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ADVENTURE Eber CKO SHADOWS OF THE REA ae E SHADOWS OF THE LAST WAR" A 2nd-Level Adventure Discs Keith Baker “ADDIMIONAL Desion, Duvenomunnty anp Epiring: Bill Slaviesek Desiow Maxncer Christopher Perkins ‘Divetorsent Maaore Andrew Finch Maacine Ennion. Kim Mohan Dinrcron oF RPG RED Bill Slavicsek Avr Dinecror Robert Raper \Covre Inrustearion Wayne Reynolds Scvivren Cover Destex Daniel Hawkins Gaiome Desiawen Lisa Hanson ‘Canrocasry Dennis Kauth Rob Lazzaretti Giarive Propucnion Sexciauisr ‘Carmen Cheung hace Teonmteus Candice Baker PRiobuctION Maacts Jesh Fischer ‘andall Crews INtimion Lutustaarion, Tommy Castillo DUNGEONS £3 DRAGONS Take adeanlag of the RPGA’s Player Rewards Program by srg a thsadventr: Shoda the Last Haris worth Payer Rewards potns. See mum. rge.com for more i ofan SHLWRIED rr ne re ee TSSCANAON ABI Bao on ‘This Waator or re Cour eine prot contains no Open Came Content. No portion ofthis work may be faci soe ict che Opes Gtig Lacan ae pried material fom the 3.5 revo. Nnay tn err ana ere ra INTRODUCTION ‘Thiradventure propels party of four 2nd-level charse~ ters through a harrowing search for an ancient artifact of terrible and wondrous power. With minor adjust- ‘ments, it ean handle smaller or larger groups as well. To getthe most out of thisadventure, you need copies of the following DED hooks: Mayr Handbook, Dungeon Mos- fer} Guide, Monster Mamul, and the Eberron Campaign Setting AbDvENTURE BACKGROUND Shadeas ofthe Ls Wer fllows the events of The Forgten For the n-leve adventure inchadd in the Bron Capone fing Ta that denture; the petyof adventurers reser anancient schema—part of x ereation pater used by the itbricators of Howe Cnanith-for Elapiren d’Cannith “To-find this fom, they had to brave the dangers ofthe daapos lraaro Hearn odllrerenmting ogent a the varforged extremis, the Lord of Blades Why does Elnydren Cannith seck the pisces of this ancient erento patti! Ter understand this you need to understand the recent history of House Sith, When the nation of Gyre, the ancertral home of House Cannith, dleppeared in « conflagration of aveane energy venz the tal ofc Lent Warf took the qatrinrelrand many eaher family lenders witht Inthe four yearrsince Cyre became the Mournland, three factions have emerged within House Cannith, Gannith Wert, based in Faichayen, terves vada ‘Thrane, andthe Eldeen Reacher, nd is led by Jorlanna d’Cannith. Merrix d’Cannith leads Cannith South, whieh openies ost of Ehewaad orersee hoor nie tées in Brclents Zang und Dang: Ounce Eat, bhased in Korth, operator in Kerensth, the Mror Hold, and the Lissaar Principals and is led by Zoelan @Cannith, The partys patron, Elaydren o'Cannith, appence toby naa! to le western enclay, but she teturlly serves the vouthern branch ofthe Family CGruniont poiaend of ll ert eat from those wand to muualy craft wanvans Herat thewe detigred to craft exceptionally powerful magic items; The Beet ‘hem, msorored from ngotn Carini Sorgedemp in the bowels of Sharn, ir one of four pats that make ‘ypantunciantervslonpatiern, Ths perticlar petiarn swumn't developed by Houre Cannith. Tt was discovered enithe pearious continent of Kentdiie by Rada @’Cannith shortly before the start of the War of the MARS fobs Rfvges bundred yeareage: ‘What did Kedran find? He found one pat ofa four- Sberzpélcca;agvell ar nsione tablet describing the pat- tepn ise, Av the War of the Mark escalated, Kedran Wel Golshesitin igleesetficndey here itromsined tlhe ndecrnysets gf eSieeed jka short-time ago Hand eas Dipped ier Bf sexs that bis TAG ingdegiar Ald cosh SFied. Gorve ef tne ste desctlned she putpode of eeacion paicerns that Kedran stclicil sd feenpehed bin tape eo Xen! ‘which House Cannith was eventually able to develop imjarhe patieens ased by their own artificers and mage- rights, One text, the journal deseribing the location of | Kedran's hidden wault, was lost to antiguity until Bonal Geldem of Morgrave University discovered it, In fact, Geldem worked with Lady Blaydren until an agent of the Lord of Blades murdered him and the journal fell into the hands of the adventurers. Kedran's most valuable text, which contains all his notes on the four-part pattern and the secrets of its creative powers, has been in the hands of Baron Merrix 4d’Cannith and his immediate farnily for more then eight hundred years. Two incomplete eapies of this text also ‘exist—one that was used at the secret Cannith research facility in Cyre, and the other in the hands of Cannith East and their allies—the Order of the Emerald Claw With the destruction of Oyre and the loss of the house elders, the location of the hidden facility was also lost Rumors of success at the facility began to circulate right, belare Gyre wea destroyed, and nov the race ison to-find the hidden facility and the seerets it might contai ADVENTURE SYNopsis ‘Threesnparsie groups vec tha Xen drikpatern andthe schemas that comprise it; Cannith South, represented by Elaydren d'Gannith (though she claims to represent Cannith Wen); the Lord of Bladerand hiswafonged fol lowert operating out of the Mournland and the Order of the Emerald Claw (which is working with Cannith Eat). The fret part ofthe pattern, the Sharm sch hasbeen recovered and isin the hands of Cannith South thanks tothe actions ofthe adventurers in The Footer Fg. The piven itefnd caneond schema sre elsred tobein the Whitchenrth facilty-ifitean be found and if ieaillexistewichin the ruins ofthe Mouratand, A third sch hn beet Sound by the Emerald Gav but one tutsde thet onganiaation knows this yet. ‘The adventurers start out in Sharm, the City of “Towers, Once more, Lady Elaydren requests theit help 2d ofecs Chem aigeneenr newmrd, Feoan Share; the tdgemturers mat teael to Dargunn to disorer the lea tion of Whitehearth, Then, ifs off tothe Mouraland eo Find the ert echente nd the ervetion pattern {itv nto before someone elie does ———— Tue ForGorten Force ‘This adventure works best ifthe adventurers first com- pleve TheFogten og, found in the Eberron Campaign Sting [you'd rather tart with this adventure, then some other group recovered the firs schema and the p hhed prior dealings with Elaydren 'Cannith. In this cate, she approaches the adventurers because they appear capsble, she needs help, and she ix running out of time. ‘Adjust descrip bee et hhas not mnt and encounters accordingly. Part One: SHARN ‘This adventure picks up shere The Forgotten Foige leaves off-in Sharn, the City of Towers. Alter recOvesing the star-shaped schema and turning it over to Lady Ela dren d’Cannith, the adventurers were told to perior cally check in with the House Sivis message station at Barmin Tower in ease House Cannith had additional work for them. ‘The following events occur in Sharn: + The adventurers discover that the House Sivis mes— sage station was attacked by kobold marauders, and. that a message that had been waiting for them vas stolen, + Lady Elaydren sends a second message, vin-a giant owl, calling for the adventurers to meet her once again at the Broken Anvil tavern. She fears that her role in recent events has heen discovered and that she is in imminent danger. + Atthe Broken Anvil, the adventurers sit down to converte with Lady Elaydren just ta warforged loyal to the Lord of Blades and his kobold mercenaries break into the tavern, THE MEssacE Station (ELD) Anothex ening diy tn Seem; enter opporeuainyt, danger and adventure, The adventurers make their way to Barmin Tower to vst the House Sivie menage tation. Read ‘Thunder rumbles the dstonceasyoucras the rain-sicksbybrdge that dec to Borin Teer The rin alot oad ore, couing nateflls tospill over te sides ofthe slanted ooops and baleony ralings. Absa, thedoorto the Hous Siviemessage tation hongsopen a trenge ona one fishing separated fom he daorfame. Lighting lashes. ancyou thinkyow hea groan from somewhere ide he thera quiet shop. Let the POs approach the message station as they see Fi. The trouble that visited the place a shore time ago has already moved on, and all the adventurers can secom- plish here is to determine that someone has again taken an interest in their activities Inside the message station, the adventurers see that the place has been ransacked. Read: The oles and stole within the meeage station aren diary some ‘ore overturned or mashed others hace been frefllysotered fom theirusuel places. Behind the counter bngatop oiled shelfofale tnd porchment sheets, ithe gnome clerk atho rans the sation, She moans, unconscious but apparent stil aie ‘The gnome clerk ean be roused by a simple Heal check (DG 10) or any curative magic. Once treated, she:sits up, blinks to clear her eyes, and then attempts totand she nies) “I have to check on the Developimeint: The PCs can check around the shop looking for-clues, ae well as question the clerk about wha transpired. Search checks to examine the shop’ reveal (some information, depending on the result of the checks, as described below. A higher result includes the informa tion that is learned with a lower result, Seareh DG 10: The PG notices sling stones deattéred around the room. Search DC 15: The PC spots a series of small, clawed: footprints in the spilled ink near one of the overturned tables. The footprints appear to belong to at east two different individuals of the same humanoid species. A successful DC 15 Survival check or DC 20 Knowledge (nature) check identifies them as kobold footprints. Search DC 20: The PC spots a single, larger, spit: toed footprint on a shect of parchment, apparently made when a rain-roaked foot stepped on the parch- ment sheet. A successful DC 15 Survival check or DG 20 Knowledge (arcana) check identifies it as @ warforged footprint. ‘The clerk takesa moment, but eventually recognizes the PCs from their frequent visits to the message sta~ tion since they completed their first mission for Lady Elaydren, She explains that a band of kobolds charged in and attacked her, There were atleast four of the vile creatures, After they sbdued her and made sure the place was otherwise empty, « human-sized individual ‘wrapped in a dark cloak entered the shop. “The stranger had s deep, rambling voice that was strong and threatening, and the kobolds followed his Girection without question. He asked if there were any sesages for you,” the clerk admits, pointing at the PC. she has most likely dealt with on past occasions. “It was an amazing coincidence,” the clerk explains, “because 1 hhad just ranseribed a message for you from the speak- {ng stone. I must have glanced at che scroll I was hold~ ing, and the next instance the man in the cloak had snatched the scroll with one hand and hit me ith the ‘other. That's the Inst thing I remember.” ‘The clerk cannot reveal what the message said because House Sivis clerks are trained to transcribe and forget, for their own safety as well a for the privacy of their clients. Ifa character makesa DC 15 Diplomacy checkor offers the clerk5 or more gold pieces, she rekue~ tantly admits that she remembers who sent the message: “Ie was from Lady Ela If she is prompted for details of the message itself the clerk cannot be of help. “Tt isn't really any of my business," she sys. Then she nervously examines the area hehind her counter to check on the ather mestages in her care, as well as to make sure the precious speaking stone is undamaged. Satisfied, she makes a quick check of the rest of the shop. The clerk's cursory examination indicates that nothing else was taken, not even the handful of gold peces in the tll Iren d’Cannith.” A CALt ror HECp (EL 3) abl budshe i; the hota sein che PCs have Bai eenoiben by ein ic} aBoald Bo bef Bataille leah sem MOK: The an stems tlk of e300 walk ena fom the meas station. ‘Around a ewer ben, a Teast a dace people mil abou ona pertlly ‘averd terrace Agog ofhildren splashes in the puddles nar he ci Ing wall, laughing mri. Amerchonpusos an empty cr res raturning from he market eshange guard ofthe Shum Watch looks the ero ove from bs ploebeneth a shop aing A blur fthers suddenly rockets tard youout ofthe clouded shy Ihagintou andres once bore ippingthe satchel tories, indetlonsto drop ase casa our fet ‘The gids ov] delivees its cargo and ateeahs avy. Creature: Fighting the giant ovl is unnecessary and unwise, beeause the creature is » dangerous challenge fora low-level party and it means them no harm Giant Owl: hp 26; Monster Manual page 205, Tactics: If the PCs attack the giant owl, the neseby Aidloenturers, Tie normal means of communicalion eerste have been compromised so Thawve sent thes special messenger te personally ioe en dative es tae ed saad toaiaids Gola e T officer of the City Watch calls out: “Why are you attack- snig that messenger? Stop chat this instant!” The giant ‘el, unperturbed, delivers the scroll ease and flies off. Ifthe PCs continue to harass it, i returns and strikes bbsck, All the while, the officer of the Watch attempts to stop the violence before it escalates and someone gets seriously injured. Development: The serall case is sealed with was, bbut no imprint has heen pressed into the wax. Inside the ease isa letter. (See the illustration on this page.) THe Broken Anvil (EL 4) “The Broken Asi ia mal cavern wich 1 handful of seonna for ent ia the Maton’ Tow, Ierwn by Hates Galland snd hosed bya hailing matran, The ite ser eoniindn sieocte dick nod tasy, with dlceTtaial= nation provided by a large hearth, two esrb ters hanging froin:the yall, aed « nuiber of adinery cabdleg aahered'throughut the cbambet, Ts thai is pge 5 wil rani anii, ‘When the PGs decide to beep their meeting with Lady Elaydren, read The Broken Ani i located in the Masons Tower, creed into a sendin the ter wal Inside, eserbright Interns at either end of ‘the room proidefickring ltuminaton A round tbl eset ithe side ofthe etrance, and ves longer tables or sated hroughout the room, ‘Taday the Broan Anil ony has on customer a seman inaworn Aro cla, She teat table at the fir endothe rom. Asyowente, she aie her Rand ox ft eat asl tho tps and pulls Back her hood. Despite her disheveled Kir and the dir that coverser foc, you recagnige er She i Elden d Cant, the woman who iru need your help ugain Tenets sherk Spel § caplore che depts af Sharn Uhal our enernios have deseovered ne wih wave closizg th. Meet ne ul the Broken Aroiltavern, hare ve fostabsousied foileomsandob portunities Mel guillly for T believe Cal we are lb in terrible danger 9 Your patron ue Inn The Fargtten org mnsive jewelry tnd fine glamerweave clothing. Today she wears & ‘mod-spattered traveler's out (Spot DG 20) notices thet she House Cannith signet ring When the matronly innkeeper emerges from the kitchen, Elaydren dismisses her with an imperious wave of her hand and calls the party over to her table in the northeast portion of the room. Read: Elaydeen wore 0 and an alert observer n't even wearing her ‘Quik, quip!" Boyden cals ina strained voice. “Thonk lara thatyou'e here. Theres note o wast Elaydre ifs leather backpack off the floor and places it on thetable. The eather orn, butt brass tings are tl right 1 opars ight, almost empty. “There sno time to explain Elaydren says, er feorflled ees darting from you to the doar ‘and bac gain “Instructions, gold, and spplie aren this pac Take ond go. The letter in the lf-herd pocket explains every- thing butyou must go nou! Trustme, [fou cn accomplish his task the reward il be vast.” Elaydren's desperation is no act, Various opposing forces seek her and the scheme that the PGs aquired for her. She hands the backpack to one of the POs. Before they ean atk questions or examine the eontents of the backpack, the warforged agent of the Lord of Blades and his Kobold mercenaries burst into the common room. Read Suddenly the dor to the sre burt open. Four small furs ieop ‘hough the doornay—bhrbolis! They mov in pats to each sie of the sme on ofthe entrance Ah fewest say, abroad humanoid ine dor, hooded deal coryinga Tight exis. He roses the eros and lunches. bol ot laren arin thes into the do Lf Saber survived and escaped at the end of The Forgoten Forge, then he has returned o deal with Elaydren and the PCs, Ifnot, then this is Cutlass, another ofthe elite warforged followers of the Lord of Blades. Like many ‘of the Lord's followers and chief Keutenants, Gutlass hhas taken to the p ice of naming himself after bladed weapon, Creatures: The warforged fighter leads « party of Kobold mercenaries and is intent on killing Lady Elay dren and recovering the ancient schema for his master the mysterious Lord of Blades. Elaydren a’Cannith; Female humiart ariaigerat-® © 2/ sorcerer 2) CR 3) Medium hu: mincid? - HD 2d8e2d4, hp 17, Init +5) Spd 30 fe; AG” 15, touch 1, fat footed 14; Base Atk 42; Gep +1 Atk +1 melee (Id4-1/19-20, masterwork dagges) or +3 sanged (Id4~1/19-20, masterwork dagger); Full Atk +l melee (Id¢-1/19-20, masterwork dagger) or +3 ranged (ld4-1/19-20, masterwork dagger); SA—; SQ least Mark fof Making: mete whole day; AL N; SV Fort +0; Ref +1 Will +7; Ste8, Dex 18, Con 10 , Int 14, Wis 12, Cha 16, ‘Shileand Foo Bluff +10, Concentration +2, Diplomacy +10, Gather Information +8, Intimidate +8, Knowledge (arcana) 44, Knowledge (nobility and royalty) +7, Sense Motive +8, Spelleraft +4; Least Dragonmark (Cannith), Improved Initiative, Negotiator. Language Common, Giant, Gnome. Sorcerer Spells Known (6/5): O-acid splash, detect mag detect poison, mending, predation, lat— 14), mage armor. ‘Pasesions: House harm perion (DC Sannith signet rings conons peor 2 z & iz THE BROKEN ANVIL INN N A. Common Room B, Private Booth G. Kitchen ‘i D. Private Dining Room E, Lateine : F. Common Guest Room G. Guest Suite = 1H. Elaydren's Room 1. Tnnkeeper's Quarters J. Secret Passage oracle) porn feuremoderts wound glamerweave court= fers ousBt: masterwork dagger jewelry (150 gp); and 20 &p. 28 pp, and identification papers in belt pouch. ‘Kobold Mercenaries (4): hp 6 each; Monier Manual page 16), Gutlass: Male personality warforged fighter 3; CR 3; Medium living construct; HD 3d10+6; hp 28; Init +5; Spd 20 ft: AC 19, touch 19, flat-footed 18; Base Ark +3; Grp +5; Atk-+7 melee (148+3/19-20, +1 longweord) or +4 vanged (148/19-20, light crossbow); Full Ark +7 melee (1d8+3/19-20, +1 longuord) oF +4 ranged (1d8/19-20, light crossbow); SQ damage reduction 2/adamantine, warforged traits; AL LE; SV Fort +5, Ref +2, Will +2; Str If, Dex 12, Con 14, Int 11, Wis 12, Cha 10 Shile and Feat: Intimidate +6, Spot +4; Adamantine Body, Improved Initiative’, Power Autsck®, Weapon Focus (longsword). Language: Common. Posersions +] lngevir, light crossbow with 6 crossbow bolts, traveling cloak, backpack Ay foiradds (Tee obgel yous reewvcred fbr tne foorn the ritns ietenwath Lhaon 03 a-schema, apiece of apattera nied fo orwate stores Coth raundne tend! mapionl T have Counted that another schana connected to thes patton wes Going stucivd tne searel Cannith woorkahon $2 Grn calle Whtehearth Puonder ifthes research rs lied to the Bay of Mourning? peipoies, and To ncthacw when tetoast Te Firm loyou Fneed vis te travelie Gyre feud the werkiheps cad recover a second schenic Tralrcationaf tewworkahon wessa closely guarded secret lastwchen Uepatriareh of Hove Faanith ded. tn the dastredivn of Tyee You mist travel to the | Hosa Cannith oxpuost tn the town of Those Crary in Darguan te recover a cord of all of Canniths Aidlélen Fe Phukaen Graal ford « man named Fails the Hoody Market He can provide gor with Istramprort to Ttose Carty, From thera travel nto te Moumnland to fxd Whatdboarth and the second sohena His an adtenventie plate in the hago of chamond. abou the sive of a human palin. Cnce yor de Darts of og cron house seah the patieen foo coil Mave cried it retin to Hhakaan Drank whoreZ coll meet yous Secced. tnd F wilt see te it that you Warped Tras (ED: Immunity to potion, sleep effect. paralysis, disease, nausea, fatigue, exhaustion, effects that chute the sickened condition, and energy drain. Tactics: The kobold mercenaries close with the adventurers, seeking to fight in pairs and taking advantage of flanking while their warforged leader fires crossbow bolts from the doorway. Once he has fired all his bolts, or if one or more of the PCs approach him, he draws his longsword and moves to ‘engage in melee ‘During the battle, Gutlass enjoys hurling insules at the “weak-fleshed errand boys" or the “flesh-loving warforged” (if there are any warforged characters in the party). He isn't above proclaiming that the end of the weak fleshed nations is at hand, quoting freely from the speeches and sermons of his leader, the Lord of Blades, Elayeren ducks behind the tmble, taking cover. If the initial attack injures her, she drinks her potion ofture moderate wounds wo recover from the injury. If the party is con the verge of defeat, Elaydren uses her coiord pear filling the room with fog and teleporting away. The warforged fighter battles to the death. He ans to capture the schema for the Lord of Blades 25 or die trying. The kabolds also fight to the death, for they have been intimidated into doing so by the warforged who leads them, ‘Where Is the Schema? The first part of the exe~ ation pattern, the schema shaped like 8 six-pointed star, is safely in the hands of Baron Merrixd’Canith Elaydren turned the item over to the baron after she acquired it from the adventurers. Then Merrix sent her to continue invertigating rumors concerning the pattern. "You must locate the other schemas and the ‘pattern itself,” Merrix urged Elaydren. "The pattern holds the key to the work I have been laboring at since before you were born.” Development: If the PCs defeat the mercenaries Elaydren urges them to leave quickly. This is the last agent ofthe Lord of Blades in the area, though neither Elaydren nor the PCs know this. (The Lord of Blades and his agents return to hound the POs in a future adventure.) Even so, Elaydren knows that others are onhertrail, and if her mission isto be successful, the adventurers must depart immediately. Read: "More of there assassins may show up ot ony moment. All the Information you need i inthe eft pooke ofthe Backpack. Take it and go! Get out af the city quickly axyow can!” Elaydren does not wait for the adventurers to ‘come to # decision, She grabs a weapon from one of the fallen attackers and darts into the street, disappearing into the nearest alleyway. IN THE BAG ‘At some point, the PCs examine the backpack they received from Elaydren. The bag feels as iP tis almost ‘empty, but the character who opens itis in fora surprise. The backpack is a Heward’s handy haverock, loaded swith gear. The backpack contains the following items. Center Pocket, + 80 arrows + B0bols + 50 feet af silk rope +L bedroll per party member + Lwaterskin per party member, filled + Sdaystrail rations per party member Right Pochet +L everbright lantern + 1 flint and steel + healer’ kit + Buorches + Sacks Left Pocket, +” Letter from Lady Elaydren + Bvialy ofholy water +B potion ofeure light wounds + Atinyrod of bluemetal, three inches im length, with 4 sapphire embedded at one end + 1 pouch containing 150 pp + Leasket containing 500 ep + Aletter of eredit for House Orien and House Lyran- dar to cover pastage to Rhuksan Draal, depending ‘on which route the adventurers decide to take ‘The most important object in the haversack isthe letter from Lady Elaydren (see the illustration on the facing. page). The blue rod is a keckarm tied to Whitehearth, which the PCs need in Past Fie of this adventure RESEARCH ‘The PCe might want to doa little checking before they rush off to Darguun and the Mournland. Characters who make at least twa DC-20 Gather Information checks or DC 15 Knowledge (nobility and royalty) checks can obtain facts that back up parts of Elaydren's story. The PGs ean confirm that the leaders of Houre Cannith died in the Cyre disaster, and that now the family is divided into three segments, each under the authority of a different scion. A few inquiries with any axcane scholar confirm that House Cannith fabricators make use of ereation patterns in their work, but most patteens are designed te help speed the production of mundane, ftems and’ minor magic items. Some exampley of more powerful patterns exist, such as the one used in conjunction with ion forges to create the watforged, batsuch examples ave rare and extremely eostly. The PCs can ask around and determing that there are three ways to get to Darguun relatively quickly: by sis, by sea, or by lightning vailand trade caravan. ‘The first possibility turns out not to be an option: no airship privateers are currently operating in Shar, sand House Lyrandar airships don't make regular cuns tothe goblin nation, A Floute Lyrandar galleon, on the other hand, regu laply travels from Sharn to Rhuksan Draal. The water vessel follows the southern const ofthe continent before turning inland and traveling up the Ghaal River to the sgoblinotd eity. House Orien offers a land route to Rhukaan Dra It requires the PCs to travel by lightning rail to Stern ite, and then to complete the journey through Marguul Pass along the Orien trade road with the next ca heading east. Inquiries into the whereabouts of Lady Elaydren meet with no success. She seems to have disappeared. Ifthe PCs aren't on the road by the following day, they begin to notice that they are being watched. Forces loyal to the Order of the Emerald Claw are beginning to gather around them, and Shavn is becoming sn inereas~ ‘ingly dangerous place for them to say ‘When the adventurers are ready, go on to Part Two, the ere Part Two: DARGUUN The trip to Darguan takes some time. Traveling by House Lyrandar elemental galleon provides the fastest ‘voyage. alittle more than four days. The land route in't nearly as fast. The trip via lightning rail 10 Sterngate can be accomplished in undler three days, but the over- land trip through Marguul Pass takes an Orien caravan almost twelve days to complete ‘Once the PCs reach the city of Rhukaan Deaal, they find direetions to Rose Quarry, where they can begin looking for elues to the location of the Cannith facility of Whitehearth, SeA TRAVEL. ENCOUNTER (EL 9). The Ha Lynda allen beeen nche povesat ihe base ofthe Sharn cliffs travels from the il into the Straits of Shargon, staying clove tothe wouthern coast.as st moves from Brelish to Zilargo waters and eventually turns north inte Kraken Bay From there, the elemen Unl-powentd vesiel enters che Glial River fer the Bal leg af the jaeney to Rktakann Dra ‘Ths halal enn peat brah td tds a passengers on board. In addition to the adventures, « Seeen ele, rile ead raked trip. Many wll disembark when the ship top beefy in ermesha, bina haifa] acsnchecle wa guall ax vey to the gublinoid nation's eapital, Cargo‘and trade goods, Iowever, occupy the bulk of epic aboard the vee. (On the third evening‘f the voyge, afer the guile has entered Kraken Bay, the ship encountersan undead ‘niealed Sth bos gata Or of ee Ee ald Claw. This event oceur late in the evening well after srat she espr ane phnegent hv ttn Rend The nigh i rm and quit, andthe ria of moons the ly rflets _hosty light onto the water Any adventurers who are awake when this encounter starts can make checks to notice what's happening. The type of check required depends on where they are aboard the vessel: in their cabin ar on deck If'a PC is inside the large cabin the party shares, he or she can make « DC 20 Listen check. If the check succeeds, the PC hears a strange seratehing noise that sounds like something hard scraping across the bull. If PC is on deck, he or she can make either a DC 15 Listen check or a DC 20 Spat check, IF the Listen, check succeeds, the PC hears the same strange serateh- Sng noise, aluhough the sound is clearer. It sounds like something covered with hard protrasions is climbing ‘out of the water and up the side ofthe ship. Ifthe Spot check succeeds the PC notices that the evening fog is {growing thicker just as he or she spots a skeletal hand reach ove t'grip the rail “Anyone who ls reiting or asleep doesn’t get vo make a check, PCs who sueceed get to aet in the surprise round of the encounter Grentures: A necromancer loyal tothe Order of the Emerald Claw has set squad of eight human skeletons against the PCs. They give no quarter and ask for none in return. Due to the fog. most of the galleon’s crew must stay at their posts. However, the ship’ captain ‘orders four crew members to asist the adventurers in defending the vessel. They join the fray in the second regular round of combat Human Skeletons (8): hp 6 each; Monster Monel page 226. Half-Elf Crew Members (4): hp 4 each AC 14 (Dex, studded leather), touch 11, fat-footed 13; Base Atle+2-melee (1d6/19-20, short sword). Tactics: The skeletons use the cover of night and the fog to surprise the erew and passengers. The skel- tons and any POs who succeeded on Listen or Spot checks get to act in the surprise round, which starte with the skeletons climbing over the rail and onto the galleon’s deck. Before this happens, determine where each of the PGs are on the ship. The galleon is « 40-foot-wide by 60-foot-long vessel with a curved bow and stern. Cargo and cabin space fill che middle of the ship, leaving 10-foot-wide open deck around the outside of the ship. The skeletons act in pairs, two of them attacking from each side of the vesel. Development: The necromancer stays around long enough to set his trap in motion. Then he disappears into the wild country of southern Darguan. The PCs hhave no chance to.cateh up with him, and he won't really Dother them again. His role in this adventure isto set this trap and move on to his next assignment for the Order of the Emerald Claw, Ifthe PCs successfully defend the galleon, the eap- tain offers them a reward. In addition to the thanks of House Lyrandar Gin the form of a written commenda~ tion), he provides the PCs with 50 gp each for protecting the ship, its cargo, and its passengers. Lanb Travet. ENCOUNTER (EL 2) Heat Oise lghtatig il revels worth and at of dune, aking tapi te Wrest and Gezilsber bebe temtopouth (othe PO? dentatin, Bteragne This srsetn a serbian races fia ing oot of te ordsutty oxen devia he lightning alleen. ee ie cE armen wi Bs caeean hak vill ba than hewegh Masgual Paras fore Dicesst Teaieemegn heey es (MeV ale tire te fourtny bagi, Bah "Glad to have odventurar such os yourele clang for this tr the ‘aroean bossy, loping one of yuan the back “The mountain clans fave been acting up lately, ond we coud use youre! and muscle to ‘make sure el f us make to Biukaan Dra! in one pase: To show my ‘oppreiation, giveyoutwenty-fice gold apiece when we sf make itt the goblin iy.” ‘The trip through the pats and the subsequent trek to Rhukean Draal takes almost twelve days. The fir two. days pass unevenefully. Starting on the third day, PCs can make DC 20 Spot checks each day to see if they notice the signe that a large number of ereatures are shadowing their trail. On the sixth day, the DG drops 10 15 ‘The attack occurs on the seventh day. A larger force than the one presented here is actually attacking the entire caravan, The numbers provided in this encoun- ‘or represent the portion of the goblin forees that come into contact with the PCs. Creatures: A Marguul war party has been tracking the caravan since the third day after i entered the pass ‘On the seventh dag, the war party decides to attack. The PCs must deal with a bugbearand the three goblins that hhe commands. Bugbear: hp 16; Monster Monual page 29. Goblins (3): hp 5 each; Monster Manuel page 133. ‘Tactics: The attacking goblinoids ambush the cara~ van From the socks and cliffs that form the walls of the pass. Any PC who makes a DC 15 Spot check notices the hiding goblinoids and ean act in the surprise round. In the surprise round, the goblinoids hurl their Jawelins, For the PCs, this means that they are targeted by four javelins. In the first regular round of combat ‘the bugbear and his goblin warriors charge to engage the PCs in melee combat Development: If the PCs defeat the bugbear and three goblins that attack their location within the ca van, assume that the rest ofthe earavan's defenders have been equally successful. The Marguul war party breaks 3. The caravan ranks and flees back into the moun makes the rest ofthe journey to Rhukaan Draal without further ineident THE BLoopy Market (EL 4) Whether they arrive by sea or by land, eventually the adventurers reach the city of Rhukasn Draal. Read: 161s mid-moming when you finally arive in Rhukoon Droc. The goblin ty as bu around what as ance @ Cyr frontier town, ‘and today has grown int spraalinggobinoid metroplis. The iy appearsasacragy archteturl abet: mud and ibe utsuround ncenttructuret of tone and ck intrspered with cons tnt ond onions. Mast ofthe oeds ae bare earth, and few of the wonders or ‘concenenet of Shorn are ecient here. Within hi ramshactle cy, @ single billing dominates the sylne—an enormous tower of ed stone ‘that rises up fom te very centr of tec, This is Khaar Mba the cenurtofthe Lash Hara, the hobgobln king Finding the Bloody Market is simple enough. While ‘most of the inhabitants have an unfriendly attitude toward strangers, any merchant can provide direstions| to the vast markesplce. The Bloody Market takes. is name from the violent haggling that commonly occurs among the goblinoids, although guards defend. mer= chants if blood is actually shed. (The merchants mind you—the customersare on their own.).An ocean of tenis ‘and milling goblins fills the marketplace: The goods are not of the highest quality, but almost anything'can be found here, including poisons and other goods usually outlawed in more civilized nations While finding the market is simple tas, lneating the mysterious Fain is considerably more difficult. The PCs ean try a number of approaches. Asking o Offering Bris: Most of the people in Rhu- Kaan Draal, including the merchants, are unfriendly. Simple requests and even bribery don't work: people gladly take the party's gold and send the characters off fon wild goose chases. Gather Information: A successful DG 18 Gather Infor sation cheek leads the adventurers to the tavern where Failin does business, a place called the Clenched Fist. It also provides some details about Failin himself. Failin of House Orien was disowned years ago for vunknown reasons. (It was for par ‘ling ring. although this isn't common knowledge.) He sakes his living exploring ruins throughout Darguun and selling relics (or imitations of said relics) to his contacts back in central Khorvaire. Failin’s most prized possessfon, an elemental-pow- ‘ered land cart, helps his archeological endeavors, When, relic hunting doesn't pay the bills, he ferries visitors throughout the northern portion of the nation for = premium fee. Diplomacy: A successful DC 25 Diplomacy check can convinee local goblin to help the PCs find Failin Intindot: A successful Intimidate check against a local goblin (with the target receiving a +2 bonus on its modified level check) provides the same informa tion as a successful Diplomacy check. However, after Fallin has been located, the now-hostile goblin that was intimidated convinces a pair of bugbears to beat up the offending PC. Greatures: The market is full of goblinoids of all types, slong with some humans and members of the other common races. Ifthe PCs cause too much ‘rouble, they must deal with market guards in the form, of patrol of two hobgoblins and « bugbear. Engaging the guards in battle isa bad idea: the guards eall for reinforcements, and an identical patrol arrives every fourth round of combat Bughear: hp 16; Monster Manuol page 29. Hobgoblins (2): Male warrior 2; GR 1s Medium, Iumanoid (goblinoid); HD 2a8+2; hp 10, 11; Init +2; Spd 30 fe. AC 16, toueh 1, flat-footed 15; Base Atk +2: Grp +4; Atk +3 melee (1d8+1/19-20, longeword); Full ‘Atk +3 melee (1d8+1/19-20, longsword); SA; SQ—i ALN; SV Fort +4, Ref-+2, Will-I; Str 13, Dex 14, Con 1, Im. 10, Wis 9, Cha, Suileand Feu: Fide +4, Tntimidate +4, Move Silently +6; Power Attack, ipsting in a smug Larguoges Common, Goblin. asain Studded leather armor: light wooden shield, Tongeword, pouch containing 244 ep and 2d6 sp. ‘Ad Hot Experience Award: Ifthe PCs locate Failin withostineiting violence, they receive 100 XP exch. THE CLENCHED FIST The reazch for Failin eventually leads the adventurers tothe Clenched Fist, atavern located a block or 40 from, the Bloody Market. Read: The plod ove the door dplysc mummified ogres hand lenched ght inefist and nied ple. Thisrundoan ever oorsto coer tohunans and members of the other common race, If the PCs ask a patron (or perhaps the barkeep) shout Folin, they are directed toward a corner table fn the sea of the root where x mn sita alone, This 4s Failin, « gamely human with a shock of unruly red heir and bright blue eyes in sunken sockets. His lined and weathered skin contrasts with his clean and well tailored clothing. He does not appear to be short of gold. He watches the PCs curiously as they approseh, bout does not speak Fils waits fr the ndventinvers toy what they want He says litle, but when he does speak he talks in rapid= fire bursts. If the PGs explain that they want to get to Rose Quarry, vead The Bloody Market in Rhukaan Dreal “eve Quarry? Vey far eigy. Noor the border Noor the gray mis ‘Mining town: ean tkeyou, Yes But itil ontyou Sin gold es, {ford wp ont Tow bringyourciun np.” A character ean lower the price by making « DG 20 Diplomacy check. For every point of the check resule higher than 19, the price goes down by 2 gp. If one of the PCs has 4 serong connection to House Orien (the Least Dragonmark feat or the Favored in House feat, for example), he or she can call on Failin’s old loyalties by making # favor check. Ona result of 15 ot higher, Failin agrees to ferry the party at no charge. On result of 10 to If, he cuts the price in half. Ifthe result less than 10, the request brings back bad memories and Failin angrily doubles his fe. Failin (formerly of House Orien): Male human ex- pert 4/rogue Is CR 3; Medium humanoid; HD 5d6; hp 18; Init WT Spd 30 fe AG 13, touch 13, flat-footed 10, Base Atk +3; Grp. 42; Atk +2 melee aas-119-20, dagges); Full Atk #2 melee (ld ¢-V/19-20y dagges) SA smeakattack +126; SQ dinesionlep 1/day,trapindings AL IN, SVFort 1, Ref, Will; Str 9, Dex 16,Con 10, Int 1, Wis 12, Cha 1 Sil and Feats: Appraise +2, Diplomacy +8, Gather Information +2, Knowledge (arcana) <7, Knowledge (geography) +7, Knowledge (local) +8, Knowledge Grobility and royalty) 47, Sense Motive +9, Sleight of Hand +4; Improved Initiative, Least Dragonmark (Orien), Lightning Refleres. Langvoge: Common, Gnome, Goblin Poussions: Dagger, elemental-powered cart, explorer’s outfit, sunrod, pouch containing 15 +p, 10 gp. and 5 pp. Buasear Brawt (EL 4) (Oise Che pari fin avid oc pice, Tait enguly pushes them to get moving, The PCs aren‘ the only tones trying to find Fallin however, When the details tre vetled, Failin rises and gestures forthe party fellow him. Read: ‘Let go, lego Folin ay, leaping up fom the table and gesturing toward the door. “Follow me quik! My land artis hidden near.” (On their way to the land cart, Failin and the PCs interrupted when two bugbears step out of the shadows and confront Faslin. Read ‘Faln.you chet wl” growleon ofthe bugbeor a both ofthem rie ‘hele morningstarsto threatening postions Creatures: These two bughears are intent on retaliating against Failin for some past grievance or tranagrestion, ‘Bugbears (2): hp 16 each; Monster Manual page 29. ‘Tactics: The bughears both target ck. In subsequent rounds, they contend with whoever seems to pote the greatest threat. [As Failin's first ation, he uses dimension leap to retreat toanearby alley. Ifthe PCs want to get to Rose Quarry, they need to deal with the bugbears in Failin’s stead: otherwise, Failin refuses to leave his hiding place. Ifa bugbear is reduced to 3 hit points or less, he sitempts to flee Development: The bughears think Failin cheated ‘hem in their last business transaction. Once they are defeated or driven off, Failin emerges to continue his dealings with the PCs. ‘The adventurers may have just saved his life, but Failin still charges them for his rerviees. He believes that it is in the PCs! best interest to protect him from harm. However, if one of the PCs helps to heal his injuries, he waives that character's portion of the fee. Despite his tough negotiating position, it is clear that he appreciates what the party has done, and this gratitude keeps him from abandoning the POs later in this adventure. in with their first a If che PCs wish to:purchase supplies, they can make {ise of the Bloody Market. Otherwise, it's time to head forthe border. THE ELEMENTAL-POWERED. LAND CART. Fuilin owns and operates an elemental powered land cart. It was one of the last things he acquired as ‘member of House Orien before the patriarch disowned hhim and seripped him of his name. ‘The land cart, a large covered wagon with a forward hhench and four wheels, ean hold a sizable amount of cargo oF up to eight passengers in the rear compart ‘ment. A Khyber dragonshard, mounted at the front, binds an earth elemental to the wagon, which hat the side effect of making the wagon looks though tis deco- rated with stones, gems, and crystalline protrusions, ‘As long as the land cart touches the ground, the bound earth elemental ean propel the vehicle at speed of 15 miles per hour. Rough ground or natural obstacles mean nothing to the land cart—the earth clemental allows the vehicle to traverse such terrain as though it were traveling across smooth, level ground. The wheels actually partially merge with the earth at the cart travels, sharing the elemental’s natural earth glide ability. ‘When Failin and the PGs approach the lend cart’: hiding place, read: Frailin ead you to a lage stone outcropping n secluded area not {for from the Bloody Marke. He rolls up his righ sleeve o expose @ ‘ragormark, touchestheirthmarktothe stone, and muttersa strange word Hesteps Bock asthe stone rumbles, andastrange covered wagon merges fom the rock wall. The four-eheled vehicle has a canvat over that enloese large ear compartment, while on open by athe {fron featuresabench ond foot wel. The wagon pearsto be made of ‘wood, but an undalting pattern of constantly shifting rock, gem, ond egtallne structures seem to overlay the wagon’ wooden fame My land cart.” Fin saye ina quick Bur. “Earth clementel powered. Cetin. Time's shor, Long oad oheod.” Any PC with the Knowledge (nobility and royalty) or Knowledge Gercana) skill can make a check to see what he or she knows sbout Failin’s dragonmark. A DC 15 Knowledge (nobility and royalty) check reveals that the dragonmark is indeed an Orien mark. ADG 15 Knowl- cge (arcana) check reveals thatthe markisa least drag- conmark of Passage. Anyone who speaks or understands the Draconie language knows that Fain suid the word. “travel” in the ancient tongue—obviously « command ‘word used in conjunction with his dragonmark to call forth the elemental-powered land eart. ROSE QUARRY. Part THREE: Rose Quarry Rote Quarry wasonce a Cyran frontier town. Now it lies ‘within Dargaun, north ofthe ruins of Lyrenton, off the rien trade road and within sight of che wall of dead- «gray mist that separates Darguun from the Mournland. Failin’s elemental-powered land cart ean make the tip from Rhukaan Draal to Rose Quarry in about three and half days, Failin fits the land eart with various banners of safe passage. Then the trip to Rose Quarry begins. Read. Theclemental bound othe land cortumbles with sound ik Eberron ‘lf tering fom an ancient slap. The wheal slide partly ito the arth tl ad hen the land cart side along without regard to broken round orother naturel obstacles. ‘The trip to Rose Quarry can be as uneventful or dan~ {gerous as you want Lo make it. The PCs can spend the time recuperating and preparing for their next chal- lenges, or you can throw hostile goblins or wild and dangerous ereatures from the wilderness at them. (If the charactert are ambushed or drawn into combat while traveling in the land cart, consider the cart to have a speed of 90 feet for the purpose of resolving a combat encounter.) Fallin can tell them what he knows about Rose Quarry ifthe PCsask questions. Resd: "The silage of Rose Quarry belonged to Gyre before the ma Fin say. ‘Now ites win Dorgual tertor:. Origily, House Canith prospectors established the illoge he the founda masse ei ofed ‘arbi, Ganith rough in dare rom the Mror Holds to mine and ‘excayte the merle. Anpuhere you se Cannith architecture, you my find Rowe marble—Shar,Flomehee, Korth, nen Rtukoen Draal—holf the red stein Korzair probobly comes frm the quan.” If ehe PCs wane to ask questions, play out the conversa~ ‘ion, Failin has litle information to add. As a House Gannith outpost, the village was primarily ocupied by immigcant dwarves, House Cannith retainers, and @ handful of Gyran laborers. Since the quarry was seen ax the property of House Cannith, it wat largely left alone during the war. The Darguuls have laid claim to all territory extending to the Mournland, but they haven't ‘made any concentrated effort to settle the village ARRIVAL Trilght devtendon Dangoin asthe land cart cloves on hed Qlanayi Tis dalle talaga hie Foren te order of the Mournland can be seen in the distance. ‘The sight sem iormthe Flin nervous and and atthe sare me, Ashe afd ene exens seal rise in the Tih nape “Wiejadescinpbeay? Faint, Asse bomded phi rid ey Marner The gry Calf eloh oth cel ently ade coms te Blatt wha fof Athi mode of eod ba ben Felsen dg when of a fn ode for andehiy bend Tog vor eer rondo he tila perce i graft tenth ght of be Su a ache ure fig. nie she rtofte lag of fstina lags hme y fora ts Fete rand hd cone Haye each character make a Spot check. Use the follow~ ing information to determine what they can see, based ‘on each PC's check result, Characters without low-light vision receive a4 penalty on the check. ‘Spot Check Result 14.0r Lower. A character with this result sees what was described in the read-aloud text—a camp- fire, four tem the camp, Spot Gheck Rell 15-19: A character with this result notices sixteen horses, two covered wagons, and seven, human-shaped figures. The human shapes appear to be wearing helmets and chainmail armor; judging by how the firelight reflects off their gear. None of the figures appears to be maintaining a witch. ‘Spot Check Ret 20 or Higher: Ams extremely observant character notices that the helmets have # distinctive half-faceplate design. A character with thir result also notices two skeletons standing in the shadows by one of the tents, af though on guard dus Listen Check: Characters who make a successful DC 12. Listen check hear a periodic ringing sound, like that of a pick striking stone or ice. This sound seems to be coming from the north end of the village, but nothing related to the noise can be seen. anda number of figures moving around Rose Quarry VILLAGE ENcouNTERS ‘The numbert given for the following encounters refer to the map of Rose Quarry. Use the map on page 13 when running thete encounters Failin won't risk his land cart or his life for the adventurers, He insists on waiting behind the rise for the PCs to finish their work. He promises to wait for them, and will keep his word for an entire day before hhe decides that they aren't coming back and he's free to return to Rhuksan Draal ROSE QUARRY MAP KEY Here's a quick overview of the locations in this part of the adventure. The encounters are described in more etail later in this section. The PCs approach Rose Quarry from the south RI. Emerald Glaw Camp: This is the first thing the POs see. The PCs are better off avoiding the order's soldiers than facing them in direct combat. ‘R2/Molien Glass Ruins: These locations scatered throughout the village, ferture a new undead menace, RS. Cannith Refinery. This place was once weed 1 proces the red marble excavated in this area. The PGs must defea! Enerald Claw soldiers within ths site to gain acees to the location of Whitehesrth R4. Ruined Church: In this location, the PGs meet the villainous changeling Carzow and have an oppor- tunity to elaim a wondrous item. RI. EMERALD CLAW CAMP (EL. 8) ‘The camp sits on relatively fat piece of ground in the southwestern portion of the ruined village. The par- tially intact walls of a collapsed building provide some ‘over and protection along the camp's southern edge. Nine soldiers of the Order of the Emerald Claw cccupy the camp, shoring space in the four tents set up, ‘around the fire pt. A cleric, a necromancer, and four sheletons are also on hand to guard the eamp. ‘The POs should get the impression that they are better offavoiding a confrontation with this large group of opponents. If they attract the full attention of the camp, they likely wil suffer heavy casualties. Other features of the camp are described below. Light A large fire blazes in the center of the camp (bright light for 30 feet), while moonlight provides 1adowy illumination to the area beyond. Sound: A successful DG 16 Listen check allows a character to hear prayers being said somewhere in the ‘eamp. Anyone who hears the prayers can make a DC 15, Knowledge (religion) check to identify the chanting at ‘rite of the Blood of Vol. Reactin: If anyone in the camp hears suspicious noises, three soldiers and two skeletons are sent toinves- tigate. If anyone in the camp spots the PCs, the cleric, five soldiers, and four skeletons are sent to pursue the intruders, while the remaining soldiers provide ranged ‘weapon support. ‘The Situation: The Order of the Emerald Claw arrived at Rose Quarry three days ago. Since then. the soldiers ofthe order have been excavating the village {in search of elues to the location of the Whitehearth facility. A direct confrontation with the order's sel- diers could prove disastrous. After a few days without incident, however, the soldiers have become careless about watching for intruders, Clever characters ean sneak past the camp before anyone within can raise an alarm. Any chi camp must make a Hide check (opposed by two Spot cheeks, no modifiers) o avoid being noticed. Anyone moving within 50 feet of the camp must make 4 Moye Silently check (opposed by two Listen checks, sno modifiers) to avoid being heard. If the soldiers JReer a sound, they send a patrol to investigate. IF the adventurers are seen, a larger force attempts to eliminate them, the PGs wait for 5 hours, five ofthe soldiers go to sleep. After this, the soldiers in the camp collectively acter who comes within 50 fect of the {get one Spot and one Listen check to notice intruders. ‘Sleeping soldiers are awakened by any commotion and ‘burry to help deal with intruders, but they have no time to don their armor. ‘As long as characters stay more than 50 feet away from the camp and extinguish any light sources, they ‘can pass by undetected. Ifany characters do get within 50 feet of the camp and remain undetected, they get to see a few more details, Read ‘From this shot, you get a clearer view ofthe camp. Sic humans are gathered aroualthe ire, ond fur sletons ormed ath sets standin ‘len ugl nent. The humans wear tabords emblazoned with a green claw ove chainmail. Northwest of the fr, in a clearing between too tents, a man in Banded mal clutches an ornote dagger and oppears to be chanting or Praying. A charismatic character might approach the camp and try to talk to the soldiers, though the presence of the skeletons suggests that this isa bad idea. The soldiers ‘expect competition from House Cannith, and they are vaguely aware of the adventurers! role in Lady Elaydren's schemes. Even if PC has plan that pre~ vents the soldiers from attacking immediately, all of the Emerald Claw agents have « hostile attitude toward the adventurers Creatures: The camp contains nine Emerald Claw soldiers, four skeletons, a cleric named Kel and a necromancer called Mallora. Depending on when the PCs approach the camp, as many as five of the soldiers could be in che tents, sleeping and out of their armor. Doran, Emerald Claw Soldiers (9): Homan warrior 2, OR 1; Medium humanoid, HD 248+5; hp 14 each; Init +0; Spd 20 ft. (base 30 ft.); AC 17, touch 10, flat~ footed 17; Base Atk +2; Grp +3: Atk +3 melee (Id8e1, flail) or +2 ranged (148/19-20, light crossbow); Full Atk +3 melee (Id8+1, flat) or +2 ranged (1d8/19-20,, light croubow); SA—; SQ—; ALLE; SV Fort +4, Ref +0, Will +0; Str 13, Dex HI, Gon 12, Int 9, Wis 10, Cha. ‘Skil and Fats: Intimidate +3, Knowledge (religion) +0, Ride +4; Power Attack, Toughness. Languages Common, Possessions: Chainmail, heavy wooden shield, flail, light crossbow with 20 bolts, sunrod, tabard, pouch with 246 silver picces and 148 gold pieces, identifica don papers (wo sets, one false) Keltis. Doran. Male © human, cleric 2 (Blood of Vol); GR 2; Medium — /hu- manoid; HD. 2a8e2; bp 15; Init “1; Spd 20 fe. (base 30 fe): AC 17, touch 10, flarfooted 16, Base Atk +1; Gep +8; Atk +4 melee (14842, masterwork morningstar) or +0 ranged; Full Atk +4 melee (1d8+2, masterwork morningstat) or +0 ranged; SA rebuke undead 4/day (+1, 246+3, 2nd); SQ ragehand at will; ALLE; SV Fort 4, Ref—1, Will «5; Str 14, Dex 8, Gon 13, Int 10, Wis 18, Cha 12. ‘Skilsand Fests: Concentration +4, Diplomacy +3, Heal +4, Knowledge (religion) +3; Extra Turning, Spell Focus (necromancy): Language Common. Posesons: Banded mail, heavy stel shield, master work dagger (holy symbol), masterwork morningstar, tabard, hand ofthe mage, potion of eure light wounds, vial of tunhely water, pouch containing 5 sp, 8 gp, and 2 pp. teri Spells Prepored (4/4); O—cue minor wounds (2) detect magi guiensesInt—bane (DC 18), cou oor (OC 1), inf gh wounds* (DC 14), protectin jromgoed® ‘Domain spell. Domains: Evil (cast evil spells at +1 caster level), Necromancy (east necromancy spells at +1 caster level) Mallora: Female mancer 2; CR 2; Medium hu- manoid; HD 2dd2; hp 8; Inie =ls Spd 30 fe. AC 16, touch 12 flarfooted 14 Base Atk +; Grp 10; Atk +1 me= lee (ld4-1/19- 20, masterwork dagges) or +8 ranged (Ld8/19-20, light crossbow); Full ‘Atk +l melee (Id4-1/19-20, masterwork dagger) or +3 ranged (18/1920, light crossbow); SA —; SQ—; AL. LE; SV Fort «1, Ref'+2, Will +4; Str8, Dex M, Con 13, Tne 15, Wis 12, Cha 10 ‘Shils and Fatt: Concentration +3, Craft (alchemy) +2, Knowledge (areana) +2, Knowledge (she planes) 42, Spelieraft +3: Dodge, Scribe Scroll", Spell Focus (necromaney) Language Common, Draconie, Elven. Pouenians: Maaterwork dagger, wend of magic mie (Ist level: 21 charges). potion ofeue ight wounds, pouch eontain* ing 6 sp, 2 gp, and 3 pp. Wizard pets Pere (4/4) 0—dae, dena read mag touch offotigue (DC 19); Ist—caue oer (DC 1), mage armor, gi nae, ofefelonent Skeletons (4): hp 5. 6, 7, 8) Manser Manual page 225. The skeletons are armed with seythes instead of scimitare and shields; this gives them an’ AC of 19 and an attack of +1 melee (2d4+1/5%4, Seythe)- ‘Vulture Zombiev CR 1/24 Small undead" HD 21243, hp 16; Init 1; Spa 10 ft, fly 80 fi, (clumsy); AG M4, touch 12, flat-footed 12; Base Atk +1) Grp 2: ‘Atk 3 melee (Idd, talons); Full Atk +3 melee (Id+l, talons); SA; SQeingle actions only, damage reduction S/slashing, darkvision 60 ft., undead traits; AL N; SV Fort +0, Ref +1, Will +3; Str 12, Dex 18, Gon — Int — Wis 10, Cha 1 Feat; Toughness. Single Action Only (E2) A zombie can only perform « single move or attack action each round. The only way that it can move and attack is if it attempts a charge. “Tacties: Ina serious conflict, the skeletons and four of the soldiers charge into melee. The remaining sol- iers (notably, any unarmored warriors) provide missile support with their crossbows. Keltis begins by casting protection rom oodon himself In the second round he uses caue far, looking first for PC using a bow or crossbow, and failing that, target ing the primary PC melee combatant. He then charges into battle, preferably engaging a cleric of an opposing faich. He saves hi cue spells for his owa use, as opposed to healing the order's soldiers When she hears the call to battle, Mallora casts mage armor before emerging from her tent. She remains with the crossbowmen and targets enemy spelleasters with, mage isle, using case fer ag age. If she runs out of Ist-level spells, she retreats; in this case, she leaps upon a horse and rides north to join Garrow at location R4. ‘The vulture zombie waits in one of the covered wagons. The zombie isthe pet of Brother Garrow and will not leave the wagon unless it is attacked. nse any enemy who closes ‘Treasure: In addition to the goods carried by the individual soldiers, the wagons contain 1,000 erossbow bolts, 2 light crossbows, 2 morningstars, 2 scythes, assorted picks and tools, 3 vials of unholy water, 30 sunrods, a sack of 20 black onyx gems (worth 25 gp each), a chest containing three 5-pound sacks of silver dust (worth 25 gp each), and a chest containing 500 gp and 100 pp. ‘Development: As indicated by the encounter level, this irnota battle the PCs have much chanee of winning, they are wise, they try to avoid a conflict. Ifthe char acters plan to charge the camp, you might want to warn, the players thatthe soldiers look extremely competent. If they attack anyway and take heavy losses, the PCs might beable to flee to the land cart and escape, The soldiers are slowed by their armor, they are suspicious of being ROSE QUARRY. led tnio‘an-ambush, and they refute to venture farfrom the camp in the dark, |Ad Hoe Experience Award: Ifthe PCs successfully ‘bypass the camp without raising an alarm, they receive ® 300 XP story award, In this edte, diseretion is the better part of valor. R2. MOLTEN GLASS RUINS (EL 2) ‘These encounter areas are seattered around the village [As the PCs make their way through the village toward the distant sound of picks striking gla and atone, they notice that only the stone portions of the by remain, All other building materials seem to have been consumed in a tereile fie. Another odd sight also greets them: What the PCs right have mistaken for ice from a disance i actually 1 thick Inyer of glass that appears to have been poured (hile ic was i molten atate) over the entire village. ‘The glass has hardened into interesting shapes and pat- terms that coat the ruins. Undead ereatures similar to sombies wander the ruins, and the PCs must deal with tome of them each time they get close one ofthe areas marked R2 on the map. Other Features of these locations are described ings below. Light Moonlight provides shadowy illumination throughout the ruined village. Sound: A DG 10 Listen check allows « character to hear the scraping sound of glass sliding seross glass as the zombies move about. The PCs can also hear the distant sounds of metal tools striking glass at regular intervals. This sound comes from location Ré, but it skee «DC 18 Listen check o discern the source despite the strange echoes reverberating through the ruins. Reaction; The strange zombies reset with hostility if they see or hear the PGs. ‘When the PCs approach one of the areas marked R2 ‘on the map, read: Astrange layer oflasovers much ofthe illage.Itcoate the ground It coscades fom the shattered ston wall: Toword sh center ofthe alae, ‘one ore buldings appear tobe more intact than the res of he ruins around them, Tao othersights lop out tou ayy0u lok around. Ft 30 can ue the occasion forms of burned dwarees buried within the las, ther expeson: tied infor and pain. Second, someon has been Breaking theless oround:ame ofthe runs, shaterig i es though searching for something hat ay hae been topped within shen the ls cooled ond hardened ‘The Situation: The village of Rose Quarry has been Duried under a I-foot-thick layer of a glaslike substance. This material is tougher than normal glass. Ichas hardness Sand Shit points per inch of thickness. The glass isnot perfeetly smooth, and it can be « pre- aroun surface to traverse. Characters have to make « DC TOBslancecheck eyery round in whichthey areina dangerous situation Guch as while fighting zombies, for ‘ezaniple). Characters who fal this check fall prone. "The dvatves who were indoors when disaster struck -yere burned to death in their homes, and charred bones ate all shat remain of thete victims. The corpses on the srcets were preserved within the molten glass, their skin charred but their bodies otherwise intact. ‘The Emerald Claw invaders have been here for a few days, excavating the village in search of cues to the loca tion of the Whitehearth facility. One oftheir first actions was to animate a few of the well-preserved dwarf corpses to use as zombie labor. The PCs encounter pair ofthese creatures at each location marked R2 on the map. ‘The PCs cam detect the approach of these ghastly sombies with 4 DC 10 Listen or Spot cheek (-I penalty cn the check for every 10 feet between the zombies and the PGs: the Spot penalty is inereased to~2 if the char~ acter does not have darkvision or low-light vision). Creatures: Pairs of dwarf gl the ruined village. When the PCs frst encounter these eveatures, read. zombies wander ‘The srechng sound ofas scraping across lndsyou toa pair of hideous figures: Dara who died horribly infir nd molten gle now ‘shore a zombies. Ualteendleary zombies, these undead dures cr cozered n coating oftransucent las that sort acts an extra layerofskin. The dearfzombisgoxe otyow with clear, deed ee, Then they charge Dwarf Glass Zombies (2)+ OR 1; Medium undead; HD 2412/10; bp 20, 28: Init 1; Spd 15 fe. ean'e rum; AG 15, touch 8, flat-footed 13; Base Atk #1; Grp +2: ‘Atk +2 melee (Id6r1, slam); Full Atk +2 melee (Id6-1, slam); SQ single ations only, damage reduction 5/(e tex), darkvision 60 f., glasswalking, undead traits; AL Nj SV Fort +0, Ref—1, Will + Ser 12, Dex 8, Con — Int, Wis 10, Cha 1 Fest Toughness. Damage Redaction (i) ‘The glass that has fused to the body of each zombie must be smashed with blunt instrument before the creature can be hacked apart, Initially, a glass zombie has damage reduction Sibludgeoning: Once the creature has taken 8 points of md ic has damage damage, its glass covering shatters, ‘reduction S/elashing instead, Glasmeiking (x): The zombies can move across the glu sheet at normal speed, without having to make Balance checks, due to the layer of glats that surrounds thetr bodies. Single Actions Only (Fx) glass zombie can only perform 8 single move or attack action esch round. The only way ican move and attack i if it ateempts a charge. ‘Tacties: The zombies have heen ordered to patrol the village and attack anyone who is not wearing the symbol of the Emerald Claw. On spotting the adven- turers, they charge the nearest enemy and fight until destroyed. Note that the zombiex possess darkvision and are not hampered by the shadowy illumination. Development: If the PCs fight the glass zombies near the eamp (the two R2 locations nearest the RI location), they attract the attention of the soldiers ia the camp. Two soldiers of the Emerald Claw aéive in del rounds to investigate the disturbance. R3. CANNITH REFINERY (EL 3) One of the two more oF less intact buildings at the center of che village, this large stone structore Was once used by House Cannith to process the red marble drawn ftom the quarry. Now, two soldiers of the Order cof the Emerald Claw and a glass zombie work to clear a chamber that contains a map showing the location of the ‘Whitehearth facili Other features of this location are described low. Lh Sunrods provide bright illumination within the refinery. Sound: As the PCs approach this loeation, it becomes clear that it is one source of the sounds of excavation that echo throughout the rains. ADC 13 Listen checkallows the PCs o hear snippets of conversation between breaks in the chiseling and clearing. A DC 15 Listen check allows ® PC to hear a glass zombie carrying a load of refuse moving from the interior ofthe building toward the enteanee Reaction: On noticing intruders, the soldiers draw their weapons and attack. The glass zombie drops the load i earries and attacks upon spotting the PC: ‘When the PGs approach the area marked R3 on the map, read, Thislorge buliing, constructed of wall of ed orb, asthe engraved symbol of an anu! and gorgoncarsed into the kzystone above the arched dooraay—the symbol of House Connith. While th outer walls tore intact lit i lft of the billing. The roof door, and per floors hasbeen edwed to cinders and eubble Light an bessen going “from dep iid the building The Situation: Two Emerald Claw soldiers work inside the building, sifting through the rubble in search of a ckue as to how to read the map. One glass tombie helps by carting debris from the large interior chamber and piling it in one of the two smaller cham~ bers near the entrance. An entrance at the front of the building opens on the main village road. The walls are 30 feet high and mostly intact, though covered with a sheet of glass. The PCs must quietly deal with the glass zombie tr otherwise get past it to approach the large chamber without alerting the soldiers, (Because the floor in this avea is mostly cleared of glass, Balance checks are not necessary here.) In most cases, they first encounter the lass zombie in the dark entry hall, which then alertethe toldiers to their presence, When they get a chance to see into the large chamber, read ‘The large 50-oot-wide chamber has en cleared of mst of the rubble tondglosyou'e seen throughout the ret ofthwilage. Tefloor merger {fromthe shatered las, formed rom red marble and decorated with an tmboied dv, Creatures; Twa Emerald Claw soldiers, one grant and the ‘work in the large chamber. A dwarf glass zombie carte debris from the large chamber and deposits tin one of the smaller antechambers: Emerald ClawSoldier: hp 14} see'page 14 Dwarf Glass Zombie: hp 20; see page 16. slitary commander of this mission, Kuele, Kaela: Female human fighter 2; CR 2 Medium humaneid, HD 2al0+2; bp 17; Init +2; Spe 20 fe (base 30 ft) AC 19, touch 12, flat-footed 17, Base Atk +2; Grp +4; Atk +6 me- lee (1d8+2/19— 20, masterwork Iongeword) or +4 ranged; Full Atk +6 melee (Id8+2/ 19-20, masterworklongeword) or +4 ranged; SA; SQ AL LE; SV Fort +4, Ref +2, Will 63; Str 15, Dex 4, Con 18, Int 10, Wis 12, Cha 8. Sills and Foot: Intimidate +2, Ride +5; Combat Expertise, Iron Will, Quick Draw", Weapon Focus Gongsword)® Language Common, Powerions: Clhsinnaail, +1 heauy steel shield, dagger, masterwork longeword, potion of ur ight wounds, tabard, pouch with 5 silver pieces and 12 gold pieces. Her shield bears the symbol of the Emerald Claw, which may lead to trouble if the item is elaimed by a PC ‘Tactics: The warrior immediately draws his weapon and attacks the party. The minions ofthe Emerald Claw are fanatics and cannot be reasoned with; they believe that if they die they will be reanimated to continue to serve the Order, Unless the PCs have found a way to prevent it, the soldier calls for assistance as he Fights His eries won't reach the camp, but they alert the glass zombies in the nearest area R2 (if they have not been defeated by the POs prior to this encounter) and Garrow in area Ré, The zombies immediately move to join the fight, but Garrow waits until after the characters have hhad a chance to study the map, then makes a properly dramatic appearance Unlike the Emerald Claw soldier, Kaela uses a move action to don her shield, drawing her sword at a free action. For the first three rounds of combat, she uses Combat Expertise to gain a +2 bonus to AC with a cor esponding'-2 penalty on attack rolls) while she evaluates hher opponents and calls for help. Given the choice, she targets characters bearing the symbol ofthe Silver Flame; she spent three years fighting Thranein the Last War and Iharbors a grudge agsinst the church. ‘Treasure: The Emerald Claw has already stripped smosi of the valuables from thie building. A successful z 2 2 5 oI 2 B $ 2 DO 15 Search check lows a character tofind a casket ‘containing 50 panda bottle ofrlerfiipperinas (labeled. "Compound 12" in Common). Developments: Once the soldiers and the rombier have been defested, the adventurers can examine the large chamber. Reade Thelarge chamber contains afew enormous blocks of rough red stone Thiplace wos probably where the marble wor shoped, polished, nd prspared for shipping. Large fireplaces oeupy the center ofthe north, touth, and weit walls each made ofa diferent type of tone: redone forthe noth white stone for the south, end black tone forthe west “fireplace Sie sttuerstand around the room, aot each ide of one ofthe fireplaces, The floor of the chamber features a detailed map of canta Khoroaire shoeing the nations of Aunt, Cyr, Karrnath, Thrane, and Breland, While cites, topographical features, and even rmojr mines ae shown in bas relief onthe mep, no tet identifies the locations ‘The statues depict « dragon and a lion carved from red marble, a wolf and a falcon carved from white marble, and an armored knight and « griffon earved from black, marble. If the PCs examine the back of each statue's head (or make # successful DO 20 Search check), they find messages carved into the stone. The messages read as follow. Red Dragon: “Whitehearth, White Seal, NE 9." Hed Lian: "Tallis, Black Seal, E 4.” White Wolf “Cabblen Hall, Red Seal, SW 15.” White Falcon; “Blackhearth, Black Seal, SE 1 Black Fright: "Krom Hall, White Seal, N 6." ‘Black Grfon: *Redearth, Red Seal, SE 7” Interpreting the Map: The PCs mast bring the fol- lowing information together~the messages carved into the back of each statue's head, the House Cannith seale carved into the floor in front of each fireplace (rubble and glass must be cleared from atop the north and south seal; the west seal has already been cleared and is vis- ible when the PCs examine the chamber), and the map carved into the floor itelf, ‘The message on the back of each head names s hidden House Cannith research facility. The seal men- tioned represents where to start to find the location on the map. Then it provides a direction to walk and how many paces to reach the spot on the map. The only place important for this adventure is Whitehearth, which a PC of Medium size ean find by starting on the seal in front of the white stone fireplace and walking nine ppacesito the northeast. (If'« Small character attempts 0 pace off the distance, he discovers that going nine paces (o the northeast leaves him in an unmarked spot ‘on the map—only by continuing for another nine paces will he reach the correct location.) Doing this places the character in the hills of southwestern Gyre. At this location, « character notices a faint symbol of a crossed pick and shovel. This clue reveals that Whitehearth is ina mine approximately thirty miles beyond the gray~ ‘mist border of the Mournland, directly due exst of the hhamlet of Olkhaan, (The messages carved into the other Matues are not important for thie adventure, but can be developed by the DM; unlike Whitchearth, some or all of these other locations could still be active.) ‘Ad Hoc Experience Award: The adventurers receive total of 200 XP forsolving the puzzle and determining the location of Whitehearth. R4. THE RUINED CHURCH (EL. 2) ‘The other more of less intact structure atthe center of the village isa stone church dedicated to the Sovereign Host. More of the sounds of shattering rock and glass ‘emanate from the cemetery behind this structure ‘Other features of this location are described below. Light: Moonlight provides shadowy illumination within the ruined church and in the cemetery behind Sound: As the PCs approach thislocation, it becomes clear that its a souree of the sounds of excavation that echo throughout the ruins. Reactiow: None. No enemy waits within the church, and the zombies working in the cemetery arc solely devoted to the task that Gasrow has assigned them. Garrow is trested as a separate encounter (see below): hhe might show up in area R3 after the PCs interpret the map, he might desl with them if they approach the cem- tery, or he might appear anywhere else in the village if the PCs draw enough attention to themselves. ‘When the PCs approach the aren marked R& on the imap, read: Thestractrebeforeyou eppersto bee chrch and youconsee symbols ofthe Sovereign Host cursed ita the stonewall. The oafhasfllen in, butthe wall er solidandstrongAgraeyard sits behind th church, and he sounds of tol striking gles echo from tha ciation ‘The Situation: A changeling priest named Garrrow leads the Emerald Claw expedition. (Kaela commands 0 ee re eee nese reer me Wonprous ITEM: OLLADRa's CHALICE ‘This golden chalice has two useful functions. On com- ‘mand, any liquid placed within i is purified, es by the spell pr otd and drink, Twice per day, it ean be used to change I pint.of normal water into holy water, as by ble: szattr spell, These powers cas! only be invoked by a clerie of the Sovereign Ffost. Faint transmutation; OL Ist: Craft Wondrous Item, bes water, purify fod and drink, ereator must be a priest of the Sovereign Host; Price 1,000 gp; Weight 2 Ib. Reig cho eee aera nee ere ace the soldiers but takes her orders from Garrow.) Frus~ trated by his team’s inability to interpret the map rooms hhe has decided to exhume the corpses buried in the graveyard. By using speok ait dead, he hopes toluncoyer the secret of the map room. Ifa particulax corpee éa sive him that information, he plans to animace it to serve him, The noises from behind the church are the sounds of Carrow’s zombies breaking glass in order to dig up the bodies, Inside the Church; Rubble from the collapsed ceiling fills the interior of the church. The altar can be seen poking vp through the debris, but rubble and a coating of glass obscure all other features of the ‘Treasure: A success- fal DG 20 Spot check or DC 15 Search check made inside the church uncovers Ollodrs lice (see the sidebar) The Emerald Claw sol- diers discovered this item but didn't bother salvaging it, since they have no interest in @ minor relic of @ benevolent faith, Ifthe PCs wish to recover the chalice, they must eare- fully dig it out of the glass that encases it The Cemetery: In the graveyard behind the chureh, the PCs spot two dwarf glass rombier chipping away at the sheets of glass that cover the red marble gravettones, Four of the graves have alveady been emptied, and the remains of four dwarveshave been piled tog one side waiting for Garrow's atten tion. If Garrow has not been encoun tered earlier in the adventure, he watches the zombies work from the shadows beneath 1 glass-coated tree (Hide check resule of 18) Dwarf Glass Zombies (2): hp 21, 22; see page 16. for details Tactics: The rombies have heen ordered to dig, and they do not initinte cantact with the adventurers, If any of the PCs attack, the zombies drop their tools and defend themselves. BROTHER GARROW (EL 5) The priest named Garrow commands thit Emeral@ Claw expedition, The encounter with Garsow setves ds Garcon the dramatic capstone of the PCs’ explatation of Rose Quarry, The PCs can encounter:Garrow in a number of differentlocations. Ifthe PCs make a significant amount of oise while exploring the Cannith refinery; Gasrow shows up to investigate the disturbance after the adventureri have had time to unravel the mystery of the map room: IF they investigate the sounds coming from behind the rained church, Garrow emerges from the shadows and greets them. Ifthe adventurers defeat the soldiets area RY and solve the riddle of the ‘map room without alerting the rest of, the village, Garrow crosses paths with them as they near the edge of the village con their wry back to Failin and the land Garrow enjoys using his abilities to frighten and confuse opponents. He takes on the appearance of a vampire when he meets up with the adventurers, When the PGs do encounter Garrow, read: Atal emaciated man, weoringa beaut hooded robe of ack sl sis out ofthe shadows, He hos deathly white skin, ond o thick sear runs from the corer of one gleaming red eye back past a pointed cor. He miles, flashing sharp. fangs "What have we here?” he ise, meosuringyou witha casual lance of iscrimson gs. faasnen Made eanggting ten 5 Good of Vals OR 5; Medium Icensed. (apchanginh HED dB, p26; Init ly Spa 80 fx AC 1H touch I, Mafooted ate Ask 33) Grp 1h Atk +4 MOPS melee (144/19-20, masterwork dagen) or +5 ranged (4/1020, ssinaran dg) PUA ob (044/192, marerwork dagen) or 25 ranged (16/19-20, monster york lagged SA death touch, rebuke undead Sfdny 62, 24807, ih Sache, bine hinges,