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DDAL-ELW09

SEARCHING FOR SECRETS


An Eberron Embers of the Last War Adventure

Sharn’s undercity, the Cogs, hides a devastating secret that could reignite
the Last War. As agents of the Lord of Blades tighten the noose around the
characters’ necks, the characters search for the entrance to a hidden forge.

A Three-to-Four-Hour Adventure for Tier 2 Characters.


Optimized for APL 9.

Credits D&D Adventurers League Guildmaster: Chris Lindsay


Designer: Travis Woodall D&D Adventurers League Wizards Team: Adam Lee,
Editing: James Introcaso, Ashley Michaela "Navigator" Chris Lindsay, Mike Mearls, Matt Sernett
Lawson D&D Adventurers League Administrators: Greg Marks,
Layout and Graphic Design: Rich Lescouflair Alan Patrick, Travis Woodall, Lysa Chen,
Cartography: Travis Woodall Claire Hoffman, Amy Lynn Dzura

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks
of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This
material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.
©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

1
Adventure Primer • Episode 2: Carriage Return. The characters formulate
and execute a plan to ambush the carriage and steal a
lockbox containing the information Antonia has asked
...it was no good looking inconspicuous unless people
could see that you were being inconspicuous. them to obtain. This is Story Objective A.
—Terry Pratchett • Episode 3: End of the Road. The characters learn the
identity of Ellwood Gabrila—who they believe will be
Background able to lead the characters to the lab’s location (or at
least tell them where it is). They soon learn that agents
It has long been rumored that CANNITH SOUTH, of the Lord of Blades have beaten them to the target and
governed by the ambitious MERRIX D’CANNITH has a have learned the lab’s location. This is Story Objective
CREATION FORGE hidden somewhere within the city of B.
SHARN—rumors to which a series of chance encounters
has lent a great degree of credit.
Assisted by ANTONIA D’MEDANI, a group of
Bonus Objectives
adventurers have grown ever-closer to lifting the veil However, this adventure also includes two, 1-hour bonus
of secrecy surrounding Merrix’s dealings in the CITY objectives that the characters can pursue if they have
OF TOWERS. Most recently, information surrounding the time to do so—earning additional advancement
Merrix’s secret laboratory was recovered from a vault and treasure checkpoints in the process. These bonus
in the famed KUNDARAK VAULTS. Having grown objectives are found in this adventure’s appendices, as
increasingly worried by the break-in, Merrix has been follows:
forced to set incomplete plans into motion. But first, he • Bonus Objective A: Scout the Route. The characters
must safeguard his secrets, and has hired a HOUSE must discover the route that the Orien courier will use
ORIEN courier to transport information vital to the daily for the delivery. This entails breaking into a House
operation of his laboratory, lest it fall into the wrong Orien way station to steal the plans. This bonus
hands. objective is found in Appendix E.
• Bonus Objective B: Family Feud. Having stopped the
Episodes House Orien carriage, the characters discover that the
Cannith lockbox has already been stolen, and clues
This adventure is spread over three story episodes which point to Cannith East. This bonus objective is found in
take approximately 2 hours to play. These episodes are Appendix F.
introduced by the Call to Action. The adventure also
includes two 1-hour bonus episodes that can be played if
time permits. Episode Sequence
• Episode 1: A Lot to Ask Once more the heroes meet Depending on your time constraints, play style, and
with Antonia d’Medani. She asks them to hijack a environment, this adventure takes approximately two to
House Orien delivery and obtain what she believes is four hours to play.
information about a secret Cannith laboratory. They
must follow the clues provided in the delivery to find
How Will You Play?
someone who can reveal the laboratory’s location. This The duration of your session depends on how much of
is the Call to Action. this adventure you utilize. At the very least, your session
will last approximately 2 hours. However, if you wish,
you can provide a longer experience for your players by
utilizing the bonus objectives.
Story Objectives Only. To complete the both of the
adventure’s story objectives, the characters play in
Episodes 1 through 3 in order.
Bonus Objectives. You can extend this adventure
by one or two hours by utilizing the bonus objectives
provided in the appendices. Bonus Objective A occurs
between Episode 1 and Episode 2, whilst Bonus
Objective B occurs between Episode 2 and Episode 3.
This additional content can’t be utilized anywhere else.

2
Adventure Flowchart
This section provides a basic understanding of not only the flow of the episodes, but also the outline of the different paths
that your players may take in reaching their stated objective.

1
A Lot to Ask
(Call to Action)

A
Scout the Route
(Bonus Objective A)

2
Carriage Return
(Story Objective A)

B
Family Feud
(Bonus Objective B)

3
End of the Road
(Story Objective B)

3
Episode One:
A Lot to Ask
Estimated Duration: 20 minutes Lighting. The establishment’s interior is dimly lit by
Location (District, Ward): Boldrei’s Hearth, Lower magical light sources, mixed with occasional flashes of
Central lightning.

Departure Zarantyr, the Storm Moon


The adventures are contacted by Antonia d’Medani via The closest moon to Eberron, Zarantyr is closely tied
House Orien courier. She requests that the characters to the Mark of Storm and those that tap into raw,
meet her at Defiant Point, a rather upscale tavern with a unfettered power, such as barbarians, sorcerers, and
spectacular view of the city. evokers. The more superstitious people of Sharn
• Played DDAL-ELW08: The Kundarak Job. The believe a person is more likely to be struck by lightning
characters have recovered a cache of documents from when Zarantyr is full in the sky.
a Kundarak vault held by Cannith South. Within these
documents, the characters learned of a secret Cannith
laboratory hidden somewhere in the lower wards of
the city.
Creatures/NPCs
Antonia (a spy) enters wearing a thick, hooded cloak to
• Didn’t Play DDAL-ELW08: The Kundarak Job.
protect her from the rain.
Antonia provides the characters with a dossier
Objectives/Goals. Antonia d’Medani is here to task the
containing information about a secret Cannith
characters with learning the location of the Cannith South
laboratory hidden in the lower wards of the city.
laboratory secreted away somewhere within the city. She
only divulges what information is necessary—without
Area Information revealing too much about her motivations or those of her
This area has the following features: own house.
Dimensions & Terrain. Defiant Point is a large, What Do They Know? Antonia wastes no time bringing
spacious, high-ceilinged tavern full of glass, steel, and the characters up to speed. An unknown and prominent
wood—all polished to a lustrous shine. Despite its size, it member of Cannith South chartered a House Orien
houses only a dozen-or-so cozy tables. courier to transport “cargo” between two residences at
Weather. It’s a cold, miserable night; sheets of rain fall opposite ends of Upper Central—a shipment that passes
throughout the city. So miserable that the large glass through the ward midday tomorrow. While this alone isn’t
doors to the balcony have been shut. Even in such terrible unusual, the measure of security that House Cannith is
weather, the view at the Point is breathtaking. taking is: mercenaries in the employ of House Deneith,
wards and protections provided by House Kundarak…
the works. All of this leads Antonia to believe that this
delivery is more than just mere cargo. She thinks that it
relates directly to House Cannith’s secret laboratory, and
that the information is being moved in direct response to
the recent break-in at the Kundarak Vaults (see DDAL-
ELW08: The Kundarak Job).

Call to Action
Antonia charges the characters with intercepting the
courier shipment and discovering what Cannith South is
transporting.
• Story Objectives Only. Antonia provides the characters
with the courier’s destination and, more importantly,
their route. Proceed to Episode 2 where the characters
plan and execute their heist.
• Bonus Objective A. If utilizing this additional content,
the characters must discern the courier’s route by first
finding out where the delivery is bound for. Proceed to
Bonus Objective A (Appendix E).

4
Episode Two:
Carriage Return
Estimated Duration: 60 minutes whistles summoning two similar patrols that arrive in
Location (District, Ward): Mithral Tower, Upper Central 5 (1d10) rounds—each accompanied by an enchanter
(Appendix B) who begins combat having already cast the
Upper Central Ward mage armor spell.

The carriage proceeds through Mithral Tower toward


Merrix’s villa along one of the main promenades. The House Kundarak Carriage
carriage arrives in the area within 1 hour. The carriage is a testament to the skill of House
Kundarak. It’s 10 feet wide and 10 feet long. It’s made
Prerequisites of densewood (AC 15, 39 hit points; immunity to
poison and psychic damage) with magically reinforced
The characters may pursue this story objective once they
iron bands—evidenced by engraved runes. The carriage
have completed the Call to Action.
has the following features:
Armored Driver’s Seat. The driver sits on a recessed
Story Objective A bench—protected on either side by short armored
Accessing the interior of the House Orien carriage and walls. These grant the driver half cover (+2 AC) against
retrieving the lockbox is Story Objective A. However, if attacks made from the sides of the carriage, and total
the additional content is being utilized, the characters cover against attacks made from behind.
are presented with a new objective at the episode’s Armored Wheels. The wheels have iron plates (AC
culmination. 19, 24 hit points; immunity to poison and psychic
Bonus Objective B. Upon accessing the lockbox within damage), protecting their spokes. If two of the wheels
the carriage, the characters discover that members of are destroyed, the carriage can’t move again until it is
Cannith East have replaced its contents with a single repaired.
sheet of paper. The characters must pursue the thieves Arrow Slits. The carriage has two arrow slits on either
and retrieve the lockbox’s contents. side and one on the rear that can be opened from
within. When opened, creatures inside the carriage have
Setting the Scene: The Chase three-quarters cover (+5 AC) from attacks made outside
the carriage but can attack from within without penalty.
The carriage proceeds slowly down one of the larger
Locked Doors. The carriage has a door on either side
promenades in Mithral Tower. The characters can choose
and a trap door on the bottom. Opening a locked door
when to act but must do so soon, if the carriage arrives at
from outside requires a successful DC 18 Dexterity
Merrix’s villa, they’ll be too late, and their opportunity to
check with a set of thieves’ tools or a successful DC 18
retrieve the lockbox lost. Use Appendix C “A Busy Street
Strength (Athletics) check to force it open (see “Heir
Map” for guidance.
of Kundarak”). Otherwise, the door must be physically
Area Information destroyed (AC 15, 14 hit points; immunity to poison or
This area has the following features: psychic damage).
Dimensions & Terrain. The streets in Mithral Tower Heir of Kundarak. If a dragonmarked member of
are 20 feet wide with cobbles level and smooth. Balconies House Kundarak is riding within the carriage, the
jut out from and skybridges span the distance between following modifications apply:
various towers, but always afford at least 15 feet of • The doors are secured with an arcane lock spell. The DC
clearance above the street. to unlock them or force them open is increased by 10. A
Lighting. The clouds have cleared, and the sun shines creature bearing the Mark of Warding ignores this effect.
full and bright in the sky. Some of the side streets and • The carriage is as strong as steel (AC 19) and the hit
alleys may be only dimly lit due to sky-bridges or proximity points of its various components are tripled.
to neighboring buildings. Magebred Draft Horses. The carriage is led by a two
Bystanders. The main street is thick with residents draft horses with the following modifications:
(commoners) and visitors (nobles) alike, taking • Armor Class 14 (scale barding)
advantage of the break in the weather to shop, dine, or • Hit Points 32 (5d10 +5)
otherwise revel in the luxury that their wealth affords. If • Speed 50 ft.
combat erupts in the streets, they flee in every direction
• Fey Ancestry. The horse has advantage on saving
while shouting for the Watch.
throws against being charmed and magic can’t put it
City Watch. If summoned, a patrol of twelve guards led
to sleep.
by a veteran arrives in 11 (2d10) rounds. Their policy is
to arrest first, ask questions later. If attacked, they sound

5
The Escorts Adjusting the Scene
In order to stop the carriage and plunder its cargo, the Here are some suggestions for adjusting this scene:
characters must first deal with its escorts. • Very Weak: Replace the Kundarak runeguard with a
Kundarak glyphguard.
Creatures/NPCs • Weak: Remove an archer.
The driver, Varrk d’Orien (N male Mark of Passage human • Strong: Add a Kundarak wardsmith.
veteran), drives the carriage while two archers in the • Very Strong: Add two archers and a Kundarak
employ of House Deneith follow above on soarsleds. Two wardsmith.
agents of House Kundarak, a dragonmarked Kundarak
wardsmith named Drugan d’Kundarak rides within the
House Orien carriage, accompanied by a Kundarak Treasure
runeguard named Fazen Larr.
The carriage and its escorts have the following items:
• A character who investigates the interior of the
Soarsleds carriage and succeeds on a DC 13 Wisdom
A soarsled is a crystalline disk crackling with energy, (Perception) check finds a secret compartment
5 feet in diameter, that flies with greet speed and containing two potions: a potion of stone giant strength
maneuverability through the air in Sharn’s manifest and a potion of superior healing.
zone. A creature standing atop it can fly the soarsled at a • A densewood lockbox reinforced with rune-engraved
speed of 90 feet, but checks may be required to perform steel (see “Concluding the Episode”).
certain maneuvers or during a chase. In extreme
situations, creatures riding a soarsled may be required
to make Dexterity (Acrobatics) checks to stay on the Wrapping Up the Episode:
vehicle. Such situations might include: other creatures
jumping onto a soarsled, changing directions suddenly,
colliding with an obstacle, taking damage, etc.
The Cannith Lockbox
The characters finish the episode in possession of a
lockbox of exceptional quality. Opening it requires a
Objectives/Goals. Varrk d’Orien is looking out for successful DC 20 Dexterity check made with thieves’
any trouble that might arise, as are the archers flying tools or a successful DC 20 Strength (Athletics) check.
overhead. The Kundarak agents inside the carriage It can also be destroyed (AC 19, 25 hit points; immunity
are there to ensure that its wards remain intact until it to poison and psychic damage). However, if a Kundarak
reaches its final destination. Those within the carriage wardsmith is conscious, the DCs both increase by 10
only emerge if it comes to a halt and doesn’t seem to be and it has 75 hit points. The lockbox’s contents are
likely to start moving again. determined by what additional content is being utilized:
What Do They Know? None of the carriage’s escorts • Story Objectives Only. The lockbox contains a number
know who chartered the courier or what’s in the lockbox. of important documents: manifests, invoices, and
They only know where they’re to deliver the package to. inventories. Proceed to Episode 3.
They’re all loyal to their houses (or their employer, in the • Bonus Objective B. The characters find the lockbox
case of the archers). completely empty, save for a handwritten note. Proceed
Bonus Objective B. If utilizing this additional content, to Appendix F.
Varrk knows that the contents of the lockbox have been
stolen, something he may give up under duress (see
Appendix F, “Family Feud”).

Playing the Pillars (The Escorts)


Combat Exploration Social
Those riding the carriage only emerge if the The main street is a bustling hub of activity, Varrk d’Orien is an experienced courier
carriage comes to a halt and doesn’t seem but the side streets are much quieter. and unlikely to stop the carriage if he feels
to be likely to start moving again. The draft The characters might consider creating that his task is at risk. However, he’s likely
horses may make a free Hooves attack disruptions or obstacles to reroute the to surrender if his entourage is defeated.
against any creature in front of the carriage carriage. But if Varrk detects an ambush, The loyalty of the Kundarak agents is
as it passes over them. Characters reduced and no major obstacles block his path, he bought and paid for. Convincing them to
to 0 hit points by Kundarak agents are may whip his horses to speed, plowing surrender the lockbox is next to impossible
knocked unconscious; they intend to turn through anyone in his way—even bystanders by nonmagical means. They’re unlikely to do
them over to the City Watch. The Deneith if he feels a sufficient-enough threat exists. If so even if charmed—friends are friends, but
mercenaries are unlikely to be as kind. this happens, use the Chase rules in chapter business is business. On the other hand, the
8 of the Dungeon Master’s Guide. mercenaries are a bit looser in their ethics.

6
Episode Three:
End of the Road
Estimated Duration: 60 minutes Let the characters guide the search. If all else fails,
Location (District, Ward): Broken Arch, Middle Dura remind them of Antonia’s availability as a resource.
Once they learn who Ellwood is, they also learn that he
The Search is On maintains an apartment in Broken Arch.

Once found, the characters find that all of the documents Prerequisites
reference a man named Ellwood Gabrila. It’s no doubt
that Ellwood Gabrila is the key to locating the entrance The characters must successfully retrieve the contents of
to the secret Cannith lab. Locating him, however, may be the Cannith lockbox from the Orien courier in episode 2
tricky. before pursuing this episode.
Here are some paths the characters might follow:
• Noble Connections. Characters that are members
Story Objective B
of a dragonmarked house, or those with the noble or Identifying the entrance to the secret Cannith laboratory
guild artisan background, who succeed on a DC 13 is Story Objective B. The lockbox obtained by the
Intelligence (History) check know of Ellwood as a characters presents the characters with information about
consultant frequently employed by the dragonmarked some individuals that they may suspect work there, but
houses in the past. But he fell out of favor for failing to nothing concrete.
pay his bills.
• Hit the Streets. Characters with the criminal or street
urchin background who succeed on a DC 13 Charisma
The Lord of Blades Sends
(Persuasion) check learn (after bribing some of the less-
than-scrupulous denizens of Sharn with a few coins)
His Regards
that Ellwood knows the deeper, shadier parts of the Ellwood Gabrila keeps an average-looking apartment in
city like the back of his hand; if someone wants to hide an average-looking neighborhood.
something, he can show them where—for a price.
• When in Doubt… If all else fails, the characters can ask Area Information
Antonia d’Medani what she knows. While she is a bit This area has the following features:
disappointed that the characters weren’t able to sort it Dimensions & Terrain. Ellwood’s apartment is one
out on their own, she reveals that Ellwood was once a of a half dozen in a single-story apartment block. The
reputable consultant, but fell into debt years ago and apartments are surrounded by a 9-foot-tall wall with two,
now sells his services to the highest bidder without 20-foot-tall towers flanking the front gate. Within is an
concern about the ethics of the job at hand. open-air green space.
Lighting. No lights are on within Ellwood’s home, but
the sun is high in the cloudless sky.

7
Objectives/Goals. Draw, Enamor, Pick, and Pilfer
have all been sent here for the same reasons that the
characters have: to discover the location of the laboratory
that everyone seems to be talking about. However, their
reasons are much more nefarious; a source of newly
created warforged would be invaluable to the Lord of
Blades.
What Do They Know? Pick (being woefully ignorant
of human anatomy) has killed Ellwood and torn his body
to pieces looking for the Cannith secrets. The characters
interrupt him elbow deep in gore. Enamor suspects
that he’s got what he’s been sent to retrieve, but he and
Pilfer are hungry for loot and are searching the adjacent
apartments for any valuables that they might find.

Adjusting the Scene


Here are some suggestions for adjusting this scene:
• Very Weak: Replace the master thieves with a
warforged archer and an iron cobra.
• Weak: Replace a master thief with an iron cobra
• Strong: Add a warforged archer.
• Very Strong: Enamor is accompanied by a shield
guardian with greater invisibility stored using its Spell
Storing ability.

Rewards
Characters searching the characters find:
• Draw wears a cloak of the bat.
• Enamor carries a handful of documents belonging to
Ellwood in his backpack. Detailed within are records
of requests for acquisitions made by Merrix over the
last few months, all of which were bound for a location
within the Cogs—more than likely the location of his
hidden laboratory.

Wrap-Up: Hidden Blades


With Ellwood’s records in hand, the characters have
discovered the location of Merrix’s secret laboratory in
Creatures/NPCs the Cogs. Now, the only thing left is to go there and stop
Pick (NE warforged master thief, Appendix B) is inside his work.
Ellwood’s apartment, ransacking the place, while Pilfer
(NE warforged master thief) and Enamor (LE warforged
enchanter, Appendix B) search adjacent apartments.
Draw (LE warforged archer, Appendix B) provides
overwatch from the upper floor of the northern tower.

Playing the Pillars (The Lord of Blades Sends His Regards)


Combat Exploration Social
Pick and Pilfer prefer unarmored targets Sneaking up on the complex is difficult The warforged may be coerced into
but may change their minds if they see given that Draw’s attention is focused surrendering the information if they
any creatures openly displaying the Mark on the surrounding area. However, feel that defeat is likely (they or others
of Making. Draw might activate her cloak approaching from the other side of the can always follow the characters later).
of the bat to fly between the two towers apartment building may give the characters If convinced to aid the characters, the
if it appears as if she’s being pursued. the drop on the warforged—especially if warforged may assist now, but are likely to
Noticing Draw before she attacks requires they use the windows. show up in a later adventure in an attempt
a successful DC 25 Wisdom (Perception) to secure the creation forge rumored to be in
check. Enamor stays as close to the shield Merrix’s possession.
guardian (if present) as possible.

8
Adventure Rewards
At the end of the session, everyone receives rewards
based on their accomplishments. These rewards include
advancement and treasure, and may include magic item
unlocks, story awards, or new downtime activities, as
follows:

Player Rewards
The players may earn the following rewards:
Advancement and Treasure
Checkpoints
The characters receive 1 advancement checkpoint and 1
treasure checkpoint for each objective they complete, as
follows:
• Story Objective A: Capture the Cannith lockbox
• Story Objective B: Learn of the lab’s location.
• Bonus Objective A: Discover the courier’s route.
• Bonus Objective B: Recover the lockbox contents.

Magic Item Unlock


Characters completing the adventure unlock:
Cloak of the Bat. This cloak is fashioned of tattered
black fabric and fastened around the neck by a broach
bearing the heraldry of Karrnath—a blood-red wolf on a
field of black. This item can be found in Appendix G.

Level Progression in Embers of the Last War


Between Encounters in Sharn and the Embers of the
Last War story arc, the Adventurers League Eberron
campaign has many play opportunities. If you plan to
play regularly and take in the entire Embers of the Last
War story, strongly encourage the players to use the
Slow Progress option where they voluntarily halve the
rewards received for playing. If you plan to play only
some of the adventures, or not take part in the bonus
objectives, the Normal Progression of rewards may
be more appropriate. Because the Embers of the Last
War adventures are produced as a serial, managing
character level according to play style is important.

Dungeon Master Rewards


In exchange for running this adventure, you earn
advancement and treasure checkpoints as though
you played the adventure, but none of the other player
rewards.
However, this adventure may qualify for rewards earned
by completing DM Quests. See the ALDMG (Adventurers
League Dungeon Master’s Guide) for more information
about DM Quests.

9
Appendix A: NPCs
The following NPCs feature prominently in this
adventure.
• Antonia d’Medani (ANN toe nee uh deh meh DAW
nee). A clever-eyed half-elf in her midtwenties. Her
sardonic demeanor belies an earnest desire to root out
corruption—on her own terms. She frequently offers pro
bono legal services to Sharn’s poorer residents, but all
too often finds herself wrapped up in larger schemes.
She keeps her dark hair cropped in a curled bob and
wears deep red lipstick in an attempt to appear more
mature—but it does little to mask her youthful face.
Antonia is keen and witty, and, despite her affinity for
doing the right thing, enjoys games of chance when
the opportunity arises. She’s earned the respect of
the Callestan Clash, a ragtag gang who run a back-
alley gambling and street fighting ring (as seen in the
Encounters in Sharn supplement).
Personality: I’m a born gambler who can’t resist taking
a risk for a big payoff, and I encourage others to do the
same.
Ideal: It is everyone’s responsibility to bring a little more
fairness to the city.
Bond: I owe a large gambling debt to a certain back-
alley gangster. There could be trouble for me if he calls
it in.
Flaw: I worry that people don’t take me seriously
because of my youth, so I’m always trying to appear
more mature and experienced than I really am.

10
Appendix B: Creature Statistics
This appendix details new monsters that do not appear in
the Monster Manual.
Enchanter
Medium humanoid (any), any alignment

Archer Armor Class 12 (15 with mage armor)


Hit Points 40 (9d8)
Medium humanoid (any race), any alignment
Speed 30 ft.
Armor Class 16 (studded leather)
STR DEX CON INT WIS CHA
Hit Points 75 (10d8 + 30)
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Speed 30 ft.
Saving Throws Int +6, Wis +4
STR DEX CON INT WIS CHA
Skills Arcana +6, History +6
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0)
Senses passive Perception 11
Skills Acrobatics +6, Perception +5 Languages any four languages
Senses passive Perception 15 Challenge 5 (1,800 XP)
Languages any one language (usually Common)
Challenge 3 (700 XP) Spellcasting. The enchanter is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to hit
Archer's Eye (3/day). As a bonus action, the archer can add with spell attacks). The enchanter has the following wizard
1d10 to its next attack or damage roll with a longbow or spells prepared:
shortbow. Cantrips (at will): friends, mage hand, mending, message
Actions 1st level (4 slots): charm person,* mage armor, magic missile
2nd level (3 slots): hold person,* invisibility, suggestion*
Multiattack. The archer makes two attacks with its longbow. 3rd level (3 slots): fireball, haste, tongues
4th level (3 slots): dominate beast,* stoneskin
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 5th level (2 slots): hold monster
target. Hit: 7 (1d6 + 4) piercing damage.
*enchantment spells of 1st level or higher
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft.,
one target. Hit: 8 (1d68 + 4) piercing damage. Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8 – 1)
Draw, Warforged Archer bludgeoning damage if used with two hands.
Draw (Episode 3, Scene A) is a skilled marksman in the
Instinctive Charm (Recharges after the Enchanter Casts an
service of the Lord of Blades. In addition to the Archer
Enchantment Spell of 1st level or higher). The enchanter tries
traits, she also has the following modifications:
to magically divert an attack made against it, provided that the
• Type: Medium humanoid (warforged), lawful evil attacker is within 30 feet of it and visible to it. The enchanter
• Armor Class: 17 (darkwood core) must decide to do so before the attack hits or misses.
• Warforged Resilience. Warforged are immune to The attacker must make a DC 14 Wisdom saving throw. On a
disease, and have advantage on saving throws against failed save, the attacker targets the creature closest to it, other
being poisoned and resistance to poison damage. than the enchanter or itself. If multiple creatures are closest,
Warforged don’t need to eat, drink, breathe, or sleep. the attacker chooses which one to target.
Magic can’t put them to sleep.
• Integrated Poisoner’s Kit. Draw has a poisoner’s kit Enamor, Warforged Enchanter
integrated into her body and doubles her proficiency
Enamor (Episode 3, Scene A) is a cunning and
bonus for any ability checks she makes with it.
manipulative wizard dedicated to the Lord of Blades.
• Special Equipment (Cloak of the Bat). Draw has In addition to the Enchanter traits, he also has the
advantage on Dexterity (Stealth) checks. In an area of following modifications:
dim light or darkness, Draw can grip the edges of the
• Type: Medium humanoid (warforged), lawful evil
cloak with both hands and use it to fly at a speed of
40 feet. If she ever fails to grip the cloak's edges while • Armor Class 13 (darkwood core, 15 with mage armor)
flying in this way, or if she’s no longer in dim light or • Strength 14 (+2)
darkness, she loses this flying speed. While wearing the • Warforged Resilience. Warforged are immune to
cloak in an area of dim light or darkness, Draw can use disease, and have advantage on saving throws against
her action to cast polymorph on herself, transforming being poisoned and resistance to poison damage.
into a bat. While she’s in the form of a bat, she retains Warforged don’t need to eat, drink, breathe, or sleep.
her Intelligence, Wisdom, and Charisma. Magic can’t put them to sleep.
• Quarterstaff. +5 to hit; 5 (1d6 + 2) bludgeoning
damage.
• Iron Fists. Enamor deals 4 (1d4 + 2) bludgeoning
damage with an unarmed strike (+5 to hit).
• Powerful Build. Enamor counts as Large when
determining the amount of weight that he can push,
drag, or lift.

11
Iron Cobra Kundarak Glyphguard
Medium construct, unaligned Medium humanoid (dwarf ), lawful neutral

Armor Class 13 Armor Class 17 (splint)


Hit Points 45 (7d8 + 14) Hit Points 57 (6d12 + 18)
Speed 30 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 3 (−4) 10 (+0) 1 (−5) 19 (+4) 13 (+1) 16 (+3) 10 (+0) 14 (+2) 12 (+1)

Skills Stealth +7 Saving Throws Str +6, Con +5


Damage Immunities poison; bludgeoning, piercing, and slashing Skills Athletics +6, Intimidation +3, Perception +4
from nonmagical attacks that aren’t adamantine Damage Resistances lightning, poison
Condition Immunities charmed, exhaustion, frightened, Senses darkvision 60 ft., passive Perception 14
paralyzed, petrified, poisoned Languages Common, Dwarvish
Senses darkvision 60 ft., passive Perception 10 Challenge 4 (1,100 XP)
Languages understands one language of its creator but can’t
speak Action Surge (Recharges after a Short or Long Rest). On their
Challenge 4 (1,100 XP) turn, the glyphguard can take one additional action.
Dwarven Resilience. The glyphguard has advantage on saving
Magic Resistance. The iron cobra has advantage on saving
throws against poison.
throws against spells and other magical effects.
Improved Critical. The glyphguard’s weapon attacks score a
Actions critical hit on a roll of 19 or 20.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Actions
Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it
must succeed on a DC 13 Constitution saving throw or suffer Multiattack. The glyphguard makes three attacks with their
one random poison effect: greatsword.
1. Poison Damage: The target takes 13 (3d8) poison damage. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
2. Confusion: On its next turn, the target must use its action target. Hit: 11 (2d6 + 4) slashing damage.
to make one weapon attack against a random creature it Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.
can see within 30 feet of it, using whatever weapon it has in
or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing
hand and moving beforehand if necessary to get in range.
damage.
If it’s holding no weapon, it makes an unarmed strike. If no
creature is visible within 30 feet, it takes the Dash action, Lightning Glyph (Recharge 5–6). The glyphguard activates a
moving toward the nearest creature. glyph—launching a bolt of lightning in a 30-foot line that is 5
3. Paralysis: The target is paralyzed until the end of its next turn. feet wide. Each creature in the line must make a DC 13 Dexterity
saving throw, taking 22 (4d10) lightning damage on a failed
save, or half as much damage on a successful one.

12
Kundarak Runeguard Kundarak Wardsmith
Medium humanoid (dwarf ), lawful neutral Medium humanoid (dwarf ), lawful neutral

Armor Class 18 (plate) Armor Class 15 (scale armor)


Hit Points 93 (11d8 + 44) Hit Points 45 (7d8 + 14)
Speed 25 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 11 (+0) 8 (-1) 12 (+1) 13 (+1) 12 (+1) 14 (+2) 16 (+3) 13 (+1) 11 (+0)

Skills Athletics +7, Intimidation +4 Skills Arcana +5, Insight +3, Perception +3
Damage Resistances cold, poison Damage Resistances poison
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 13
Languages Common, Dwarvish Languages Common, Dwarvish
Challenge 7 (2,900 XP) Challenge 4 (1,100 XP)

Action Surge (Recharges after a Short or Long Rest). The Arcane Advantage. Once per turn, the wardsmith can deal an
runeguard takes an additional action on their turn. extra 7 (2d6) damage to a creature they hit with a damaging
spell attack if that target is within 5 feet of an ally of the
Brute. A melee weapon deals one extra die of its damage when wardsmith and that ally isn’t incapacitated.
the runeguard hits with it (included in the attack).
Army Arcana. When the wardsmith casts a spell that causes
Dwarven Resilience. The runeguard has advantage on saving damage or that forces other creatures to make a saving throw,
throws against poison. they can choose themselves and any number of allies to be
Indomitable (Recharges after a Short or Long Rest). The immune to the damage caused by the spell and to succeed on
runeguard can reroll a saving throw that they fail. They must use the required saving throw.
the new roll. Dwarven Resilience. The wardsmith has advantage on saving
Second Wind (Recharges after a Short or Long Rest). The throws against poison.
runeguard can use a bonus action to regain 16 (1d10 + 11) hit Spellcasting. The wardsmith is a 7th-level spellcaster. Their
points spellcasting ability is Intelligence (spell save DC 13, +5 to
Actions hit with spell attacks). They have the following wizard spells
prepared:
Multiattack. The runeguard makes three attacks with their
greataxe. Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp
1st level (4 slots): fog cloud, magic missile, thunderwave
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one 2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray
target. Hit: 17 (2d12 + 4) slashing damage. 3rd level (3 slots): fireball, fly, lightning bolt
4th level (1 slot): ice storm
Wards and Seals. The wardsmith can use their Mark to cast the
alarm spell as a ritual. They can also cast arcane lock once with
this trait and may do so again after a long rest. Intelligence is
their spellcasting ability for these spells.

Actions
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1)
bludgeoning damage if used with two hands.

13
Master Thief Shield Guardian
Medium humanoid (any race), any alignment Medium construct, unaligned

Armor Class 16 (studded leather) Armor Class 17 (natural armor)


Hit Points 84 (13d8 + 26) Hit Points 142 (15d10 + 60)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 18 (+4) 8 (-1) 18 (+4) 7 (-2) 10 (+0) 3 (-4)

Saving Throws Dex +7 Int +3 Damage Immunities poison


Skills Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand Condition Immunities charmed, exhaustion, frightened,
+7, Stealth +7 paralyzed, poisoned
Senses passive Perception 13 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
Languages any one language (usually Common) plus thieves’ Languages understands commands given in any language but
cant can’t speak
Challenge 5 (1,800 XP) Challenge 7 (2,900 XP)

Cunning Action. On each of its turns, the thief can use a bonus Bound. The shield guardian is magically bound to an amulet.
action to take the Dash, Disengage, or Hide action. As long as the guardian and its amulet are on the same plane
of existence, the amulet’s wearer can telepathically call the
Evasion. If the thief is subjected to an effect that allows it to guardian to travel to it, and the guardian knows the distance
make a Dexterity saving throw to take only half damage, the and direction to the amulet. If the guardian is within 60 feet
thief instead takes no damage if it succeeds on the saving of the amulet’s wearer, half of any damage the wearer takes
throw, and only half damage if it fails. (rounded up) is transferred to the guardian.
Sneak Attack (1/Turn). The thief deals an extra 14 (4d6) Regeneration. The shield guardian regains 10 hit points at the
damage when it hits a target with a weapon attack and has start of its turn if it has at least 1 hit point.
advantage on the attack roll, or when the target is within 5
feet of an ally of the thief that isn’t incapacitated and the thief Spell Storing. A spellcaster who wears the shield guardian’s
doesn’t have disadvantage on the attack roll. amulet can cause the guardian to store one spell of 4th level or
lower. To do so, the wearer must cast the spell on the guardian.
Actions The spell has no effect but is stored within the guardian. When
commanded to do so by the wearer or when a situation arises
Multiattack. The thief makes three attacks with its
that was predefined by the spellcaster, the guardian casts the
shortsword.
stored spell with any parameters set by the original caster,
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one requiring no components. When the spell is cast or a new spell
target. Hit: 7 (1d6 + 4) piercing damage is stored, any previously stored spell is lost.

Light Crossbow. Ranged Weapon Attack: +7 to hit, range Actions


80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Multiattack. The guardian makes two fist attacks.
Reactions
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Uncanny Dodge. The thief halves the damage that it takes
Hit: 11 (2d6 + 4) bludgeoning damage.
from an attack that hits it. The thief must be able to see the
attacker. Reactions
Shield. When a creature makes an attack against the wearer of
the guardian’s amulet, the guardian grants a +2 bonus to the
wearer’s AC if the guardian is within 5 feet of the wearer.

14
Waldrin d’Cannith Warforged Zombie
Medium undead, lawful evil Medium undead, neutral evil

Armor Class 17 (half plate) Armor Class 16 (heavy plating)


Hit Points 195 (23d8 + 92) Hit Points 82 (11d8 + 33)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 14 (+2) 16 (+3) 18 (+4) 18 (+4) 10 (+0) 17 (+3) 4 (-3) 6 (-2) 6 (-2)

Saving Throws Str +7, Con +7, Wis +6, Cha +7 Saving Throws Wis +0
Damage Resistances necrotic, psychic Damage Resistances cold, necrotic
Damage Immunities poison Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, Condition Immunities charmed, exhaustion, frightened
paralyzed, poisoned, stunned Senses darkvision 60 ft., passive Perception 8
Senses darkvision 60 ft., passive Perception 13 Languages understands Common, but can’t speak
Languages Common Challenge 4 (1,100 XP)
Challenge 7 (2,900 XP)
Turn Resistance. The zombie has advantage on saving throws
Regeneration. Waldrin regains 10 hit points at the start of his against any effect that turns undead.
turn. If Waldrin takes fire or radiant damage, this trait doesn’t
Undead Fortitude. If damage reduces the zombie to 0 hit points,
function at the start of Waldrin’s next turn. Waldrin’s body is
it must make a Constitution saving throw with a DC of 5 + the
destroyed only if he starts his turn with 0 hit points and doesn’t
damage taken, unless the damage is radiant or from a critical
regenerate.
hit. On a success, the zombie drops to 1 hit point instead.
Turn Immunity. Waldrin is immune to effects that turn undead.
Oath of Vengeance (3/day). As a bonus action, Waldrin swears
Actions
an oath of vengeance. Whenever Waldrin hits a target against Multiattack. The zombie makes two empowered slam attacks.
whom he has sworn this oath, the attack deals an additional 14
(4d6) damage. Empowered Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6)
Actions necrotic damage.

Multiattack. Waldrin makes two fist attacks or two vengeful


greatsword attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage. Instead of dealing
damage, Waldrin can grapple the target (escape DC 14)
provided the target is Large or smaller.
Vengeful Greatsword. Melee Weapon Attack: +9 to hit, reach
5 ft., one target. Hit: 20 (4d6 + 6) slashing damage. This is a
magical attack.
Vengeful Glare. Waldrin targets one creature he can see within
30 feet of him. The target must make a DC 15 Wisdom saving
throw. On a failure, the target is paralyzed until Waldrin deals
damage to it, or until the end of Waldrin’s next turn. When the
paralysis ends, the target is frightened of Waldrin for 1 minute.
The frightened target can repeat the saving throw at the end of
each of its turns, with disadvantage if it can see Waldrin, ending
the frightened condition on itself on a success.

15
Appendix C: A Busy Street Map

16
Appendix D: Ellwood’s Apartment Map

17
Appendix E: Scout the Route
(Bonus Objective A)
Estimated Duration: 60 minutes Area Information
Location (District, Ward): Twelve Pillars, Upper Tavick’s
Landing This area has the following features:
Dimensions & Terrain. The 40-by-55-foot yard is
The Search is On cramped with three modest-sized stalls on the western
wall that normally house the magebred horses House
Antonia tasked the characters with stopping an Orien Orien utilizes in its deliveries. A number of lockers as well
courier and relieving him of his charge but is unsure of as a small shed house the supplies needed for the yard’s
the route that the courier will take. daily operation.
This, she suggests, can no doubt be learned only from Lighting. The yard is brightly lit—day and night—by use
House Orien themselves. However, the way station that of driftglobes.
the courier will be originating from is across the gap in Kundarak Carriage. This testament to Cannith
Tavick’s Landing. It’s as good a place as any to figure out engineering and Kundarak warding (see episode 2) sits in
where they’re headed. the southeastern corner of the yard.

Prerequisites Creatures/NPCs
The characters may pursue this bonus objective once they During the day, the yard is a hive of activity, with couriers
receive their orders from Antonia d’Medani in the Call to (all commoners) departing and arriving on horse and on
Action, but before they begin episode 2. foot in regular intervals. The yard is overseen by Gurl (a
thug). At night, the yard is empty save for the magebred
Bonus Objective A draft horses resting in the stables. At night, there’s a 25
percent chance of one or more guards patrolling the yard.
Determining the courier’s route is Bonus Objective
Objectives/Goals. Time spent chit-chatting with
A. The characters can accomplish this by infiltrating
strangers is time not spent making deliveries. As such,
the Internuncio’s office and locating the manifest
any couriers here are hesitant to stop what they’re doing
documenting the delivery’s details.
to entertain questions. Any guards present are here to
Area Information safeguard the way station during the evening hours. Gurl
This area has the following features: is even less accommodating than the couriers, and even
Dimensions & Terrain. The neighborhood is largely less polite, insisting that any inquiries need be levied
wealthy warehouses and professional buildings. The against the quill-pushers in the way station’s offices.
way station itself is a squat, two-story building with a What Do They Know? The couriers don’t receive their
tall masonry wall surrounding an open yard. The entire delivery’s destination until they are readying to depart.
compound is 60 feet square. Gurl isn’t involved in the delivery process aside from
Lighting. The area surrounding the way station is maintaining the horses and loading their packs. He does
brightly lit during the day, but street lamps provide only know that the large Kundarak cart is a nuisance and he’s
dim light during the evening. If Varrk is here during the ready to be rid of it. He doesn’t know the specifics of the
evening (see scene C), the light of a candle can be seen in delivery, but it’s set for a delivery to Central Plateau. He
his second-story window. doesn’t know who the delivery is for—only that it’s got to
Locked Doors. All of the way station’s doors and be someone pretty damned important, guessing by the
windows are locked in the evening. Unlocking them state of the carriage.
requires a successful DC 19 Dexterity check made
with thieves’ tools. Passersby may make this difficult
to accomplish without the guards or City Watch being
Scene B. Clerk’s Office
The clerk’s office is slightly less busy than the yard
summoned in response.
outside. Here, a half dozen clerks (commoners) take
Creatures/NPCs orders, inventory deliveries, and file manifests.
The way station operates with a roster of twelve couriers
and eight clerks (all commoners), four magebred draft Area Information
horses (see episode 2), Gurl the yard overseer (a thug), This area has the following features:
and Varrk d’Orien (N male Mark of Passage human Dimensions & Terrain. A wide counter separates the
veteran), the way station’s Internuncio. A group of four small customer service portion of this 25-by-55-foot room
guards patrol the way station at night. from the rest. A large desk rests against the southern wall
and a number of cabinets and bookshelves the rest. A
Scene A. Yard set of stairs leads up to the second floor. A wide window
provides an unfettered view into the yard.
All of the deliveries to and from the way station pass Lighting. During the day, natural light and driftglobes
through the yard. Couriers receive their orders for the day brightly light the area. In the evening, the room is mostly
here whilst parcels are inventoried and catalogued as they dark with some light filtering in through the curtained
pass through the city. window separating the clerks’ office from the yard.

18
Creatures/NPCs Area Information
Six clerks work in this area: one servicing the counter, This area has the following features:
one assembling records, and four filing and passing Dimensions & Terrain. This 20-by-25-foot room
assignments to Gurl (scene A), outside. houses a single large desk, and a locked file cabinet made
Objectives/Goals. The clerks’ sole function is to ensure of wood and iron. The walls are covered in dark wood
that orders are received and processed. paneling. The office is richly appointed, but in a bit of
What Do They Know? The clerks know that the disarray. Varrk has taken to sometimes sleeping in his
carriage in the yard is scheduled for a high profile office lately due to the increasing amount of stress that
client, but not exactly who (though they presume that the pending delivery is causing him.
the client is a dragonmarked house). They know that Lighting. During the day, the room is brightly lit by the
Varrk is personally making the delivery and handling its abundant natural light pouring in through the windows. At
arrangements. night, the driftglobes outside fail to light up the office; it’s
completely dark (unless Varrk is here, in which case it’s
Scene C. Administration dimly lit).

This office handles the administration of the way station. Creatures/NPCs


Scheduling, pay, and the like.
During the day, the office is manned by the attending
Internuncio, Varrk d’Orien (N male Mark of Passage
Area Information human veteran). At night, it’s likely that he is home, but
This area has the following features: there’s a 25 percent chance that he’s still here working by
Dimensions & Terrain. This 25-by-35-foot office is the light of a candle (which the characters can see from
manned during the day by a pair of clerks. At night, the the street).
guards occasionally bunk off here for an hour or so of Objectives/Goals. Varrk is nothing if not a consummate
sleep on the floor. professional. He is steadfastly devoted to the integrity of
Lighting. The room is brightly lit during the day and his work and the reputation of his house; he’s here to do
dark in the evening. his job and to do it perfectly.
What Do They Know? Varrk is doing everything in
Creatures/NPCs his power to simultaneously keep tomorrow’s delivery
The administration office is manned during the day by discreet and to ensure that everyone in the way station
two clerks (commoners). At night, the guards may come is on the same page—two tasks that are often impossible
here to bunk off for an hour or so of sleep. to perform at the same time. He knows where the parcel
Objectives/Goals. The clerks here serve two purposes: is to be picked up from and delivered to, but not what it
to perform the day-to-day paperwork which keeps the actually is (and he’s glad for that).
way station functioning, and to serve as Varrk’s executive
assistants. Treasure
What Do They Know? The clerks have been suffering A character searching Varrk’s desk who succeeds on a
under Varrk’s increasing worry over the Cannith DC 13 Intelligence (Investigation) check discovers a false
delivery—testing their loyalty. They don’t know who the compartment in its main drawer. The compartment is
delivery is for or the route that Varrk will take in the trapped with a glyph of warding which is triggered when
morning, but they’ll be glad for the ordeal to end. opened without depressing a catch in the drawer of a desk
in the admin room (scene C). The creature triggering the
Scene D. Internuncio’s glyph must succeed on a DC 13 Wisdom saving throw or
suffer the effects of a Tasha’s hideous laughter spell. If the
Office target fails, anyone in the area of the way station is able to
hear the target’s laughter. Within the characters find:
This is Varrk d’Orien’s office. • A spell scroll of haste and a single bead of force.
• A folder describing the delivery’s route.

Playing the Pillars


Combat Exploration Social
If the characters use force to get the Getting into Varrk’s office without being Most of the way station’s employees aren’t
clerks to surrender whatever information noticed is nigh-impossible during the day full-fledged members of House Orien and
they possess, they cower and grovel. but is much easier at night. The characters are more likely to be subject to influence,
Varrk is more likely to defend himself might think of scaling the exterior walls and especially if the offer is more than a day’s
but shouts for the City Watch (bringing entering via the windows. Doing so while wage (2 gp). While they won’t directly
down a patrol of eight guards, a veteran, climbing might impose disadvantage on help the characters, they may be willing to
and an enchanter, 1 minute later). Gurl the check, or even cause a fall on a rather pass on information, such as the location
and the guards patrolling the way station spectacular failure. of Varrk’s office, or the fact that his desk
investigate any unusual disturbances drawer is trapped (but without disclosing
inside the way station. how to bypass it). Gurl is faithful to Varrk
and won’t willingly betray him.

19
Appendix F: Family Feud
(Bonus Objective B)
Estimated Duration: 60 minutes Area Information
Location (District, Ward): Fallen. Lower Dura
This area has the following features:
What’s in the Box?! Dimensions & Terrain. This 30-by-30-foot room has
a 10-foot-high ceiling and a corridor leading out of each
Having obtained, unlocked, and opened the lockbox, the of its four walls. The corridors leading to scene C have a
characters find it disappointingly empty except for a single short flight of steps leading down. The stone door leading
sheet of paper that reads: to scene B is unlocked but grinds loudly against the floor
when opened.
“Your secret is out, cousin.
Lighting. The chamber is brightly lit by spheres of iron
—Zorlan”
glowing with pale white light. These spheres lose their
Any character that succeeds on a DC 13 Intelligence enchantment if removed from the lair.
(History) check recognizes the name as that of Zorlan Glyphs of Warding. Waldrin has inscribed two glyphs
d’Cannith, the governor of Cannith East. Dragonmarked of warding into the floor at the bottom of the steps that
characters, or characters with the noble background lead into this chamber, triggered by any living creature
make this check with advantage. But why they would be that passes over them. A triggered glyph explodes,
involved in Sharn? dealing 22 (5d8) lightning damage to each creature in
a 20-foot radius, or half damage on a successful DC 15
Prerequisites Dexterity saving throw. A creature that succeeds on a DC
The characters may pursue this bonus objective once they 15 Intelligence (Investigation) check notices the glyphs.
retrieve the Cannith lockbox from the Orien courier in Waldrin (see scene C) knows when a glyph has been
episode 2, but before they begin episode 3. triggered.
Bodies. The room is filled with the corpses of various
humanoids (mostly warforged). Some of the bodies here
Bonus Objective B animate if Waldrin d’Cannith (scene C) is engaged in
Recovering the contents of the Cannith lockbox from combat or detects intruders, but they aren’t discernable
Waldrin d’Cannith is Bonus Objective B. from corpses before then. They are all long-dead but
appear to have been ‘tinkered with’ in various ways, such
Creatures/NPCs as:
Varrk d’Orien (N male Mark of Passage human veteran)
• Armor plating crudely bolted onto limbs.
may still be alive depending on the outcome of episode 2.
Objectives/Goals. If he’s still alive, Varrk is more • Rune-etched gems crammed into eye sockets.
interested in saving his skin than remaining loyal to • Hands replaced with spiked hammers.
House Cannith at this point. • Extra arms grafted onto torsos.
What Do They Know? Varrk knows that the lockbox • Mouths filled with needle-like teeth.
is empty, having sold out to Cannith East in the weeks • Long, segmented tentacles replacing arms.
prior. He arranged for Waldrin d’Cannith (scene C) to
retrieve the contents of the lockbox the day before the
shipment and replace them with Zorlan’s note. Varrk, Scene B. Parts Room
being the cunning fellow that he is, had Waldrin tailed to This chamber is where Waldrin stores the ‘spare parts’ for
his workshop in Lower Dura in case Zorlan’s promises use in his various projects.
fell through. If Varrk was slain in the characters’ attempts
to claim the lockbox, the characters find a hastily drawn Area Information
map to a location in Lower Dura with the name “Waldrin
d’Cannith” scribbled above it. A character that succeeds This area has the following features:
on a DC 13 Intelligence (History) check recalls that Dimensions & Terrain. This 20-foot-square chamber
name as belonging to a member of Cannith East long has a 10-foot-high ceiling. A long, wide hallway leads east
thought dead. If the characters are unable to recall this and then north before ending in a blank wall. A character
information, Antonia d’Medani is able to provide it. who succeeds on a DC 17 Wisdom (Perception) check
Without this clue, the characters have little to nothing to detects the secret door that leads to scene C. It’s easily
help them find the lockbox’s stolen contents. opened once found.
Lighting. The chamber is dimly lit by spheres of iron
Scene A. Reject Room glowing with pale white light, but the hallway beyond is
completely dark. These spheres lose their enchantment if
This chamber is full of Waldrin’s failed projects. removed from the lair.

20
Bodies. The chamber is filled with neatly stacked Objectives/Goals. Waldrin is content to while away
corpses covered in sheets. As before, most of the bodies the years creating caches of undead beneath Sharn
are warforged. Some of the bodies here animate if in the event that they should be needed in the future.
Waldrin d’Cannith (scene C) is engaged in combat or For now, however, he is devising a way to deliver the
detects intruders, but they aren’t discernable from corpses information stolen from the Orien courier to Zorlan.
before then. The warforged zombies exist only to serve Waldrin and
Temperature. This room is unusually cold thanks to an do so without question.
enchantment created by a series of runes that have been What Do They Know? He suspects that Merrix is
inscribed along the wall. If a rune is marred by a tool or operating a secret forge within the city but isn’t sure
weapon, the enchantment fails, and the room rises in where it’s located, though he presumes in the Cogs. He
temperature to that of the others. is hopeful that his work here will sufficiently impress
Cannith East and permit his return home. The dead know
Treasure only that it’s better to be alive.
Characters that spend an hour searching find:
• A ring carved of polished bone and inscribed with the Adjusting the Scene
name “Bastian” on a severed warforged hand. Here are some suggestions for adjusting this scene:
• Very Weak: Replace Waldrin d’Cannith with a
Scene C. Waldrin’s warforged zombie that speaks Common and has
Waldrin d’Cannith’s Intelligence, Wisdom, and
Workshop Charisma scores.
• Weak: Remove a warforged zombie.
Waldrin performs the bulk of his work here. • Strong: Add a warforged zombie
• Very Strong: Add a Waldrin d’Cannith described as a
Area Information larger, more powerful-looking warforged zombie.
This area has the following features:
Dimensions & Terrain. This 25-foot-square chamber
has a 10-foot-high ceiling. Two small flights of steps Rewards
lead down from scene A. Workbenches line the walls.
Each bears the partially disassembled body of a dead Searching Waldrin’s workshop yields the following:
warforged. • A potion of heroism
Lighting. The chamber is brightly lit by spheres of iron • Waldrin d’Cannith wears a satchel containing the
glowing with pale white light. These spheres lose their lockbox’s stolen contents. Proceed to episode 3.
enchantment if removed from the lair.

Creatures/NPCs
Waldrin d’Cannith is here, retrofitting the inert corpse of
a dead warforged. If engaged in combat or if the intruders
make their presence known, he activates a glyph of his
own design, which animates three warforged zombies
and another at the end of every third round until Waldrin
is defeated.

Playing the Pillars


Combat Exploration Social
The warforged zombies animated by If the characters enter via the hallway Waldrin is driven, but not stupid. While he
Waldrin rise from the corpses found in in scene B, they are potentially able to knows that destruction is but a temporary
scenes A and B. They attack the closest catch Waldrin by surprise; however, if they setback, he’s not keen to lose the work
living creature they can see. Waldrin wades triggered either of the glyphs in scene A or he’s accomplished here, especially the
into combat with relish using his Vengeful didn’t mask the sound of the door leading opportunity to thwart Cannith South’s
Gaze to incapacitate foes that appear to scene B, this will be next to impossible. plans. Particularly persuasive characters
to be ‘less cerebral’ or those displaying may be able to come to a mutually
potent ranged attacks. Waldrin prefers to beneficial agreement that allows both
use his Oath of Vengeance against foes parties to learn of the lab’s location.
that appear to present a greater threat. He
directs the warforged zombies to attack
any softer, unarmored targets at the rear.

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Appendix G: Magic Item
Characters completing this adventure’s objective unlock
this magic item.

Cloak of the Bat


Wondrous item, rare (requires attunement)
Tier 2-4, 20 treasure checkpoints
Magic Item Table G, Dungeon Master’s Guide
This cloak is fashioned of tattered black fabric and
fastened around the neck by a broach bearing the
heraldry of Karrnath—a blood-red wolf on a field of black.
While wearing this cloak, you have advantage on
Dexterity (Stealth) checks. In an area of dim light or
darkness, you can grip the edges of the cloak with both
hands and use it to fly at a speed of 40 feet. If you ever
fail to grip the cloak's edges while flying in this way, or if
you are no longer in dim light or darkness, you lose this
flying speed.
While wearing the cloak in an area of dim light or
darkness, you can use your action to cast polymorph on
yourself, transforming into a bat. While you are in the
form of the bat, you retain your Intelligence, Wisdom, and
Charisma scores. The cloak can't be used this way again
until the next dawn.

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Appendix H: Dungeon Master Tips
This adventure is designed for three to seven 5th-10th Each player is responsible for maintaining an accurate
level characters and is optimized for five characters logsheet. If you have time, you can do a quick scan of
with an average party level (APL) of 9. Characters a player’s character sheet to ensure that nothing looks
outside this level range cannot participate in this out of order. If you see magic items of very high rarities
adventure. or strange arrays of ability scores, you can ask players
to provide documentation for the irregularities. If they
cannot, feel free to restrict item use or ask them to use a
New to D&D Adventurers League? standard ability score array.
http://dnd.wizards.com/playevents/organized-play Point players to the D&D Adventurers League Players
New to the Annual Storyline? Guide for reference. If players wish to spend downtime
days and it’s the beginning of an adventure or episode,
http://dnd.wizards.com/articles/news/eberron-
they can declare their activity and spend the days now,
adventurers-league-embers-last-war-storyline
or they can do so at the end of the adventure or episode.
New to Being the Dungeon Master? Players should select their characters’ spells and other
http://dnd.wizards.com/articles/features/public- daily options prior to the start of the adventure, unless
dungeon-master the adventure specifies otherwise. Feel free to reread the
adventure description to help give players hints about
what they might face.
To DM an adventure, you must have 3 to 7 players—
each with their own character whose level is within the
adventure’s level range. Characters playing in a hardcover Adjusting This Adventure
adventure may continue to play too but if they play a When combat is a possibility, the adventure will provide
different hardcover adventure, they can’t return to the a sidebar that helps you to determine the best mix/
first one if they’re outside its level range. number of opponents to provide them with to create an
appropriate challenge. While you’re not bound to these
Preparing the Adventure adjustments; they’re here for your convenience and
consideration.
Before you start play, consider the following: To determine whether you should consider adjusting the
• Read through the adventure, taking notes of anything adventure, add up the total levels of all the characters and
you’d like to highlight or remind yourself of while divide the result by the number of characters (rounding .5
running the adventure, such as a way you’d like or greater up; .4 or less down). This is the group’s average
to portray an NPC or a tactic you’d like to use in party level (APL). To approximate the party strength for
a combat. Familiar yourself with the adventure’s the adventure, consult the table below.
appendices and handouts.
• Gather any resources you’d like to use to aid you in Determining Party Strength
running this adventure--such as notecards, a DM screen, Party Composition Party Party Strength
miniatures, and battlemaps.
3-4 characters, APL less than Very weak
• Ask the players to provide you with relevant character
information, such as name, race, class, and level; 3-4 characters, APL equivalent Weak
passive Wisdom (Perception), and anything specified as 3-4 characters, APL greater than Average
notable by the adventure (such as backgrounds, traits,
5 characters, APL less than Weak
flaws, etc.)
Players can play an adventure they previously played as 5 characters, APL equivalent Average
a Player or Dungeon Master but may only play it once with 5 characters, APL greater than Strong
a given character. Ensure each player has their character’s 6-7 characters, APL less than Average
adventure logsheet (if not, get one from the organizer).
The players fill out the adventure name, session number, 6-7 characters, APL equivalent Strong
date, and your name and DCI number. In addition, the 6-7 characters, APL greater than Very strong
player also fills in the starting values for advancement and
treasure checkpoints, downtime days, and renown. These
values are updated at the end of the session.

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