through shrinking tunnels. After an hour, the tunnel opens up
Entering the building, a moistness permeates the air; the into a yawning molten cavern. The grinding machinery that
moistness of sweat. Orcs and goblinoids pummel suspended gives the Cogs its name tumble lava over their spokes that
splatters high into the air, melting anything that comes to close.
stacks of grain fashioned to look like hafllings and Sharn Watch
A narrow stone path connects the cave mouth where you stand
officers, paying no heed to your entrance. A boxing ring creates at to a large watchtower on a precipice.
the centerpiece of the facility.
The watch tower uses map 4.8 “Converted Windmill” from W:DH.
In the ring, an orc and a hobgoblin trade blows with fists that The Sharn Watch uses this tower to supervise a large swath of
splash the sweat off each other with cracking smacks. A Ashblack. The tiefling guards who staff it are accustomed to the
muscular hobgoblin woman stands just outside the ring, calling heat.
out corrections in their techniques.

35
tiefling thugs scrub the soot off of armor in the chamber east of the
coolant tower (W5).
The watch towers in the Cogs are constructed from a Fernian basalt
alloy which insulates the interiors from the extreme heat outside. W7. CAPTAIN’S QUARTERS
The following features apply unless an area description or encounter
states otherwise: These quarters serve as the squad leader’s personal bedroom. A
hammock has been strung up in the northeast corner with a book
• Rooms have 15-foot-high ceilings, with 10-foot-high holding illustrations of scantily clad succubi inside it. A missing stone
passages and 7-foot-high doorways connecting them. underneath the book serves as a hiding spot for.a small sack
• The entire watch tower is dimly lit. The molten glow of containing 50 gp—the bribe from the Boromar contact. Characters
the Cogs streams into the tower through numerous in this room can hear someone interrogating and beating someone
portholes no larger than one’s finger. in the holding cell adjacent to this room on the left (W8).

W1. STONE STAIRS W8. HOLDING CELL


This part proceeds as written, with any debris being replaced by
mud or molten slag. This small holding cell is occupied by the tiefling squad leader
(knight) and the warforged Daask agent. The warforged has had
their arm forcibly ripped from their body (the same tossed down the
W2. LIVING QUARTERS chute in W4A) and has 1 hit point left. The squad leader is
demanding to know why the syndicates are after the artifact, to
The term “living quarters” encompasses the barracks, kitchen, dining which the warforged truthfully replies that it doesn’t know.
room, laundry room, and even recreation room in a configuration
you see fit. In two rooms of your choice, two tiefling Sharn Watch
members go about their business. These tieflings use thug stats, WHO KNOWS WHAT
resist fire, and can cast the hellish rebuke spell (spell save DC 12) After the combatants are felled, the characters can ask the
once per day. They are on the Boromar Clan payroll and can reveal warforged or the squad leader where the artifact went. Either reveal
that their squad leader is interrogating someone upstairs with a the same information and know nothing more:
successful DC 15 Charisma (Intimidation) check.
• The warforged had the artifact on them when they were
W3. PRIVY arrested by these guards. The guards continued to
interrogate them until a duergar showed up.
Beyond the door to the privy is a hole that opens into the lava far • The duergar said that “Lazlo Boromar” sent them to
below. A terrible stench fills this room. acquire the artifact. He had some sort of tentacle wrapped
around his arm.
• He grabbed the artifact, then asked about any temples
W4. GARBAGE CHUTE nearby, seemingly wanted to get any “daelkyr curses”
removed from the artifact.
Area W4A is directly underneath area W4B. The floor of the upper • They pointed him to the Pool of Onatar’s Tears in
chamber has a 5-foot-diameter hole in its center where garbage Blackbones. After that, he left.
funnels into the lower chamber. Right outside the door to W4A, a The characters should now know that they’re looking for a duergar
lever opens and shuts the trap door that creates the floor of the that allegedly went to Blackbones. A DC 17 Intelligence (History)
lower chamber, tossing garbage into the lakes of lava beneath the check on the “daelkyr curse” reveals to a character that the
watch tower. Dhakaani empire of goblinoids have a long and bloody history with
the daelkyr of Khyber and the least of these creatures’ heinous
If a character enters W4A before encountering the squad
schemes included cursing artifacts and forcing symbiotes onto the
leader upstairs, they see a warforged’s arm tossed down from the
goblinoids.
chute and onto the trapped door.

W5. COOLANT TOWER


In conjunction with the Fernian alloy that creates the tower, a large
monolith of Risian shale cools the top of the tower where the heat
would collect and boil any creatures otherwise. Characters feel
noticeably cooler when near it.
Having arrived in Blackbones, the characters can clearly make out
W6. DRY GOODS the temple that houses the Pool of Onatar’s Tears. The duergar had
asked Smith, the temple priest, how to reach House Jorasco’s House
These rooms store not only food rations and preserves but papers, of Healing from Blackbones. Smith indulged the duergar and allowed
arms and armor, and general goods that keep the tower clean. Two him inside the temple, where the duergar then tried to force Smith
to attune to the artifact, pushing them into the pool in the process.

36
Smith activated the temple’s defense mechanisms and cast some Dynamic Elements. The cogs and the rune become more dangerous
low level magic to try and oust the duergar. The duergar fled, but the longer the trap remains active.
the mechanisms are still between the characters and Smith.
Cogs Accelerate. The cogs move with increasing speed, slowing only
Walking for hours through the stifling mines of the Cogs, you when they hit a target. Each time the cogs miss with an attack, their
finally arrive at a small temple of gleaming brass. Inside, the next attack becomes harder to avoid. After each miss, the cogs’
clacks and whirs of machinery rumble the earth surrounding attack bonus increases by 2, and their damage increases by 3 (1d6).
the solitary temple. Steam from a tall, fluted chimney rises up These benefits apply until the cogs hit a target, after which the
high, suggesting water within. There are no signs of life outside values return to normal.
its walls—or tentacled duergar.
Rune’s Defense. Tampering with the Rune of Corrosion increases
The defense mechanisms were built into the temple in order to keep the trap’s power. Each successful check on an attempt to disable the
looters away from the pool. When the characters enter the temple, raining rune increases the damage of the cogs and the crushing
they see the following: pillars by 5 (1d10) and increases the rune’s saving throw DC by 1.

Drawing near the front doors of the temple, the machine Constant Elements. The Whirling Cogs and the Rune of Corrosion
sounds shriek and the ground trembles beneath you. Opening affect each creature that ends its turn in an area affected by these
the brass doors, enormous cogwheels carve into the temple elements.
floor at a speed that betrays their size and weight. Beyond their
Whirling Cogs. Any creature that ends its turn in the cogs’ area is
whirling spokes, decorative hammers as large as carriages
targeted by an attack: +5 attack bonus; 5 (1d10) bludgeoning
pummel the earth with every synchronized fall. In the glimpses
damage on a hit.
you catch between the trap, you can see two larger, ornate
doors at the end of this pulverizing hallway. Rune of Corrosion. Any creature that ends its turn within 10 feet of
the far end of the corridor must make a saving throw against the
Rune of Corrosion effect.

Countermeasures. Each of the trap’s active elements can be


thwarted by particular countermeasures.
The path forward to the Pool of Onatar’s Tears is blocked by a Whirling Cogs. Characters can smash the cogs, damage their
complex trap. Below gives you the information you need to run the components, or discern how to avoid them. The cogs are disabled if
trap. their attack bonus is reduced to −8. Ways to reduce it are described
below.
Trigger. The trap has already triggered by the time the characters
arrive. Intelligence (Investigation), DC 15. As an action, a creature that can
see the cogs can attempt an Intelligence (Investigation) check. A
Initiative. The trap acts on initiative count 20 and initiative count 10. successful check means that the character has learned how to
anticipate the cogs’ movement, imposing disadvantage on the cogs’
Active Elements. The Pulverizing Path includes a set of whirling cogs
attacks against the creature while it isn’t incapacitated.
along the first 40 feet of the trap, crushing hammers that slam down
from the ceiling to the floor before rising back up to the ceiling in Attack. A creature in the area can ready an attack to strike at one of
the next 20 feet, and a corrosive rain in its final 20 feet. the cogs as it goes by. The cog gains advantage on its attack against
the creature. The creature then attacks. Each cog has AC 15 and 15
Whirling Cogs (Initiative 20). The blades attack each creature in the
hit points. Destroying a cog reduces the Whirling Cogs attack bonus
first 80 feet of the hallway, with a +5 bonus to the attack roll and
by 2.
dealing 11 (2d10) bludgeoning damage on a hit.
Dexterity check using thieves’ tools, DC 15. Creatures can use
Crushing Hammers (Initiative 10). Each creature in the 20-foot-long
thieves’ tools in the area attacked by the cogs to foil their
area beyond the first 40 feet of the hallway must make a DC 15
mechanism. A successful check reduces the Whirling Cogs attack
Dexterity saving throw. On a failed save, a creature takes 11 (2d10)
bonus by 2.
bludgeoning damage and is knocked prone. On a successful save, the
creature takes half as much damage and isn’t knocked prone. Crushing Hammers. The hammers are not susceptible to
countermeasures.
Rune of Corrosion (Initiative 10). A rune inscribed on the ceiling
rains a corrosive liquid from above. Each creature in the 20-foot-long Rune of Corrosion. The rune can be disabled with three successful
area beyond the Crushing Pillars must make a DC 15 Dexterity saving DC 15 Intelligence (Arcana) checks. Each check requires an action. A
throw. On a failed saving throw, acid begins to eat through the creature must be at the end of the hallway to attempt the check,
creature’s nonmagical weapons and armor, giving each item a -1 and only one creature can work on this task at once. Once a creature
penalty to attack rolls, damage rolls, or AC. Each turn a creature attempts a check for this purpose, no other character can do so until
moves through or starts its turn in the corrosive rain, it repeats this the end of that creature’s next turn. Alternatively, the rune can be
throw. If an item’s penalty drops to -5, the item is destroyed. disabled with three successful castings of dispel magic (DC 13)
targeting the rune.

37
You ascend from the Cogs back onto the wintry streets of High
Once the characters pass through the Pulverizing Path, they find Walls in Tavick’s Landing. The streets are packed tight with
Smith in a small chapel with the Pool of Onatar’s Tears. destitute refugees bearing Cyran garb, the green hues of their
threadbare clothing like pine trees amongst the falling snow.
The doors fling open as you throw yourselves through the
“Out of the way!” Roars a brooding knight in a red cloak.
trapped hallway. A small chapel houses no pews or alters but
“Any residents defying lockdown protocols will be severely
instead a large basin of water set within the rock itself. It smells punished!”
slightly sulphuric and fizzles with steam. A warforged adorned
in soaking priestly robes wrings out the water back into the The residents of High Walls are reluctant to speak ill of the
Redcloaks (who use the veteran stats) for fear of retribution. They
pool. They take notice at your arrival and run for their mace.
can be bribed to reveal information at a price you see fit.
Alternatively, a character can make a DC 15 Charisma (Persuasion)
check to get a resident to fill the characters in on the Redcloaks’
“Leave!” They shout. “Else I banish you like the other goon!” lockdown and methods of punishment. A character with a Cyran
background makes this check with advantage. A DC 15 Intelligence
(History) check can also reveal this information.
Smith (LG warforged priest) assumes the characters are with the
duergar but is quick to change their mind if the characters explain
The lockdown drill lasts for four hours, during which no
they’re after the duergar.
one is allowed to enter or leave High Walls. 1d6 + 2 Redcloaks are
posted at each exit (a number that you decide), and residents are
Smith explains how he offered for the duergar to come in
ordered out of their businesses and onto the streets while the
when he asked for directions, and shortly after he tried to force
Redcloaks simulate hostage situations, finding fugitives, and so on
Smith to attune to the artifact he was carrying which is how Smith
and so forth.
took a tumble into the pool. If he sees the characters with corroded
gear, he allows them to dunk them in the pool which removes any
penalties (a destroyed weapon is still destroyed).

Smith tells them the duergar asked for directions to House


Jorasco’s House of Healing. The only way Smith knows of nearby
that could take the duergar back to the surface is through High The duergar is somewhere in High Walls but finding him will be
Walls. They suggest the characters try catch the duergar there. difficult. The district is filled beyond max capacity with refugees, and
the Redcloaks are around every corner accosting them. The duergar
Smith tells the characters the trapped hallway (if it’s still
stays on the move around the district, trying to avoid the Redcloaks
functional) will reset in an hour. They are more than welcomed to
at every turn. While he avoids the Redcloaks, he can’t avoid the
rest in the temple in the meantime.
refugees—and the walls in High Walls have eyes.

FINDING THE DUERGAR


When the characters begin their search, have the duergar take the
Hide action, adding 15 to the roll (to a maximum of 30–this bonus
simulates the sheer number of people in High Walls). The characters
can then take the Search action trying to beat the duergar’s roll.
Each refugee they ask lowers the DC by 2, and each security
When the characters reach High Walls, they find the entire district in checkpoint they pass lowers the DC by 5. Whenever a character
lockdown. The Redcloak Battalion runs drills in the district due to its searches for the duergar, on a failed check, they pass a security
old functions as a fortress prison. The Cyran refugees who live here checkpoint. If the search begins to feel like a chore or becomes too
often dread these drills, as it gives the Redcloaks an excuse to abuse frustrating, the duergar is caught at a security checkpoint.
and punish them simply for being Cyrans. Even the duergar’s
connections to the Boromar Clan won’t help him here, as the
Redcloaks are veterans of the Last War who have suffered worse. SECURITY CHECKPOINTS
The silver lining? It’s the perfect time for the characters to catch the The security checkpoints are conducted at the various gates that
thief. lock and fall in High Walls. During this drill, a Redcloak veteran trains
a rookie (warforged soldier) how to pat down suspicious individuals.
Each pat down takes 10 minutes per character. Any attempt to
speed the process along or any attempt to refuse the pat down
The characters arrive in High Walls, with Redcloaks all over the draws immediate suspicion. If a character continues with this
district and the duergar nowhere in sight. behavior, the Redcloaks attempt to detain them (by any means you
see fit) and hold them for further questioning. The questioning
process itself takes one hour, after which the Redcloaks are
convinced the character is not a person of interest. A character is

38
detained by a pair of manacles that can be unlocked with a DC 15
Dexterity check made with thieves’ tools.

If the characters catch the duergar at a security


checkpoint, the Redcloaks attempt to detain the characters if they
try to interact with the duergar. A DC 20 Charisma (Persuasion)
check can convince the Redcloaks they are not with the duergar, and
those who have allies in the Redcloaks via their background or any
other means automatically succeed this check. If combat begins, the Rraac “Redblade” (LE Orc berserker) is the proprietor of the tavern.
duergar turns invisible and tries to escape the checkpoint as the Redblade has loyally served the Deathsgate Explorers Club for years
Redcloaks and the characters battle. and has no intention of crossing loyal customers just because their
padded pockets might be stained with blood. Redblade doesn’t
condone killing in his place of business, but anything short of murder
DEATH OF A DUERGAR is fair game. A rough crowd demands a rough place, and Redblade is
If the lockdown ends and the duergar still hasn’t been caught, Felth no stranger to rough living.
Dire ambushes and slays him before making off with the artifact.
Felth takes the artifact to Redblade’s, where it is once again in the Felth Dire returns to Redblade’s for a tall drink with her
hands of Daask. own adventuring party: a drow, a changeling, and a shifter. Felth
can’t be negotiated with, and Redblade won’t allow anyone to die in
The Redcloaks leave and business resumes as usual in the High his tavern. Redblade will only join combat if he feels threatened or
Walls district. A moment later, a flash of radiating light and a believes that someone is going to die.
cry of anguish echoes through the streets. In between fleeing
citizens, you catch a glimpse of the duergar on the ground. A After combat, Redblade attempts to extort the characters
woman in dark clerical robes and crimson hair swipes the for 25 gp—money that covers the damaged furniture and his silence.
poltaa’kur off the duergar before turning to flee. If they protest his fee, he’ll tell them that he can go to the Sharn
Watch or the Deathsgate Explorers Club with what he saw here—
their choice. A DC 13 Wisdom (Insight) check reveals that Redblade
The characters can attempt to chase Felth through Tavick’s Landing is bluffing despite his frustration; he can’t be bothered to pursue his
using the rules for an urban chase found in chapter 8 the Dungeon claim.
Master’s Guide. If done so, Felth starts 90 feet ahead of the
characters. The chase stops after Felth escapes or after 5 rounds, Once defeated, the characters can claim the Poltaa’kur
wherein Felth manages to hail a skycoach to take her away. A from Felth Dire’s person
character with a Passive Wisdom (Perception) of 16 or higher hears
Felth direct the skycoach driver to Redblade’s, (Middle Tavick’s
Landing).

If the characters do not chase Felth or she gets away, they


At the end of an encounter chain, a character who is attuned to the
can ask eyewitnesses in High Walls what they saw. For each
poltaa’kur can learn the location of Duur’Sharaat and what three
eyewitness they ask, roll a d100. There is a 25% chance that they
keys are needed to open its doors. The artifact also reveals that the
have seen Felth at Redblade’s before. Otherwise, they only report
sphinx Flamewind now guards Duur’Sharaat, as was prophesized. If a
the murder described above.
character asks what the artifact means by prophesized, it replies
If the duergar is raised from the dead or spoken with via that they can ask the sphinx herself when they get there.
the speak with dead spell or a similar effect, he can tell the
The three keys needed to open the vault are chosen by
characters the following information if asked:
you or determined randomly by rolling on the Duur’Sharaat Keys
• His name is Baltsky Sundermine. table. Illusory versions of keys don’t open the door.
• He was grabbing the artifact for the Boromar Clan. It
Every key can be found or procured in Sharn. If the
doesn’t know what they want with it.
characters don’t already know the location of a key, they can gather
• The woman that attacked him bore the insignia of the
information about it. To do this, a character must spend 1 day and 5
Deathsgate Explorers Club on her cloak. She also carried
gp researching the location of a key. At the end of this day, the
an amulet of the Dark Six on her person.
character makes a DC 15 Intelligence (Investigation) check, learning
• He won’t go fight Felth again, but he will sell his tentacle the location of the key on a success. If the check fails by 5 or more,
rod to the characters for 250 gp. the main villain learns of the search and sends lackeys to attack the
TREASURE characters and, if possible, wrest the poltaa’kur from them:
If the characters leave Baltsky dead, they can loot his tentacle rod off
• The Boromar Clan sends either five guards and an iron
his person. They also find a small chainmail sack with 50 gp.
defender from the Sharn Watch bribed by the clan’s
coffers (70 percent chance), or three halfing thugs riding
three clawfoots (30 percent chance).

39
• Daask sends five goblins and a goblin boss, (70 percent
chance) or three cockatrices and an ogre (30 percent
chance).
• House Tarkanan sends three drow and one inspired (70
percent chance) or a Tarkanan assassin with two CR 1
living spells (30 percent chance).
• The Tyrants send three changelings and a changeling spy
(70 percent chance) or two changelings and a
doppleganger (30 percent chance).

40
Invisible Creature. Any creature under the effect of the invisibility
spell counts as this key, as do naturally invisible creatures.
The keys are further described below, in alphabetical order. Select Pair of Bugbear Ears. Daask employs bugbears and many make their
three from the list. home in Malleon’s Gate. Characters can chop the ears off them. A
live bugbear also counts as the key.
Animal Companion. A character may already have an animal
companion if they are a druid or a ranger. The find familiar spell (so Pirate’s Cutlass. A pirate’s cutlass is on display on the wall in the
long as the creature is a beast) also fulfills the requirement of the Broken Anchor (Warden Towers, Middle Menthis). The characters
key. Characters can also purchase animal companions from can also find a discarded cutlass with a DC 15 Intelligence
Maynard’s Menagerie (Deathsgate, Middle Tavick’s Landing). Rats (Investigation) check anywhere in Cliffside.
and spiders hide in the ruins of Duur’Sharaat, and charming these
creatures also fulfills the key requirement. Pocket Sized King. A king of this size can be found as a piece of a
dragonchess set or on a playing card. Either can be bought at Roll
Animated Construct. Any creature of the construct type works as and Conquer (Bazaar, Middle Dura).
this key, including warforged. An object animated by the animate
objects spell also qualifies as this key. Tattoo. A character can acquire a tattoo at the Veil of Flesh (Shae
Lias, Upper Northedge) for 1 gp. Dragonmarks do not qualify as
Bottle of Poisoned Wine. A bottle of poisoned wine can be tattoos.
purchased at Nigthshade (Shae Lias, Upper Northedge) for 50 gp.
Any poisoned bottle of wine will qualify. Two Identical People. A changeling that shifts to look like another
character qualifies as the key. Similarly, the reflection of a person (as
Cleansing Stone. A cleansing stone can be bought in any at any of if caused by a mirror or another effect) also acts as the key.
Sharn’s magical purveyors for 25 gp.
Undead Noble. An Undying Councilor in Gates of Passage or the
Dinosaur. A fastieth or clawfoot can be found in Little Plains (Middle actor playing the Late Count in the Sharn Opera House (Upper
Menthis). Kept as pets to the halflings that live there, the halfling Menthis) qualify as the key.
owner would be willing to travel to Duur’Sharaat with their dinosaur
for 5 gp. Alternatively, a character who transforms into a dinosaur, Unquenchable Flame. Flames produced by an everbright lantern or
or any other kind of dinosaur the characters may have come across the continual flame spell qualify as the key.
also qualifies.
Zil Brandy. An exquisitely rare brandy from Zilargo, this spirit can be
Dragonshard. An Eberron dragonshard qualifies as one key, a Khyber found in Den’iyas (Upper Menthis) for 50 gp.
dragonshard qualifies as two keys, and a Syberis dragonshard
qualifies as three keys. Each dragonshard can be found at Crystals of
Denion (Silvergate, Upper Tavick’s Landing) but the prices are steep.

Alternatively, characters can try their luck finding a


qualifiable dragonshard on the banks of the Dagger River. A
character who dives into the river and searches its bottom can find
an Eberron dragonshard with a successful DC 15 Intelligence
(Investigation) check, a Khyber dragonshard with a successful DC 20
Intelligence (Investigation) check, and a Syberis dragonshard with a
successful DC 25 Intelligence (Investigation) check.

Furless Shifter. A shaved shifter can qualify for this key, but so can
shifters who naturally do not have fur.

Harpy’s Song. Harpies are common among the theaters and taverns
of Sharn, where their enchanting voices can keep customers’ coin
coming. A harpy can be convinced with a fee or with a successful DC
12 Charisma (persuasion) check. If the characters are enemies of
Daask, there is a 40 percent chance the check is made with
disadvantage as the harpy is associated with the syndicate.

Hrazhak Totem. The popular shifter sport hrazhak has a few courts
in North Market and Stoneyard (Lower Northedge). A totem can be
purchased for 10 cp or stolen from shifter children. A character who
attempts to steal a totem must succeed a DC 12 Dexterity (Sleight of
Hand) check, alerting a gang of six protective shifters if they fail who
attempt to get the totem back.

41
DUUR’SHARAAT KEYS TABLE
d6 First key Second key Third Key
1 Animal Companion Animated Construct Bottle of Poisoned Wine
2 Cleansing Stone Dinosaur Dragonshard
3 Furless Shifter Harpy’s Song Hrazhak Totem
4 Invisible Creature Pair of Bugbear Ears Pirate’s Cutlass
5 Pocket Sized King Tattoo Two Identical People
6 Undead Noble Unquenchable Flame Zil brandy

42
• Three pillars running the length of the hall are carved to
resemble glaring hobgoblin heroes.
• The west wall bears a cracked mosaic that depicts a
hobgoblin woman blowing a mighty horn, from which a
Once the characters have the artifact, they can use it to determine city and goblinoids unfurl from its flaming end (in the
the location of Duur’Sharaat and the keys needed to enter it. As they south end of the wall is a secret door).
descend into Duur’Sharaat, describe the following scene to them: • Three archways in the east wall lead to crumbling bridges
that span the entrance foyer (V2) and end in front of
adamantine doors (leading to V6, V7, and V8).
You begin your descent deep beneath Sharn. Deep beneath Old Afterwards, this area proceeds as written, with the exception that
Sharn. Deeper than you’ve ever delved into the subterranean the secret door opens automatically if a goblinoid touches it.
world of Khyber. The ancient Dhakaani never stood where you
do now, but soon you’ll be amongst their streets, their V5. SECRET ROOM
buildings, their homes. What awaits you: the decrepit crypt of a
long-forgotten necropolis? Or a metropolis preserved beneath This area proceeds as written, with the exception that the silver
statuette found in Urn 5 is instead an adamantine dagger with a
the weight of time, like an insect in amber?
Dhakaani dirge singer etched into the blade (it is still worth and
Deep in the belly of Khyber, dragonshards cast their plum- weighs the same).
colored hues across an enormous cavern. The toothy maw you
had taken for spires of rock now take form. They’re not rocks—
their towers. Tower after tower after tower stretches for miles
V6. HAMMER AND ANVIL
in every direction, weathered by the ages but still standing This area proceeds as written, with the exception that any Dwarvish
defiant against the rot of time. Duur’Sharaat sprawls as far as influence is replaced with Goblin influence.
the eye can see, thousands upon thousands of more roads,
bridges, towers, courtyards, and tombs than Sharn and Old
Sharn combined. As you stare into the city, the city stares into V7. DAGII’S SECRET
you, hollow eyes unflinching and unrelenting, a skull fixed upon
This area proceeds as written, with these exceptions:
the living. An ancient fog clings to the towers’ base, a breath of
decay on which whispers the question: “Are you worthy?”
• Any Dwarvish influence is replaced with Goblin influence.
• “Dumathoin” is replaced by a goblin referred to as “Dagii”.
• The Dhakaani are agnostic people, so the DC 14
Intelligence (Religion) check is instead a DC 14 Intelligence
(History) check to recall that Dagii is a legendary goblin
The areas of Duur’Sharaat have the same features as written in thief.
W:DH.
V8. OL’ FIRE EYES
This area proceeds as written with these exceptions:
The following locations are keyed to map 4.9, “Vault of Dragons”
in W:DH. • The painted statue is of an armored bugbear.
• A successful DC 17 Intelligence (History) check instead of a
V1. VAULT DOOR DC 17 Intelligence (Religion) check reveals the statue to be
This area proceeds as written, with the exception that the the legendary barbarian, Guul’vus. Her legend says that
Dwarvish runes are Goblin runes. she dragged fire out of the heads of the mountains to the
earth below, explaining volcanic eruptions.
V2. ENTRANCE FOYER
V9. MAIN VAULT
This area proceeds as written, with the exception that the images of
dwarf warriors are instead hobgoblin warriors. When the characters arrive at the Main Vault (V9) for the
first time, read:

V3. STAIRS AND FRESCO The gynosphinx is Flamewind, who anyone affiliated with Morgrave
University may recall. She came to Duur’Sharaat not for the schema,
This area proceeds as written, with this exception to the fresco: but because she believes that its related to the Draconic Prophecy
instead of dwarves battling goblins, goblinoids battle daelkyr (see chapter 1 of Eberron: Rising from the Last War for more
emerging from a cave mouth instead. information). Ultimately, the Draconic Prophecy is not important for
this adventure; use it as a device to set up further adventures!
V4. HALL OF JHAZAAL Perhaps owing to her feline likeness, Flamewind is curious
This 20-foot-high hall has the following features: about the skills of the characters. Knowing they came for the
schema, she tells them she will allow them to record it if they can

43
first solve her riddle. Any attempt to decipher the schema or decline
her challenge prompts a defensive reaction from her.

The schema is the wall-spanning blueprint carved into the As the characters leave the vault, with or without the schema, they
wall. A character who can read and understand goblin understands are confronted by a hostile force sent by the main villain or villains.
the carvings in the wall to be mathematical formulas and equations. They are confronted by these antagonists in area V2:
The machine in the center of the blueprint is whatever eldritch
• If the Boromar Clan is the main villain, they encounter
machine that was selected at the beginning of the adventure. A DC
Lazlo Boromar (LE halfling abjurer) and two halfling thugs
20 Intelligence (Investigation or Arcana) check might reveal what the
atop two clawfoots. Since the clan doesn’t like to kill, Lazlo
machine’s purpose is. A character attuned to the artifact knows that
will attempt to only use damaging spells as a last resort.
House Cannith and some ancient Dhakaani artificers worked in
secret on many powerful machines such as this one. • If Daask is the main villain, they send Niho Koi and two
barghests.
Characters can record the schema like they would record • If House Tarkanan is the main villain, they send Vezt
any other piece of written information, or it can be recorded onto Deshirod and three Tarkanan assassins.
the poltaa’kur. It takes four hours to record all the information. • If the Tyrants are the main villain, Juise (elder oblex)
disguised as a changeling and three changelings. The
Tyrants are also not prone to killing, but Juise will fight
friend and foe without restraint.

Flamewind poses this riddle to the characters:

“Five times three equals one. How is this possible?” If the characters joined one or more patrons in Sharn and kept them
informed on their progress, you can have reinforcements arrive to
The answer to Flamewind’s riddle is: Sharn. Five wards, multiplied by
help combat the villains or introduce a new element to the situation.
their Upper, Middle, and Lower sections, equals one city—Sharn.
Clifftop Adventurer’s Guild. If the characters joined the
HINT CHECKS guild, Anton Calabra (a knight with a speed of 25 feet) joins to fight
the villains with the characters.
Any character has the option of making these ability checks to
receive a hint: Sharn Inquisitive. If the characters joined the newspaper
agency, Buzz (swashbuckler) joins to fight the villains with the
Intelligence (Investigation) DC 10: The character recognizes that the characters.

The room is bathed in a golden light from the boulder sized Inquisitve Agency. If the characters joined the Information
Syberis dragonshard suspended in its center. Behind the Acquisition agency, Hound (veteran) and four half-orc scouts join to
fight the villains with the characters.
luminous dragonshard stands a wall scarred with intricate
carvings. These carvings are organized neatly into rows and Morgrave University. If the characters joined Morgrave
almost formulaic. Front and center in the carved wall is an University, Val ir’Morgrave (a Tiny sized illusionist) join to fight the
image of what appears to be a machine. Although you do not villains with the characters.
understand its purpose, you understand from its sheer scope
that it is immensely powerful.

“Excellent timing,” says a sphinx gliding down from The adventure can reach its end in a number of ways, depending on
atop the dragonshard. “Though the prophecy didn’t say there’d who gets the schema.
be this many of you.”

riddle is not based in mathematics. Five and three are parts, and one DYING IN DUUR’SHARAAT
is the whole sum of those parts.
If the characters die before encountering the villains in
Wisdom (Insight) DC 10: The character senses the riddle has Duur’Sharaat, Flamewind seals the vault with the corpses of the
something to do with Sharn. characters inside and returns to Morgrave. With the poltaa’kur
sealed within as well, no one is able to find Duur’Sharaat again. The
characters keep it out of the villains’ hands and they live on through
TREASURE the bell tower.
A stone coffer sits before the schema. Inside are 2d4 (5) 250 gp art
objects, 3d6 (10) 50 gp gemstones, and a manual of golems.
SECURING THE SCHEMA
If the characters secure the schema and fend off the villains, Merrix
is eager to hear from them. Upon delivering the schema to Merrix at
Dragon Towers, he fulfills their payment in full as agreed upon and

44
even tells them they can keep the artifact since he has no need for it
anymore.

However, just because the characters helped out House


Cannith, doesn’t mean they helped all of Sharn. As a matter of fact,
most of what they did was illegal. Within a few days, a member of
the King’s Dark Lanterns, Talleon Haliar Tonan (assassin), arrives to
dole out not only fines but threats.

Talleon is prepared to let the characters keep one-tenth of


their payment from Merrix d’Cannith (50,000 gp), but the rest must
be paid back to the city of Sharn for various crimes committed.
Some, such as any public endangerment and entering Duur’Sharaat
are legitimate crimes, but Talleon can also invent reasons on the
spot if necessary. If the characters refuse to pay the fine, Talleon
declares them public enemies on the spot. Talleon can rescind this
decree if they tell him what they found in Duur’Sharaat.

Even keeping the 50,000 gp brings unwanted attention,


although some are more prospecting than others:

• Emmek d’Ghallanda risks being threatened if not beaten


by Boromar Clan thugs if he can’t pay 1,500 gp by the end
of the week. He acts much like he does in W:DH, groveling
and all.
• Alden d’Orien returns to the belltower congratulating the
characters on their exploits and enterprises. He offers to
install a permanent teleportation circle in the belltower for
50,000 gp, the process and payment of which can take the
course of a year.
• Sergeant Germaine Vilroy asks the characters for 5,000 gp
for a “personal matter” although she never alludes to what
it is. She reminds them that she gave them a place to lay
low while their heads were being hunted, and that some
of the gold she’s asking for will go towards paying their
fines for squatting in a condemned building this entire
time.
• A written letter from Merrix d’Cannith requests a 50,000
gp grant from the characters to research an invention he
only refers to as a “work in plasma”. If granted, a month
later a present shows up on the belltower’s doorstep: the
weapon known as Daily Dose.
• Temples, charities, guilds, and down on their luck
strangers still come knocking asking for a few gold pieces.

The characters advance from 4th to 5th level by the end of this
adventure. If the characters have escaped Duur’Sharaat but want to
pursue the villains further, they may also advance from 4th to 5th
level now.

45
LAZLO’S LOCATION
d100 Location
01-25 Lazlo is in the Boss’s Office.
26-50 Lazlo is on the VIP Balcony.
51-75 Lazlo is in the Observation Room.
pring has sprung, and soon will the Boromar Clan’s 76-100 Lazlo is in the Green Room, soliciting an actress.
trap. With the poltaa’kur in their possession, the
Clan has arranged to meet with the engineers and
artificers who can construct their eldritch machine.
The Clan has elected to make this deal where the
odds are always in their favor: at the King of Fire in
The King of Fire earns its name from the fiery colors and palace-like
Middle Dura.
structure it sports. Crimson carpets roll out to gold-inlaid card
tables, and crystal chandeliers cast sparkling lights across golden
pillars that support its roof. Behind the gilded façade, the casino is as
cold and seedy as the man that runs it: the Rake. The characters may
have already visited his establishment prior in this adventure, but
regardless the casino is under tight security today.
Killing Lazlo may be out of reach for the characters’ or if it isn’t it is
not without dire consequences. There are a few ways however to The King of Fire uses map 4.12 “Nightclub” from E:RftLW
stop the operation without coming to blows. and has the features detailed therein as well as the following
features:

STEAL THE RICHES • The casino is brightly lit by chandeliers and corridors are lit
by everbright lanterns.
Within the King of Fire is a vault that holds the casino’s riches.
• Any security force will not kill the characters, only
Without the means to pay their workers, the Clan will lose its
incapacitate them. If all characters are incapacitated, they
engineers in the short run and lose credibility in the long run. No
are thrown out of the establishment and banned from
engineers—no Storm Spire.
ever entering again. The next time they try to enter, they
must be disguised in some way or be attacked on sight.
HIT THE JACKPOT One final note: trying to foil the Clan through combat is incredibly
difficult for a variety of reasons. Security is posted nearly at every
The Rake keeps an eye on the casino floor while Lazlo conducts his door, meaning it’s difficult to sneak by without getting caught.
business. However, if characters can manage to keep the wins Because of this, be lenient with how you allow your characters to
coming, they can bleed the King of Fire dry without needing to overcome obstacles. If you need a number, set the DC to 10 for
conduct a heist. The Rake will be forced to drop the façade and creative solutions (unless noted otherwise). Does a character feign
confront the characters. Whether the characters take off with their an injury, threatening to sue? Do they have an allergic reaction to
winnings or try and put the hurt on the Clan, either disrupts their some of the food or drink? Accuse another patron of cheating? Any
operation. of these scenarios is good enough to draw the attention of security,
allowing them to get an opening to where they may want to explore.

ASSASSINATE
The Clan may be too powerful to take on directly, but the engineers
definitely aren’t. It took months for the Boromar Clan to make these The following areas correspond to the Nightclub map. Numbers have
connections through bribes and persuasion. If those same artificers been assigned here to the named rooms on the map for
were to die, the Clan would have no choice but to abandon the convenience’s sake.
operation. There is no set number to how many need to die;
whatever number pushes your party to their limits is sufficient
enough. N1. VESTIBULE
At the vestibule to the joint, a dwarf thug sits at a high stool flanked
by two warforged soldiers. He acts as the nightclub’s concierge as
well as the first line of security.
Roll percentile dice to determine Lazlo’s location when the
characters arrive and consult the Lazlo’s Location table.

46
Décor flares and glimmers around you as you enter the King of
Fire. Sprawling crimson carpets lick carved table legs of gold card table upside down. Manacles are bolted to the
that gleam beneath floating crystal chandeliers. Sitting at a underside of the table, usually hidden by its sides.
desk is a dwarf wearing a fiery red bowtie, flanked by two • Two of the hired artificers (magewrights) play with two
warforged. On his desk read two golden plaques: “Dangerous Boromar Clan thugs. If coerced to speak on their business,
objects must be checked in with concierge” and “Ask about our they reveal that they’re waiting for Lazlo to start their
complimentary coat check”. meeting.
• In one room, a group of shifters all looking suspiciously too
A character can make a DC 15 Dexterity (Sleight of Hand) much like regular dogs play poker.
check to try and hide their weapon if it’s easily concealable (a
shortsword or hand crossbow might get past prying eyes; a maul
FOIL THE CLAN: GAMBLE
probably won’t). Any attempt to bribe the dwarf is met with a swift Sometimes, it’s best to beat the villains at their own game.
rebuke as he is insulted that the characters assume the King of Fire Characters who make a minimum of 2,000 gp in winnings draw the
isn’t a legitimate establishment (even though it isn’t). If a character ire of the Rake, disrupting their operation. A character can speak to
follows up with a DC 10 Wisdom (Insight) check, they sense that the the concierge and request a high roller table. The buy-in is 500 gp,
dwarf might reconsider the bribe if they raise their price to at least and the minimum a character can bet after is 200 gp. There is no
25 gp. maximum bet at the high roller table; bet wisely.

Any noncompliant reaction that escalates the situation Any other table requires a buy in of 5 gp and has a
immediately draws the attention of the warforged security behind maximum bet of 50 gp.
the dwarf. If weapons are drawn, the dwarf shouts “SECURITY!” and
the six Boromar thugs in the security room (N8) to the left of the If the characters make 2,000 or more gp, the Rake comes
vestibule spill out. down from the observation room.

If asked about the coat check, the dwarf explains that the With your winnings piling up, all eyes are on you. From across
King of Fire will take and launder a characters’ coat for free during the house floor, a dwarf gleaming in opulence brusquely
their stay. If a character accepts, he offers them access to the coat
crosses towards you. His brow looks furrowed, a mix of
check (N3) and tells them to hand their coats to Riddick.
frustration and bewilderment. As he crosses, nightclub security
begins to join behind him. The dwarf speaks.
N2. HOUSE
The house (not labeled) is the main floor of the King of Fire, separate
from the stage and the bar which appear later in this section. “Would you join me somewhere more private for a moment?”
Characters are welcome to try their hand at games of chance, and if
they get on a winning streak, they might even foil the Clan’s plans.
The Rake will not take no for an answer—as a matter of fact, his
reaction is all the same. Whether it’s in a high roller room, the house
Magical one-way mirrors allow those in the observation
floor, or somewhere more private (the meeting room), the Rake and
room (N16) overhead to keep an eye on the floor. A detect magic
his security force comprised of all the members on the house floor
spell picks up the ceiling’s illusory masking, while a DC 20
(eleven thugs and the two warforged soldiers in total) draw their
Intelligence (Arcana) check reveals the same.
weapons and attack. The Rake himself uses the veteran stat block
The games of chance played in the center of the house are but replaces his heavy crossbow attack with a renaissance pistol
largely games of dice. “Blackjack” tables sit right beneath the attack instead.
bottom wall of the meeting room, and a roulette table sits on the
Running away is a viable and likely the safest option. If the
right of the tables. Behind and to the right of the bar, a private room
characters are brought to the meeting room, six of the eleven thugs
with tables sized for Small creatures resides—a room likely for
wait to catch them at the vestibule (N1).
friends of the Boromar Clan. The four rooms adjacent to that are the
high roller rooms. A Boromar thug stands outside the door of each
one. N3. COAT CHECK
There are four high roller rooms, each one containing In this room, blazers and overcoats rest neatly on coat racks. A
something or someone different: halfling adolescent, Riddick (LE halfling commoner), cleans and
cleans out the patrons’ coats of any valuables they might have left
• One of the rooms holds a table of four halfling spies of the behind.
King’s Dark Lanterns. They’re working undercover trying to
gather intelligence on what the Clan is up to. If their trust This room lacks the elegance that greeted you on the house
is somehow gained, they reveal to the characters that floor. Tidy racks lined with coats rest in the center of the room.
while they can’t directly help, they know where they can “’Scuse me, take your coats, sirs’n’misses?” a halfling asks. He
retrieve their weapons: the security room. looks no older than an adolescent. He holds a sphere covered
• One room contains nothing except the stools and the card in mystic sigils.
table. A DC 15 Intelligence (Investigation) check on the
table reveals a hidden switch that, when pressed, flips the

47
Riddick is the cousin of a cousin of a cousin of someone in the
Boromar Clan who launders the coats for the King of Fire with his N6. GREEN ROOMS
trusty cleansing stone. He is rather oblivious to the Clan’s operations
In the green rooms, a few other acts rest for the night, smoking and
(which is why they like him) and not particularly too keen on secrets.
drinking and mingling. If Lazlo is in the green rooms, he is in the
Impressionable like others his age, he can be bribed to share what
uppermost one near the kitchen and the following scene unfolds:
he knows about the nightclub with 5 gp. Alternatively, he can reveal
what he knows with a successful DC 15 Charisma (Intimidation,
Persuasion) check. In his own words: “Some real tough looking The door to this green room is slightly ajar. A feminine giggle
halflings come to this place all the time. They like to go through
trails out from the crack in the door, followed by a huskier
behind the mirror.”
masculine voice. “I really must refuse, sir,” says the feminine
The mirror Riddick refers to blocks the secret entrance that voice. “Your family would never approve!”
leads to the meeting room (N9). If Riddick hasn’t revealed this
information, the secret door can be discovered with a successful DC “My family would never know,” replies the masculine voice,
20 Intelligence (Investigation) check. “That’s what’s fun about being a Boromar: you know how to
hide from the Boromars!”
Less scrupulous characters may want to loot the coats.
Riddick will meekly protest but will not try and stop them. Roll The feminine voice belongs to a slender elven songstress while the
percentile dice to determine the result of what is looted; there is a masculine voice is Lazlo Boromar’s. Lazlo has placed an alarm spell
on the door in case anyone tried to interrupt his private time with
90% chance a character finds an appropriate article of clothing
worth as much as a set of fine clothes, and a 10% chance a character the songstress. Aware of Lazlo’s pull, she is delicately trying to refuse
his salacious advances, but he grows more and more intimidating as
finds an appropriate article of uncommon glamerweave.
time passes on. She tries to flee at the first sign of a fight, but if she’s
convinced to help the characters, she uses the bard statistics.
N4. BAR Lazlo maintains his abjurer statistics, and the house
Morkos of Mror still remains the resident bartender of the King of
Fire. If he had spoken with the characters earlier during the events security reinforces him after the first round of combat. If possible,
of this campaign, he is curt and nervous around them. Two thugs sit
at the bar as well, enjoying their drinks but keeping an ear out. Lazlo tries to escape through the secret entrance behind backstage
Morkos serves drinks and fulfills the needs of any and all patrons as
best as he can. and onto the streets. If the fight takes to the streets use map 4.11

A character with a Passive Wisdom (Perception) of 16 or “Sharn Heights” from E:RftLW to finish the confrontation with the
higher notices sounds of arcing electricity and whirring machines
coming from the door behind the bar. If Morkos is questioned about Clan’s crony.
it, he laughs it off, saying that they’re building a new way to gamble
called a “slot machine”. He’s (truthfully) annoyed that they’re doing
it in his storeroom, but he lies about the machine being built; it is
the first basic components of the Storm Spire (with or without the N7. KITCHEN
schema). A DC 15 Wisdom (Insight) check reveals the fact that he’s
The kitchen is a vortex of activity at all times. Halfling chefs work
lying but not what it’s about.
busily at preparing meals, while waiters of all kinds constantly rotate
in and out of the kitchen and the house.
N5. STAGE Waiters can be seen as the characters move around the
On stage, a warforged croons to a full house. A large band plays house floor wearing attire befitting the King of Fire. If a character
behind him set before the curtains. The stage provides access to the adopts a similar uniform, no one in the kitchen pays them any mind
green rooms (N6) as well as a view to the VIP balcony (N13) 20 feet and assumes they’re part of the wait staff. They might even push
overhead. The stage itself is raised 3 feet off the ground. plates into their hands to deliver to hungry patrons!

A locked back entrance near the stage provides another In a small cubby sharing a wall with the security room (N8),
point of access with a successful DC 15 Dexterity check made with there are 1d3 chef’s uniforms that fit a Small or Medium sized
thieves’ tools. Guarding the stairs (at the junction between the creature.
booths and the green room) is a warforged soldier. Any checks this
particular security guard makes to spot characters are made with
disadvantage as they are so enraptured with the crooner’s
FOIL THE CLAN: ASSASSINATE
performance. On the other side of the kitchen is a partitioned storeroom holding
all kinds of ingredients—ingredients that can be poisoned. Five vials
of basic poison are enough to prove fatal to anyone that consumes a
meal that night in the King of Fire. This includes the engineers, Lazlo,
and the Rake.

48
On the counter near the door to the security room, a large
vat of cooking oil sits. The vat weighs five pounds and contains The first thing that greets you in this room is the large portrait
enough oil to replicate the grease spell if tossed on the floor. of a dwarf bedecked in rings and other gleaming trinkets. The
room is more reminiscent of the house floor beneath,
decorated in golds and crimson silks. A sturdy oaken desk sits in
N8. SECURITY ROOM the corner with a gold-plated cigar box sitting shut on top of it.
The potent smell of tobacco smoke has soaked into every piece
Six Boromar halfling thugs reside in the security room ogling the
of furniture in this room, and a struggling Ficus plant has turned
characters’ gear. Although not adept at exotic weapons, if they are
a shade of brown as it chokes.
confronted by the characters, they may try to wield their own
weapons against them. One of the six will attempt to make a run for
The portrait of the dwarf depicts the Rake. It is apparent that this is
the other security forces residing on the second floor (N10) while
his office, unless Lazlo is present; in which case, the halfling has put
the others cover them.
his feet up on the Rake’s desk as he puffs away at one of his cigars.
Before the security room is a hallway flanked by stalls. Three magewrights sit at three chairs across from the desk, their
These stalls are restrooms and unoccupied by anyone of importance. meeting with Lazlo interrupted by the characters. The first thing
Lazlo does at this interruption is tell one of the engineers to call
security while he stalls the characters.
N9. MEETING ROOM
On this side of the secret door, it is apparent it is a secret
In the meeting room, 1d4 engineers (magewrights) sit at the table by the door handle in plain sight. Beyond this, there are 2d8 various
enjoying drinks from a private stock. Under most circumstances, art objects of your choice worth 50 gp each. The Rake’s cigar box is
they assume that they’ve been summoned by Lazlo as well. If the worth 100 gp. In addition, a character who rummages through the
characters ask them where Lazlo might be, they assume that he’s Rake’s desk finds a 1d3 potions of poison resistance. The Rake drinks
upstairs in the boss’s office negotiating with some others (this may one before entering the vault (N14).
or may not be true).

N13. VIP BALCONY


N10. SECURITY, 2ND FLOOR
On the VIP balcony, three more engineers watch the performance
In this room, four halfling thugs lie, one at the door to the office and from the stage down below. Sturdy rails create a lattice that makes
counting room (N11) and one at the door to the observation room it impossible for Small and Medium creatures to slip over it unless
(N14). The other two sit at the table playing cards. When a character they were thrown. Outside the balcony’s only entrance, a warforged
enters the stairwell from the meeting room (N9), if they do not soldier guards the door.
make or succeed a Dexterity (Stealth) check against the thug’s
passive Wisdom (Perception), the thugs block the stairwell with the If Lazlo is on the VIP balcony, describe the following:
table in the room. The table is made of wood and has an AC 15 and
18 hit points. A halfling sits near the rail overlooking the stage, his foot
tapping as hums along to the singer. Sitting in crimson velvet
N11. OFFICE & COUNTING ROOM chairs, a few artificer looking types pour over pages with
scrutinizing attention. No one on this private balcony has
Four magewrights act as the Rake’s accountants. They are aware of noticed your entrance.
the Rake’s schemes but not of the Clan’s; meaning even they don’t
Lazlo sitting right next to the railing makes him ripe for the pushing-
know what the Boromar Clan is planning at the King of Fire. When
the characters enter this room, one of the accountants immediately over. Even if a character succeeds in shoving him over the railing, his
ward would absorb any damage he would take from falling. If
presses a button in their desk that acts as the alarm spell,
combat begins here, the two magewrights attempt to flee and grab
summoning all security in the King of Fire to the room. Each of the
accountants holds a keyring with keys that unlocks the secure security.
storage room (N15) and the vault (V14).

The secret door that leads into the boss’s office (N12) is a
N14. VAULT
false panel in the wall. A DC 15 Intelligence (Investigation) check The vault is where the King of Fire stores all of its wealth
reveals a handle in the floor trim that opens the door via pulling on (unsurprisingly) among other valuables the Rake has deemed worth
it with your foot. keeping. Each five-foot room represented on the map within the
vault are individual safes underneath the arcane lock spell (DC 20
N12. BOSS’S OFFICE Dexterity check with thieves’ tools to unlock). Each safe contains 500
gp, plus any other valuables you’d like to reward your characters
The two double doors that lead into the boss’s office are each with. One of them contains the poltaa’kur if the Boromar Clan has
guarded by a warforged soldier. The boss’s office itself is actually stolen it.
empty unless Lazlo is in there. The office looks like the following:
As an extra security measure, the door to the vault is
locked in the same manner as the safes. Furthermore, the Rake has
one final line of defense: a living spell (cloudkill) resides in the vault.

49
It is harmless to those who are immune to poison damage or don’t
need to breathe, and some equipment to combat this danger can be
found in the secure storage room (N15) or in the boss’s office (N12).

N15. SECURE STORAGE


In this room, the staff of the King of Fire keeps their valuables
secure. All of the valuables in total amass to a sum of 100 gp.
Beyond personal belongings, there are large machine parts and
“circuit boards” that a successful DC 20 Intelligence (Investigation)
check reveals are spare parts for the Storm Spire. If characters
rummage through the belongings, they find 1d3 potions of poison
resistance.

N16. OBSERVATION ROOM


In the observation room, the Rake (see “Foil the Clan: Gamble” for
his stat block) watches over the casino floor below. He is
accompanied by his two personal iron defenders which take the
form of two large mastiffs. He also has on him at all times the keys
that unlock the safes in the vault. The first time the characters enter
this room, they see the Rake peering over one of the magical one-
way mirrors, but his pets are quick to alert him. The mirrors have an
AC of 13 and 21 hit points.

If Lazlo is in the observation room, describe the following:

As you enter this room, you interrupt a casual conversation


between the Rake and Lazlo Boromar. Both look at you,
bewildered at how you got this far. “They’re blocking the exit,”
Lazlo says casually. “I’ll pay for the window later. Make it quick,
yeah?” Two constructed mastiffs rise to their feet and begin a
synthetic growl. The rake unclasps his pistol from his hip.

In this instance, there is no escape for Lazlo; he must make


one. Lazlo joins initiative as a combatant but focuses instead
on breaking through the one-way mirror with the intent to
escape (even if it means sustaining an injury or casting a few
spells to ensure he gets away). In general, Lazlo will try to
avoid fighting if he can, as he’s more valuable to the Clan
alive than dead. If he manages to escape, he takes to the
streets and the battle finishes on map 4.11 “Sharn Heights”
from E:RftLW.

50
Should you choose to, these simulacrums can squeeze through the
slits in the wall.

Q2. WATCH POSTS


Again, the goblins have been replaced by Juise’s simulacrums.
Characters who succeed on a DC 11 Dexterity (Stealth) check sneak
eatwaves herald the Hunt in Sharn, the holiday that past the oblex’s simulacrums without drawing its attention. The
sends brave warrriors into the belly of Old Sharn for simulacrum in area Q2a looks like the shifter from area Q3.
fame and fortune. While all eyes are watching the
spectacle the brave and foolish make of hunting down an
exotic creature, the characters will be doing another
Q3. CORPSE ROOM
hunt entirely: searching for the poltaa’kur and the This room proceeds as written, with the addition of the corpse of a
Tyrants that stole it. Little do they know that there are shifter. The shifter appears to have had its skull crushed in and
no Tyrants, only one tyrant: the elder oblex Juise. The daelkyr has shows some affiliation to the Red Jackals. If a character can
slinked back into its sewer lair, busily working with its myriad communicate with the dead, this shifter reveals no pertinent
memories to see if it can learn the secrets of the poltaa’kur. information as it has succumbed to Juise’s memory devouring
abilities.

Q4. DUKE’S THRESHOLD


One of Juise’s simulacrums occupies this room, taking the form of a
Juise certainly wouldn’t be missed by anyone, but the aberration shaken gnome. If spoken to, the simulacrum tells the characters that
would certainly kill a few if not all party members faced head on. a terrible spellcaster is right behind the door that leads into area Q5.
Instead, the characters have a few choices to escape with the It warns that the spellcaster should be slain on sight, as its
poltaa’kur and their lives: companion already weakened it. If asked about its companion, the
gnome says that the spellcaster killed it and stored its body in in a
• Discovering the secret door adjacent to area Q1 allows room nearby (Q6). A DC 18 Wisdom (Insight) check on the
quick access to area Q2b where the poltaa’kur is stored. simulacrum’s words reveal that it believes the spellcaster is a
Characters can sneak away with it without drawing the problem, but its words are “laced with a general sense of
attention of Juise in area Q11. deception”. The characters cannot discern what its being deceptive
• Recruit the help of the Sewer Duke, who can—at the very about.
least—act as fodder against the formless foe.

Entering this room, a mote of fire splashes against the wall


Juise’s sewer lair uses map 1.2 “Xanathar Guild Hideout (Southern nearby your entrance. In the dark, a kobold lifts another mote
Ward)” from W:DH. Juise has created eight simulacrums through its in their hand, illuminating the jellyfish-like creature resting on
“sulfurous impersonation” trait which are dispersed across the lair. its head. “You trespass into the lair of the Sewer Duke!” cries
How these simulacrums—and therefore Juise—act and react is the kobold. “Plead your case or face your doom!”
largely up to you; taunting or deceiving might prove to make Juise a
more memorable villain than merely fighting the characters head on.
At all times, the simulacrums smell faintly of sulphur, a trait that is
discovered with a passive Wisdom (Perception) or DC 16 Wisdom Q5. SEWER DUKE’S LAIR
(Perception) check. A successful DC 16 Intelligence (Investigation)
check on the simulacrums reveal their slimy tether. Furthermore, In this room, a kobold scale sorcerer who refers to himself as the
the sewers have no natural light; characters without darkvision need Sewer Duke resides.
light sources to see.
The Sewer Duke wants nothing more than Juise out of its “kingdom”,
which it regards as any area in the sewers it can see. The flumph
that sits on its head functions merely as a hat and serves no greater
purpose. A DC 10 Charisma (Persuasion) check convinces the Sewer
The following encounter areas describe how the sewer looks when Duke to join the characters in taking down Juise. On top of the spells
the characters arrive. provided, the Sewer Duke carries a wand of pyrotechnics.

Q1. CENTRAL HUB Q6. LAVATORY


This area proceeds as written with a twist: instead of the goblin This lavatory reeks of sulfur above all other unpleasant odors.
sentries, in areas Q2a and Q2b hold two of Juise’s simulacrums. Instead of a gray ooze in this room, a gooey pile of a slain and boiled

51
simulacrum steams in the center. The melted face of the gnome it
mimicked can still be seen looking back at the characters. Q12. HOSTEL CELLAR
This hostel cellar lacks anything of value, save for another exit to the
Q7. HALLUCINATORY TERRAIN Mud Caves.

Wet stone leads into a giant hallway composed of tumorous


flesh. A thin mucosal membrane separates you from the
cavernous pit of skin which is filled of gibbering mouths, darting
eyes, and pulsating boils. The scent of vanilla wafts over your
nose, betraying the sight that lies ahead.

The space that encompasses Q7, Q8, Q10, and Q11 are all under the
effects of Juise’s hallucinatory terrain (spell save DC 18). Juise has
fashioned the terrain to look like the maddening plane of Xoriat.

All of these features are created by Juise’s spell; the real terrain
remains cold wet stone and sewer passages. Players who see
through the illusion can also discern the simulacrums lying in wait in
the sleeping quarters (Q10, one in each) to the east of the room.

The large door that leads into Q11 are actually two gates
that swing open individually. This is how Juise was able to send its
simulacrums throughout the sewer. It also means Juise is watching
the characters explore the hallucinatory terrain the whole time.

Q8. FORGOTTEN PASSAGE


This area proceeds as written. Only the context has changed; it is
merely a forgotten passage that returns to the surface.

Q9. PRIVATE CELLAR


This area proceeds as written, exchanging the Dock Ward and
Fishgut Alley for the Mud Caves on the banks of the Dagger River.

Q10. SLEEPING QUARTERS


These areas proceed as written. Where once goons would sleep,
now simulacrums lie in wait to prey upon the lost.

In this hollow chamber, the floor glistens with slime. A giant


amorphous creature mumbles to itself through half-a-hundred
faces that dot its jelly like surface like seeds on a strawberry.
On the ground beneath it, arcane runes have been etched onto
the stone. The runes glow faintly—and also smell like vanilla.

Q11. VENTRICLE
Juise (elder oblex) lairs in this room.

The runes beneath Juise are the beginnings of a dimensional seal. If


one listens close enough, they may be able to pick up on its myriad
voices talking about Xoriat, the seal, and learning how to break it.
More likely however, Juise attacks the characters, intent on eating
their memories. Juise is joined by the last two simulacrums in the
adjacent sleeping quarters (Q10).

52
K1. FOYER
Large barrels of liquid dreamlily have been crammed into three
corners of the room. An overstuffed coat rack has tumbled over into
the center of the floor. Incense mingles with pipe smoke and
saturates the ground in a haze. Blocking the entrance to the dining
room (K2) are two humanoids, passionately kissing among other
ild Night is here, and Vezt Deshirod already has things. Characters can squeeze by the couple or try and remove
plans to take advantage of the highly inebriated and them with a DC 10 Charisma (Intimidation, Persuasion) check.
lowly inhibited citizens of Sharn. Posted up in a
kalashtar noble’s estate in Overlook, Vezt has
arranged for a grand party in honor of the holiday. K2. DINING ROOM
Exotic Sarlonan cuisine, live music, and dreamlily are In the dining room, three Tarkanan assassins sit across a table,
plentiful, and so are vessels for the Dreaming Dark. having a slurring conversation with each other under the effects of
Meanwhile, House Tarkanan works in the estate’s dreamlily and regular alcohol. An inspired agent, loyal only to Vezt
quieter reaches, plotting how to create the spell sink from the Deshirod, smiles from across the room and welcomes the characters
poltaa’kur and cripple the dragonmarked dynasties. in, offering a glass of dreamlily as they sip their own.

The dining room is under the effects of the mass


suggestion spell (spell save DC 15). If a creature fails the save, they
are compelled to drink a glass of dreamlily, which tastes like their
favorite beverage. They are then subjected to the effects of
Vezt has always worked for her own agenda and House Tarkanan dreamlily. The euphoric properties of the drug make the assassins
merely helps her achieve it. Her own plans unfold elsewhere in the and the inspired complacent and nonhostile unless provoked, after
estate, but if the characters are only interested in House Tarkanan, which they fight without restraint due to their lack of inhibitions.
they can deal with Solther the Hateful Whisper, a Khorovar member
The Sarlonan narcotic dreamlily is easily abused for the feelings
of the house.
of euphoria and resilience to pain it instills. A creature under the
effects of dreamlily is poisoned for 1 hour. While poisoned in
this way, the creature is immune to fear, and the first time it
drops to 0 hit points without being killed outright, it drops to 1
hit point instead.
Although the name remains the same, the lore behind Kolat Towers
has changed drastically. Kolat is the name of the kalashtar noble and Assassins. The assassins crack jokes, rib and jest, and tell
lord of the estate. Kolat is largely responsible for turning Overlook stories with each other. They are already quite a few drinks in and
into the community it is today, using his amassed wealth to fund the can offer no information on the happenings of Kolat Towers, except
construction of its community center and shrine to the Path of Light. that the kitchen is the next room over (K3).
Many believe his estate to be something like a monastery, but the
recluse has never openly welcomed anyone into his home. That all Inspired. The inspired’s name is Taan Dobraavma.
changed when Vezt managed to overtake Kolat’s mind and manor. Although intoxicated by dreamlily, they have their wits about them
Now, half for the chance to see Kolat Towers and half for the roaring and can tell characters a bit about the effects of dreamlily. If the
party happening within its walls, citizens of Sharn are flocking to get characters ask about Kolat, Taan replies that he’s up higher in the
to say they were there. tower although they do not know where. If the characters ask about
the House Tarkanan agents, Taan admits truthfully that they were
not aware of the group’s crimes but asserts that “nobody in this
KOLAT TOWERS FEATURES tower has plans to hurt anyone.” If asked about Vezt, Taan lies and
says they are a servant of Kolat and does not know of a Vezt. A DC
The following encounters are mapped to map 8.1 “Kolat Towers” in 15 Wisdom (Insight) reveals that they are lying; they do know Vezt,
W:DH. The same features as written in W:DH for Kolat Towers apply but only know she’s higher in the tower as well.
here. The invisible staircases can be explained away by Kolat wishing
to keep some parts of his estate private, an effect of being
inebriated, or merely maintaining that Kolat had some modicum of K3. KITCHEN
magical prowess.
In the kitchen, 1d12 commoners mill about, picking over Sarlonan
cuisine. Most are wearing some of their meal on their clothes. A
gnome with striking resemblance to a kalashtar, Manafret, enjoys
the company as he cooks.
The following encounter areas describe the state of Kolat Towers
when the characters arrive. There is no magical forcefield Manafret acts much like he does in W:DH, with the
surrounding the towers, but instead loud and live music from bands following changes:
in its courtyards and dozens of drunken merrygoers outside its walls.

53
• He is a gnome instead of halfling and therefore retains all
the racial traits of a gnome. K6. MAIN TOWER LANDING AND LEDGE
• He also uses the inspired stats.
This area proceeds as written.
• His hair and eyebrows are dyed white, while he uses magic
similar to the minor illusion spell to change his eye color to
a grayish-white. K7. RELIC ROOM
• Instead of poisoning any cuisine with assassin’s blood, they
are instead infused with dreamlily. In this room, ancient Sarlonan artifacts sit atop three adamantine
Manafret visited Sarlona long ago and has been in love with the pedestals. Two inspired whisper to themselves while admiring the
cuisine ever since. He does not know he is an agent for the Dreaming treasures, and a Tarkanan assassin watches them quizzically. The
Dark but enacts their plans anyways. He is a servant of Kolat and has Tarkanan assassin initially isn’t bothered by the characters and
no idea about Tarkanan’s of Vezt’s schemes. invites them to look at the inspireds’ bizarre behavior. If a character
moves to the door that leads to area K8, though, the assassin warns
them to turn back. The inspired are only roused to action if combat
TREASURE begins with the assassin, or if the characters attempt to remove the
relics.
A cupboard holds a dozen jars of herbs and spices and a flask labeld
“Dreamlily” which holds six doses of the narcotic.
TREASURE
K4. MUSTY LIBRARY Roll three times on the “Trinkets from Sarlona” table in chapter 2 of
E:RftLW to determine what treasures the characters can acquire.
This area proceeds as written except with these additions: Each one is worth 25 gp.

• Knocked out cold are 1d3 commoners and one Tarkanan


assassin. A DC 10 Wisdom (Medicine) check reveals that
K8. MANAFRET’S ROOM
the victims have been bludgeoned unconscious. A DC 15 Manafret resides in this small room on behalf of Kolat’s good will.
Intelligence (Investigation) check reveals stone debris that Manafret’s bed is nestled beneath the staircase and across the room
trails back to the animate gargoyles. sits small reading chair. A map of Sarlona is pinned to the wall
behind the chair. Although the furnishings are little, they are made
K5. SOLTHER’S STUDY of exquisite quality. Live music pounds against the walls as it rushes
In the base of the side tower, Solther busily works in a makeshift down the stairs from the rooms up above.
study to devise House Tarkanan’s next plan. Solther uses the mage
stats and possesses the racial traits of a half-elf. They also possess an TREASURE
aberrant dragonmark that spreads across their mouth and At the foot of Manafret’s bed is a small lockbox. It contains a full set
resembles a cruel toothy grin. It allows them to cast dissonant of crystal cook’s utensils worth 100 gp as well as a shiv made from
whispers. If Solther feels outnumbered, they will attempt to fly out crysteel worth 50 gp. The crysteel shiv has the properties of a
of the tower and take to the outer courtyard, intent on destroying dagger, except it deals force damage instead of piercing damage.
the characters. Solther has also imbibed in some dreamlily and is
under its effects.
K9 BRIDGE AND WALKWAY
If Solther is left alive for questioning, they feel betrayed by
Vezt who appears to be too busy with her own schemes. On the This area proceeds as written, with the exception that the bridge is
condition they let Solther live, Solther tells the characters that Vezt made of glimmering crysteel. The crowds of partygoers down below
has double-crossed House Tarkanan and is only interesting in shout greetings as the characters walk by overhead.
“pursuing her dreams”—a thinly veiled nod to the Dreaming Dark.
Solther tells the party that she went to the top of the tower with
Kolat and left them here to fix up a plan for the eldritch machine
K10. QUORI STATUE
(assuming Vezt has been to Duur’Sharaat already). If House This area proceeds as written, with the following exceptions:
Tarkanan gained possession of the poltaa’kur, Solther truthfully tells
them that it is on Vezt and not them. • The statue of Duhlark is now a statue of a tsucora quori. It
is carved out of crysteel and has 12 gemstone “eyes”, each
TREASURE worth 10 gp.
• Instead of saying Duhlark’s line, it says the following in
In Solther’s study are various contraptions that look to have been Common: “You soil the home of a Sarlonan lord! Turn
trying to dampen the effects of spells. 1d4 Khyber dragonshards can back, else your dreams spoil to unending nightmares!” The
be plucked from various parts of these contraptions. On a small desk threat once again is empty.
is a spell scroll (antilife shell). • Solther, who is in room K5 beneath, does not hear the
intonation as the loud music outside his walls drowns it
out. This also means characters who are attempting to be
quiet have advantage on checks involving being quiet.

54
floor above for having dragonmarks. A DC 15 Intelligence
K11. LABORATORY (Investigation) check reveals parts of the corpses’ flesh have been
cut off (where their dragonmarks manifested) and the bodies’
This area proceeds as written, with the following additions:
lukewarm temperature indicates they were killed not too long ago. A
speak with dead spell cast on any of the corpses reveals that they
• A similar mist to the one back in the dreamlily den in Ship’s
were gathered here by the assassins and brutally murdered. They
Towers tumbles down the invisible stairs that lead up to
took one of them upstairs to torture him more. Each corpse is a
area K15, indicating their presence.
foundling and have no access to their House’s wealth or
• Alongside the debris described, trampled leaves and
connections, making their murders even more hate-driven and
eviscerated lilies litter the ground. A DC 15 Intelligence
unnecessary.
(Nature) check reveals that the flowers are dreamlilies.

K12. VESTIBULE Partially Collapsed Stairs. A creature can climb the stairs
to area K17 with a successful DC 10 Dexterity (Acrobatics) check. If
This area is just a vestibule between the two rooms on the same the check fails, the creature falls 10 feet.
floor. Music roars out of room K14.
K17. TORTURED FOUNDLING
K13. MEDITATION CHAMBER Three Tarkanan assassins reside in this dimly lit hallway. One, a
Within this room, a simple rubber mat is rolled out over a cold stone dwarf, keeps watch near the door to ensure no one comes. The
floor. A handful of censers are placed around the mat with half- second one, a drow, holds a Jorasco halfling magewright at arm’s
burned incense sticks waiting to be lit. This room is where Kolat height against the stone wall. The third assassin, a human holding up
meditates and communes with his Quori spirit. the dancing lights spell overhead, taunts and tries to force the
halfling to eat the carved and dragonmarked flesh from the corpses
below. The halfling is at 1 hit point and poisoned (both due to
K14. A LIVE BAND! dreamlily).
Inside this spacious latrine, a live band has set up and blares music
The assassins will attempt to kill the foundling first before
throughout the open windows to the rest of the estate. The band
attacking the party. If the Jorasco foundling survives, he thanks the
consists of: a warforged lute player with two left hands; a halfling party by offering to heal the most wounded one with a cure wounds
with a drum kit set up in the tub; a shifter with voluminous, blown
spell via his dragonmark.
out rock-star hair for vocals; and a bugbear wearing fedora with a
saxophone. The band has no idea of the happenings going on in the One-Way Secret Door. The details of this secret door
tower; they merely picked the latrine because it “had the best proceed as written.
acoustics”.

K15. DREAMLILY DEN K18. SMOTHERING RUG


Spanning across the hallway is an enormous rug. The rug uses the
On this floor, 2d8 commoners, 1d6 Tarkanan assassins, and 2 stats of a rug of smothering except it has the following changes:
inspired lounge about, dazed by vaporized dreamlily. The dreamlily
rests in large, gourd-shaped urns that rest upon flames. The vapors • The rug is a Huge sized creature for the purposes of size.
are then inhaled via long rubber hoses connected to the urn. • The rug makes a multiattack using its “smother” attack
three times. Each attack must target a different creature.
All creatures in this room are nonhostile but appear
• The rug has 48 hit points and its CR is raised to 4 (1,100
agitated in some way—except for the inspired. A character who
XP).
succeeds a DC 15 Wisdom (Insight) check senses that although
Secret Door. A character who makes a successful DC 15
everyone appears to be in an idyllic stupor, a malevolent force
Wisdom (Perception) check notices the secret door that leads to
appears to be at work. This force is the work of hashalaq quori
area K19.
leeching off their pleasure. Defeating the inspired lessens the feeling
of dread, but until Vezt is dealt with, the feeling cannot be removed
completely. K19. KOLAT’S BEDROOM
The first time characters enter this space, they must This room contains the following features:
succeed on a DC 15 Constitution saving throw or inhale enough
dreamlily vapor to be poisoned by it. • Torn sheets and split pillows have been thrown off an oval
canopy bed and across the room.
• Two bookshelves once stood in this room. One has been
K16. ORRERY thrown over and its contents spilled onto the floor. The
other one’s shelves have snapped in the center and have
Blood is smeared across the walls of this room which once depicted
piled up at the bottom of the bookcase.
a mural of Eberron’s cosmology. The corpses of three commoners
Kolat struggled to fend off Vezt in his bedroom. She used her
are flung about the floor, each one seemingly murdered in brutal
crysteel dagger to slice through the sheets and pillows and a
fashion. The corpses were murdered by the Tarkanan agents on the

55
dropkick that split the shelves on the bookcase. If characters lift the sanctum on Dal Quor. The sleeping gas disperses evenly throughout
fallen bookcase, they discover Kolat’s helm of teleportation smeared the chamber for ten minutes, then resets after an hour.
in blood.

K20. THRESHOLD
This room contains nothing of value, save for the door to K21. The Dal Quor sanctum uses a modified version of map 8.2
“Extradimensional Sanctum” from W:DH. The map has been reduced
This room stops abruptly at a door with a symbol carved into its in size and superfluous areas have been removed. For convenience’s
façade resembles something of an upside-down ankh with a sake, the numbers will remain as they appear on the map, even with
half-circle crowning the top. Above and below it, a message areas removed. The sanctum of Dal Quor is not so much an
written in an exotic language waits to be read. extradimensional hideout for Zhents like it is in W:DH as much as it
is a bastion against the nightmarish forces on the plane of dreams.
The message is written in Reidran and reads “Turn Back all who
Dream.” It is a warning against entering area K22. The symbol itself The sanctum looks largely the same as it is described in
is the planar symbol of Dal Quor (see chapter 4 in E:RftLW), a W:DH. The only differences are that instead of swirling mist outside
discovery that can be learned with a successful DC 15 Intelligence it, the landscape reveals that which Kolat painted. The longer one
(Arcana) check. stares out into the seas or islands, the more nightmarish and
disfigured they become. Furthermore, should a character find their
way outside of the sanctum’s walls, the damage they receive is no
longer force but psychic damage.
In this room, paintings upon paintings of strange and dreamlike
landscapes are piled against the staircase. These are paintings of Dal
Quor, or at least what Kolat remembers from his visits Dal Quor
SANCTUM FEATURES
(made possible by the magics in area K22). The sanctum retains the same features it has in W:DH, with the
following addition:
This musty room contains a staircase that winds to a floor
• Only quori can die in the sanctum. If a creature were to
above. Piled against it are at least a dozen paintings of what
“die” in the sanctum, they are instead returned to their
appears to be various islands set amidst seas of pastel oranges,
physical body and suffer one effect of long-term madness.
purples, and pinks. In some paintings, strange creatures stalk
If a character would be instantly killed on Dal Quor, they
the shores. In others, a dark storm rages on the horizon.
instead suffer one effect of indefinite madness.

A character capable of dreaming can make a DC 15


Wisdom (Insight) on the paintings, gaining a sense of familiarity with
the landscape—perhaps indirectly recognizing it from a dream-- on a The following locations are keyed to map 8.2.
success. They do not recognize it is the plane of Dal Quor. Characters
who do not dream automatically fail this check. The creatures on the
shores are malevolent quori, and the raging storm is the heart of the
E1. ARRIVAL POINT
Dreaming Dark. This room proceeds as written, with the following exceptions:

• Kaevja Cynavern is instead a kalashtar inspired that works


for Vezt Deshirod and the Dreaming Dark at large.
This room contains nothing except for five sturdy rubber mats with a • Vezt lacks a simulacrum. Kaevja contacts both Vezt and the
small pillow upon them laid out in a circle (where the treasure characters using her “mind link” trait. Instead of Vezt
chests used to be). In the center of the the room is the same planar coming to greet the characters in the foyer, Kaevja tells
symbol to Dal Quor as the one on the door to K21. The planar them that Vezt has asked her to welcome them into the
symbol is enchanted with a modified astral projection spell—one foyer.
that does not care if a target is willing. The first time a character • The teleportation circle or “death” are the only means of
touches the rune, they immediately fall into a state of suspended returning to the Material plane. For the former, no
animation as per the spell and are transported to the sanctum on teleporter rings are necessary: one simply wills to return
Dal Quor. Nothing can rouse or return the character to their body while standing in the circle.
except a wish spell or using the means within the extradimensional
sanctum. Why all the trouble? So those characters who cannot sleep E2. FOYER
or dream are not left behind! The foyer retains its alabaster floors but does not keep the symbol
of the Zhentarim or the alarm mechanism. Instead, a ten-foot-
Immediately after the rune is touched, the chamber begins
diameter conversation pit fit with plush furniture and a similar
to fill with potent sleeping gas Characters that can dream must
dreamlily vaporizer rests in the center of the room. At the end of the
succeed a DC 25 Constitution saving throw or fall asleep
room where the walls taper, an eight-foot-long table made of
immediately. Once asleep this way, they are “transported” to the

56
crysteel holds a crystal decanter filled with water and crystal
drinking glasses. They are real and each worth 25 gp.

Kaevja invites the characters to the conversation pit and


asks what their business is on Dal Quor. She is polite but firm,
acutely aware that they are more than likely ready to fight. She
offers them dreamlily from the vaporizer while partaking herself. If
the characters reveal their business with Vezt or the poltaa’kur,
Kaevja does her best to stall and pretend to act as a messenger for
Vezt. A DC 15 Wisdom (Insight) check gives the character a sense
that Kaevja is merely stalling. After a minute of stalling, Vezt and
Deshirod (see area E10) enter the foyer from area E10.

E3. GUARD STATION


This room proceeds as written. Obviously, Kaevja Cynavern’s
changes have been mentioned above and still apply.

E4. PANTRY
This area proceeds as written. Alongside exotic Reidran foods and
drinks, two potions of healing are crammed behind some dry goods.

E7. KOLAT’S GALLERY


In this room, floor-to-ceiling windows overlook the islands of Dal
Quor. Piled against the walls are dozens of paintings very similar to
the paintings in area K21. In the center is Kolat, prone and heaving
with hoarse laughter. Kolat is under the effects of a modified tasha’s
hideous laughter spell. A DC 15 Intelligence (Arcana) check reveals
that Kolat is under a spell’s effect but not what the spell is. The
effects of the spell lasts until it is dispelled, which can be done with a
lesser restoration spell. Similarly, rendering Kolat unconscious also
ends the spell, but also rescinds his offer to help the characters
battle Vezt and Kaevja. Kolat uses the kalashtar stat block and does
offer his assistance if the characters save him from his hideous
laughter.

E10. AUDIENCE CHAMBER


The description of this room remains the same, sans any influence of
the Zhentarim. Instead, Vezt bows before Deshirod—the kalaraq
quori that chose her as its vessel. The quori spirit examines the
poltaa’kur Vezt holds in her hands. Vezt uses the inspired stats with
the following modifications:

• Vezt has 86 hit points.


• Vezt can cast the friends spell at will and the tasha’s
hideous laughter spell once per day through her aberrant
dragonmark.
If Kaevja has not been dealt with, she also enters the audience
chamber from area E3.

57
H1. UNDERPASS
This corridor stretches beneath a rusted iron grate overhead. A
gelatinous cube has taken residence right underneath the grate,
often eating any scraps that fall in between. A DC 15 Wisdom
(Perception) check is required to spot it as it remains motionless. A
character who walks over the iron grate is subjected to the ooze’s
iho Koi is in town to take matters into their own hands after “engulf” action as is squeezes through the iron grate to consume the
Garra’s defeat. The oni mobster has made a base for themselves character.
in one of the Cogs’ myriad hubs. Here, Niho Koi communes with
Sora Katra herself, trying to further Daask’s—and the
Daughters’—plans. H2. Hideout
In the hideout, four goblins sit around a table playing cards. A goblin
boss sits at another table nearby the drawn curtain finishing a bottle
of liquor. These goblins aren’t immediately hostile to any character
who looks like they should be among Daask’s ranks (hobgoblin,
shifters, orcs, etc.) and give the benefit of the doubt to all others.
While Niho Koi discusses Daask’s next plan, a warforged named They do attempt to stop the characters and ask if they’re new. If the
Wrench works busily to unlock all the secrets of the poltaa’kur. The characters aren’t actively trying to be quiet, the bugbear chief and
characters can deal with Niho Koi, dealing a significant blow to another goblin boss sleeping in the beds behind the curtain wakes,
Daask’s operations in Sharn. Alternatively, they can attempt to and demands the goblins attack the intruders.
acquire the poltaa’kur from Wrench—or Wrench themselves—and
make off with the tools and information encoded on them. The final The other bed is a painful lump of springs and where the
option is to ignite the ancient furnaces in the hideout and blow up goblins sleep in shifts. The bugbear’s bed is the nicer of the two and
Niho Koi’s entire lair. has a sack containing 30 gp tucked underneath it.

H3. WALKWAYS
The walkways stretch across the ancient furnaces (H3), leading into
some rooms filled with old equipment in disrepair, as well as
Just as E:RftLW states, the Cog hubs are difficult to find and easy to Wrench. Wrench (warforged soldier) is nonhostile unless provoked
defend. This adventure assumes that through a helpful ally (or the but won’t give up the poltaa’kur willingly, fearing what Niho Koi
methods used to gain information mentioned prior in the campaign) might do to them (recalling even what happened to Razor from the
that the characters have a good idea of where the Daask lair is. The “Forgotten Relics” adventure). They instead try to escape to the
challenge itself comes when the characters find themselves in the hideout (H2) alerting any passing Daask members as they go.
lair, not from finding the lair itself.
The walkway also comes right up to one of the chimney
COG HUB FEATURES tops of one of the furnaces. A character with a Passive Wisdom
(Perception) or that succeeds a DC 15 Wisdom (Perception) check
The Cog Hub uses map 4.13 “Cog Hub” from E:RftLW. The features notices distortion in the air from the natural gas leaking from this
mentioned in the book remain the same, with at least one gnoll and furnace. After noticing it from the furnace, the character becomes
two cockatrices under its control stationed as guards at the aware of gas leaking throughout the rest of the furnace room and
entrances of the Hub. The “Features and Creatures” table detailed even elsewhere in the Cog Hub.
later in this chapter give a look at random encounters or wandering
monsters within the hub.
H4. THE HUB
In the hub, Niho Koi communes with the coalesced shadow of Sora
Katra, a powerful hag. The conversation itself is not particularly
The following encounter areas are keyed to the Cog Hub map. important, but the gist of it should reveal that Daask wants to use a
Numbers have been assigned here to the named rooms on the map Mabaran resonator to search for Sora Kell, Sora Katra’s mother and
for convenience’s sake. This only covers the named areas, as the immortal Queen of Night.
“Features and Creatures” tables cover the rest. The paths that lead
up or down into other areas of the Cogs are not pertinent to the lair, A character with a Passive Wisdom (Perception) or that
but could be possible escapes if the characters are in a dicey succeeds a DC 15 Wisdom (Perception) check notices distortion in
situation. The characters enter the lair through the area labeled the air from the natural gas seeping into this room. Niho Koi
“Shaft Up & Down”. summons reinforcements in the form of two barghests who enter
the Hub through the pipe in the northeast bend of the room. The
rest of the Daask goons rush to secure the exits. The shadow of Sora
Katra cackles with delight during the fight but is just an illusion and
not a combatant.

58
H5. ANCIENT FURNACES
The ancient furnaces (represented by the pillars in the room) creak
underneath the weight of their own rust and soot. Mounds of ash
pile across the soot-stained floor and cold coals fill the bellies of the
furnaces. A character with a Passive Wisdom (Perception) or that
succeeds a DC 15 Wisdom (Perception) check notices distortion in
the air from the natural gas leaking from the furnace. After noticing
it from the furnace, the character becomes aware of gas leaking
throughout the rest of the furnace room and even elsewhere in the
Cog Hub.

Torch fire does not ignite the furnaces unless a torch is


tossed inside one. A spell that ignites flammable material also ignites
the furnaces. Either method begins a chain reaction that begins
within the furnaces and spreads throughout the Cog Hub; the first
time a character ingites a furnace, they and any creature within a
ten-foot-radius of the furnace must make a DC 15 Dexterity saving
throw or take 4d6 fire damage on a failed save or half as much on a
successful one as the furnace explodes into flame. The fire catches
quickly on the natural gas saturating the lair. For each minute that
passes after the initial combustion, another furnace explodes, and
the same save must be made following the same criteria. This
continues until the last furnace combusts, after which the Cog Hub
begins collapsing in on itself.

If the Cog Hub begins to collapse, characters have 1d4 + 1


minutes to escape the area. They can escape via the shaft or any of
the stairwells that lead “Up” or “Down”. Any creature who cannot
escape the area in time dies in the collapse. It is assumed Niho Koi
escapes, returning to Droaam to start a new plan. The poltaa’kur is
rediscovered a week later by another syndicate.

The Cog Hub contains dozens of crisscrossing corridors that remain


nondescript or unlabeled (House Sivis has advised this humble
author not to alter any maps with ink and quill, but merely by
description.) As such, the following table has been prepared to
“stock” the expanses of the Cog Hub that remain unlabeled.

59
FEATURES AND CREATURES TABLE
Roll Result
0-5 An umber hulk has wandered its way into the lair within 60 feet of a character. The creature
has no allegiance to Daask and can be used against them.
6-15 A gas leak following the criteria above fills a space within 30 feet of the characters.
16-25 A Daask minotaur prowls the lair within 90 feet of a character.
26-35 Nothing happens.
36-45 A gas leak following the criteria above fills a space within 30 feet of the characters.
46-55 Nothing happens.
56-65 Nothing happens.
66-75 A patrol of four goblins and one goblin boss monitors an area within 60 feet of a character.
76-85 A gas leak following the criteria above fills a space within 30 feet of the characters.
86-95 A Daask minotaur prowls the lair within 90 feet of a character.
96-100 A mimic appears in one of the named rooms. When slain, 1d4 potions of healing can be looted
from its corpse. Decrease the amount of potions by 1 each time this event happens after the
first.

60
ABJURER
Medium humanoid (halfling), any alignment
Armor Class 12 (16 with mage armor)
Hit Points 84 (13d8 + 36)
Speed 30 ft.
This appendix lists the various creature statistics for creatures not STR DEX CON INT WIS CHA
listed in W:DH, E:RftLW, and the Monster Manual. 9 (-1) 16 (+3) 14 (+2) 18 (+4) 12 (+1) 11 (+0)
Saving Throws Int +8, Wis +5
LAZLO BOROMAR Skills Arcana +8, History +8
Senses passive Perception 11
Lazlo Boromar is a playboy mafioso of the Boromar Clan. No
Languages Common, Halfling, plus any other two
stranger to getting into trouble, Lazlo uses his adept command of
Challenge 9 (5, 000 XP)
abjuration magic to protect himself from the consequences of his
actions. When that fails, the massive wealth and influence of his Spellcasting. The abjurer is a 13th-level spellcaster. Its
family takes care of anything and anyone else. Charged with spellcasting ability is Intelligence (spell save DC 16, +8 to
recovering the schema, Lazlo would much rather pay his goons to do hit with spell attacks). The abjurer has the following wizard
his dirty work for him while he drinks and schmoozes at the various spells prepared:
clubs owned by the Clan. Lazlo uses the abjurer stats listed below.
Cantrips (at will): blade ward, dancing lights, mending,
message, ray of frost
1st level (4 slots) alarm*, mage armor*, magic missile,
shield*
2nd level (3 slots): arcane lock*, invisibility
3rd level (3 slots): counterspell*, dispel magic*, fireball
4th level (3 slots): banishment*, stoneskin*
5th level (2 slots): cone of cold, wall of force
6th level (1 slot): flesh to stone, globe of invulnerability
7th level (1 slot): symbol*, teleport
*Abjuration spell of 1st level or higher
Arcane Ward. The abjurer has a magical ward that has 30
hit points. Whenever the abjurer takes damage, the ward
takes the damage instead. If the ward is reduced to 0 hit
points, the abjurer takes any remaining damage. When the
abjurer casts an abjuration spell of 1st level or higher, the
ward regains a number of hit points equal to twice the level
of the spell.

ACTIONS
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1)
bludgeoning damage if used with two hands.

61
HONDAR’AASHTA BARGHEST
Hondar’Aashta is a legendary Tharashk bounty hunter who prowls
the streets of Sharn like an urban jungle. He has never lost a quarry, Barghests are fiendish shapeshifters that can transform between a
but has sometimes let them escape with their lives if he thinks vicious beast and an unassuming goblin at will. Daask employs these
they’ve exhibited guile and cunning. With the help of his animal creatures both as spies and as assassins for hard to track targets.
companions—Talon the blood hawk and Bonesniffer the death
dog—there’s no alley too narrow or tower too tall in Sharn that he
can’t reach. Hondar’Aashta uses the stats of the archer listed below. BARGHEST
Large fiend (shapeshifter), neutral evil

ARCHER Armor Class 17 (natural armor)


Hit Points 90 (12d10 + 24)
Medium humanoid (half-orc), any alignment Speed 40 ft (30 ft. In goblin form)
Armor Class 16 (studded leather) STR DEX CON INT WIS CHA
Hit Points 75 (10d8 + 30) 19 (+4) 15 (+2) 14 (+2) 13 (+1) 12 (+1) 14 (+2)
Speed 30 ft.
Skills Deception +4. Intimidation +4. Perception +5, Stealth
STR DEX CON INT WIS CHA +4
13 (+1) 18 (+4) 17 (+3) 11 (+0) 13 (+1) 11 (+0)
Damage Resistances cold, fire, lightning, bludgeoning,
Skills Acrobatics +6, Perception +5 piercing, and slashing from nonmagical attacks
Senses passive Perception 15
Languages Common, Orc Damage Immunities acid, poison
Challenge 3 (700 XP)
Condition Immunities poisoned
Archer’s Eye (3/Day). As a bonus action, the archer can add Senses blindsight 60 ft., darkvision 60 ft., passive
1d10 to its next attack or damage roll with a longbow or Perception 15
shortbow. Languages Abyssal, Common, Goblin, Infernal, telepathy 60
ft.
ACTIONS Challenge 4 (1, 100 XP)
Multiattack. The archer makes two attacks with its Shapechanger. The barghest can use its action to
longbow. polymorph into a Small goblin or back into its true form.
Other than its size and speed, its statistics are the same in
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
each form. Any equipment its wearing or carrying is not
target. Hit: 7 (1d6 + 4) slashing damage.
transformed. The barghest reverts to its true form if it dies.
Longbow. Ranged Weapon Attack:+6 to hit, range 150/600
Fire Banishment. When the barghest starts its turn
ft., one target. Hit: 8 (1d8 + 4) piercing damage.
engulfed in flames that are at least 10 feet high or wide, it
must succeed on a DC 15 Charisma saving throw or be
instantly banished to Khyber. Instantaneous bursts of
flame (such as a red dragon’s fire breath or a fireball spell)
don’t have this effect on the barghest.
Keen Smell. The barghest has advantage on Wisdom
(Perception) checks that rely on smell.
Innate Spellcasting. The barghest’s innate spellcasting
ability is Charisma (spell save DC 12). The barghest can
innately cast the following spells, requiring no material
components:
At will: levitate, minor illusion, pass without trace
1/day each: charm person, dimension door, suggestion

ACTIONS
Bite. Melee Weapon Attack (true form only): +6 to hit, reach
5 ft., one target. Hit: 13 (2d8 +4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 +4) slashing damage.

62
DARKLING DARKLING ELDER
Darklings are strange fey doomed to keep to the shadows. Despite Medium fey, chaotic neutral
this, they have an appreciation for fine art and as such, have made a
Armor Class 15 (studded leather armor)
home within some of the dark orchestral pits and stages of Sharn.
Hit Points 27 (5d8 + 5)
Speed 30 ft.

DARKLING STR DEX CON INT WIS CHA


13 (+1) 17 (+3) 12 (+1) 10 (+0) 14 (+2) 13 (+1)
Small fey, chaotic neutral
Skills Acrobatics +5, Deception +3, Perception +6, Stealth
Armor Class 14 (leather armor) +7
Hit Points 13 (3d6 + 3) Senses blindsight +30 ft., darkvision 120 ft., passive
Speed 30 ft. Perception 16
STR DEX CON INT WIS CHA Languages Elvish, Sylvan
9 (-1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 11 (+0) Challenge 2 (450 XP)

Skills Acrobatics +5, Deception +2, Perception +5, Stealth Death Burn. When the darkling dies, nonmagical light
+7 flashes out from it in a 10-foot radius as its body and
Senses blindsight +30 ft., darkvision 120 ft., passive possessions, other than metal or magic objects, burn to
Perception 15 ash. Any creature in that area must make a DC 11
Languages Elvish, Sylvan Constitution saving throw. On a failure, the creature takes 7
Challenge 1/2 (100 XP) (2d6) radiant damage and, if the creature can see the light,
is blinded until the end of its next turn. If the saving throw
Death Flash. When the darkling dies, nonmagical light is successful, the creature takes half damage and isn’t
flashes out from it in a 10-foot radius as its body and blinded.
possessions, other than metal or magic objects, burn to
ash. Any creature in that area and able to see the bright ACTIONS
light must succeed on a DC 10 Constitution saving throw
or be blinded until the end of the creature’s next turn. Multiattack. The darkling elder makes two melee attacks.

Light Sensitivity. While in bright light, the darkling has Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
disadvantage on attack rolls, as well as on Wisdom target. Hit: 6 (2d6 +) piercing damage. If the darkling elder
(Perception) checks that rely on sight. had advantage on the attack roll, the attack deals an extra
10 (3d6) piercing damage.
ACTIONS Darkness (Recharges after a Short or Long Rest). The
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 darkling elder casts darkness without any material
ft., or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing components. Wisdom is its spellcasting ability.
damage. If the darkling has advantage on the attack roll,
the attack deals an extra 7 (2d6) piercing damage.

63
JUISE
The amorphous antagonist Juise works alone, but uses the Tyrants
to fulfill its needs. A shapeshifter to dupe shapeshifters, Juise works
to reverse-engineer the dimensional seals that bind its kin to Khyber
through the information recovered in the schema. The fact that Juise
could infiltrate the community of Changelings so easily might prove
worrisome; just how many other aberrations like it might exist in
Sharn? Juise uses the elder oblex stats listed below.

ELDER OBLEX
Huge ooze, lawful evil
Armor Class 16
Hit Points 115 (10d12 + 50)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 21 (+5) 22 (+6) 13 (+1) 18 (+4)
Saving Throws Int +10, Cha +8
Skills Arcana +10, Deception +8, History +10, Nature +10,
Perception +5, Religion +10
Condition Immunities blinded, charmed, deafened,
exhaustion, prone
Senses blindsight 60 ft. (blind beyond this distance),
passive Perception 15
Languages Common, plus six more
Challenge 10 (5,900 XP)
Amorphous. The oblex can move through a space as
narrow as 1 inch wide without squeezing.
Aversion to Fire. If the oblex takes fire damage, it has
disadvantage on attack rolls and ability checks until the
end of its next turn.
ACTIONS
Innate Spellcasting. The oblex’s innate spellcasting ability
is Intellig4ence (spell save DC 18). It can innately cast the Multiattack. The elder oblex makes two pseudopod attacks
following spells, requiring no material components: and uses Eat Memories.

At will: charm person (as a 5th level spell), detect thoughts, Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft.,
hold person one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 7
(2d6) psychic damage.
3/day each: confusion, dimension door, dominate person,
fear, hallucinatory terrain, hold monster, hypnotic pattern, Eat Memories. The oblex targets one creature it can see
telekinesis within 5 feet of it. The target must succeed on a DC 18
Wisdom saving throw or take 44 (8d10)psychic damage
Sulfurous Impersonation. As a bonus action, the oblex can and become memory drained until it finishes a short or
extrude a piece of itself that assumes the appearance of long rest or nuntil it benefits from the greater restoration or
one Medium or smaller creature whose memories it has heal spell. Constructs, oozes, plants, and undead succeed
stolen. The simulacrum appears, feels, and sounds exactly on the save automatically. While memory drained, the
like the creature it impersonates, though it smells faintly of target must roll a d4 and subtract the number rolled from
sulfur. The oblex can impersonate 2d6 + 1 different any ability check or attack roll it makes. Each time the
creatures, each one tethered to its body by a strand of gtarget is memory drained beyond the first, the die size
slime that can extend up to 120 feet away. For all practical increases by one: the d4 becomes a d6, the d6 becomes a
purposes, the simulacrum is the oblex, meaning the oblex d8, and so on until the die becomes a d20, at which point
occupies its space and the simulacrum’s space the target becomes unconscious for 1 hour. The effect
simultaneously. The slimy tether is immune to damage, but then ends. When an oblex causes a target to become
it is severed if there is no opening at least 1 inch wide memory drained, the oblex learns all the languages the
between the oblex’s main body and the simulacrum. The target knows and gains all its proficiencies, except any
simulacrum disappears if the tether is severed. saving throw proficiencies.

64
FELTH DIRE ILLUSIONIST
Felth Dire is a member of some esteem from the Deathsgate Medium humanoid (any race), any alignment
Explorer’s Club. A worshipper of the Dark Six, her divine powers are
Armor Class 12 (15 with mage armor)
often used to wound more than mend. Regardless, she proves a
Hit Points 84 (13d8 + 36)
ruthless enemy and a valuable ally to those fortunate enough to be
Speed 30 ft.
on her good side.
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 13 (+1) 16 (+3) 11 (+0) 12 (+1)
FELTH DIRE Saving Throws Int +5, Wis +2
Medium humanoid (human), lawful evil
Skills Arcana +5, History +5
Armor Class 18 (chain mail and shield) Senses passive Perception 10
Hit Points 49 (7d8 + 9) Languages any four languages
Speed 30 ft. Challenge 3 (700 XP)
STR DEX CON INT WIS CHA Spellcasting. The illusionist is a 7th-level spellcaster. Its
10 (+0) 10 (+0) 14 (+2) 13 (+1) 16 (+3) 13 (+1) spellcasting ability is Intelligence (spell save DC 13, +5 to
hit with spell attacks). The illusionist has the following
Saving Throws Int +8, Wis +5 wizard spells prepared:
Skills Medicine +8 Persuasion +3, Religion +5 Cantrips (at will): dancing lights, mage hand, minor illusion,
Senses passive Perception 13 poison spray
Languages Common plus one more
Challenge 4 (1, 100 XP) 1st level (4 slots) color spray*, disguise self*, mage armor,
magic missile
Reaper. When Felth Dire casts a necromancy cantrip that
normally targets only one creature, the spell can instead 2nd level (3 slots): Invisibility*(, mirror image*, phantasmal
target two creatures within range and within 5 feet of each force*
other.
3rd level (3 slots): major image*, phantasmal steed*
Inescapable Destruction. Necrotic damage dealt by Felth
4th level (1 slot): phantasmal killer*
Dire’s cleric spells ignore resistance to necrotic damage.
*Illusion spell of 1st level or higher
Spellcasting. Felth Dire is a 7th-level spellcaster. Her
spellcasting ability is Wisdom (spell save DC 14, +6 to hit Displacement (Recharges after the Illusionist Casts an
with spell attacks). She has the following cleric spells Illusion Spell of 1st level or Higher). As a bonus action, the
prepared: illusionist projects an illusion that makes the illusionist
appear to be standing in a place a few inches from its
Cantrips (at will): chill touch, light, thaumaturgy, toll the dead
actual location, causing any creature to have disadvantage
1st level (4 slots) cure wounds, false life, guiding bolt, ray of on attack rolls against the illusionist. The effect ends if the
sickness, sanctuary illusionist takes damage, it is incapacitated or its speed
becomes 0.
2nd level (3 slots): blindness/deafness, lesser restoration, ray
of enfeeblement, spiritual weapon ACTIONS
3rd level (3 slots): animate dead, bestow curse, dispel magic, Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft.,
spirit guardians, vampiric touch one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1)
4th level (1 slot): blight, death ward, guardian of faith bludgeoning damage if used with two hands.

ACTIONS
Mace. Melee Weapon Attack, +2 to hit, reach 5 ft., one KOBOLD SCALE SORCERER
target. Hit: 3 (1d6) bludgeoning damage.
Some kobolds have tapped into their draconic blood and command
a modicum of the power within. The Sewer Duke is one such
sorcerer.

ILLUSIONIST
Illusionists command phantasms and the unreal to thwart their
opponents.

65
KOBOLD SCALE SORCERER MASTER THIEF
Small humanoid (kobold), lawful evil Medium humanoid (halfling), any alignment
Armor Class 15 (natural armor) Armor Class 16 (studded leather)
Hit Points 27 (5d6 + 10) Hit Points 84 (13d8 + 26)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 14 (+2) 10 (+0) 9 (-1) 14 (+2) 11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1)
Skills Arcana +2, Medicine +1 Saving Throws Dex +7, Int +3
Senses darkvsion 60 ft., passive Perception 9
Skills Acrobatics +7, Athletics +3, Perception +3, Sleight of
Languages Common, Draconic
Hand +7, Stealth +7
Challenge 1 (200 XP)
Senses passive Perception 13
Spellcasting. The kobold is a 3rd-level spellcaster. Its Languages Common, Halfling, Thieves’ Cant
spellcasting ability is Charisma (spell save DC 12, +4 to hit Challenge 5 (1, 800 XP)
with spell attacks). The kobold has the following sorcerer
Cunning Action. On each of its turns, the thief can use a
spells prepared:
bonus action to take the Dash, Disengage, or Hide action.
Cantrips (at will): fire bolt mage hand, mage hand, poison
Evasion. If the thief is subjected to an effect that allows it
spray
to make a Dexterity saving throw to take only half damage,
1st level (4 slots) charm person, chromatic orb, expeditious the thief instead takes no damage if it succeeds the saving
retreat throw, and only half damage if it fails.
2nd level (2 slots): scorching ray Sneak Attack (1/Turn). The thief deals an extra 14 (4d6)
damage when it hits a target with a weapon attack and has
Sorcery Points. The kobold has 3 sorcery points. It regains
advantage on the attack roll, or when the target is within 5
all spent sorcery points when it finishes a long rest. It can
feet of an ally of the thief that isn’t incapacitated, and the
spend its sorcery points on the following options:
thief doesn’t have disadvantage on the attack roll.
Heightened Spell: When it casts a spell that forces a
creature to make a sabing throw to resist the spell’s ACTIONS
effects, the kobold can spend 3 sorcery points to give one Multiattack. The thief makes three attacks with its butterfly
target of the spell disadvantage on its first saving throw knife.
against the spell.
Butterfly Knife. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Subtle Spell: When the kobold casts a spell, it can spend 1 one target. Hit: 7 (1d6 + 4) slashing damage.
sorcery point to cast the spell without any somatic or
verbal components. Light Crossbow. Ranged Weapon Attack: +7 to hit, range
80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Pack Tactics. The kobold has advantage on an attack roll
against a creature if at least one of the kobold’s allies is REACTIONS
within 5 feet of the creature and the ally isn’t incapacitated.
Uncanny Dodge. The thief halves the damage that it takes
Sunlight Sensitivity. While in sunlight, the kobold has from an attack that hits it.The thief must be able to see the
disadvantage on attack rolls as well as on Wisdom attacker.
(Perception) checks that rely on sight.

ACTIONS NIHO KOI


Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 Summoned from Droaam, Niho Koi enters the fray to finish what
ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2_ piercing Garra had started. The fearsome oni has an even more fearsome
damage. visage, with tattoos suffused in dark magic covering their body. Most
notably among their tattoos are their purple worm tattoo that coils
across their chest, providing supernatural protection; their tattoo of

FLUTTERFINGERS a hag surrounded by ghostly wisps, rumored to let them step


between realms; and lastly, their wrathful dragon tattoo that can
Flutterfingers finds themselves employed by the Boromar Clan to summon a destructive blast.
send a message and collect debts in more sinister ways than the
It is rumored that once, Niho Koi had been some kind of
Clan likes to be associated with. A tight grip on a coin purse is no
lover or consort to Sora Maenya. Whatever their relationship, the
match for Flutterfingers’ nimble hands or their butterfly knife; the
leader of Daask had Niho Koi demoted to a sub-boss after some sort
hand that holds the coin is just as likely to be stolen as the coin
of falling out. Niho Koi believes that recovering the schema is
itself. Flutterfingers uses the master thief stats listed here.
enough to find themselves in the good graces of Sora Maenya again.
Niho Koi’s stats can be found on the next page.

66
NIHO KOI
Large giant, lawful evil
Armor Class 18 (barrier tattoo)
Hit Points 127 (15d10 + 45)
Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2)
Saving Throws Dex +4, Con +7, Wis +5, Cha +6
Skills Arcana +5, Deception +8, Perception +4
Damage Resistances cold, fire, poison
Senses darkvision 60 ft., passive Perception 14
Languages Common, Giant
Challenge 11 (7, 200 XP)
Legendary Resistance (3/Day) If Niho Koi would fail a
saving throw, they can choose to succeed instead.
Innate Spellcasting. Niho Koi’s innate spellcasting ability is
Charisma (spell save DC 13). They can innately cast the
following spells, requiring no material components:
At will: darkness, invisibility, magic missile
1/Day: charm person, cone of cold, gaseous form, sleep
Magical Weapons. Niho Koi’s weapon attacks are magical.
Regeneration. Niho Koi regains 10 hit points at the start of
their turn if they have at least 1 hit point.
Tattoo Attunement. Niho Koi is attuned to the following
tattoos, which gives them supernatural powers:
Barrier Tattoo: While Niho Koi is not wearing armor, this Niho Koi: Maude Desrochers (Instagrom: mau_illustrations)
tattoo depicting a great coiling purple worm across their
chest gives them an AC of 18. ACTIONS
Ghost Step Tattoo (3/Day): This tattoo depicts a night hag Multiattack. Niho Koi makes two attacks, either with its
surrounded by ghostly wisps. As a bonus action, Niho Koi claws or with its tetsubo (greatclub).
can become incorporeal until the end of their next turn. For
the duration, they gain resistance to bludgeoning, piercing, Claw (Oni Form Only). Melee Weapon Attack: +8 to hit, reach
slashing damage from nonmagical attacks; they can’t be 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
grappled or restrained; they can move through solid Tetsubo. Melee Weapon Attack: +8 to hit, reach 5 ft., one
objects as if they were difficult terrain, taking 1d10 force target. Hit: 13 (2d8 + 4) bludgeoning damage, or 8 (1d8 + 4)
damage if they end their turn in a solid object (or creature). bludgeoning damage in Small or Medium form.
Traveled this way. They are then shunted to the nearest
unoccupied space and take 1d10 force damage for every 5 Change Shape. Niho Koi magically polymoprhs into a Small
feet traveled this way. or Medium sized humanoid, a Large giant, or back into its
true form. Other than their size, their statistics remain the
Spellwrought Tattoo (Destructive Wave): Niho Koi can cast same in each form. The only equipment that is
the destructive wave spell through the fearsome dragon transformed is their tetsubo, which shrinks so that it can be
coiling across their arm (spell save DC 17). The spell deals wielded in humanoid form. If Niho Koi dies, they revert
necrotic damage and can’t be used again until the next back to their true form, and their tetsubo reverts back to its
dusk. normal size.

67
OLEANDER NIGHTBLOOM SWASHBUZZCKLER
Oleander Nightbloom is the bartender at Nightshade in Shae Lias. He Although not a corsair or a pirate, Buzz holds a special place in his
is a master of toxic cocktails that delight patrons and doom warforged heart for the romantic and romanticized life of
opponents. adventure. Buzz uses the swashbuckler stats listed below.

OLEANDER NIGHTBLOOM SWASHBUCKLER


Medium humanoid (drow), neutral evil Medium humanoid (warforged), any non-lawful alignment

Armor Class 17 (studded leather and infusions) Armor Class 17 (leather armor)
Hit Points 92 (11d8 + 25) Hit Points 66 (12d8 + 12)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 17 (+3) 18 (+4) 12 (+1) 16 (+3) 12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2)

Saving Throws Con +7, Int +8 Skills Acrobatics +8, Athletics +5, Persuasion +6
Skills Medicine+6, Nature +6, Perception +2, Stealth +4 Senses passive Perception 10
Languages Common
Damage Immunities poison Challenge 3 (700 XP)
Condition Immunities poisoned Lightfooted. The swashbuckler can take the Dash or
Disengage action as a bonus action on each of its turns.
Senses darkvision 120 ft., passive Perception 11
Languages Common Elvish, Undercommon Suave Defense. While the swashbuckler is wearing light or
Challenge 10 (5, 900 XP) no armor and weidling no shield, its AC includes its
Charisma modifier.
Defensive Infusions. Oleander’s armor and rings are
infused with the wards of an adept artificer. These
bonuses are included in his AC.
ACTIONS
Multiattack. The thief makes three attacks: one with a
Offensive Infusions. Oleander’s wand is infused with dagger, and two with its rapier.
offensive capabilities. Oleander receives a +2 to attack
rolls (included below) and deals an extra 4 damage with Dagger/ Melee or Ranged Weapon Attack: +6 to hit, reach 5
any spell that deals acid, fire, necrotic, or poison damage. ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing
damage.
Fey Ancestry. Oleander has advantage on saving throws
against being charmed, and magic can’t put him to sleep. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 +4) piercing damage.
Innate Spellcasting. Oleander’s innate spellcasting ability is
Charisma (spell save DC 13). He can innately cast the
following spells, requiring no material components:
At will: dancing lights
1/Day: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, Oleander has
disadvantage on attack roll,s as well as on Wisdom
(Perception) checks that rely on sight.
Spellcasting. Oleander is an 11th level spellcaster.. His
spellcasting ability is Intelligence (spell save DC 16, + 10 to
hit). He has the following artificer spells prepared:
Cantrips (at will): acid splash, mending, poison spray,
shocking grasp
1st level (4 slots): absorb elements, grease, healing word,
purify food and drink
2nd level (3 slots0: flaming sphere, heat metal, Melf’s acid
arrow, web
3rd level (3 slots): dispel magic, gaseous form, glyph of
warding

68
“I’d offer you my potion of healing, but that kind of
defeats the purpose.”

Created by Merrix d’Cannith himself, Daily Dose is an expirmental


weapon described as a WIP—a work in plasma. The pistol uses
potions as its ammunition, drawing the liquid into a complex array of
dragonshards that discharge the potion as superheated globs of
plasma. Such a weapon is merely a prototype, and other iterations
of it likely won’t exist for some time. Only the most spectacular
adventurer is worthy of handling this firearm.

The potion screws into the bottom of the pistol, where the magazine
would traditionally go. Transparent tubes snake and wind their way
across the sides of the firearm, filling with the potion’s contents as
the trigger is pulled. An apparatus at the end, resembling something
of a proboscis or a syringe, funnels the now superheated plasma into
a precise bolt of acidic energy. Careful not to spill it on yourself!

Legendary pistol (renaissance), requires attunement

Vitamins and Minerals. This weapon does not use conventional


ammunition and instead must be fed a potion to restore its charges.
The rarity of the potion determines the damage die (the pistol deals
acid damage) and charges recovered. The list below provides more
detail:

• Common: 1d6, 20 charges


• Uncommon: 2d6, 30 charges
• Rare: 3d6, 50 charges
• Very Rare: 4d8, 30 charges
• Legendary: 6d8, 20 charges

All charges must be used before the next potion is fed to the
weapon. Each shot uses one charge. Alternatively, an artificer can
use their “Experimental Elixir” feature to feed the pistol. The elixir
counts as a common potion until 6th level where it then counts as an
uncommon potion, until finally it counts as a rare potion at 15th level
and beyond.

Magic Melter. The magic nature of this pistol combined with its
discharge makes most means of defense futile. The shield spell
provides no defense against this weapon. Furthermore, any creature
within 5 feet of the target takes acid damage equal to half the
damage dealt to the target if the attack hits.

69

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