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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
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Adventure Primer
...it was no good looking inconspicuous unless people could see that you were being
inconspicuous. —Terry Pratchett

Background
It has long been rumored that CANNITH SOUTH, governed by the ambitious MERRIX
D’CANNITH has a CREATION FORGE hidden somewhere within the city of SHARN—rumors to
which a series of chance encounters has lent a great degree of credit.
Assisted by ANTONIA D’MEDANI, a group of adventurers have grown ever-closer to
lifting the veil of secrecy surrounding Merrix’s dealings in the CITY OF TOWERS.
Most recently, information surrounding Merrix’s secret laboratory was recovered
from a vault in the famed KUNDARAK VAULTS. Having grown increasingly worried by the
break-in, Merrix has been forced to set incomplete plans into motion. But first, he
must safeguard his secrets, and has hired a HOUSE ORIEN courier to transport
information vital to the daily operation of his laboratory, lest it fall into the
wrong hands.

Episodes
This adventure is spread over three story episodes which take approximately 2 hours
to play. These episodes are introduced by the Call to Action. The adventure also
includes two 1-hour bonus episodes that can be played if time permits.
• Episode 1: A Lot to Ask Once more the heroes meet with Antonia d’Medani. She asks
them to hijack a House Orien delivery and obtain what she believes is information
about a secret Cannith laboratory. They must follow the clues provided in the
delivery to find someone who can reveal the laboratory’s location. This is the Call
to Action.

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 them
to obtain. This is Story Objective A.


Episode 3: End of the Road. The characters learn the identity of Ellwood Gabrila—
who they believe will be able to lead the characters to the lab’s location (or at
least tell them where it is). They soon learn that agents of the Lord of Blades
have beaten them to the target and have learned the lab’s location. This is Story
Objective B.

Bonus Objectives
However, this adventure also includes two, 1-hour bonus objectives that the
characters can pursue if they have the time to do so—earning additional advancement
and treasure checkpoints in the process. These bonus objectives are found in this
adventure’s appendices, as follows:

Bonus Objective A: Scout the Route. The characters must discover the route that the
Orien courier will use for the delivery. This entails breaking into a House Orien
way station to steal the plans. This bonus objective is found in Appendix E.


Bonus Objective B: Family Feud. Having stopped the House Orien carriage, the
characters discover that the Cannith lockbox has already been stolen, and clues
point to Cannith East. This bonus objective is found in Appendix F.

Episode Sequence
Depending on your time constraints, play style, and environment, this adventure
takes approximately two to four hours to play.

How Will You Play?


The duration of your session depends on how much of 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.
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.

Estimated Duration: 20 minutes Location (District, Ward): Boldrei’s Hearth, Lower


Central

Departure
The adventures are contacted by Antonia d’Medani via House Orien courier. She
requests that the characters meet her at Defiant Point, a rather upscale tavern
with a spectacular view of the city.

Played DDAL-ELW08: The Kundarak Job. The characters have recovered a cache of
documents from 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.


Didn’t Play DDAL-ELW08: The Kundarak Job. Antonia provides the characters with a
dossier containing information about a secret Cannith laboratory hidden in the
lower wards of the city.

Area Information
This area has the following features:
Dimensions & Terrain. Defiant Point is a large, spacious, high-ceilinged tavern
full of glass, steel, and wood—all polished to a lustrous shine. Despite its size,
it houses only a dozen-or-so cozy tables.
Weather. It’s a cold, miserable night; sheets of rain fall throughout the city. So
miserable that the large glass doors to the balcony have been shut. Even in such
terrible weather, the view at the Point is breathtaking.

Lighting. The establishment’s interior is dimly lit by magical light sources, mixed
with occasional flashes of lightning.
ZARANTYR, THE STORM MOON
The closest moon to Eberron, Zarantyr is closely tied to the Mark of Storm and
those that tap into raw, unfettered power, such as barbarians, sorcerers, and
evokers. The more superstitious people of Sharn believe a person is more likely to
be struck by lightning when Zarantyr is full in the sky.

Creatures/NPCs
Antonia (a spy) enters wearing a thick, hooded cloak to protect her from the rain.
Objectives/Goals. Antonia d’Medani is here to task the characters with learning the
location of the Cannith South laboratory secreted away somewhere within the city.
She only divulges what information is necessary—without revealing too much about
her motivations or those of her own house.
What Do They Know? Antonia wastes no time bringing the characters up to speed. An
unknown and prominent member of Cannith South chartered a House Orien courier to
transport “cargo” between two residences at opposite ends of Upper Central—a
shipment that passes through the ward midday tomorrow. While this alone isn’t
unusual, the measure of security that House Cannith is 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 DDALELW08: 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).

Estimated Duration: 60 minutes Location (District, Ward): Mithral Tower, Upper


Central

Upper Central Ward


The carriage proceeds through Mithral Tower toward Merrix’s villa along one of the
main promenades. The carriage arrives in the area within 1 hour.
Prerequisites
The characters may pursue this story objective once they have completed the Call to
Action.

Story Objective A
Accessing the interior of the House Orien carriage and retrieving the lockbox is
Story Objective A. However, if the additional content is being utilized, the
characters are presented with a new objective at the episode’s culmination.
Bonus Objective B. Upon accessing the lockbox within the carriage, the characters
discover that members of Cannith East have replaced its contents with a single
sheet of paper. The characters must pursue the thieves and retrieve the lockbox’s
contents.

Setting the Scene: The Chase


The carriage proceeds slowly down one of the larger promenades in Mithral Tower.
The characters can choose when to act but must do so soon, if the carriage arrives
at Merrix’s villa, they’ll be too late, and their opportunity to retrieve the
lockbox lost. Use Appendix C “A Busy Street Map” for guidance.
Area Information
This area has the following features:
Dimensions & Terrain. The streets in Mithral Tower are 20 feet wide with cobbles
level and smooth. Balconies jut out from and skybridges span the distance between
various towers, but always afford at least 15 feet of clearance above the street.
Lighting. The clouds have cleared, and the sun shines full and bright in the sky.
Some of the side streets and alleys may be only dimly lit due to sky-bridges or
proximity to neighboring buildings.
Bystanders. The main street is thick with residents (commoners) and visitors
(nobles) alike, taking advantage of the break in the weather to shop, dine, or
otherwise revel in the luxury that their wealth affords. If combat erupts in the
streets, they flee in every direction while shouting for the Watch.
City Watch. If summoned, a patrol of twelve guards led by a veteran arrives in 11
(2d10) rounds. Their policy is to arrest first, ask questions later. If attacked,
they sound whistles summoning two similar patrols that arrive in 5 (1d10) rounds—
each accompanied by an enchanter (Appendix B) who begins combat having already cast
the mage armor spell.
HOUSE KUNDARAK CARRIAGE
The carriage is a testament to the skill of House Kundarak. It’s 10 feet wide and
10 feet long. It’s made of densewood (AC 15, 39 hit points; immunity to poison and
psychic damage) with magically reinforced iron bands—evidenced by engraved runes.
The carriage has the following features:
Armored Driver’s Seat. The driver sits on a recessed bench—protected on either side
by short armored walls. These grant the driver half cover (+2 AC) against attacks
made from the sides of the carriage, and total cover against attacks made from
behind.
Armored Wheels. The wheels have iron plates (AC 19, 24 hit points; immunity to
poison and psychic damage), protecting their spokes. If two of the wheels are
destroyed, the carriage can’t move again until it is repaired.
Arrow Slits. The carriage has two arrow slits on either side and one on the rear
that can be opened from within. When opened, creatures inside the carriage have
three-quarters cover (+5 AC) from attacks made outside the carriage but can attack
from within without penalty.
Locked Doors. The carriage has a door on either side and a trap door on the bottom.
Opening a locked door from outside requires a successful DC 18 Dexterity check with
a set of thieves’ tools or a successful DC 18 Strength (Athletics) check to force
it open (see “Heir of Kundarak”). Otherwise, the door must be physically destroyed
(AC 15, 14 hit points; immunity to poison or psychic damage).
Heir of Kundarak. If a dragonmarked member of House Kundarak is riding within the
carriage, the following modifications apply:

The doors are secured with an arcane lock spell. The DC to unlock them or force
them open is increased by 10. A creature bearing the Mark of Warding ignores this
effect.


The carriage is as strong as steel (AC 19) and the hit points of its various
components are tripled.

Magebred Draft Horses. The carriage is led by a two draft horses with the following
modifications:


Armor Class 14 (scale barding) • Hit Points 32 (5d10 +5)


Speed 50 ft.


Fey Ancestry. The horse has advantage on saving throws against being charmed and
magic can’t put it to sleep.
The Escorts
In order to stop the carriage and plunder its cargo, the characters must first deal
with its escorts.
Creatures/NPCs
The driver, Varrk d’Orien (N male Mark of Passage human veteran), drives the
carriage while two archers in the employ of House Deneith follow above on
soarsleds. Two agents of House Kundarak, a dragonmarked Kundarak wardsmith named
Drugan d’Kundarak rides within the House Orien carriage, accompanied by a Kundarak
runeguard named Fazen Larr.
SOARSLEDS
A soarsled is a crystalline disk crackling with energy, 5 feet in diameter, that
flies with greet speed and maneuverability through the air in Sharn’s manifest
zone. A creature standing atop it can fly the soarsled at a speed of 90 feet, but
checks may be required to perform 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 vehicle. Such situations might include: other
creatures jumping onto a soarsled, changing directions suddenly, colliding with an
obstacle, taking damage, etc.

Objectives/Goals. Varrk d’Orien is looking out for any trouble that might arise, as
are the archers flying overhead. The Kundarak agents inside the carriage are there
to ensure that its wards remain intact until it reaches its final destination.
Those within the carriage only emerge if it comes to a halt and doesn’t seem to be
likely to start moving again.
What Do They Know? None of the carriage’s escorts know who chartered the courier or
what’s in the lockbox. They only know where they’re to deliver the package to.
They’re all loyal to their houses (or their employer, in the case of the archers).
Bonus Objective B. If utilizing this additional content, Varrk knows that the
contents of the lockbox have been stolen, something he may give up under duress
(see Appendix F, “Family Feud”).

ADJUSTING THE SCENE


Here are some suggestions for adjusting this scene:

Very Weak: Replace the Kundarak runeguard with a Kundarak glyphguard.


Weak: Remove an archer.


Strong: Add a Kundarak wardsmith.


Very Strong: Add two archers and a Kundarak wardsmith.

Treasure
The carriage and its escorts have the following items:

A character who investigates the interior of the carriage and succeeds on a DC 13
Wisdom (Perception) check finds a secret compartment containing two potions: a
potion of stone giant strength and a potion of superior healing.


A densewood lockbox reinforced with rune-engraved steel (see “Concluding the
Episode”).

Wrapping Up the Episode: The Cannith Lockbox


The characters finish the episode in possession of a lockbox of exceptional
quality. Opening it requires a successful DC 20 Dexterity check made with thieves’
tools or a successful DC 20 Strength (Athletics) check. It can also be destroyed
(AC 19, 25 hit points; immunity to poison and psychic damage). However, if a
Kundarak wardsmith is conscious, the DCs both increase by 10 and it has 75 hit
points. The lockbox’s contents are determined by what additional content is being
utilized:

Story Objectives Only. The lockbox contains a number of important documents:
manifests, invoices, and inventories. Proceed to Episode 3.


Bonus Objective B. The characters find the lockbox completely empty, save for a
handwritten note. Proceed to Appendix F.

Playing the Pillars (The Escorts)


Combat
Those riding the carriage only emerge if the carriage comes to a halt and doesn’t
seem to be likely to start moving again. The draft horses may make a free Hooves
attack against any creature in front of the carriage as it passes over them.
Characters reduced to 0 hit points by Kundarak agents are knocked unconscious; they
intend to turn them over to the City Watch. The Deneith mercenaries are unlikely to
be as kind.
Exploration

The main street is a bustling hub of activity, but the side streets are much
quieter. The characters might consider creating disruptions or obstacles to reroute
the carriage. But if Varrk detects an ambush, and no major obstacles block his
path, he may whip his horses to speed, plowing through anyone in his way—even
bystanders if he feels a sufficient-enough threat exists. If this happens, use the
Chase rules in chapter

Social
Varrk d’Orien is an experienced courier and unlikely to stop the carriage if he
feels that his task is at risk. However, he’s likely to surrender if his entourage
is defeated. The loyalty of the Kundarak agents is bought and paid for. Convincing
them to surrender the lockbox is next to impossible by nonmagical means. They’re
unlikely to do so even if charmed—friends are friends, but business is business. On
the other hand, the
Estimated Duration: 60 minutes Location (District, Ward): Broken Arch, Middle Dura

The Search is On
Once found, the characters find that all of the documents reference a man named
Ellwood Gabrila. It’s no doubt that Ellwood Gabrila is the key to locating the
entrance to the secret Cannith lab. Locating him, however, may be tricky.
Here are some paths the characters might follow:


Noble Connections. Characters that are members of a dragonmarked house, or those
with the noble or guild artisan background, who succeed on a DC 13 Intelligence
(History) check know of Ellwood as a consultant frequently employed by the
dragonmarked houses in the past. But he fell out of favor for failing to pay his
bills.


Hit the Streets. Characters with the criminal or street urchin background who
succeed on a DC 13 Charisma (Persuasion) check learn (after bribing some of the
lessthan-scrupulous denizens of Sharn with a few coins) that Ellwood knows the
deeper, shadier parts of the city like the back of his hand; if someone wants to
hide something, he can show them where—for a price.


When in Doubt… If all else fails, the characters can ask Antonia d’Medani what she
knows. While she is a bit disappointed that the characters weren’t able to sort it
out on their own, she reveals that Ellwood was once a reputable consultant, but
fell into debt years ago and now sells his services to the highest bidder without
concern about the ethics of the job at hand.

Let the characters guide the search. If all else fails, remind them of Antonia’s
availability as a resource. Once they learn who Ellwood is, they also learn that he
maintains an apartment in Broken Arch.
Prerequisites
The characters must successfully retrieve the contents of the Cannith lockbox from
the Orien courier in episode 2 before pursuing this episode.

Story Objective B
Identifying the entrance to the secret Cannith laboratory is Story Objective B. The
lockbox obtained by the characters presents the characters with information about
some individuals that they may suspect work there, but nothing concrete.

The Lord of Blades Sends His Regards


Ellwood Gabrila keeps an average-looking apartment in an average-looking
neighborhood.

Area Information
This area has the following features:
Dimensions & Terrain. Ellwood’s apartment is one of a half dozen in a single-story
apartment block. The apartments are surrounded by a 9-foot-tall wall with two, 20-
foot-tall towers flanking the front gate. Within is an

Creatures/NPCs
Pick (NE warforged master thief, Appendix B) is inside 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.
discovered the location of Merrix’s secret laboratory in the Cogs. Now, the only
thing left is to go there and stop his work.

Combat
Pick and Pilfer prefer unarmored targets but may change their minds if they see any
creatures openly displaying the Mark of Making. Draw might activate her cloak of
the bat to fly between the two towers if it appears as if she’s being pursued.
Noticing Draw before she attacks requires a successful DC 25 Wisdom (Perception)
check. Enamor stays as close to the shield
Exploration

Sneaking up on the complex is difficult given that Draw’s attention is focused on


the surrounding area. However, approaching from the other side of the apartment
building may give the characters the drop on the warforged—especially if they use
the windows.

Social
The warforged may be coerced into surrendering the information if they feel that
defeat is likely (they or others can always follow the characters later). If
convinced to aid the characters, the warforged may assist now, but are likely to
show up in a later adventure in an attempt to secure the creation forge rumored to
be in Merrix’s possession.

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.

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 backalley 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 backalley
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.

This appendix details new monsters that do not appear in the Monster Manual.
Archer
Medium humanoid (any race), any alignment
Armor Class 16 (studded leather) Hit Points 75 (10d8 + 30) Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0)

Skills Acrobatics +6, Perception +5 Senses passive Perception 15 Languages any one
language (usually Common) Challenge 3 (700 XP)
Archer's Eye (3/day). As a bonus action, the archer can add 1d10 to its next attack
or damage roll with a longbow or shortbow.
Actions
Multiattack. The archer makes two attacks with its longbow.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +6 to hit,
range 150/600 ft., one target. Hit: 8 (1d68 + 4) piercing damage.
DRAW, WARFORGED ARCHER
Draw (Episode 3, Scene A) is a skilled marksman in the service of the Lord of
Blades. In addition to the Archer traits, she also has the following modifications:

Type: Medium humanoid (warforged), lawful evil


Armor Class: 17 (darkwood core)


Warforged Resilience. Warforged are immune to disease, and have advantage on saving
throws against being poisoned and resistance to poison damage. Warforged don’t need
to eat, drink, breathe, or sleep. Magic can’t put them to sleep.


Integrated Poisoner’s Kit. Draw has a poisoner’s kit integrated into her body and
doubles her proficiency bonus for any ability checks she makes with it.


Special Equipment (Cloak of the Bat). Draw has advantage on Dexterity (Stealth)
checks. In an area of dim light or darkness, Draw can grip the edges of the 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 flying in this way, or if she’s no longer in dim light or
darkness, she loses this flying speed. While wearing the cloak in an area of dim
light or darkness, Draw can use her action to cast polymorph on herself,
transforming into a bat. While she’s in the form of a bat, she retains her
Intelligence, Wisdom, and Charisma.

Enchanter
Medium humanoid (any), any alignment
Armor Class 12 (15 with mage armor) Hit Points 40 (9d8) Speed 30 ft.

STR DEX CON INT WIS CHA


9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses passive Perception
11 Languages any four languages Challenge 5 (1,800 XP)
Spellcasting. The enchanter is a 9th-level spellcaster. Its spellcasting ability is
Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has
the following wizard spells prepared:
Cantrips (at will): friends, mage hand, mending, message 1st level (4 slots): charm
person,* mage armor, magic missile 2nd level (3 slots): hold person,* invisibility,
suggestion* 3rd level (3 slots): fireball, haste, tongues 4th level (3 slots):
dominate beast,* stoneskin 5th level (2 slots): hold monster
*enchantment spells of 1st level or higher

Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-
1) bludgeoning damage, or 3 (1d8 – 1) bludgeoning damage if used with two hands.
Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st
level or higher). The enchanter tries to magically divert an attack made against
it, provided that the attacker is within 30 feet of it and visible to it. The
enchanter must decide to do so before the attack hits or misses.
The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker
targets the creature closest to it, other than the enchanter or itself. If multiple
creatures are closest, the attacker chooses which one to target.

ENAMOR, WARFORGED ENCHANTER


Enamor (Episode 3, Scene A) is a cunning and manipulative wizard dedicated to the
Lord of Blades. In addition to the Enchanter traits, he also has the following
modifications:

Type: Medium humanoid (warforged), lawful evil


Armor Class 13 (darkwood core, 15 with mage armor) • Strength 14 (+2)


Warforged Resilience. Warforged are immune to disease, and have advantage on saving
throws against being poisoned and resistance to poison damage. Warforged don’t need
to eat, drink, breathe, or sleep. 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.

Iron Cobra
Medium construct, unaligned
Armor Class 13 Hit Points 45 (7d8 + 14) Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 3 (−4) 10 (+0) 1 (−5)

Skills Stealth +7 Damage Immunities poison; bludgeoning, piercing, and slashing


from nonmagical attacks that aren’t adamantine Condition Immunities charmed,
exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft.,
passive Perception 10 Languages understands one language of its creator but can’t
speak Challenge 4 (1,100 XP)
Magic Resistance. The iron cobra has advantage on saving throws against spells and
other magical effects.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage. If the target is a creature, it must succeed on a DC 13
Constitution saving throw or suffer one random poison effect:
1.Poison Damage: The target takes 13 (3d8) poison damage. 2.Confusion: On its next
turn, the target must use its action to make one weapon attack against a random
creature it can see within 30 feet of it, using whatever weapon it has in hand and
moving beforehand if necessary to get in range. If it’s holding no weapon, it makes
an unarmed strike. If no creature is visible within 30 feet, it takes the Dash
action, moving toward the nearest creature.
3. Paralysis: The target is paralyzed until the end of its next turn.

Kundarak Glyphguard
Medium humanoid (dwarf), lawful neutral
Armor Class 17 (splint) Hit Points 57 (6d12 + 18) Speed 25 ft.

STR DEX CON INT WIS CHA


19 (+4) 13 (+1) 16 (+3) 10 (+0) 14 (+2) 12 (+1)
Saving Throws Str +6, Con +5 Skills Athletics +6, Intimidation +3, Perception +4
Damage Resistances lightning, poison Senses darkvision 60 ft., passive Perception
14 Languages Common, Dwarvish Challenge 4 (1,100 XP)
Action Surge (Recharges after a Short or Long Rest). On their turn, the glyphguard
can take one additional action.
Dwarven Resilience. The glyphguard has advantage on saving throws against poison.
Improved Critical. The glyphguard’s weapon attacks score a critical hit on a roll
of 19 or 20.

Actions
Multiattack. The glyphguard makes three attacks with their greatsword.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 +
4) slashing damage.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft./60
ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Lightning Glyph (Recharge 5–6). The glyphguard activates a glyph—launching a bolt
of lightning in a 30-foot line that is 5 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.

Kundarak Runeguard
Medium humanoid (dwarf), lawful neutral
Armor Class 18 (plate) Hit Points 93 (11d8 + 44) Speed 25 ft.
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 11 (+0) 8 (-1) 12 (+1)

Skills Athletics +7, Intimidation +4 Damage Resistances cold, poison Senses


darkvision 60 ft., passive Perception 14 Languages Common, Dwarvish Challenge 7
(2,900 XP)
Action Surge (Recharges after a Short or Long Rest). The runeguard takes an
additional action on their turn.
Brute. A melee weapon deals one extra die of its damage when the runeguard hits
with it (included in the attack).
Dwarven Resilience. The runeguard has advantage on saving throws against poison.
Indomitable (Recharges after a Short or Long Rest). The runeguard can reroll a
saving throw that they fail. They must use the new roll.
Second Wind (Recharges after a Short or Long Rest). The runeguard can use a bonus
action to regain 16 (1d10 + 11) hit points
Actions
Multiattack. The runeguard makes three attacks with their greataxe.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 +
4) slashing damage.

Kundarak Wardsmith
Medium humanoid (dwarf), lawful neutral
Armor Class 15 (scale armor) Hit Points 45 (7d8 + 14) Speed 25 ft.

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 14 (+2) 16 (+3) 13 (+1) 11 (+0)
Skills Arcana +5, Insight +3, Perception +3 Damage Resistances poison Senses
darkvision 60 ft., passive Perception 13 Languages Common, Dwarvish Challenge 4
(1,100 XP)
Arcane Advantage. Once per turn, the wardsmith can deal an 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 wardsmith and that ally isn’t incapacitated.
Army Arcana. When the wardsmith casts a spell that causes damage or that forces
other creatures to make a saving throw, they can choose themselves and any number
of allies to be immune to the damage caused by the spell and to succeed on the
required saving throw.
Dwarven Resilience. The wardsmith has advantage on saving throws against poison.
Spellcasting. The wardsmith is a 7th-level spellcaster. Their spellcasting ability
is Intelligence (spell save DC 13, +5 to hit with spell attacks). They have the
following wizard spells prepared:
Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp 1st level
(4 slots): fog cloud, magic missile, thunderwave 2nd level (3 slots): gust of wind,
Melf’s acid arrow, scorching ray 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.

Master Thief
Medium humanoid (any race), any alignment
Armor Class 16 (studded leather) Hit Points 84 (13d8 + 26) Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1)

Saving Throws Dex +7 Int +3 Skills Acrobatics +7, Athletics +3, Perception +3,
Sleight of Hand +7, Stealth +7 Senses passive Perception 13 Languages any one
language (usually Common) plus thieves’ cant Challenge 5 (1,800 XP)
Cunning Action. On each of its turns, the thief can use a bonus action to take the
Dash, Disengage, or Hide action.
Evasion. If the thief is subjected to an effect that allows it to make a Dexterity
saving throw to take only half damage, the thief instead takes no damage if it
succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The thief deals an extra 14 (4d6) damage when it hits a
target with a weapon attack and has 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 doesn’t have disadvantage on the attack roll.
Actions
Multiattack. The thief makes three attacks with its shortsword.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 +
4) piercing damage
Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit:
8 (1d8 + 4) piercing damage.

Reactions
Uncanny Dodge. The thief halves the damage that it takes from an attack that hits
it. The thief must be able to see the attacker.

Shield Guardian
Medium construct, unaligned
Armor Class 17 (natural armor) Hit Points 142 (15d10 + 60) Speed 30 ft.
STR 18 (+4) DEX 8 (-1) CON 18 (+4) INT 7 (-2) WIS 10 (+0) CHA 3 (-4)
Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses


blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages understands
commands given in any language but can’t speak Challenge 7 (2,900 XP)
Bound. The shield guardian is magically bound to an amulet. As long as the guardian
and its amulet are on the same plane of existence, the amulet’s wearer can
telepathically call the guardian to travel to it, and the guardian knows the
distance and direction to the amulet. If the guardian is within 60 feet of the
amulet’s wearer, half of any damage the wearer takes (rounded up) is transferred to
the guardian.
Regeneration. The shield guardian regains 10 hit points at the start of its turn if
it has at least 1 hit point.
Spell Storing. A spellcaster who wears the shield guardian’s 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. The spell has no effect but is stored within the
guardian. When commanded to do so by the wearer or when a situation arises that was
predefined by the spellcaster, the guardian casts the stored spell with any
parameters set by the original caster, requiring no components. When the spell is
cast or a new spell is stored, any previously stored spell is lost.
Actions
Multiattack. The guardian makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
bludgeoning damage.

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.

Waldrin d’Cannith
Medium undead, lawful evil
Armor Class 17 (half plate) Hit Points 195 (23d8 + 92) Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 14 (+2) 16 (+3) 18 (+4)

Saving Throws Str +7, Con +7, Wis +6, Cha +7 Damage Resistances necrotic, psychic
Damage Immunities poison Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned, stunned Senses darkvision 60 ft., passive Perception 13
Languages Common Challenge 7 (2,900 XP)
Regeneration. Waldrin regains 10 hit points at the start of his turn. If Waldrin
takes fire or radiant damage, this trait doesn’t function at the start of Waldrin’s
next turn. Waldrin’s body is destroyed only if he starts his turn with 0 hit points
and doesn’t regenerate.
Turn Immunity. Waldrin is immune to effects that turn undead.
Oath of Vengeance (3/day). As a bonus action, Waldrin swears an oath of vengeance.
Whenever Waldrin hits a target against whom he has sworn this oath, the attack
deals an additional 14 (4d6) damage.
Actions
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.

Warforged Zombie
Medium undead, neutral evil
Armor Class 16 (heavy plating) Hit Points 82 (11d8 + 33) Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 17 (+3) 4 (-3) 6 (-2) 6 (-2)
Saving Throws Wis +0 Damage Resistances cold, necrotic Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened Senses darkvision 60 ft.,
passive Perception 8 Languages understands Common, but can’t speak Challenge 4
(1,100 XP)
Turn Resistance. The zombie has advantage on saving throws against any effect that
turns undead.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a
Constitution saving throw with a DC of 5 + the damage taken, unless the damage is
radiant or from a critical hit. On a success, the zombie drops to 1 hit point
instead.

Actions
Multiattack. The zombie makes two empowered slam attacks.
Empowered Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7
(1d6 + 4) bludgeoning damage and 7 (2d6) necrotic damage.
Estimated Duration: 60 minutes Location (District, Ward): Twelve Pillars, Upper
Tavick’s Landing

The Search is On
Antonia tasked the characters with stopping an Orien courier and relieving him of
his charge but is unsure of the route that the courier will take.
This, she suggests, can no doubt be learned only from House Orien themselves.
However, the way station that the courier will be originating from is across the
gap in Tavick’s Landing. It’s as good a place as any to figure out where they’re
headed.
Prerequisites
The characters may pursue this bonus objective once they receive their orders from
Antonia d’Medani in the Call to Action, but before they begin episode 2.

Bonus Objective A
Determining the courier’s route is Bonus Objective
A. The characters can accomplish this by infiltrating the Internuncio’s office and
locating the manifest documenting the delivery’s details.
Area Information
This area has the following features:
Dimensions & Terrain. The neighborhood is largely wealthy warehouses and
professional buildings. The way station itself is a squat, two-story building with
a tall masonry wall surrounding an open yard. The entire compound is 60 feet
square.
Lighting. The area surrounding the way station is brightly lit during the day, but
street lamps provide only dim light during the evening. If Varrk is here during the
evening (see scene C), the light of a candle can be seen in his second-story
window.
Locked Doors. All of the way station’s doors and windows are locked in the evening.
Unlocking them 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 summoned in response.

Creatures/NPCs
The way station operates with a roster of twelve couriers and eight clerks (all
commoners), four magebred draft horses (see episode 2), Gurl the yard overseer (a
thug), and Varrk d’Orien (N male Mark of Passage human veteran), the way station’s
Internuncio. A group of four guards patrol the way station at night.

Scene A. Yard
All of the deliveries to and from the way station pass through the yard. Couriers
receive their orders for the day here whilst parcels are inventoried and catalogued
as they pass through the city.
Area Information
This area has the following features:
Dimensions & Terrain. The 40-by-55-foot yard is cramped with three modest-sized
stalls on the western wall that normally house the magebred horses House Orien
utilizes in its deliveries. A number of lockers as well as a small shed house the
supplies needed for the yard’s daily operation.
Lighting. The yard is brightly lit—day and night—by use of driftglobes.
Kundarak Carriage. This testament to Cannith engineering and Kundarak warding (see
episode 2) sits in the southeastern corner of the yard.
Creatures/NPCs
During the day, the yard is a hive of activity, with couriers (all commoners)
departing and arriving on horse and on foot in regular intervals. The yard is
overseen by Gurl (a thug). At night, the yard is empty save for the magebred draft
horses resting in the stables. At night, there’s a 25 percent chance of one or more
guards patrolling the yard.
Objectives/Goals. Time spent chit-chatting with strangers is time not spent making
deliveries. As such, any couriers here are hesitant to stop what they’re doing to
entertain questions. Any guards present are here to safeguard the way station
during the evening hours. Gurl is even less accommodating than the couriers, and
even less polite, insisting that any inquiries need be levied against the quill-
pushers in the way station’s offices.
What Do They Know? The couriers don’t receive their delivery’s destination until
they are readying to depart. Gurl isn’t involved in the delivery process aside from
maintaining the horses and loading their packs. He does know that the large
Kundarak cart is a nuisance and he’s ready to be rid of it. He doesn’t know the
specifics of the delivery, but it’s set for a delivery to Central Plateau. He
doesn’t know who the delivery is for—only that it’s got to be someone pretty damned
important, guessing by the state of the carriage.

Scene B. Clerk’s Office


The clerk’s office is slightly less busy than the yard outside. Here, a half dozen
clerks (commoners) take orders, inventory deliveries, and file manifests.

Area Information
This area has the following features:
Dimensions & Terrain. A wide counter separates the small customer service portion
of this 25-by-55-foot room from the rest. A large desk rests against the southern
wall and a number of cabinets and bookshelves the rest. A set of stairs leads up to
the second floor. A wide window provides an unfettered view into the yard.
Lighting. During the day, natural light and driftglobes brightly light the area. In
the evening, the room is mostly dark with some light filtering in through the
curtained window separating the clerks’ office from the yard.

Creatures/NPCs
Six clerks work in this area: one servicing the counter, one assembling records,
and four filing and passing assignments to Gurl (scene A), outside.
Objectives/Goals. The clerks’ sole function is to ensure that orders are received
and processed.
What Do They Know? The clerks know that the carriage in the yard is scheduled for a
high profile client, but not exactly who (though they presume that the client is a
dragonmarked house). They know that Varrk is personally making the delivery and
handling its arrangements.

Scene C. Administration
This office handles the administration of the way station. Scheduling, pay, and the
like.
Area Information
This area has the following features:
Dimensions & Terrain. This 25-by-35-foot office is manned during the day by a pair
of clerks. At night, the guards occasionally bunk off here for an hour or so of
sleep on the floor.
Lighting. The room is brightly lit during the day and dark in the evening.
Creatures/NPCs
The administration office is manned during the day by two clerks (commoners). At
night, the guards may come here to bunk off for an hour or so of sleep.
Objectives/Goals. The clerks here serve two purposes: to perform the day-to-day
paperwork which keeps the way station functioning, and to serve as Varrk’s
executive assistants.
What Do They Know? The clerks have been suffering under Varrk’s increasing worry
over the Cannith delivery—testing their loyalty. They don’t know who the delivery
is for or the route that Varrk will take in the morning, but they’ll be glad for
the ordeal to end.

Scene D. Internuncio’s Office


This is Varrk d’Orien’s office.
Area Information
This area has the following features:
Dimensions & Terrain. This 20-by-25-foot room houses a single large desk, and a
locked file cabinet made of wood and iron. The walls are covered in dark wood
paneling. The office is richly appointed, but in a bit of disarray. Varrk has taken
to sometimes sleeping in his office lately due to the increasing amount of stress
that the pending delivery is causing him.
Lighting. During the day, the room is brightly lit by the abundant natural light
pouring in through the windows. At night, the driftglobes outside fail to light up
the office; it’s completely dark (unless Varrk is here, in which case it’s dimly
lit).

Creatures/NPCs
During the day, the office is manned by the attending Internuncio, Varrk d’Orien (N
male Mark of Passage human veteran). At night, it’s likely that he is home, but
there’s a 25 percent chance that he’s still here working by the light of a candle
(which the characters can see from the street).
Objectives/Goals. Varrk is nothing if not a consummate professional. He is
steadfastly devoted to the integrity of his work and the reputation of his house;
he’s here to do his job and to do it perfectly.
What Do They Know? Varrk is doing everything in his power to simultaneously keep
tomorrow’s delivery discreet and to ensure that everyone in the way station is on
the same page—two tasks that are often impossible to perform at the same time. He
knows where the parcel is to be picked up from and delivered to, but not what it
actually is (and he’s glad for that).

Treasure
A character searching Varrk’s desk who succeeds on a DC 13 Intelligence
(Investigation) check discovers a false compartment in its main drawer. The
compartment is trapped with a glyph of warding which is triggered when opened
without depressing a catch in the drawer of a desk in the admin room (scene C). The
creature triggering the glyph must succeed on a DC 13 Wisdom saving throw or suffer
the effects of a Tasha’s hideous laughter spell. If the target fails, anyone in the
area of the way station is able to hear the target’s laughter. Within the
characters find:
•A
spell scroll of haste and a single bead of force.


A folder describing the delivery’s route.
If the characters use force to get the clerks to surrender whatever information
they possess, they cower and grovel. Varrk is more likely to defend himself but
shouts for the City Watch (bringing down a patrol of eight guards, a veteran, and
an enchanter, 1 minute later). Gurl and the guards patrolling the way station
investigate any unusual disturbances inside the way station.

Getting into Varrk’s office without being noticed is nigh-impossible during the day
but is much easier at night. The characters might think of scaling the exterior
walls and entering via the windows. Doing so while climbing might impose
disadvantage on the check, or even cause a fall on a rather spectacular failure.
Most of the way station’s employees aren’t full-fledged members of House Orien and
are more likely to be subject to influence, especially if the offer is more than a
day’s wage (2 gp). While they won’t directly help the characters, they may be
willing to pass on information, such as the location of Varrk’s office, or the fact
that his desk drawer is trapped (but without disclosing how to bypass it). Gurl is
faithful to Varrk

Estimated Duration: 60 minutes Location (District, Ward): Fallen. Lower Dura


What’s in the Box?!
Having obtained, unlocked, and opened the lockbox, the characters find it
disappointingly empty except for a single sheet of paper that reads:
“Your secret is out, cousin. —Zorlan”
Any character that succeeds on a DC 13 Intelligence (History) check recognizes the
name as that of Zorlan d’Cannith, the governor of Cannith East. Dragonmarked
characters, or characters with the noble background make this check with advantage.
But why they would be involved in Sharn?
Prerequisites
The characters may pursue this bonus objective once they retrieve the Cannith
lockbox from the Orien courier in episode 2, but before they begin episode 3.
Bonus Objective B
Recovering the contents of the Cannith lockbox from Waldrin d’Cannith is Bonus
Objective B.
Creatures/NPCs
Varrk d’Orien (N male Mark of Passage human veteran) may still be alive depending
on the outcome of episode 2.
Objectives/Goals. If he’s still alive, Varrk is more interested in saving his skin
than remaining loyal to House Cannith at this point.
What Do They Know? Varrk knows that the lockbox is empty, having sold out to
Cannith East in the weeks 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, being the cunning fellow that he is, had Waldrin tailed
to his workshop in Lower Dura in case Zorlan’s promises fell through. If Varrk was
slain in the characters’ attempts to claim the lockbox, the characters find a
hastily drawn map to a location in Lower Dura with the name “Waldrin d’Cannith”
scribbled above it. A character that succeeds on a DC 13 Intelligence (History)
check recalls that name as belonging to a member of Cannith East long thought dead.
If the characters are unable to recall this information, Antonia d’Medani is able
to provide it. Without this clue, the characters have little to nothing to help
them find the lockbox’s stolen contents.
Scene A. Reject Room
This chamber is full of Waldrin’s failed projects.
Area Information
This area has the following features:
Dimensions & Terrain. This 30-by-30-foot room has a 10-foot-high ceiling and a
corridor leading out of each of its four walls. The corridors leading to scene C
have a short flight of steps leading down. The stone door leading to scene B is
unlocked but grinds loudly against the floor when opened.
Lighting. The chamber is brightly lit by spheres of iron glowing with pale white
light. These spheres lose their enchantment if removed from the lair.
Glyphs of Warding. Waldrin has inscribed two glyphs of warding into the floor at
the bottom of the steps that lead into this chamber, triggered by any living
creature that passes over them. A triggered glyph explodes, dealing 22 (5d8)
lightning damage to each creature in a 20-foot radius, or half damage on a
successful DC 15 Dexterity saving throw. A creature that succeeds on a DC 15
Intelligence (Investigation) check notices the glyphs. Waldrin (see scene C) knows
when a glyph has been triggered.
Bodies. The room is filled with the corpses of various humanoids (mostly
warforged). Some of the bodies here animate if Waldrin d’Cannith (scene C) is
engaged in combat or detects intruders, but they aren’t discernable from corpses
before then. They are all long-dead but appear to have been ‘tinkered with’ in
various ways, such as:

Armor plating crudely bolted onto limbs.


Rune-etched gems crammed into eye sockets.


Hands replaced with spiked hammers.


Extra arms grafted onto torsos.


Mouths filled with needle-like teeth.


Long, segmented tentacles replacing arms.

Scene B. Parts Room


This chamber is where Waldrin stores the ‘spare parts’ for use in his various
projects.
Area Information
This area has the following features:
Dimensions & Terrain. This 20-foot-square chamber has a 10-foot-high ceiling. A
long, wide hallway leads east and then north before ending in a blank wall. A
character who succeeds on a DC 17 Wisdom (Perception) check detects the secret door
that leads to scene C. It’s easily opened once found.
Lighting. The chamber is dimly lit by spheres of iron glowing with pale white
light, but the hallway beyond is completely dark. These spheres lose their
enchantment if removed from the lair.

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

Very Weak: Replace Waldrin d’Cannith with a warforged zombie that speaks Common and
has Waldrin d’Cannith’s Intelligence, Wisdom, and Charisma scores.


Weak: Remove a warforged zombie.


Strong: Add a warforged zombie


Very Strong: Add a Waldrin d’Cannith described as a larger, more powerful-looking
warforged zombie.

Rewards
Searching Waldrin’s workshop yields the following:
•A
potion of heroism


Waldrin d’Cannith wears a satchel containing the lockbox’s stolen contents. Proceed
to episode 3.
Combat
The warforged zombies animated by Waldrin rise from the corpses found in scenes A
and B. They attack the closest living creature they can see. Waldrin wades into
combat with relish using his Vengeful Gaze to incapacitate foes that appear to be
‘less cerebral’ or those displaying potent ranged attacks. Waldrin prefers to use
his Oath of Vengeance against foes that appear to present a greater threat. He
directs the warforged zombies to attack
Exploration

If the characters enter via the hallway in scene B, they are potentially able to
catch Waldrin by surprise; however, if they triggered either of the glyphs in scene
A or didn’t mask the sound of the door leading to scene B, this will be next to
impossible.
Social
Waldrin is driven, but not stupid. While he knows that destruction is but a
temporary setback, he’s not keen to lose the work he’s accomplished here,
especially the opportunity to thwart Cannith South’s plans. Particularly persuasive
characters may be able to come to a mutually beneficial agreement that allows both
parties to learn of the lab’s location.

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.

This adventure is designed for three to seven 5th-10th level characters and is
optimized for five characters with an average party level (APL) of 9. Characters
outside this level range cannot participate in this adventure.
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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 adventure may continue to play too but if they play a different hardcover
adventure, they can’t return to the first one if they’re outside its level range.
Preparing the Adventure
Before you start play, consider the following:

Read through the adventure, taking notes of anything you’d like to highlight or
remind yourself of while running the adventure, such as a way you’d like to portray
an NPC or a tactic you’d like to use in a combat. Familiar yourself with the
adventure’s appendices and handouts.


Gather any resources you’d like to use to aid you in running this adventure--such
as notecards, a DM screen, miniatures, and battlemaps.


Ask the players to provide you with relevant character information, such as name,
race, class, and level; passive Wisdom (Perception), and anything specified as
notable by the adventure (such as backgrounds, traits, flaws, etc.)

Players can play an adventure they previously played as a Player or Dungeon Master
but may only play it once with a given character. Ensure each player has their
character’s adventure logsheet (if not, get one from the organizer). The players
fill out the adventure name, session number, date, and your name and DCI number. In
addition, the 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.
Each player is responsible for maintaining an accurate logsheet. If you have time,
you can do a quick scan of a player’s character sheet to ensure that nothing looks
out of order. If you see magic items of very high rarities 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
standard ability score array.
Point players to the D&D Adventurers League Players Guide for reference. If players
wish to spend downtime days and it’s the beginning of an adventure or episode, they
can declare their activity and spend the days now, or they can do so at the end of
the adventure or episode. Players should select their characters’ spells and other
daily options prior to the start of the adventure, unless the adventure specifies
otherwise. Feel free to reread the adventure description to help give players hints
about what they might face.
Adjusting This Adventure
When combat is a possibility, the adventure will provide a sidebar that helps you
to determine the best mix/ number of opponents to provide them with to create an
appropriate challenge. While you’re not bound to these adjustments; they’re here
for your convenience and consideration.
To determine whether you should consider adjusting the adventure, add up the total
levels of all the characters and divide the result by the number of characters
(rounding .5 or greater up; .4 or less down). This is the group’s average party
level (APL). To approximate the party strength for the adventure, consult the table
below.
Determining Party Strength
Party Composition Party Party Strength
3-4 characters, APL less than Very weak
3-4 characters, APL equivalent Weak
3-4 characters, APL greater than Average
5 characters, APL less than Weak
5 characters, APL equivalent Average
5 characters, APL greater than Strong
6-7 characters, APL less than Average
6-7 characters, APL equivalent Strong
6-7 characters, APL greater than Very strong

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